From 8d2d24c6bda922a3b041ed77d4a92a7b727046a8 Mon Sep 17 00:00:00 2001 From: onms Date: Fri, 24 Apr 2026 20:01:10 -0500 Subject: [PATCH] Initial Commit --- .gitignore | 43 + GameUpdate.bat | 14 + GameUpdate_linux.sh | 13 + README.md | 102 + Readme.txt | 57 + gameupdate/patch-config.txt | 3 + gameupdate/patch.bat | 265 + gameupdate/patch.sh | 169 + gameupdate/vocab.txt | 212 + package.json | 12 + www/data/Actors.json | 532 + www/data/Animations.json | 129646 ++++++++++++++++ www/data/Armors.json | 111 + www/data/Classes.json | 4241 + www/data/CommonEvents.json | 20322 +++ www/data/Enemies.json | 251 + www/data/Items.json | 204 + www/data/Map001.json | 1363 + www/data/Map002.json | 1363 + www/data/Map003.json | 6057 + www/data/Map004.json | 7779 + www/data/Map005.json | 1363 + www/data/Map006.json | 7145 + www/data/Map007.json | 6330 + www/data/Map008.json | 7183 + www/data/Map009.json | 3335 + www/data/Map010.json | 1363 + www/data/Map011.json | 189 + www/data/Map012.json | 8892 ++ www/data/Map013.json | 10652 ++ www/data/Map053.json | 1363 + www/data/Map054.json | 1363 + www/data/Map056.json | 1363 + www/data/Map057.json | 1363 + www/data/Map058.json | 11974 ++ www/data/Map059.json | 1363 + www/data/Map060.json | 3373 + www/data/Map061.json | 10569 ++ www/data/Map062.json | 5545 + www/data/Map063.json | 6505 + www/data/Map064.json | 7041 + www/data/Map065.json | 7949 + www/data/Map066.json | 5534 + www/data/Map068.json | 6380 + www/data/Map069.json | 6196 + www/data/Map070.json | 6271 + www/data/Map071.json | 272 + www/data/Map073.json | 1363 + www/data/Map074.json | 5433 + www/data/Map075.json | 3289 + www/data/Map076.json | 8785 ++ www/data/Map077.json | 5421 + www/data/Map078.json | 7426 + www/data/Map079.json | 5410 + www/data/Map080.json | 6161 + www/data/Map081.json | 5975 + www/data/Map082.json | 5521 + www/data/Map083.json | 10809 ++ www/data/Map084.json | 6858 + www/data/Map085.json | 6366 + www/data/Map086.json | 200 + www/data/Map087.json | 5172 + www/data/Map088.json | 5039 + www/data/Map089.json | 7109 + www/data/Map090.json | 1363 + www/data/Map091.json | 1363 + www/data/Map092.json | 1363 + www/data/Map093.json | 1363 + www/data/Map094.json | 1363 + www/data/Map096.json | 8165 + www/data/Map097.json | 5359 + www/data/Map098.json | 5768 + www/data/Map099.json | 9615 ++ www/data/Map100.json | 5697 + www/data/Map101.json | 7500 + www/data/Map102.json | 6859 + www/data/Map103.json | 5718 + www/data/Map104.json | 7314 + www/data/Map105.json | 12206 ++ www/data/Map106.json | 5832 + www/data/Map107.json | 6221 + www/data/Map108.json | 7653 + www/data/Map109.json | 5668 + www/data/Map110.json | 7025 + www/data/Map111.json | 5597 + www/data/Map112.json | 11806 ++ www/data/Map113.json | 5545 + www/data/Map114.json | 9060 ++ www/data/Map115.json | 10183 ++ www/data/Map116.json | 5627 + www/data/Map117.json | 8976 ++ www/data/Map118.json | 4236 + www/data/Map119.json | 5541 + www/data/Map120.json | 7779 + www/data/Map121.json | 6677 + www/data/Map122.json | 5693 + www/data/Map123.json | 9061 ++ www/data/Map124.json | 11806 ++ www/data/Map125.json | 10184 ++ www/data/Map126.json | 5545 + www/data/Map127.json | 5627 + www/data/Map128.json | 189 + www/data/MapInfos.json | 811 + www/data/Skills.json | 345 + www/data/States.json | 295 + www/data/System.json | 638 + www/data/Tilesets.json | 49269 ++++++ www/data/Troops.json | 167 + www/data/Weapons.json | 135 + www/img/tilesets/Dungeon_A1.txt | 16 + www/img/tilesets/Dungeon_A2.txt | 32 + www/img/tilesets/Dungeon_A4.txt | 48 + www/img/tilesets/Dungeon_A5.txt | 128 + www/img/tilesets/Dungeon_B.txt | 256 + www/img/tilesets/Dungeon_C.txt | 256 + www/img/tilesets/Inside_A1.txt | 16 + www/img/tilesets/Inside_A2.txt | 32 + www/img/tilesets/Inside_A4.txt | 48 + www/img/tilesets/Inside_A5.txt | 129 + www/img/tilesets/Inside_B.txt | 256 + www/img/tilesets/Inside_C.txt | 256 + www/img/tilesets/Outside_A1.txt | 16 + www/img/tilesets/Outside_A2.txt | 32 + www/img/tilesets/Outside_A3.txt | 32 + www/img/tilesets/Outside_A4.txt | 48 + www/img/tilesets/Outside_A5.txt | 128 + www/img/tilesets/Outside_B.txt | 256 + www/img/tilesets/Outside_C.txt | 256 + www/img/tilesets/SF_Inside_A4.txt | 48 + www/img/tilesets/SF_Inside_B.txt | 256 + www/img/tilesets/SF_Inside_C.txt | 256 + www/img/tilesets/SF_Outside_A3.txt | 32 + www/img/tilesets/SF_Outside_A4.txt | 48 + www/img/tilesets/SF_Outside_A5.txt | 128 + www/img/tilesets/SF_Outside_B.txt | 256 + www/img/tilesets/SF_Outside_C.txt | 256 + www/img/tilesets/World_A1.txt | 16 + www/img/tilesets/World_A2.txt | 32 + www/img/tilesets/World_B.txt | 256 + www/img/tilesets/World_C.txt | 256 + www/img/tilesets/最初に.txt | 10 + www/js/libs/fpsmeter.js | 15 + www/js/libs/iphone-inline-video.browser.js | 3 + www/js/libs/lz-string.js | 1 + www/js/libs/pixi-picture.js | 428 + www/js/libs/pixi-tilemap.js | 887 + www/js/libs/pixi.js | 40318 +++++ www/js/main.js | 9 + www/js/plugins.js | 191 + www/js/plugins/BB_CenterSlide.js | 60 + www/js/plugins/Community_Basic.js | 137 + www/js/plugins/DTextPicture.js | 970 + www/js/plugins/EnemyBook.js | 347 + www/js/plugins/FixApproachMove.js | 43 + www/js/plugins/FixImageLoading.js | 71 + www/js/plugins/Foreground.js | 322 + www/js/plugins/ItemBook.js | 383 + www/js/plugins/Lunatlazur_ActorNameWindow.js | 244 + www/js/plugins/MKR_PlayerMoveForbid.js | 188 + www/js/plugins/MPP_MapLight.js | 110 + www/js/plugins/MadeWithMv.js | 304 + www/js/plugins/MenuCallCommon.js | 58 + www/js/plugins/MessageWindowHidden.js | 367 + www/js/plugins/NRP_ChangeCharacterSpeed.js | 597 + www/js/plugins/No Autoshadow.js | 20 + www/js/plugins/SelfSwitchController_MV.js | 101 + www/js/plugins/TitleCommandPosition.js | 72 + www/js/plugins/Torigoya_Achievement.js | 874 + www/js/plugins/Torigoya_Achievement2.js | 1288 + www/js/plugins/Torigoya_Tween.js | 249 + www/js/plugins/YEP_MessageCore.js | 1365 + www/js/rpg_core.js | 9321 ++ www/js/rpg_managers.js | 2839 + www/js/rpg_objects.js | 10641 ++ www/js/rpg_scenes.js | 2689 + www/js/rpg_sprites.js | 2691 + www/js/rpg_windows.js | 6025 + www/package.json | 12 + 178 files changed, 782510 insertions(+) create mode 100644 .gitignore create mode 100644 GameUpdate.bat create mode 100644 GameUpdate_linux.sh create mode 100644 README.md create mode 100644 Readme.txt create mode 100644 gameupdate/patch-config.txt create mode 100644 gameupdate/patch.bat create mode 100644 gameupdate/patch.sh create mode 100644 gameupdate/vocab.txt create mode 100644 package.json create mode 100644 www/data/Actors.json create mode 100644 www/data/Animations.json create mode 100644 www/data/Armors.json create mode 100644 www/data/Classes.json create mode 100644 www/data/CommonEvents.json create mode 100644 www/data/Enemies.json create mode 100644 www/data/Items.json create mode 100644 www/data/Map001.json create mode 100644 www/data/Map002.json create mode 100644 www/data/Map003.json create mode 100644 www/data/Map004.json create mode 100644 www/data/Map005.json create mode 100644 www/data/Map006.json create mode 100644 www/data/Map007.json create mode 100644 www/data/Map008.json create mode 100644 www/data/Map009.json create mode 100644 www/data/Map010.json create mode 100644 www/data/Map011.json create mode 100644 www/data/Map012.json create mode 100644 www/data/Map013.json create mode 100644 www/data/Map053.json create mode 100644 www/data/Map054.json create mode 100644 www/data/Map056.json create mode 100644 www/data/Map057.json create mode 100644 www/data/Map058.json create mode 100644 www/data/Map059.json create mode 100644 www/data/Map060.json create mode 100644 www/data/Map061.json create mode 100644 www/data/Map062.json create mode 100644 www/data/Map063.json create mode 100644 www/data/Map064.json create mode 100644 www/data/Map065.json create mode 100644 www/data/Map066.json create mode 100644 www/data/Map068.json create mode 100644 www/data/Map069.json create mode 100644 www/data/Map070.json 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create mode 100644 www/data/Map123.json create mode 100644 www/data/Map124.json create mode 100644 www/data/Map125.json create mode 100644 www/data/Map126.json create mode 100644 www/data/Map127.json create mode 100644 www/data/Map128.json create mode 100644 www/data/MapInfos.json create mode 100644 www/data/Skills.json create mode 100644 www/data/States.json create mode 100644 www/data/System.json create mode 100644 www/data/Tilesets.json create mode 100644 www/data/Troops.json create mode 100644 www/data/Weapons.json create mode 100644 www/img/tilesets/Dungeon_A1.txt create mode 100644 www/img/tilesets/Dungeon_A2.txt create mode 100644 www/img/tilesets/Dungeon_A4.txt create mode 100644 www/img/tilesets/Dungeon_A5.txt create mode 100644 www/img/tilesets/Dungeon_B.txt create mode 100644 www/img/tilesets/Dungeon_C.txt create mode 100644 www/img/tilesets/Inside_A1.txt create mode 100644 www/img/tilesets/Inside_A2.txt create mode 100644 www/img/tilesets/Inside_A4.txt create mode 100644 www/img/tilesets/Inside_A5.txt create mode 100644 www/img/tilesets/Inside_B.txt create mode 100644 www/img/tilesets/Inside_C.txt create mode 100644 www/img/tilesets/Outside_A1.txt create mode 100644 www/img/tilesets/Outside_A2.txt create mode 100644 www/img/tilesets/Outside_A3.txt create mode 100644 www/img/tilesets/Outside_A4.txt create mode 100644 www/img/tilesets/Outside_A5.txt create mode 100644 www/img/tilesets/Outside_B.txt create mode 100644 www/img/tilesets/Outside_C.txt create mode 100644 www/img/tilesets/SF_Inside_A4.txt create mode 100644 www/img/tilesets/SF_Inside_B.txt create mode 100644 www/img/tilesets/SF_Inside_C.txt create mode 100644 www/img/tilesets/SF_Outside_A3.txt create mode 100644 www/img/tilesets/SF_Outside_A4.txt create mode 100644 www/img/tilesets/SF_Outside_A5.txt create mode 100644 www/img/tilesets/SF_Outside_B.txt create mode 100644 www/img/tilesets/SF_Outside_C.txt create mode 100644 www/img/tilesets/World_A1.txt create mode 100644 www/img/tilesets/World_A2.txt create mode 100644 www/img/tilesets/World_B.txt create mode 100644 www/img/tilesets/World_C.txt create mode 100644 www/img/tilesets/最初に.txt create mode 100644 www/js/libs/fpsmeter.js create mode 100644 www/js/libs/iphone-inline-video.browser.js create mode 100644 www/js/libs/lz-string.js create mode 100644 www/js/libs/pixi-picture.js create mode 100644 www/js/libs/pixi-tilemap.js create mode 100644 www/js/libs/pixi.js create mode 100644 www/js/main.js create mode 100644 www/js/plugins.js create mode 100644 www/js/plugins/BB_CenterSlide.js create mode 100644 www/js/plugins/Community_Basic.js create mode 100644 www/js/plugins/DTextPicture.js create mode 100644 www/js/plugins/EnemyBook.js create mode 100644 www/js/plugins/FixApproachMove.js create mode 100644 www/js/plugins/FixImageLoading.js create mode 100644 www/js/plugins/Foreground.js create mode 100644 www/js/plugins/ItemBook.js create mode 100644 www/js/plugins/Lunatlazur_ActorNameWindow.js create mode 100644 www/js/plugins/MKR_PlayerMoveForbid.js create mode 100644 www/js/plugins/MPP_MapLight.js create mode 100644 www/js/plugins/MadeWithMv.js create mode 100644 www/js/plugins/MenuCallCommon.js create mode 100644 www/js/plugins/MessageWindowHidden.js create mode 100644 www/js/plugins/NRP_ChangeCharacterSpeed.js create mode 100644 www/js/plugins/No Autoshadow.js create mode 100644 www/js/plugins/SelfSwitchController_MV.js create mode 100644 www/js/plugins/TitleCommandPosition.js create mode 100644 www/js/plugins/Torigoya_Achievement.js create mode 100644 www/js/plugins/Torigoya_Achievement2.js create mode 100644 www/js/plugins/Torigoya_Tween.js create mode 100644 www/js/plugins/YEP_MessageCore.js create mode 100644 www/js/rpg_core.js create mode 100644 www/js/rpg_managers.js create mode 100644 www/js/rpg_objects.js create mode 100644 www/js/rpg_scenes.js create mode 100644 www/js/rpg_sprites.js create mode 100644 www/js/rpg_windows.js create mode 100644 www/package.json diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..6589882 --- /dev/null +++ b/.gitignore @@ -0,0 +1,43 @@ +# Ignore all files +*.* + +# File Types +!*.mps +!*.json +!*.txt +!*.project +!*.js +!*.7z +!*.csv +!*.ain +!*.fnl +!*.ks +!*.tjs +!*.yaml +!*.rb +!*.rvdata2 + +# Other Needed Files +!.gitignore +!README.md +!patch-config.txt +!GameUpdate* +!patch* +!Game.dat +!bsxx.dat* +!game.ini +!package.nw +!SRPG_Unpacker.exe +!(SRPG_Unpacker Patcher).bat + +# Ignore +previous_patch_sha.txt +kabe3_save.dat +kabe3_system.dat +psbpack.dat +Save* +cg.dat +scene.dat +BSXScript_* + +# Images diff --git a/GameUpdate.bat b/GameUpdate.bat new file mode 100644 index 0000000..64214fc --- /dev/null +++ b/GameUpdate.bat @@ -0,0 +1,14 @@ +@echo off +setlocal + +REM Copy GAMEUPDATE.bat to a new file +copy "gameupdate\patch.bat" "gameupdate\patch2.bat" + +REM Run the new file +call "gameupdate\patch2.bat" + +REM Delete the new file +del "gameupdate\patch2.bat" + +endlocal +@echo on \ No newline at end of file diff --git a/GameUpdate_linux.sh b/GameUpdate_linux.sh new file mode 100644 index 0000000..732096a --- /dev/null +++ b/GameUpdate_linux.sh @@ -0,0 +1,13 @@ +#!/bin/bash + +# Enable error handling +set -e + +# Copy patch.sh to a new file in gameupdate +cp "gameupdate/patch.sh" "gameupdate/patch2.sh" + +# Run the new file +bash "gameupdate/patch2.sh" + +# Delete the new file +rm "gameupdate/patch2.sh" diff --git a/README.md b/README.md new file mode 100644 index 0000000..2177c92 --- /dev/null +++ b/README.md @@ -0,0 +1,102 @@ +# Apply Patch +1. Click Code +2. Click Download ZIP +3. Extract to game folder and Replace All. + +## Future Patching +1. Run GAMEUPDATE.bat to auto patch. + +# Troubleshooting +**GAMEUPDATE.bat doesn't update and closes immediately** +1. Make sure your path doesn't contain any Japanese characters or lots of whitespace. +2. Make sure you actually have permissions in the folder + +For WOLF RPG games, if you downloaded the game off of DLSite, you will need to do some extra steps to patch it. This is because there is a "master" file called Data.wolf that will take priority over the english patch files. You will need this file to be a folder before patching will work. + +# Wolf Games +1) Download the latest UberWolf.exe release from the following link: +https://github.com/Sinflower/UberWolf/releases +2) Drag Data.wolf onto UberWolf.exe. This will create a new folder called data.wolf~ +3) Rename the new data.wolf~ folder to Data +4) Delete the Data.wolf file +5) Delete previous_patch_sha.txt (this will exist if you ran GameUpdate.bat previously) +6) Run GameUpdate.bat + +# Edit/Contribute +TLDR 3 steps. + + Fork the repository. + Make the changes. + Submit a merge request. + +If everything looks good and doesn't break things I'll merge it in. + +Longer Version: + +# Required Software: +* [VSCode](https://code.visualstudio.com/) Make sure you check all the boxes for context menus. +* [Git](https://git-scm.com/downloads) (Use the default for everything. Just keep clicking Next) + +# Guide to contributing + +### 1. Fork the Repository +- Go to the repository you want to fork. +- Click the "Fork" button. + +### 2. Clone Your Fork +- Clone your forked repository to your local machine. + ```sh + git clone https://gitgud.io/YOUR_USERNAME/REPO_NAME.git + ``` + +### 3. Make Your Changes (In VSCode) +- Edit the files locally on your new branch using VSCode. +- Add and commit your changes. + ```sh + git add . + git commit -m "Description of your changes" + ``` + +### 4. Push Your Changes +- Push your changes to your fork on GitGud.io. + ```sh + git push origin your-feature-branch + ``` + +### 5. Create a Merge Request +- Go to your fork on GitGud.io. +- Click on "Merge Requests" in the sidebar. +- Click the "New merge request" button. +- Select the branch you made changes to and the target project (the original repo). +- Provide a title and description for your merge request and submit it. + +--- + +## Example + +Assuming you want to fork a repository named `example-project`: + +### 1. Fork the Repo +- Navigate to `https://gitgud.io/original_user/example-project` and click "Fork". + +### 2. Clone Your Fork + ```sh + git clone https://gitgud.io/YOUR_USERNAME/example-project.git + ``` + +### 3. Make Changes and Commit + ```sh + # Make changes to the files + git add . + git commit -m "Add new feature to example project" + ``` + +### 4. Push Changes + ```sh + git push origin add-new-feature + ``` + +### 5. Create a Merge Request +- Go to `https://gitgud.io/YOUR_USERNAME/example-project/merge_requests` and click on "New merge request" +- Choose the source branch `add-new-feature` and target branch (default: `main` or `master`) +- Fill in the details and submit the merge request \ No newline at end of file diff --git a/Readme.txt b/Readme.txt new file mode 100644 index 0000000..525bfc4 --- /dev/null +++ b/Readme.txt @@ -0,0 +1,57 @@ +ウラミちゃんと憑依の黒魔術_体験版 + +サークル『魚雷城』 + + +■はじめに +この度は『魚雷城』のゲーム『ウラミちゃんと憑依の黒魔術_体験版』を +ダウンロードいただきありがとうございます。 +本作品は成人向けです。18歳未満の方のプレイはご遠慮ください。 +本作品はフィクションです。実在の人物・団体・事件等には一切関係ありません。 +本作品はRPGツクールMVで制作したものです。 +本作品は先行体験版です。本編完成までのアップデートや、 +完成版の提供を保証するものではありません。 +仕様や内容は予告なく変更、または配布終了となる場合があります。 + +不具合・ご感想などがあればご連絡頂けると幸いです。 +https://ci-en.dlsite.com/creator/23638 + +■操作方法 +マウス左クリック   | 決定/指定場所へ移動 +マウス右クリック   | キャンセル/メニュー画面の開閉 + +矢印キー     | 移動 +X, Esc      | キャンセル、メニュー +Z, Space, Enter | 決定 +Z, Space, Enter 長押し| 会話の早送り + +■起動 +フォルダ内のGame.exeをダブルクリックで起動して下さい。 + +■ゲームのアンインストール方法 +フォルダごと削除して下さい。 + +■製作・著作 +『ウラミちゃんと憑依の黒魔術』の著作権は『魚雷城』が保持しています。 +権利者の許可無く、本作品の全部または一部について、 +複製・改変・翻訳・公開・再配布・販売等を行うことを禁止します。 + +また、本作品に含まれる画像・文章・音声等のデータを、 +機械学習、生成AI、データセット作成等の目的で使用または提供する行為は、 +権利者の許可なく行わないでください。 + +■免責事項 +本ソフトウェアの使用により生じたいかなる損害についても、 +製作者は一切の責任を負いません。 + +■お借りした素材 +オコジョ彗星 様  https://www.dlsite.com/maniax/circle/profile/=/maker_id/RG42002.html +甘茶の音楽工房 様 https://amachamusic.chagasi.com/ +OtoLogic 様  https://otologic.jp +On-Jin ~音人~ 様 https://on-jin.com/ +Murray Atkinson 様 +音声素材_Pincree(CV:小乃アキラ) 様 +音声素材_Pincree(CV:朝比奈ゆの) 様 + +※お借りした素材には、それぞれ利用規約がございます。 + 二次配布、無断利用禁止などのルールがありますので、必ずご確認のうえ遵守してください。 \ No newline at end of file diff --git a/gameupdate/patch-config.txt b/gameupdate/patch-config.txt new file mode 100644 index 0000000..98fdbe8 --- /dev/null +++ b/gameupdate/patch-config.txt @@ -0,0 +1,3 @@ +username=dazed-translations +repo=magical-girls-runa-and-nanami +branch=main diff --git a/gameupdate/patch.bat b/gameupdate/patch.bat new file mode 100644 index 0000000..6fb20da --- /dev/null +++ b/gameupdate/patch.bat @@ -0,0 +1,265 @@ +@echo off +setlocal EnableExtensions EnableDelayedExpansion + +REM Check if being run from gameupdate folder (incorrect usage) +for %%I in ("%CD%") do set "CURRENT_FOLDER=%%~nxI" +if /I "%CURRENT_FOLDER%"=="gameupdate" ( + echo. + echo ======================================== + echo ERROR: Do not run patch.bat directly! + echo ======================================== + echo. + echo You are running this from the gameupdate folder. + echo This will not work correctly! + echo. + echo Please go back to the game's root folder and + echo run GameUpdate.bat instead. + echo ======================================== + echo. + pause + exit /b 1 +) + +REM Determine important paths +set "SCRIPT_DIR=%~dp0" +set "ROOT_DIR=%CD%" +set "CONFIG_FILE=%SCRIPT_DIR%patch-config.txt" + +echo Using root directory: "%ROOT_DIR%" +echo Using config: "%CONFIG_FILE%" + +echo Checking for pwsh... +set _my_shell=pwsh + +REM Check if pwsh.exe exists +where /q !_my_shell! +if !errorlevel! neq 0 ( + echo pwsh not found. + echo. + echo PowerShell 7 ^(pwsh^) is faster and recommended. + set /p "INSTALL_PWSH=Would you like to install it now via winget? (Y/N): " + if /I "!INSTALL_PWSH!"=="Y" ( + echo Installing PowerShell 7 via winget... + winget install --id Microsoft.PowerShell --source winget --accept-package-agreements --accept-source-agreements + if !errorlevel! neq 0 ( + echo Install failed or winget not available. Falling back to powershell... + set _my_shell=powershell + ) else ( + echo PowerShell 7 installed successfully. + echo Please re-run GameUpdate.bat to use pwsh. + pause + exit /b 0 + ) + ) else ( + echo Skipping install. Falling back to powershell... + set _my_shell=powershell + ) + + REM Check if powershell.exe exists + echo Checking for powershell... + where /q !_my_shell! + if !errorlevel! neq 0 ( + echo.Error: Powershell not found! + pause + exit /B 1 + ) else ( + echo powershell found. + ) +) else ( + echo pwsh found. +) + +echo Using !_my_shell! for script execution. + +REM Check if patch-config.txt exists in gameupdate folder +if not exist "%CONFIG_FILE%" ( + echo "Config file (gameupdate\patch-config.txt) not found! Assuming no patching needed." + pause + exit /b +) + +REM Read configuration from file +for /f "usebackq tokens=1,2 delims==" %%a in ("%CONFIG_FILE%") do ( + if "%%a"=="username" set "username=%%b" + if "%%a"=="repo" set "repo=%%b" + if "%%a"=="branch" set "branch=%%b" +) + +REM -------------------------------------------------------- +REM PRE-SETUP: Ensure SRPG data and patch structure exists +REM Run Steps 1 and 2 BEFORE pulling repo patch to avoid overwriting updates +REM 1) Unpack once if data folder doesn't exist (and data.dts does) +REM 2) Create Patch once if patch folder doesn't exist +REM -------------------------------------------------------- +set "UNPACKER=%ROOT_DIR%\SRPG_Unpacker.exe" +if exist "%ROOT_DIR%\data.dts" ( + if exist "%UNPACKER%" ( + echo [Pre-Setup] Running SRPG_Unpacker preparation steps... + + REM Step 1: Unpack (once) + if not exist "%ROOT_DIR%\data\" ( + set "SHOULD_UNPACK=1" + ) else if not exist "%ROOT_DIR%\data\project.dat" ( + set "SHOULD_UNPACK=1" + ) else ( + set "SHOULD_UNPACK=0" + ) + + if "!SHOULD_UNPACK!"=="1" ( + if exist "%ROOT_DIR%\data.dts" ( + echo [Pre-Setup] Step 1: Unpacking data.dts to data + pushd "%ROOT_DIR%" + "%UNPACKER%" -o "data" "data.dts" + if !errorlevel! neq 0 ( + echo [Pre-Setup] ERROR: Unpack failed. Continuing. + ) + popd + ) else ( + echo [Pre-Setup] Step 1: Skipping unpack - no data folder and no data.dts found. + ) + ) else ( + echo [Pre-Setup] Step 1: data folder exists; skipping unpack. + ) + + REM Step 2: Create Patch (once) + if not exist "%ROOT_DIR%\patch\" ( + if exist "%ROOT_DIR%\data\project.dat" ( + echo [Pre-Setup] Step 2: Creating patch from data\project.dat + pushd "%ROOT_DIR%" + "%UNPACKER%" ".\data\project.dat" -c + if !errorlevel! neq 0 ( + echo [Pre-Setup] ERROR: Create Patch failed. Continuing. + ) + popd + ) else ( + echo [Pre-Setup] Step 2: Skipping create patch - data\project.dat not found. + ) + ) else ( + echo [Pre-Setup] Step 2: patch folder exists; skipping create. + ) + ) else ( + echo [Pre-Setup] SRPG_Unpacker.exe not found in root; skipping pre-setup steps. + ) +) else ( + echo [Pre-Setup] data.dts not found; skipping pre-setup SRPG steps. +) + +REM Get the latest hash +echo "Getting latest commit SHA hash" +!_my_shell! -Command "(Invoke-RestMethod -Uri 'https://gitgud.io/api/v4/projects/%username%%%2F%repo%/repository/branches/%branch%').commit.id" > "%ROOT_DIR%\latest_patch_sha.txt" + +REM Read the latest SHA from the file +set /p latest_patch_sha=<"%ROOT_DIR%\latest_patch_sha.txt" + +REM Check if previous_patch_sha.txt exists in gameupdate +if not exist "%SCRIPT_DIR%previous_patch_sha.txt" ( + echo "Previous SHA hash not found!" + echo "Assuming first time patching..." + goto download_extract +) + +REM Read the stored SHA from previous check +set /p previous_patch_sha=<"%SCRIPT_DIR%previous_patch_sha.txt" + +REM Trim whitespace from SHA strings +set "previous_patch_sha=%previous_patch_sha: =%" +set "latest_patch_sha=%latest_patch_sha: =%" + +REM Compare trimmed SHAs +if "%latest_patch_sha%" neq "%previous_patch_sha%" ( + echo "Update found! Patching..." + goto download_extract +) else ( + echo "Patch is up to date." +) + +REM Delete latest_patch_sha.txt +del "%ROOT_DIR%\latest_patch_sha.txt" + +endlocal +pause +exit /b + +:download_extract + +REM Escape single quotes in paths +set "escaped_root=%ROOT_DIR:'=''%" + +REM Download zip file to root +echo "Downloading latest patch..." +!_my_shell! -Command "Set-Location -LiteralPath '%escaped_root%'; $ProgressPreference = 'SilentlyContinue'; Invoke-WebRequest -Uri 'https://gitgud.io/%username%/%repo%/-/archive/%branch%/%repo%-%branch%.zip' -OutFile 'repo.zip'" +if !errorlevel! neq 0 ( + pause + exit /b +) + +REM Extract contents, overwriting conflicts into root +echo "Extracting..." +!_my_shell! -Command "Set-Location -LiteralPath '%escaped_root%'; $ProgressPreference = 'SilentlyContinue'; Expand-Archive -Path '.\repo.zip' -DestinationPath '.' -Force" +if !errorlevel! neq 0 ( + echo Extraction failed! + del "%ROOT_DIR%\repo.zip" + rmdir /s /q "%ROOT_DIR%\%repo%-%branch%" + pause + exit /b +) +echo "Applying patch..." +xcopy /s /e /y "%ROOT_DIR%\%repo%-%branch%\*" "%ROOT_DIR%\" +if !errorlevel! neq 0 ( + echo Patch application failed! + del "%ROOT_DIR%\repo.zip" + rmdir /s /q "%ROOT_DIR%\%repo%-%branch%" + pause + exit /b +) +REM -------------------------------------------------------- +REM POST-APPLY: Run Steps 3 and 4 after patch files are merged +REM 3) Apply Patch to data\project.dat +REM 4) Pack data back into data.dts +REM -------------------------------------------------------- +set "UNPACKER=%ROOT_DIR%\SRPG_Unpacker.exe" +if exist "%ROOT_DIR%\data.dts" ( + if exist "%UNPACKER%" ( + echo Running SRPG_Unpacker apply/pack steps... + + REM Step 3: Apply Patch + if exist "%ROOT_DIR%\data\project.dat" ( + echo Step 3: Applying patch to data\project.dat + pushd "%ROOT_DIR%" + "%UNPACKER%" ".\data\project.dat" -a + if !errorlevel! neq 0 ( + echo ERROR: Apply Patch failed. + ) + popd + ) else ( + echo ERROR: data\project.dat not found; cannot apply patch. + ) + + REM Step 4: Pack + if exist "%ROOT_DIR%\data\" ( + echo Step 4: Packing data to data.dts + pushd "%ROOT_DIR%" + "%UNPACKER%" -o "data.dts" "data" + if !errorlevel! neq 0 ( + echo WARNING: Pack failed. + ) + popd + ) else ( + echo Step 4: Skipping pack - data folder not found. + ) + ) else ( + echo SRPG_Unpacker.exe not found in root; skipping SRPG patch steps. + ) +) else ( + echo data.dts not found; skipping SRPG patch steps. +) +REM Clean up +echo "Cleaning up..." +del "%ROOT_DIR%\repo.zip" +rmdir /s /q "%ROOT_DIR%\%repo%-%branch%" +del "%ROOT_DIR%\latest_patch_sha.txt" +REM Store latest SHA for next check in gameupdate +echo %latest_patch_sha% > "%SCRIPT_DIR%previous_patch_sha.txt" +endlocal +pause +exit /b diff --git a/gameupdate/patch.sh b/gameupdate/patch.sh new file mode 100644 index 0000000..4986803 --- /dev/null +++ b/gameupdate/patch.sh @@ -0,0 +1,169 @@ +#!/bin/bash + +set -e + +SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)" +ROOT_DIR="$(pwd)" +CONFIG_FILE="$SCRIPT_DIR/patch-config.txt" + +check_dependency() { + if ! command -v "$1" > /dev/null 2>&1; then + echo "Error: '$1' is not installed. Please install it using 'pkg install $1'." + exit 1 + fi +} + +# Check for jq, unzip, and curl +check_dependency jq +check_dependency unzip +check_dependency curl + +# Check if CONFIG_FILE exists +if [ ! -f "$CONFIG_FILE" ]; then + echo "Config file '$CONFIG_FILE' not found! Assuming no patching needed." + exit 0 +fi + +# Convert line endings to Unix format +sed -i 's/\r$//' "$CONFIG_FILE" + +# Debug information +echo "Root directory: $ROOT_DIR" +echo "Config file path: $CONFIG_FILE" + +# Read configuration from file +. "$CONFIG_FILE" + +# Get the latest hash +echo "Getting latest commit SHA hash" +latest_patch_sha=$(curl -s "https://gitgud.io/api/v4/projects/$username%2F$repo/repository/branches/$branch" | jq -r '.commit.id') + +# -------------------------------------------------------- +# PRE-SETUP: Ensure SRPG data and patch structure exists +# Run Steps 1 and 2 BEFORE pulling repo patch to avoid overwriting updates +# 1) Unpack once if data folder doesn't exist (and data.dts does) +# 2) Create Patch once if patch folder doesn't exist +# -------------------------------------------------------- +UNPACKER="$ROOT_DIR/SRPG_Unpacker.exe" +if [ -f "$ROOT_DIR/data.dts" ]; then + if [ -f "$UNPACKER" ]; then + echo "[Pre-Setup] Running SRPG_Unpacker preparation steps..." + + # Step 1: Unpack (once) + if [ ! -d "$ROOT_DIR/data" ]; then + if [ -f "$ROOT_DIR/data.dts" ]; then + echo "[Pre-Setup] Step 1: Unpacking data.dts -> data" + ( cd "$ROOT_DIR" && "$UNPACKER" -o data data.dts ) || echo "[Pre-Setup] ERROR: Unpack failed." + else + echo "[Pre-Setup] Step 1: Skipping unpack (no data folder and no data.dts found)." + fi + else + echo "[Pre-Setup] Step 1: data folder exists; skipping unpack." + fi + + # Step 2: Create Patch (once) + if [ ! -d "$ROOT_DIR/patch" ]; then + if [ -f "$ROOT_DIR/data/project.dat" ]; then + echo "[Pre-Setup] Step 2: Creating patch from data/project.dat" + ( cd "$ROOT_DIR" && "$UNPACKER" ./data/project.dat -c ) || echo "[Pre-Setup] ERROR: Create Patch failed." + else + echo "[Pre-Setup] Step 2: Skipping create patch (data/project.dat not found)." + fi + else + echo "[Pre-Setup] Step 2: patch folder exists; skipping create." + fi + else + echo "[Pre-Setup] SRPG_Unpacker.exe not found in root; skipping pre-setup steps." + fi + else + echo "[Pre-Setup] data.dts not found; skipping pre-setup SRPG steps." + fi + +download_extract() { + # Download zip file into root + echo "Downloading latest patch..." + curl -sL "https://gitgud.io/$username/$repo/-/archive/$branch/$repo-$branch.zip" -o "$ROOT_DIR/repo.zip" + if [ $? -ne 0 ]; then + echo "Download failed!" + rm -f "$ROOT_DIR/repo.zip" + rm -rf "$ROOT_DIR/$repo-$branch" + return 1 + fi + + # Extract contents, overwriting conflicts into root + echo "Extracting..." + unzip -qo "$ROOT_DIR/repo.zip" -d "$ROOT_DIR" + if [ $? -ne 0 ]; then + echo "Extraction failed!" + rm -f "$ROOT_DIR/repo.zip" + rm -rf "$ROOT_DIR/$repo-$branch" + return 1 + fi + + echo "Applying patch..." + cp -r "$ROOT_DIR/$repo-$branch/"* "$ROOT_DIR/" + if [ $? -ne 0 ]; then + echo "Patch application failed!" + rm -f "$ROOT_DIR/repo.zip" + rm -rf "$ROOT_DIR/$repo-$branch" + return 1 + fi + + echo "Cleaning up..." + rm -f "$ROOT_DIR/repo.zip" + rm -rf "$ROOT_DIR/$repo-$branch" + rm -f "$ROOT_DIR/latest_patch_sha.txt" + + # Store latest SHA for next check in gameupdate + echo "$latest_patch_sha" > "$SCRIPT_DIR/previous_patch_sha.txt" + + # -------------------------------------------------------- + # POST-APPLY: Run Steps 3 and 4 after patch files are merged + # 3) Apply Patch to data/project.dat + # 4) Pack data back into data.dts + # -------------------------------------------------------- + UNPACKER="$ROOT_DIR/SRPG_Unpacker.exe" + if [ -f "$ROOT_DIR/data.dts" ]; then + if [ -f "$UNPACKER" ]; then + echo "Running SRPG_Unpacker apply/pack steps..." + + # Step 3: Apply Patch + if [ -f "$ROOT_DIR/data/project.dat" ]; then + echo "Step 3: Applying patch to data/project.dat" + ( cd "$ROOT_DIR" && "$UNPACKER" ./data/project.dat -a ) || echo "ERROR: Apply Patch failed." + else + echo "ERROR: data/project.dat not found; cannot apply patch." + fi + + # Step 4: Pack + if [ -d "$ROOT_DIR/data" ]; then + echo "Step 4: Packing data -> data.dts" + ( cd "$ROOT_DIR" && "$UNPACKER" -o data.dts data ) || echo "WARNING: Pack failed." + else + echo "Step 4: Skipping pack (data folder not found)." + fi + else + echo "SRPG_Unpacker.exe not found in root; skipping SRPG patch steps." + fi + else + echo "data.dts not found; skipping SRPG patch steps." + fi +} + +# Check if previous_patch_sha.txt exists in gameupdate +if [ ! -f "$SCRIPT_DIR/previous_patch_sha.txt" ]; then + echo "Previous SHA hash not found!" + echo "Assuming first time patching..." + download_extract +else + # Read the stored SHA from previous check + previous_patch_sha=$(cat "$SCRIPT_DIR/previous_patch_sha.txt") + + # Compare trimmed SHAs + if [ "$latest_patch_sha" != "$previous_patch_sha" ]; then + echo "Update found! Patching..." + download_extract + else + echo "Patch is up to date." + fi +fi diff --git a/gameupdate/vocab.txt b/gameupdate/vocab.txt new file mode 100644 index 0000000..9702682 --- /dev/null +++ b/gameupdate/vocab.txt @@ -0,0 +1,212 @@ +# MAIN CHARACTERS +エルミナ (Elmina) - Female; protagonist; elf mage +フェリス (Feris) - Female; spirit entity; Elmina's guardian & companion + +# ALLIES / COMPANIONS +アンナ (Anna) - Female; witch; lives in 魔女の森; ally +メープル (Maple) - Female; companion; timid +ダイヤ (Daiya) - Female; companion; diligent +トルテ (Torte) - Female; companion; cook/baker +クレア (Claire) - Female; full name クレアリス・デカート (Clairis Decart); guild-affiliated +ルイン (Ruin) - Female; Elmina's younger sister (妹); key story motivation + +# SIDE / RECURRING CHARACTERS +バブンスキー (Babunsky) - Male; antagonistic early on, later redeems himself +ドンフシ (Donfushi) - Male; バブンスキー's younger brother; from プライア村 +ツギカ (Tsugika) - Male; young villager; has feelings for Elmina +ミゲル (Miguel) - Male; minor NPC; innkeeper or medical role + +# ANTAGONISTS +アナゼマ (Anazema) - Spirit entity; primary antagonist; former co-guardian of 魔界 +ロザリー (Rosalie) - Female; ruler of カロン; arc boss +キングディブロ (King Diabro) - Boss; Dwarf dungeon; defeated for 水の精霊石 +プーペ (Pupe) - Female; spider-type monster girl (クモ型魔物娘); recurring mini-boss +魔神 (Demon God) - Entity; final-area antagonist; gave power to アナゼマ +ビャクダン (Byakudan) - Named boss; Slum dungeon +# Note: 魔神 = "Demon God" do NOT render as 'Majin' + +# ENEMY / MONSTER TYPES +スライム (Slime) +オーク (Orc) +ゴブリン (Goblin) +ゴブリン兄弟 (Goblin Brothers) +こうもり (Bat) +ミノタウロス (Minotaur) +魔物娘 (Monster Girl) +クモ型魔物娘 (Spider-type Monster Girl) プーペ's species + +# LOCATIONS +## STARTING AREA +プライア村 (Puraia Village) - Elmina's starting village +ノストゥスの森 (Nostus Forest) - Forest east of Puraia Village; early dungeon + +## KARON CITY +カロン (Karon) - Major city; mid-game hub; ruled by ロザリー様 +カロン街道 (Karon Road) - Road connecting Puraia Village to Karon +オプス (Opus) - Karon's high-end inn + +## WITCH'S FOREST +魔女の森 (Witch's Forest) - Anna's domain +魔女道 (Witch's Road) - Path leading to 魔女の森 + +## DUNGEONS +オーク洞窟 (Orc Cave) - Multi-floor orc dungeon +ロザリー屋敷 (Rosalie's Mansion) - ロザリー's residence; 14+ floors + +## DWARF AREA +ドワーフ街道 (Dwarf Road) - Road from Karon toward Dwarf territory +ドワーフ隠れ里 (Dwarf Hidden Village) - Dwarf settlement +ドワーフダンジョン (Dwarf Dungeon) - キングディブロ boss dungeon + +## SLUMS +スラム (Slums) - Poverty district off the Dwarf Road +娼館 (Brothel / Pleasure House) - Located in the Slums + +## ELF VILLAGE +エルフ里 (Elf Village) - Elmina's homeland; destroyed before the story begins + +## SPIRIT STONE DUNGEONS +精霊石ダンジョン (Spirit Stone Dungeon) - Entrance to three elemental paths +火 (Fire) - Fire dungeon path +風 (Wind) - Wind dungeon path +水 (Water) - Water dungeon path + +## DEMON WORLD +魔界 (Demon World) - The demonic realm; final area +# Note: render as "Demon World" NOT "Netherworld" or "Makai" + +# WORLD-BUILDING TERMS +淫紋 (Ero Brand / Lewd Mark) - Contract seal on Elmina's belly; converts desire into magic +精霊石 (Spirit Stone) - Three elemental key items needed to grant Elmina's wish + 炎の精霊石 (Fire Spirit Stone) + 水の精霊石 (Water Spirit Stone) + 風の精霊石 (Wind Spirit Stone) +魔力 (Mana / Magical Power) +ノロイ (Curse) - アナゼマ's seal placed on the Spirit Stones +冒険者 (Adventurer) - profession/rank system +ギルド (Guild) - the Adventurers' Guild +ギルド長 (Guild Master) +調合師 (Alchemist / Apothecary) - crafts 回復ビン from ingredients +チャームリンク (Charm Link) - magical bond item between Elmina and a companion +協会 (Temple / Shrine) - religious institution enshrining the 女神達 +女神 (Goddess) - deities who once saved the continent +女神達 (Goddesses) - plural; enshrined in the 協会 +魔女 (Witch) - female magic practitioner; distinct from 魔法使い (mage) +ドワーフ族 (Dwarf Tribe / Dwarf Clan) +エルフ (Elf) - Elmina's race +アニキ (Aniki) - "big bro"; ドンフシ's term for バブンスキー + +# WEAPON TYPES (Elmina's magic) +炎の魔法 (Fire Magic) - status ailments; sustained damage +水の魔法 (Water Magic) - single-hit damage; raises HP and Defense +風の魔法 (Wind Magic) - multi-hit combos; gains debuffs on growth +盾の魔法 (Shield Magic) - raises Defense; beginner-recommended + +# ARMORS / OUTFITS +エルミナの普段着 (Elmina's Everyday Clothes) +絹の肌着 (Silk Undershirt) +魅惑のバニー (Alluring Bunny) +メイド服 (Maid Outfit) +ワンダーウルフ (Wonder Wolf) +調教服 (Training Outfit / Leash Outfit) + +# BATTLE STATES +戦闘不能 (Incapacitated / KO) +防御 (Guard / Defending) +不死身 (Immortal) +毒 (Poison) +暗闇 (Blind / Darkness) +沈黙 (Silence) +激昂 (Enrage / Fury) +混乱 (Confusion) +魅了 (Charm / Enthralled) +睡眠 (Sleep) + +# KEY ITEMS +怪しげな薬 (Suspicious Medicine) +冒険者登録証 (Adventurer's Registration Card) +トルテのお弁当 (Torte's Lunchbox) +回復ビン (Recovery Vial) - upgrades +1 through +15 +屋敷のカギ (Mansion Key) +力のグローブ (Power Gloves) +爆音袋 (Sonic Bag / Bang Bag) +子猫の入ったカバン (Bag Containing a Kitten) +チャームリンク・メープル (Charm Link: Maple) - +Defense +チャームリンク・アンナ (Charm Link: Anna) - +Magic +チャームリンク・ダイヤ (Charm Link: Daiya) - +Defense + +## Crafting Ingredients (素材) +緑草 (Green Grass) +黄草 (Yellow Grass) +赤草 (Red Grass) +黒草 (Black Grass) +ロゼの花 (Roze Flower) +オルラーヤ (Orlaya) +リンドウ (Gentian) +ベニダケ (Red Mushroom) +サボテンの果実 (Cactus Fruit) +輝くゼンマイ (Glowing Bracken) +触手の若芽 (Tentacle Sprout) +水 (Water) +純水 (Pure Water) +魔力水 (Mana Water) + +## Guild Exchange Drops (ギルド換金) +スライムの核 (Slime Core) +スライムの巨大核 (Slime Giant Core) +スライムの赤核 (Slime Red Core) +スライムの赤粘膜 (Slime Red Membrane) +オークの牙 (Orc Fang) +獣の毛 (Beast Fur) +焔心核 (Flame Heart Core) +蜘蛛の糸 (Spider Thread) +悪魔の角 (Demon Horn) +海魔の墨 (Kraken Ink) +悪魔の羽根 (Demon Feather) +死霊の灰 (Wraith Ash) + +## Mana Crystal EXP Items +小さな魔力結晶 (Small Mana Crystal) - EXP 10 +魔力結晶 (Mana Crystal) - EXP 100 +大きな魔力結晶 (Large Mana Crystal) - EXP 1,000 +巨大な魔力結晶 (Giant Mana Crystal) - EXP 10,000 + +## Boss Mana Cores (素材) +プーペの魔力核 (Pupe's Mana Core) +ビャクダンの魔力核 (Byakudan's Mana Core) +キングディブロの魔力核 (King Diabro's Mana Core) +ロザリーの魔力核 (Rosalie's Mana Core) +タイタンワームの魔力結晶 (Titan Worm Mana Crystal) + +# ROMANISATION CONVENTIONS +エルミナ (Elmina) - not Erumina; matches title 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577 + }, + { + "id": 119, + "expanded": false, + "name": "B1_黒寮_秘密クラブ", + "order": 45, + "parentId": 91, + "scrollX": 602, + "scrollY": 577 + }, + { + "id": 120, + "expanded": true, + "name": "B1_黒寮_談話室_イベント", + "order": 46, + "parentId": 91, + "scrollX": 602, + "scrollY": 863 + }, + { + "id": 121, + "expanded": false, + "name": "B1_黒寮_ウラミの部屋_イベント", + "order": 47, + "parentId": 91, + "scrollX": 648, + "scrollY": 577 + }, + { + "id": 122, + "expanded": false, + "name": "B1_黒寮_ウラミの部屋_スタート", + "order": 48, + "parentId": 91, + "scrollX": 694, + "scrollY": 839 + }, + { + "id": 123, + "expanded": true, + "name": "2F_特待生寮_スタートイベント時のみ", + "order": 64, + "parentId": 93, + "scrollX": 694, + "scrollY": 577 + }, + { + "id": 124, + "expanded": true, + "name": "2F_実技教室_スタートイベント時のみ", + "order": 65, + "parentId": 93, + "scrollX": 694, + "scrollY": 641 + }, + { + "id": 125, + "expanded": true, + "name": "2F_薬学教室_スタートイベント時のみ", + "order": 66, + "parentId": 93, + "scrollX": 602, + "scrollY": 577 + }, + { + "id": 126, + "expanded": true, + "name": "2F_占術学教室_スタートイベント時のみ", + "order": 67, + "parentId": 93, + "scrollX": 602, + "scrollY": 577 + }, + { + "id": 127, + "expanded": false, + "name": "2F_廊下_スタートイベント時のみ", + "order": 68, + "parentId": 93, + "scrollX": 618, + "scrollY": 577 + }, + { + "id": 128, + "expanded": false, + "name": "MAP128", + "order": 76, + "parentId": 90, + "scrollX": 674.1818181818182, + "scrollY": 646.909090909091 + } +] \ No newline at end of file diff --git a/www/data/Skills.json b/www/data/Skills.json new file mode 100644 index 0000000..ffd0978 --- /dev/null +++ b/www/data/Skills.json @@ -0,0 +1,345 @@ +[ + null, + { + "id": 1, + "animationId": -1, + "damage": { + "critical": true, + "elementId": -1, + "formula": "a.atk * 4 - b.def * 2", + "type": 1, + "variance": 20 + }, + "description": "", + "effects": [ + { + "code": 21, + "dataId": 0, + "value1": 1, + "value2": 0 + } + ], + "hitType": 1, + "iconIndex": 76, + "message1": "の攻撃!", + "message2": "", + "mpCost": 0, + "name": "攻撃", + "note": "スキル1番は[攻撃]コマンドを\n選択したときに使用されます。", + "occasion": 1, + "repeats": 1, + "requiredWtypeId1": 0, + "requiredWtypeId2": 0, + "scope": 1, + "speed": 0, + "stypeId": 0, + "successRate": 100, + "tpCost": 0, + "tpGain": 10 + }, + { + "id": 2, + "animationId": 0, + "damage": { + "critical": false, + "elementId": 0, + "formula": "0", + "type": 0, + "variance": 20 + }, + "description": "", + "effects": [ + { + "code": 21, + "dataId": 2, + "value1": 1, + "value2": 0 + } + ], + "hitType": 0, + "iconIndex": 81, + "message1": "は身を守っている。", + "message2": "", + "mpCost": 0, + "name": "防御", + "note": "スキル2番は[防御]コマンドを\n選択したときに使用されます。", + "occasion": 1, + "repeats": 1, + "requiredWtypeId1": 0, + "requiredWtypeId2": 0, + "scope": 11, + "speed": 2000, + "stypeId": 0, + "successRate": 100, + "tpCost": 0, + "tpGain": 10 + }, + { + "id": 3, + "animationId": -1, + "damage": { + "critical": true, + "elementId": -1, + "formula": "a.atk * 4 - b.def * 2", + "type": 1, + "variance": 20 + }, + "description": "", + "effects": [ + { + "code": 21, + "dataId": 0, + "value1": 1, + "value2": 0 + } + ], + "hitType": 1, + "iconIndex": 76, + "message1": "の攻撃!", + "message2": "", + "mpCost": 0, + "name": "連続攻撃", + "note": "", + "occasion": 1, + "repeats": 2, + "requiredWtypeId1": 0, + "requiredWtypeId2": 0, + "scope": 1, + "speed": 0, + "stypeId": 0, + "successRate": 100, + "tpCost": 0, + "tpGain": 5 + }, + { + "id": 4, + "animationId": -1, + "damage": { + "critical": true, + "elementId": -1, + "formula": "a.atk * 4 - b.def * 2", + "type": 1, + "variance": 20 + }, + "description": "", + "effects": [ + { + "code": 21, + "dataId": 0, + "value1": 1, + "value2": 0 + } + ], + "hitType": 1, + "iconIndex": 76, + "message1": "の攻撃!", + "message2": "", + "mpCost": 0, + "name": "2回攻撃", + "note": "", + "occasion": 1, + "repeats": 1, + "requiredWtypeId1": 0, + "requiredWtypeId2": 0, + "scope": 4, + "speed": 0, + "stypeId": 0, + "successRate": 100, + "tpCost": 0, + "tpGain": 5 + }, + { + "id": 5, + "animationId": -1, + "damage": { + "critical": true, + "elementId": -1, + "formula": "a.atk * 4 - b.def * 2", + "type": 1, + "variance": 20 + }, + "description": "", + "effects": [ + { + "code": 21, + "dataId": 0, + "value1": 1, + "value2": 0 + } + ], + "hitType": 1, + "iconIndex": 76, + "message1": "の攻撃!", + "message2": "", + "mpCost": 0, + "name": "3回攻撃", + "note": "", + "occasion": 1, + "repeats": 1, + "requiredWtypeId1": 0, + "requiredWtypeId2": 0, + "scope": 5, + "speed": 0, + "stypeId": 0, + "successRate": 100, + "tpCost": 0, + "tpGain": 4 + }, + { + "id": 6, + "animationId": 0, + "damage": { + "critical": false, + "elementId": 0, + "formula": "0", + "type": 0, + "variance": 20 + }, + "description": "", + "effects": [ + { + "code": 41, + "dataId": 0, + "value1": 0, + "value2": 0 + } + ], + "hitType": 0, + "iconIndex": 82, + "message1": "は逃げてしまった。", + "message2": "", + "mpCost": 0, + "name": "逃げる", + "note": "", + "occasion": 1, + "repeats": 1, + "requiredWtypeId1": 0, + "requiredWtypeId2": 0, + "scope": 11, + "speed": 0, + "stypeId": 0, + "successRate": 100, + "tpCost": 0, + "tpGain": 0 + }, + { + "id": 7, + "animationId": 0, + "damage": { + "critical": false, + "elementId": 0, + "formula": "0", + "type": 0, + "variance": 20 + }, + "description": "", + "effects": [], + "hitType": 0, + "iconIndex": 81, + "message1": "は様子を見ている。", + "message2": "", + "mpCost": 0, + "name": "様子を見る", + "note": "", + "occasion": 1, + "repeats": 1, + "requiredWtypeId1": 0, + "requiredWtypeId2": 0, + "scope": 0, + "speed": 0, + "stypeId": 0, + "successRate": 100, + "tpCost": 0, + "tpGain": 10 + }, + { + "id": 8, + "animationId": 41, + "damage": { + "critical": false, + "elementId": 0, + "formula": "200 + a.mat", + "type": 3, + "variance": 20 + }, + "description": "", + "effects": [], + "hitType": 0, + "iconIndex": 72, + "message1": "は%1を唱えた!", + "message2": "", + "mpCost": 5, + "name": "ヒール", + "note": "", + "occasion": 0, + "repeats": 1, + "requiredWtypeId1": 0, + "requiredWtypeId2": 0, + "scope": 7, + "speed": 0, + "stypeId": 1, + "successRate": 100, + "tpCost": 0, + "tpGain": 10 + }, + { + "id": 9, + "animationId": 66, + "damage": { + "critical": false, + "elementId": 2, + "formula": "100 + a.mat * 2 - b.mdf * 2", + "type": 1, + "variance": 20 + }, + "description": "", + "effects": [], + "hitType": 2, + "iconIndex": 64, + "message1": "は%1を唱えた!", + "message2": "", + "mpCost": 5, + "name": "ファイア", + "note": "", + "occasion": 1, + "repeats": 1, + "requiredWtypeId1": 0, + "requiredWtypeId2": 0, + "scope": 1, + "speed": 0, + "stypeId": 1, + "successRate": 100, + "tpCost": 0, + "tpGain": 10 + }, + { + "id": 10, + "animationId": 78, + "damage": { + "critical": false, + "elementId": 4, + "formula": "100 + a.mat * 2 - b.mdf * 2", + "type": 1, + "variance": 20 + }, + "description": "", + "effects": [], + "hitType": 2, + "iconIndex": 66, + "message1": "は%1を唱えた!", + "message2": "", + "mpCost": 5, + "name": "スパーク", + "note": "", + "occasion": 1, + "repeats": 1, + "requiredWtypeId1": 0, + "requiredWtypeId2": 0, + "scope": 2, + "speed": 0, + "stypeId": 1, + "successRate": 100, + "tpCost": 0, + "tpGain": 10 + } +] \ No newline at end of file diff --git a/www/data/States.json b/www/data/States.json new file mode 100644 index 0000000..eac2e71 --- /dev/null +++ b/www/data/States.json @@ -0,0 +1,295 @@ +[ + null, + { + "id": 1, + "autoRemovalTiming": 0, + "chanceByDamage": 100, + "iconIndex": 1, + "maxTurns": 1, + "message1": "は倒れた!", + "message2": "を倒した!", + "message3": "", + "message4": "は立ち上がった!", + "minTurns": 1, + "motion": 3, + "name": "戦闘不能", + "note": "ステート1番はHPが0になったときに\n自動的に付加されます。", + "overlay": 0, + "priority": 100, + "releaseByDamage": false, + "removeAtBattleEnd": false, + "removeByDamage": false, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 4, + "stepsToRemove": 100, + "traits": [ + { + "code": 23, + "dataId": 9, + "value": 0 + } + ] + }, + { + "id": 2, + "autoRemovalTiming": 2, + "chanceByDamage": 100, + "description": "", + "iconIndex": 0, + "maxTurns": 1, + "message1": "", + "message2": "", + "message3": "", + "message4": "", + "minTurns": 1, + "motion": 0, + "name": "防御", + "note": "", + "overlay": 0, + "priority": 0, + "removeAtBattleEnd": true, + "removeByDamage": false, + "removeByRestriction": true, + "removeByWalking": false, + "restriction": 0, + "stepsToRemove": 100, + "traits": [ + { + "code": 62, + "dataId": 1, + "value": 0 + } + ] + }, + { + "id": 3, + "autoRemovalTiming": 0, + "chanceByDamage": 100, + "description": "", + "iconIndex": 0, + "maxTurns": 1, + "message1": "", + "message2": "", + "message3": "", + "message4": "", + "minTurns": 1, + "motion": 0, + "name": "不死身", + "note": "", + "overlay": 0, + "priority": 0, + "removeAtBattleEnd": true, + "removeByDamage": false, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 0, + "stepsToRemove": 100, + "traits": [ + { + "code": 14, + "dataId": 1, + "value": 0 + } + ] + }, + { + "id": 4, + "autoRemovalTiming": 0, + "chanceByDamage": 100, + "iconIndex": 2, + "maxTurns": 1, + "message1": "は毒にかかった!", + "message2": "に毒をかけた!", + "message3": "", + "message4": "の毒が消えた!", + "minTurns": 1, + "motion": 1, + "overlay": 1, + "name": "毒", + "note": "", + "priority": 50, + "releaseByDamage": false, + "removeAtBattleEnd": false, + "removeByDamage": false, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 0, + "stepsToRemove": 100, + "traits": [ + { + "code": 22, + "dataId": 7, + "value": -0.1 + } + ] + }, + { + "id": 5, + "autoRemovalTiming": 1, + "chanceByDamage": 100, + "iconIndex": 3, + "maxTurns": 5, + "message1": "は暗闇に閉ざされた!", + "message2": "を暗闇に閉ざした!", + "message3": "", + "message4": "の暗闇が消えた!", + "minTurns": 3, + "motion": 1, + "name": "暗闇", + "note": "", + "overlay": 2, + "priority": 60, + "releaseByDamage": false, + "removeAtBattleEnd": true, + "removeByDamage": false, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 0, + "stepsToRemove": 100, + "traits": [ + { + "code": 22, + "dataId": 0, + "value": -0.5 + } + ] + }, + { + "id": 6, + "autoRemovalTiming": 1, + "chanceByDamage": 100, + "iconIndex": 4, + "maxTurns": 5, + "message1": "は沈黙した!", + "message2": "を沈黙させた!", + "message3": "", + "message4": "の沈黙が解けた!", + "minTurns": 3, + "motion": 1, + "name": "沈黙", + "note": "", + "overlay": 3, + "priority": 65, + "releaseByDamage": false, + "removeAtBattleEnd": true, + "removeByDamage": false, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 0, + "stepsToRemove": 100, + "traits": [ + { + "code": 42, + "dataId": 1, + "value": 0 + } + ] + }, + { + "id": 7, + "autoRemovalTiming": 1, + "chanceByDamage": 50, + "iconIndex": 5, + "maxTurns": 4, + "message1": "は激昂した!", + "message2": "を激昂させた!", + "message3": "", + "message4": "は我に返った!", + "minTurns": 2, + "motion": 1, + "name": "激昂", + "note": "", + "overlay": 4, + "priority": 70, + "releaseByDamage": false, + "removeAtBattleEnd": true, + "removeByDamage": true, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 1, + "stepsToRemove": 100, + "traits": [] + }, + { + "id": 8, + "autoRemovalTiming": 1, + "chanceByDamage": 50, + "iconIndex": 6, + "maxTurns": 4, + "message1": "は混乱した!", + "message2": "を混乱させた!", + "message3": "", + "message4": "は我に返った!", + "minTurns": 2, + "motion": 1, + "name": "混乱", + "note": "", + "overlay": 5, + "priority": 75, + "releaseByDamage": false, + "removeAtBattleEnd": true, + "removeByDamage": true, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 2, + "stepsToRemove": 100, + "traits": [] + }, + { + "id": 9, + "autoRemovalTiming": 1, + "chanceByDamage": 50, + "iconIndex": 7, + "maxTurns": 4, + "message1": "は魅了された!", + "message2": "を魅了した!", + "message3": "", + "message4": "は我に返った!", + "minTurns": 2, + "motion": 1, + "name": "魅了", + "note": "", + "overlay": 6, + "priority": 80, + "releaseByDamage": false, + "removeAtBattleEnd": true, + "removeByDamage": true, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 3, + "stepsToRemove": 100, + "traits": [] + }, + { + "id": 10, + "autoRemovalTiming": 1, + "chanceByDamage": 100, + "iconIndex": 8, + "maxTurns": 5, + "message1": "は眠った!", + "message2": "を眠らせた!", + "message3": "は眠っている。", + "message4": "は目を覚ました!", + "minTurns": 3, + "motion": 2, + "name": "睡眠", + "note": "", + "overlay": 7, + "priority": 90, + "releaseByDamage": true, + "removeAtBattleEnd": true, + "removeByDamage": true, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 4, + "stepsToRemove": 100, + "traits": [ + { + "code": 22, + "dataId": 1, + "value": -1 + } + ] + } +] \ No newline at end of file diff --git a/www/data/System.json b/www/data/System.json new file mode 100644 index 0000000..7432cf5 --- /dev/null +++ b/www/data/System.json @@ -0,0 +1,638 @@ +{ + "airship": { + "bgm": { + "name": "Ship3", + "pan": 0, + "pitch": 100, + "volume": 25 + }, + "characterIndex": 3, + "characterName": "Vehicle", + "startMapId": 0, + "startX": 0, + "startY": 0 + }, + "armorTypes": [ + "", + "一般防具", + "魔法防具", + "軽装防具", + "重装防具", + "小型盾", + "大型盾" + ], + "attackMotions": [ + { + "type": 0, + "weaponImageId": 0 + }, + { + "type": 1, + "weaponImageId": 1 + }, + { + "type": 1, + "weaponImageId": 2 + }, + { + "type": 1, + "weaponImageId": 3 + }, + { + "type": 1, + "weaponImageId": 4 + }, + { + "type": 1, + "weaponImageId": 5 + }, + { + "type": 1, + "weaponImageId": 6 + }, + { + "type": 2, + "weaponImageId": 7 + }, + { + "type": 2, + "weaponImageId": 8 + }, + { + "type": 2, + "weaponImageId": 9 + }, + { + "type": 0, + "weaponImageId": 10 + }, + { + "type": 0, + "weaponImageId": 11 + }, + { + "type": 0, + "weaponImageId": 12 + } + ], + "battleBgm": { + "name": "Battle1", + "pan": 0, + "pitch": 100, + "volume": 25 + }, + "battleback1Name": "Grassland", + "battleback2Name": "Grassland", + "battlerHue": 0, + "battlerName": "Dragon", + "boat": { + "bgm": { + "name": "Ship1", + "pan": 0, + "pitch": 100, + "volume": 25 + }, + "characterIndex": 0, + "characterName": "Vehicle", + "startMapId": 0, + "startX": 0, + "startY": 0 + }, + "currencyUnit": "G", + "defeatMe": { + "name": "Defeat1", + "pan": 0, + "pitch": 100, + "volume": 25 + }, + "editMapId": 0, + "elements": [ + "", + "物理", + "炎", + "氷", + "雷", + "水", + "土", + "風", + "光", + "闇" + ], + "equipTypes": [ + "", + "武器", + "盾", + "頭", + "身体", + "装飾品" + ], + "gameTitle": "ウラミちゃんと憑依の黒魔術_体験版", + "gameoverMe": { + "name": "Gameover1", + "pan": 0, + "pitch": 100, + "volume": 25 + }, + "locale": "ja_JP", + "magicSkills": [ + 1 + ], + "menuCommands": [ + true, + true, + true, + true, + true, + true + ], + "optDisplayTp": true, + "optDrawTitle": false, + "optExtraExp": false, + "optFloorDeath": false, + "optFollowers": true, + "optSideView": false, + "optSlipDeath": false, + "optTransparent": true, + "partyMembers": [ + 1 + ], + "ship": { + "bgm": { + "name": "Ship2", + "pan": 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b/www/img/tilesets/Dungeon_A1.txt @@ -0,0 +1,16 @@ +Water A|水場A +Deep Water|深い水場 +Swamp Grass|水草 +Lotus Pads (Flowers)|蓮の葉(花) +Lava|溶岩 +Waterfall A (Lava Cave)|滝A(溶岩洞窟) +Water B (Grass Maze)|水場B(草迷宮) +Waterfall B (Grass Maze)|滝B(草迷宮) +Water C (Dirt Cave)|水場C(土洞窟) +Waterfall C (Dirt Cave)|滝C(土洞窟) +Water D (Rock Cave)|水場D(岩洞窟) +Waterfall D (Rock Cave)|滝D(岩洞窟) +Water E (Crystal)|水場E(水晶) +Waterfall E (Crystal)|滝E(水晶) +Canal|水路 +Waterfall (Stone Wall)|滝F(石壁) diff --git a/www/img/tilesets/Dungeon_A2.txt b/www/img/tilesets/Dungeon_A2.txt new file mode 100644 index 0000000..1fc02f7 --- /dev/null +++ b/www/img/tilesets/Dungeon_A2.txt @@ -0,0 +1,32 @@ +Ground A (Dirt Cave)|床A(土洞窟) +Ground B (Grass Maze)|床B(草迷宮) +Dark Ground A (Dirt Cave)|濃い床A(土洞窟) +Dark Ground B (Grass Maze)|濃い床B(草迷宮) +Hole A (Dirt Cave)|穴A(土洞窟) +Hole B (Grass Maze)|穴B(草迷宮) +Hole I (Stone Floor)|穴I(石の床) +Ground Cracks|床のひび割れ +Ground C (Rock Cave)|床C(岩洞窟) +Ground D (Crystal)|床D(水晶) +Dark Ground C (Rock Cave)|濃い床C(岩洞窟) +Dark Ground D (Crystal)|濃い床D(水晶) +Hole C (Rock Cave)|穴C(岩洞窟) +Hole D (Crystal)|穴D(水晶) +Hole J|穴J +Soil on Ground|床の汚れ +Ground E (Lava Cave)|床E(溶岩洞窟) +Ground F (In Body)|床F(体内) +Dark Ground E (Lava Cave)|濃い床E(溶岩洞窟) +Rug A|じゅうたんA +Hole E (Lava Cave)|穴E(溶岩洞窟) +Hole F (In Body)|穴F(体内) +Fencepost|柵 +Moss on Ground|床の苔 +Ground G (Ice Cave)|床G(氷洞窟) +Ground H (Demonic World)|床H(魔界) +Dark Ground G (Ice Cave)|濃い床G(氷洞窟) +Rug B|じゅうたんB +Hole G (Ice Cave)|穴G(氷洞窟) +Hole H (Demonic World)|穴H(魔界) +Raised Stone|石段 +Poison Swamp|毒の沼 diff --git a/www/img/tilesets/Dungeon_A4.txt b/www/img/tilesets/Dungeon_A4.txt new file mode 100644 index 0000000..f0733f0 --- /dev/null +++ b/www/img/tilesets/Dungeon_A4.txt @@ -0,0 +1,48 @@ +Wall A (Dirt Cave)|壁A(土洞窟) +Wall B (Rock Cave)|壁B(岩洞窟) +Wall C (Lava Cave)|壁C(溶岩洞窟) +Wall D (Ice Cave)|壁D(氷洞窟) +Wall E (Grass Maze)|壁E(草迷宮) +Wall F (Crystal)|壁F(水晶) +Wall G (In Body)|壁G(体内) +Wall H (Demonic World)|壁H(魔界) +Wall A (Dirt Cave)|壁A(土洞窟) +Wall B (Rock Cave)|壁B(岩洞窟) +Wall C (Lava Cave)|壁C(溶岩洞窟) +Wall D (Ice Cave)|壁D(氷洞窟) +Wall E (Grass Maze)|壁E(草迷宮) +Wall F (Crystal)|壁F(水晶) +Wall G (In Body)|壁G(体内) +Wall H (Demonic World)|壁H(魔界) +Wall I (Stone)|壁I(石) +Wall J (Brick)|壁J(レンガ) +Wall K (Brick)|壁K(レンガ) +Wall L (Stone)|壁L(石) +Wall M (Stone)|壁M(石) +Wall N (Castle)|壁N(城) +Wall O (Fort)|壁O(砦) +Wall P (Demon Castle)|壁P(魔王城) +Wall I (Stone)|壁I(石) +Wall J (Brick)|壁J(レンガ) +Wall K (Brick)|壁K(レンガ) +Wall L (Stone)|壁L(石) +Wall M (Stone)|壁M(石) +Wall N (Castle)|壁N(城) +Wall O (Fort)|壁O(砦) +Wall P (Demon Castle)|壁P(魔王城) +Wall Q (Temple)|壁Q(神殿) +Wall R (Marble)|壁R(大理石) +Wall S (Frozen)|壁S(凍結) +Wall T (Factory)|壁T(工場) +Ledge A (Dirt Cave)|段差A(土洞窟) +Ledge B (Rock Cave)|段差B(岩洞窟) +Ledge C (Lava Cave)|段差C(溶岩洞窟) +Ledge D (Ice Cave)|段差D(氷洞窟) +Wall Q (Temple)|壁Q(神殿) +Wall R (Marble)|壁R(大理石) +Wall S (Frozen)|壁S(凍結) +Wall T (Factory)|壁T(工場) +Ledge A (Dirt Cave)|段差A(土洞窟) +Ledge B (Rock Cave)|段差B(岩洞窟) +Ledge C (Lava Cave)|段差C(溶岩洞窟) +Ledge D (Ice Cave)|段差D(氷洞窟) diff --git a/www/img/tilesets/Dungeon_A5.txt b/www/img/tilesets/Dungeon_A5.txt new file mode 100644 index 0000000..e467f87 --- /dev/null +++ b/www/img/tilesets/Dungeon_A5.txt @@ -0,0 +1,128 @@ +Darkness|暗闇 +Translucent Floor A|半透明の床A +Translucent Floor B|半透明の床B +Translucent Floor C|半透明の床C +Translucent Floor D|半透明の床D +Stairs A (Translucent)|階段A(半透明) +Stairs B (Translucent)|階段B(半透明) +Wire Mesh|金網 +Transparent|透明 +Translucent Floor A|半透明の床A +Translucent Floor B|半透明の床B +Translucent Floor C|半透明の床C +Translucent Floor D|半透明の床D +Stairs A (Translucent)|階段C(半透明) +Stairs B (Translucent)|階段D(半透明) +Wire Mesh|金網 +Ground A (Dirt Cave)|床A(土洞窟) +Ground B (Rock Cave)|床B(岩洞窟) +Ground C (Lava Cave)|床C(溶岩洞窟) +Ground D (Ice Cave)|床D(氷洞窟) +Ground E (Grass Maze)|床E(草迷宮) +Ground F (Crystal)|床F(水晶) +Ground G (In Body)|床G(体内) +Ground H (Demonic World)|床H(魔界) +Stairs A (Dirt Cave, Left)|階段A(土洞窟・左) +Stairs A (Dirt Cave, Center)|階段A(土洞窟・中央) +Stairs A (Dirt Cave, Right)|階段A(土洞窟・右) +Stairs A (Dirt Cave)|階段A(土洞窟) +Stairs B (Rock Cave, Left)|階段B(岩洞窟・左) +Stairs B (Rock Cave, Center)|階段B(岩洞窟・中央) +Stairs B (Rock Cave, Right)|階段B(岩洞窟・右) +Stairs B (Rock Cave)|階段B(岩洞窟) +Cobblestones A|石畳A +Cobblestones B|石畳B +Cobblestones C|石畳C +Cobblestones D|石畳D +Cobblestones E|石畳E +Cobblestones F|石畳F +Cobblestones G|石畳G +Interior Floor A (Demon Castle)|内装床A(魔王城) +Stairs C (Lava Cave, Left)|階段C(溶岩洞窟・左) +Stairs C (Lava Cave, Center)|階段C(溶岩洞窟・中央) +Stairs C (Lava Cave, Right)|階段C(溶岩洞窟・右) +Stairs C (Lava Cave)|階段C(溶岩洞窟) +Stairs D (Ice Cave, Left)|階段D(氷洞窟・左) +Stairs D (Ice Cave, Center)|階段D(氷洞窟・中央) +Stairs D (Ice Cave, Right)|階段D(氷洞窟・右) +Stairs D (Ice Cave)|階段D(氷洞窟) +Cobblestones H|石畳H +Interior Floor B (Concrete)|内装床B(コンクリート) +Icy Ground A|氷の床A +Interior Floor C (Factory)|内装床C(工場) +Decorative Tile|舗装床 +Cobblestones I|石畳I +Cobblestones J|石畳J +Decorative Tile|化粧タイル +Stairs E (Grass Maze, Left)|階段E(草迷宮・左) +Stairs E (Grass Maze, Center)|階段E(草迷宮・中央) +Stairs E (Grass Maze, Right)|階段E(草迷宮・右) +Stairs E (Grass Maze)|階段E(草迷宮) +Stairs F (Crystal, Left)|階段F(水晶・左) +Stairs F (Crystal, Center)|階段F(水晶・中央) +Stairs F (Crystal, Right)|階段F(水晶・右) +Stairs F (Crystal)|階段F(水晶) +Stairs G (In Body, Left)|階段G(体内・左) +Stairs G (In Body, Center)|階段G(体内・中央) +Stairs G (In Body, Right)|階段G(体内・右) +Stairs G (In Body)|階段G(体内) +Stairs H (Demonic World, Left)|階段H(魔界・左) +Stairs H (Demonic World, Center)|階段H(魔界・中央) +Stairs H (Demonic World, Right)|階段H(魔界・右) +Stairs H (Demonic World)|階段H(魔界) +Stairs I (Stone, Left)|階段I(石・左) +Stairs I (Stone, Center)|階段I(石・中央) +Stairs I (Stone, Right)|階段I(石・右) +Stairs I (Stone)|階段I(石) +Stairs J (Ruins, Left)|階段J(廃墟・左) +Stairs J (Ruins, Center)|階段J(廃墟・中央) +Stairs J (Ruins, Right)|階段J(廃墟・右) +Stairs J (Ruins)|階段J(廃墟) +Stairs K (Stone, Left)|階段K(石・左) +Stairs K (Stone, Center)|階段K(石・中央) +Stairs K (Stone, Right)|階段K(石・右) +Stairs K (Stone)|階段K(石) +Stairs L (Ruins, Left)|階段L(廃墟・左) +Stairs L (Ruins, Center)|階段L(廃墟・中央) +Stairs L (Ruins, Right)|階段L(廃墟・右) +Stairs L (Ruins)|階段L(廃墟) +Ground (Dirt Cave, Ruins)|床A(土洞窟・廃墟) +Ground (Rock Cave, Ruins)|床B(岩洞窟・廃墟) +Ground (Lava Cave, Ruins)|床C(溶岩洞窟・廃墟) +Ground (Ice Cave, Ruins)|床D(氷洞窟・廃墟) +Ground (Grass Maze, Ruins)|床E(草迷宮・廃墟) +Ground (Crystal, Ruins)|床F(水晶・廃墟) +Ground (In Body, Ruins)|床G(体内・廃墟) +Ground (Demonic World, Ruins)|床H(魔界・廃墟) +Cobblestones A (Ruins)|石畳A(廃墟) +Cobblestones B (Ruins)|石畳B(廃墟) +Cobblestones C (Ruins)|石畳C(廃墟) +Cobblestones D (Ruins)|石畳D(廃墟) +Cobblestones E (Ruins)|石畳E(廃墟) +Cobblestones F (Ruins)|石畳F(廃墟) +Cobblestones G (Ruins)|石畳G(廃墟) +Interior Floor A (Demon Castle, Ruins)|内装床A(魔王城・廃墟) +Cobblestones H (Ruins)|石畳H(廃墟) +Interior Floor B (Concrete, Ruins)|内装床B(コンクリート・廃墟) +Icy Ground B|氷の床B +Interior Floor D (Factory)|内装床D(工場) +Decorative Tile (Ruins)|舗装床(廃墟) +Cobblestones I (Ruins)|石畳I(廃墟) +Cobblestones J (Ruins)|石畳J(廃墟) +Decorative Tile (Ruins)|化粧タイル(廃墟) +Large Relief Floor Tile A|大きなレリーフ床A +Large Relief Floor Tile A|大きなレリーフ床A +Large Relief Floor Tile B|大きなレリーフ床B +Large Relief Floor Tile B|大きなレリーフ床B +Directional Floor Tile A (Down)|方向床A(下) +Directional Floor Tile B (Up)|方向床B(上) +Relief Floor Tile A (Gold)|レリーフ床A(金) +Relief Floor Tile B (Gold)|レリーフ床B(金) +Large Relief Floor Tile A|大きなレリーフ床A +Large Relief Floor Tile A|大きなレリーフ床A +Large Relief Floor Tile B|大きなレリーフ床B +Large Relief Floor Tile B|大きなレリーフ床B +Directional Floor Tile C (Left)|方向床C(左) +Directional Floor Tile D (Right)|方向床D(右) +Relief Floor Tile C (Gold)|レリーフ床C(金) +Relief Floor Tile D (Gold, Ruins)|レリーフ床D(金・廃墟) diff --git a/www/img/tilesets/Dungeon_B.txt b/www/img/tilesets/Dungeon_B.txt new file mode 100644 index 0000000..ea3ac8b --- /dev/null +++ b/www/img/tilesets/Dungeon_B.txt @@ -0,0 +1,256 @@ +Transparent|透明 +Beanstalk A|豆の木A +Stairs A (Up)|階段A(上り) +Stairs B (Up)|階段B(上り) +Metal Ladder|鉄ばしご +Rope Ladder|縄ばしご +Rope|ロープ +Vines A|ツタA +Beanstalk B (Snow)|豆の木B(雪) +Beanstalk C (Dead)|豆の木C(枯れ) +Stairs A (Down)|階段A(下り) +Stairs B (Down)|階段B(下り) +Metal Ladder|鉄ばしご +Rope Ladder|縄ばしご +Rope|ロープ +Vines A|ツタA +Crumbling Wall|崩れた壁 +Dug-Up Ground|掘られた床 +Stairs C (Up)|階段C(上り) +Stairs D (Up)|階段D(上り) +Metal Ladder|鉄ばしご +Rope Ladder|縄ばしご +Rope|ロープ +Vines B (Down)|ツタB(下り) +Crumbling Wall|崩れた壁 +Dug-Up Ground|掘られた床 +Stairs C (Down)|階段C(下り) +Stairs D (Down)|階段D(下り) +Hole A (Metal Ladder)|穴A(鉄ばしご) +Hole B (Rope Ladder)|穴B(縄ばしご) +Hole C (Rope)|穴C(ロープ) +Hole D|穴D +Log Bridge (V)|丸太の橋(縦) +Log Bridge (H)|丸太の橋(横) +Wood Bridge (V)|木の橋(縦) +Wood Bridge (H)|木の橋(横) +Stone Bridge (V)|石の橋(縦) +Stone Bridge (H)|石の橋(横) +Wood Bridge (V)|木の橋(縦) +Wood Bridge (H)|木の橋(横) +Bridge Spar (Wood, Center A)|橋げた(木・中央A) +Bridge Spar (Wood, Left)|橋げた(木・左) +Bridge Spar (Wood, Center B)|橋げた(木・中央B) +Bridge Spar (Wood, Right)|橋げた(木・右) +Bridge Spar (Stone, Center A)|橋げた(石・中央A) +Bridge Spar (Stone, Left)|橋げた(石・左) +Bridge Spar (Stone, Center B)||橋げた(石・中央B) +Bridge Spar (Stone, Right)|橋げた(石・右) +Gravel A (Dirt Cave)|砂利A(土洞窟) +Gravel B (Rock Cave)|砂利B(岩洞窟) +Gravel C (Lava Cave)|砂利C(溶岩洞窟) +Ice Pieces |氷の欠片 +Small Sprouts A (Grass Maze)|小さな芽A(草迷宮) +Small Crystals|小さな水晶 +Detritus (In Body)|床装飾(体内) +Small Sprouts B (Demonic World)|小さな芽B(魔界) +Boulder A (Dirt Cave)|岩A(土洞窟) +Boulder B (Rock Cave)|岩B(岩洞窟) +Boulder C (Lava Cave)|岩C(溶岩洞窟) +Lump of Ice|氷塊 +Boulder D (Grass Maze)|岩D(草迷宮) +Crystal|水晶 +Spherical Lump|球状突起物 +Boulder E (Demonic World)|岩E(魔界) +Tall Rock A (Dirt Cave)|大きな岩A(土洞窟) +Tall Rock B (Rock Cave)|大きな岩B(岩洞窟) +Tall Rock C (Lava Cave)|大きな岩C(溶岩洞窟) +Tall Lump of Ice|大きな氷塊 +Tall Rock D (Grass Maze)|大きな岩D(草迷宮) +Large Crystal|大きな水晶 +Large Growth|大型突起物 +Tall Rock E (Demonic World)|大きな岩E(魔界) +Tall Rock A (Dirt Cave)|大きな岩A(土洞窟) +Tall Rock B (Rock Cave)|大きな岩B(岩洞窟) +Tall Rock C (Lava Cave)|大きな岩C(溶岩洞窟) +Tall Lump of Ice|大きな氷塊 +Tall Rock D (Grass Maze)|大きな岩D(草迷宮) +Large Crystal|大きな水晶 +Large Growth|大型突起物 +Tall Rock E (Demonic World)|大きな岩E(魔界) +Stone Pillar A|石の柱A +Stone Pillar B|石の柱B +Stone Pillar C|石の柱C +Stone Pillar C (Moss)|石の柱C(苔) +Stone Pillar C (Ice)|石の柱C(氷) +Wood Pillar|木の柱 +Stone Pillar D|石の柱D +Orb Pillar|オーブの柱 +Stone Pillar A|石の柱A +Stone Pillar B|石の柱B +Stone Pillar C|石の柱C +Stone Pillar C (Moss)|石の柱C(苔) +Stone Pillar C (Ice)|石の柱C(氷) +Wood Pillar|木の柱 +Stone Pillar D|石の柱D +Orb Pillar|オーブの柱 +Broken Stone Pillar A|折れた石の柱A +Broken Stone Pillar B|折れた石の柱B +Broken Stone Pillar C|折れた石の柱C +Broken Stone Pillar C (Moss)|折れた石の柱C(苔) +Broken Stone Pillar C (Ice)|折れた石の柱C(氷) +Broken Wood Pillar A|折れた木の柱A +Broken Stone Pillar D|折れた石の柱D +Broken Orb Pillar|折れたオーブの柱 +Rubble|瓦礫A +Rubble (Moss)|瓦礫B(苔) +Rubble (Ice)|瓦礫C(氷) +Broken Wood Pillar B|折れた木の柱B +Rubble (Dirt)|瓦礫D(土) +Scrap Wood|端材 +Barricade A (H)|バリケードA(横) +Barricade B (V)|バリケードB(縦) +Wall Bracing|壁の補強材 +Wall Bracing|壁の補強材 +Wall Bracing|壁の補強材 +Wall Bracing|壁の補強材 +Wall Bracing|壁の補強材 +Wall Bracing (Abandoned Mine)|壁の補強材(廃坑) +Wall Bracing (Abandoned Mine)|壁の補強材(廃坑) +Wall Bracing (Abandoned Mine)|壁の補強材(廃坑) +Wall Bracing|壁の補強材 +Wall Bracing|壁の補強材 +Wall Bracing|壁の補強材 +Wall Bracing|壁の補強材 +Wall Bracing|壁の補強材 +Wall Bracing (Abandoned Mine)|壁の補強材(廃坑) +Wall Bracing (Abandoned Mine)|壁の補強材(廃坑) +Wall Bracing (Abandoned Mine)|壁の補強材(廃坑) +Exit A|外への出口A +Entrance A|入口A +Exit B|外への出口B +Entrance B|入口B +Exit C|外への出口C +Entrance C|入口C +Window A|窓A +Window B|窓B +Exit D|外への出口D +Entrance D|入口D +Exit E|外への出口E +Entrance E|入口E +Light From Exit A (Top)|出口からの光A(上) +Light From Exit B (Bottom)|出口からの光B(下) +Window A|窓A +Window B|窓B +Spider Web|蜘蛛の巣 +Stone Tablet|石版 +Stone Tablet (Ruins)|石版(廃墟) +Entrance A|入口A +Entrance A (Extend)|入口A(延長部分) +Entrance A (Top Half A)|入口A(上半分A) +Entrance B|入口B +Entrance A (Top Half B)|入口A(上半分B) +Wall Vines A|壁のツタA +Wall Vines B|壁のツタB +Wall Vines C|壁のツタC +Wall Fern|壁のシダ +Fissures A|亀裂A +Fissures B|亀裂B +Fissures C|亀裂C +Fissures D|亀裂D +Wall Vines A|壁のツタA +Wall Vines B|壁のツタB +Wall Vines C|壁のツタC +Wall Moss|壁の苔 +Fissures A|亀裂A +Fissures B|亀裂B +Fissures C|亀裂C +Fissures D|亀裂D +Monument A|石碑A +Monument B|石碑B +Large Monument|大きな石碑 +Large Monument|大きな石碑 +Large Monument|大きな石碑 +Large Monument (Lit)|大きな石碑(光) +Large Monument (Lit)|大きな石碑(光) +Large Monument (Lit)|大きな石碑(光) +Monument A|石碑A +Monument C|石碑C +Large Monument|大きな石碑 +Large Monument|大きな石碑 +Large Monument|大きな石碑 +Large Monument (Lit)|大きな石碑(光) +Large Monument (Lit)|大きな石碑(光) +Large Monument (Lit)|大きな石碑(光) +Statue A|石像A +Angel Statue A|天使像A +Angel Statue B|天使像B +Dais|台座 +Statue B|石像B +Demon Statue|悪魔像 +Dragon Statue|竜像 +Dragon Statue|竜像 +Statue A|石像A +Angel Statue A|天使像A +Angel Statue B|天使像B +Dais|台座 +Statue B|石像B +Demon Statue|悪魔像 +Dragon Statue|竜像 +Dragon Statue|竜像 +Large Gravel Mound A (Dirt)|大きな土砂A(土) +Large Gravel Mound A (Dirt)|大きな土砂A(土) +Large Gravel Mound B (Stone)|大きな土砂B(石) +Large Gravel Mound B (Stone)|大きな土砂B(石) +Large Gold Mound|大きな金の山 +Large Gold Mound|大きな金の山 +Large Silver Mound|大きな銀の山 +Large Silver Mound|大きな銀の山 +Large Gravel Mound A (Dirt)|大きな土砂A(土) +Large Gravel Mound A (Dirt)|大きな土砂A(土) +Large Gravel Mound B (Stone)|大きな土砂B(石) +Large Gravel Mound B (Stone)|大きな土砂B(石) +Large Gold Mound|大きな金の山 +Large Gold Mound|大きな金の山 +Large Silver Mound|大きな銀の山 +Large Silver Mound|大きな銀の山 +Gravel Mound (Dirt)|土砂A(土) +Gravel Mound (Stone)|土砂B(石) +Gold Bricks A|金の延べ棒A +Gold Bricks B|金の延べ棒B +Crate A (Dirt)|木箱A(土) +Crate B (Stone)|木箱B(石) +Crate C (Ruins)|木箱C(廃墟) +Pot A (Ruins)|壺A(廃墟) +Gold Mound|金の山 +Silver Mound|銀の山 +Silver Bricks A|銀の延べ棒A +Silver Bricks B|銀の延べ棒B +Crate D (Gold Dust)|木箱D(金) +Crate E (Silver Dust)|木箱E(銀) +Pot A|壺A +Pot B|壺B +Shovel|スコップ +Pickax|つるはし +Rope|ロープ +Mound of Gold Coins|金貨の山 +Crate F|木箱F +Crate G|木箱G +Barrel A|樽A +Barrel B (Ruins)|樽B(廃墟) +Large Bones|大きな骸骨 +Large Bones|大きな骸骨 +Bones A|骸骨A +Table (Ruins)|テーブル(廃墟) +Jail Bars|鉄格子 +Jail Bars|鉄格子 +Jail Bars|鉄格子 +Jail Bars|鉄格子 +Large Bones|大きな骸骨 +Large Bones|大きな骸骨 +Bones B|骸骨B +Stool (Ruins)|椅子(廃墟) +Jail Bars|鉄格子 +Jail Bars|鉄格子 +Jail Bars|鉄格子 +Jail Bars|鉄格子 diff --git a/www/img/tilesets/Dungeon_C.txt b/www/img/tilesets/Dungeon_C.txt new file mode 100644 index 0000000..c3c684c --- /dev/null +++ b/www/img/tilesets/Dungeon_C.txt @@ -0,0 +1,256 @@ +Decorative Pillar A (Stone)|装飾柱A(石) +Decorative Pillar B (Stone)|装飾柱B(石) +Decorative Pillar C (Temple)|装飾柱C(遺跡) +Decorative Pillar D (Rock Cave)|装飾柱D(岩洞窟) +Decorative Pillar E (Demon Castle)|装飾柱E(魔王城) +Decorative Pillar F (Fort)|装飾柱F(砦) +Decorative Pillar G (Dirt Cave)|装飾柱G(土洞窟) +Decorative Pillar H (Factory)|装飾柱H(工場) +Decorative Pillar A (Stone)|装飾柱A(石) +Decorative Pillar B (Stone)|装飾柱B(石) +Decorative Pillar C (Temple)|装飾柱C(遺跡) +Decorative Pillar D (Rock Cave)|装飾柱D(岩洞窟) +Decorative Pillar E (Demon Castle)|装飾柱E(魔王城) +Decorative Pillar F (Fort)|装飾柱F(砦) +Decorative Pillar G (Dirt Cave)|装飾柱G(土洞窟) +Decorative Pillar H (Factory)|装飾柱H(工場) +Decorative Pillar A (Stone)|装飾柱A(石) +Decorative Pillar B (Stone)|装飾柱B(石) +Decorative Pillar C (Temple)|装飾柱C(遺跡) +Decorative Pillar D (Rock Cave)|装飾柱D(岩洞窟) +Decorative Pillar E (Demon Castle)|装飾柱E(魔王城) +Decorative Pillar F (Fort)|装飾柱F(砦) +Decorative Pillar G (Dirt Cave)|装飾柱G(土洞窟) +Decorative Pillar H (Factory)|装飾柱H(工場) +Decorative Pillar A (Stone, Ruins)|装飾柱A(石・廃墟) +Decorative Pillar B (Stone, Ruins)|装飾柱B(石・廃墟) +Decorative Pillar C (Temple, Ruins)|装飾柱C(遺跡・廃墟) +Decorative Pillar D (Rock Cave, Ruins)|装飾柱D(岩洞窟・廃墟) +Decorative Pillar E (Demon Castle, Ruins)|装飾柱E(魔王城・廃墟) +Decorative Pillar F (Fort, Ruins)|装飾柱F(砦・廃墟) +Decorative Pillar G (Dirt Cave, Ruins)|装飾柱G(土洞窟・廃墟) +Decorative Pillar A (Stone, Front, Ruins)|装飾柱A(石・手前・廃墟) +Decorative Pillar A (Stone, Ruins)|装飾柱A(石・廃墟) +Decorative Pillar B (Stone, Ruins)|装飾柱B(石・廃墟) +Decorative Pillar C (Temple, Ruins)|装飾柱C(遺跡・廃墟) +Decorative Pillar D (Rock Cave, Ruins)|装飾柱D(岩洞窟・廃墟) +Decorative Pillar E (Demon Castle, Ruins)|装飾柱E(魔王城・廃墟) +Decorative Pillar F (Fort, Ruins)|装飾柱F(砦・廃墟) +Decorative Pillar G (Dirt Cave, Ruins)|装飾柱G(土洞窟・廃墟) +Decorative Pillar D (Rock Cave, Front, Ruins)|装飾柱F(岩洞窟・手前・廃墟) +Decorative Pillar A (Stone, Ruins)|装飾柱A(石・廃墟) +Decorative Pillar B (Stone, Ruins)|装飾柱B(石・廃墟) +Decorative Pillar C (Temple, Ruins)|装飾柱C(遺跡・廃墟) +Decorative Pillar D (Rock Cave, Ruins)|装飾柱D(岩洞窟・廃墟) +Decorative Pillar E (Demon Castle, Ruins)|装飾柱E(魔王城・廃墟) +Decorative Pillar F (Fort, Ruins)|装飾柱F(砦・廃墟) +Decorative Pillar G (Dirt Cave, Ruins)|装飾柱G(土洞窟・廃墟) +Decorative Pillar F (Fort, Front, Ruins)|装飾柱F(砦・手前・廃墟) +Decorative Pillar A (Stone, Front)|装飾柱A(石・手前) +Decorative Pillar B (Stone, Front)|装飾柱B(石・手前) +Decorative Pillar C (Temple, Front)|装飾柱C(神殿・手前) +Decorative Pillar D (Rock Cave, Front)|装飾柱D(岩洞窟・手前) +Decorative Pillar E (Demon Castle, Front)|装飾柱E(魔王城・手前) +Decorative Pillar F (Fort, Front)|装飾柱F(砦・手前) +Decorative Pillar G (Dirt Cave, Front)|装飾柱G(土洞窟・手前) +Decorative Pillar H (Factory, Front)|装飾柱H(工場・手前) +Gate A|門A +Gate A|門A +Gate A|門A +Gate B|門B +Gate B|門B +Gate B|門B +Decorative Pillar I (Demonic)|装飾柱I(悪魔) +Decorative Pillar I (Demonic, Ruins)|装飾柱I(悪魔・廃墟) +Gate A|門A +Gate A|門A +Gate A|門A +Gate B|門B +Gate B|門B +Gate B|門B +Decorative Pillar I (Demonic)|装飾柱I(悪魔) +Decorative Pillar I (Demonic, Ruins)|装飾柱I(悪魔・廃墟) +Gate A|門A +Gate A|門A +Gate A|門A +Gate B|門B +Gate B|門B +Gate B|門B +Coffin A (Right)|棺A(右) +Coffin A (Right)|棺A(右) +Hexagram|魔法陣 +Hexagram|魔法陣 +Hexagram|魔法陣 +Hexagram (Lit)|魔法陣(光) +Hexagram (Lit)|魔法陣(光) +Hexagram (Lit)|魔法陣(光) +Coffin B (Top)|棺B(上) +Coffin C (Bottom)|棺C(下) +Hexagram|魔法陣 +Hexagram|魔法陣 +Hexagram|魔法陣 +Hexagram (Lit)|魔法陣(光) +Hexagram (Lit)|魔法陣(光) +Hexagram (Lit)|魔法陣(光) +Coffin B (Top)|棺B(上) +Coffin C (Bottom)|棺C(下) +Hexagram|魔法陣 +Hexagram|魔法陣 +Hexagram|魔法陣 +Hexagram (Lit)|魔法陣(光) +Hexagram (Lit)|魔法陣(光) +Hexagram (Lit)|魔法陣(光) +Coffin D (Left)|棺D(左) +Coffin D (Left)|棺D(左) +Rails|線路 +Rails|線路 +Rails|線路 +Rails|線路 +Rails (Ruins)|線路(廃墟) +Rails (Ruins)|線路(廃墟) +Rails (Ruins)|線路(廃墟) +Rails (Ruins)|線路(廃墟) +Rails|線路 +Railroad Ties A|枕木A +Rails|線路 +Rails|線路 +Rails|線路 +Rails|線路 +Rails|線路 +Rails|線路 +Rails|線路 +Railroad Ties B|枕木B +Rails|線路 +Rails|線路 +Rails|線路 +Rails|線路 +Rails|線路 +Rails|線路 +Mural A|壁画A +Hieroglyph|ヒエログリフ +Hieroglyph|ヒエログリフ +Large Mural A|大きな壁画A +Large Mural A|大きな壁画A +Large Mural A|大きな壁画A +Bed|ベッド +Bed (Ruins)|ベッド(廃墟) +Mural B|壁画B +Hieroglyph|ヒエログリフ +Hieroglyph|ヒエログリフ +Large Mural B|大きな壁画B +Large Mural B|大きな壁画B +Large Mural B|大きな壁画B +Bed|ベッド +Bed (Ruins)|ベッド(廃墟) +Middle Window A|中型窓A +Middle Window B|中型窓B +Middle Window C|中型窓C +Middle Window D (Ruins)|中型窓窓D(廃墟) +Window (Demon Castle)|窓(魔王城) +Table|テーブル +Cheap Bed|粗末なベッド +Straw Bed|むしろの寝床 +Middle Window A|中型窓A +Middle Window B|中型窓B +Middle Window C|中型窓C +Middle Window D (Ruins)|中型窓窓D(廃墟) +Window (Demon Castle)|窓(魔王城) +Stool|椅子 +Cheap Bed|粗末なベッド +Straw Bed|むしろの寝床 +Large Window A|大型窓A +Large Window B|大型窓B +Large Window C|大型窓C +Stained Glass Window|ステンドグラス +Large Window D|大型窓D +Window A|窓A +Window B|窓B +Window C|窓C +Large Window A|大型窓A +Large Window B|大型窓B +Large Window C|大型窓C +Stained Glass Window|ステンドグラス +Large Window D|大型窓D +Window A|窓A +Window B|窓B +Window C|窓C +Chest A|チェストA +Cabinet|キャビネット +Closet|クローゼット +Chest of Drawers|タンス +Dish Cabinet|食器棚 +Wine Rack|ワインセラー +Bottle Shelf A|ボトル棚A +Bottle Shelf B|ボトル棚B +Chest B|チェストB +Chest C|チェストC +Closet|クローゼット +Chest of Drawers|タンス +Dish Cabinet|食器棚 +Wine Rack|ワインセラー +Bottle Shelf A|ボトル棚A +Bottle Shelf B|ボトル棚B +Tipped Shelf|倒れた棚 +Sundries Shelf A|雑貨棚A +Sundries Shelf A|雑貨棚A +Sundries Shelf B|雑貨棚B +Medicine Shelf|薬品棚 +Bookshelf A|本棚A +Bookshelf B|本棚B +Bookshelf B|本棚B +Tipped Shelf|倒れた棚 +Sundries Shelf A|雑貨棚A +Sundries Shelf A|雑貨棚A +Sundries Shelf B|雑貨棚B +Medicine Shelf|薬品棚 +Bookshelf A|本棚A +Bookshelf B|本棚B +Bookshelf B|本棚B +Curtains A|カーテンA +Curtains B|カーテンB +Curtains C|カーテンC +Curtains D|カーテンD +Curtains A (Ruins)|カーテンA(廃墟) +Curtains B (Ruins)|カーテンB(廃墟) +Curtains C (Ruins)|カーテンC(廃墟) +Curtains D (Ruins)|カーテンD(廃墟) +Curtains A|カーテンA +Curtains B|カーテンB +Curtains C|カーテンC +Curtains D|カーテンD +Curtains A (Ruins)|カーテンA(廃墟) +Curtains B (Ruins)|カーテンB(廃墟) +Curtains C (Ruins)|カーテンC(廃墟) +Curtains D (Ruins)|カーテンD(廃墟) +Clock|時計 +Mirror|鏡 +Clock (Ruins)|時計(廃墟) +Mirror (Ruins)|鏡(廃墟) +Stacked Crates|積まれた木箱 +Stacked Crates|積まれた木箱 +Tapestry A|タペストリーA +Tapestry A (Ruins)|タペストリーA(廃墟) +Clock|時計 +Mirror|鏡 +Clock (Ruins)|時計(廃墟) +Mirror (Ruins)|鏡(廃墟) +Stacked Crates|積まれた木箱 +Stacked Crates|積まれた木箱 +Tapestry A|タペストリーA +Tapestry A (Ruins)|タペストリーA(廃墟) +Chair A (Wood)|背もたれ椅子A(木製) +Chair B (Stone)|背もたれ椅子B(石) +Throne A|玉座A +Throne A|玉座A +Throne A|玉座A +Throne B (Demon Castle)|玉座B(魔王城) +Throne B (Demon Castle)|玉座B(魔王城) +Throne B (Demon Castle)|玉座B(魔王城) +Chair A (Wood)|背もたれ椅子A(木製) +Chair B (Stone)|背もたれ椅子B(石) +Throne A|玉座A +Throne A|玉座A +Throne A|玉座A +Throne B (Demon Castle)|玉座B(魔王城) +Throne B (Demon Castle)|玉座B(魔王城) +Throne B (Demon Castle)|玉座B(魔王城) diff --git a/www/img/tilesets/Inside_A1.txt b/www/img/tilesets/Inside_A1.txt new file mode 100644 index 0000000..1bc6f2b --- /dev/null +++ b/www/img/tilesets/Inside_A1.txt @@ -0,0 +1,16 @@ +Canal A|水路A +Deep Canal|深い水路 +Lotus Pads (Flowers)|蓮の葉(花) +Junk|ゴミ +Pool A (Stone Lined)|水場A(石の縁) +Waterfall A (Stone Wall)|滝A(石壁) +Pool B (Wood Lined)|水場B(木の縁) +Waterfall B (Stone Wall)|滝B(石壁) +Canal B|水路B +Waterfall C (Stone Wall)|滝C(石壁) +Pool C (Stone Lined)|水場C(石の縁) +Waterfall D (Stone Wall)|滝D(石壁) +Bathing Spot|水浴び場 +Waterfall E (Dirt Wall)|滝E(土壁) +Open Bath|露天風呂 +Waterfall F (Demon Castle)|滝F(魔王城) diff --git a/www/img/tilesets/Inside_A2.txt b/www/img/tilesets/Inside_A2.txt new file mode 100644 index 0000000..6adec05 --- /dev/null +++ b/www/img/tilesets/Inside_A2.txt @@ -0,0 +1,32 @@ +Wood Floor A|木の床A +Cobblestones A|石畳A +Rug A|じゅうたんA +Straw Mat|ござ +Hole A (Wood Floor)|穴A(木の床) +Raised Stone A|石段A +Ground Cracks|床のひび割れ +Table A|テーブルA +Wood Floor B|木の床B +Cobblestones B|石畳B +Rug B|じゅうたんB +Rug C|じゅうたんC +Hole B (Wood Floor)|穴B(木の床) +Raised Stone B|石段B +Soil on Ground|床の汚れ +Table B|テーブルB +Cobblestones C|石畳C +Cobblestones D|石畳D +Rug D|じゅうたんD +Demon Castle Floor|魔王城の床 +Hole C (Stone Floor)|穴C(石の床) +Raised Stone C|石段C +Moss on Ground|床の苔 +Table C|テーブルC +Cobblestones E|石畳E +Cobblestones F|石畳F +Rug E|じゅうたんE +Rug F|じゅうたんF +Hole D|穴D +Raised Stone D|石段D +Wire mesh|金網 +Table D|テーブルD diff --git a/www/img/tilesets/Inside_A4.txt b/www/img/tilesets/Inside_A4.txt new file mode 100644 index 0000000..d43c249 --- /dev/null +++ b/www/img/tilesets/Inside_A4.txt @@ -0,0 +1,48 @@ +Wall A (Stone)|壁A(石) +Wall B (Brick)|壁B(レンガ) +Wall C (Brick)|壁C(レンガ) +Wall D (Stone)|壁D(石) +Wall E (Stone)|壁E(石) +Wall F (Castle)|壁F(城) +Wall G (Fort)|壁G(砦) +Wall H (Demon Castle)|壁H(魔王城) +Wall A (Stone)|壁A(石) +Wall B (Brick)|壁B(レンガ) +Wall C (Brick)|壁C(レンガ) +Wall D (Stone)|壁D(石) +Wall E (Stone)|壁E(石) +Wall F (Castle)|壁F(城) +Wall G (Fort)|壁G(砦) +Wall H (Demon Castle)|壁H(魔王城) +Wall I (Wood)|壁I(木造) +Wall J (Log)|壁J(丸太) +Wall K (Wood)|壁K(木造) +Interior Wall A (Wood)|内装壁A(木造) +Interior Wall (Stone)|内装壁B(石) +Wall L (Stone)|壁L(石) +Wall M (Marble)|壁M(大理石) +Wall N (Concrete)|壁N(コンクリート) +Wall I (Wood)|壁I(木造) +Wall J (Log)|壁J(丸太) +Wall K (Wood)|壁K(木造) +Interior Wall A (Wood)|内装壁A(木造) +Interior Wall (Stone)|内装壁B(石) +Wall L (Stone)|壁L(石) +Wall M (Marble)|壁M(大理石) +Wall N (Concrete)|壁N(コンクリート) +Interior Wall C (Stone)|内装壁C(石) +Interior Wall D (Brick)|内装壁D(レンガ) +Interior Wall E (Stone)|内装壁E(石) +Interior Wall F (Desert)|内装壁F(砂漠風) +Interior Wall G (Mansion)|内装壁G(豪邸) +Interior Wall H (Temple)|内装壁H(神殿) +Wall O (Tent)|壁O(テント) +Wall P (Stage)|壁P(舞台) +Interior Wall C (Stone)|内装壁C(石) +Interior Wall D (Brick)|内装壁D(レンガ) +Interior Wall E (Stone)|内装壁E(石) +Interior Wall F (Desert)|内装壁F(砂漠風) +Interior Wall G (Mansion)|内装壁G(豪邸) +Interior Wall H (Temple)|内装壁H(神殿) +Wall O (Tent)|壁O(テント) +Wall P (Stage)|壁P(舞台) diff --git a/www/img/tilesets/Inside_A5.txt b/www/img/tilesets/Inside_A5.txt new file mode 100644 index 0000000..2fef89d --- /dev/null +++ b/www/img/tilesets/Inside_A5.txt @@ -0,0 +1,129 @@ +Darkness|暗闇 +Wire Mesh|金網 +Stone Bridge (V, Left)|石の橋(縦・左) +Stone Bridge (V Center)|石の橋(縦・中央) +Stone Bridge (V, Riight)|石の橋(縦・右) +Stone Bridge (H, Top)|石の橋(横・上) +Stone Bridge (H Center)|石の橋(横・中央) +Broken Bridge (H, Top)|壊れた橋(横・上) +Transparent|透明 +Wire Mesh|金網 +Broken Bridge (V, Left)|壊れた橋(縦・左) +Broken Bridge (V Center)|壊れた橋(縦・中央) +Broken Bridge (V, Riight)|壊れた橋(縦・右) +Stone Bridge (H, Bottom)|石の橋(横・下) +Broken Bridge (H Center)|壊れた橋(横・中央) +Broken Bridge (H, Bottom)|壊れた橋(横・下) +Wood Floor A|木の床A +Wood Floor B|木の床B +Wood Floor C|木の床C +Wood Floor D|木の床D +Cobblestones A|石畳A +Cobblestones B|石畳B +Cobblestones C|石畳C +Cobblestones D|石畳D +Ledge A (Wood)|段差A(木製) +Ledge B (Wood)|段差B(木製) +Ledge C (Log)|段差C(丸太) +Ledge D (Log)|段差D(丸太) +Ledge E (Brick)|段差E(レンガ) +Ledge F (Stone)|段差F(石) +Ledge G (Stone)|段差G(石) +Ledge H (Stone)|段差H(石) +Cobblestones E|石畳E +Cobblestones F|石畳F +Wood Floor E|木の床E +Wood Floor F|木の床F +Cobblestones G|石畳G +Cobblestones H|石畳H +Cobblestones I|石畳I +Cobblestones J|石畳J +Ledge I (Brick)|段差I(レンガ) +Ledge J (Castle)|段差J(城) +Ledge K (Fort)|段差K(砦) +Ledge L (Wood)|段差L(木製) +Ledge M (Stone)|段差M(石) +Ledge N (Stone)|段差N(石) +Ledge O (Marble)|段差O(大理石) +Ledge P (Stone)|段差P(石) +Interior Floor A (Wood)|内装床A(木製) +Interior Floor B (Brick)|内装床B(レンガ) +Interior Floor C (Temple)|内装床C(神殿) +Interior Floor D (Stone)|内装床D(石) +Interior Floor E (Demon Castle)|内装床E(魔王城) +Interior Floor F (Tent)|内装床F(テント) +Interior Floor G (Concrete)|内装床G(コンクリート) +Interior Floor H (Dirt)|内装床H(土) +Ledge Q (Wood)|段差Q(木製) +Ledge R (Desert)|段差R(砂漠風) +Ledge S (Temple)|段差S(神殿) +Ledge T (Stone)|段差T(石) +Ledge U (Demon Castle)|段差U(魔界城) +Ledge V (Tent)|段差V(テント) +Ledge W (Concrete)|段差W(コンクリート) +Ledge X (Dirt)|段差X(土) +Stairs A (Wood, Left)|階段A(木製・左) +Stairs A (Wood, Center)|階段A(木製・中央) +Stairs A (Wood)|階段A(木製・右) +Stairs A (Wood)|階段A(木製) +Stairs B (Stone, Left)|階段B(石・左) +Stairs B (Stone, Center)|階段B(石・中央) +Stairs B (Stone, Right)|階段B(石・右) +Stairs B (Stone)|階段B(石) +Stairs C (Stone, Left)|階段C(石・左) +Stairs C (Stone, Center)|階段C(石・中央) +Stairs C (Stone, Right)|階段C(石・右) +Stairs C (Stone)|階段C(石) +Stairs C (Stone, Ruins, Left)|階段C(石・廃墟・左) +Stairs C (Stone, Ruins, Center)|階段C(石・廃墟・中央) +Stairs C (Stone, Ruins, Right)|階段C(石・廃墟・右) +Stairs C (Stone, Ruins)|階段C(石・廃墟) +Stairs D (Carpet, Left)|階段D(じゅうたん・左) +Stairs D (Carpet, Center)|階段D(じゅうたん・中央) +Stairs D (Carpet, Right)|階段D(じゅうたん・右) +Stairs D (Carpet)|階段D(じゅうたん) +Stairs E (Carpet, Left)|階段E(じゅうたん・左) +Stairs E (Carpet, Center)|階段E(じゅうたん・中央) +Stairs E (Carpet, Right)|階段E(じゅうたん・右) +Stairs E (Carpet)|階段E(じゅうたん) +Wood Floor A (Ruins)|木の床A(廃墟) +Wood Floor B (Ruins)|木の床B(廃墟) +Wood Floor C (Ruins)|木の床C(廃墟) +Wood Floor D (Ruins)|木の床D(廃墟) +Cobblestones A (Ruins)|石畳A(廃墟) +Cobblestones B (Ruins)|石畳B(廃墟) +Cobblestones C (Ruins)|石畳C(廃墟) +Cobblestones D (Ruins)|石畳D(廃墟) +Cobblestones E (Ruins)|石畳E(廃墟) +Cobblestones F (Ruins)|石畳F(廃墟) +Wood Floor E (Ruins)|木の床E(廃墟) +Wood Floor F (Ruins)|木の床F(廃墟) +Cobblestones G (Ruins)|石畳G(廃墟) +Cobblestones H (Ruins)|石畳H(廃墟) +Cobblestones I (Ruins)|石畳I(廃墟) +Cobblestones J (Ruins)|石畳J(廃墟) +Interior Floor A (Wood, Ruins)|内装床A(木製・廃墟) +Interior Floor B (Brick, Ruins)|内装床B(レンガ・廃墟) +Interior Floor C (Temple, Ruins)|内装床C(神殿・廃墟) +Interior Floor D (Stone, Ruins)|内装床D(石・廃墟) +Interior Floor E (Demon Castle, Ruins)|内装床E(魔王城・廃墟) +Interior Floor F (Concrete, Ruins)|内装床F(コンクリート・廃墟) +Interior Floor G (Tent, Ruins)|内装床G(テント・廃墟) +Interior Floor H (Dirt, Ruins)|内装床H(土・廃墟) +Large Relief Floor Tile A|大きなレリーフ床A +Large Relief Floor Tile A|大きなレリーフ床A +Large Relief Floor Tile B|大きなレリーフ床B +Large Relief Floor Tile B|大きなレリーフ床B +Relief Floor Tile A (Silver)|レリーフ床A(銀) +Relief Floor Tile B (Silver)|レリーフ床B(銀) +Relief Floor Tile C (Gold)|レリーフ床C(金) +Relief Floor Tile D (Gold)|レリーフ床D(金) +Large Relief Floor Tile A|大きなレリーフ床A +Large Relief Floor Tile A|大きなレリーフ床A +Large Relief Floor Tile B|大きなレリーフ床B +Large Relief Floor Tile B|大きなレリーフ床B +Relief Floor Tile E (Silver, Ruins)|レリーフ床E(銀・廃墟) +Relief Floor Tile F (Silver)|レリーフ床F(銀) +Relief Floor Tile G (Gold, Ruins)|レリーフ床G(金・廃墟) +Relief Floor Tile H (Gold)|レリーフ床H(金) + diff --git a/www/img/tilesets/Inside_B.txt b/www/img/tilesets/Inside_B.txt new file mode 100644 index 0000000..e697aa4 --- /dev/null +++ b/www/img/tilesets/Inside_B.txt @@ -0,0 +1,256 @@ +Transparent|透明 +Stairs A (Up)|階段A(上り) +Stairs B (Up)|階段B(上り) +Stairs C (Up)|階段C(上り) +Stairs D (Up)|階段D(上り) +Metal Ladder|鉄ばしご +Rope Ladder|縄ばしご +Rope|ロープ +Hole|穴 +Stairs A (Down)|階段A(下り) +Stairs B (Down)|階段B(下り) +Stairs C (Down)|階段C(下り) +Stairs D (Down)|階段D(下り) +Metal Ladder|鉄ばしご +Rope Ladder|縄ばしご +Rope|ロープ +Middle Window A|中型窓A +Middle Window B|中型窓B +Middle Window C|中型窓C +Middle Window D (Ruins)|中型窓D(廃墟) +Window (Demon Castle)|窓(魔王城) +Metal Ladder|鉄ばしご +Rope Ladder|縄ばしご +Rope|ロープ +Middle Window A|中型窓A +Middle Window B|中型窓B +Middle Window C|中型窓C +Middle Window D (Ruins)|中型窓D(廃墟) +Window (Demon Castle)|窓(魔王城) +Hole A (Metal Ladder)|穴A(鉄ばしご) +Hole B (Rope Ladder)|穴B(縄ばしご) +Hole C (Rope)|穴C(ロープ) +Large Window A|大型窓A +Large Window B|大型窓B +Large Window C|大型窓C +Stained Glass Window|ステンドグラス +Large Window D|大型窓D +Window A|窓A +Window B|窓B +Window C|窓C +Large Window A|大型窓A +Large Window B|大型窓B +Large Window C|大型窓C +Stained Glass Window|ステンドグラス +Large Window D|大型窓D +Window A|窓A +Window B|窓B +Window C|窓C +Chest A|チェストA +Cabinet|キャビネット +Closet|クローゼット +Chest of Drawers|タンス +Dish Cabinet|食器棚 +Wine Rack|ワインセラー +Bottle Shelf A|ボトル棚A +Bottle Shelf B|ボトル棚B +Chest B|チェストB +Chest C|チェストC +Closet|クローゼット +Chest of Drawers|タンス +Dish Cabinet|食器棚 +Wine Rack|ワインセラー +Bottle Shelf A|ボトル棚A +Bottle Shelf B|ボトル棚B +Bread Shelf|パン棚 +Sundries Shelf A|雑貨棚A +Sundries Shelf A|雑貨棚A +Sundries Shelf B|雑貨棚B +Medicine Shelf|薬品棚 +Bookshelf A|本棚A +Bookshelf B|本棚B +Bookshelf B|本棚B +Bread Shelf|パン棚 +Sundries Shelf A|雑貨棚A +Sundries Shelf A|雑貨棚A +Sundries Shelf B|雑貨棚B +Medicine Shelf|薬品棚 +Bookshelf A|本棚A +Bookshelf B|本棚B +Bookshelf B|本棚B +Bed|ベッド +Large Bed|ダブルベッド +Large Bed|ダブルベッド +Cheap Bed A|粗末なベッドA +Cheap Bed B|粗末なベッドB +Straw Bed|むしろの寝床 +Bed (Ruins)|ベッド(廃墟) +Tipped Shelf|倒れた棚 +Bed|ベッド +Large Bed|ダブルベッド +Large Bed|ダブルベッド +Cheap Bed A|粗末なベッドA +Cheap Bed B|粗末なベッドB +Straw Bed|むしろの寝床 +Bed (Ruins)|ベッド(廃墟) +Tipped Shelf|倒れた棚 +Table A|テーブルA +Table B|テーブルB +Table C|テーブルC +Fortuneteller's Table A|占い台A +Mini Table A|ミニテーブルA +Piano|ピアノ +Piano|ピアノ +Piano|ピアノ +Stool A|椅子A +Stool B|椅子B +Stool C|椅子C +Fortuneteller's Table B (Crystal)|占い台B(水晶) +Mini Table B (Flower)|ミニテーブルB(花瓶) +Piano|ピアノ +Piano|ピアノ +Piano|ピアノ +Oven|かまど +Sink|流し +Kitchen Counter A|調理台A +Kitchen Counter B|調理台B +Dresser|ドレッサー +Pipe Organ|パイプオルガン +Pipe Organ|パイプオルガン +Pipe Organ|パイプオルガン +Simple Shelf A|簡易棚A +Simple Shelf B (Jars)|簡易棚B(瓶) +Simple Shelf C (Books)|簡易棚C(本) +Simple Shelf D (Sacks)|簡易棚D(袋) +Simple Shelf E (Bottles)|簡易棚E(ボトル) +Pipe Organ|パイプオルガン +Pipe Organ|パイプオルガン +Pipe Organ|パイプオルガン +Large Fireplace|大きな暖炉 +Large Fireplace|大きな暖炉 +Large Fireplace|大きな暖炉 +Fireplace A (Stone)|暖炉A(石) +Fireplace B (Brick)|暖炉B(レンガ) +Fireplace C (Iron)|暖炉C(鉄) +Tapestry A|タペストリーA +Tapestry A (Ruins)|タペストリーA(廃墟) +Large Fireplace|大きな暖炉 +Large Fireplace|大きな暖炉 +Large Fireplace|大きな暖炉 +Fireplace A (Stone)|暖炉A(石) +Fireplace B (Brick)|暖炉B(レンガ) +Fireplace C (Iron)|暖炉C(鉄) +Tapestry A|タペストリーA +Tapestry A (Ruins)|タペストリーA(廃墟) +Curtains A|カーテンA +Curtains B|カーテンB +Curtains C|カーテンC +Curtains D|カーテンD +Curtains A (Ruins)|カーテンA(廃墟) +Curtains B (Ruins)|カーテンB(廃墟) +Curtains C (Ruins)|カーテンC(廃墟) +Curtains D (Ruins)|カーテンD(廃墟) +Curtains A|カーテンA +Curtains B|カーテンB +Curtains C|カーテンC +Curtains D|カーテンD +Curtains A (Ruins)|カーテンA(廃墟) +Curtains B (Ruins)|カーテンB(廃墟) +Curtains C (Ruins)|カーテンC(廃墟) +Curtains D (Ruins)|カーテンD(廃墟) +Clock|時計 +Mirror|鏡 +Posted Notice|貼り紙 +Posted Notice (Ruins)|貼り紙(廃墟) +World Map|世界地図 +World Map|世界地図 +Painting|絵画 +Painting|絵画 +Clock|時計 +Mirror|鏡 +Stone Tablet|石版 +Stone Tablet (Ruins)|石版(廃墟) +Portrait A|肖像画A +Portrait B|肖像画B +Painting A|絵画A +Painting B|絵画B +Chair A (Wood)|背もたれ椅子A(木製) +Chair B (Stone)|背もたれ椅子B(石) +Throne A|玉座A +Throne A|玉座A +Throne A|玉座A +Throne B (Demon Castle)|玉座B(魔王城) +Throne B (Demon Castle)|玉座B(魔王城) +Throne B (Demon Castle)|玉座B(魔王城) +Chair A (Wood)|背もたれ椅子A(木製) +Chair B (Stone)|背もたれ椅子B(石) +Throne A|玉座A +Throne A|玉座A +Throne A|玉座A +Throne B (Demon Castle)|玉座B(魔王城) +Throne B (Demon Castle)|玉座B(魔王城) +Throne B (Demon Castle)|玉座B(魔王城) +Shield|盾 +Swords A|剣A +Swords B|剣B +Entrance A|入口A +Entrance A (Extend)|入口A(延長部分) +Entrance A (Top Half A)|入口A(上半分A)S +Entrance B|入口B +Entrance A (Top Half B)|入口A(上半分B) +Pot A|壺A +Pot B|壺B +Pot C (Ruins)|壺C(廃墟) +Table A (Ruins)|テーブルA(廃墟) +Stone Pillar A|石の柱A +Stone Pillar B|石の柱B +Fort Pillar|砦の柱 +Rubble|瓦礫 +Basin|桶 +Barrel |樽 +Barrel (Ruins)|樽(廃墟) +Stool (Ruins)|椅子(廃墟) +Stone Pillar A|石の柱A +Stone Pillar B|石の柱B +Fort Pillar|砦の柱 +Rubble|瓦礫 +Basin|桶 +Tub A|たらいA +Tub B|たらいB +Crate A (Ruins)|木箱A(廃墟) +Broken Stone Pillar A|折れた石の柱A +Broken Stone Pillar B|折れた石の柱B +Broken Fort Pillar|折れた砦の柱 +Scrap Wood|端材 +Crate B|木箱B +Crate C|木箱C +Stacked Crates|積まれた木箱 +Stacked Crates|積まれた木箱 +Fissures A|亀裂A +Fissures B|亀裂B +Fissures C|亀裂C +Fissures D|亀裂D +Crate D|木箱D +Crate E|木箱E +Stacked Crates|積まれた木箱 +Stacked Crates|積まれた木箱 +Fissures A|亀裂A +Fissures B|亀裂B +Fissures C|亀裂C +Fissures D|亀裂D +Crate F|木箱F +Crate G|木箱G +Sacks C|麻袋C +Large Crate|大きな木箱 +Jail Bar|鉄格子 +Jail Bar|鉄格子 +Jail Bar|鉄格子 +Jail Bar|鉄格子 +Sack A|麻袋A +Sack B|麻袋B +Sacks C|麻袋C +Large Crate|大きな木箱 +Jail Bar|鉄格子 +Jail Bar|鉄格子 +Jail Bar|鉄格子 +Jail Bar|鉄格子 diff --git a/www/img/tilesets/Inside_C.txt b/www/img/tilesets/Inside_C.txt new file mode 100644 index 0000000..8dc2ad5 --- /dev/null +++ b/www/img/tilesets/Inside_C.txt @@ -0,0 +1,256 @@ +Cup & Teapot A (Bottom)|カップとポットA(下) +Cup & Teapot B (Top)|カップとポットB(上) +Cup & Teapot C (Left)|カップとポットC(左) +Cup & Teapot D (Right)|カップとポットD(右) +Cup A (Bottom)|カップA(下) +Cup B (Top)|カップB(上) +Cup C (Left)|カップC(左) +Cup D (Right)|カップD(右) +Glass & Bottle A (Bottom)|グラスとボトルA(下) +Glass & Bottle B (Top)|グラスとボトルB(上) +Glass & Bottle C (Left)|グラスとボトルC(左) +Glass & Bottle D (Right)|グラスとボトルD(右) +Glass A (Bottom)|グラスA(下) +Glass B (Top)|グラスB(上) +Glass C (Left)|グラスC(左) +Glass D (Right)|グラスD(右) +Pint Mug & Ale Bottle A (Bottom)|ジョッキと瓶A(下) +Pint Mug & Ale Bottles B (Top)|ジョッキと瓶B(上) +Pint Mug & Ale Bottles C (Left)|ジョッキと瓶C(左) +Pint Mug & Ale Bottle D (Right)|ジョッキと瓶D(右) +Pint Mug A (Bottom)|ジョッキA(下) +Pint Mug B (Top)|ジョッキB(上) +Pint Mug C (Left)|ジョッキC(左) +Pint Mug D (Right)|ジョッキD(右) +Teapot|ポット +Bottle A|ボトルA +Bottles B|ボトルB +Bottles C|ボトルC +Broken Bottle|割れたボトル +Ale Bottle A|瓶A +Ale Bottles B|瓶B +Ale Bottles C|瓶C +Meal (Fish)|魚料理 +Meal (Meat)|肉料理 +Side Dishes|副菜 +Fruit Bowl|フルーツ盛り合わせ +Roast Pig|丸焼き +Cake|ケーキ +Pizza|ピザ +Meal (Fish)|魚料理 +Dinner Set A (Bottom)|夕食セットA(下) +Dinner Set B (Top)|夕食セットB(上) +Dinner Set C (Left)|夕食セットC(左) +Dinner Set D (Right)|夕食セットD(右) +Pie|パイ +Fried Rice|チャーハン +Mystery Dishes|謎の料理 +Cooking Disaster|失敗料理 +Breakfast Set A (Bottom)|朝食セットA(下) +Breakfast Set B (Top)|朝食セットB(上) +Breakfast Set C (Left)|朝食セットC(左) +Breakfast Set D (Right)|朝食セットD(右) +Plate A|皿A +Bowl|ボウル +Plates B|皿B +Plates C|皿C +Closed Book A (Bottom)|閉じた本A(下) +Closed Book B (Top)|閉じた本B(上) +Closed Book C (Left)|閉じた本C(左) +Closed Book D (Right)|閉じた本D(右) +Open Book A (Bottom)|開いた本A(下) +Open Book B (Top)|開いた本B(上) +Open Book C (Left)|開いた本C(左) +Open Book D (Right)|開いた本D(右) +Closed Old Book A (Bottom)|閉じた古文書A(下) +Closed Old Book B (Top)|閉じた古文書B(上) +Closed Old Book C (Left)|閉じた古文書C(左) +Closed Old Book D (Right)|閉じた古文書D(右) +Open Old Book A (Bottom)|開いた古文書A(下) +Open Old Book B (Top)|開いた古文書B(上) +Open Old Book C (Left)|開いた古文書C(左) +Open Old Book D (Right)|開いた古文書D(右) +Notes & Pen A (Bottom)|メモとペンA(下) +Notes & Pen B (Top)|メモとペンB(上) +Notes & Pen C (Left)|メモとペンC(左) +Notes & Pen D (Right)|メモとペンD(右) +Map A (Bottom)|地図A(下) +Map B (Top)|地図B(上) +Map C (Left)|地図C(左) +Map D (Right)|地図D(右) +Envelope & Letter|封筒と便箋 +Envelope|封筒 +Scrolls A|巻物A +Scrolls B|巻物B +Vase|花瓶 +Potted Plant A|植木鉢A +Potted Plant B|植木鉢B +Planter|プランター +Case A|ケースA +Case B|ケースB +Letter Case|レターケース +Cutting Board|まな板 +Small Box A|小箱A +Small Box B|小箱B +Small Box C|小箱C +Small Box D|小箱D +Sack A|袋A +Sacks B|袋B +Sacks C|袋C +Medicine Bottle A|薬瓶A +Medicine Bottles B|薬瓶B +Medicine Bottles C|薬瓶C +Potion A|液体入り瓶A +Potions B|液体入り瓶B +Basket A|バスケットA +Basket B|バスケットB +Basket C|バスケットC +Basket D|バスケットD +Rugs A|じゅうたんA +Rugs B|じゅうたんB +Rugs C|じゅうたんC +Lab Equipment|実験器具 +Stuffed Doll A|ぬいぐるみA +Stuffed Doll B|ぬいぐるみB +Stuffed Doll C|ぬいぐるみC +Stuffed Doll D|ぬいぐるみD +Doll A|人形A +Doll B|人形B +Gifts A|プレゼントA +Gifts B|プレゼントB +Shovel|スコップ +Pickax|つるはし +Rope A|ロープA +Rope B|ロープB +Pendant|ペンダント +Jewelry Case A|宝石ケースA +Necklace|ネックレス +Jewelry Case B|宝石ケースB +Sword A|剣A +Swords B|剣B +Swords C|剣C +Axes|斧 +Spears A|槍A +Spears B|槍B +Whip|鞭 +Knives|短剣 +Cooking Utensils|調理器具 +Dry Flowers|ドライフラワー +Shield A|盾A +Shield B|盾B +Men's Clothing A (Hanging)|男物の服A(壁掛け) +Men's Clothing B (Hanging)|男物の服B(壁掛け) +Women's Clothing A (Hanging)|女物の服A(壁掛け) +Women's Clothing B (Hanging)|女物の服B(壁掛け) +Sword Rack A|剣掛台A +Sword Rack B|剣掛台B +Hammers|ハンマー +Bows & Arrows|弓矢 +Blacksmith's Table A|金床A +Blacksmith's Table B|金床B +Large Basin|水桶 +Scrap Metal|鉄くず +Helmet A|兜A +Helmet B|兜B +Helmet C|兜C +Hat A (Stand)|帽子A(スタンド) +Hat B (Stand)|帽子B(スタンド) +Hat C (Stand)|帽子C(スタンド) +Women's Clothing (Stand)|女物の服(スタンド) +Dress (Stand)|ドレス(スタンド) +Armor A (Stand)|鎧A(スタンド) +Armor B (Stand)|鎧B(スタンド) +Armor C (Stand)|鎧C(スタンド) +Armor D (Stand)|鎧D(スタンド) +Men's Clothing (Stand)|男物の服(スタンド) +Cape (Stand)|マント(スタンド) +Robe A (Stand)|ローブA(スタンド) +Robe B (Stand)|ローブB(スタンド) +Church Symbol|教会のシンボル +Angel Statue A|天使像A +Angel Statue B|天使像B +Goddess Statue|女神像 +Statue|石像 +Dais|台座 +Repository of Swords|剣立て +Repository of Spears|槍立て +Church Symbol|教会のシンボル +Angel Statue A|天使像A +Angel Statue B|天使像B +Goddess Statue|女神像 +Statue|石像 +Broken Statue|壊れた像 +Repository of Swords|剣立て +Repository of Spears|槍立て +Church Table A|教会机A +Church Table A|教会机A +Church Table A|教会机A +Church Table B|教会机B +Decorative Pillar A|装飾柱A +Decorative Pillar B|装飾柱B +Decorative Pillar A (Ruins)|装飾柱A(廃墟) +Decorative Pillar B (Ruins)|装飾柱B(廃墟) +Church Table A|教会机A +Church Table A|教会机A +Church Table A|教会机A +Church Table B|教会机B +Decorative Pillar A|装飾柱A +Decorative Pillar B|装飾柱B +Decorative Pillar A (Ruins)|装飾柱A(廃墟) +Decorative Pillar B (Ruins)|装飾柱B(廃墟) +Gold Bricks A|金の延べ棒A +Gold Bricks B|金の延べ棒B +Silver Bricks A|銀の延べ棒A +Silver Bricks B|銀の延べ棒B +Decorative Pillar A|装飾柱A +Decorative Pillar B|装飾柱B +Decorative Pillar A (Ruins)|装飾柱A(廃墟) +Decorative Pillar B (Ruins)|装飾柱B(廃墟) +Monument A|石碑A +Monument B|石碑B +Demon Statue|悪魔像 +Dragon Statue|竜像 +Dragon Statue|竜像 +Large Monument|大きな石碑 +Large Monument|大きな石碑 +Large Monument|大きな石碑 +Monument A|石碑A +Monument C|石碑C +Demon Statue|悪魔像 +Dragon Statue|竜像 +Dragon Statue|竜像 +Large Monument|大きな石碑 +Large Monument|大きな石碑 +Large Monument|大きな石碑 +Railings (Wood)|段差用手すり(木製) +Railings (Wood)|段差用手すり(木製) +Railings (Wood)|段差用手すり(木製) +Railings (Wood)|段差用手すり(木製) +Railings (Wood)|段差用手すり(木製) +Railings (Wood)|段差用手すり(木製) +Railings (Wood)|段差用手すり(木製) +Railings (Wood)|段差用手すり(木製) +Banister A (Wood)|階段用手すりA(木製) +Banister A (Wood)|階段用手すりA(木製) +Banister B (Stone)|階段用手すりB(石) +Banister B (Stone)|階段用手すりB(石) +Banister C (Temple)|階段用手すりC(神殿) +Banister C (Temple)|階段用手すりC(神殿) +Banister D (Castle)|階段用手すりD(城) +Banister D (Castle)|階段用手すりD(城) +Banister A (Wood)|階段用手すりA(木製) +Banister A (Wood)|階段用手すりA(木製) +Banister B (Stone)|階段用手すりB(石) +Banister B (Stone)|階段用手すりB(石) +Banister C (Temple)|階段用手すりC(神殿) +Banister C (Temple)|階段用手すりC(神殿) +Banister D (Castle)|階段用手すりD(城) +Banister D (Castle)|階段用手すりD(城) +Banister A (Wood)|階段用手すりA(木製) +Banister A (Wood)|階段用手すりA(木製) +Banister B (Stone)|階段用手すりB(石) +Banister B (Stone)|階段用手すりB(石) +Banister C (Temple)|階段用手すりC(神殿) +Banister C (Temple)|階段用手すりC(神殿) +Banister D (Castle)|階段用手すりD(城) +Banister D (Castle)|階段用手すりD(城) diff --git a/www/img/tilesets/Outside_A1.txt b/www/img/tilesets/Outside_A1.txt new file mode 100644 index 0000000..949f891 --- /dev/null +++ b/www/img/tilesets/Outside_A1.txt @@ -0,0 +1,16 @@ +Water A (Meadow)|水場A(草地) +Deep Water|深い水場 +Lotus Pads|蓮の葉 +Swamp Grass|水草 +Water B (Snow)|水場B(雪) +Waterfall A (Stone Wall)|滝A(石壁) +Canal|水路 +Waterfall B (Dirt Wall)|滝B(土壁) +Water C (Dirt)|水場C(土) +Waterfall C (Cliff)|滝C(崖) +Water D (Sand)|水場 D(砂) +Waterfall D (Boulder)|滝D(玉石) +Water E (Port)|水場E(港) +Waterfall E (Stone Wall)|滝E(石壁) +Poison Swamp|毒の沼 +Dead Tree|枯れ木 diff --git a/www/img/tilesets/Outside_A2.txt b/www/img/tilesets/Outside_A2.txt new file mode 100644 index 0000000..00b45e1 --- /dev/null +++ b/www/img/tilesets/Outside_A2.txt @@ -0,0 +1,32 @@ +Meadow|草地 +Dirt (Meadow)|土(草地) +Road (Meadow)|道(草地) +Cobblestones A|石畳A +Bush|茂み +Road Edging|縁石 +Fencepost A (Wood)|柵A(木製) +Fissures|ひび割れ +Dirt|土 +Grass (Dirt)|草地(土) +Road (Dirt)|道(土) +Cobblestones A (Snow)|石畳A(雪) +Bush (Dead)|茂み(枯れ草) +Road Edging (Snow)|縁石(雪) +Fencepost B (Metal)|柵B(金属) +Soil|汚れ +Sand|砂地 +Grass (Sand)|草地(砂地) +Road (Sand)|道(砂地) +Cobblestones B|石畳B +Bush (Sand)|茂み(砂地) +Hole|穴 +Fencepost C (Stone)|柵C(石) +Moss|苔 +Snow|雪 +Dirt (Snow)|土(雪) +Road (Snow)|道(雪) +Carpet|カーペット +Bush (Snow)|茂み(雪) +Hole|穴 +Fencepost A (Wood, Snow)|柵A(木製・雪) +Poison Swamp|毒の沼 diff --git a/www/img/tilesets/Outside_A3.txt b/www/img/tilesets/Outside_A3.txt new file mode 100644 index 0000000..a298332 --- /dev/null +++ b/www/img/tilesets/Outside_A3.txt @@ -0,0 +1,32 @@ +Roof A (Red Tile)|屋根A(赤瓦) +Roof B (Orange Tile)|屋根B(橙瓦) +Roof C (Indigo Tile)|屋根C(藍瓦) +Roof D (Green Tile)|屋根D(緑瓦) +Roof E (Blue Tile)|屋根E(青瓦) +Roof F (Dressed Tile)|屋根F(化粧瓦) +Roof G (Khaki Tile)|屋根G(カーキ瓦) +Roof H (Sheet Metal)|屋根H(鉄板) +Outer Wall A (Plaster)|外壁A(白壁) +Outer Wall B (Rock Wall)|外壁B(石壁) +Outer Wall C (Rock Wall)|外壁C(石壁) +Outer Wall D (Rock Wall)|外壁D(石壁) +Outer Wall E (Brick)|外壁E(レンガ) +Outer Wall F (Decorative Tile)|外壁F(化粧タイル) +Outer Wall G (Dirt)|外壁G(土壁) +Outer Wall H (Wood)|外壁H(木造) +Roof I (Wood)|屋根I(木造) +Roof J (Wood)|屋根J(木造) +Roof K (Log)|屋根K(丸太) +Roof L (Thatch)|屋根L(藁) +Roof M (Stone)|屋根M(石) +Roof N (Tent)|屋根N(テント) +Snow Roof A|雪の屋根A +Snow Roof B|雪の屋根B +Outer Wall I (Wood)|外壁I(木造) +Outer Wall J (Wood)|外壁J(木造) +Outer Wall K (Log)|外壁K(丸太) +Outer Wall L (Wood)|外壁L(木造) +Outer Wall M (Rock Wall)|外壁M(石壁) +Outer Wall N (Tent)|外壁N(テント) +Snow Outer Wall (Wood)|雪の外壁(木造) +Snow Outer Wall (Brick)|雪の外壁(レンガ) diff --git a/www/img/tilesets/Outside_A4.txt b/www/img/tilesets/Outside_A4.txt new file mode 100644 index 0000000..40525dd --- /dev/null +++ b/www/img/tilesets/Outside_A4.txt @@ -0,0 +1,48 @@ +Wall A (Stone)|壁A(石) +Wall B (Brick)|壁B(レンガ) +Wall C (Stone)|壁C(石) +Wall D (Stone)|壁D(石) +Wall E (Stone)|壁E(石) +Wall F (Marble)|壁F(大理石) +Wall G (Hedge)|壁G(生け垣) +Wall G (Frozen)|壁H(凍結) +Wall A (Stone)|壁A(石) +Wall B (Brick)|壁B(レンガ) +Wall C (Stone)|壁C(石) +Wall D (Stone)|壁D(石) +Wall E (Stone)|壁E(石) +Wall F (Marble)|壁F(大理石) +Wall G (Hedge)|壁G(生け垣) +Wall G (Frozen)|壁H(凍結) +Building A (Urban)|建物A(都会風) +Building B (Dirt Wall)|建物B(土壁) +Building C (Desert)|建物C(砂漠風) +Building D (Temple, Snow)|建物D(神殿・雪) +Building E (Castle)|建物E(城) +Building F (Castle, Snow)|建物F(城・雪) +Building G (Fort)|建物G(砦) +Building H (Fort, Snow)|建物H(砦・雪) +Building A (Urban)|建物A(都会風) +Building B (Dirt Wall)|建物B(土壁) +Building C (Desert)|建物C(砂漠風) +Building D (Temple, Snow)|建物D(神殿・雪) +Building E (Castle)|建物E(城) +Building F (Castle, Snow)|建物F(城・雪) +Building G (Fort)|建物G(砦) +Building H (Fort, Snow)|建物H(砦・雪) +Ledge A (Meadow)|段差A(草地) +Ledge B (Dirt)|段差B(土) +Ledge C (Desert)|段差C(砂地) +Ledge D (Snow)|段差D(雪) +Ledge E (Paved)|段差E(舗装) +Forest A|森A +Forest B (Snow)|森B(雪) +Demon Castle|魔王城 +Cliff A (Meadow)|崖A(草地) +Cliff B (Dirt)|崖B(土) +Cliff C (Desert)|崖C(砂地) +Cliff D (Snow)|崖D(雪) +Wall (Paved)|壁(舗装) +Forest A|森A +Forest B (Snow)|森B(雪) +Demon Castle|魔王城 diff --git a/www/img/tilesets/Outside_A5.txt b/www/img/tilesets/Outside_A5.txt new file mode 100644 index 0000000..e368238 --- /dev/null +++ b/www/img/tilesets/Outside_A5.txt @@ -0,0 +1,128 @@ +Darkness|暗闇 +Wire Mesh|金網 +Large Bridge (V, Left)|大きな橋(縦・左) +Large Bridge (V, Center)|大きな橋(縦・中央) +Large Bridge (V, Right)|大きな橋(縦・右) +Large Bridge (H, Top)|大きな橋(横・上) +Large Bridge (H, Center)|大きな橋(横・中央) +Large Bridge (Snow, H, Top)|大きな橋(雪・横・上) +Transparent|透明 +Wire Mesh|金網 +Large Bridge (Snow, V, Left)|大きな橋(雪・縦・左) +Large Bridge (Snow, V, Center)|大きな橋(雪・縦・中央) +Large Bridge (Snow, V, Right)|大きな橋(雪・縦・右) +Large Bridge (H, Bottom)|大きな橋(横・下) +Large Bridge (Snow, H, Center)|大きな橋(雪・横・中央) +Large Bridge (Snow, H, Bottom)|大きな橋(雪・横・下) +Meadow A|草地A +Dirt A|土A +Desert A|砂地A +Snow A|雪A +Meadow|草地B +Dirt B|土B +Desert B|砂地B +Snow B|雪B +Stairs (Meadow, Left)|階段(草地・左) +Stairs (Meadow, Center)|階段(草地・中央) +Stairs (Meadow, Right)|階段(草地・右) +Stairs (Meadow)|階段 +Stairs (Dirt, Left)|階段(土・左) +Stairs (Dirt, Center)|階段(土・中央) +Stairs (Dirt, Right)|階段(土・右) +Stairs (Dirt)|階段(土) +Cobblestones A|石畳A +Cobblestones B|石畳B +Cobblestones C|石畳C +Cobblestones D|石畳D +Cobblestones A (Ruins)|石畳A(廃墟) +Cobblestones B (Ruins)|石畳B(廃墟) +Cobblestones C (Ruins)|石畳C(廃墟) +Cobblestones D (Ruins)|石畳D(廃墟) +Stairs (Desert, Left)|階段(砂地・左) +Stairs (Desert, Center)|階段(砂地・中央) +Stairs (Desert, Right)|階段(砂地・右) +Stairs (Desert)|階段(砂地) +Stairs (Snow, Left)|階段(雪・左) +Stairs (Snow, Center)|階段(雪・中央) +Stairs (Snow, Right)|階段(雪・右) +Stairs (Snow)|階段(雪) +Cobblestones E|石畳E +Cobblestones F|石畳F +Cobblestones G|石畳G +Ice Floor A|氷の床A +Cobblestones E (Ruins)|石畳E(廃墟) +Cobblestones F (Ruins)|石畳F(廃墟) +Cobblestones G (Ruins)|石畳G(廃墟) +Ice Floor B|氷の床B +Stairs (Paved, Left)|階段(舗装・左) +Stairs (Paved, Center)|階段(舗装・中央) +Stairs (Paved, Right)|階段(舗装・右) +Stairs (Paved)|階段(舗装) +Stairs (Ruins, Left)|階段(廃墟・左) +Stairs (Ruins, Center)|階段(廃墟・中央) +Stairs (Ruins, Right)|階段(廃墟・右) +Stairs (Ruins)|階段(廃墟) +Ledge (Port, Left)|段差(港・左) +Ledge (Port, Center)|段差(港・中央) +Ledge (Port, Right)|段差(港・右) +Ledge (Port)|段差(港) +Cobblestones H|石畳H +Cobblestones I|石畳I +Cloud A|雲A +Cloud B|雲B +Farm Field A (Top)|畑A(上) +Farm Field A (Center)|畑A(中央) +Farm Field B (Snow, Top)|畑B(雪・上) +Farm Field B (Snow, Center)|畑B(雪・中央) +Large Relief Floor Tile A|大きなレリーフ床A +Large Relief Floor Tile A|大きなレリーフ床A +Large Relief Floor Tile B|大きなレリーフ床B +Large Relief Floor Tile B|大きなレリーフ床B +Farm Field A (Bottom)|畑A(下) +Farm Field A|畑A +Farm Field B (Snow, Bottom)|畑B(雪・下) +Farm Field B (Snow)|畑B(雪) +Large Relief Floor Tile A|大きなレリーフ床A +Large Relief Floor Tile A|大きなレリーフ床A +Large Relief Floor Tile B|大きなレリーフ床B +Large Relief Floor Tile B|大きなレリーフ床B +Ledge (Meadow)|段差(草地) +Ledge (Meadow)|段差(草地) +Ledge (Meadow)|段差(草地) +Garden A|花壇A +Garden B (Snow)|花壇B(雪) +Ledge (Dirt)|段差(土) +Ledge (Dirt)|段差(土) +Ledge (Dirt)|段差(土) +Ledge (Meadow)|段差(草地) +Ledge (Meadow)|段差(草地) +Ledge (Meadow)|段差(草地) +Ledge (Meadow)|段差(草地) +Ledge (Meadow)|段差(草地) +Ledge (Dirt)|段差(土) +Ledge (Dirt)|段差(土) +Ledge (Dirt)|段差(土) +Ledge (Meadow)|段差(草地) +Ledge (Meadow)|段差(草地) +Ledge (Meadow)|段差(草地) +Ledge (Meadow)|段差(草地) +Ledge (Meadow)|段差(草地) +Ledge (Dirt)|段差(土) +Ledge (Dirt)|段差(土) +Ledge (Dirt)|段差(土) +Cliff|崖 +Cliff|崖 +Cliff|崖 +Ledge (Dirt)|段差(土) +Ledge (Dirt)|段差(土) +Cliff|崖 +Cliff|崖 +Cliff|崖 +Cliff (Meadow)|崖(草地) +Cliff (Meadow)|崖(草地) +Cliff (Meadow)|崖(草地) +Ledge (Dirt)|段差(土) +Ledge (Dirt)|段差(土) +Cliff (Dirt)|崖(土) +Cliff (Dirt)|崖(土) +Cliff (Dirt)|崖(土) diff --git a/www/img/tilesets/Outside_B.txt b/www/img/tilesets/Outside_B.txt new file mode 100644 index 0000000..4eb340e --- /dev/null +++ b/www/img/tilesets/Outside_B.txt @@ -0,0 +1,256 @@ +Transparent|透明 +Shop Sign (Sword)|看板(剣) +Shop Sign (Sword & Shield)|看板(剣と盾) +Shop Sign (Armor)|看板(鎧) +Shop Sign (Sack)|看板(袋) +Shop Sign (Teapot)|看板(ポット) +Shop Sign (Inn)|看板(宿) +Shop Sign (Pub)|看板(酒場) +Shop Sign (Eatery)|看板(食堂) +Shop Sign (Hexagram)|看板(魔法陣) +Shop Sign (Staves)|看板(杖) +Shop Sign (Coin)|看板(コイン) +Shop Sign (Necklace)|看板(ネックレス) +Shop Sign (Hammer)|看板(ハンマー) +Shop Sign (Crest)|看板(紋章) +Shop Sign (Blank)|看板(無地) +Log Bridge (V)|丸太の橋(縦) +Log Bridge (H)|丸太の橋(横) +Wood Bridge (V)|木の橋(縦) +Wood Bridge (H)|木の橋(横) +Stone Bridge (V)|石の橋(縦) +Stone Bridge (H)|石の橋(横) +Wood Bridge (V)|木の橋(縦) +Wood Bridge (H)|木の橋(横) +Bridge Spar (Wood, Center A)|橋げた(木・中央A) +Bridge Spar (Wood, Left)|橋げた(木・左) +Bridge Spar (Wood, Center B)|橋げた(木・中央B) +Bridge Spar (Wood, Right)|橋げた(木・右) +Bridge Spar (Stone, Center A)|橋げた(石・中央A) +Bridge Spar (Stone, Left)|橋げた(石・左) +Bridge Spar (Stone, Center B)||橋げた(石・中央B) +Bridge Spar (Stone, Right)|橋げた(石・右) +Window A|窓A +Window B|窓B +Window C|窓C +Window D|窓D +Middle Window A|中型窓A +Middle Window B|中型窓B +Middle Window C|中型窓C +Middle Window D|中型窓D +Window E|窓E +Window F|窓F +Window G|窓G +Stained Glass Window A|ステンドグラスA +Middle Window A|中型窓A +Middle Window E|中型窓E +Middle Window C|中型窓C +Middle Window D|中型窓D +Large Window A|大型窓A +Large Window B|大型窓B +Large Window C|大型窓C +Stained Glass Window B|ステンドグラスB +Large Window D|大型窓D +Middle Window F|中型窓F +Middle Window G|中型窓G +Middle Window H|中型窓H +Large Window A|大型窓A +Large Window E|大型窓E +Large Window C|大型窓C +Stained Glass Window B|ステンドグラスB +Large Window D|大型窓D +Middle Window F|中型窓F +Middle Window G|中型窓G +Middle Window H|中型窓H +Chimney A|煙突A +Mooring Bollard A|ビットA +Mooring Bollard B (Rope)|ビットB(ロープ) +Entrance A|入口A +Entrance A (Extend)|入口A(延長部分) +Entrance A (Top Half A)|入口A(上半分A)S +Entrance B|入口B +Entrance A (Top Half B)|入口A(上半分B) +Chimney B|煙突B +Sign A|立て札A +Sign B|立て札B +Well|井戸 +Stepping Stones|踏み石 +Barrel|樽 +Grave A|墓A +Grave B|墓B +Pot|壺 +Basin A|桶A +Basin B|桶B +Rock Fire Pit A|石のかまどA +Rock Fire Pit B|石のかまどB +Barricade (H)|バリケード(横) +Barricade (V)|バリケード(縦) +Beanstalk|豆の木 +Grass A|草A +Grass B|草B +Grass C|草C +Grass D|草D +Stump|切り株 +Tree|木 +Tree|木 +Boulder A|岩A +Flowers A|花A +Flowers B|花B +Flowers C|花C +Flowers D|花D +Fallen Log|倒木 +Tree|木 +Bush|植え込み +Boulder B|岩B +Scarecrow|かかし +Hole|穴 +Firewood|薪 +Rocks|小石 +Crops A|農作物A +Crops B|農作物B +Crops C|農作物C +Crops D|農作物D +Large Tree|大木 +Large Tree|大木 +Large Tree|大木 +Large Tree|大木 +Large Crate|大きな木箱 +Crate A|木箱A +Crate B|木箱B +Crate C|木箱C +Large Tree|大木 +Large Tree|大木 +Large Tree|大木 +Large Tree|大木 +Large Crate|大きな木箱 +Crate D|木箱D +Crate E|木箱E +Crate F|木箱F +Conifer Tree (Snow)|針葉樹(雪) +Conifer Tree (Snow)|針葉樹(雪) +Conifer Tree (Snow)|針葉樹(雪) +Conifer Tree (Snow)|針葉樹(雪) +Scarecrow (Snow)|かかし(雪) +Pot (Snow)|壺(雪) +Bucket (Snow)|桶(雪) +Crate (Snow)|木箱(雪) +Large Conifer Tree (Snow)|大針葉樹(雪) +Large Conifer Tree (Snow)|大針葉樹(雪) +Large Conifer Tree (Snow)|大針葉樹(雪) +Large Conifer Tree (Snow)|大針葉樹(雪) +Mooring Bollard (Snow)|ビット(雪) +Barricade (H, Snow)|バリケード(横・雪) +Barricade (H, Snow)|バリケード(縦・雪) +Beanstalk (Snow)|豆の木(雪) +Chimney (Snow)|煙突(雪) +Sign A (Snow)|立て札A(雪) +Sign B (Snow)|立て札B(雪) +Well (Snow)|井戸(雪) +Stepping Stones (Snow)|踏み石(雪) +Barrel (Snow)|樽(雪) +Grave A (Snow)|墓A(雪) +Grave B (Snow)|墓B(雪) +Grass A (Snow)|草A(雪) +Grass B (Snow)|草B(雪) +Grass C (Snow)|草C(雪) +Grass D (Snow)|草D(雪) +Stump (Snow)|切り株(雪) +Conifer Tree (Snow)|針葉樹(雪) +Conifer Tree (Snow)|針葉樹(雪) +Boulder A (Snow)|岩A(雪) +Snowman|雪だるま +Hole (Snow)|穴(雪) +Firewood (Snow)|薪(雪) +Rocks (Snow)|小石(雪) +Fallen Log (Snow)|倒木(雪) +Conifer Tree (Snow)|針葉樹(雪) +Bush (Snow)|植え込み(雪) +Boulder B (Snow)|岩B(雪) +Dead Tree|枯れ木 +Dead Tree|枯れ木 +Mushrooms A|キノコA +Mushrooms B|キノコB +Palm Tree|ヤシの木 +Palm Tree|ヤシの木 +Cactus|サボテン +Dead Grass A|枯れ草A +Dead Tree|枯れ木 +Dead Tree (Shrub)|枯れ木(低木) +Rafflesia|ラフレシア +Stump (Moss)|切り株(苔) +Palm Tree|ヤシの木 +Bush (Flowers)|植え込み(花) +Fern|シダ +Dead Grass B|枯れ草B +Hay|干し草 +Hay (Snow)|干し草(雪) +Floral Patch|花畑 +Susuki Grass|ススキ +Fallen Leaves|落ち葉 +Lotus Pads A|蓮の葉A +Lotus Pads B (Flowers)|蓮の葉B(花) +Lotus Pads C|蓮の葉C +Wall Vines A|壁のツタA +Wall Vines B|壁のツタB +Wall Vines C|壁のツタC +Wall Fern|壁のシダ +Fissures A|亀裂A +Fissures B|亀裂B +Fissures C|亀裂C +Fissures D|亀裂D +Wall Vines A|壁のツタA +Wall Vines B|壁のツタB +Wall Vines C|壁のツタC +Wall Moss|壁の苔 +Fissures A|亀裂A +Fissures B|亀裂B +Fissures C|亀裂C +Fissures D|亀裂D +Tent A|テントA +Tent A|テントA +Tent A|テントA +Streetlight A|街灯A +Stairs A (Up)|階段A(上り) +Stairs B (Up)|階段B(上り) +Stairs C (Up)|階段C(上り) +Stairs D (Up)|階段D(上り) +Tent A|テントA +Tent A|テントA +Tent A|テントA +Streetlight A|街灯A +Stairs A (Down)|階段A(下り) +Stairs B (Down)|階段B(下り) +Stairs C (Down)|階段C(下り) +Stairs D (Down)|階段D(下り) +Tent A|テントA +Tent A (Entrance)|テントA(入口) +Tent A|テントA +Streetlight A|街灯A +Metal Ladder|鉄ばしご +Rope Ladder|縄ばしご +Rope|ロープ +Vines A|ツタ +Tent B (Snow)|テントB(雪) +Tent B (Snow)|テントB(雪) +Tent B (Snow)|テントB(雪) +Streetlight B (Snow)|街灯B(雪) +Metal Ladder|鉄ばしご +Rope Ladder|縄ばしご +Rope|ロープ +Vines A|ツタA +Tent B (Snow)|テントB(雪) +Tent B (Snow)|テントB(雪) +Tent B (Snow)|テントB(雪) +Streetlight B (Snow)|街灯B(雪) +Metal Ladder|鉄ばしご +Rope Ladder|縄ばしご +Rope|ロープ +Vines B (Down)|ツタB(下り) +Tent B (Snow)|テントB(雪) +Tent B (Entrance, Snow)|テント(入口・雪) +Tent B (Snow)|テントB(雪) +Streetlight B (Snow)|街灯B(雪) +Hole A (Metal Ladder)|穴A(鉄ばしご) +Hole B (Rope Ladder)|穴B(縄ばしご) +Hole C (Rope)|穴C(ロープ) +Hole D|穴D diff --git a/www/img/tilesets/Outside_C.txt b/www/img/tilesets/Outside_C.txt new file mode 100644 index 0000000..7472b07 --- /dev/null +++ b/www/img/tilesets/Outside_C.txt @@ -0,0 +1,256 @@ +Stone Pillar A|石の柱A +Stone Pillar B|石の柱B +Stone Pillar C|石の柱C +Stone Pillar C (Moss)|石の柱C(苔) +Stone Pillar C (Snow)|石の柱C(雪) +Wood Pillar|木の柱 +Stone Pillar D|石の柱D +Demon Castle Pillar|魔王城の柱 +Stone Pillar A|石の柱A +Stone Pillar B|石の柱B +Stone Pillar C|石の柱C +Stone Pillar C (Moss)|石の柱C(苔) +Stone Pillar C (Snow)|石の柱C(雪) +Wood Pillar|木の柱 +Stone Pillar D|石の柱D +Demon Castle Pillar|魔王城の柱 +Broken Stone Pillar|折れた石の柱A +Broken Stone Pillar|折れた石の柱B +Broken Stone Pillar|折れた石の柱C +Broken Stone Pillar C (Moss)|折れた石の柱C(苔) +Broken Stone Pillar C (Snow)|折れた石の柱C(雪) +Broken Wood Pillar|折れた木の柱 +Broken Stone Pillar F|折れた石の柱D +Broken Demon Castle Pillar|折れた魔王城の柱 +Bones A|骸骨A +Bones B|骸骨B +Rubble|瓦礫A +Rubble B (Moss)|瓦礫B(苔) +Rubble C (Snow)|瓦礫C(雪) +Broken Wood Pillar|折れた木の柱 +Rubble D|瓦礫D +Rubble E (Demon Castle)|瓦礫E(魔王城) +Tapestry A|タペストリーA +Tapestry A (Ruins)|タペストリーA(廃墟) +Tapestry B|タペストリーB +Tapestry B (Ruins)|タペストリーB(廃墟) +Tapestry C|タペストリーC +Tapestry C (Ruins)|タペストリーC(廃墟) +Tapestry D|タペストリーD +Tapestry D (Ruins)|タペストリーD(廃墟) +Tapestry A|タペストリーA +Tapestry A (Ruins)|タペストリーA(廃墟) +Tapestry B|タペストリーB +Tapestry B (Ruins)|タペストリーB(廃墟) +Tapestry C|タペストリーC +Tapestry C (Ruins)|タペストリーC(廃墟) +Tapestry D|タペストリーD +Tapestry D (Ruins)|タペストリーD(廃墟) +Monument A|石碑A +Monument B|石碑B +Large Monument|大きな石碑 +Large Monument|大きな石碑 +Large Monument|大きな石碑 +Large Monument (Lit)|大きな石碑(光) +Large Monument (Lit)|大きな石碑(光) +Large Monument (Lit)|大きな石碑(光) +Monument A|石碑A +Monument C|石碑C +Large Monument|大きな石碑 +Large Monument|大きな石碑 +Large Monument|大きな石碑 +Large Monument (Lit)|大きな石碑(光) +Large Monument (Lit)|大きな石碑(光) +Large Monument (Lit)|大きな石碑(光) +Monument A (Snow)|石碑A(雪) +Monument B (Snow)|石碑B(雪) +Large Monument (Snow)|大きな石碑(雪) +Large Monument (Snow)|大きな石碑(雪) +Large Monument (Snow)|大きな石碑(雪) +Large Monument (Ruins)|大きな石碑(廃墟) +Large Monument (Ruins)|大きな石碑(廃墟) +Large Monument (Ruins)|大きな石碑(廃墟) +Monument A (Snow)|石碑A(雪) +Monument B (Snow)|石碑B(雪) +Large Monument (Snow)|大きな石碑(雪) +Large Monument (Snow)|大きな石碑(雪) +Large Monument (Snow)|大きな石碑(雪) +Large Monument (Ruins)|大きな石碑(廃墟) +Large Monument (Ruins)|大きな石碑(廃墟) +Large Monument (Ruins)|大きな石碑(廃墟) +Statue A|石像A +Angel Statue A|天使像A +Angel Statue B|天使像B +Demon Statue|悪魔像 +Dais|台座 +Dragon Statue|竜像 +Dragon Statue|竜像 +Statue B|石像B +Statue A|石像A +Angel Statue A|天使像A +Angel Statue B|天使像B +Demon Statue|悪魔像 +Dais|台座 +Dragon Statue|竜像 +Dragon Statue|竜像 +Statue B|石像B +Statue A (Snow)|石像A(雪) +Angel Statue A (Snow)|天使像A(雪) +Angel Statue B (Snow)|天使像B(雪) +Demon Statue (Snow)|悪魔像(雪) +Dais (Snow)|台座(雪) +Dragon Statue (Snow)|竜像(雪) +Dragon Statue (Snow)|竜像(雪) +Ice Statue|氷像 +Statue A (Snow)|石像A(雪) +Angel Statue A (Snow)|天使像A(雪) +Angel Statue B (Snow)|天使像B(雪) +Demon Statue (Snow)|悪魔像(雪) +Dais (Snow)|台座(雪) +Dragon Statue (Snow)|竜像(雪) +Dragon Statue (Snow)|竜像(雪) +Ice Statue|氷像 +Window A (Demon Castle)|窓A(魔王城) +Window B (Demon Castle)|窓B(魔王城) +Window C (Demon Castle)|窓C(魔王城) +Gravel Mound (Dirt)|土砂A(土) +Large Gravel Mound (Dirt)|大きな土砂(土) +Large Gravel Mound (Dirt)|大きな土砂(土) +Cave Entrance|洞窟入口 +Mine Entrance|坑道入口 +Window A (Demon Castle)|窓A(魔王城) +Window B (Demon Castle)|窓B(魔王城) +Window D (Demon Castle)|窓D(魔王城) +Gravel Mound B (Dirt, Snow)|土砂B(土・雪) +Large Gravel Mound (Dirt)|大きな土砂(土) +Large Gravel Mound (Dirt)|大きな土砂(土) +Cave Entrance|洞窟入口 +Mine Entrance|坑道入口 +Roof A (Red Tile)|屋根A(赤瓦) +Roof A (Red Tile)|屋根A(赤瓦) +Roof A (Red Tile)|屋根A(赤瓦) +Roof A (Red Tile)|屋根A(赤瓦) +Roof A (Red Tile)|屋根A(赤瓦) +Roof B (Snow)|屋根B(雪) +Roof B (Snow)|屋根B(雪) +Roof B (Snow)|屋根B(雪) +Roof A (Red Tile)|屋根A(赤瓦) +Roof A (Red Tile)|屋根A(赤瓦) +Roof A (Red Tile)|屋根A(赤瓦) +Roof A (Red Tile)|屋根A(赤瓦) +Roof A (Red Tile)|屋根A(赤瓦) +Roof B (Snow)|屋根B(雪) +Roof B (Snow)|屋根B(雪) +Roof B (Snow)|屋根B(雪) +Roof A (Red Tile)|屋根A(赤瓦) +Roof A (Red Tile)|屋根A(赤瓦) +Roof A (Red Tile)|屋根A(赤瓦) +Roof B (Snow)|屋根B(雪) +Roof B (Snow)|屋根B(雪) +Roof B (Snow)|屋根B(雪) +Roof B (Snow)|屋根B(雪) +Roof B (Snow)|屋根B(雪) +Roof C (Indigo Tile)|屋根C(藍瓦) +Roof C (Indigo Tile)|屋根C(藍瓦) +Roof C (Indigo Tile)|屋根C(藍瓦) +Roof B (Snow)|屋根B(雪) +Roof B (Snow)|屋根B(雪) +Roof D (Wood)|屋根D(木造) +Roof D (Wood)|屋根D(木造) +Roof D (Wood)|屋根D(木造) +Roof C (Indigo Tile)|屋根C(藍瓦) +Roof C (Indigo Tile)|屋根C(藍瓦) +Roof C (Indigo Tile)|屋根C(藍瓦) +Roof C (Indigo Tile)|屋根C(藍瓦) +Roof C (Indigo Tile)|屋根C(藍瓦) +Roof D (Wood)|屋根D(木造) +Roof D (Wood)|屋根D(木造) +Roof D (Wood)|屋根D(木造) +Roof C (Indigo Tile)|屋根C(藍瓦) +Roof C (Indigo Tile)|屋根C(藍瓦) +Roof C (Indigo Tile)|屋根C(藍瓦) +Roof C (Indigo Tile)|屋根C(藍瓦) +Roof C (Indigo Tile)|屋根C(藍瓦) +Roof D (Wood)|屋根D(木造) +Roof D (Wood)|屋根D(木造) +Roof D (Wood)|屋根D(木造) +Round Tower A (Castle)|円塔A(城) +Round Tower A (Castle)|円塔A(城) +Roof Detail A (Red Tile)|屋根飾りA(赤瓦) +Roof Detail B (Snow)|屋根飾りB(雪) +Roof D (Wood)|屋根D(木造) +Roof D (Wood)|屋根D(木造) +Round Tower B (Fort)|円塔B(砦) +Round Tower B (Fort)|円塔B(砦) +Round Tower A (Castle)|円塔A(城) +Round Tower A (Castle)|円塔A(城) +Roof Detail C (Indigo Tile)|屋根飾りC(藍瓦) +Roof Detail D (Wood)|屋根飾りD(木造) +Roof D (Wood)|屋根D(木造) +Roof D (Wood)|屋根D(木造) +Round Tower B (Fort)|円塔B(砦) +Round Tower B (Fort)|円塔B(砦) +Round Tower A (Castle)|円塔A(城) +Round Tower A (Castle)|円塔A(城) +Round Tower A (Castle's Spire)|円塔A(城の尖塔) +Round Tower A (Castle's Spire)|円塔A(城の尖塔) +Round Tower B (Fort)|円塔B(砦) +Round Tower B (Fort)|円塔B(砦) +Round Tower B (Fort)|円塔B(砦) +Round Tower B (Fort)|円塔B(砦) +Round Tower A (Castle)|円塔A(城) +Round Tower A (Castle)|円塔A(城) +Round Tower A (Castle's Spire)|円塔A(城の尖塔) +Round Tower A (Castle's Spire)|円塔A(城の尖塔) +Round Tower C (Demon Castle)|円塔C(魔王城) +Round Tower C (Demon Castle)|円塔C(魔王城) +Round Tower B (Fort)|円塔B(砦) +Round Tower B (Fort)|円塔B(砦) +Round Tower A (Castle)|円塔A(城) +Round Tower A (Castle)|円塔A(城) +Round Tower A (Castle's Spire)|円塔A(城の尖塔) +Round Tower A (Castle's Spire)|円塔A(城の尖塔) +Round Tower C (Demon Castle)|円塔C(魔王城) +Round Tower C (Demon Castle)|円塔C(魔王城) +Round Tower B (Fort)|円塔B(砦) +Round Tower B (Fort)|円塔B(砦) +Round Tower A (Castle, Snow)|円塔A(城・雪) +Round Tower A (Castle, Snow)|円塔A(城・雪) +Round Tower A (Castle)|円塔A(城) +Round Tower A (Castle)|円塔A(城) +Round Tower C (Demon Castle)|円塔C(魔王城) +Round Tower C (Demon Castle)|円塔C(魔王城) +Round Tower B (Fort, Snow)|円塔B(砦・雪) +Round Tower B (Fort, Snow)|円塔B(砦・雪) +Round Tower A (Castle, Snow)|円塔A(城・雪) +Round Tower A (Castle, Snow)|円塔A(城・雪) +Round Tower A (Castle's Spire, Snow)|円塔A(城の尖塔・雪) +Round Tower A (Castle's Spire, Snow)|円塔A(城の尖塔・雪) +Round Tower C (Demon Castle)|円塔C(魔王城) +Round Tower C (Demon Castle)|円塔C(魔王城) +Round Tower B (Fort, Snow)|円塔B(砦・雪) +Round Tower B (Fort, Snow)|円塔B(砦・雪) +Round Tower A (Castle, Snow)|円塔A(城・雪) +Round Tower A (Castle, Snow)|円塔A(城・雪) +Round Tower A (Castle's Spire, Snow)|円塔A(城の尖塔・雪) +Round Tower A (Castle's Spire, Snow)|円塔A(城の尖塔・雪) +Round Tower C (Demon Castle)|円塔C(魔王城) +Round Tower C (Demon Castle)|円塔C(魔王城) +Round Tower B (Fort, Snow)|円塔B(砦・雪) +Round Tower B (Fort, Snow)|円塔B(砦・雪) +Round Tower A (Castle, Snow)|円塔A(城・雪) +Round Tower A (Castle, Snow)|円塔A(城・雪) +Round Tower A (Castle's Spire, Snow)|円塔A(城の尖塔・雪) +Round Tower A (Castle's Spire, Snow)|円塔A(城の尖塔・雪) +Round Tower C (Demon Castle)|円塔C(魔王城) +Round Tower C (Demon Castle)|円塔C(魔王城) +Round Tower B (Fort, Snow)|円塔B(砦・雪) +Round Tower B (Fort, Snow)|円塔B(砦・雪) +Round Tower A (Castle, Snow)|円塔A(城・雪) +Round Tower A (Castle, Snow)|円塔A(城・雪) +Round Tower A (Castle, Snow)|円塔A(城・雪) +Round Tower A (Castle, Snow)|円塔A(城・雪) +Round Tower B (Fort, Snow)|円塔B(砦・雪) +Round Tower B (Fort, Snow)|円塔B(砦・雪) +Round Tower B (Fort, Snow)|円塔B(砦・雪) +Round Tower B (Fort, Snow)|円塔B(砦・雪) diff --git a/www/img/tilesets/SF_Inside_A4.txt b/www/img/tilesets/SF_Inside_A4.txt new file mode 100644 index 0000000..d875728 --- /dev/null +++ b/www/img/tilesets/SF_Inside_A4.txt @@ -0,0 +1,48 @@ +Wall A (Concrete)|壁A(コンクリート) +Wall B (Concrete, Dirty)|壁B(コンクリート・汚れ) +Wall C (House)|壁C(現代住宅) +Wall D (Metal)|壁D(金属) +Wall E (Metal, Red Rust)|壁E(金属・赤錆) +Wall F (Metal, Patina)|壁F(金属・緑青錆) +Wall G (Barracks)|壁G(バラック) +Wall H (Chinese)|壁H(中華風) +Wall A (Concrete)|壁A(コンクリート) +Wall B (Concrete, Dirty)|壁B(コンクリート・汚れ) +Wall C (House)|壁C(現代住宅) +Wall D (Metal)|壁D(金属) +Wall E (Metal, Red Rust)|壁E(金属・赤錆) +Wall F (Metal, Patina)|壁F(金属・緑青錆) +Wall G (Barracks)|壁G(バラック) +Wall H (Chinese)|壁H(中華風) +Wall I (Factory)|壁I(工場) +Wall J (Factory)|壁J(工場) +Wall K (Building)|壁K(ビル) +Wall L (Checkered)|壁L(市松) +Interior Wall A (Pattern)|内装壁A(模様) +Interior Wall B (Pattern)|内装壁B(模様) +Interior Wall C (Pattern)|内装壁C(模様) +Wall M (Brick)|壁M(レンガ) +Wall I (Factory)|壁I(工場) +Wall J (Factory)|壁J(工場) +Wall K (Building)|壁K(ビル) +Wall L (Checkered)|壁L(市松) +Interior Wall A (Pattern)|内装壁A(模様) +Interior Wall B (Pattern)|内装壁B(模様) +Interior Wall C (Pattern)|内装壁C(模様) +Wall M (Brick)|壁M(レンガ) +Wall N (Wood)|壁N(木造) +Wall O (Wood, Dirty)|壁O(木造・汚れ) +Wall P (Artery)|壁P(動脈) +Wall Q (In Body)|壁Q(体内) +Wall R (Neon)|壁R(ネオン) +Wall S (Wire Mesh)|壁S(金網) +Wall T (Wire Mesh, Red Rust)|壁T(金網・赤錆) +Wall U (Wire Mesh, Patina)|壁U(金網・緑青錆) +Wall N (Wood)|壁N(木造) +Wall O (Wood, Dirty)|壁O(木造・汚れ) +Wall P (Artery)|壁P(動脈) +Wall Q (In Body)|壁Q(体内) +Wall R (Neon)|壁R(ネオン) +Wall S (Wire Mesh)|壁S(金網) +Wall T (Wire Mesh, Red Rust)|壁T(金網・赤錆) +Wall U (Wire Mesh, Patina)|壁U(金網・緑青錆) diff --git a/www/img/tilesets/SF_Inside_B.txt b/www/img/tilesets/SF_Inside_B.txt new file mode 100644 index 0000000..15aa94a --- /dev/null +++ b/www/img/tilesets/SF_Inside_B.txt @@ -0,0 +1,256 @@ +Transparent|透明 +Stairs A (Up)|階段A(上り) +Stairs B (Up)|階段B(上り) +Stairs C (Up)|階段C(上り) +Stairs D (Up)|階段D(上り) +Metal Ladder|鉄ばしご +Metal Stairs|金属階段 +Rope|ロープ +Hole|穴 +Stairs A (Down)|階段A(下り) +Stairs B (Down)|階段B(下り) +Stairs C (Down)|階段C(下り) +Stairs D (Down)|階段D(下り) +Metal Ladder|鉄ばしご +Metal Stairs|金属階段 +Rope|ロープ +Midsize Window A|中型窓A +Midsize Window B|中型窓B +Large Window A|大型窓A +Midsize Window C|中型窓C +Large Window B|大型窓B +Metal Ladder|鉄ばしご +Metal Stairs|金属階段 +Rope|ロープ +Midsize Window A|中型窓A +Midsize Window B|中型窓B +Large Window A|大型窓A +Midsize Window C|中型窓C +Large Window B|大型窓B +Hole A (Metal Ladder)|穴A(鉄ばしご) +Hole B (Metal Stairs)|穴B(金属階段) +Hole C (Rope)|穴C(ロープ) +Asphalt Bridge (V)|アスファルトの橋(縦) +Asphalt Bridge (H)|アスファルトの橋(横) +Stone Bridge (V)|石の橋(縦) +Stone Bridge (H)|石の橋(横) +Metal Bridge A (V)|金属の橋A(縦) +Metal Bridge A (H)|金属の橋A(横) +Metal Bridge B (V)|金属の橋B(縦) +Metal Bridge B (H)|金属の橋B(横) +Bridge Spar A (Asphalt, Center A)|橋げたA(アスファルト・中央A) +Bridge Spar A (Asphalt, Left)|橋げたA(アスファルト・左) +Bridge Spar A (Asphalt, Center B)|橋げたA(アスファルト・中央B) +Bridge Spar A (Asphalt, Right)|橋げたA(アスファルト・右) +Bridge Spar B (Metal, Center A)|橋げたB(金属・中央A) +Bridge Spar B (Metal, Left)|橋げたB(金属・左) +Bridge Spar B (Metal, Center B)|橋げたB(金属・中央B) +Bridge Spar B (Metal, Right)|橋げたB(金属・右) +Metal Fence|金属フェンス +Metal Fence|金属フェンス +Metal Fence|金属フェンス +Warning Plate (Keep Out)|警告プレート(KEEP OUT) +Connecting Bridge (Metal)|連絡橋(金属) +Connecting Bridge (Metal)|連絡橋(金属) +Connecting Bridge (Metal)|連絡橋(金属) +Connecting Bridge (Metal, Stairs)|連絡橋(金属・階段) +Metal Fence|金属フェンス +Warning Plate (Exclamation Mark)|警告プレート(!マーク) +Metal Fence|金属フェンス +Warning Plate (Radioactivity Mark)|警告プレート(放射能マーク) +Connecting Bridge (Metal)|連絡橋(金属) +Connecting Bridge (Metal)|連絡橋(金属) +Connecting Bridge (Metal)|連絡橋(金属) +Connecting Bridge (Metal, Stairs)|連絡橋(金属・階段) +Metal Fence|金属フェンス +Metal Fence|金属フェンス +Metal Fence|金属フェンス +Warning Plate (Biohazard Mark)|警告プレート(バイオハザードマーク) +Connecting Bridge (Metal)|連絡橋(金属) +Connecting Bridge (Metal)|連絡橋(金属) +Connecting Bridge (Metal)|連絡橋(金属) +Podium (H)|教壇机(横) +Pillar A (Asphalt)|柱A(アスファルト) +Pillar B (Metal)|柱B(金属) +Pillar C (Machine)|柱C(機械) +Pillar D (Decoration)|柱D(装飾) +Pillar E (Metal)|柱E(金属) +Pillar F (Brick)|柱F(レンガ) +Large Window C|大型窓C +Podium (H)|教壇机(横) +Pillar A (Asphalt)|柱A(アスファルト) +Pillar B (Metal)|柱B(金属) +Pillar C (Machine)|柱C(機械) +Pillar D (Decoration)|柱D(装飾) +Pillar E (Metal)|柱E(金属) +Pillar F (Brick)|柱F(レンガ) +Large Window C|大型窓C +Podium (V)|教壇机(縦) +Broken Pillar A (Asphalt)|折れた柱A(アスファルト) +Broken Pillar B (Metal)|折れた柱B(金属) +Broken Pillar C (Machine)|折れた柱C(機械) +Broken Pillar D (Decoration)|折れた柱D(装飾) +Broken Pillar E (Metal)|折れた柱E(金属) +Broken Pillar F (Brick)|折れた柱F(レンガ) +Barricade (No Entry)|バリケード(通行禁止) +Podium (V)|教壇机(縦) +Girder A (Asphalt, Left)|梁A(アスファルト・左) +Girder A (Asphalt, Center)|梁A(アスファルト・中央) +Girder A (Asphalt, Right)|梁A(アスファルト・右) +Girder C (Decoration, Left)|梁C(装飾・左) +Girder C (Decoration, Center)|梁C(装飾・中央) +Girder C (Decoration, Right)|梁C(装飾・右) +Bar (No Entry)|バー(通行禁止) +Bar (No Entry)|バー(通行禁止) +Girder B (Metal, Left)|梁B(金属・左) +Girder B (Metal, Center)|梁B(金属・中央) +Girder B (Metal, Right)|梁B(金属・右) +Rubble A (Asphalt)|瓦礫A(アスファルト) +Rubble B (Metal)|瓦礫B(金属) +Fissures A|亀裂A +Fissures B|亀裂B +Fissures C|亀裂C +Jail Bars|鉄格子 +Laser Barrier|レーザーバリア +Wheelchair (Left)|車いす(左) +Wheelchair (Right)|車いす(右) +Pipe Frame Bed (Ruins)|パイプベッド(廃墟) +Fissures A|亀裂A +Fissures B|亀裂B +Fissures C|亀裂C +Jail Bars|鉄格子 +Laser Barrier|レーザーバリア +Wheelchair (Bottom)|車いす(下) +Wheelchair (Fallen)|車いす(倒れ) +Pipe Frame Bed (Ruins)|パイプベッド(廃墟) +Lab Equipment|実験器具 +School Desk (V)|学校机(縦) +School Desk (H)|学校机(横) +TV|テレビ +Computer|PC +Laptop|ノートPC +Printer|プリンター +Telephone|電話 +Intercom (Hanging)|インターホン(壁掛け) +Tablet Device|タブレット端末 +Table Clock|置時計 +Gas Stove|ガスコンロ +Kitchen Counter|調理台 +Sink|流し +Exhaust Fan|換気扇 +Air Conditioner|エアコン +Wastebasket|ゴミ箱 +Book Stand|本立て +Document|書類 +School Chair (Bottom)|学校イス(下) +School Chair (Top)|学校イス(上) +School Chair (Right)|学校イス(右) +School Chair (Left)|学校イス(左) +Sofa (Right)|ソファ(右) +Sofa (Left)|ソファ(左) +Sofa (Down)|ソファ(下) +Sofa (Up)|ソファ(下) +Office Chair (Bottom)|オフィスチェア(下) +Office Chair (Top)|オフィスチェア(上) +Office Chair (Right)|オフィスチェア(右) +Office Chair (Left)|オフィスチェア(左) +Sofa (Right)|ソファ(右) +Sofa (Left)|ソファ(左) +Sofa (Top)|ソファ(上) +Sofa (Top)|ソファ(上) +Washing Machine|洗濯機 +Western Style Toilet|洋式便器 +Urinal|男性用便器 +Bathroom Sink|洗面台 +Bathtub (V)|バスタブ(縦) +Bathtub (H)|バスタブ(横) +Bathtub (H)|バスタブ(横) +Glass Table (V)|ガラステーブル(縦) +Washing Machine|洗濯機 +Western Style Toilet|洋式便器 +Urinal|男性用便器 +Wash Basin|洗面台 +Bathtub (V)|バスタブ(縦) +Glass Table (H)|ガラステーブル(横) +Glass Table (H)|ガラステーブル(横) +Glass Table (V)|ガラステーブル(縦) +Refrigerator|冷蔵庫 +Bookshelf A|本棚A +Chest of Drawers A|タンスA +Miscellaneous Item Shelf|雑貨棚 +Locker A|ロッカーA +Document Shelf|資料棚 +Medicine Shelf|薬品棚 +Locker B (School)|ロッカーB(学校) +Refrigerator|冷蔵庫 +Bookshelf A|本棚A +Chest of Drawers A|タンスA +Miscellaneous Item Shelf |雑貨棚 +Locker A|ロッカーA +Document Shelf|資料棚 +Medicine Shelf|薬品棚 +Locker B (School)|ロッカーB(学校) +Display Shelf A|商品陳列棚A +Display Shelf B|商品陳列棚B +Convenience Store Shelf A|コンビニ棚A +Convenience Store Shelf B|コンビニ棚B +Document Shelf (Ruins)|資料棚(廃墟) +Chest of Drawers B (Decoration)|タンスB(装飾) +Shelf A (Decoration)|棚A(装飾) +Bookshelf B (Decoration)|本棚B(装飾) +Display Shelf A|商品陳列棚A +Display Shelf B|商品陳列棚B +Convenience Store Shelf A|コンビニ棚A +Convenience Store Shelf B|コンビニ棚B +Document Shelf (Ruins)|資料棚(廃墟) +Chest of Drawers B (Decoration)|タンスB(装飾) +Shelf A (Decoration)|棚A(装飾) +Bookshelf B (Decoration)|本棚B(装飾) +Stacked Crates|積まれた木箱 +Shipping Container|コンテナ +Stacked Cardboard Boxes|積まれたダンボール +Vending Machine|自動販売機 +ATM|ATM +Steel Shelf|鉄骨棚 +Operating Table|手術台 +Hospital Bed|病院ベッド +Stacked Crates|積まれた木箱 +Shipping Container|コンテナ +Stacked Cardboard Boxes|積まれたダンボール +Vending Machine|自動販売機 +ATM|ATM +Steel Shelf|鉄骨棚 +Operating Table|手術台 +Hospital Bed|病院ベッド +Bed|ベッド +Mattress|敷布団 +Large Bed|ダブルベッド +Large Bed|ダブルベッド +Pipe Frame Bed|パイプベッド +Slot Machine |スロット +Poker Table|ポーカー台 +Poker Table|ポーカー台 +Bed|ベッド +Mattress|敷布団 +Large Bed|ダブルベッド +Large Bed|ダブルベッド +Pipe Frame Bed|パイプベッド +Slot Machine|スロット +Poker Table|ポーカー台 +Poker Table|ポーカー台 +Chest A (Wood)|チェストA(木製) +Chest B (Metal)|チェストB(金属) +Chest C (Decoration)|チェストC(装飾) +Large Desk A|大きいデスクA +Large Desk A|大きいデスクA +Roulette Table|ルーレット台 +Roulette Table|ルーレット台 +Roulette Table|ルーレット台 +Side Desk A (Wood)|サイドデスクA(木製) +Side Desk B (Metal)|サイドデスクB(金属) +Desk|デスク +Large Desk B|大きいデスクB +Large Desk B|大きいデスクB +Roulette Table|ルーレット台 +Roulette Table|ルーレット台 +Roulette Table|ルーレット台 diff --git a/www/img/tilesets/SF_Inside_C.txt b/www/img/tilesets/SF_Inside_C.txt new file mode 100644 index 0000000..a9f5308 --- /dev/null +++ b/www/img/tilesets/SF_Inside_C.txt @@ -0,0 +1,256 @@ +Black Board|黒板 +Black Board|黒板 +Black Board|黒板 +White Board|ホワイトボード +White Board|ホワイトボード +White Board|ホワイトボード +Cloth Partition A|布の衝立A +Cloth Partition B|布の衝立B +Black Board|黒板 +Black Board|黒板 +Black Board|黒板 +White Board|ホワイトボード +White Board|ホワイトボード +White Board|ホワイトボード +Cloth Partition A|布の衝立A +Cloth Partition B|布の衝立B +Stool|腰掛けイス +Skeleton Model|骨格模型 +Biological Specimen|生物標本 +Potted Plant|植木鉢 +Armchair|肘掛け椅子 +Insect Specimen|昆虫標本 +Restroom Mark (Men)|トイレマーク(男性) +Restroom Mark (Women)|トイレマーク(女性) +Wall Speaker|壁掛けスピーカー +Skeleton Model |骨格模型 +Biological Specimen|生物標本 +Fire Extinguisher|消火器 +Armchair|肘掛け椅子 +Room Plate|室名札 +EXIT Sign|EXITプレート +Vent|通気口 +Painting A|絵画A +Painting B|絵画B +Vision Test Chart|視力検査表 +Plaster Bust|石膏胸像 +Calendar|カレンダー +Plant A|植物A +Plant B|植物B +Plant C|植物C +Painting C|絵画C +Painting D|絵画D +Anatomical Chart|人体図 +Canvas|キャンバス +Bulletin Board|掲示板 +Plant A|植物A +Plant B|植物B +Plant C|植物C +Plumbing|配管 +Plumbing|配管 +Valve|バルブ +Machine A|機械A +Machine B|機械B +Machine C|機械C +Air Vent A|通風口A +Air Vent B|通風口B +Plumbing|配管 +Plumbing|配管 +Plumbing|配管 +Neon Tube|ネオン管 +Neon Tube|ネオン管 +Neon Tube|ネオン管 +Fan|ファン +Fluorescent Light|蛍光灯 +Plumbing|配管 +Plumbing|配管 +Plumbing|配管 +Neon Tube|ネオン管 +Neon Tube|ネオン管 +Neon Tube|ネオン管 +Outdoor Air Intake Unit|室外機 +Shutter|シャッター +Plumbing|配管 +Plumbing|配管 +Plumbing|配管 +Control Panel A|操作パネルA +Control Panel B|操作パネルB +Control Panel C|操作パネルC +Pipe (H)|パイプ(横) +Pipe (V)|パイプ(縦) +Line A|ラインA +Line B|ラインB +Road Closed|通行止め +Waste|廃棄物 +Scrap Metal|スクラップ +Mysterious Liquid|謎の液体 +Scattered Papers|散らばった紙 +Pipe (V)|パイプ(縦) +Belt Conveyor (V)|ベルトコンベアー(縦) +Belt Conveyor (H)|ベルトコンベアー(横) +Belt Conveyor (H)|ベルトコンベアー(横) +Belt Conveyor (H)|ベルトコンベアー(横) +Duct|ダクト +Mechanical Device|機械装置 +Pile of Rubble|瓦礫の山 +Pile of Rubble|瓦礫の山 +Belt Conveyor (V)|ベルトコンベアー(縦) +Robot Arm|ロボットアーム +Server Machine|サーバマシン +Meters|計器類 +Duct|ダクト +Mechanical Device|機械装置 +Pile of Rubble|瓦礫の山 +Pile of Rubble|瓦礫の山 +Belt Conveyor (V)|ベルトコンベアー(縦) +Robot Arm|ロボットアーム +Server Machine|サーバマシン +Meters|計器類 +Duct|ダクト +Drain|排水口 +Graffiti|落書き +Graffiti|落書き +Monitor A|モニターA +Monitor B|モニターB +Large Monitor|大型モニター +Large Monitor|大型モニター +IV Stand|点滴スタンド +ECG Monitor|心電図モニタ +Sewing Mannequin|トルソー +Rubble|瓦礫 +Operation Board A|操作盤A +Operation Board B|操作盤B +Operation Board C|操作盤C +Operation Board D|操作盤D +IV Stand|点滴スタンド +ECG Monitor|心電図モニタ +Sewing Mannequin|トルソー +Broken Machine|壊れた機械 +Stairs|階段 +Stairs|階段 +Stairs|階段 +Cage|檻 +Cage|檻 +Handrail|欄干 +Handrail|欄干 +Handrail|欄干 +Stairs|階段 +Stairs|階段 +Stairs|階段 +Curtains A|カーテンA +Curtains B|カーテンB +Curtains C|カーテンC +Curtains D|カーテンD +Handrail|欄干 +Stairs|階段 +Stairs|階段 +Stairs|階段 +Curtains A|カーテンA +Curtains B|カーテンB +Curtains C|カーテンC +Curtains D|カーテンD +Emergency Alarm|非常ベル +Spider Web|蜘蛛の巣 +Mirror|鏡 +Vase|花瓶 +Piano|ピアノ +Piano|ピアノ +Piano|ピアノ +Stained Glass|ステンドグラス +Decorative Pillar|装飾柱 +Dripping|液垂れ +Mirror|鏡 +Lamp|電気スタンド +Piano|ピアノ +Piano|ピアノ +Piano|ピアノ +Stained Glass|ステンドグラス +Decorative Pillar|装飾柱 +Picture Frame|写真立て +Side Table|サイドテーブル +Altar|祭壇 +Fireplace|暖炉 +Fireplace|暖炉 +Fireplace|暖炉 +Stuffed Doll A|ぬいぐるみA +Decorative Pillar|装飾柱 +Book A|本A +Book B|本B +Glass Pieces|ガラス片 +Fireplace|暖炉 +Fireplace|暖炉 +Fireplace|暖炉 +Doll|人形 +Stuffed Doll B|ぬいぐるみB +Beer Mug|ビールジョッキ +Wine & Glass|ワインとグラス +Noodle Dish|麺料理 +Bread|パン +Banister A (V)|手すりA(縦) +Banister A (V)|手すりA(縦) +Banister B (V)|手すりB(縦) +Banister B (V)|手すりB(縦) +Meat Dish|肉料理 +Roast Chicken|ローストチキン +Cake|ケーキ +Fruit Bowl|果物盛り合わせ +Banister A (V)|手すりA(縦) +Banister A (V)|手すりA(縦) +Banister B (V)|手すりB(縦) +Banister B (V)|手すりB(縦) +Plate A|皿A +Teapot & Cup|ティーポットとカップ +Ration|レーション +Plate B|皿B +Banister A (V)|手すりA(縦) +Banister A (V)|手すりA(縦) +Banister B (V)|手すりB(縦) +Banister B (V)|手すりB(縦) +Demon Statue|悪魔像 +Goddess Statue|女神像 +Soldier Statue|兵士像 +Wall Clock|柱時計 +Banister A (H)|手すりA(横) +Banister A (H)|手すりA(横) +Banister A (H)|手すりA(横) +Banister A (H)|手すりA(横) +Demon Statue|悪魔像 +Goddess Statue|女神像 +Soldier Statue|兵士像 +Wall Clock|柱時計 +Banister B (H)|手すりB(横) +Banister B (H)|手すりB(横) +Banister B (H)|手すりB(横) +Banister B (H)|手すりB(横) +Monument A|モニュメントA +Monument B|モニュメントB +Huge Stele|巨大な石版 +Huge Stele|巨大な石版 +Huge Stele|巨大な石版 +Huge Iron Monument|巨大プレート +Huge Iron Monument|巨大プレート +Huge Iron Monument|巨大プレート +Monument A|モニュメントA +Monument B|モニュメントB +Huge Stele|巨大な石版 +Huge Stele|巨大な石版 +Huge Stele|巨大な石版 +Huge Iron Monument|巨大プレート +Huge Iron Monument|巨大プレート +Huge Iron Monument|巨大プレート +Monument C|モニュメントC +Monument D|モニュメントD +Sphere Machinery|球体機械 +Sphere Machinery|球体機械 +Sphere Machinery|球体機械 +Large Machine|大型機械 +Large Machine|大型機械 +Large Machine|大型機械 +Monument C|モニュメントC +Control Panel|コントロールパネル +Sphere Machinery|球体機械 +Sphere Machinery|球体機械 +Sphere Machinery|球体機械 +Large Machine|大型機械 +Large Machine|大型機械 +Large Machine|大型機械 diff --git a/www/img/tilesets/SF_Outside_A3.txt b/www/img/tilesets/SF_Outside_A3.txt new file mode 100644 index 0000000..719e7da --- /dev/null +++ b/www/img/tilesets/SF_Outside_A3.txt @@ -0,0 +1,32 @@ +Roof A (Metal)|屋根A(金属) +Roof B (Metal, Red Rust)|屋根B(金属・赤錆) +Roof C (Metal, Patina)|屋根C(金属・緑青錆) +Roof D (Barracks)|屋根D(バラック) +Roof E (Barracks)|屋根E(バラック) +Roof F (Factory)|屋根F(工場) +Roor G (Ivy)|屋根G(ツタ) +Roof H (House)|屋根H(現代住宅) +Outer Wall A (Metal)|外壁A(金属) +Outer Wall B (Metal, Red Rust)|外壁B(金属・赤錆) +Outer Wall C (Metal, Patina)|外壁C(金属・緑青錆) +Outer Wall D (Barracks)|外壁D(バラック) +Outer Wall E (Barracks)|外壁E(バラック) +Outer Wall F (Factory)|外壁F(工場) +Outer Wall G (Ivy)|外壁G(ツタ) +Outer Wall H (House)|外壁H(現代住宅) +Roof I (House)|屋根I(現代住宅) +Roof J (Brick)|屋根J(レンガ) +Roof K (Brick)|屋根K(レンガ) +Roof L (Chinese)|屋根L(中華風) +Roof M (Blue Sheet)|屋根M(ブルーシート) +Roof N (Wood)|屋根N(木造) +Roof O (Brick)|屋根O(レンガ) +Roof P (Wood)|屋根P(木造) +Outer Wall I (House)|外壁I(現代住宅) +Outer Wall J (Brick)|外壁J(レンガ) +Outer Wall K (Brick)|外壁K(レンガ) +Outer Wall L (Chinese)|外壁L(中華風) +Outer Wall M (Blue Sheet)|外壁M(ブルーシート) +Outer Wall N (Wood)|外壁N(木造) +Outer Wall O (Brick)|外壁O(レンガ) +Outer Wall P (Wood)|外壁P(木造) diff --git a/www/img/tilesets/SF_Outside_A4.txt b/www/img/tilesets/SF_Outside_A4.txt new file mode 100644 index 0000000..8209c6c --- /dev/null +++ b/www/img/tilesets/SF_Outside_A4.txt @@ -0,0 +1,48 @@ +Wall A (Concrete)|壁A(コンクリート) +Wall B (Concrete, Dirty)|壁B(コンクリート・汚れ) +Wall C (Block)|壁C(ブロック) +Wall D (Apartment)|壁D(マンション) +Wall E (Apartment)|壁E(マンション) +Wall F (Metal)|壁F(金属) +Wall G (Metal, Red Rust)|壁G(金属・赤錆) +Wall H (Metal, Patina)|壁H(金属・緑青錆) +Wall A (Concrete)|壁A(コンクリート) +Wall B (Concrete, Dirty)|壁B(コンクリート・汚れ) +Wall C (Block)|壁C(ブロック) +Wall D (Apartment)|壁D(マンション) +Wall E (Apartment)|壁E(マンション) +Wall F (Metal)|壁F(金属) +Wall G (Metal, Red Rust)|壁G(金属・赤錆) +Wall H (Metal, Patina)|壁H(金属・緑青錆) +Wall I (Barracks)|壁I(バラック) +Wall J (Barracks)|壁J(バラック) +Wall K (Factory)|壁K(工場) +Cliff A (Meadow)|崖A(草地) +Wall L (Factory)|壁L(工場) +Wall M (Factory)|壁M(工場) +Wall N (Building)|壁N(ビル) +Wall O (Brick)|壁O(レンガ) +Wall I (Barracks)|壁I(バラック) +Wall J (Barracks)|壁J(バラック) +Wall K (Factory)|壁K(工場) +Cliff A (Meadow)|崖A(草地) +Wall L (Factory)|壁L(工場) +Wall M (Factory)|壁M(工場) +Wall N (Building)|壁N(ビル) +Wall O (Brick)|壁O(レンガ) +Wall P (Chinese)|壁P(中華風) +Wall Q (Wire Mesh)|壁Q(金網) +Wall R (Wire Mesh, Red Rust)|壁R(金網・赤錆) +Wall S (Wire Mesh, Patina)|壁S(金網・緑青錆) +Wall T (Wood)|壁T(木造) +Wall U (Wood, Dirty)|壁U(木造・汚れ) +Wall V (Building)|壁V(ビル) +Wall W (Building)|壁W(ビル) +Wall P (Chinese)|壁P(中華風) +Wall Q (Wire Mesh)|壁Q(金網) +Wall R (Wire Mesh, Red Rust)|壁R(金網・赤錆) +Wall S (Wire Mesh, Patina)|壁S(金網・緑青錆) +Wall T (Wood)|壁T(木造) +Wall U (Wood, Dirty)|壁U(木造・汚れ) +Wall V (Building)|壁V(ビル) +Wall W (Building)|壁W(ビル) diff --git a/www/img/tilesets/SF_Outside_A5.txt b/www/img/tilesets/SF_Outside_A5.txt new file mode 100644 index 0000000..b084cda --- /dev/null +++ b/www/img/tilesets/SF_Outside_A5.txt @@ -0,0 +1,128 @@ +Darkness|暗闇 +Grid floor|格子床 +Metal Bridge (V, Left)|金属橋(縦・左) +Metal Bridge (V, Center)|金属橋(縦・中央) +Metal Bridge (V, Right)|金属橋(縦・右) +Asphalt Bridge (H, Top)|アスファルト橋(横・上) +Metal Bridge (H, Center)|金属橋(横・中央) +Metal Bridge (H, Top)|金属橋(横・上) +Transparent|透明 +Grid floor|格子床 +Asphalt Bridge (V, Left)|アスファルト橋(縦・左) +Asphalt Bridge (V, Center)|アスファルト橋(縦・中央) +Asphalt Bridge (V, Right)|アスファルト橋(縦・右) +Asphalt Bridge (H, Bottom)|アスファルト橋(横・下) +Asphalt Bridge (H, Center)|アスファルト橋(横・中央) +Metal Bridge (H, Bottom)|金属橋(横・下) +Asphalt Floor|アスファルト床 +Metal Floor A (Factory)|金属床A(工場) +Concrete Floor|コンクリート床 +Concrete Floor (Ruins)|コンクリート床(廃墟) +Hole|穴 +Grid floor (Ruins)|格子床(廃墟) +Asphalt Floor (Ruins)|アスファルト床(廃墟) +Metal Floor A (Factory, Ruins)|金属床A(工場・廃墟) +Asphalt Floor|アスファルト床 +Metal Floor A (Factory)|金属床A(工場) +Concrete Floor|コンクリート床 +Interior Floor A (In Body)|内装床A(体内) +Stairs A (Asphalt, Left)|階段A(アスファルト・左) +Stairs A (Asphalt, Center)|階段A(アスファルト・中央) +Stairs A (Asphalt, Right)|階段A(アスファルト・右) +Stairs A (Asphalt)|階段A(アスファルト) +Meadow|草地 +Desert|砂地 +Wood Floor A|木の床A +Wood Floor A (Ruins)|木の床A(廃墟) +Asphalt Floor (Dirty)|アスファルト床(汚れ) +Asphalt Floor (Dirty, Ruins)|アスファルト床(汚れ・廃墟) +Metal Floor A (Factory, Rust)|金属床A(工場・サビ) +Interior Floor B (Artery)|内装床B(動脈) +Bumpy Tile A|点字ブロックA +Bumpy Tile B|点字ブロックB +Bumpy Tile C|点字ブロックC +Bumpy Tile C (Ruins)|点字ブロックC(廃墟) +Stairs B (Metal, Left)|階段B(金属・左) +Stairs B (Metal, Center)|階段B(金属・中央) +Stairs B (Metal, Right)|階段B(金属・右) +Stairs B (Metal)|階段B(金属) +Interior Floor C (Green Resin)|内装床C(緑樹脂) +Interior Floor D (Tile)|内装床D(タイル) +Interior Floor D (Tile, Ruins)|内装床D(タイル・廃墟) +Interior Floor E (Decoration)|内装床E(装飾) +Bush|茂み +Waste Land|荒地 +Wood Floor B|木の床B +Wood Floor B (Ruins)|木の床B(廃墟) +Stairs C (Meadow, Left)|階段C(草地・左) +Stairs C (Meadow, Center)|階段C(草地・中央) +Stairs C (Meadow, Right)|階段C(草地・右) +Stairs C (Meadow)|階段C(草地) +Stairs D (Wood, Left)|階段D(木製・左) +Stairs D (Wood, Center)|階段D(木製・中央) +Stairs D (Wood, Right)|階段D(木製・右) +Stairs D (Wood)|階段D(木製) +Cobblestones A|石畳A +Cobblestones B|石畳B +Cobblestones C|石畳C +Cobblestones D|石畳D +Interior Floor F (Checkered)|内装床F(市松) +Interior Floor F (Checkered, Ruins)|内装床F(市松・廃墟) +Metal Floor B|金属床B +Metal Floor B (Rust, Ruins)|金属床B(サビ・廃墟) +Stairs E (Carpet, Left)|階段E(じゅうたん・左) +Stairs E (Carpet, Center)|階段E(じゅうたん・中央) +Stairs E (Carpet, Right)|階段E(じゅうたん・右) +Stairs E (Carpet)|階段E(じゅうたん) +Stairs F (Desert, Left)|階段F(砂地・左) +Stairs F (Desert, Center)|階段F(砂地・中央) +Stairs F (Desert, Right)|階段F(砂地・右) +Stairs F (Desert)|階段F(砂地) +Mark Floor A|マーク床A +Mark Floor B|マーク床B +Mark Floor C|マーク床C +Mark Floor D|マーク床D +Mark Floor E|マーク床E +Mark Floor E (Ruins)|マーク床E(廃墟) +Mark Floor F (Off)|マーク床F(消) +Mark Floor F|マーク床F +Neon Floor|ネオン床 +Interior Floor G (Tile Carpet)|内装床G(タイルカーペット) +Interior Floor G (Tile Carpet, Ruins)|内装床G(タイルカーペット・廃墟) +Ledge (Dirt)|段差(土) +Ledge (Dirt)|段差(土) +Ledge (Dirt)|段差(土) +Ledge (Dirt)|段差(土) +Ledge (Dirt)|段差(土) +Marble Floor|大理石床 +Interior Floor H (Linoleum)|内装床H(リノリウム) +Interior Floor H (Linoleum, Ruins)|内装床H(リノリウム・廃墟) +Ledge (Dirt)|段差(土) +Ledge (Dirt)|段差(土) +Ledge (Dirt)|段差(土) +Ledge (Dirt)|段差(土) +Ledge (Dirt)|段差(土) +Stairs G (Tile Carpet, Left)|階段G(タイルカーペット・左) +Stairs G (Tile Carpet, Center)|階段G(タイルカーペット・中央) +Stairs G (Tile Carpet, Right)|階段G(タイルカーペット・右) +Stairs G (Tile Carpet)|階段G(タイルカーペット) +Cobblestones A (Ruins)|石畳A(廃墟) +Ledge (Dirt)|段差(土) +Ledge (Dirt)|段差(土) +Ledge (Dirt)|段差(土) +Stairs H (Linoleum, Left)|階段H(リノリウム・左) +Stairs H (Linoleum, Center)|階段H(リノリウム・中央) +Stairs H (Linoleum, Right)|階段H(リノリウム・右) +Stairs H (Linoleum)|階段H(リノリウム) +Cobblestones C (Ruins)|石畳C(廃墟) +Cliff (Dirt)|崖(土) +Cliff (Dirt)|崖(土) +Cliff (Dirt)|崖(土) +Marble Floor (Ruins)|大理石床(廃墟) +Wood Floor C|木の床C +Wood Floor C (Ruins)|木の床C(廃墟) +Metal Floor C (Machine)|金属床C(機械) +Metal Floor C (Machine, Ruins)|金属床C(機械・廃墟) +Cliff (Dirt)|崖(土) +Cliff (Dirt)|崖(土) +Cliff (Dirt)|崖(土) diff --git a/www/img/tilesets/SF_Outside_B.txt b/www/img/tilesets/SF_Outside_B.txt new file mode 100644 index 0000000..49fff3a --- /dev/null +++ b/www/img/tilesets/SF_Outside_B.txt @@ -0,0 +1,256 @@ +Transparent|透明 +Neon Shop Sign (Weapon)|ネオン看板(武器屋) +Neon Shop Sign (Armor)|ネオン看板(防具屋) +Neon Shop Sign (Item)|ネオン看板(アイテム屋) +Neon Shop Sign (Pharmacy)|ネオン看板(薬屋) +Neon Shop Sign (Cafe)|ネオン看板(酒場) +Neon Shop Sign (Inn)|ネオン看板(宿屋) +Neon Shop Sign (Market)|ネオン看板(マーケット) +Metal Shop Sign (Weapon)|金属看板(武器屋) +Metal Shop Sign (Armor)|金属看板(防具屋) +Metal Shop Sign (Item)|金属看板(アイテム屋) +Metal Shop Sign (Pharmacy)|金属看板(薬屋) +Metal Shop Sign (Cafe)|金属看板(酒場) +Metal Shop Sign (Inn)|金属看板(宿屋) +Metal Shop Sign (Firearm)|金属看板(銃器屋) +Metal Shop Sign (Blank)|金属看板(無地) +Asphalt Bridge (V)|アスファルトの橋(縦) +Asphalt Bridge (H)|アスファルトの橋(横) +Stone Bridge (V)|石の橋(縦) +Stone Bridge (H)|石の橋(横) +Metal Bridge A (V)|金属の橋A(縦) +Metal Bridge A (H)|金属の橋A(横) +Metal Bridge B (V)|金属の橋B(縦) +Metal Bridge B (H)|金属の橋B(横) +Bridge Spar A (Asphalt, Center A)|橋げたA(アスファルト・中央A) +Bridge Spar A (Asphalt, Left)|橋げたA(アスファルト・左) +Bridge Spar A (Asphalt, Center B)|橋げたA(アスファルト・中央B) +Bridge Spar A (Asphalt, Right)|橋げたA(アスファルト・右) +Bridge Spar B (Metal, Center A)|橋げたB(金属・中央A) +Bridge Spar B (Metal, Left)|橋げたB(金属・左) +Bridge Spar B (Metal, Center B)|橋げたB(金属・中央B) +Bridge Spar B (Metal, Right)|橋げたB(金属・右) +White Line|白線 +White Line|白線 +White Line|白線 +White Line|白線 +White Line|白線 +Yellow & Black Line|黄黒線 +Yellow & Black Line|黄黒線 +Yellow & Black Line|黄黒線 +White Line|白線 +Traffic Lights (Car)|信号機(車) +Traffic Lights (Pedestrian)|信号機(歩行者) +Entrance A|入口A +White Line (Crosswalk)|白線(横断歩道) +Yellow & Black Line|黄黒線 +Traffic Cone|通行止めコーン +Yellow & Black Line|黄黒線 +White Line|白線 +Traffic Lights (Car)|信号機(車) +Traffic Lights (Walker)|信号機(歩行者) +Entrance B|入口B +White Line (Crosswalk)|白線(横断歩道) +Yellow & Black Line|黄黒線 +Yellow & Black Line|黄黒線 +Yellow & Black Line|黄黒線 +Window A|窓A +Window B|窓B +Window C|窓C +Window D|窓D +Window E|窓E +Window F|窓F +Window G|窓G +Window H|窓H +Midsize Window A|中型窓A +Midsize Window B|中型窓B +Midsize Window C|中型窓C +Midsize Window D|中型窓D +Midsize Window E|中型窓E +Midsize Window F|中型窓F +Midsize Window G|中型窓G +Midsize Window H|中型窓H +Midsize Window A|中型窓A +Midsize Window B|中型窓B +Midsize Window C|中型窓C +Midsize Window D|中型窓D +Midsize Window E|中型窓E +Midsize Window F|中型窓F +Midsize Window G|中型窓G +Midsize Window H|中型窓H +Neon Shop Sign (V)|ネオン看板(縦) +Neon Shop Sign (V)|ネオン看板(縦) +Neon Shop Sign (V)|ネオン看板(縦) +Neon Shop Sign (H)|ネオン看板(横) +Neon Shop Sign (H)|ネオン看板(横) +Street Light A|街灯A +Street Light B|街灯B +Stained Glass Window|ステンドグラス +Neon Shop Sign (V)|ネオン看板(縦) +Neon Shop Sign (V)|ネオン看板(縦) +Neon Shop Sign (V)|ネオン看板(縦) +Neon Shop Sign (H)|ネオン看板(横) +Neon Shop Sign (H)|ネオン看板(横) +Street Light A|街灯A +Street Light B|街灯B +Stained Glass Window|ステンドグラス +Neon Shop Sign (V)|ネオン看板(縦) +Neon Shop Sign (V)|ネオン看板(縦) +Neon Shop Sign (V)|ネオン看板(縦) +Neon Shop Sign (H)|ネオン看板(横) +Neon Shop Sign (H)|ネオン看板(横) +Stacked Crates|積まれた木箱 +Shipping Container|コンテナ +Stacked Cardboard|積まれたダンボール +Chimney A|煙突A +Chimney B|煙突B +Chimney C|煙突C +Exhaust Port Wall|壁面用排気口 +Roof Window|屋根用出窓 +Stacked Crates|積まれた木箱 +Shipping Container|コンテナ +Stacked Cardboard Boxes|積まれたダンボール +Wall Poster|張り紙 +Signboard A|看板A +Signboard C|看板C +Digital Signage A|電子看板A +Digital Signage C|電子看板C +Neon Shop Sign (CASINO)|ネオン看板(カジノ) +Neon Shop Sign (CASINO)|ネオン看板(カジノ) +Small Crane|小型クレーン +Poster|ポスター +Signboard B|看板B +Digital Signage B|電子看板B +Digital Signage B|電子看板B +Digital Signage C|電子看板C +Iron Materials|鉄資材 +Helmet & Tool|ヘルメットと工具 +Small Crane|小型クレーン +Crate|木箱 +Shipping Container|コンテナ +Cardboard Box|ダンボール +Barrel|樽 +Oil Drum|ドラム缶 +Garbage Can|ゴミ箱 +Sorted Waste Bins|分別ゴミ箱 +Sorted Waste Bins|分別ゴミ箱 +Plant A|植物A +Plant B|植物B +Plant C|植物C +Vending Machine|自動販売機 +ATM|ATM +Tree|木 +Roadside Tree|街路樹 +Utility Pole|電柱 +Plant A|植物A +Plant B|植物B +Plant C|植物C +Vending Machine|自動販売機 +ATM|ATM +Tree|木 +Avenue Tree|街路樹 +Utility Pole|電柱 +Public Phone|公衆電話 +Machine Device|機械端末 +Planter (Flower)|プランター(花) +Planter (Plant)|プランター(植物) +Potted Plant|植木鉢 +Tree (Loop)|木(ループ) +Tombstone (Cross)|墓石(十字架) +Tombstone (Plaque)|墓石(プレート) +Neon Tube|ネオン管 +Neon Tube|ネオン管 +Machine A|機械A +Machine B|機械B +Machine C|機械C +Barricade (No Entry)|バリケード(通行禁止) +Bar (No Entry)|バー(通行禁止) +Bar (No Entry)|バー(通行禁止) +Neon Tube|ネオン管 +Neon Tube|ネオン管 +Outdoor Air Intake Unit|室外機 +Waste|廃棄物 +Scrap Metal|スクラップ +Fissures A|亀裂A +Fissures B|亀裂B +Fissures C|亀裂C +Neon Tube|ネオン管 +Neon Tube|ネオン管 +Air Vent A|通風口A +Air Vent B|通風口B +Shutter|シャッター +Fissures A|亀裂A +Fissures B|亀裂B +Fissures C|亀裂C +Drain|排水口 +Guardrail|ガードレール +Timetable|時刻表 +Piled Up Tires|積まれたタイヤ +Small Fuel Tank|小型燃料タンク +Car (White)|車(白) +Car (White)|車(白) +Manhole|マンホール +Bus|バス +Bus|バス +Truck|トラック +Truck|トラック +Wrecked Car|壊れた車 +Car (Black)|車(黒) +Car (Black)|車(黒) +Vent|通気口 +Bus|バス +Bus|バス +Truck|トラック +Truck|トラック +Wrecked Car|壊れた車 +Car (Red)|車(赤) +Car (Red)|車(赤) +Oil Drum (Leak)|ドラム缶(液漏れ) +Food Stalls|露店(食べ物) +Food Stalls|露店(食べ物) +Food Stalls|露店(食べ物) +Stall Goods A|露店商品A +Stairs A (Up)|階段A(上り) +Stairs B (Up)|階段B(上り) +Stairs C (Up)|階段C(上り) +Stairs D (Up)|階段D(上り) +Food Stalls|露店(食べ物) +Food Stalls|露店(食べ物) +Food Stalls|露店(食べ物) +Stall Goods B|露店商品B +Stairs A (Down)|階段A(下り) +Stairs B (Down)|階段B(下り) +Stairs C (Down)|階段C(下り) +Stairs D (Down)|階段D(下り) +Food Stalls|露店(食べ物) +Food Stalls|露店(食べ物) +Food Stalls|露店(食べ物) +Stall Goods C|露店商品C +Metal Ladder|鉄ばしご +Metal Stairs|金属階段 +Rope|ロープ +Net|ネット +Junk Stalls|露店(ジャンク) +Junk Stalls|露店(ジャンク) +Junk Stalls|露店(ジャンク) +Stall Goods D|露店商品D +Metal Ladder|鉄ばしご +Metal Stairs|金属階段 +Rope|ロープ +Net|ネット +Junk Stalls|露店(ジャンク) +Junk Stalls|露店(ジャンク) +Junk Stalls|露店(ジャンク) +Stall Goods E|露店商品E +Metal Ladder|鉄ばしご +Metal Stairs|金属階段 +Rope|ロープ +Net|ネット +Junk Stalls|露店(ジャンク) +Junk Stalls|露店(ジャンク) +Junk Stalls|露店(ジャンク) +Stall Goods F|露店商品F +Hole A (Metal Ladder)|穴A(鉄ばしご) +Hole B (Metal Stairs)|穴B(金属階段) +Hole C (Rope)|穴C(ロープ) +Hole|穴 diff --git a/www/img/tilesets/SF_Outside_C.txt b/www/img/tilesets/SF_Outside_C.txt new file mode 100644 index 0000000..89c478a --- /dev/null +++ b/www/img/tilesets/SF_Outside_C.txt @@ -0,0 +1,256 @@ +Fountain A|噴水A +Fountain A|噴水A +Fountain B|噴水B +Fountain B|噴水B +Slide|滑り台 +Slide|滑り台 +Exercise Bar|鉄棒 +Drinking Fountain|水飲み場 +Fountain A|噴水A +Fountain A|噴水A +Fountain B|噴水B +Fountain B|噴水B +Slide|滑り台 +Slide|滑り台 +Water Well Pump|ポンプ井戸 +Garbage Dumpster|ごみ収集箱 +Fountain C|噴水C +Fountain C|噴水C +Fountain C|噴水C +Bench A|ベンチA +Bench A|ベンチA +Swing|ブランコ +Shop Canopy|店用天蓋 +Barbed Wire|有刺鉄線 +Fountain C|噴水C +Fountain C|噴水C +Fountain C|噴水C +Bench B|ベンチB +Bench B|ベンチB +Swing|ブランコ +Shop Canopy|店用天蓋 +Barbed Wire|有刺鉄線 +Grass A|草A +Grass B|草B +Hole|穴 +Small Stones|小石 +Flower Bed|花壇 +Flower Bed|花壇 +Flower Bed|花壇 +Barbed Wire|有刺鉄線 +Flower|花 +Cage|檻 +Cage|檻 +Graffiti|落書き +Graffiti|落書き +Barbed Wire|有刺鉄線 +Barbed Wire|有刺鉄線 +Barbed Wire|有刺鉄線 +Demon Statue|悪魔像 +Goddess Statue|女神像 +Metal Fence|金属フェンス +Metal Fence|金属フェンス +Metal Fence|金属フェンス +Gutter|側溝 +Gutter|側溝 +Gutter|側溝 +Demon Statue|悪魔像 +Goddess Statue|女神像 +Metal Fence|金属フェンス +Warning Plate (Keep Out)|警告プレート(KEEP OUT) +Metal Fence|金属フェンス +Gutter|側溝 +Postal Box|ポスト +Gutter|側溝 +Soldier Statue|兵士像 +Warning Plate (Biohazard Mark)|警告プレート(バイオハザードマーク) +Metal Fence|金属フェンス +Metal Fence|金属フェンス +Metal Fence|金属フェンス +Gutter|側溝 +Gutter|側溝 +Gutter|側溝 +Soldier Statue|兵士像 +Pillar A (Asphalt)|柱A(アスファルト) +Pillar B (Metal)|柱B(金属) +Pillar C (Machine)|柱C(機械) +Pillar D (Decoration)|柱D(装飾) +Pillar E (Metal)|柱E(金属) +Pillar F (Brick)|柱F(レンガ) +Food Waste|生ゴミ +Warning Plate (Radioactivity Mark)|警告プレート(放射能マーク) +Pillar A (Asphalt)|柱A(アスファルト) +Pillar B (Metal)|柱B(金属) +Pillar C (Machine)|柱C(機械) +Pillar D (Decoration)|柱D(装飾) +Pillar E (Metal)|柱E(金属) +Pillar F (Brick)|柱F(レンガ) +Mysterious Liquid|謎の液体 +Warning Plate (Exclamation Mark)|警告プレート(!マーク) +Broken Pillar A (Asphalt)|折れた柱A(アスファルト) +Broken Pillar B (Metal)|折れた柱B(金属) +Broken Pillar C (Machine)|折れた柱C(機械) +Broken Pillar D (Decoration)|折れた柱D(装飾) +Broken Pillar E (Metal)|折れた柱E(金属) +Broken Pillar F (Brick)|折れた柱F(レンガ) +Fire Hydrant|消火栓 +Monument A|モニュメントA +Monument B|モニュメントB +Huge Stele|巨大な石版 +Huge Stele|巨大な石版 +Huge Stele|巨大な石版 +Huge Iron Monument|巨大プレート +Huge Iron Monument|巨大プレート +Huge Iron Monument|巨大プレート +Monument A|モニュメントA +Monument B|モニュメントB +Huge Stele|巨大な石版 +Huge Stele|巨大な石版 +Huge Stele|巨大な石版 +Huge Iron Monument|巨大プレート +Huge Iron Monument|巨大プレート +Huge Iron Monument|巨大プレート +Monument C|モニュメントC +Monument D|モニュメントD +Sphere Machinery|球体機械 +Sphere Machinery|球体機械 +Sphere Machinery|球体機械 +Large Machine|大型機械 +Large Machine|大型機械 +Large Machine|大型機械 +Monument C|モニュメントC +Control Panel|コントロールパネル +Sphere Machinery|球体機械 +Sphere Machinery|球体機械 +Sphere Machinery|球体機械 +Large Machine|大型機械 +Large Machine|大型機械 +Large Machine|大型機械 +Wall A|壁A +Wall A|壁A +Wall A|壁A +Decorative Pillar A|装飾柱A +Arch A|門A +Arch A|門A +Arch A|門A +Decorative Pillar B|装飾柱B +Wall A|壁A +Wall A|壁A +Wall A|壁A +Decorative Pillar A|装飾柱A +Arch A|門A +Arch A|門A +Arch A|門A +Decorative Pillar B|装飾柱B +Wall A|壁A +Wall A|壁A +Wall A|壁A +Decorative Pillar A|装飾柱A +Arch A|門A +Arch A|門A +Arch A|門A +Decorative Pillar B|装飾柱B +Wall B (Topside)|壁B(上面) +Wall B (Topside)|壁B(上面) +Wall B (Topside)|壁B(上面) +Spire|尖塔 +Clock Tower|時計塔 +Clock Tower|時計塔 +Clock Tower|時計塔 +Wall A Ceiling|壁A天井 +Wall B (Topside)|壁B(上面) +Wall B (Topside)|壁B(上面) +Wall B (Topside)|壁B(上面) +Spire|尖塔 +Clock Tower|時計塔 +Clock Tower|時計塔 +Clock Tower|時計塔 +Decorative Pillar A (Front)|装飾柱A(手前) +Wall B (Topside)|壁B(上面) +Wall B (Topside)|壁B(上面) +Wall B (Topside)|壁B(上面) +Spire|尖塔 +Clock Tower|時計塔 +Clock Tower|時計塔 +Clock Tower|時計塔 +Decorative Pillar B (Front)|装飾柱B(手前) +Wall B|壁B +Wall B|壁B +Wall B|壁B +Spire|尖塔 +Arch B|門B +Arch B|門B +Arch B|門B +Iron Fence B|鉄柵B +Wall B|壁B +Wall B|壁B +Wall B|壁B +Spire|尖塔 +Arch B|門B +Arch B|門B +Arch B|門B +Gate|門扉 +Wall B|壁B +Wall B|壁B +Wall B|壁B +Spire|尖塔 +Arch B|門B +Arch B|門B +Arch B|門B +Gate|門扉 +Rooftop Railing|屋上用手すり +Rooftop Railing|屋上用手すり +Rooftop Railing|屋上用手すり +Iron Fence A|鉄柵A +Tank|戦車 +Tank|戦車 +Helicopter|ヘリコプター +Helicopter|ヘリコプター +Rooftop Railing|屋上用手すり +Round Clock|丸時計 +Rooftop Railing|屋上用手すり +Iron Fence A|鉄柵A +Tank|戦車 +Tank|戦車 +Helicopter|ヘリコプター +Helicopter|ヘリコプター +Rooftop Railing|屋上用手すり +Rooftop Railing|屋上用手すり +Rooftop Railing|屋上用手すり +Iron Fence A|鉄柵A +Rooftop Billboard B|屋上看板B +Rooftop Billboard B|屋上看板B +Food Cart|屋台 +Food Cart|屋台 +Convenience Store|コンビニエンスストア +Convenience Store|コンビニエンスストア +Convenience Store|コンビニエンスストア +Steel Tower|鉄塔 +Rooftop Billboard A|屋上看板A +Roof|屋根 +Roof|屋根 +Roof|屋根 +Convenience Store|コンビニエンスストア +Convenience Store|コンビニエンスストア +Convenience Store|コンビニエンスストア +Steel Tower|鉄塔 +Water Storage Tank|貯水タンク +Roof|屋根 +Roof|屋根 +Roof|屋根 +Bus Waiting Area|待合所 +Bus Waiting Area|待合所 +Station Kiosk|駅の売店 +Steel Tower|鉄塔 +Water Storage Tank|貯水タンク +Roof|屋根 +Roof|屋根 +Roof|屋根 +Bus Waiting Area|待合所 +Bus Waiting Area|待合所 +Station Kiosk|駅の売店 +Roof Detail|屋根飾り +Roof|屋根 +Roof|屋根 +Roof|屋根 +Roof|屋根 diff --git a/www/img/tilesets/World_A1.txt b/www/img/tilesets/World_A1.txt new file mode 100644 index 0000000..9055912 --- /dev/null +++ b/www/img/tilesets/World_A1.txt @@ -0,0 +1,16 @@ +Sea|海 +Deep Sea|深い海 +Rock Shoal|岩礁 +Icebergs|氷山 +Poison Swamp|毒の沼 +Dead Trees|枯れ木 +Lava|溶岩 +Lava Bubbles|溶岩の泡 +Pond|池 +Boulder|岩 +Frozen Sea|凍った海 +Whirlpool|渦 +Land's End|大地の境界 +Endless Waterfall|下界に落ちる滝 +Cloud (Land's End)|雲(大地の境界) +Cloud|雲 diff --git a/www/img/tilesets/World_A2.txt b/www/img/tilesets/World_A2.txt new file mode 100644 index 0000000..f76096a --- /dev/null +++ b/www/img/tilesets/World_A2.txt @@ -0,0 +1,32 @@ +Grassland A|草原A +Grassland A (Dark)|草原A(濃) +Grassland B|草原B +Grassland B (Dark)|草原B(濃) +Forest|森 +Forest (Conifer)|森(針葉樹) +Hill (Grass)|丘(草) +Mountain (Dirt)|山(土) +Wasteland A|荒れ地A +Wasteland B|荒れ地B +Dirt Field A|土肌A +Dirt Field B|土肌B +Forest (Dead Trees)|森(枯れ木) +Road (Dirt)|道(土) +Hill (Dirt)|丘(土) +Mountain (Rock)|山(岩) +Desert A|砂漠A +Desert B|砂漠B +Rocky Land A|岩地A +Rocky Land B (Lava)|岩地B(溶岩) +Forest (Palm Trees)|森(ヤシの木) +Road (Paved)|道(舗装) +Hill (Sandstone)|丘(砂岩) +Mountain (Sandstone)|山(砂岩) +Snowfield|雪原 +Hill (Snow)|丘(雪) +Clouds|雲 +Large Clouds|大きな雲 +Forest (Snow)|森(雪) +Pit|穴 +Hill (Rock)|丘(岩) +Mountain (Snow)|山(雪) diff --git a/www/img/tilesets/World_B.txt b/www/img/tilesets/World_B.txt new file mode 100644 index 0000000..c0d8e43 --- /dev/null +++ b/www/img/tilesets/World_B.txt @@ -0,0 +1,256 @@ +Transparent|透明 +Sign|立て札 +Pier (H)|桟橋(横) +Pier (V)|桟橋(縦) +Pond|池 +Oasis|オアシス +Pond (Ice)|池(氷) +Beanstalk|豆の木 +Tent|テント +Igloo|氷の家 +Pyramid|ピラミッド +Giant Tree|大樹 +Giant Tree (Snow)|大樹(雪) +Dirt|土砂 +Avalanche|雪崩 +Beanstalk|豆の木 +Cave A|洞窟A +Cave B|洞窟B +Cave (Collapsed)|洞窟(土砂崩れ) +Mine|坑道 +Tunnel|トンネル +Tunnel (Blocked)|トンネル(通行止め) +Shrine|ほこら +Shrine (Snow)|ほこら(雪) +Crater|クレーター +Trail|山道 +Rock Mountain|岩山 +Rock Mountain|岩山 +Rock Mountain (Sandstone)|岩山(砂岩) +Rock Mountain (Sandstone)|岩山(砂岩) +Rock Mountain (Snow)|岩山(雪) +Rock Mountain (Snow)|岩山(雪) +Volcano Crater (Lava)|火口(溶岩) +Volcano Crater (Lava)|火口(溶岩) +Rock Mountain|岩山 +Rock Mountain|岩山 +Rock Mountain (Sandstone)|岩山(砂岩) +Rock Mountain (Sandstone)|岩山(砂岩) +Rock Mountain (Snow)|岩山(雪) +Rock Mountain (Snow)|岩山(雪) +Volcano Crater|火口 +Volcano Crater|火口 +Rock Mountain|岩山 +Rock Mountain|岩山 +Rock Mountain (Sandstone)|岩山(砂岩) +Rock Mountain (Sandstone)|岩山(砂岩) +Rock Mountain (Snow)|岩山(雪) +Rock Mountain (Snow)|岩山(雪) +Volcano|火山 +Volcano|火山 +Rock Mountain|岩山 +Rock Mountain|岩山 +Rock Mountain (Sandstone)|岩山(砂岩) +Rock Mountain (Sandstone)|岩山(砂岩) +Rock Mountain (Snow)|岩山(雪) +Rock Mountain (Snow)|岩山(雪) +Town A|町A +Town A|町A +Town B|町B +Town B|町B +Village A|村A +Village A|村A +Village B|村B +House (Town)|家(町) +Town C|町C +Town D|町D +Village C|村C +Village D|村D +Town E (Desert)|町E(砂漠) +Town E (Desert)|町E(砂漠) +Town F (Desert)|町F(砂漠) +House (Village)|家(村) +Town A (Snow)|町A(雪) +Town A (Snow)|町A(雪) +Town B (Snow)|町B(雪) +Town B (Snow)|町B(雪) +Town G (Desert)|町G(砂漠) +Town G (Desert)|町G(砂漠) +Large Tent|大きなテント +House (Desert)|家(砂漠) +Town C (Snow)|町C(雪) +Town D (Snow)|町D(雪) +Village C (Snow)|村C(雪) +Village D (Snow)|村D(雪) +Village A (Snow)|村A(雪) +Village A (Snow)|村A(雪) +Village B (Snow)|村B(雪) +House (Snow)|家(雪) +Fortress City |城塞都市 +Fortress City |城塞都市 +Fortress City (Snow)|城塞都市(雪) +Fortress City (Snow)|城塞都市(雪) +Large Mansion|大きな屋敷 +Large Mansion|大きな屋敷 +School of Magic|魔法学校 +School of Magic|魔法学校 +Fortress City |城塞都市 +Fortress City |城塞都市 +Fortress City (Snow)|城塞都市(雪) +Fortress City (Snow)|城塞都市(雪) +Large Mansion|大きな屋敷 +Large Mansion|大きな屋敷 +School of Magic|魔法学校 +School of Magic|魔法学校 +Bridge (H)|橋(横) +Bridge (V)|橋(縦) +Collapsed Bridge (H)|崩れた橋(横) +Collapsed Bridge (V)|崩れた橋(縦) +Snow Bridge (H)|雪の橋(横) +Snow Bridge (V)|雪の橋(縦) +Collapsed Snow Bridge (H)|崩れた雪の橋(横) +Collapsed Snow Bridge (V)|崩れた雪の橋(縦) +Tower A|塔A +Tower A (Ruins)|塔A(廃墟) +Tower B|塔B +Tower C|塔C +Tower A (Snow)|塔A(雪) +Tower D|塔D +Temple A|神殿A +Temple A (Snow)|神殿A(雪) +Tower A|塔A +Tower A (Ruins)|塔A(廃墟) +Tower B|塔B +Tower C|塔C +Tower A (Snow)|塔A(雪) +Tower D (Ruins)|塔D(廃墟) +Temple B|神殿B +Temple C|神殿C +Castle A|城A +Castle A|城A +Castle B|城B +Castle B|城B +Fort A|砦A +Fort A|砦A +Fort B|砦B +Fort B|砦B +Castle A|城A +Castle A|城A +Castle B|城B +Castle B|城B +Fort A|砦A +Fort A|砦A +Fort B|砦B +Fort B|砦B +Castle C|城C +Castle C|城C +Castle D|城D +Castle D|城D +Castle (Ruins)|城(廃墟) +Castle (Ruins)|城(廃墟) +Fort (Ruins)|砦(廃墟) +Fort (Ruins)|砦(廃墟) +Castle C|城C +Castle C|城C +Castle D|城D +Castle D|城D +Castle (Ruins)|城(廃墟) +Castle (Ruins)|城(廃墟) +Fort (Ruins)|砦(廃墟) +Fort (Ruins)|砦(廃墟) +Castle A, B (Snow)|城A・B(雪) +Castle A, B (Snow)|城A・B(雪) +Castle C, D (Snow)|城C・D(雪) +Castle C, D (Snow)|城C・D(雪) +Fort (Snow)|砦(雪) +Fort (Snow)|砦(雪) +Castle (Ruins, Snow)|城(廃墟・雪) +Castle (Ruins, Snow)|城(廃墟・雪) +Castle A, B (Snow)|城A・B(雪) +Castle A, B (Snow)|城A・B(雪) +Castle C, D (Snow)|城C・D(雪) +Castle C, D (Snow)|城C・D(雪) +Fort (Snow)|砦(雪) +Fort (Snow)|砦(雪) +Castle (Ruins, Snow)|城(廃墟・雪) +Castle (Ruins, Snow)|城(廃墟・雪) +Castle (Walled)|城(城壁) +Castle (Walled)|城(城壁) +Castle (Walled)|城(城壁) +Demon Castle|魔王城 +Demon Castle|魔王城 +Cursed Castle|呪われた城 +Cursed Castle|呪われた城 +Town C (Ruins)|町C(廃墟) +Castle (Walled)|城(城壁) +Castle (Walled)|城(城壁) +Castle (Walled)|城(城壁) +Demon Castle|魔王城 +Demon Castle|魔王城 +Cursed Castle|呪われた城 +Cursed Castle|呪われた城 +Town F (Ruins)|町F(廃墟) +Castle (Walled)|城(城壁) +Castle (Walled)|城(城壁) +Castle (Walled)|城(城壁) +Town A (Ruins)|町A(廃墟) +Town A (Ruins)|町A(廃墟) +Village A (Ruins)|村A(廃墟) +Village A (Ruins)|村A(廃墟) +House (Ruins)|家(廃墟) +Castle Wall (Ruins A)|城壁(廃墟A) +Castle Wall (Ruins B)|城壁(廃墟B) +Castle Wall (Ruins C)|城壁(廃墟C) +Castle Wall|城壁 +Castle Wall|城壁 +Castle Wall|城壁 +Castle Wall|城壁 +Castle Wall|城壁 +Castle Wall|城壁 +Castle Wall (Gate)|城壁(城門) +Castle Wall|城壁 +Castle Wall|城壁 +Castle Wall|城壁 +Castle Wall|城壁 +Castle Wall|城壁 +Castle Wall|城壁 +Castle Wall|城壁 +Castle Wall|城壁 +Castle Wall|城壁 +Castle Wall|城壁 +Castle Wall|城壁 +Castle Wall|城壁 +Castle Wall|城壁 +Barricades|バリケード +Castle Wall|城壁 +Castle Wall|城壁 +Castle Wall|城壁 +Castle Wall|城壁 +Castle Wall|城壁 +Castle Wall|城壁 +Castle Wall|城壁 +Lookout Post|やぐら +Floating Continent (Giant Tree)|浮遊大陸(大樹) +Floating Continent (Giant Tree)|浮遊大陸(大樹) +Floating Continent|浮遊大陸 +Floating Continent|浮遊大陸 +Floating Continent (Cloud)|浮遊大陸(雲) +Floating Continent (Cloud)|浮遊大陸(雲) +Cloud Land|雲の大地 +Cloud Land|雲の大地 +Floating Continent (Castle)|浮遊大陸(城) +Floating Continent (Castle)|浮遊大陸(城) +Floating Continent|浮遊大陸 +Floating Continent|浮遊大陸 +Floating Continent (Cloud)|浮遊大陸(雲) +Floating Continent (Cloud)|浮遊大陸(雲) +Cloud Land|雲の大地 +Cloud Land|雲の大地 +Floating Continent (Temple)|浮遊大陸(神殿) +Floating Continent (Temple)|浮遊大陸(神殿) +Floating Continent (Shadow)|浮遊大陸(影) +Floating Continent (Shadow)|浮遊大陸(影) +Cloud Land (Temple)|雲の大地(神殿) +Cloud Land (Temple)|雲の大地(神殿) +Cloud Land (Castle)|雲の大地(城) +Cloud Land (Castle)|雲の大地(城) diff --git a/www/img/tilesets/World_C.txt b/www/img/tilesets/World_C.txt new file mode 100644 index 0000000..9bf4074 --- /dev/null +++ b/www/img/tilesets/World_C.txt @@ -0,0 +1,256 @@ +Transparent|透明 +Signboard A|看板A +Signboard B|看板B +Signboard C|看板C +Iron Bridge (H)|鉄橋(横) +Iron Bridge (V)|鉄橋(縦) +Reservoir A|貯水池A +Reservoir B|貯水池B +Hut|小屋 +Shanty|掘っ立て小屋 +Signboard D|看板D +Stele A|石碑A +Stele B|石碑B +Windmill|風車 +Parabolic Antenna|パラボラアンテナ +Heliport|ヘリポート +Entrance A (Open)|入口A(開) +Entrance A (Closed)|入口A(閉) +Entrance B (Open)|入口B(開) +Entrance B (Closed)|入口B(閉) +Entrance C (Open)|入口C(開) +Entrance C (Closed)|入口C(閉) +Entrance D (Closed)|入口D(閉) +Entrance E (Closed)|入口E(閉) +Road|道路 +Road|道路 +Road Closed|通行止め +Rocky Mountain|岩山 +Rocky Mountain|岩山 +Mountain|山 +Mountain|山 +Coniferous Tree A|針葉樹A +Road|道路 +Road|道路 +Road|道路 +Rocky Mountain|岩山 +Rocky Mountain|岩山 +Mountain|山 +Mountain|山 +Coniferous Tree B|針葉樹B +Road|道路 +Road|道路 +Road|道路 +Rocky Mountain|岩山 +Rocky Mountain|岩山 +Mountain|山 +Mountain|山 +Broadleaf Tree|広葉樹 +Road|道路 +Road|道路 +Road|道路 +Rocky Mountain|岩山 +Rocky Mountain|岩山 +Mountain|山 +Mountain|山 +Broken Buildings|壊れたビル街 +Town A|町A +Town B|町B +Slum A|スラム街A +Slum B|スラム街B +Mansion A|邸宅A +Mansion A|邸宅A +Gate A|ゲートA +Gate B|ゲートB +Shopping Area A|商店街A +Shopping Area B|商店街B +Buildings A|ビル街A +Buildings B|ビル街B +Mansion B|邸宅B +Mansion B|邸宅B +Gate C|ゲートC +Gate D|ゲートD +Residential Street|住宅街 +Residential Street|住宅街 +Slum|スラム街 +Slum|スラム街 +School|学校 +School|学校 +Hospital|病院 +Hospital|病院 +Residential Street|住宅街 +Residential Street|住宅街 +Slum|スラム街 +Slum|スラム街 +School|学校 +School|学校 +Hospital|病院 +Hospital|病院 +City A|街A +City A|街A +City B|街B +City B|街B +Residence A|屋敷A +Residence A|屋敷A +Residence B|屋敷B +Residence B|屋敷B +City A|街A +City A|街A +City B|街B +City B|街B +Residence A|屋敷A +Residence A|屋敷A +Residence B|屋敷B +Residence B|屋敷B +Bridge A (V)|橋A(縦) +Bridge A (H)|橋A(横) +Broken Bridge A (V)|壊れた橋A(縦) +Broken Bridge A (H)|壊れた橋A(横) +Bridge B (V)|橋B(縦) +Bridge B (H)|橋B(横) +Broken Bridge B (V)|壊れた橋(縦) +Broken Bridge B (H)|壊れた橋(横) +Building A|ビルA +Building B|ビルB +Building C|ビルC +Building D|ビルD +Apartment|マンション +Apartment Complex|マンション群 +Collapsed Building A|崩壊したビルA +Collapsed Building B|崩壊したビルB +Building A|ビルA +Building B|ビルB +Building C|ビルC +Building D|ビルD +Apartment|マンション +Apartment Complex|マンション群 +Collapsed Building A|崩壊したビルA +Collapsed Building B|崩壊したビルB +Large Town A|大きな町A +Large Town A|大きな町A +Entertainment District A|歓楽街A +Entertainment District A|歓楽街A +Police Station|警察署 +Police Station|警察署 +Crater A|クレーターA +Crater A|クレーターA +Large Town A|大きな町A +Large Town A|大きな町A +Entertainment District A|歓楽街A +Entertainment District A|歓楽街A +Police Station|警察署 +Police Station|警察署 +Crater A|クレーターA +Crater A|クレーターA +Large Town B|大きな町B +Large Town B|大きな町B +Entertainment District B|歓楽街B +Entertainment District B|歓楽街B +Museum|博物館 +Museum|博物館 +Crater B|クレーターB +Crater B|クレーターB +Large Town B|大きな町B +Large Town B|大きな町B +Entertainment District B|歓楽街B +Entertainment District B|歓楽街B +Museum|博物館 +Museum|博物館 +Crater B|クレーターB +Crater B|クレーターB +Warehouse A|倉庫A +Warehouse A|倉庫A +Factory|工場 +Factory|工場 +Warehouse B|倉庫B +Gantry Crane|ガントリークレーン +Park|公園 +Crater C|クレーターC +Warehouse A|倉庫A +Warehouse A|倉庫A +Factory|工場 +Factory|工場 +Warehouse B|倉庫B +Gantry Crane|ガントリークレーン +Statue A|像A +Statue B|像B +Fuel Tank|燃料タンク +Fuel Tank|燃料タンク +Construction Site|工事現場 +Construction Site|工事現場 +Watchtower|監視塔 +Steel Tower|鉄塔 +Tower A|タワーA +Tower B|タワーB +Fuel Tank|燃料タンク +Fuel Tank|燃料タンク +Construction Site|工事現場 +Construction Site|工事現場 +Watchtower|監視塔 +Steel Tower|鉄塔 +Tower A|タワーA +Tower B|タワーB +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall (Gate)|外壁(門) +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall (Gate)|外壁(門) +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Outer Wall|外壁 +Theme Park|テーマパーク +Theme Park|テーマパーク +Port|港湾 +Port|港湾 +Military Base|軍事基地 +Military Base|軍事基地 +Dome|ドーム +Dome|ドーム +Theme Park|テーマパーク +Theme Park|テーマパーク +Port|港湾 +Port|港湾 +Military Base|軍事基地 +Military Base|軍事基地 +Dome|ドーム +Dome|ドーム +Lighthouse|灯台 +Broken Lighthouse|壊れた灯台 +Temple|寺院 +Church|教会 +Cemetery A|墓地A +Cemetery B|墓地B +Prison|刑務所 +Prison|刑務所 diff --git a/www/img/tilesets/最初に.txt b/www/img/tilesets/最初に.txt new file mode 100644 index 0000000..784eaaf --- /dev/null +++ b/www/img/tilesets/最初に.txt @@ -0,0 +1,10 @@ +fނ܂Ƃ߃pbNB + +EHEpEA_gEOpBAsvB +@GACXg|X^[ɌA|ɂȂǂ̉H‚łB + +EvMVK[U[B + +E񎟑n͌FA͗eFĂiɌ藘pB +@L_n[c炢񎟑n쎩̂Ɍ̂A +@Kœ񎟑ñQ[֎~Ăiւ̂gp͂B diff --git a/www/js/libs/fpsmeter.js b/www/js/libs/fpsmeter.js new file mode 100644 index 0000000..481da37 --- /dev/null +++ b/www/js/libs/fpsmeter.js @@ -0,0 +1,15 @@ +/*! 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b/www/js/libs/lz-string.js @@ -0,0 +1 @@ +var LZString={_keyStr:"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=",_f:String.fromCharCode,compressToBase64:function(e){if(e==null)return"";var t="";var n,r,i,s,o,u,a;var f=0;e=LZString.compress(e);while(f>8;r=e.charCodeAt(f/2)&255;if(f/2+1>8;else i=NaN}else{n=e.charCodeAt((f-1)/2)&255;if((f+1)/2>8;i=e.charCodeAt((f+1)/2)&255}else r=i=NaN}f+=3;s=n>>2;o=(n&3)<<4|r>>4;u=(r&15)<<2|i>>6;a=i&63;if(isNaN(r)){u=a=64}else if(isNaN(i)){a=64}t=t+LZString._keyStr.charAt(s)+LZString._keyStr.charAt(o)+LZString._keyStr.charAt(u)+LZString._keyStr.charAt(a)}return t},decompressFromBase64:function(e){if(e==null)return"";var t="",n=0,r,i,s,o,u,a,f,l,c=0,h=LZString._f;e=e.replace(/[^A-Za-z0-9\+\/\=]/g,"");while(c>4;s=(a&15)<<4|f>>2;o=(f&3)<<6|l;if(n%2==0){r=i<<8;if(f!=64){t+=h(r|s)}if(l!=64){r=o<<8}}else{t=t+h(r|i);if(f!=64){r=s<<8}if(l!=64){t+=h(r|o)}}n+=3}return LZString.decompress(t)},compressToUTF16:function(e){if(e==null)return"";var 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null}}u+=o;t[i++]=f+o.charAt(0);r--;f=o;if(r==0){r=Math.pow(2,s);s++}}}};if(typeof module!=="undefined"&&module!=null){module.exports=LZString} diff --git a/www/js/libs/pixi-picture.js b/www/js/libs/pixi-picture.js new file mode 100644 index 0000000..6eb8ee6 --- /dev/null +++ b/www/js/libs/pixi-picture.js @@ -0,0 +1,428 @@ +var __extends = (this && this.__extends) || function (d, b) { + for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); +}; +var PIXI; +(function (PIXI) { + var extras; + (function (extras) { + var shaderLib = [ + { + vertUniforms: "", + vertCode: "vTextureCoord = aTextureCoord;", + fragUniforms: "uniform vec4 uTextureClamp;", + fragCode: "vec2 textureCoord = clamp(vTextureCoord, uTextureClamp.xy, uTextureClamp.zw);" + }, + { + vertUniforms: "uniform mat3 uTransform;", + vertCode: "vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;", + fragUniforms: "", + fragCode: "vec2 textureCoord = vTextureCoord;" + }, + { + vertUniforms: "uniform mat3 uTransform;", + vertCode: "vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;", + fragUniforms: "uniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;", + fragCode: "vec2 textureCoord = mod(vTextureCoord - uClampOffset, vec2(1.0, 1.0)) + uClampOffset;" + + "\ntextureCoord = (uMapCoord * vec3(textureCoord, 1.0)).xy;" + + "\ntextureCoord = clamp(textureCoord, uClampFrame.xy, uClampFrame.zw);" + } + ]; + var PictureShader = (function (_super) { + __extends(PictureShader, _super); + function PictureShader(gl, vert, frag, tilingMode) { + var lib = shaderLib[tilingMode]; + _super.call(this, gl, vert.replace(/%SPRITE_UNIFORMS%/gi, lib.vertUniforms) + .replace(/%SPRITE_CODE%/gi, lib.vertCode), frag.replace(/%SPRITE_UNIFORMS%/gi, lib.fragUniforms) + .replace(/%SPRITE_CODE%/gi, lib.fragCode)); + this.bind(); + this.tilingMode = tilingMode; + this.tempQuad = new PIXI.Quad(gl); + this.tempQuad.initVao(this); + this.uniforms.uColor = new Float32Array([1, 1, 1, 1]); + this.uniforms.uSampler = [0, 1]; + } + PictureShader.blendVert = "\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\n\nuniform mat3 projectionMatrix;\nuniform mat3 mapMatrix;\n\nvarying vec2 vTextureCoord;\nvarying vec2 vMapCoord;\n%SPRITE_UNIFORMS%\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n %SPRITE_CODE%\n vMapCoord = (mapMatrix * vec3(aVertexPosition, 1.0)).xy;\n}\n"; + return PictureShader; + }(PIXI.Shader)); + extras.PictureShader = PictureShader; + })(extras = PIXI.extras || (PIXI.extras = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var extras; + (function (extras) { + var overlayFrag = "\nvarying vec2 vTextureCoord;\nvarying vec2 vMapCoord;\nvarying vec4 vColor;\n\nuniform sampler2D uSampler[2];\nuniform vec4 uColor;\n%SPRITE_UNIFORMS%\n\nvoid main(void)\n{\n %SPRITE_CODE%\n vec4 source = texture2D(uSampler[0], textureCoord) * uColor;\n vec4 target = texture2D(uSampler[1], vMapCoord);\n\n //reverse hardlight\n if (source.a == 0.0) {\n gl_FragColor = vec4(0, 0, 0, 0);\n return;\n }\n //yeah, premultiplied\n vec3 Cb = source.rgb/source.a, Cs;\n if (target.a > 0.0) {\n Cs = target.rgb / target.a;\n }\n vec3 multiply = Cb * Cs * 2.0;\n vec3 Cs2 = Cs * 2.0 - 1.0;\n vec3 screen = Cb + Cs2 - Cb * Cs2;\n vec3 B;\n if (Cb.r <= 0.5) {\n B.r = multiply.r;\n } else {\n B.r = screen.r;\n }\n if (Cb.g <= 0.5) {\n B.g = multiply.g;\n } else {\n B.g = screen.g;\n }\n if (Cb.b <= 0.5) {\n B.b = multiply.b;\n } else {\n B.b = screen.b;\n }\n vec4 res;\n res.xyz = (1.0 - source.a) * Cs + source.a * B;\n res.a = source.a + target.a * (1.0-source.a);\n gl_FragColor = vec4(res.xyz * res.a, res.a);\n}\n"; + var HardLightShader = (function (_super) { + __extends(HardLightShader, _super); + function HardLightShader(gl, tilingMode) { + _super.call(this, gl, extras.PictureShader.blendVert, overlayFrag, tilingMode); + } + return HardLightShader; + }(extras.PictureShader)); + extras.HardLightShader = HardLightShader; + })(extras = PIXI.extras || (PIXI.extras = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var extras; + (function (extras) { + function mapFilterBlendModesToPixi(gl, array) { + if (array === void 0) { array = []; } + array[PIXI.BLEND_MODES.OVERLAY] = [new extras.OverlayShader(gl, 0), new extras.OverlayShader(gl, 1), new extras.OverlayShader(gl, 2)]; + array[PIXI.BLEND_MODES.HARD_LIGHT] = [new extras.HardLightShader(gl, 0), new extras.HardLightShader(gl, 1), new extras.HardLightShader(gl, 2)]; + return array; + } + extras.mapFilterBlendModesToPixi = mapFilterBlendModesToPixi; + })(extras = PIXI.extras || (PIXI.extras = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var extras; + (function (extras) { + var normalFrag = "\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform sampler2D uSampler[2];\nuniform vec4 uColor;\n%SPRITE_UNIFORMS%\n\nvoid main(void)\n{\n %SPRITE_CODE%\n\n vec4 sample = texture2D(uSampler[0], textureCoord);\n gl_FragColor = sample * uColor;\n}\n"; + var normalVert = "\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n%SPRITE_UNIFORMS%\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n %SPRITE_CODE%\n}\n"; + var NormalShader = (function (_super) { + __extends(NormalShader, _super); + function NormalShader(gl, tilingMode) { + _super.call(this, gl, normalVert, normalFrag, tilingMode); + } + return NormalShader; + }(extras.PictureShader)); + extras.NormalShader = NormalShader; + })(extras = PIXI.extras || (PIXI.extras = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var extras; + (function (extras) { + var overlayFrag = "\nvarying vec2 vTextureCoord;\nvarying vec2 vMapCoord;\nvarying vec4 vColor;\n\nuniform sampler2D uSampler[2];\nuniform vec4 uColor;\n%SPRITE_UNIFORMS%\n\nvoid main(void)\n{\n %SPRITE_CODE%\n vec4 source = texture2D(uSampler[0], textureCoord) * uColor;\n vec4 target = texture2D(uSampler[1], vMapCoord);\n\n //reverse hardlight\n if (source.a == 0.0) {\n gl_FragColor = vec4(0, 0, 0, 0);\n return;\n }\n //yeah, premultiplied\n vec3 Cb = source.rgb/source.a, Cs;\n if (target.a > 0.0) {\n Cs = target.rgb / target.a;\n }\n vec3 multiply = Cb * Cs * 2.0;\n vec3 Cb2 = Cb * 2.0 - 1.0;\n vec3 screen = Cb2 + Cs - Cb2 * Cs;\n vec3 B;\n if (Cs.r <= 0.5) {\n B.r = multiply.r;\n } else {\n B.r = screen.r;\n }\n if (Cs.g <= 0.5) {\n B.g = multiply.g;\n } else {\n B.g = screen.g;\n }\n if (Cs.b <= 0.5) {\n B.b = multiply.b;\n } else {\n B.b = screen.b;\n }\n vec4 res;\n res.xyz = (1.0 - source.a) * Cs + source.a * B;\n res.a = source.a + target.a * (1.0-source.a);\n gl_FragColor = vec4(res.xyz * res.a, res.a);\n}\n"; + var OverlayShader = (function (_super) { + __extends(OverlayShader, _super); + function OverlayShader(gl, tilingMode) { + _super.call(this, gl, extras.PictureShader.blendVert, overlayFrag, tilingMode); + } + return OverlayShader; + }(extras.PictureShader)); + extras.OverlayShader = OverlayShader; + })(extras = PIXI.extras || (PIXI.extras = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var extras; + (function (extras) { + function nextPow2(v) { + v += (v === 0) ? 1 : 0; + --v; + v |= v >>> 1; + v |= v >>> 2; + v |= v >>> 4; + v |= v >>> 8; + v |= v >>> 16; + return v + 1; + } + var PictureRenderer = (function (_super) { + __extends(PictureRenderer, _super); + function PictureRenderer(renderer) { + _super.call(this, renderer); + } + PictureRenderer.prototype.onContextChange = function () { + var gl = this.renderer.gl; + this.drawModes = extras.mapFilterBlendModesToPixi(gl); + this.normalShader = [new extras.NormalShader(gl, 0), new extras.NormalShader(gl, 1), new extras.NormalShader(gl, 2)]; + this._tempClamp = new Float32Array(4); + this._tempColor = new Float32Array(4); + this._tempRect = new PIXI.Rectangle(); + this._tempRect2 = new PIXI.Rectangle(); + this._tempRect3 = new PIXI.Rectangle(); + this._tempMatrix = new PIXI.Matrix(); + this._tempMatrix2 = new PIXI.Matrix(); + this._bigBuf = new Uint8Array(1 << 20); + this._renderTexture = new PIXI.BaseRenderTexture(1024, 1024); + }; + PictureRenderer.prototype.start = function () { + }; + PictureRenderer.prototype.flush = function () { + }; + PictureRenderer.prototype._getRenderTexture = function (minWidth, minHeight) { + if (this._renderTexture.width < minWidth || + this._renderTexture.height < minHeight) { + minHeight = nextPow2(minWidth); + minHeight = nextPow2(minHeight); + this._renderTexture.resize(minWidth, minHeight); + } + return this._renderTexture; + }; + PictureRenderer.prototype._getBuf = function (size) { + var buf = this._bigBuf; + if (buf.length < size) { + size = nextPow2(size); + buf = new Uint8Array(size); + this._bigBuf = buf; + } + return buf; + }; + PictureRenderer.prototype.render = function (sprite) { + if (!sprite.texture.valid) { + return; + } + var tilingMode = 0; + if (sprite.tileTransform) { + tilingMode = this._isSimpleSprite(sprite) ? 1 : 2; + } + var blendShader = this.drawModes[sprite.blendMode]; + if (blendShader) { + this._renderBlend(sprite, blendShader[tilingMode]); + } + else { + this._renderNormal(sprite, this.normalShader[tilingMode]); + } + }; + PictureRenderer.prototype._renderNormal = function (sprite, shader) { + var renderer = this.renderer; + renderer.bindShader(shader); + renderer.state.setBlendMode(sprite.blendMode); + this._renderInner(sprite, shader); + }; + PictureRenderer.prototype._renderBlend = function (sprite, shader) { + var renderer = this.renderer; + var spriteBounds = sprite.getBounds(); + var renderTarget = renderer._activeRenderTarget; + var matrix = renderTarget.projectionMatrix; + var flipX = matrix.a < 0; + var flipY = matrix.d < 0; + var resolution = renderTarget.resolution; + var screen = this._tempRect; + var fr = renderTarget.sourceFrame || renderTarget.destinationFrame; + screen.x = 0; + screen.y = 0; + screen.width = fr.width; + screen.height = fr.height; + var bounds = this._tempRect2; + var fbw = fr.width * resolution, fbh = fr.height * resolution; + bounds.x = (spriteBounds.x + matrix.tx / matrix.a) * resolution + fbw / 2; + bounds.y = (spriteBounds.y + matrix.ty / matrix.d) * resolution + fbh / 2; + bounds.width = spriteBounds.width * resolution; + bounds.height = spriteBounds.height * resolution; + if (flipX) { + bounds.y = fbw - bounds.width - bounds.x; + } + if (flipY) { + bounds.y = fbh - bounds.height - bounds.y; + } + var screenBounds = this._tempRect3; + var x_1 = Math.floor(Math.max(screen.x, bounds.x)); + var x_2 = Math.ceil(Math.min(screen.x + screen.width, bounds.x + bounds.width)); + var y_1 = Math.floor(Math.max(screen.y, bounds.y)); + var y_2 = Math.ceil(Math.min(screen.y + screen.height, bounds.y + bounds.height)); + var pixelsWidth = x_2 - x_1; + var pixelsHeight = y_2 - y_1; + if (pixelsWidth <= 0 || pixelsHeight <= 0) { + return; + } + var rt = this._getRenderTexture(pixelsWidth, pixelsHeight); + renderer.bindTexture(rt, 1, true); + var gl = renderer.gl; + if (renderer.renderingToScreen && renderTarget.root) { + var buf = this._getBuf(pixelsWidth * pixelsHeight * 4); + gl.readPixels(x_1, y_1, pixelsWidth, pixelsHeight, gl.RGBA, gl.UNSIGNED_BYTE, this._bigBuf); + gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, pixelsWidth, pixelsHeight, gl.RGBA, gl.UNSIGNED_BYTE, this._bigBuf); + } + else { + gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, x_1, y_1, pixelsWidth, pixelsHeight); + } + renderer.bindShader(shader); + renderer.state.setBlendMode(PIXI.BLEND_MODES.NORMAL); + if (shader.uniforms.mapMatrix) { + var mapMatrix = this._tempMatrix; + mapMatrix.a = bounds.width / rt.width / spriteBounds.width; + if (flipX) { + mapMatrix.a = -mapMatrix.a; + mapMatrix.tx = (bounds.x - x_1) / rt.width - (spriteBounds.x + spriteBounds.width) * mapMatrix.a; + } + else { + mapMatrix.tx = (bounds.x - x_1) / rt.width - spriteBounds.x * mapMatrix.a; + } + mapMatrix.d = bounds.height / rt.height / spriteBounds.height; + if (flipY) { + mapMatrix.d = -mapMatrix.d; + mapMatrix.ty = (bounds.y - y_1) / rt.height - (spriteBounds.y + spriteBounds.height) * mapMatrix.d; + } + else { + mapMatrix.ty = (bounds.y - y_1) / rt.height - spriteBounds.y * mapMatrix.d; + } + shader.uniforms.mapMatrix = mapMatrix.toArray(true); + } + this._renderInner(sprite, shader); + }; + PictureRenderer.prototype._renderInner = function (sprite, shader) { + var renderer = this.renderer; + if (shader.tilingMode > 0) { + this._renderWithShader(sprite, shader.tilingMode === 1, shader); + } + else { + this._renderSprite(sprite, shader); + } + }; + PictureRenderer.prototype._renderWithShader = function (ts, isSimple, shader) { + var quad = shader.tempQuad; + var renderer = this.renderer; + renderer.bindVao(quad.vao); + var vertices = quad.vertices; + var _width = ts._width; + var _height = ts._height; + var _anchorX = ts._anchor._x; + var _anchorY = ts._anchor._y; + var w0 = _width * (1 - _anchorX); + var w1 = _width * -_anchorX; + var h0 = _height * (1 - _anchorY); + var h1 = _height * -_anchorY; + var wt = ts.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + vertices[0] = (a * w1) + (c * h1) + tx; + vertices[1] = (d * h1) + (b * w1) + ty; + vertices[2] = (a * w0) + (c * h1) + tx; + vertices[3] = (d * h1) + (b * w0) + ty; + vertices[4] = (a * w0) + (c * h0) + tx; + vertices[5] = (d * h0) + (b * w0) + ty; + vertices[6] = (a * w1) + (c * h0) + tx; + vertices[7] = (d * h0) + (b * w1) + ty; + vertices = quad.uvs; + vertices[0] = vertices[6] = -ts.anchor.x; + vertices[1] = vertices[3] = -ts.anchor.y; + vertices[2] = vertices[4] = 1.0 - ts.anchor.x; + vertices[5] = vertices[7] = 1.0 - ts.anchor.y; + quad.upload(); + var tex = ts._texture; + var lt = ts.tileTransform.localTransform; + var uv = ts.uvTransform; + var mapCoord = uv.mapCoord; + var uClampFrame = uv.uClampFrame; + var uClampOffset = uv.uClampOffset; + var w = tex.width; + var h = tex.height; + var W = _width; + var H = _height; + var tempMat = this._tempMatrix2; + tempMat.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H); + tempMat.invert(); + if (isSimple) { + tempMat.append(mapCoord); + } + else { + shader.uniforms.uMapCoord = mapCoord.toArray(true); + shader.uniforms.uClampFrame = uClampFrame; + shader.uniforms.uClampOffset = uClampOffset; + } + shader.uniforms.uTransform = tempMat.toArray(true); + var color = this._tempColor; + var alpha = ts.worldAlpha; + PIXI.utils.hex2rgb(ts.tint, color); + color[0] *= alpha; + color[1] *= alpha; + color[2] *= alpha; + color[3] = alpha; + shader.uniforms.uColor = color; + renderer.bindTexture(tex, 0, true); + quad.vao.draw(this.renderer.gl.TRIANGLES, 6, 0); + }; + PictureRenderer.prototype._renderSprite = function (sprite, shader) { + var renderer = this.renderer; + var quad = shader.tempQuad; + renderer.bindVao(quad.vao); + var uvs = sprite.texture._uvs; + var vertices = quad.vertices; + var vd = sprite.vertexData; + for (var i = 0; i < 8; i++) { + quad.vertices[i] = vd[i]; + } + quad.uvs[0] = uvs.x0; + quad.uvs[1] = uvs.y0; + quad.uvs[2] = uvs.x1; + quad.uvs[3] = uvs.y1; + quad.uvs[4] = uvs.x2; + quad.uvs[5] = uvs.y2; + quad.uvs[6] = uvs.x3; + quad.uvs[7] = uvs.y3; + quad.upload(); + var frame = sprite.texture.frame; + var base = sprite.texture.baseTexture; + var clamp = this._tempClamp; + var eps = 0.5 / base.resolution; + clamp[0] = (frame.x + eps) / base.width; + clamp[1] = (frame.y + eps) / base.height; + clamp[2] = (frame.x + frame.width - eps) / base.width; + clamp[3] = (frame.y + frame.height - eps) / base.height; + shader.uniforms.uTextureClamp = clamp; + var color = this._tempColor; + PIXI.utils.hex2rgb(sprite.tint, color); + var alpha = sprite.worldAlpha; + color[0] *= alpha; + color[1] *= alpha; + color[2] *= alpha; + color[3] = alpha; + shader.uniforms.uColor = color; + renderer.bindTexture(base, 0, true); + quad.vao.draw(this.renderer.gl.TRIANGLES, 6, 0); + }; + PictureRenderer.prototype._isSimpleSprite = function (ts) { + var renderer = this.renderer; + var tex = ts._texture; + var baseTex = tex.baseTexture; + var isSimple = baseTex.isPowerOfTwo && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height; + if (isSimple) { + if (!baseTex._glTextures[renderer.CONTEXT_UID]) { + if (baseTex.wrapMode === PIXI.WRAP_MODES.CLAMP) { + baseTex.wrapMode = PIXI.WRAP_MODES.REPEAT; + } + } + else { + isSimple = baseTex.wrapMode !== PIXI.WRAP_MODES.CLAMP; + } + } + return isSimple; + }; + return PictureRenderer; + }(PIXI.ObjectRenderer)); + extras.PictureRenderer = PictureRenderer; + PIXI.WebGLRenderer.registerPlugin('picture', PictureRenderer); + PIXI.CanvasRenderer.registerPlugin('picture', PIXI.CanvasSpriteRenderer); + })(extras = PIXI.extras || (PIXI.extras = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var extras; + (function (extras) { + var PictureSprite = (function (_super) { + __extends(PictureSprite, _super); + function PictureSprite(texture) { + _super.call(this, texture); + this.pluginName = 'picture'; + } + return PictureSprite; + }(PIXI.Sprite)); + extras.PictureSprite = PictureSprite; + })(extras = PIXI.extras || (PIXI.extras = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var extras; + (function (extras) { + var PictureTilingSprite = (function (_super) { + __extends(PictureTilingSprite, _super); + function PictureTilingSprite(texture) { + _super.call(this, texture); + this.pluginName = 'picture'; + } + return PictureTilingSprite; + }(extras.TilingSprite)); + extras.PictureTilingSprite = PictureTilingSprite; + })(extras = PIXI.extras || (PIXI.extras = {})); +})(PIXI || (PIXI = {})); +//# sourceMappingURL=pixi-picture.js.map \ No newline at end of file diff --git a/www/js/libs/pixi-tilemap.js b/www/js/libs/pixi-tilemap.js new file mode 100644 index 0000000..c6cc109 --- /dev/null +++ b/www/js/libs/pixi-tilemap.js @@ -0,0 +1,887 @@ +var PIXI; +(function (PIXI) { + var tilemap; + (function (tilemap) { + var CanvasTileRenderer = (function () { + function CanvasTileRenderer(renderer) { + this.tileAnim = [0, 0]; + this.dontUseTransform = false; + this.renderer = renderer; + this.tileAnim = [0, 0]; + } + return CanvasTileRenderer; + }()); + tilemap.CanvasTileRenderer = CanvasTileRenderer; + PIXI.CanvasRenderer.registerPlugin('tilemap', CanvasTileRenderer); + })(tilemap = PIXI.tilemap || (PIXI.tilemap = {})); +})(PIXI || (PIXI = {})); +var __extends = (this && this.__extends) || (function () { + var extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; + return function (d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + }; +})(); +var PIXI; +(function (PIXI) { + var tilemap; + (function (tilemap) { + var CompositeRectTileLayer = (function (_super) { + __extends(CompositeRectTileLayer, _super); + function CompositeRectTileLayer(zIndex, bitmaps, useSquare, texPerChild) { + var _this = _super.call(this) || this; + _this.shadowColor = new Float32Array([0.0, 0.0, 0.0, 0.5]); + _this.modificationMarker = 0; + _this._globalMat = null; + _this._tempScale = null; + _this.initialize.apply(_this, arguments); + return _this; + } + CompositeRectTileLayer.prototype.updateTransform = function () { + _super.prototype.displayObjectUpdateTransform.call(this); + }; + CompositeRectTileLayer.prototype.initialize = function (zIndex, bitmaps, useSquare, texPerChild) { + this.z = this.zIndex = zIndex; + this.useSquare = useSquare; + this.texPerChild = texPerChild || 16; + if (bitmaps) { + this.setBitmaps(bitmaps); + } + }; + CompositeRectTileLayer.prototype.setBitmaps = function (bitmaps) { + var texPerChild = this.texPerChild; + var len1 = this.children.length; + var len2 = Math.ceil(bitmaps.length / texPerChild); + var i; + for (i = 0; i < len1; i++) { + this.children[i].textures = bitmaps.slice(i * texPerChild, (i + 1) * texPerChild); + } + for (i = len1; i < len2; i++) { + this.addChild(new tilemap.RectTileLayer(this.zIndex, bitmaps.slice(i * texPerChild, (i + 1) * texPerChild))); + } + }; + CompositeRectTileLayer.prototype.clear = function () { + for (var i = 0; i < this.children.length; i++) + this.children[i].clear(); + this.modificationMarker = 0; + }; + CompositeRectTileLayer.prototype.addRect = function (num, u, v, x, y, tileWidth, tileHeight) { + if (this.children[num] && this.children[num].textures) + this.children[num].addRect(0, u, v, x, y, tileWidth, tileHeight); + }; + CompositeRectTileLayer.prototype.addFrame = function (texture_, x, y, animX, animY) { + var texture; + var layer = null, ind = 0; + var children = this.children; + if (typeof texture_ === "number") { + var childIndex = texture_ / this.texPerChild >> 0; + layer = children[childIndex]; + if (!layer) { + layer = children[0]; + if (!layer) { + return false; + } + ind = 0; + } + else { + ind = texture_ % this.texPerChild; + } + texture = layer.textures[ind]; + } + else if (typeof texture_ === "string") { + texture = PIXI.Texture.fromImage(texture_); + } + else { + texture = texture_; + for (var i = 0; i < children.length; i++) { + var child = children[i]; + var tex = child.textures; + for (var j = 0; j < tex.length; j++) { + if (tex[j].baseTexture == texture.baseTexture) { + layer = child; + ind = j; + break; + } + } + if (layer) { + break; + } + } + if (!layer) { + for (i = 0; i < children.length; i++) { + var child = children[i]; + if (child.textures.length < this.texPerChild) { + layer = child; + ind = child.textures.length; + child.textures.push(texture); + break; + } + } + if (!layer) { + children.push(layer = new tilemap.RectTileLayer(this.zIndex, texture)); + ind = 0; + } + } + } + layer.addRect(ind, texture.frame.x, texture.frame.y, x, y, texture.frame.width, texture.frame.height, animX, animY); + return true; + }; + ; + CompositeRectTileLayer.prototype.renderCanvas = function (renderer) { + if (!renderer.plugins.tilemap.dontUseTransform) { + var wt = this.worldTransform; + renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, wt.tx * renderer.resolution, wt.ty * renderer.resolution); + } + var layers = this.children; + for (var i = 0; i < layers.length; i++) + layers[i].renderCanvas(renderer); + }; + ; + CompositeRectTileLayer.prototype.renderWebGL = function (renderer) { + var gl = renderer.gl; + var shader = renderer.plugins.tilemap.getShader(this.useSquare); + renderer.setObjectRenderer(renderer.plugins.tilemap); + renderer.bindShader(shader); + this._globalMat = this._globalMat || new PIXI.Matrix(); + renderer._activeRenderTarget.projectionMatrix.copy(this._globalMat).append(this.worldTransform); + shader.uniforms.projectionMatrix = this._globalMat.toArray(true); + shader.uniforms.shadowColor = this.shadowColor; + if (this.useSquare) { + var tempScale = this._tempScale = (this._tempScale || [0, 0]); + tempScale[0] = this._globalMat.a >= 0 ? 1 : -1; + tempScale[1] = this._globalMat.d < 0 ? 1 : -1; + var ps = shader.uniforms.pointScale = tempScale; + shader.uniforms.projectionScale = Math.abs(this.worldTransform.a) * renderer.resolution; + } + var af = shader.uniforms.animationFrame = renderer.plugins.tilemap.tileAnim; + var layers = this.children; + for (var i = 0; i < layers.length; i++) + layers[i].renderWebGL(renderer, this.useSquare); + }; + CompositeRectTileLayer.prototype.isModified = function (anim) { + var layers = this.children; + if (this.modificationMarker != layers.length) { + return true; + } + for (var i = 0; i < layers.length; i++) { + var layer = layers[i]; + if (layer.modificationMarker != layer.pointsBuf.length || + anim && layer.hasAnim) { + return true; + } + } + return false; + }; + CompositeRectTileLayer.prototype.clearModify = function () { + var layers = this.children; + this.modificationMarker = layers.length; + for (var i = 0; i < layers.length; i++) { + var layer = layers[i]; + layer.modificationMarker = layer.pointsBuf.length; + } + }; + return CompositeRectTileLayer; + }(PIXI.Container)); + tilemap.CompositeRectTileLayer = CompositeRectTileLayer; + })(tilemap = PIXI.tilemap || (PIXI.tilemap = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var tilemap; + (function (tilemap) { + var GraphicsLayer = (function (_super) { + __extends(GraphicsLayer, _super); + function GraphicsLayer(zIndex) { + var _this = _super.call(this) || this; + _this.z = _this.zIndex = zIndex; + return _this; + } + GraphicsLayer.prototype.renderCanvas = function (renderer) { + var wt = null; + if (renderer.plugins.tilemap.dontUseTransform) { + wt = this.transform.worldTransform; + this.transform.worldTransform = PIXI.Matrix.IDENTITY; + } + renderer.plugins.graphics.render(this); + if (renderer.plugins.tilemap.dontUseTransform) { + this.transform.worldTransform = wt; + } + renderer.context.globalAlpha = 1.0; + }; + GraphicsLayer.prototype.renderWebGL = function (renderer) { + if (!this._webGL[renderer.CONTEXT_UID]) + this.dirty = true; + _super.prototype.renderWebGL.call(this, renderer); + }; + GraphicsLayer.prototype.isModified = function (anim) { + return false; + }; + GraphicsLayer.prototype.clearModify = function () { + }; + return GraphicsLayer; + }(PIXI.Graphics)); + })(tilemap = PIXI.tilemap || (PIXI.tilemap = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var tilemap; + (function (tilemap) { + var RectTileLayer = (function (_super) { + __extends(RectTileLayer, _super); + function RectTileLayer(zIndex, texture) { + var _this = _super.call(this) || this; + _this.z = 0; + _this.zIndex = 0; + _this.pointsBuf = []; + _this._tempSize = new Float32Array([0, 0]); + _this._tempTexSize = 1; + _this.modificationMarker = 0; + _this.hasAnim = false; + _this.vbId = 0; + _this.vbBuffer = null; + _this.vbArray = null; + _this.vbInts = null; + _this.initialize(zIndex, texture); + return _this; + } + RectTileLayer.prototype.initialize = function (zIndex, textures) { + if (!textures) { + textures = []; + } + else if (!(textures instanceof Array) && textures.baseTexture) { + textures = [textures]; + } + this.textures = textures; + this.z = this.zIndex = zIndex; + this.visible = false; + }; + RectTileLayer.prototype.clear = function () { + this.pointsBuf.length = 0; + this.modificationMarker = 0; + this.hasAnim = false; + }; + RectTileLayer.prototype.renderCanvas = function (renderer) { + if (this.textures.length === 0) + return; + var points = this.pointsBuf; + renderer.context.fillStyle = '#000000'; + for (var i = 0, n = points.length; i < n; i += 9) { + var x1 = points[i], y1 = points[i + 1]; + var x2 = points[i + 2], y2 = points[i + 3]; + var w = points[i + 4]; + var h = points[i + 5]; + x1 += points[i + 6] * renderer.plugins.tilemap.tileAnim[0]; + y1 += points[i + 7] * renderer.plugins.tilemap.tileAnim[1]; + var textureId = points[i + 8]; + if (textureId >= 0) { + renderer.context.drawImage(this.textures[textureId].baseTexture.source, x1, y1, w, h, x2, y2, w, h); + } + else { + renderer.context.globalAlpha = 0.5; + renderer.context.fillRect(x2, y2, w, h); + renderer.context.globalAlpha = 1; + } + } + }; + RectTileLayer.prototype.addRect = function (textureId, u, v, x, y, tileWidth, tileHeight, animX, animY) { + if (animX === void 0) { animX = 0; } + if (animY === void 0) { animY = 0; } + var pb = this.pointsBuf; + this.hasAnim = this.hasAnim || animX > 0 || animY > 0; + if (tileWidth == tileHeight) { + pb.push(u); + pb.push(v); + pb.push(x); + pb.push(y); + pb.push(tileWidth); + pb.push(tileHeight); + pb.push(animX | 0); + pb.push(animY | 0); + pb.push(textureId); + } + else { + var i; + if (tileWidth % tileHeight === 0) { + for (i = 0; i < tileWidth / tileHeight; i++) { + pb.push(u + i * tileHeight); + pb.push(v); + pb.push(x + i * tileHeight); + pb.push(y); + pb.push(tileHeight); + pb.push(tileHeight); + pb.push(animX | 0); + pb.push(animY | 0); + pb.push(textureId); + } + } + else if (tileHeight % tileWidth === 0) { + for (i = 0; i < tileHeight / tileWidth; i++) { + pb.push(u); + pb.push(v + i * tileWidth); + pb.push(x); + pb.push(y + i * tileWidth); + pb.push(tileWidth); + pb.push(tileWidth); + pb.push(animX | 0); + pb.push(animY | 0); + pb.push(textureId); + } + } + else { + pb.push(u); + pb.push(v); + pb.push(x); + pb.push(y); + pb.push(tileWidth); + pb.push(tileHeight); + pb.push(animX | 0); + pb.push(animY | 0); + pb.push(textureId); + } + } + }; + ; + RectTileLayer.prototype.renderWebGL = function (renderer, useSquare) { + if (useSquare === void 0) { useSquare = false; } + var points = this.pointsBuf; + if (points.length === 0) + return; + var rectsCount = points.length / 9; + var tile = renderer.plugins.tilemap; + var gl = renderer.gl; + if (!useSquare) { + tile.checkIndexBuffer(rectsCount); + } + var shader = tile.getShader(useSquare); + var textures = this.textures; + if (textures.length === 0) + return; + var len = textures.length; + if (this._tempTexSize < shader.maxTextures) { + this._tempTexSize = shader.maxTextures; + this._tempSize = new Float32Array(2 * shader.maxTextures); + } + for (var i = 0; i < len; i++) { + if (!textures[i] || !textures[i].valid) + return; + var texture = textures[i].baseTexture; + } + tile.bindTextures(renderer, shader, textures); + var vb = tile.getVb(this.vbId); + if (!vb) { + vb = tile.createVb(useSquare); + this.vbId = vb.id; + this.vbBuffer = null; + this.modificationMarker = 0; + } + var vao = vb.vao; + renderer.bindVao(vao); + var vertexBuf = vb.vb; + vertexBuf.bind(); + var vertices = rectsCount * shader.vertPerQuad; + if (vertices === 0) + return; + if (this.modificationMarker != vertices) { + this.modificationMarker = vertices; + var vs = shader.stride * vertices; + if (!this.vbBuffer || this.vbBuffer.byteLength < vs) { + var bk = shader.stride; + while (bk < vs) { + bk *= 2; + } + this.vbBuffer = new ArrayBuffer(bk); + this.vbArray = new Float32Array(this.vbBuffer); + this.vbInts = new Uint32Array(this.vbBuffer); + vertexBuf.upload(this.vbBuffer, 0, true); + } + var arr = this.vbArray, ints = this.vbInts; + var sz = 0; + var textureId, shiftU, shiftV; + if (useSquare) { + for (i = 0; i < points.length; i += 9) { + textureId = (points[i + 8] >> 2); + shiftU = 1024 * (points[i + 8] & 1); + shiftV = 1024 * ((points[i + 8] >> 1) & 1); + arr[sz++] = points[i + 2]; + arr[sz++] = points[i + 3]; + arr[sz++] = points[i + 0] + shiftU; + arr[sz++] = points[i + 1] + shiftV; + arr[sz++] = points[i + 4]; + arr[sz++] = points[i + 6]; + arr[sz++] = points[i + 7]; + arr[sz++] = textureId; + } + } + else { + var tint = -1; + for (i = 0; i < points.length; i += 9) { + var eps = 0.5; + textureId = (points[i + 8] >> 2); + shiftU = 1024 * (points[i + 8] & 1); + shiftV = 1024 * ((points[i + 8] >> 1) & 1); + var x = points[i + 2], y = points[i + 3]; + var w = points[i + 4], h = points[i + 5]; + var u = points[i] + shiftU, v = points[i + 1] + shiftV; + var animX = points[i + 6], animY = points[i + 7]; + arr[sz++] = x; + arr[sz++] = y; + arr[sz++] = u; + arr[sz++] = v; + arr[sz++] = u + eps; + arr[sz++] = v + eps; + arr[sz++] = u + w - eps; + arr[sz++] = v + h - eps; + arr[sz++] = animX; + arr[sz++] = animY; + arr[sz++] = textureId; + arr[sz++] = x + w; + arr[sz++] = y; + arr[sz++] = u + w; + arr[sz++] = v; + arr[sz++] = u + eps; + arr[sz++] = v + eps; + arr[sz++] = u + w - eps; + arr[sz++] = v + h - eps; + arr[sz++] = animX; + arr[sz++] = animY; + arr[sz++] = textureId; + arr[sz++] = x + w; + arr[sz++] = y + h; + arr[sz++] = u + w; + arr[sz++] = v + h; + arr[sz++] = u + eps; + arr[sz++] = v + eps; + arr[sz++] = u + w - eps; + arr[sz++] = v + h - eps; + arr[sz++] = animX; + arr[sz++] = animY; + arr[sz++] = textureId; + arr[sz++] = x; + arr[sz++] = y + h; + arr[sz++] = u; + arr[sz++] = v + h; + arr[sz++] = u + eps; + arr[sz++] = v + eps; + arr[sz++] = u + w - eps; + arr[sz++] = v + h - eps; + arr[sz++] = animX; + arr[sz++] = animY; + arr[sz++] = textureId; + } + } + vertexBuf.upload(arr, 0, true); + } + if (useSquare) + gl.drawArrays(gl.POINTS, 0, vertices); + else + gl.drawElements(gl.TRIANGLES, rectsCount * 6, gl.UNSIGNED_SHORT, 0); + }; + return RectTileLayer; + }(PIXI.Container)); + tilemap.RectTileLayer = RectTileLayer; + })(tilemap = PIXI.tilemap || (PIXI.tilemap = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var tilemap; + (function (tilemap) { + var rectShaderFrag = "varying vec2 vTextureCoord;\nvarying vec4 vFrame;\nvarying float vTextureId;\nuniform vec4 shadowColor;\nuniform sampler2D uSamplers[%count%];\nuniform vec2 uSamplerSize[%count%];\n\nvoid main(void){\n vec2 textureCoord = clamp(vTextureCoord, vFrame.xy, vFrame.zw);\n float textureId = floor(vTextureId + 0.5);\n\n vec4 color;\n %forloop%\n gl_FragColor = color;\n}"; + var rectShaderVert = "\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aFrame;\nattribute vec2 aAnim;\nattribute float aTextureId;\n\nuniform mat3 projectionMatrix;\nuniform vec2 animationFrame;\n\nvarying vec2 vTextureCoord;\nvarying float vTextureId;\nvarying vec4 vFrame;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vec2 anim = aAnim * animationFrame;\n vTextureCoord = aTextureCoord + anim;\n vFrame = aFrame + vec4(anim, anim);\n vTextureId = aTextureId;\n}\n"; + var TilemapShader = (function (_super) { + __extends(TilemapShader, _super); + function TilemapShader(gl, maxTextures, shaderVert, shaderFrag) { + var _this = _super.call(this, gl, shaderVert, shaderFrag) || this; + _this.maxTextures = 0; + _this.maxTextures = maxTextures; + tilemap.shaderGenerator.fillSamplers(_this, _this.maxTextures); + return _this; + } + return TilemapShader; + }(PIXI.Shader)); + tilemap.TilemapShader = TilemapShader; + var RectTileShader = (function (_super) { + __extends(RectTileShader, _super); + function RectTileShader(gl, maxTextures) { + var _this = _super.call(this, gl, maxTextures, rectShaderVert, tilemap.shaderGenerator.generateFragmentSrc(maxTextures, rectShaderFrag)) || this; + _this.vertSize = 11; + _this.vertPerQuad = 4; + _this.stride = _this.vertSize * 4; + tilemap.shaderGenerator.fillSamplers(_this, _this.maxTextures); + return _this; + } + RectTileShader.prototype.createVao = function (renderer, vb) { + var gl = renderer.gl; + return renderer.createVao() + .addIndex(this.indexBuffer) + .addAttribute(vb, this.attributes.aVertexPosition, gl.FLOAT, false, this.stride, 0) + .addAttribute(vb, this.attributes.aTextureCoord, gl.FLOAT, false, this.stride, 2 * 4) + .addAttribute(vb, this.attributes.aFrame, gl.FLOAT, false, this.stride, 4 * 4) + .addAttribute(vb, this.attributes.aAnim, gl.FLOAT, false, this.stride, 8 * 4) + .addAttribute(vb, this.attributes.aTextureId, gl.FLOAT, false, this.stride, 10 * 4); + }; + return RectTileShader; + }(TilemapShader)); + tilemap.RectTileShader = RectTileShader; + })(tilemap = PIXI.tilemap || (PIXI.tilemap = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var tilemap; + (function (tilemap) { + var shaderGenerator; + (function (shaderGenerator) { + function fillSamplers(shader, maxTextures) { + var sampleValues = []; + for (var i = 0; i < maxTextures; i++) { + sampleValues[i] = i; + } + shader.bind(); + shader.uniforms.uSamplers = sampleValues; + var samplerSize = []; + for (i = 0; i < maxTextures; i++) { + samplerSize.push(1.0 / 2048); + samplerSize.push(1.0 / 2048); + } + shader.uniforms.uSamplerSize = samplerSize; + } + shaderGenerator.fillSamplers = fillSamplers; + function generateFragmentSrc(maxTextures, fragmentSrc) { + return fragmentSrc.replace(/%count%/gi, maxTextures + "") + .replace(/%forloop%/gi, this.generateSampleSrc(maxTextures)); + } + shaderGenerator.generateFragmentSrc = generateFragmentSrc; + function generateSampleSrc(maxTextures) { + var src = ''; + src += '\n'; + src += '\n'; + src += 'if(vTextureId <= -1.0) {'; + src += '\n\tcolor = shadowColor;'; + src += '\n}'; + for (var i = 0; i < maxTextures; i++) { + src += '\nelse '; + if (i < maxTextures - 1) { + src += 'if(textureId == ' + i + '.0)'; + } + src += '\n{'; + src += '\n\tcolor = texture2D(uSamplers[' + i + '], textureCoord * uSamplerSize[' + i + ']);'; + src += '\n}'; + } + src += '\n'; + src += '\n'; + return src; + } + shaderGenerator.generateSampleSrc = generateSampleSrc; + })(shaderGenerator = tilemap.shaderGenerator || (tilemap.shaderGenerator = {})); + })(tilemap = PIXI.tilemap || (PIXI.tilemap = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var tilemap; + (function (tilemap) { + var squareShaderVert = "\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec2 aAnim;\nattribute float aTextureId;\nattribute float aSize;\n\nuniform mat3 projectionMatrix;\nuniform vec2 samplerSize;\nuniform vec2 animationFrame;\nuniform float projectionScale;\n\nvarying vec2 vTextureCoord;\nvarying float vSize;\nvarying float vTextureId;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition + aSize * 0.5, 1.0)).xy, 0.0, 1.0);\n gl_PointSize = aSize * projectionScale;\n vTextureCoord = aTextureCoord + aAnim * animationFrame;\n vTextureId = aTextureId;\n vSize = aSize;\n}\n"; + var squareShaderFrag = "\nvarying vec2 vTextureCoord;\nvarying float vSize;\nvarying float vTextureId;\n\nuniform vec4 shadowColor;\nuniform sampler2D uSamplers[%count%];\nuniform vec2 uSamplerSize[%count%];\nuniform vec2 pointScale;\n\nvoid main(void){\n float margin = 0.5 / vSize;\n vec2 pointCoord = (gl_PointCoord - 0.5) * pointScale + 0.5;\n vec2 clamped = vec2(clamp(pointCoord.x, margin, 1.0 - margin), clamp(pointCoord.y, margin, 1.0 - margin));\n vec2 textureCoord = pointCoord * vSize + vTextureCoord;\n float textureId = vTextureId;\n vec4 color;\n %forloop%\n gl_FragColor = color;\n}\n\n"; + var SquareTileShader = (function (_super) { + __extends(SquareTileShader, _super); + function SquareTileShader(gl, maxTextures) { + var _this = _super.call(this, gl, maxTextures, squareShaderVert, tilemap.shaderGenerator.generateFragmentSrc(maxTextures, squareShaderFrag)) || this; + _this.vertSize = 8; + _this.vertPerQuad = 1; + _this.stride = _this.vertSize * 4; + _this.maxTextures = maxTextures; + tilemap.shaderGenerator.fillSamplers(_this, _this.maxTextures); + return _this; + } + SquareTileShader.prototype.createVao = function (renderer, vb) { + var gl = renderer.gl; + return renderer.createVao() + .addIndex(this.indexBuffer) + .addAttribute(vb, this.attributes.aVertexPosition, gl.FLOAT, false, this.stride, 0) + .addAttribute(vb, this.attributes.aTextureCoord, gl.FLOAT, false, this.stride, 2 * 4) + .addAttribute(vb, this.attributes.aSize, gl.FLOAT, false, this.stride, 4 * 4) + .addAttribute(vb, this.attributes.aAnim, gl.FLOAT, false, this.stride, 5 * 4) + .addAttribute(vb, this.attributes.aTextureId, gl.FLOAT, false, this.stride, 7 * 4); + }; + ; + return SquareTileShader; + }(tilemap.TilemapShader)); + tilemap.SquareTileShader = SquareTileShader; + })(tilemap = PIXI.tilemap || (PIXI.tilemap = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var tilemap; + (function (tilemap) { + var glCore = PIXI.glCore; + function _hackSubImage(tex, sprite, clearBuffer, clearWidth, clearHeight) { + var gl = tex.gl; + var baseTex = sprite.texture.baseTexture; + if (clearBuffer && clearWidth > 0 && clearHeight > 0) { + gl.texSubImage2D(gl.TEXTURE_2D, 0, sprite.position.x, sprite.position.y, clearWidth, clearHeight, tex.format, tex.type, clearBuffer); + } + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1); + gl.texSubImage2D(gl.TEXTURE_2D, 0, sprite.position.x, sprite.position.y, tex.format, tex.type, baseTex.source); + } + var TileRenderer = (function (_super) { + __extends(TileRenderer, _super); + function TileRenderer(renderer) { + var _this = _super.call(this, renderer) || this; + _this.vbs = {}; + _this.indices = new Uint16Array(0); + _this.lastTimeCheck = 0; + _this.tileAnim = [0, 0]; + _this.maxTextures = 4; + _this.texLoc = []; + return _this; + } + TileRenderer.prototype.onContextChange = function () { + var gl = this.renderer.gl; + var maxTextures = this.maxTextures; + this.rectShader = new tilemap.RectTileShader(gl, maxTextures); + this.squareShader = new tilemap.SquareTileShader(gl, maxTextures); + this.checkIndexBuffer(2000); + this.rectShader.indexBuffer = this.indexBuffer; + this.squareShader.indexBuffer = this.indexBuffer; + this.vbs = {}; + this.glTextures = []; + this.boundSprites = []; + this.initBounds(); + }; + TileRenderer.prototype.initBounds = function () { + var gl = this.renderer.gl; + var tempCanvas = document.createElement('canvas'); + tempCanvas.width = 2048; + tempCanvas.height = 2048; + for (var i = 0; i < this.maxTextures; i++) { + var rt = PIXI.RenderTexture.create(2048, 2048); + rt.baseTexture.premultipliedAlpha = true; + rt.baseTexture.scaleMode = TileRenderer.SCALE_MODE; + rt.baseTexture.wrapMode = PIXI.WRAP_MODES.CLAMP; + this.renderer.textureManager.updateTexture(rt); + this.glTextures.push(rt); + var bs = []; + for (var j = 0; j < 4; j++) { + var spr = new PIXI.Sprite(); + spr.position.x = 1024 * (j & 1); + spr.position.y = 1024 * (j >> 1); + bs.push(spr); + } + this.boundSprites.push(bs); + } + }; + TileRenderer.prototype.bindTextures = function (renderer, shader, textures) { + var bounds = this.boundSprites; + var glts = this.glTextures; + var len = textures.length; + var maxTextures = this.maxTextures; + if (len > 4 * maxTextures) { + return; + } + var doClear = TileRenderer.DO_CLEAR; + if (doClear && !this._clearBuffer) { + this._clearBuffer = new Uint8Array(1024 * 1024 * 4); + } + var i; + for (i = 0; i < len; i++) { + var texture = textures[i]; + if (!texture || !textures[i].valid) + continue; + var bs = bounds[i >> 2][i & 3]; + if (!bs.texture || + bs.texture.baseTexture !== texture.baseTexture) { + bs.texture = texture; + var glt = glts[i >> 2]; + renderer.bindTexture(glt, 0, true); + if (doClear) { + _hackSubImage(glt.baseTexture._glTextures[renderer.CONTEXT_UID], bs, this._clearBuffer, 1024, 1024); + } + else { + _hackSubImage(glt.baseTexture._glTextures[renderer.CONTEXT_UID], bs); + } + } + } + this.texLoc.length = 0; + for (i = 0; i < maxTextures; i++) { + this.texLoc.push(renderer.bindTexture(glts[i], i, true)); + } + shader.uniforms.uSamplers = this.texLoc; + }; + TileRenderer.prototype.checkLeaks = function () { + var now = Date.now(); + var old = now - 10000; + if (this.lastTimeCheck < old || + this.lastTimeCheck > now) { + this.lastTimeCheck = now; + var vbs = this.vbs; + for (var key in vbs) { + if (vbs[key].lastTimeAccess < old) { + this.removeVb(key); + } + } + } + }; + ; + TileRenderer.prototype.start = function () { + this.renderer.state.setBlendMode(PIXI.BLEND_MODES.NORMAL); + }; + TileRenderer.prototype.getVb = function (id) { + this.checkLeaks(); + var vb = this.vbs[id]; + if (vb) { + vb.lastAccessTime = Date.now(); + return vb; + } + return null; + }; + TileRenderer.prototype.createVb = function (useSquare) { + var id = ++TileRenderer.vbAutoincrement; + var shader = this.getShader(useSquare); + var gl = this.renderer.gl; + var vb = PIXI.glCore.GLBuffer.createVertexBuffer(gl, null, gl.STREAM_DRAW); + var stuff = { + id: id, + vb: vb, + vao: shader.createVao(this.renderer, vb), + lastTimeAccess: Date.now(), + useSquare: useSquare, + shader: shader + }; + this.vbs[id] = stuff; + return stuff; + }; + TileRenderer.prototype.removeVb = function (id) { + if (this.vbs[id]) { + this.vbs[id].vb.destroy(); + this.vbs[id].vao.destroy(); + delete this.vbs[id]; + } + }; + TileRenderer.prototype.checkIndexBuffer = function (size) { + var totalIndices = size * 6; + var indices = this.indices; + if (totalIndices <= indices.length) { + return; + } + var len = indices.length || totalIndices; + while (len < totalIndices) { + len <<= 1; + } + indices = new Uint16Array(len); + this.indices = indices; + for (var i = 0, j = 0; i + 5 < indices.length; i += 6, j += 4) { + indices[i + 0] = j + 0; + indices[i + 1] = j + 1; + indices[i + 2] = j + 2; + indices[i + 3] = j + 0; + indices[i + 4] = j + 2; + indices[i + 5] = j + 3; + } + if (this.indexBuffer) { + this.indexBuffer.upload(indices); + } + else { + var gl = this.renderer.gl; + this.indexBuffer = glCore.GLBuffer.createIndexBuffer(gl, this.indices, gl.STATIC_DRAW); + } + }; + TileRenderer.prototype.getShader = function (useSquare) { + return useSquare ? this.squareShader : this.rectShader; + }; + TileRenderer.prototype.destroy = function () { + _super.prototype.destroy.call(this); + this.rectShader.destroy(); + this.squareShader.destroy(); + this.rectShader = null; + this.squareShader = null; + }; + ; + return TileRenderer; + }(PIXI.ObjectRenderer)); + TileRenderer.vbAutoincrement = 0; + TileRenderer.SCALE_MODE = PIXI.SCALE_MODES.LINEAR; + TileRenderer.DO_CLEAR = false; + tilemap.TileRenderer = TileRenderer; + PIXI.WebGLRenderer.registerPlugin('tilemap', TileRenderer); + })(tilemap = PIXI.tilemap || (PIXI.tilemap = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var tilemap; + (function (tilemap_1) { + var ZLayer = (function (_super) { + __extends(ZLayer, _super); + function ZLayer(tilemap, zIndex) { + var _this = _super.call(this) || this; + _this._lastAnimationFrame = -1; + _this.tilemap = tilemap; + _this.z = zIndex; + return _this; + } + ZLayer.prototype.clear = function () { + var layers = this.children; + for (var i = 0; i < layers.length; i++) + layers[i].clear(); + this._previousLayers = 0; + }; + ZLayer.prototype.cacheIfDirty = function () { + var tilemap = this.tilemap; + var layers = this.children; + var modified = this._previousLayers != layers.length; + this._previousLayers = layers.length; + var buf = this.canvasBuffer; + var tempRender = this._tempRender; + if (!buf) { + buf = this.canvasBuffer = document.createElement('canvas'); + tempRender = this._tempRender = new PIXI.CanvasRenderer(100, 100, { view: buf }); + tempRender.context = tempRender.rootContext; + tempRender.plugins.tilemap.dontUseTransform = true; + } + if (buf.width != tilemap._layerWidth || + buf.height != tilemap._layerHeight) { + buf.width = tilemap._layerWidth; + buf.height = tilemap._layerHeight; + modified = true; + } + var i; + if (!modified) { + for (i = 0; i < layers.length; i++) { + if (layers[i].isModified(this._lastAnimationFrame != tilemap.animationFrame)) { + modified = true; + break; + } + } + } + this._lastAnimationFrame = tilemap.animationFrame; + if (modified) { + if (tilemap._hackRenderer) { + tilemap._hackRenderer(tempRender); + } + tempRender.context.clearRect(0, 0, buf.width, buf.height); + for (i = 0; i < layers.length; i++) { + layers[i].clearModify(); + layers[i].renderCanvas(tempRender); + } + } + this.layerTransform = this.worldTransform; + for (i = 0; i < layers.length; i++) { + this.layerTransform = layers[i].worldTransform; + break; + } + }; + ; + ZLayer.prototype.renderCanvas = function (renderer) { + this.cacheIfDirty(); + var wt = this.layerTransform; + renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, wt.tx * renderer.resolution, wt.ty * renderer.resolution); + var tilemap = this.tilemap; + renderer.context.drawImage(this.canvasBuffer, 0, 0); + }; + ; + return ZLayer; + }(PIXI.Container)); + tilemap_1.ZLayer = ZLayer; + })(tilemap = PIXI.tilemap || (PIXI.tilemap = {})); +})(PIXI || (PIXI = {})); +//# sourceMappingURL=pixi-tilemap.js.map \ No newline at end of file diff --git a/www/js/libs/pixi.js b/www/js/libs/pixi.js new file mode 100644 index 0000000..4d0e32c --- /dev/null +++ b/www/js/libs/pixi.js @@ -0,0 +1,40318 @@ +/*! + * pixi.js - v4.5.4 + * Compiled Wed, 23 Aug 2017 10:08:43 UTC + * + * pixi.js is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ +(function(f){if(typeof exports==="object"&&typeof module!=="undefined"){module.exports=f()}else if(typeof define==="function"&&define.amd){define([],f)}else{var g;if(typeof window!=="undefined"){g=window}else if(typeof global!=="undefined"){g=global}else if(typeof self!=="undefined"){g=self}else{g=this}g.PIXI = f()}})(function(){var define,module,exports;return (function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o= data.byteLength) + { + gl.bufferSubData(this.type, offset, data); + } + else + { + gl.bufferData(this.type, data, this.drawType); + } + + this.data = data; +}; +/** + * Binds the buffer + * + */ +Buffer.prototype.bind = function() +{ + var gl = this.gl; + gl.bindBuffer(this.type, this.buffer); +}; + +Buffer.createVertexBuffer = function(gl, data, drawType) +{ + return new Buffer(gl, gl.ARRAY_BUFFER, data, drawType); +}; + +Buffer.createIndexBuffer = function(gl, data, drawType) +{ + return new Buffer(gl, gl.ELEMENT_ARRAY_BUFFER, data, drawType); +}; + +Buffer.create = function(gl, type, data, drawType) +{ + return new Buffer(gl, type, data, drawType); +}; + +/** + * Destroys the buffer + * + */ +Buffer.prototype.destroy = function(){ + this.gl.deleteBuffer(this.buffer); +}; + +module.exports = Buffer; + +},{}],2:[function(require,module,exports){ + +var Texture = require('./GLTexture'); + +/** + * Helper class to create a webGL Framebuffer + * + * @class + * @memberof PIXI.glCore + * @param gl {WebGLRenderingContext} The current WebGL rendering context + * @param width {Number} the width of the drawing area of the frame buffer + * @param height {Number} the height of the drawing area of the frame buffer + */ +var Framebuffer = function(gl, width, height) +{ + /** + * The current WebGL rendering context + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + /** + * The frame buffer + * + * @member {WebGLFramebuffer} + */ + this.framebuffer = gl.createFramebuffer(); + + /** + * The stencil buffer + * + * @member {WebGLRenderbuffer} + */ + this.stencil = null; + + /** + * The stencil buffer + * + * @member {PIXI.glCore.GLTexture} + */ + this.texture = null; + + /** + * The width of the drawing area of the buffer + * + * @member {Number} + */ + this.width = width || 100; + /** + * The height of the drawing area of the buffer + * + * @member {Number} + */ + this.height = height || 100; +}; + +/** + * Adds a texture to the frame buffer + * @param texture {PIXI.glCore.GLTexture} + */ +Framebuffer.prototype.enableTexture = function(texture) +{ + var gl = this.gl; + + this.texture = texture || new Texture(gl); + + this.texture.bind(); + + //gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + + this.bind(); + + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.texture.texture, 0); +}; + +/** + * Initialises the stencil buffer + */ +Framebuffer.prototype.enableStencil = function() +{ + if(this.stencil)return; + + var gl = this.gl; + + this.stencil = gl.createRenderbuffer(); + + gl.bindRenderbuffer(gl.RENDERBUFFER, this.stencil); + + // TODO.. this is depth AND stencil? + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, this.stencil); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, this.width , this.height ); + + +}; + +/** + * Erases the drawing area and fills it with a colour + * @param r {Number} the red value of the clearing colour + * @param g {Number} the green value of the clearing colour + * @param b {Number} the blue value of the clearing colour + * @param a {Number} the alpha value of the clearing colour + */ +Framebuffer.prototype.clear = function( r, g, b, a ) +{ + var gl = this.gl; + + gl.clearColor(r, g, b, a); + this.bind(); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); +}; + +/** + * Binds the frame buffer to the WebGL context + */ +Framebuffer.prototype.bind = function() +{ + var gl = this.gl; + gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer ); +}; + +/** + * Unbinds the frame buffer to the WebGL context + */ +Framebuffer.prototype.unbind = function() +{ + var gl = this.gl; + gl.bindFramebuffer(gl.FRAMEBUFFER, null ); +}; +/** + * Resizes the drawing area of the buffer to the given width and height + * @param width {Number} the new width + * @param height {Number} the new height + */ +Framebuffer.prototype.resize = function(width, height) +{ + var gl = this.gl; + + this.width = width; + this.height = height; + + if ( this.texture ) + { + this.texture.uploadData(null, width, height); + } + + if ( this.stencil ) + { + // update the stencil buffer width and height + gl.bindRenderbuffer(gl.RENDERBUFFER, this.stencil); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height); + } +}; + +/** + * Destroys this buffer + */ +Framebuffer.prototype.destroy = function() +{ + var gl = this.gl; + + //TODO + if(this.texture) + { + this.texture.destroy(); + } + + gl.deleteFramebuffer(this.framebuffer); + + this.gl = null; + + this.stencil = null; + this.texture = null; +}; + +/** + * Creates a frame buffer with a texture containing the given data + * @static + * @param gl {WebGLRenderingContext} The current WebGL rendering context + * @param width {Number} the width of the drawing area of the frame buffer + * @param height {Number} the height of the drawing area of the frame buffer + * @param data {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} an array of data + */ +Framebuffer.createRGBA = function(gl, width, height, data) +{ + var texture = Texture.fromData(gl, null, width, height); + texture.enableNearestScaling(); + texture.enableWrapClamp(); + + //now create the framebuffer object and attach the texture to it. + var fbo = new Framebuffer(gl, width, height); + fbo.enableTexture(texture); + //fbo.enableStencil(); // get this back on soon! + + fbo.unbind(); + + return fbo; +}; + +/** + * Creates a frame buffer with a texture containing the given data + * @static + * @param gl {WebGLRenderingContext} The current WebGL rendering context + * @param width {Number} the width of the drawing area of the frame buffer + * @param height {Number} the height of the drawing area of the frame buffer + * @param data {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} an array of data + */ +Framebuffer.createFloat32 = function(gl, width, height, data) +{ + // create a new texture.. + var texture = new Texture.fromData(gl, data, width, height); + texture.enableNearestScaling(); + texture.enableWrapClamp(); + + //now create the framebuffer object and attach the texture to it. + var fbo = new Framebuffer(gl, width, height); + fbo.enableTexture(texture); + + fbo.unbind(); + + return fbo; +}; + +module.exports = Framebuffer; + +},{"./GLTexture":4}],3:[function(require,module,exports){ + +var compileProgram = require('./shader/compileProgram'), + extractAttributes = require('./shader/extractAttributes'), + extractUniforms = require('./shader/extractUniforms'), + setPrecision = require('./shader/setPrecision'), + generateUniformAccessObject = require('./shader/generateUniformAccessObject'); + +/** + * Helper class to create a webGL Shader + * + * @class + * @memberof PIXI.glCore + * @param gl {WebGLRenderingContext} + * @param vertexSrc {string|string[]} The vertex shader source as an array of strings. + * @param fragmentSrc {string|string[]} The fragment shader source as an array of strings. + * @param precision {precision]} The float precision of the shader. Options are 'lowp', 'mediump' or 'highp'. + * @param attributeLocations {object} A key value pair showing which location eact attribute should sit eg {position:0, uvs:1} + */ +var Shader = function(gl, vertexSrc, fragmentSrc, precision, attributeLocations) +{ + /** + * The current WebGL rendering context + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + if(precision) + { + vertexSrc = setPrecision(vertexSrc, precision); + fragmentSrc = setPrecision(fragmentSrc, precision); + } + + /** + * The shader program + * + * @member {WebGLProgram} + */ + // First compile the program.. + this.program = compileProgram(gl, vertexSrc, fragmentSrc, attributeLocations); + + /** + * The attributes of the shader as an object containing the following properties + * { + * type, + * size, + * location, + * pointer + * } + * @member {Object} + */ + // next extract the attributes + this.attributes = extractAttributes(gl, this.program); + + this.uniformData = extractUniforms(gl, this.program); + + /** + * The uniforms of the shader as an object containing the following properties + * { + * gl, + * data + * } + * @member {Object} + */ + this.uniforms = generateUniformAccessObject( gl, this.uniformData ); + +}; +/** + * Uses this shader + */ +Shader.prototype.bind = function() +{ + this.gl.useProgram(this.program); +}; + +/** + * Destroys this shader + * TODO + */ +Shader.prototype.destroy = function() +{ + this.attributes = null; + this.uniformData = null; + this.uniforms = null; + + var gl = this.gl; + gl.deleteProgram(this.program); +}; + + +module.exports = Shader; + +},{"./shader/compileProgram":9,"./shader/extractAttributes":11,"./shader/extractUniforms":12,"./shader/generateUniformAccessObject":13,"./shader/setPrecision":17}],4:[function(require,module,exports){ + +/** + * Helper class to create a WebGL Texture + * + * @class + * @memberof PIXI.glCore + * @param gl {WebGLRenderingContext} The current WebGL context + * @param width {number} the width of the texture + * @param height {number} the height of the texture + * @param format {number} the pixel format of the texture. defaults to gl.RGBA + * @param type {number} the gl type of the texture. defaults to gl.UNSIGNED_BYTE + */ +var Texture = function(gl, width, height, format, type) +{ + /** + * The current WebGL rendering context + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + + /** + * The WebGL texture + * + * @member {WebGLTexture} + */ + this.texture = gl.createTexture(); + + /** + * If mipmapping was used for this texture, enable and disable with enableMipmap() + * + * @member {Boolean} + */ + // some settings.. + this.mipmap = false; + + + /** + * Set to true to enable pre-multiplied alpha + * + * @member {Boolean} + */ + this.premultiplyAlpha = false; + + /** + * The width of texture + * + * @member {Number} + */ + this.width = width || -1; + /** + * The height of texture + * + * @member {Number} + */ + this.height = height || -1; + + /** + * The pixel format of the texture. defaults to gl.RGBA + * + * @member {Number} + */ + this.format = format || gl.RGBA; + + /** + * The gl type of the texture. defaults to gl.UNSIGNED_BYTE + * + * @member {Number} + */ + this.type = type || gl.UNSIGNED_BYTE; + + +}; + +/** + * Uploads this texture to the GPU + * @param source {HTMLImageElement|ImageData|HTMLVideoElement} the source image of the texture + */ +Texture.prototype.upload = function(source) +{ + this.bind(); + + var gl = this.gl; + + + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, this.premultiplyAlpha); + + var newWidth = source.videoWidth || source.width; + var newHeight = source.videoHeight || source.height; + + if(newHeight !== this.height || newWidth !== this.width) + { + gl.texImage2D(gl.TEXTURE_2D, 0, this.format, this.format, this.type, source); + } + else + { + gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, this.format, this.type, source); + } + + // if the source is a video, we need to use the videoWidth / videoHeight properties as width / height will be incorrect. + this.width = newWidth; + this.height = newHeight; + +}; + +var FLOATING_POINT_AVAILABLE = false; + +/** + * Use a data source and uploads this texture to the GPU + * @param data {TypedArray} the data to upload to the texture + * @param width {number} the new width of the texture + * @param height {number} the new height of the texture + */ +Texture.prototype.uploadData = function(data, width, height) +{ + this.bind(); + + var gl = this.gl; + + + if(data instanceof Float32Array) + { + if(!FLOATING_POINT_AVAILABLE) + { + var ext = gl.getExtension("OES_texture_float"); + + if(ext) + { + FLOATING_POINT_AVAILABLE = true; + } + else + { + throw new Error('floating point textures not available'); + } + } + + this.type = gl.FLOAT; + } + else + { + // TODO support for other types + this.type = this.type || gl.UNSIGNED_BYTE; + } + + // what type of data? + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, this.premultiplyAlpha); + + + if(width !== this.width || height !== this.height) + { + gl.texImage2D(gl.TEXTURE_2D, 0, this.format, width, height, 0, this.format, this.type, data || null); + } + else + { + gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, width, height, this.format, this.type, data || null); + } + + this.width = width; + this.height = height; + + +// texSubImage2D +}; + +/** + * Binds the texture + * @param location + */ +Texture.prototype.bind = function(location) +{ + var gl = this.gl; + + if(location !== undefined) + { + gl.activeTexture(gl.TEXTURE0 + location); + } + + gl.bindTexture(gl.TEXTURE_2D, this.texture); +}; + +/** + * Unbinds the texture + */ +Texture.prototype.unbind = function() +{ + var gl = this.gl; + gl.bindTexture(gl.TEXTURE_2D, null); +}; + +/** + * @param linear {Boolean} if we want to use linear filtering or nearest neighbour interpolation + */ +Texture.prototype.minFilter = function( linear ) +{ + var gl = this.gl; + + this.bind(); + + if(this.mipmap) + { + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, linear ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST); + } + else + { + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, linear ? gl.LINEAR : gl.NEAREST); + } +}; + +/** + * @param linear {Boolean} if we want to use linear filtering or nearest neighbour interpolation + */ +Texture.prototype.magFilter = function( linear ) +{ + var gl = this.gl; + + this.bind(); + + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, linear ? gl.LINEAR : gl.NEAREST); +}; + +/** + * Enables mipmapping + */ +Texture.prototype.enableMipmap = function() +{ + var gl = this.gl; + + this.bind(); + + this.mipmap = true; + + gl.generateMipmap(gl.TEXTURE_2D); +}; + +/** + * Enables linear filtering + */ +Texture.prototype.enableLinearScaling = function() +{ + this.minFilter(true); + this.magFilter(true); +}; + +/** + * Enables nearest neighbour interpolation + */ +Texture.prototype.enableNearestScaling = function() +{ + this.minFilter(false); + this.magFilter(false); +}; + +/** + * Enables clamping on the texture so WebGL will not repeat it + */ +Texture.prototype.enableWrapClamp = function() +{ + var gl = this.gl; + + this.bind(); + + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); +}; + +/** + * Enable tiling on the texture + */ +Texture.prototype.enableWrapRepeat = function() +{ + var gl = this.gl; + + this.bind(); + + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); +}; + +Texture.prototype.enableWrapMirrorRepeat = function() +{ + var gl = this.gl; + + this.bind(); + + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.MIRRORED_REPEAT); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.MIRRORED_REPEAT); +}; + + +/** + * Destroys this texture + */ +Texture.prototype.destroy = function() +{ + var gl = this.gl; + //TODO + gl.deleteTexture(this.texture); +}; + +/** + * @static + * @param gl {WebGLRenderingContext} The current WebGL context + * @param source {HTMLImageElement|ImageData} the source image of the texture + * @param premultiplyAlpha {Boolean} If we want to use pre-multiplied alpha + */ +Texture.fromSource = function(gl, source, premultiplyAlpha) +{ + var texture = new Texture(gl); + texture.premultiplyAlpha = premultiplyAlpha || false; + texture.upload(source); + + return texture; +}; + +/** + * @static + * @param gl {WebGLRenderingContext} The current WebGL context + * @param data {TypedArray} the data to upload to the texture + * @param width {number} the new width of the texture + * @param height {number} the new height of the texture + */ +Texture.fromData = function(gl, data, width, height) +{ + //console.log(data, width, height); + var texture = new Texture(gl); + texture.uploadData(data, width, height); + + return texture; +}; + + +module.exports = Texture; + +},{}],5:[function(require,module,exports){ + +// state object// +var setVertexAttribArrays = require( './setVertexAttribArrays' ); + +/** + * Helper class to work with WebGL VertexArrayObjects (vaos) + * Only works if WebGL extensions are enabled (they usually are) + * + * @class + * @memberof PIXI.glCore + * @param gl {WebGLRenderingContext} The current WebGL rendering context + */ +function VertexArrayObject(gl, state) +{ + this.nativeVaoExtension = null; + + if(!VertexArrayObject.FORCE_NATIVE) + { + this.nativeVaoExtension = gl.getExtension('OES_vertex_array_object') || + gl.getExtension('MOZ_OES_vertex_array_object') || + gl.getExtension('WEBKIT_OES_vertex_array_object'); + } + + this.nativeState = state; + + if(this.nativeVaoExtension) + { + this.nativeVao = this.nativeVaoExtension.createVertexArrayOES(); + + var maxAttribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS); + + // VAO - overwrite the state.. + this.nativeState = { + tempAttribState: new Array(maxAttribs), + attribState: new Array(maxAttribs) + }; + } + + /** + * The current WebGL rendering context + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + /** + * An array of attributes + * + * @member {Array} + */ + this.attributes = []; + + /** + * @member {PIXI.glCore.GLBuffer} + */ + this.indexBuffer = null; + + /** + * A boolean flag + * + * @member {Boolean} + */ + this.dirty = false; +} + +VertexArrayObject.prototype.constructor = VertexArrayObject; +module.exports = VertexArrayObject; + +/** +* Some devices behave a bit funny when using the newer extensions (im looking at you ipad 2!) +* If you find on older devices that things have gone a bit weird then set this to true. +*/ +/** + * Lets the VAO know if you should use the WebGL extension or the native methods. + * Some devices behave a bit funny when using the newer extensions (im looking at you ipad 2!) + * If you find on older devices that things have gone a bit weird then set this to true. + * @static + * @property {Boolean} FORCE_NATIVE + */ +VertexArrayObject.FORCE_NATIVE = false; + +/** + * Binds the buffer + */ +VertexArrayObject.prototype.bind = function() +{ + if(this.nativeVao) + { + this.nativeVaoExtension.bindVertexArrayOES(this.nativeVao); + + if(this.dirty) + { + this.dirty = false; + this.activate(); + } + } + else + { + + this.activate(); + } + + return this; +}; + +/** + * Unbinds the buffer + */ +VertexArrayObject.prototype.unbind = function() +{ + if(this.nativeVao) + { + this.nativeVaoExtension.bindVertexArrayOES(null); + } + + return this; +}; + +/** + * Uses this vao + */ +VertexArrayObject.prototype.activate = function() +{ + + var gl = this.gl; + var lastBuffer = null; + + for (var i = 0; i < this.attributes.length; i++) + { + var attrib = this.attributes[i]; + + if(lastBuffer !== attrib.buffer) + { + attrib.buffer.bind(); + lastBuffer = attrib.buffer; + } + + gl.vertexAttribPointer(attrib.attribute.location, + attrib.attribute.size, + attrib.type || gl.FLOAT, + attrib.normalized || false, + attrib.stride || 0, + attrib.start || 0); + } + + setVertexAttribArrays(gl, this.attributes, this.nativeState); + + if(this.indexBuffer) + { + this.indexBuffer.bind(); + } + + return this; +}; + +/** + * + * @param buffer {PIXI.gl.GLBuffer} + * @param attribute {*} + * @param type {String} + * @param normalized {Boolean} + * @param stride {Number} + * @param start {Number} + */ +VertexArrayObject.prototype.addAttribute = function(buffer, attribute, type, normalized, stride, start) +{ + this.attributes.push({ + buffer: buffer, + attribute: attribute, + + location: attribute.location, + type: type || this.gl.FLOAT, + normalized: normalized || false, + stride: stride || 0, + start: start || 0 + }); + + this.dirty = true; + + return this; +}; + +/** + * + * @param buffer {PIXI.gl.GLBuffer} + */ +VertexArrayObject.prototype.addIndex = function(buffer/*, options*/) +{ + this.indexBuffer = buffer; + + this.dirty = true; + + return this; +}; + +/** + * Unbinds this vao and disables it + */ +VertexArrayObject.prototype.clear = function() +{ + // var gl = this.gl; + + // TODO - should this function unbind after clear? + // for now, no but lets see what happens in the real world! + if(this.nativeVao) + { + this.nativeVaoExtension.bindVertexArrayOES(this.nativeVao); + } + + this.attributes.length = 0; + this.indexBuffer = null; + + return this; +}; + +/** + * @param type {Number} + * @param size {Number} + * @param start {Number} + */ +VertexArrayObject.prototype.draw = function(type, size, start) +{ + var gl = this.gl; + + if(this.indexBuffer) + { + gl.drawElements(type, size || this.indexBuffer.data.length, gl.UNSIGNED_SHORT, (start || 0) * 2 ); + } + else + { + // TODO need a better way to calculate size.. + gl.drawArrays(type, start, size || this.getSize()); + } + + return this; +}; + +/** + * Destroy this vao + */ +VertexArrayObject.prototype.destroy = function() +{ + // lose references + this.gl = null; + this.indexBuffer = null; + this.attributes = null; + this.nativeState = null; + + if(this.nativeVao) + { + this.nativeVaoExtension.deleteVertexArrayOES(this.nativeVao); + } + + this.nativeVaoExtension = null; + this.nativeVao = null; +}; + +VertexArrayObject.prototype.getSize = function() +{ + var attrib = this.attributes[0]; + return attrib.buffer.data.length / (( attrib.stride/4 ) || attrib.attribute.size); +}; + +},{"./setVertexAttribArrays":8}],6:[function(require,module,exports){ + +/** + * Helper class to create a webGL Context + * + * @class + * @memberof PIXI.glCore + * @param canvas {HTMLCanvasElement} the canvas element that we will get the context from + * @param options {Object} An options object that gets passed in to the canvas element containing the context attributes, + * see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext for the options available + * @return {WebGLRenderingContext} the WebGL context + */ +var createContext = function(canvas, options) +{ + var gl = canvas.getContext('webgl', options) || + canvas.getContext('experimental-webgl', options); + + if (!gl) + { + // fail, not able to get a context + throw new Error('This browser does not support webGL. Try using the canvas renderer'); + } + + return gl; +}; + +module.exports = createContext; + +},{}],7:[function(require,module,exports){ +var gl = { + createContext: require('./createContext'), + setVertexAttribArrays: require('./setVertexAttribArrays'), + GLBuffer: require('./GLBuffer'), + GLFramebuffer: require('./GLFramebuffer'), + GLShader: require('./GLShader'), + GLTexture: require('./GLTexture'), + VertexArrayObject: require('./VertexArrayObject'), + shader: require('./shader') +}; + +// Export for Node-compatible environments +if (typeof module !== 'undefined' && module.exports) +{ + // Export the module + module.exports = gl; +} + +// Add to the browser window pixi.gl +if (typeof window !== 'undefined') +{ + // add the window object + window.PIXI = window.PIXI || {}; + window.PIXI.glCore = gl; +} + +},{"./GLBuffer":1,"./GLFramebuffer":2,"./GLShader":3,"./GLTexture":4,"./VertexArrayObject":5,"./createContext":6,"./setVertexAttribArrays":8,"./shader":14}],8:[function(require,module,exports){ +// var GL_MAP = {}; + +/** + * @param gl {WebGLRenderingContext} The current WebGL context + * @param attribs {*} + * @param state {*} + */ +var setVertexAttribArrays = function (gl, attribs, state) +{ + var i; + if(state) + { + var tempAttribState = state.tempAttribState, + attribState = state.attribState; + + for (i = 0; i < tempAttribState.length; i++) + { + tempAttribState[i] = false; + } + + // set the new attribs + for (i = 0; i < attribs.length; i++) + { + tempAttribState[attribs[i].attribute.location] = true; + } + + for (i = 0; i < attribState.length; i++) + { + if (attribState[i] !== tempAttribState[i]) + { + attribState[i] = tempAttribState[i]; + + if (state.attribState[i]) + { + gl.enableVertexAttribArray(i); + } + else + { + gl.disableVertexAttribArray(i); + } + } + } + + } + else + { + for (i = 0; i < attribs.length; i++) + { + var attrib = attribs[i]; + gl.enableVertexAttribArray(attrib.attribute.location); + } + } +}; + +module.exports = setVertexAttribArrays; + +},{}],9:[function(require,module,exports){ + +/** + * @class + * @memberof PIXI.glCore.shader + * @param gl {WebGLRenderingContext} The current WebGL context {WebGLProgram} + * @param vertexSrc {string|string[]} The vertex shader source as an array of strings. + * @param fragmentSrc {string|string[]} The fragment shader source as an array of strings. + * @param attributeLocations {Object} An attribute location map that lets you manually set the attribute locations + * @return {WebGLProgram} the shader program + */ +var compileProgram = function(gl, vertexSrc, fragmentSrc, attributeLocations) +{ + var glVertShader = compileShader(gl, gl.VERTEX_SHADER, vertexSrc); + var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSrc); + + var program = gl.createProgram(); + + gl.attachShader(program, glVertShader); + gl.attachShader(program, glFragShader); + + // optionally, set the attributes manually for the program rather than letting WebGL decide.. + if(attributeLocations) + { + for(var i in attributeLocations) + { + gl.bindAttribLocation(program, attributeLocations[i], i); + } + } + + + gl.linkProgram(program); + + // if linking fails, then log and cleanup + if (!gl.getProgramParameter(program, gl.LINK_STATUS)) + { + console.error('Pixi.js Error: Could not initialize shader.'); + console.error('gl.VALIDATE_STATUS', gl.getProgramParameter(program, gl.VALIDATE_STATUS)); + console.error('gl.getError()', gl.getError()); + + // if there is a program info log, log it + if (gl.getProgramInfoLog(program) !== '') + { + console.warn('Pixi.js Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program)); + } + + gl.deleteProgram(program); + program = null; + } + + // clean up some shaders + gl.deleteShader(glVertShader); + gl.deleteShader(glFragShader); + + return program; +}; + +/** + * @private + * @param gl {WebGLRenderingContext} The current WebGL context {WebGLProgram} + * @param type {Number} the type, can be either VERTEX_SHADER or FRAGMENT_SHADER + * @param vertexSrc {string|string[]} The vertex shader source as an array of strings. + * @return {WebGLShader} the shader + */ +var compileShader = function (gl, type, src) +{ + var shader = gl.createShader(type); + + gl.shaderSource(shader, src); + gl.compileShader(shader); + + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) + { + console.log(gl.getShaderInfoLog(shader)); + return null; + } + + return shader; +}; + +module.exports = compileProgram; + +},{}],10:[function(require,module,exports){ +/** + * @class + * @memberof PIXI.glCore.shader + * @param type {String} Type of value + * @param size {Number} + */ +var defaultValue = function(type, size) +{ + switch (type) + { + case 'float': + return 0; + + case 'vec2': + return new Float32Array(2 * size); + + case 'vec3': + return new Float32Array(3 * size); + + case 'vec4': + return new Float32Array(4 * size); + + case 'int': + case 'sampler2D': + return 0; + + case 'ivec2': + return new Int32Array(2 * size); + + case 'ivec3': + return new Int32Array(3 * size); + + case 'ivec4': + return new Int32Array(4 * size); + + case 'bool': + return false; + + case 'bvec2': + + return booleanArray( 2 * size); + + case 'bvec3': + return booleanArray(3 * size); + + case 'bvec4': + return booleanArray(4 * size); + + case 'mat2': + return new Float32Array([1, 0, + 0, 1]); + + case 'mat3': + return new Float32Array([1, 0, 0, + 0, 1, 0, + 0, 0, 1]); + + case 'mat4': + return new Float32Array([1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1]); + } +}; + +var booleanArray = function(size) +{ + var array = new Array(size); + + for (var i = 0; i < array.length; i++) + { + array[i] = false; + } + + return array; +}; + +module.exports = defaultValue; + +},{}],11:[function(require,module,exports){ + +var mapType = require('./mapType'); +var mapSize = require('./mapSize'); + +/** + * Extracts the attributes + * @class + * @memberof PIXI.glCore.shader + * @param gl {WebGLRenderingContext} The current WebGL rendering context + * @param program {WebGLProgram} The shader program to get the attributes from + * @return attributes {Object} + */ +var extractAttributes = function(gl, program) +{ + var attributes = {}; + + var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES); + + for (var i = 0; i < totalAttributes; i++) + { + var attribData = gl.getActiveAttrib(program, i); + var type = mapType(gl, attribData.type); + + attributes[attribData.name] = { + type:type, + size:mapSize(type), + location:gl.getAttribLocation(program, attribData.name), + //TODO - make an attribute object + pointer: pointer + }; + } + + return attributes; +}; + +var pointer = function(type, normalized, stride, start){ + // console.log(this.location) + gl.vertexAttribPointer(this.location,this.size, type || gl.FLOAT, normalized || false, stride || 0, start || 0); +}; + +module.exports = extractAttributes; + +},{"./mapSize":15,"./mapType":16}],12:[function(require,module,exports){ +var mapType = require('./mapType'); +var defaultValue = require('./defaultValue'); + +/** + * Extracts the uniforms + * @class + * @memberof PIXI.glCore.shader + * @param gl {WebGLRenderingContext} The current WebGL rendering context + * @param program {WebGLProgram} The shader program to get the uniforms from + * @return uniforms {Object} + */ +var extractUniforms = function(gl, program) +{ + var uniforms = {}; + + var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); + + for (var i = 0; i < totalUniforms; i++) + { + var uniformData = gl.getActiveUniform(program, i); + var name = uniformData.name.replace(/\[.*?\]/, ""); + var type = mapType(gl, uniformData.type ); + + uniforms[name] = { + type:type, + size:uniformData.size, + location:gl.getUniformLocation(program, name), + value:defaultValue(type, uniformData.size) + }; + } + + return uniforms; +}; + +module.exports = extractUniforms; + +},{"./defaultValue":10,"./mapType":16}],13:[function(require,module,exports){ +/** + * Extracts the attributes + * @class + * @memberof PIXI.glCore.shader + * @param gl {WebGLRenderingContext} The current WebGL rendering context + * @param uniforms {Array} @mat ? + * @return attributes {Object} + */ +var generateUniformAccessObject = function(gl, uniformData) +{ + // this is the object we will be sending back. + // an object hierachy will be created for structs + var uniforms = {data:{}}; + + uniforms.gl = gl; + + var uniformKeys= Object.keys(uniformData); + + for (var i = 0; i < uniformKeys.length; i++) + { + var fullName = uniformKeys[i]; + + var nameTokens = fullName.split('.'); + var name = nameTokens[nameTokens.length - 1]; + + + var uniformGroup = getUniformGroup(nameTokens, uniforms); + + var uniform = uniformData[fullName]; + uniformGroup.data[name] = uniform; + + uniformGroup.gl = gl; + + Object.defineProperty(uniformGroup, name, { + get: generateGetter(name), + set: generateSetter(name, uniform) + }); + } + + return uniforms; +}; + +var generateGetter = function(name) +{ + var template = getterTemplate.replace('%%', name); + return new Function(template); // jshint ignore:line +}; + +var generateSetter = function(name, uniform) +{ + var template = setterTemplate.replace(/%%/g, name); + var setTemplate; + + if(uniform.size === 1) + { + setTemplate = GLSL_TO_SINGLE_SETTERS[uniform.type]; + } + else + { + setTemplate = GLSL_TO_ARRAY_SETTERS[uniform.type]; + } + + if(setTemplate) + { + template += "\nthis.gl." + setTemplate + ";"; + } + + return new Function('value', template); // jshint ignore:line +}; + +var getUniformGroup = function(nameTokens, uniform) +{ + var cur = uniform; + + for (var i = 0; i < nameTokens.length - 1; i++) + { + var o = cur[nameTokens[i]] || {data:{}}; + cur[nameTokens[i]] = o; + cur = o; + } + + return cur; +}; + +var getterTemplate = [ + 'return this.data.%%.value;', +].join('\n'); + +var setterTemplate = [ + 'this.data.%%.value = value;', + 'var location = this.data.%%.location;' +].join('\n'); + + +var GLSL_TO_SINGLE_SETTERS = { + + 'float': 'uniform1f(location, value)', + + 'vec2': 'uniform2f(location, value[0], value[1])', + 'vec3': 'uniform3f(location, value[0], value[1], value[2])', + 'vec4': 'uniform4f(location, value[0], value[1], value[2], value[3])', + + 'int': 'uniform1i(location, value)', + 'ivec2': 'uniform2i(location, value[0], value[1])', + 'ivec3': 'uniform3i(location, value[0], value[1], value[2])', + 'ivec4': 'uniform4i(location, value[0], value[1], value[2], value[3])', + + 'bool': 'uniform1i(location, value)', + 'bvec2': 'uniform2i(location, value[0], value[1])', + 'bvec3': 'uniform3i(location, value[0], value[1], value[2])', + 'bvec4': 'uniform4i(location, value[0], value[1], value[2], value[3])', + + 'mat2': 'uniformMatrix2fv(location, false, value)', + 'mat3': 'uniformMatrix3fv(location, false, value)', + 'mat4': 'uniformMatrix4fv(location, false, value)', + + 'sampler2D':'uniform1i(location, value)' +}; + +var GLSL_TO_ARRAY_SETTERS = { + + 'float': 'uniform1fv(location, value)', + + 'vec2': 'uniform2fv(location, value)', + 'vec3': 'uniform3fv(location, value)', + 'vec4': 'uniform4fv(location, value)', + + 'int': 'uniform1iv(location, value)', + 'ivec2': 'uniform2iv(location, value)', + 'ivec3': 'uniform3iv(location, value)', + 'ivec4': 'uniform4iv(location, value)', + + 'bool': 'uniform1iv(location, value)', + 'bvec2': 'uniform2iv(location, value)', + 'bvec3': 'uniform3iv(location, value)', + 'bvec4': 'uniform4iv(location, value)', + + 'sampler2D':'uniform1iv(location, value)' +}; + +module.exports = generateUniformAccessObject; + +},{}],14:[function(require,module,exports){ +module.exports = { + compileProgram: require('./compileProgram'), + defaultValue: require('./defaultValue'), + extractAttributes: require('./extractAttributes'), + extractUniforms: require('./extractUniforms'), + generateUniformAccessObject: require('./generateUniformAccessObject'), + setPrecision: require('./setPrecision'), + mapSize: require('./mapSize'), + mapType: require('./mapType') +}; +},{"./compileProgram":9,"./defaultValue":10,"./extractAttributes":11,"./extractUniforms":12,"./generateUniformAccessObject":13,"./mapSize":15,"./mapType":16,"./setPrecision":17}],15:[function(require,module,exports){ +/** + * @class + * @memberof PIXI.glCore.shader + * @param type {String} + * @return {Number} + */ +var mapSize = function(type) +{ + return GLSL_TO_SIZE[type]; +}; + + +var GLSL_TO_SIZE = { + 'float': 1, + 'vec2': 2, + 'vec3': 3, + 'vec4': 4, + + 'int': 1, + 'ivec2': 2, + 'ivec3': 3, + 'ivec4': 4, + + 'bool': 1, + 'bvec2': 2, + 'bvec3': 3, + 'bvec4': 4, + + 'mat2': 4, + 'mat3': 9, + 'mat4': 16, + + 'sampler2D': 1 +}; + +module.exports = mapSize; + +},{}],16:[function(require,module,exports){ + + +var mapSize = function(gl, type) +{ + if(!GL_TABLE) + { + var typeNames = Object.keys(GL_TO_GLSL_TYPES); + + GL_TABLE = {}; + + for(var i = 0; i < typeNames.length; ++i) + { + var tn = typeNames[i]; + GL_TABLE[ gl[tn] ] = GL_TO_GLSL_TYPES[tn]; + } + } + + return GL_TABLE[type]; +}; + +var GL_TABLE = null; + +var GL_TO_GLSL_TYPES = { + 'FLOAT': 'float', + 'FLOAT_VEC2': 'vec2', + 'FLOAT_VEC3': 'vec3', + 'FLOAT_VEC4': 'vec4', + + 'INT': 'int', + 'INT_VEC2': 'ivec2', + 'INT_VEC3': 'ivec3', + 'INT_VEC4': 'ivec4', + + 'BOOL': 'bool', + 'BOOL_VEC2': 'bvec2', + 'BOOL_VEC3': 'bvec3', + 'BOOL_VEC4': 'bvec4', + + 'FLOAT_MAT2': 'mat2', + 'FLOAT_MAT3': 'mat3', + 'FLOAT_MAT4': 'mat4', + + 'SAMPLER_2D': 'sampler2D' +}; + +module.exports = mapSize; + +},{}],17:[function(require,module,exports){ +/** + * Sets the float precision on the shader. If the precision is already present this function will do nothing + * @param {string} src the shader source + * @param {string} precision The float precision of the shader. Options are 'lowp', 'mediump' or 'highp'. + * + * @return {string} modified shader source + */ +var setPrecision = function(src, precision) +{ + if(src.substring(0, 9) !== 'precision') + { + return 'precision ' + precision + ' float;\n' + src; + } + + return src; +}; + +module.exports = setPrecision; + +},{}],18:[function(require,module,exports){ +/** + * Bit twiddling hacks for JavaScript. + * + * Author: Mikola Lysenko + * + * Ported from Stanford bit twiddling hack library: + * http://graphics.stanford.edu/~seander/bithacks.html + */ + +"use strict"; "use restrict"; + +//Number of bits in an integer +var INT_BITS = 32; + +//Constants +exports.INT_BITS = INT_BITS; +exports.INT_MAX = 0x7fffffff; +exports.INT_MIN = -1<<(INT_BITS-1); + +//Returns -1, 0, +1 depending on sign of x +exports.sign = function(v) { + return (v > 0) - (v < 0); +} + +//Computes absolute value of integer +exports.abs = function(v) { + var mask = v >> (INT_BITS-1); + return (v ^ mask) - mask; +} + +//Computes minimum of integers x and y +exports.min = function(x, y) { + return y ^ ((x ^ y) & -(x < y)); +} + +//Computes maximum of integers x and y +exports.max = function(x, y) { + return x ^ ((x ^ y) & -(x < y)); +} + +//Checks if a number is a power of two +exports.isPow2 = function(v) { + return !(v & (v-1)) && (!!v); +} + +//Computes log base 2 of v +exports.log2 = function(v) { + var r, shift; + r = (v > 0xFFFF) << 4; v >>>= r; + shift = (v > 0xFF ) << 3; v >>>= shift; r |= shift; + shift = (v > 0xF ) << 2; v >>>= shift; r |= shift; + shift = (v > 0x3 ) << 1; v >>>= shift; r |= shift; + return r | (v >> 1); +} + +//Computes log base 10 of v +exports.log10 = function(v) { + return (v >= 1000000000) ? 9 : (v >= 100000000) ? 8 : (v >= 10000000) ? 7 : + (v >= 1000000) ? 6 : (v >= 100000) ? 5 : (v >= 10000) ? 4 : + (v >= 1000) ? 3 : (v >= 100) ? 2 : (v >= 10) ? 1 : 0; +} + +//Counts number of bits +exports.popCount = function(v) { + v = v - ((v >>> 1) & 0x55555555); + v = (v & 0x33333333) + ((v >>> 2) & 0x33333333); + return ((v + (v >>> 4) & 0xF0F0F0F) * 0x1010101) >>> 24; +} + +//Counts number of trailing zeros +function countTrailingZeros(v) { + var c = 32; + v &= -v; + if (v) c--; + if (v & 0x0000FFFF) c -= 16; + if (v & 0x00FF00FF) c -= 8; + if (v & 0x0F0F0F0F) c -= 4; + if (v & 0x33333333) c -= 2; + if (v & 0x55555555) c -= 1; + return c; +} +exports.countTrailingZeros = countTrailingZeros; + +//Rounds to next power of 2 +exports.nextPow2 = function(v) { + v += v === 0; + --v; + v |= v >>> 1; + v |= v >>> 2; + v |= v >>> 4; + v |= v >>> 8; + v |= v >>> 16; + return v + 1; +} + +//Rounds down to previous power of 2 +exports.prevPow2 = function(v) { + v |= v >>> 1; + v |= v >>> 2; + v |= v >>> 4; + v |= v >>> 8; + v |= v >>> 16; + return v - (v>>>1); +} + +//Computes parity of word +exports.parity = function(v) { + v ^= v >>> 16; + v ^= v >>> 8; + v ^= v >>> 4; + v &= 0xf; + return (0x6996 >>> v) & 1; +} + +var REVERSE_TABLE = new Array(256); + +(function(tab) { + for(var i=0; i<256; ++i) { + var v = i, r = i, s = 7; + for (v >>>= 1; v; v >>>= 1) { + r <<= 1; + r |= v & 1; + --s; + } + tab[i] = (r << s) & 0xff; + } +})(REVERSE_TABLE); + +//Reverse bits in a 32 bit word +exports.reverse = function(v) { + return (REVERSE_TABLE[ v & 0xff] << 24) | + (REVERSE_TABLE[(v >>> 8) & 0xff] << 16) | + (REVERSE_TABLE[(v >>> 16) & 0xff] << 8) | + REVERSE_TABLE[(v >>> 24) & 0xff]; +} + +//Interleave bits of 2 coordinates with 16 bits. Useful for fast quadtree codes +exports.interleave2 = function(x, y) { + x &= 0xFFFF; + x = (x | (x << 8)) & 0x00FF00FF; + x = (x | (x << 4)) & 0x0F0F0F0F; + x = (x | (x << 2)) & 0x33333333; + x = (x | (x << 1)) & 0x55555555; + + y &= 0xFFFF; + y = (y | (y << 8)) & 0x00FF00FF; + y = (y | (y << 4)) & 0x0F0F0F0F; + y = (y | (y << 2)) & 0x33333333; + y = (y | (y << 1)) & 0x55555555; + + return x | (y << 1); +} + +//Extracts the nth interleaved component +exports.deinterleave2 = function(v, n) { + v = (v >>> n) & 0x55555555; + v = (v | (v >>> 1)) & 0x33333333; + v = (v | (v >>> 2)) & 0x0F0F0F0F; + v = (v | (v >>> 4)) & 0x00FF00FF; + v = (v | (v >>> 16)) & 0x000FFFF; + return (v << 16) >> 16; +} + + +//Interleave bits of 3 coordinates, each with 10 bits. Useful for fast octree codes +exports.interleave3 = function(x, y, z) { + x &= 0x3FF; + x = (x | (x<<16)) & 4278190335; + x = (x | (x<<8)) & 251719695; + x = (x | (x<<4)) & 3272356035; + x = (x | (x<<2)) & 1227133513; + + y &= 0x3FF; + y = (y | (y<<16)) & 4278190335; + y = (y | (y<<8)) & 251719695; + y = (y | (y<<4)) & 3272356035; + y = (y | (y<<2)) & 1227133513; + x |= (y << 1); + + z &= 0x3FF; + z = (z | (z<<16)) & 4278190335; + z = (z | (z<<8)) & 251719695; + z = (z | (z<<4)) & 3272356035; + z = (z | (z<<2)) & 1227133513; + + return x | (z << 2); +} + +//Extracts nth interleaved component of a 3-tuple +exports.deinterleave3 = function(v, n) { + v = (v >>> n) & 1227133513; + v = (v | (v>>>2)) & 3272356035; + v = (v | (v>>>4)) & 251719695; + v = (v | (v>>>8)) & 4278190335; + v = (v | (v>>>16)) & 0x3FF; + return (v<<22)>>22; +} + +//Computes next combination in colexicographic order (this is mistakenly called nextPermutation on the bit twiddling hacks page) +exports.nextCombination = function(v) { + var t = v | (v - 1); + return (t + 1) | (((~t & -~t) - 1) >>> (countTrailingZeros(v) + 1)); +} + + +},{}],19:[function(require,module,exports){ +'use strict'; + +module.exports = earcut; + +function earcut(data, holeIndices, dim) { + + dim = dim || 2; + + var hasHoles = holeIndices && holeIndices.length, + outerLen = hasHoles ? holeIndices[0] * dim : data.length, + outerNode = linkedList(data, 0, outerLen, dim, true), + triangles = []; + + if (!outerNode) return triangles; + + var minX, minY, maxX, maxY, x, y, size; + + if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim); + + // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox + if (data.length > 80 * dim) { + minX = maxX = data[0]; + minY = maxY = data[1]; + + for (var i = dim; i < outerLen; i += dim) { + x = data[i]; + y = data[i + 1]; + if (x < minX) minX = x; + if (y < minY) minY = y; + if (x > maxX) maxX = x; + if (y > maxY) maxY = y; + } + + // minX, minY and size are later used to transform coords into integers for z-order calculation + size = Math.max(maxX - minX, maxY - minY); + } + + earcutLinked(outerNode, triangles, dim, minX, minY, size); + + return triangles; +} + +// create a circular doubly linked list from polygon points in the specified winding order +function linkedList(data, start, end, dim, clockwise) { + var i, last; + + if (clockwise === (signedArea(data, start, end, dim) > 0)) { + for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last); + } else { + for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last); + } + + if (last && equals(last, last.next)) { + removeNode(last); + last = last.next; + } + + return last; +} + +// eliminate colinear or duplicate points +function filterPoints(start, end) { + if (!start) return start; + if (!end) end = start; + + var p = start, + again; + do { + again = false; + + if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) { + removeNode(p); + p = end = p.prev; + if (p === p.next) return null; + again = true; + + } else { + p = p.next; + } + } while (again || p !== end); + + return end; +} + +// main ear slicing loop which triangulates a polygon (given as a linked list) +function earcutLinked(ear, triangles, dim, minX, minY, size, pass) { + if (!ear) return; + + // interlink polygon nodes in z-order + if (!pass && size) indexCurve(ear, minX, minY, size); + + var stop = ear, + prev, next; + + // iterate through ears, slicing them one by one + while (ear.prev !== ear.next) { + prev = ear.prev; + next = ear.next; + + if (size ? isEarHashed(ear, minX, minY, size) : isEar(ear)) { + // cut off the triangle + triangles.push(prev.i / dim); + triangles.push(ear.i / dim); + triangles.push(next.i / dim); + + removeNode(ear); + + // skipping the next vertice leads to less sliver triangles + ear = next.next; + stop = next.next; + + continue; + } + + ear = next; + + // if we looped through the whole remaining polygon and can't find any more ears + if (ear === stop) { + // try filtering points and slicing again + if (!pass) { + earcutLinked(filterPoints(ear), triangles, dim, minX, minY, size, 1); + + // if this didn't work, try curing all small self-intersections locally + } else if (pass === 1) { + ear = cureLocalIntersections(ear, triangles, dim); + earcutLinked(ear, triangles, dim, minX, minY, size, 2); + + // as a last resort, try splitting the remaining polygon into two + } else if (pass === 2) { + splitEarcut(ear, triangles, dim, minX, minY, size); + } + + break; + } + } +} + +// check whether a polygon node forms a valid ear with adjacent nodes +function isEar(ear) { + var a = ear.prev, + b = ear, + c = ear.next; + + if (area(a, b, c) >= 0) return false; // reflex, can't be an ear + + // now make sure we don't have other points inside the potential ear + var p = ear.next.next; + + while (p !== ear.prev) { + if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && + area(p.prev, p, p.next) >= 0) return false; + p = p.next; + } + + return true; +} + +function isEarHashed(ear, minX, minY, size) { + var a = ear.prev, + b = ear, + c = ear.next; + + if (area(a, b, c) >= 0) return false; // reflex, can't be an ear + + // triangle bbox; min & max are calculated like this for speed + var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x), + minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y), + maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x), + maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y); + + // z-order range for the current triangle bbox; + var minZ = zOrder(minTX, minTY, minX, minY, size), + maxZ = zOrder(maxTX, maxTY, minX, minY, size); + + // first look for points inside the triangle in increasing z-order + var p = ear.nextZ; + + while (p && p.z <= maxZ) { + if (p !== ear.prev && p !== ear.next && + pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && + area(p.prev, p, p.next) >= 0) return false; + p = p.nextZ; + } + + // then look for points in decreasing z-order + p = ear.prevZ; + + while (p && p.z >= minZ) { + if (p !== ear.prev && p !== ear.next && + pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && + area(p.prev, p, p.next) >= 0) return false; + p = p.prevZ; + } + + return true; +} + +// go through all polygon nodes and cure small local self-intersections +function cureLocalIntersections(start, triangles, dim) { + var p = start; + do { + var a = p.prev, + b = p.next.next; + + if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) { + + triangles.push(a.i / dim); + triangles.push(p.i / dim); + triangles.push(b.i / dim); + + // remove two nodes involved + removeNode(p); + removeNode(p.next); + + p = start = b; + } + p = p.next; + } while (p !== start); + + return p; +} + +// try splitting polygon into two and triangulate them independently +function splitEarcut(start, triangles, dim, minX, minY, size) { + // look for a valid diagonal that divides the polygon into two + var a = start; + do { + var b = a.next.next; + while (b !== a.prev) { + if (a.i !== b.i && isValidDiagonal(a, b)) { + // split the polygon in two by the diagonal + var c = splitPolygon(a, b); + + // filter colinear points around the cuts + a = filterPoints(a, a.next); + c = filterPoints(c, c.next); + + // run earcut on each half + earcutLinked(a, triangles, dim, minX, minY, size); + earcutLinked(c, triangles, dim, minX, minY, size); + return; + } + b = b.next; + } + a = a.next; + } while (a !== start); +} + +// link every hole into the outer loop, producing a single-ring polygon without holes +function eliminateHoles(data, holeIndices, outerNode, dim) { + var queue = [], + i, len, start, end, list; + + for (i = 0, len = holeIndices.length; i < len; i++) { + start = holeIndices[i] * dim; + end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; + list = linkedList(data, start, end, dim, false); + if (list === list.next) list.steiner = true; + queue.push(getLeftmost(list)); + } + + queue.sort(compareX); + + // process holes from left to right + for (i = 0; i < queue.length; i++) { + eliminateHole(queue[i], outerNode); + outerNode = filterPoints(outerNode, outerNode.next); + } + + return outerNode; +} + +function compareX(a, b) { + return a.x - b.x; +} + +// find a bridge between vertices that connects hole with an outer ring and and link it +function eliminateHole(hole, outerNode) { + outerNode = findHoleBridge(hole, outerNode); + if (outerNode) { + var b = splitPolygon(outerNode, hole); + filterPoints(b, b.next); + } +} + +// David Eberly's algorithm for finding a bridge between hole and outer polygon +function findHoleBridge(hole, outerNode) { + var p = outerNode, + hx = hole.x, + hy = hole.y, + qx = -Infinity, + m; + + // find a segment intersected by a ray from the hole's leftmost point to the left; + // segment's endpoint with lesser x will be potential connection point + do { + if (hy <= p.y && hy >= p.next.y) { + var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y); + if (x <= hx && x > qx) { + qx = x; + if (x === hx) { + if (hy === p.y) return p; + if (hy === p.next.y) return p.next; + } + m = p.x < p.next.x ? p : p.next; + } + } + p = p.next; + } while (p !== outerNode); + + if (!m) return null; + + if (hx === qx) return m.prev; // hole touches outer segment; pick lower endpoint + + // look for points inside the triangle of hole point, segment intersection and endpoint; + // if there are no points found, we have a valid connection; + // otherwise choose the point of the minimum angle with the ray as connection point + + var stop = m, + mx = m.x, + my = m.y, + tanMin = Infinity, + tan; + + p = m.next; + + while (p !== stop) { + if (hx >= p.x && p.x >= mx && + pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) { + + tan = Math.abs(hy - p.y) / (hx - p.x); // tangential + + if ((tan < tanMin || (tan === tanMin && p.x > m.x)) && locallyInside(p, hole)) { + m = p; + tanMin = tan; + } + } + + p = p.next; + } + + return m; +} + +// interlink polygon nodes in z-order +function indexCurve(start, minX, minY, size) { + var p = start; + do { + if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, size); + p.prevZ = p.prev; + p.nextZ = p.next; + p = p.next; + } while (p !== start); + + p.prevZ.nextZ = null; + p.prevZ = null; + + sortLinked(p); +} + +// Simon Tatham's linked list merge sort algorithm +// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html +function sortLinked(list) { + var i, p, q, e, tail, numMerges, pSize, qSize, + inSize = 1; + + do { + p = list; + list = null; + tail = null; + numMerges = 0; + + while (p) { + numMerges++; + q = p; + pSize = 0; + for (i = 0; i < inSize; i++) { + pSize++; + q = q.nextZ; + if (!q) break; + } + + qSize = inSize; + + while (pSize > 0 || (qSize > 0 && q)) { + + if (pSize === 0) { + e = q; + q = q.nextZ; + qSize--; + } else if (qSize === 0 || !q) { + e = p; + p = p.nextZ; + pSize--; + } else if (p.z <= q.z) { + e = p; + p = p.nextZ; + pSize--; + } else { + e = q; + q = q.nextZ; + qSize--; + } + + if (tail) tail.nextZ = e; + else list = e; + + e.prevZ = tail; + tail = e; + } + + p = q; + } + + tail.nextZ = null; + inSize *= 2; + + } while (numMerges > 1); + + return list; +} + +// z-order of a point given coords and size of the data bounding box +function zOrder(x, y, minX, minY, size) { + // coords are transformed into non-negative 15-bit integer range + x = 32767 * (x - minX) / size; + y = 32767 * (y - minY) / size; + + x = (x | (x << 8)) & 0x00FF00FF; + x = (x | (x << 4)) & 0x0F0F0F0F; + x = (x | (x << 2)) & 0x33333333; + x = (x | (x << 1)) & 0x55555555; + + y = (y | (y << 8)) & 0x00FF00FF; + y = (y | (y << 4)) & 0x0F0F0F0F; + y = (y | (y << 2)) & 0x33333333; + y = (y | (y << 1)) & 0x55555555; + + return x | (y << 1); +} + +// find the leftmost node of a polygon ring +function getLeftmost(start) { + var p = start, + leftmost = start; + do { + if (p.x < leftmost.x) leftmost = p; + p = p.next; + } while (p !== start); + + return leftmost; +} + +// check if a point lies within a convex triangle +function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) { + return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 && + (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 && + (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0; +} + +// check if a diagonal between two polygon nodes is valid (lies in polygon interior) +function isValidDiagonal(a, b) { + return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && + locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b); +} + +// signed area of a triangle +function area(p, q, r) { + return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y); +} + +// check if two points are equal +function equals(p1, p2) { + return p1.x === p2.x && p1.y === p2.y; +} + +// check if two segments intersect +function intersects(p1, q1, p2, q2) { + if ((equals(p1, q1) && equals(p2, q2)) || + (equals(p1, q2) && equals(p2, q1))) return true; + return area(p1, q1, p2) > 0 !== area(p1, q1, q2) > 0 && + area(p2, q2, p1) > 0 !== area(p2, q2, q1) > 0; +} + +// check if a polygon diagonal intersects any polygon segments +function intersectsPolygon(a, b) { + var p = a; + do { + if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && + intersects(p, p.next, a, b)) return true; + p = p.next; + } while (p !== a); + + return false; +} + +// check if a polygon diagonal is locally inside the polygon +function locallyInside(a, b) { + return area(a.prev, a, a.next) < 0 ? + area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 : + area(a, b, a.prev) < 0 || area(a, a.next, b) < 0; +} + +// check if the middle point of a polygon diagonal is inside the polygon +function middleInside(a, b) { + var p = a, + inside = false, + px = (a.x + b.x) / 2, + py = (a.y + b.y) / 2; + do { + if (((p.y > py) !== (p.next.y > py)) && (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x)) + inside = !inside; + p = p.next; + } while (p !== a); + + return inside; +} + +// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; +// if one belongs to the outer ring and another to a hole, it merges it into a single ring +function splitPolygon(a, b) { + var a2 = new Node(a.i, a.x, a.y), + b2 = new Node(b.i, b.x, b.y), + an = a.next, + bp = b.prev; + + a.next = b; + b.prev = a; + + a2.next = an; + an.prev = a2; + + b2.next = a2; + a2.prev = b2; + + bp.next = b2; + b2.prev = bp; + + return b2; +} + +// create a node and optionally link it with previous one (in a circular doubly linked list) +function insertNode(i, x, y, last) { + var p = new Node(i, x, y); + + if (!last) { + p.prev = p; + p.next = p; + + } else { + p.next = last.next; + p.prev = last; + last.next.prev = p; + last.next = p; + } + return p; +} + +function removeNode(p) { + p.next.prev = p.prev; + p.prev.next = p.next; + + if (p.prevZ) p.prevZ.nextZ = p.nextZ; + if (p.nextZ) p.nextZ.prevZ = p.prevZ; +} + +function Node(i, x, y) { + // vertice index in coordinates array + this.i = i; + + // vertex coordinates + this.x = x; + this.y = y; + + // previous and next vertice nodes in a polygon ring + this.prev = null; + this.next = null; + + // z-order curve value + this.z = null; + + // previous and next nodes in z-order + this.prevZ = null; + this.nextZ = null; + + // indicates whether this is a steiner point + this.steiner = false; +} + +// return a percentage difference between the polygon area and its triangulation area; +// used to verify correctness of triangulation +earcut.deviation = function (data, holeIndices, dim, triangles) { + var hasHoles = holeIndices && holeIndices.length; + var outerLen = hasHoles ? holeIndices[0] * dim : data.length; + + var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim)); + if (hasHoles) { + for (var i = 0, len = holeIndices.length; i < len; i++) { + var start = holeIndices[i] * dim; + var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; + polygonArea -= Math.abs(signedArea(data, start, end, dim)); + } + } + + var trianglesArea = 0; + for (i = 0; i < triangles.length; i += 3) { + var a = triangles[i] * dim; + var b = triangles[i + 1] * dim; + var c = triangles[i + 2] * dim; + trianglesArea += Math.abs( + (data[a] - data[c]) * (data[b + 1] - data[a + 1]) - + (data[a] - data[b]) * (data[c + 1] - data[a + 1])); + } + + return polygonArea === 0 && trianglesArea === 0 ? 0 : + Math.abs((trianglesArea - polygonArea) / polygonArea); +}; + +function signedArea(data, start, end, dim) { + var sum = 0; + for (var i = start, j = end - dim; i < end; i += dim) { + sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]); + j = i; + } + return sum; +} + +// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts +earcut.flatten = function (data) { + var dim = data[0][0].length, + result = {vertices: [], holes: [], dimensions: dim}, + holeIndex = 0; + + for (var i = 0; i < data.length; i++) { + for (var j = 0; j < data[i].length; j++) { + for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]); + } + if (i > 0) { + holeIndex += data[i - 1].length; + result.holes.push(holeIndex); + } + } + return result; +}; + +},{}],20:[function(require,module,exports){ +'use strict'; + +var has = Object.prototype.hasOwnProperty + , prefix = '~'; + +/** + * Constructor to create a storage for our `EE` objects. + * An `Events` instance is a plain object whose properties are event names. + * + * @constructor + * @api private + */ +function Events() {} + +// +// We try to not inherit from `Object.prototype`. In some engines creating an +// instance in this way is faster than calling `Object.create(null)` directly. +// If `Object.create(null)` is not supported we prefix the event names with a +// character to make sure that the built-in object properties are not +// overridden or used as an attack vector. +// +if (Object.create) { + Events.prototype = Object.create(null); + + // + // This hack is needed because the `__proto__` property is still inherited in + // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5. + // + if (!new Events().__proto__) prefix = false; +} + +/** + * Representation of a single event listener. + * + * @param {Function} fn The listener function. + * @param {Mixed} context The context to invoke the listener with. + * @param {Boolean} [once=false] Specify if the listener is a one-time listener. + * @constructor + * @api private + */ +function EE(fn, context, once) { + this.fn = fn; + this.context = context; + this.once = once || false; +} + +/** + * Minimal `EventEmitter` interface that is molded against the Node.js + * `EventEmitter` interface. + * + * @constructor + * @api public + */ +function EventEmitter() { + this._events = new Events(); + this._eventsCount = 0; +} + +/** + * Return an array listing the events for which the emitter has registered + * listeners. + * + * @returns {Array} + * @api public + */ +EventEmitter.prototype.eventNames = function eventNames() { + var names = [] + , events + , name; + + if (this._eventsCount === 0) return names; + + for (name in (events = this._events)) { + if (has.call(events, name)) names.push(prefix ? name.slice(1) : name); + } + + if (Object.getOwnPropertySymbols) { + return names.concat(Object.getOwnPropertySymbols(events)); + } + + return names; +}; + +/** + * Return the listeners registered for a given event. + * + * @param {String|Symbol} event The event name. + * @param {Boolean} exists Only check if there are listeners. + * @returns {Array|Boolean} + * @api public + */ +EventEmitter.prototype.listeners = function listeners(event, exists) { + var evt = prefix ? prefix + event : event + , available = this._events[evt]; + + if (exists) return !!available; + if (!available) return []; + if (available.fn) return [available.fn]; + + for (var i = 0, l = available.length, ee = new Array(l); i < l; i++) { + ee[i] = available[i].fn; + } + + return ee; +}; + +/** + * Calls each of the listeners registered for a given event. + * + * @param {String|Symbol} event The event name. + * @returns {Boolean} `true` if the event had listeners, else `false`. + * @api public + */ +EventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) { + var evt = prefix ? prefix + event : event; + + if (!this._events[evt]) return false; + + var listeners = this._events[evt] + , len = arguments.length + , args + , i; + + if (listeners.fn) { + if (listeners.once) this.removeListener(event, listeners.fn, undefined, true); + + switch (len) { + case 1: return listeners.fn.call(listeners.context), true; + case 2: return listeners.fn.call(listeners.context, a1), true; + case 3: return listeners.fn.call(listeners.context, a1, a2), true; + case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true; + case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true; + case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true; + } + + for (i = 1, args = new Array(len -1); i < len; i++) { + args[i - 1] = arguments[i]; + } + + listeners.fn.apply(listeners.context, args); + } else { + var length = listeners.length + , j; + + for (i = 0; i < length; i++) { + if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true); + + switch (len) { + case 1: listeners[i].fn.call(listeners[i].context); break; + case 2: listeners[i].fn.call(listeners[i].context, a1); break; + case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break; + case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break; + default: + if (!args) for (j = 1, args = new Array(len -1); j < len; j++) { + args[j - 1] = arguments[j]; + } + + listeners[i].fn.apply(listeners[i].context, args); + } + } + } + + return true; +}; + +/** + * Add a listener for a given event. + * + * @param {String|Symbol} event The event name. + * @param {Function} fn The listener function. + * @param {Mixed} [context=this] The context to invoke the listener with. + * @returns {EventEmitter} `this`. + * @api public + */ +EventEmitter.prototype.on = function on(event, fn, context) { + var listener = new EE(fn, context || this) + , evt = prefix ? prefix + event : event; + + if (!this._events[evt]) this._events[evt] = listener, this._eventsCount++; + else if (!this._events[evt].fn) this._events[evt].push(listener); + else this._events[evt] = [this._events[evt], listener]; + + return this; +}; + +/** + * Add a one-time listener for a given event. + * + * @param {String|Symbol} event The event name. + * @param {Function} fn The listener function. + * @param {Mixed} [context=this] The context to invoke the listener with. + * @returns {EventEmitter} `this`. + * @api public + */ +EventEmitter.prototype.once = function once(event, fn, context) { + var listener = new EE(fn, context || this, true) + , evt = prefix ? prefix + event : event; + + if (!this._events[evt]) this._events[evt] = listener, this._eventsCount++; + else if (!this._events[evt].fn) this._events[evt].push(listener); + else this._events[evt] = [this._events[evt], listener]; + + return this; +}; + +/** + * Remove the listeners of a given event. + * + * @param {String|Symbol} event The event name. + * @param {Function} fn Only remove the listeners that match this function. + * @param {Mixed} context Only remove the listeners that have this context. + * @param {Boolean} once Only remove one-time listeners. + * @returns {EventEmitter} `this`. + * @api public + */ +EventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) { + var evt = prefix ? prefix + event : event; + + if (!this._events[evt]) return this; + if (!fn) { + if (--this._eventsCount === 0) this._events = new Events(); + else delete this._events[evt]; + return this; + } + + var listeners = this._events[evt]; + + if (listeners.fn) { + if ( + listeners.fn === fn + && (!once || listeners.once) + && (!context || listeners.context === context) + ) { + if (--this._eventsCount === 0) this._events = new Events(); + else delete this._events[evt]; + } + } else { + for (var i = 0, events = [], length = listeners.length; i < length; i++) { + if ( + listeners[i].fn !== fn + || (once && !listeners[i].once) + || (context && listeners[i].context !== context) + ) { + events.push(listeners[i]); + } + } + + // + // Reset the array, or remove it completely if we have no more listeners. + // + if (events.length) this._events[evt] = events.length === 1 ? events[0] : events; + else if (--this._eventsCount === 0) this._events = new Events(); + else delete this._events[evt]; + } + + return this; +}; + +/** + * Remove all listeners, or those of the specified event. + * + * @param {String|Symbol} [event] The event name. + * @returns {EventEmitter} `this`. + * @api public + */ +EventEmitter.prototype.removeAllListeners = function removeAllListeners(event) { + var evt; + + if (event) { + evt = prefix ? prefix + event : event; + if (this._events[evt]) { + if (--this._eventsCount === 0) this._events = new Events(); + else delete this._events[evt]; + } + } else { + this._events = new Events(); + this._eventsCount = 0; + } + + return this; +}; + +// +// Alias methods names because people roll like that. +// +EventEmitter.prototype.off = EventEmitter.prototype.removeListener; +EventEmitter.prototype.addListener = EventEmitter.prototype.on; + +// +// This function doesn't apply anymore. +// +EventEmitter.prototype.setMaxListeners = function setMaxListeners() { + return this; +}; + +// +// Expose the prefix. +// +EventEmitter.prefixed = prefix; + +// +// Allow `EventEmitter` to be imported as module namespace. +// +EventEmitter.EventEmitter = EventEmitter; + +// +// Expose the module. +// +if ('undefined' !== typeof module) { + module.exports = EventEmitter; +} + +},{}],21:[function(require,module,exports){ +/** + * isMobile.js v0.4.0 + * + * A simple library to detect Apple phones and tablets, + * Android phones and tablets, other mobile devices (like blackberry, mini-opera and windows phone), + * and any kind of seven inch device, via user agent sniffing. + * + * @author: Kai Mallea (kmallea@gmail.com) + * + * @license: http://creativecommons.org/publicdomain/zero/1.0/ + */ +(function (global) { + + var apple_phone = /iPhone/i, + apple_ipod = /iPod/i, + apple_tablet = /iPad/i, + android_phone = /(?=.*\bAndroid\b)(?=.*\bMobile\b)/i, // Match 'Android' AND 'Mobile' + android_tablet = /Android/i, + amazon_phone = /(?=.*\bAndroid\b)(?=.*\bSD4930UR\b)/i, + amazon_tablet = /(?=.*\bAndroid\b)(?=.*\b(?:KFOT|KFTT|KFJWI|KFJWA|KFSOWI|KFTHWI|KFTHWA|KFAPWI|KFAPWA|KFARWI|KFASWI|KFSAWI|KFSAWA)\b)/i, + windows_phone = /IEMobile/i, + windows_tablet = /(?=.*\bWindows\b)(?=.*\bARM\b)/i, // Match 'Windows' AND 'ARM' + other_blackberry = /BlackBerry/i, + other_blackberry_10 = /BB10/i, + other_opera = /Opera Mini/i, + other_chrome = /(CriOS|Chrome)(?=.*\bMobile\b)/i, + other_firefox = /(?=.*\bFirefox\b)(?=.*\bMobile\b)/i, // Match 'Firefox' AND 'Mobile' + seven_inch = new RegExp( + '(?:' + // Non-capturing group + + 'Nexus 7' + // Nexus 7 + + '|' + // OR + + 'BNTV250' + // B&N Nook Tablet 7 inch + + '|' + // OR + + 'Kindle Fire' + // Kindle Fire + + '|' + // OR + + 'Silk' + // Kindle Fire, Silk Accelerated + + '|' + // OR + + 'GT-P1000' + // Galaxy Tab 7 inch + + ')', // End non-capturing group + + 'i'); // Case-insensitive matching + + var match = function(regex, userAgent) { + return regex.test(userAgent); + }; + + var IsMobileClass = function(userAgent) { + var ua = userAgent || navigator.userAgent; + + // Facebook mobile app's integrated browser adds a bunch of strings that + // match everything. Strip it out if it exists. + var tmp = ua.split('[FBAN'); + if (typeof tmp[1] !== 'undefined') { + ua = tmp[0]; + } + + // Twitter mobile app's integrated browser on iPad adds a "Twitter for + // iPhone" string. Same probable happens on other tablet platforms. + // This will confuse detection so strip it out if it exists. + tmp = ua.split('Twitter'); + if (typeof tmp[1] !== 'undefined') { + ua = tmp[0]; + } + + this.apple = { + phone: match(apple_phone, ua), + ipod: match(apple_ipod, ua), + tablet: !match(apple_phone, ua) && match(apple_tablet, ua), + device: match(apple_phone, ua) || match(apple_ipod, ua) || match(apple_tablet, ua) + }; + this.amazon = { + phone: match(amazon_phone, ua), + tablet: !match(amazon_phone, ua) && match(amazon_tablet, ua), + device: match(amazon_phone, ua) || match(amazon_tablet, ua) + }; + this.android = { + phone: match(amazon_phone, ua) || match(android_phone, ua), + tablet: !match(amazon_phone, ua) && !match(android_phone, ua) && (match(amazon_tablet, ua) || match(android_tablet, ua)), + device: match(amazon_phone, ua) || match(amazon_tablet, ua) || match(android_phone, ua) || match(android_tablet, ua) + }; + this.windows = { + phone: match(windows_phone, ua), + tablet: match(windows_tablet, ua), + device: match(windows_phone, ua) || match(windows_tablet, ua) + }; + this.other = { + blackberry: match(other_blackberry, ua), + blackberry10: match(other_blackberry_10, ua), + opera: match(other_opera, ua), + firefox: match(other_firefox, ua), + chrome: match(other_chrome, ua), + device: match(other_blackberry, ua) || match(other_blackberry_10, ua) || match(other_opera, ua) || match(other_firefox, ua) || match(other_chrome, ua) + }; + this.seven_inch = match(seven_inch, ua); + this.any = this.apple.device || this.android.device || this.windows.device || this.other.device || this.seven_inch; + + // excludes 'other' devices and ipods, targeting touchscreen phones + this.phone = this.apple.phone || this.android.phone || this.windows.phone; + + // excludes 7 inch devices, classifying as phone or tablet is left to the user + this.tablet = this.apple.tablet || this.android.tablet || this.windows.tablet; + + if (typeof window === 'undefined') { + return this; + } + }; + + var instantiate = function() { + var IM = new IsMobileClass(); + IM.Class = IsMobileClass; + return IM; + }; + + if (typeof module !== 'undefined' && module.exports && typeof window === 'undefined') { + //node + module.exports = IsMobileClass; + } else if (typeof module !== 'undefined' && module.exports && typeof window !== 'undefined') { + //browserify + module.exports = instantiate(); + } else if (typeof define === 'function' && define.amd) { + //AMD + define('isMobile', [], global.isMobile = instantiate()); + } else { + global.isMobile = instantiate(); + } + +})(this); + +},{}],22:[function(require,module,exports){ +'use strict'; + +Object.defineProperty(exports, '__esModule', { + value: true +}); + +var _createClass = (function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ('value' in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; })(); + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError('Cannot call a class as a function'); } } + +var MiniSignalBinding = (function () { + function MiniSignalBinding(fn, once, thisArg) { + if (once === undefined) once = false; + + _classCallCheck(this, MiniSignalBinding); + + this._fn = fn; + this._once = once; + this._thisArg = thisArg; + this._next = this._prev = this._owner = null; + } + + _createClass(MiniSignalBinding, [{ + key: 'detach', + value: function detach() { + if (this._owner === null) return false; + this._owner.detach(this); + return true; + } + }]); + + return MiniSignalBinding; +})(); + +function _addMiniSignalBinding(self, node) { + if (!self._head) { + self._head = node; + self._tail = node; + } else { + self._tail._next = node; + node._prev = self._tail; + self._tail = node; + } + + node._owner = self; + + return node; +} + +var MiniSignal = (function () { + function MiniSignal() { + _classCallCheck(this, MiniSignal); + + this._head = this._tail = undefined; + } + + _createClass(MiniSignal, [{ + key: 'handlers', + value: function handlers() { + var exists = arguments.length <= 0 || arguments[0] === undefined ? false : arguments[0]; + + var node = this._head; + + if (exists) return !!node; + + var ee = []; + + while (node) { + ee.push(node); + node = node._next; + } + + return ee; + } + }, { + key: 'has', + value: function has(node) { + if (!(node instanceof MiniSignalBinding)) { + throw new Error('MiniSignal#has(): First arg must be a MiniSignalBinding object.'); + } + + return node._owner === this; + } + }, { + key: 'dispatch', + value: function dispatch() { + var node = this._head; + + if (!node) return false; + + while (node) { + if (node._once) this.detach(node); + node._fn.apply(node._thisArg, arguments); + node = node._next; + } + + return true; + } + }, { + key: 'add', + value: function add(fn) { + var thisArg = arguments.length <= 1 || arguments[1] === undefined ? null : arguments[1]; + + if (typeof fn !== 'function') { + throw new Error('MiniSignal#add(): First arg must be a Function.'); + } + return _addMiniSignalBinding(this, new MiniSignalBinding(fn, false, thisArg)); + } + }, { + key: 'once', + value: function once(fn) { + var thisArg = arguments.length <= 1 || arguments[1] === undefined ? null : arguments[1]; + + if (typeof fn !== 'function') { + throw new Error('MiniSignal#once(): First arg must be a Function.'); + } + return _addMiniSignalBinding(this, new MiniSignalBinding(fn, true, thisArg)); + } + }, { + key: 'detach', + value: function detach(node) { + if (!(node instanceof MiniSignalBinding)) { + throw new Error('MiniSignal#detach(): First arg must be a MiniSignalBinding object.'); + } + if (node._owner !== this) return this; + + if (node._prev) node._prev._next = node._next; + if (node._next) node._next._prev = node._prev; + + if (node === this._head) { + this._head = node._next; + if (node._next === null) { + this._tail = null; + } + } else if (node === this._tail) { + this._tail = node._prev; + this._tail._next = null; + } + + node._owner = null; + return this; + } + }, { + key: 'detachAll', + value: function detachAll() { + var node = this._head; + if (!node) return this; + + this._head = this._tail = null; + + while (node) { + node._owner = null; + node = node._next; + } + return this; + } + }]); + + return MiniSignal; +})(); + +MiniSignal.MiniSignalBinding = MiniSignalBinding; + +exports['default'] = MiniSignal; +module.exports = exports['default']; + +},{}],23:[function(require,module,exports){ +'use strict'; +/* eslint-disable no-unused-vars */ +var hasOwnProperty = Object.prototype.hasOwnProperty; +var propIsEnumerable = Object.prototype.propertyIsEnumerable; + +function toObject(val) { + if (val === null || val === undefined) { + throw new TypeError('Object.assign cannot be called with null or undefined'); + } + + return Object(val); +} + +function shouldUseNative() { + try { + if (!Object.assign) { + return false; + } + + // Detect buggy property enumeration order in older V8 versions. + + // https://bugs.chromium.org/p/v8/issues/detail?id=4118 + var test1 = new String('abc'); // eslint-disable-line + test1[5] = 'de'; + if (Object.getOwnPropertyNames(test1)[0] === '5') { + return false; + } + + // https://bugs.chromium.org/p/v8/issues/detail?id=3056 + var test2 = {}; + for (var i = 0; i < 10; i++) { + test2['_' + String.fromCharCode(i)] = i; + } + var order2 = Object.getOwnPropertyNames(test2).map(function (n) { + return test2[n]; + }); + if (order2.join('') !== '0123456789') { + return false; + } + + // https://bugs.chromium.org/p/v8/issues/detail?id=3056 + var test3 = {}; + 'abcdefghijklmnopqrst'.split('').forEach(function (letter) { + test3[letter] = letter; + }); + if (Object.keys(Object.assign({}, test3)).join('') !== + 'abcdefghijklmnopqrst') { + return false; + } + + return true; + } catch (e) { + // We don't expect any of the above to throw, but better to be safe. + return false; + } +} + +module.exports = shouldUseNative() ? Object.assign : function (target, source) { + var from; + var to = toObject(target); + var symbols; + + for (var s = 1; s < arguments.length; s++) { + from = Object(arguments[s]); + + for (var key in from) { + if (hasOwnProperty.call(from, key)) { + to[key] = from[key]; + } + } + + if (Object.getOwnPropertySymbols) { + symbols = Object.getOwnPropertySymbols(from); + for (var i = 0; i < symbols.length; i++) { + if (propIsEnumerable.call(from, symbols[i])) { + to[symbols[i]] = from[symbols[i]]; + } + } + } + } + + return to; +}; + +},{}],24:[function(require,module,exports){ +'use strict' + +module.exports = function parseURI (str, opts) { + opts = opts || {} + + var o = { + key: ['source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host', 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'], + q: { + name: 'queryKey', + parser: /(?:^|&)([^&=]*)=?([^&]*)/g + }, + parser: { + strict: /^(?:([^:\/?#]+):)?(?:\/\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?))?((((?:[^?#\/]*\/)*)([^?#]*))(?:\?([^#]*))?(?:#(.*))?)/, + loose: /^(?:(?![^:@]+:[^:@\/]*@)([^:\/?#.]+):)?(?:\/\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?)(((\/(?:[^?#](?![^?#\/]*\.[^?#\/.]+(?:[?#]|$)))*\/?)?([^?#\/]*))(?:\?([^#]*))?(?:#(.*))?)/ + } + } + + var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str) + var uri = {} + var i = 14 + + while (i--) uri[o.key[i]] = m[i] || '' + + uri[o.q.name] = {} + uri[o.key[12]].replace(o.q.parser, function ($0, $1, $2) { + if ($1) uri[o.q.name][$1] = $2 + }) + + return uri +} + +},{}],25:[function(require,module,exports){ +(function (process){ +// Copyright Joyent, Inc. and other Node contributors. +// +// Permission is hereby granted, free of charge, to any person obtaining a +// copy of this software and associated documentation files (the +// "Software"), to deal in the Software without restriction, including +// without limitation the rights to use, copy, modify, merge, publish, +// distribute, sublicense, and/or sell copies of the Software, and to permit +// persons to whom the Software is furnished to do so, subject to the +// following conditions: +// +// The above copyright notice and this permission notice shall be included +// in all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS +// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN +// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, +// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR +// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE +// USE OR OTHER DEALINGS IN THE SOFTWARE. + +// resolves . and .. elements in a path array with directory names there +// must be no slashes, empty elements, or device names (c:\) in the array +// (so also no leading and trailing slashes - it does not distinguish +// relative and absolute paths) +function normalizeArray(parts, allowAboveRoot) { + // if the path tries to go above the root, `up` ends up > 0 + var up = 0; + for (var i = parts.length - 1; i >= 0; i--) { + var last = parts[i]; + if (last === '.') { + parts.splice(i, 1); + } else if (last === '..') { + parts.splice(i, 1); + up++; + } else if (up) { + parts.splice(i, 1); + up--; + } + } + + // if the path is allowed to go above the root, restore leading ..s + if (allowAboveRoot) { + for (; up--; up) { + parts.unshift('..'); + } + } + + return parts; +} + +// Split a filename into [root, dir, basename, ext], unix version +// 'root' is just a slash, or nothing. +var splitPathRe = + /^(\/?|)([\s\S]*?)((?:\.{1,2}|[^\/]+?|)(\.[^.\/]*|))(?:[\/]*)$/; +var splitPath = function(filename) { + return splitPathRe.exec(filename).slice(1); +}; + +// path.resolve([from ...], to) +// posix version +exports.resolve = function() { + var resolvedPath = '', + resolvedAbsolute = false; + + for (var i = arguments.length - 1; i >= -1 && !resolvedAbsolute; i--) { + var path = (i >= 0) ? arguments[i] : process.cwd(); + + // Skip empty and invalid entries + if (typeof path !== 'string') { + throw new TypeError('Arguments to path.resolve must be strings'); + } else if (!path) { + continue; + } + + resolvedPath = path + '/' + resolvedPath; + resolvedAbsolute = path.charAt(0) === '/'; + } + + // At this point the path should be resolved to a full absolute path, but + // handle relative paths to be safe (might happen when process.cwd() fails) + + // Normalize the path + resolvedPath = normalizeArray(filter(resolvedPath.split('/'), function(p) { + return !!p; + }), !resolvedAbsolute).join('/'); + + return ((resolvedAbsolute ? '/' : '') + resolvedPath) || '.'; +}; + +// path.normalize(path) +// posix version +exports.normalize = function(path) { + var isAbsolute = exports.isAbsolute(path), + trailingSlash = substr(path, -1) === '/'; + + // Normalize the path + path = normalizeArray(filter(path.split('/'), function(p) { + return !!p; + }), !isAbsolute).join('/'); + + if (!path && !isAbsolute) { + path = '.'; + } + if (path && trailingSlash) { + path += '/'; + } + + return (isAbsolute ? '/' : '') + path; +}; + +// posix version +exports.isAbsolute = function(path) { + return path.charAt(0) === '/'; +}; + +// posix version +exports.join = function() { + var paths = Array.prototype.slice.call(arguments, 0); + return exports.normalize(filter(paths, function(p, index) { + if (typeof p !== 'string') { + throw new TypeError('Arguments to path.join must be strings'); + } + return p; + }).join('/')); +}; + + +// path.relative(from, to) +// posix version +exports.relative = function(from, to) { + from = exports.resolve(from).substr(1); + to = exports.resolve(to).substr(1); + + function trim(arr) { + var start = 0; + for (; start < arr.length; start++) { + if (arr[start] !== '') break; + } + + var end = arr.length - 1; + for (; end >= 0; end--) { + if (arr[end] !== '') break; + } + + if (start > end) return []; + return arr.slice(start, end - start + 1); + } + + var fromParts = trim(from.split('/')); + var toParts = trim(to.split('/')); + + var length = Math.min(fromParts.length, toParts.length); + var samePartsLength = length; + for (var i = 0; i < length; i++) { + if (fromParts[i] !== toParts[i]) { + samePartsLength = i; + break; + } + } + + var outputParts = []; + for (var i = samePartsLength; i < fromParts.length; i++) { + outputParts.push('..'); + } + + outputParts = outputParts.concat(toParts.slice(samePartsLength)); + + return outputParts.join('/'); +}; + +exports.sep = '/'; +exports.delimiter = ':'; + +exports.dirname = function(path) { + var result = splitPath(path), + root = result[0], + dir = result[1]; + + if (!root && !dir) { + // No dirname whatsoever + return '.'; + } + + if (dir) { + // It has a dirname, strip trailing slash + dir = dir.substr(0, dir.length - 1); + } + + return root + dir; +}; + + +exports.basename = function(path, ext) { + var f = splitPath(path)[2]; + // TODO: make this comparison case-insensitive on windows? + if (ext && f.substr(-1 * ext.length) === ext) { + f = f.substr(0, f.length - ext.length); + } + return f; +}; + + +exports.extname = function(path) { + return splitPath(path)[3]; +}; + +function filter (xs, f) { + if (xs.filter) return xs.filter(f); + var res = []; + for (var i = 0; i < xs.length; i++) { + if (f(xs[i], i, xs)) res.push(xs[i]); + } + return res; +} + +// String.prototype.substr - negative index don't work in IE8 +var substr = 'ab'.substr(-1) === 'b' + ? function (str, start, len) { return str.substr(start, len) } + : function (str, start, len) { + if (start < 0) start = str.length + start; + return str.substr(start, len); + } +; + +}).call(this,require('_process')) + +},{"_process":26}],26:[function(require,module,exports){ +// shim for using process in browser +var process = module.exports = {}; + +// cached from whatever global is present so that test runners that stub it +// don't break things. But we need to wrap it in a try catch in case it is +// wrapped in strict mode code which doesn't define any globals. It's inside a +// function because try/catches deoptimize in certain engines. + +var cachedSetTimeout; +var cachedClearTimeout; + +function defaultSetTimout() { + throw new Error('setTimeout has not been defined'); +} +function defaultClearTimeout () { + throw new Error('clearTimeout has not been defined'); +} +(function () { + try { + if (typeof setTimeout === 'function') { + cachedSetTimeout = setTimeout; + } else { + cachedSetTimeout = defaultSetTimout; + } + } catch (e) { + cachedSetTimeout = defaultSetTimout; + } + try { + if (typeof clearTimeout === 'function') { + cachedClearTimeout = clearTimeout; + } else { + cachedClearTimeout = defaultClearTimeout; + } + } catch (e) { + cachedClearTimeout = defaultClearTimeout; + } +} ()) +function runTimeout(fun) { + if (cachedSetTimeout === setTimeout) { + //normal enviroments in sane situations + return setTimeout(fun, 0); + } + // if setTimeout wasn't available but was latter defined + if ((cachedSetTimeout === defaultSetTimout || !cachedSetTimeout) && setTimeout) { + cachedSetTimeout = setTimeout; + return setTimeout(fun, 0); + } + try { + // when when somebody has screwed with setTimeout but no I.E. maddness + return cachedSetTimeout(fun, 0); + } catch(e){ + try { + // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally + return cachedSetTimeout.call(null, fun, 0); + } catch(e){ + // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error + return cachedSetTimeout.call(this, fun, 0); + } + } + + +} +function runClearTimeout(marker) { + if (cachedClearTimeout === clearTimeout) { + //normal enviroments in sane situations + return clearTimeout(marker); + } + // if clearTimeout wasn't available but was latter defined + if ((cachedClearTimeout === defaultClearTimeout || !cachedClearTimeout) && clearTimeout) { + cachedClearTimeout = clearTimeout; + return clearTimeout(marker); + } + try { + // when when somebody has screwed with setTimeout but no I.E. maddness + return cachedClearTimeout(marker); + } catch (e){ + try { + // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally + return cachedClearTimeout.call(null, marker); + } catch (e){ + // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error. + // Some versions of I.E. have different rules for clearTimeout vs setTimeout + return cachedClearTimeout.call(this, marker); + } + } + + + +} +var queue = []; +var draining = false; +var currentQueue; +var queueIndex = -1; + +function cleanUpNextTick() { + if (!draining || !currentQueue) { + return; + } + draining = false; + if (currentQueue.length) { + queue = currentQueue.concat(queue); + } else { + queueIndex = -1; + } + if (queue.length) { + drainQueue(); + } +} + +function drainQueue() { + if (draining) { + return; + } + var timeout = runTimeout(cleanUpNextTick); + draining = true; + + var len = queue.length; + while(len) { + currentQueue = queue; + queue = []; + while (++queueIndex < len) { + if (currentQueue) { + currentQueue[queueIndex].run(); + } + } + queueIndex = -1; + len = queue.length; + } + currentQueue = null; + draining = false; + runClearTimeout(timeout); +} + +process.nextTick = function (fun) { + var args = new Array(arguments.length - 1); + if (arguments.length > 1) { + for (var i = 1; i < arguments.length; i++) { + args[i - 1] = arguments[i]; + } + } + queue.push(new Item(fun, args)); + if (queue.length === 1 && !draining) { + runTimeout(drainQueue); + } +}; + +// v8 likes predictible objects +function Item(fun, array) { + this.fun = fun; + this.array = array; +} +Item.prototype.run = function () { + this.fun.apply(null, this.array); +}; +process.title = 'browser'; +process.browser = true; +process.env = {}; +process.argv = []; +process.version = ''; // empty string to avoid regexp issues +process.versions = {}; + +function noop() {} + +process.on = noop; +process.addListener = noop; +process.once = noop; +process.off = noop; +process.removeListener = noop; +process.removeAllListeners = noop; +process.emit = noop; + +process.binding = function (name) { + throw new Error('process.binding is not supported'); +}; + +process.cwd = function () { return '/' }; +process.chdir = function (dir) { + throw new Error('process.chdir is not supported'); +}; +process.umask = function() { return 0; }; + +},{}],27:[function(require,module,exports){ +(function (global){ +/*! https://mths.be/punycode v1.4.1 by @mathias */ +;(function(root) { + + /** Detect free variables */ + var freeExports = typeof exports == 'object' && exports && + !exports.nodeType && exports; + var freeModule = typeof module == 'object' && module && + !module.nodeType && module; + var freeGlobal = typeof global == 'object' && global; + if ( + freeGlobal.global === freeGlobal || + freeGlobal.window === freeGlobal || + freeGlobal.self === freeGlobal + ) { + root = freeGlobal; + } + + /** + * The `punycode` object. + * @name punycode + * @type Object + */ + var punycode, + + /** Highest positive signed 32-bit float value */ + maxInt = 2147483647, // aka. 0x7FFFFFFF or 2^31-1 + + /** Bootstring parameters */ + base = 36, + tMin = 1, + tMax = 26, + skew = 38, + damp = 700, + initialBias = 72, + initialN = 128, // 0x80 + delimiter = '-', // '\x2D' + + /** Regular expressions */ + regexPunycode = /^xn--/, + regexNonASCII = /[^\x20-\x7E]/, // unprintable ASCII chars + non-ASCII chars + regexSeparators = /[\x2E\u3002\uFF0E\uFF61]/g, // RFC 3490 separators + + /** Error messages */ + errors = { + 'overflow': 'Overflow: input needs wider integers to process', + 'not-basic': 'Illegal input >= 0x80 (not a basic code point)', + 'invalid-input': 'Invalid input' + }, + + /** Convenience shortcuts */ + baseMinusTMin = base - tMin, + floor = Math.floor, + stringFromCharCode = String.fromCharCode, + + /** Temporary variable */ + key; + + /*--------------------------------------------------------------------------*/ + + /** + * A generic error utility function. + * @private + * @param {String} type The error type. + * @returns {Error} Throws a `RangeError` with the applicable error message. + */ + function error(type) { + throw new RangeError(errors[type]); + } + + /** + * A generic `Array#map` utility function. + * @private + * @param {Array} array The array to iterate over. + * @param {Function} callback The function that gets called for every array + * item. + * @returns {Array} A new array of values returned by the callback function. + */ + function map(array, fn) { + var length = array.length; + var result = []; + while (length--) { + result[length] = fn(array[length]); + } + return result; + } + + /** + * A simple `Array#map`-like wrapper to work with domain name strings or email + * addresses. + * @private + * @param {String} domain The domain name or email address. + * @param {Function} callback The function that gets called for every + * character. + * @returns {Array} A new string of characters returned by the callback + * function. + */ + function mapDomain(string, fn) { + var parts = string.split('@'); + var result = ''; + if (parts.length > 1) { + // In email addresses, only the domain name should be punycoded. Leave + // the local part (i.e. everything up to `@`) intact. + result = parts[0] + '@'; + string = parts[1]; + } + // Avoid `split(regex)` for IE8 compatibility. See #17. + string = string.replace(regexSeparators, '\x2E'); + var labels = string.split('.'); + var encoded = map(labels, fn).join('.'); + return result + encoded; + } + + /** + * Creates an array containing the numeric code points of each Unicode + * character in the string. While JavaScript uses UCS-2 internally, + * this function will convert a pair of surrogate halves (each of which + * UCS-2 exposes as separate characters) into a single code point, + * matching UTF-16. + * @see `punycode.ucs2.encode` + * @see + * @memberOf punycode.ucs2 + * @name decode + * @param {String} string The Unicode input string (UCS-2). + * @returns {Array} The new array of code points. + */ + function ucs2decode(string) { + var output = [], + counter = 0, + length = string.length, + value, + extra; + while (counter < length) { + value = string.charCodeAt(counter++); + if (value >= 0xD800 && value <= 0xDBFF && counter < length) { + // high surrogate, and there is a next character + extra = string.charCodeAt(counter++); + if ((extra & 0xFC00) == 0xDC00) { // low surrogate + output.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000); + } else { + // unmatched surrogate; only append this code unit, in case the next + // code unit is the high surrogate of a surrogate pair + output.push(value); + counter--; + } + } else { + output.push(value); + } + } + return output; + } + + /** + * Creates a string based on an array of numeric code points. + * @see `punycode.ucs2.decode` + * @memberOf punycode.ucs2 + * @name encode + * @param {Array} codePoints The array of numeric code points. + * @returns {String} The new Unicode string (UCS-2). + */ + function ucs2encode(array) { + return map(array, function(value) { + var output = ''; + if (value > 0xFFFF) { + value -= 0x10000; + output += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800); + value = 0xDC00 | value & 0x3FF; + } + output += stringFromCharCode(value); + return output; + }).join(''); + } + + /** + * Converts a basic code point into a digit/integer. + * @see `digitToBasic()` + * @private + * @param {Number} codePoint The basic numeric code point value. + * @returns {Number} The numeric value of a basic code point (for use in + * representing integers) in the range `0` to `base - 1`, or `base` if + * the code point does not represent a value. + */ + function basicToDigit(codePoint) { + if (codePoint - 48 < 10) { + return codePoint - 22; + } + if (codePoint - 65 < 26) { + return codePoint - 65; + } + if (codePoint - 97 < 26) { + return codePoint - 97; + } + return base; + } + + /** + * Converts a digit/integer into a basic code point. + * @see `basicToDigit()` + * @private + * @param {Number} digit The numeric value of a basic code point. + * @returns {Number} The basic code point whose value (when used for + * representing integers) is `digit`, which needs to be in the range + * `0` to `base - 1`. If `flag` is non-zero, the uppercase form is + * used; else, the lowercase form is used. The behavior is undefined + * if `flag` is non-zero and `digit` has no uppercase form. + */ + function digitToBasic(digit, flag) { + // 0..25 map to ASCII a..z or A..Z + // 26..35 map to ASCII 0..9 + return digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5); + } + + /** + * Bias adaptation function as per section 3.4 of RFC 3492. + * https://tools.ietf.org/html/rfc3492#section-3.4 + * @private + */ + function adapt(delta, numPoints, firstTime) { + var k = 0; + delta = firstTime ? floor(delta / damp) : delta >> 1; + delta += floor(delta / numPoints); + for (/* no initialization */; delta > baseMinusTMin * tMax >> 1; k += base) { + delta = floor(delta / baseMinusTMin); + } + return floor(k + (baseMinusTMin + 1) * delta / (delta + skew)); + } + + /** + * Converts a Punycode string of ASCII-only symbols to a string of Unicode + * symbols. + * @memberOf punycode + * @param {String} input The Punycode string of ASCII-only symbols. + * @returns {String} The resulting string of Unicode symbols. + */ + function decode(input) { + // Don't use UCS-2 + var output = [], + inputLength = input.length, + out, + i = 0, + n = initialN, + bias = initialBias, + basic, + j, + index, + oldi, + w, + k, + digit, + t, + /** Cached calculation results */ + baseMinusT; + + // Handle the basic code points: let `basic` be the number of input code + // points before the last delimiter, or `0` if there is none, then copy + // the first basic code points to the output. + + basic = input.lastIndexOf(delimiter); + if (basic < 0) { + basic = 0; + } + + for (j = 0; j < basic; ++j) { + // if it's not a basic code point + if (input.charCodeAt(j) >= 0x80) { + error('not-basic'); + } + output.push(input.charCodeAt(j)); + } + + // Main decoding loop: start just after the last delimiter if any basic code + // points were copied; start at the beginning otherwise. + + for (index = basic > 0 ? basic + 1 : 0; index < inputLength; /* no final expression */) { + + // `index` is the index of the next character to be consumed. + // Decode a generalized variable-length integer into `delta`, + // which gets added to `i`. The overflow checking is easier + // if we increase `i` as we go, then subtract off its starting + // value at the end to obtain `delta`. + for (oldi = i, w = 1, k = base; /* no condition */; k += base) { + + if (index >= inputLength) { + error('invalid-input'); + } + + digit = basicToDigit(input.charCodeAt(index++)); + + if (digit >= base || digit > floor((maxInt - i) / w)) { + error('overflow'); + } + + i += digit * w; + t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias); + + if (digit < t) { + break; + } + + baseMinusT = base - t; + if (w > floor(maxInt / baseMinusT)) { + error('overflow'); + } + + w *= baseMinusT; + + } + + out = output.length + 1; + bias = adapt(i - oldi, out, oldi == 0); + + // `i` was supposed to wrap around from `out` to `0`, + // incrementing `n` each time, so we'll fix that now: + if (floor(i / out) > maxInt - n) { + error('overflow'); + } + + n += floor(i / out); + i %= out; + + // Insert `n` at position `i` of the output + output.splice(i++, 0, n); + + } + + return ucs2encode(output); + } + + /** + * Converts a string of Unicode symbols (e.g. a domain name label) to a + * Punycode string of ASCII-only symbols. + * @memberOf punycode + * @param {String} input The string of Unicode symbols. + * @returns {String} The resulting Punycode string of ASCII-only symbols. + */ + function encode(input) { + var n, + delta, + handledCPCount, + basicLength, + bias, + j, + m, + q, + k, + t, + currentValue, + output = [], + /** `inputLength` will hold the number of code points in `input`. */ + inputLength, + /** Cached calculation results */ + handledCPCountPlusOne, + baseMinusT, + qMinusT; + + // Convert the input in UCS-2 to Unicode + input = ucs2decode(input); + + // Cache the length + inputLength = input.length; + + // Initialize the state + n = initialN; + delta = 0; + bias = initialBias; + + // Handle the basic code points + for (j = 0; j < inputLength; ++j) { + currentValue = input[j]; + if (currentValue < 0x80) { + output.push(stringFromCharCode(currentValue)); + } + } + + handledCPCount = basicLength = output.length; + + // `handledCPCount` is the number of code points that have been handled; + // `basicLength` is the number of basic code points. + + // Finish the basic string - if it is not empty - with a delimiter + if (basicLength) { + output.push(delimiter); + } + + // Main encoding loop: + while (handledCPCount < inputLength) { + + // All non-basic code points < n have been handled already. Find the next + // larger one: + for (m = maxInt, j = 0; j < inputLength; ++j) { + currentValue = input[j]; + if (currentValue >= n && currentValue < m) { + m = currentValue; + } + } + + // Increase `delta` enough to advance the decoder's state to , + // but guard against overflow + handledCPCountPlusOne = handledCPCount + 1; + if (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) { + error('overflow'); + } + + delta += (m - n) * handledCPCountPlusOne; + n = m; + + for (j = 0; j < inputLength; ++j) { + currentValue = input[j]; + + if (currentValue < n && ++delta > maxInt) { + error('overflow'); + } + + if (currentValue == n) { + // Represent delta as a generalized variable-length integer + for (q = delta, k = base; /* no condition */; k += base) { + t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias); + if (q < t) { + break; + } + qMinusT = q - t; + baseMinusT = base - t; + output.push( + stringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0)) + ); + q = floor(qMinusT / baseMinusT); + } + + output.push(stringFromCharCode(digitToBasic(q, 0))); + bias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength); + delta = 0; + ++handledCPCount; + } + } + + ++delta; + ++n; + + } + return output.join(''); + } + + /** + * Converts a Punycode string representing a domain name or an email address + * to Unicode. Only the Punycoded parts of the input will be converted, i.e. + * it doesn't matter if you call it on a string that has already been + * converted to Unicode. + * @memberOf punycode + * @param {String} input The Punycoded domain name or email address to + * convert to Unicode. + * @returns {String} The Unicode representation of the given Punycode + * string. + */ + function toUnicode(input) { + return mapDomain(input, function(string) { + return regexPunycode.test(string) + ? decode(string.slice(4).toLowerCase()) + : string; + }); + } + + /** + * Converts a Unicode string representing a domain name or an email address to + * Punycode. Only the non-ASCII parts of the domain name will be converted, + * i.e. it doesn't matter if you call it with a domain that's already in + * ASCII. + * @memberOf punycode + * @param {String} input The domain name or email address to convert, as a + * Unicode string. + * @returns {String} The Punycode representation of the given domain name or + * email address. + */ + function toASCII(input) { + return mapDomain(input, function(string) { + return regexNonASCII.test(string) + ? 'xn--' + encode(string) + : string; + }); + } + + /*--------------------------------------------------------------------------*/ + + /** Define the public API */ + punycode = { + /** + * A string representing the current Punycode.js version number. + * @memberOf punycode + * @type String + */ + 'version': '1.4.1', + /** + * An object of methods to convert from JavaScript's internal character + * representation (UCS-2) to Unicode code points, and back. + * @see + * @memberOf punycode + * @type Object + */ + 'ucs2': { + 'decode': ucs2decode, + 'encode': ucs2encode + }, + 'decode': decode, + 'encode': encode, + 'toASCII': toASCII, + 'toUnicode': toUnicode + }; + + /** Expose `punycode` */ + // Some AMD build optimizers, like r.js, check for specific condition patterns + // like the following: + if ( + typeof define == 'function' && + typeof define.amd == 'object' && + define.amd + ) { + define('punycode', function() { + return punycode; + }); + } else if (freeExports && freeModule) { + if (module.exports == freeExports) { + // in Node.js, io.js, or RingoJS v0.8.0+ + freeModule.exports = punycode; + } else { + // in Narwhal or RingoJS v0.7.0- + for (key in punycode) { + punycode.hasOwnProperty(key) && (freeExports[key] = punycode[key]); + } + } + } else { + // in Rhino or a web browser + root.punycode = punycode; + } + +}(this)); + +}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {}) + +},{}],28:[function(require,module,exports){ +// Copyright Joyent, Inc. and other Node contributors. +// +// Permission is hereby granted, free of charge, to any person obtaining a +// copy of this software and associated documentation files (the +// "Software"), to deal in the Software without restriction, including +// without limitation the rights to use, copy, modify, merge, publish, +// distribute, sublicense, and/or sell copies of the Software, and to permit +// persons to whom the Software is furnished to do so, subject to the +// following conditions: +// +// The above copyright notice and this permission notice shall be included +// in all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS +// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN +// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, +// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR +// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE +// USE OR OTHER DEALINGS IN THE SOFTWARE. + +'use strict'; + +// If obj.hasOwnProperty has been overridden, then calling +// obj.hasOwnProperty(prop) will break. +// See: https://github.com/joyent/node/issues/1707 +function hasOwnProperty(obj, prop) { + return Object.prototype.hasOwnProperty.call(obj, prop); +} + +module.exports = function(qs, sep, eq, options) { + sep = sep || '&'; + eq = eq || '='; + var obj = {}; + + if (typeof qs !== 'string' || qs.length === 0) { + return obj; + } + + var regexp = /\+/g; + qs = qs.split(sep); + + var maxKeys = 1000; + if (options && typeof options.maxKeys === 'number') { + maxKeys = options.maxKeys; + } + + var len = qs.length; + // maxKeys <= 0 means that we should not limit keys count + if (maxKeys > 0 && len > maxKeys) { + len = maxKeys; + } + + for (var i = 0; i < len; ++i) { + var x = qs[i].replace(regexp, '%20'), + idx = x.indexOf(eq), + kstr, vstr, k, v; + + if (idx >= 0) { + kstr = x.substr(0, idx); + vstr = x.substr(idx + 1); + } else { + kstr = x; + vstr = ''; + } + + k = decodeURIComponent(kstr); + v = decodeURIComponent(vstr); + + if (!hasOwnProperty(obj, k)) { + obj[k] = v; + } else if (isArray(obj[k])) { + obj[k].push(v); + } else { + obj[k] = [obj[k], v]; + } + } + + return obj; +}; + +var isArray = Array.isArray || function (xs) { + return Object.prototype.toString.call(xs) === '[object Array]'; +}; + +},{}],29:[function(require,module,exports){ +// Copyright Joyent, Inc. and other Node contributors. +// +// Permission is hereby granted, free of charge, to any person obtaining a +// copy of this software and associated documentation files (the +// "Software"), to deal in the Software without restriction, including +// without limitation the rights to use, copy, modify, merge, publish, +// distribute, sublicense, and/or sell copies of the Software, and to permit +// persons to whom the Software is furnished to do so, subject to the +// following conditions: +// +// The above copyright notice and this permission notice shall be included +// in all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS +// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN +// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, +// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR +// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE +// USE OR OTHER DEALINGS IN THE SOFTWARE. + +'use strict'; + +var stringifyPrimitive = function(v) { + switch (typeof v) { + case 'string': + return v; + + case 'boolean': + return v ? 'true' : 'false'; + + case 'number': + return isFinite(v) ? v : ''; + + default: + return ''; + } +}; + +module.exports = function(obj, sep, eq, name) { + sep = sep || '&'; + eq = eq || '='; + if (obj === null) { + obj = undefined; + } + + if (typeof obj === 'object') { + return map(objectKeys(obj), function(k) { + var ks = encodeURIComponent(stringifyPrimitive(k)) + eq; + if (isArray(obj[k])) { + return map(obj[k], function(v) { + return ks + encodeURIComponent(stringifyPrimitive(v)); + }).join(sep); + } else { + return ks + encodeURIComponent(stringifyPrimitive(obj[k])); + } + }).join(sep); + + } + + if (!name) return ''; + return encodeURIComponent(stringifyPrimitive(name)) + eq + + encodeURIComponent(stringifyPrimitive(obj)); +}; + +var isArray = Array.isArray || function (xs) { + return Object.prototype.toString.call(xs) === '[object Array]'; +}; + +function map (xs, f) { + if (xs.map) return xs.map(f); + var res = []; + for (var i = 0; i < xs.length; i++) { + res.push(f(xs[i], i)); + } + return res; +} + +var objectKeys = Object.keys || function (obj) { + var res = []; + for (var key in obj) { + if (Object.prototype.hasOwnProperty.call(obj, key)) res.push(key); + } + return res; +}; + +},{}],30:[function(require,module,exports){ +'use strict'; + +exports.decode = exports.parse = require('./decode'); +exports.encode = exports.stringify = require('./encode'); + +},{"./decode":28,"./encode":29}],31:[function(require,module,exports){ +'use strict' + +/** + * Remove a range of items from an array + * + * @function removeItems + * @param {Array<*>} arr The target array + * @param {number} startIdx The index to begin removing from (inclusive) + * @param {number} removeCount How many items to remove + */ +module.exports = function removeItems(arr, startIdx, removeCount) +{ + var i, length = arr.length + + if (startIdx >= length || removeCount === 0) { + return + } + + removeCount = (startIdx + removeCount > length ? length - startIdx : removeCount) + + var len = length - removeCount + + for (i = startIdx; i < len; ++i) { + arr[i] = arr[i + removeCount] + } + + arr.length = len +} + +},{}],32:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _typeof = typeof Symbol === "function" && typeof Symbol.iterator === "symbol" ? function (obj) { return typeof obj; } : function (obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; + +var _miniSignals = require('mini-signals'); + +var _miniSignals2 = _interopRequireDefault(_miniSignals); + +var _parseUri = require('parse-uri'); + +var _parseUri2 = _interopRequireDefault(_parseUri); + +var _async = require('./async'); + +var async = _interopRequireWildcard(_async); + +var _Resource = require('./Resource'); + +var _Resource2 = _interopRequireDefault(_Resource); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +// some constants +var MAX_PROGRESS = 100; +var rgxExtractUrlHash = /(#[\w-]+)?$/; + +/** + * Manages the state and loading of multiple resources to load. + * + * @class + */ + +var Loader = function () { + /** + * @param {string} [baseUrl=''] - The base url for all resources loaded by this loader. + * @param {number} [concurrency=10] - The number of resources to load concurrently. + */ + function Loader() { + var _this = this; + + var baseUrl = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : ''; + var concurrency = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 10; + + _classCallCheck(this, Loader); + + /** + * The base url for all resources loaded by this loader. + * + * @member {string} + */ + this.baseUrl = baseUrl; + + /** + * The progress percent of the loader going through the queue. + * + * @member {number} + */ + this.progress = 0; + + /** + * Loading state of the loader, true if it is currently loading resources. + * + * @member {boolean} + */ + this.loading = false; + + /** + * A querystring to append to every URL added to the loader. + * + * This should be a valid query string *without* the question-mark (`?`). The loader will + * also *not* escape values for you. Make sure to escape your parameters with + * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property. + * + * @example + * const loader = new Loader(); + * + * loader.defaultQueryString = 'user=me&password=secret'; + * + * // This will request 'image.png?user=me&password=secret' + * loader.add('image.png').load(); + * + * loader.reset(); + * + * // This will request 'image.png?v=1&user=me&password=secret' + * loader.add('iamge.png?v=1').load(); + */ + this.defaultQueryString = ''; + + /** + * The middleware to run before loading each resource. + * + * @member {function[]} + */ + this._beforeMiddleware = []; + + /** + * The middleware to run after loading each resource. + * + * @member {function[]} + */ + this._afterMiddleware = []; + + /** + * The tracks the resources we are currently completing parsing for. + * + * @member {Resource[]} + */ + this._resourcesParsing = []; + + /** + * The `_loadResource` function bound with this object context. + * + * @private + * @member {function} + * @param {Resource} r - The resource to load + * @param {Function} d - The dequeue function + * @return {undefined} + */ + this._boundLoadResource = function (r, d) { + return _this._loadResource(r, d); + }; + + /** + * The resources waiting to be loaded. + * + * @private + * @member {Resource[]} + */ + this._queue = async.queue(this._boundLoadResource, concurrency); + + this._queue.pause(); + + /** + * All the resources for this loader keyed by name. + * + * @member {object} + */ + this.resources = {}; + + /** + * Dispatched once per loaded or errored resource. + * + * The callback looks like {@link Loader.OnProgressSignal}. + * + * @member {Signal} + */ + this.onProgress = new _miniSignals2.default(); + + /** + * Dispatched once per errored resource. + * + * The callback looks like {@link Loader.OnErrorSignal}. + * + * @member {Signal} + */ + this.onError = new _miniSignals2.default(); + + /** + * Dispatched once per loaded resource. + * + * The callback looks like {@link Loader.OnLoadSignal}. + * + * @member {Signal} + */ + this.onLoad = new _miniSignals2.default(); + + /** + * Dispatched when the loader begins to process the queue. + * + * The callback looks like {@link Loader.OnStartSignal}. + * + * @member {Signal} + */ + this.onStart = new _miniSignals2.default(); + + /** + * Dispatched when the queued resources all load. + * + * The callback looks like {@link Loader.OnCompleteSignal}. + * + * @member {Signal} + */ + this.onComplete = new _miniSignals2.default(); + + /** + * When the progress changes the loader and resource are disaptched. + * + * @memberof Loader + * @callback OnProgressSignal + * @param {Loader} loader - The loader the progress is advancing on. + * @param {Resource} resource - The resource that has completed or failed to cause the progress to advance. + */ + + /** + * When an error occurrs the loader and resource are disaptched. + * + * @memberof Loader + * @callback OnErrorSignal + * @param {Loader} loader - The loader the error happened in. + * @param {Resource} resource - The resource that caused the error. + */ + + /** + * When a load completes the loader and resource are disaptched. + * + * @memberof Loader + * @callback OnLoadSignal + * @param {Loader} loader - The loader that laoded the resource. + * @param {Resource} resource - The resource that has completed loading. + */ + + /** + * When the loader starts loading resources it dispatches this callback. + * + * @memberof Loader + * @callback OnStartSignal + * @param {Loader} loader - The loader that has started loading resources. + */ + + /** + * When the loader completes loading resources it dispatches this callback. + * + * @memberof Loader + * @callback OnCompleteSignal + * @param {Loader} loader - The loader that has finished loading resources. + */ + } + + /** + * Adds a resource (or multiple resources) to the loader queue. + * + * This function can take a wide variety of different parameters. The only thing that is always + * required the url to load. All the following will work: + * + * ```js + * loader + * // normal param syntax + * .add('key', 'http://...', function () {}) + * .add('http://...', function () {}) + * .add('http://...') + * + * // object syntax + * .add({ + * name: 'key2', + * url: 'http://...' + * }, function () {}) + * .add({ + * url: 'http://...' + * }, function () {}) + * .add({ + * name: 'key3', + * url: 'http://...' + * onComplete: function () {} + * }) + * .add({ + * url: 'https://...', + * onComplete: function () {}, + * crossOrigin: true + * }) + * + * // you can also pass an array of objects or urls or both + * .add([ + * { name: 'key4', url: 'http://...', onComplete: function () {} }, + * { url: 'http://...', onComplete: function () {} }, + * 'http://...' + * ]) + * + * // and you can use both params and options + * .add('key', 'http://...', { crossOrigin: true }, function () {}) + * .add('http://...', { crossOrigin: true }, function () {}); + * ``` + * + * @param {string} [name] - The name of the resource to load, if not passed the url is used. + * @param {string} [url] - The url for this resource, relative to the baseUrl of this loader. + * @param {object} [options] - The options for the load. + * @param {boolean} [options.crossOrigin] - Is this request cross-origin? Default is to determine automatically. + * @param {Resource.LOAD_TYPE} [options.loadType=Resource.LOAD_TYPE.XHR] - How should this resource be loaded? + * @param {Resource.XHR_RESPONSE_TYPE} [options.xhrType=Resource.XHR_RESPONSE_TYPE.DEFAULT] - How should + * the data being loaded be interpreted when using XHR? + * @param {object} [options.metadata] - Extra configuration for middleware and the Resource object. + * @param {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [options.metadata.loadElement=null] - The + * element to use for loading, instead of creating one. + * @param {boolean} [options.metadata.skipSource=false] - Skips adding source(s) to the load element. This + * is useful if you want to pass in a `loadElement` that you already added load sources to. + * @param {function} [cb] - Function to call when this specific resource completes loading. + * @return {Loader} Returns itself. + */ + + + Loader.prototype.add = function add(name, url, options, cb) { + // special case of an array of objects or urls + if (Array.isArray(name)) { + for (var i = 0; i < name.length; ++i) { + this.add(name[i]); + } + + return this; + } + + // if an object is passed instead of params + if ((typeof name === 'undefined' ? 'undefined' : _typeof(name)) === 'object') { + cb = url || name.callback || name.onComplete; + options = name; + url = name.url; + name = name.name || name.key || name.url; + } + + // case where no name is passed shift all args over by one. + if (typeof url !== 'string') { + cb = options; + options = url; + url = name; + } + + // now that we shifted make sure we have a proper url. + if (typeof url !== 'string') { + throw new Error('No url passed to add resource to loader.'); + } + + // options are optional so people might pass a function and no options + if (typeof options === 'function') { + cb = options; + options = null; + } + + // if loading already you can only add resources that have a parent. + if (this.loading && (!options || !options.parentResource)) { + throw new Error('Cannot add resources while the loader is running.'); + } + + // check if resource already exists. + if (this.resources[name]) { + throw new Error('Resource named "' + name + '" already exists.'); + } + + // add base url if this isn't an absolute url + url = this._prepareUrl(url); + + // create the store the resource + this.resources[name] = new _Resource2.default(name, url, options); + + if (typeof cb === 'function') { + this.resources[name].onAfterMiddleware.once(cb); + } + + // if actively loading, make sure to adjust progress chunks for that parent and its children + if (this.loading) { + var parent = options.parentResource; + var incompleteChildren = []; + + for (var _i = 0; _i < parent.children.length; ++_i) { + if (!parent.children[_i].isComplete) { + incompleteChildren.push(parent.children[_i]); + } + } + + var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent + var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child + + parent.children.push(this.resources[name]); + parent.progressChunk = eachChunk; + + for (var _i2 = 0; _i2 < incompleteChildren.length; ++_i2) { + incompleteChildren[_i2].progressChunk = eachChunk; + } + + this.resources[name].progressChunk = eachChunk; + } + + // add the resource to the queue + this._queue.push(this.resources[name]); + + return this; + }; + + /** + * Sets up a middleware function that will run *before* the + * resource is loaded. + * + * @method before + * @param {function} fn - The middleware function to register. + * @return {Loader} Returns itself. + */ + + + Loader.prototype.pre = function pre(fn) { + this._beforeMiddleware.push(fn); + + return this; + }; + + /** + * Sets up a middleware function that will run *after* the + * resource is loaded. + * + * @alias use + * @method after + * @param {function} fn - The middleware function to register. + * @return {Loader} Returns itself. + */ + + + Loader.prototype.use = function use(fn) { + this._afterMiddleware.push(fn); + + return this; + }; + + /** + * Resets the queue of the loader to prepare for a new load. + * + * @return {Loader} Returns itself. + */ + + + Loader.prototype.reset = function reset() { + this.progress = 0; + this.loading = false; + + this._queue.kill(); + this._queue.pause(); + + // abort all resource loads + for (var k in this.resources) { + var res = this.resources[k]; + + if (res._onLoadBinding) { + res._onLoadBinding.detach(); + } + + if (res.isLoading) { + res.abort(); + } + } + + this.resources = {}; + + return this; + }; + + /** + * Starts loading the queued resources. + * + * @param {function} [cb] - Optional callback that will be bound to the `complete` event. + * @return {Loader} Returns itself. + */ + + + Loader.prototype.load = function load(cb) { + // register complete callback if they pass one + if (typeof cb === 'function') { + this.onComplete.once(cb); + } + + // if the queue has already started we are done here + if (this.loading) { + return this; + } + + // distribute progress chunks + var chunk = 100 / this._queue._tasks.length; + + for (var i = 0; i < this._queue._tasks.length; ++i) { + this._queue._tasks[i].data.progressChunk = chunk; + } + + // update loading state + this.loading = true; + + // notify of start + this.onStart.dispatch(this); + + // start loading + this._queue.resume(); + + return this; + }; + + /** + * Prepares a url for usage based on the configuration of this object + * + * @private + * @param {string} url - The url to prepare. + * @return {string} The prepared url. + */ + + + Loader.prototype._prepareUrl = function _prepareUrl(url) { + var parsedUrl = (0, _parseUri2.default)(url, { strictMode: true }); + var result = void 0; + + // absolute url, just use it as is. + if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) { + result = url; + } + // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween + else if (this.baseUrl.length && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1 && url.charAt(0) !== '/') { + result = this.baseUrl + '/' + url; + } else { + result = this.baseUrl + url; + } + + // if we need to add a default querystring, there is a bit more work + if (this.defaultQueryString) { + var hash = rgxExtractUrlHash.exec(result)[0]; + + result = result.substr(0, result.length - hash.length); + + if (result.indexOf('?') !== -1) { + result += '&' + this.defaultQueryString; + } else { + result += '?' + this.defaultQueryString; + } + + result += hash; + } + + return result; + }; + + /** + * Loads a single resource. + * + * @private + * @param {Resource} resource - The resource to load. + * @param {function} dequeue - The function to call when we need to dequeue this item. + */ + + + Loader.prototype._loadResource = function _loadResource(resource, dequeue) { + var _this2 = this; + + resource._dequeue = dequeue; + + // run before middleware + async.eachSeries(this._beforeMiddleware, function (fn, next) { + fn.call(_this2, resource, function () { + // if the before middleware marks the resource as complete, + // break and don't process any more before middleware + next(resource.isComplete ? {} : null); + }); + }, function () { + if (resource.isComplete) { + _this2._onLoad(resource); + } else { + resource._onLoadBinding = resource.onComplete.once(_this2._onLoad, _this2); + resource.load(); + } + }, true); + }; + + /** + * Called once each resource has loaded. + * + * @private + */ + + + Loader.prototype._onComplete = function _onComplete() { + this.loading = false; + + this.onComplete.dispatch(this, this.resources); + }; + + /** + * Called each time a resources is loaded. + * + * @private + * @param {Resource} resource - The resource that was loaded + */ + + + Loader.prototype._onLoad = function _onLoad(resource) { + var _this3 = this; + + resource._onLoadBinding = null; + + // remove this resource from the async queue, and add it to our list of resources that are being parsed + this._resourcesParsing.push(resource); + resource._dequeue(); + + // run all the after middleware for this resource + async.eachSeries(this._afterMiddleware, function (fn, next) { + fn.call(_this3, resource, next); + }, function () { + resource.onAfterMiddleware.dispatch(resource); + + _this3.progress += resource.progressChunk; + _this3.onProgress.dispatch(_this3, resource); + + if (resource.error) { + _this3.onError.dispatch(resource.error, _this3, resource); + } else { + _this3.onLoad.dispatch(_this3, resource); + } + + _this3._resourcesParsing.splice(_this3._resourcesParsing.indexOf(resource), 1); + + // do completion check + if (_this3._queue.idle() && _this3._resourcesParsing.length === 0) { + _this3.progress = MAX_PROGRESS; + _this3._onComplete(); + } + }, true); + }; + + return Loader; +}(); + +exports.default = Loader; + +},{"./Resource":33,"./async":34,"mini-signals":22,"parse-uri":24}],33:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _parseUri = require('parse-uri'); + +var _parseUri2 = _interopRequireDefault(_parseUri); + +var _miniSignals = require('mini-signals'); + +var _miniSignals2 = _interopRequireDefault(_miniSignals); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +// tests is CORS is supported in XHR, if not we need to use XDR +var useXdr = !!(window.XDomainRequest && !('withCredentials' in new XMLHttpRequest())); +var tempAnchor = null; + +// some status constants +var STATUS_NONE = 0; +var STATUS_OK = 200; +var STATUS_EMPTY = 204; +var STATUS_IE_BUG_EMPTY = 1223; +var STATUS_TYPE_OK = 2; + +// noop +function _noop() {} /* empty */ + +/** + * Manages the state and loading of a resource and all child resources. + * + * @class + */ + +var Resource = function () { + /** + * Sets the load type to be used for a specific extension. + * + * @static + * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" + * @param {Resource.LOAD_TYPE} loadType - The load type to set it to. + */ + Resource.setExtensionLoadType = function setExtensionLoadType(extname, loadType) { + setExtMap(Resource._loadTypeMap, extname, loadType); + }; + + /** + * Sets the load type to be used for a specific extension. + * + * @static + * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" + * @param {Resource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to. + */ + + + Resource.setExtensionXhrType = function setExtensionXhrType(extname, xhrType) { + setExtMap(Resource._xhrTypeMap, extname, xhrType); + }; + + /** + * @param {string} name - The name of the resource to load. + * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass + * an array of sources. + * @param {object} [options] - The options for the load. + * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to + * determine automatically. + * @param {Resource.LOAD_TYPE} [options.loadType=Resource.LOAD_TYPE.XHR] - How should this resource + * be loaded? + * @param {Resource.XHR_RESPONSE_TYPE} [options.xhrType=Resource.XHR_RESPONSE_TYPE.DEFAULT] - How + * should the data being loaded be interpreted when using XHR? + * @param {object} [options.metadata] - Extra configuration for middleware and the Resource object. + * @param {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [options.metadata.loadElement=null] - The + * element to use for loading, instead of creating one. + * @param {boolean} [options.metadata.skipSource=false] - Skips adding source(s) to the load element. This + * is useful if you want to pass in a `loadElement` that you already added load sources to. + */ + + + function Resource(name, url, options) { + _classCallCheck(this, Resource); + + if (typeof name !== 'string' || typeof url !== 'string') { + throw new Error('Both name and url are required for constructing a resource.'); + } + + options = options || {}; + + /** + * The state flags of this resource. + * + * @member {number} + */ + this._flags = 0; + + // set data url flag, needs to be set early for some _determineX checks to work. + this._setFlag(Resource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0); + + /** + * The name of this resource. + * + * @member {string} + * @readonly + */ + this.name = name; + + /** + * The url used to load this resource. + * + * @member {string} + * @readonly + */ + this.url = url; + + /** + * The extension used to load this resource. + * + * @member {string} + * @readonly + */ + this.extension = this._getExtension(); + + /** + * The data that was loaded by the resource. + * + * @member {any} + */ + this.data = null; + + /** + * Is this request cross-origin? If unset, determined automatically. + * + * @member {string} + */ + this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin; + + /** + * The method of loading to use for this resource. + * + * @member {Resource.LOAD_TYPE} + */ + this.loadType = options.loadType || this._determineLoadType(); + + /** + * The type used to load the resource via XHR. If unset, determined automatically. + * + * @member {string} + */ + this.xhrType = options.xhrType; + + /** + * Extra info for middleware, and controlling specifics about how the resource loads. + * + * Note that if you pass in a `loadElement`, the Resource class takes ownership of it. + * Meaning it will modify it as it sees fit. + * + * @member {object} + * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The + * element to use for loading, instead of creating one. + * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This + * is useful if you want to pass in a `loadElement` that you already added load sources + * to. + */ + this.metadata = options.metadata || {}; + + /** + * The error that occurred while loading (if any). + * + * @member {Error} + * @readonly + */ + this.error = null; + + /** + * The XHR object that was used to load this resource. This is only set + * when `loadType` is `Resource.LOAD_TYPE.XHR`. + * + * @member {XMLHttpRequest} + * @readonly + */ + this.xhr = null; + + /** + * The child resources this resource owns. + * + * @member {Resource[]} + * @readonly + */ + this.children = []; + + /** + * The resource type. + * + * @member {Resource.TYPE} + * @readonly + */ + this.type = Resource.TYPE.UNKNOWN; + + /** + * The progress chunk owned by this resource. + * + * @member {number} + * @readonly + */ + this.progressChunk = 0; + + /** + * The `dequeue` method that will be used a storage place for the async queue dequeue method + * used privately by the loader. + * + * @private + * @member {function} + */ + this._dequeue = _noop; + + /** + * Used a storage place for the on load binding used privately by the loader. + * + * @private + * @member {function} + */ + this._onLoadBinding = null; + + /** + * The `complete` function bound to this resource's context. + * + * @private + * @member {function} + */ + this._boundComplete = this.complete.bind(this); + + /** + * The `_onError` function bound to this resource's context. + * + * @private + * @member {function} + */ + this._boundOnError = this._onError.bind(this); + + /** + * The `_onProgress` function bound to this resource's context. + * + * @private + * @member {function} + */ + this._boundOnProgress = this._onProgress.bind(this); + + // xhr callbacks + this._boundXhrOnError = this._xhrOnError.bind(this); + this._boundXhrOnAbort = this._xhrOnAbort.bind(this); + this._boundXhrOnLoad = this._xhrOnLoad.bind(this); + this._boundXdrOnTimeout = this._xdrOnTimeout.bind(this); + + /** + * Dispatched when the resource beings to load. + * + * The callback looks like {@link Resource.OnStartSignal}. + * + * @member {Signal} + */ + this.onStart = new _miniSignals2.default(); + + /** + * Dispatched each time progress of this resource load updates. + * Not all resources types and loader systems can support this event + * so sometimes it may not be available. If the resource + * is being loaded on a modern browser, using XHR, and the remote server + * properly sets Content-Length headers, then this will be available. + * + * The callback looks like {@link Resource.OnProgressSignal}. + * + * @member {Signal} + */ + this.onProgress = new _miniSignals2.default(); + + /** + * Dispatched once this resource has loaded, if there was an error it will + * be in the `error` property. + * + * The callback looks like {@link Resource.OnCompleteSignal}. + * + * @member {Signal} + */ + this.onComplete = new _miniSignals2.default(); + + /** + * Dispatched after this resource has had all the *after* middleware run on it. + * + * The callback looks like {@link Resource.OnCompleteSignal}. + * + * @member {Signal} + */ + this.onAfterMiddleware = new _miniSignals2.default(); + + /** + * When the resource starts to load. + * + * @memberof Resource + * @callback OnStartSignal + * @param {Resource} resource - The resource that the event happened on. + */ + + /** + * When the resource reports loading progress. + * + * @memberof Resource + * @callback OnProgressSignal + * @param {Resource} resource - The resource that the event happened on. + * @param {number} percentage - The progress of the load in the range [0, 1]. + */ + + /** + * When the resource finishes loading. + * + * @memberof Resource + * @callback OnCompleteSignal + * @param {Resource} resource - The resource that the event happened on. + */ + } + + /** + * Stores whether or not this url is a data url. + * + * @member {boolean} + * @readonly + */ + + + /** + * Marks the resource as complete. + * + */ + Resource.prototype.complete = function complete() { + // TODO: Clean this up in a wrapper or something...gross.... + if (this.data && this.data.removeEventListener) { + this.data.removeEventListener('error', this._boundOnError, false); + this.data.removeEventListener('load', this._boundComplete, false); + this.data.removeEventListener('progress', this._boundOnProgress, false); + this.data.removeEventListener('canplaythrough', this._boundComplete, false); + } + + if (this.xhr) { + if (this.xhr.removeEventListener) { + this.xhr.removeEventListener('error', this._boundXhrOnError, false); + this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false); + this.xhr.removeEventListener('progress', this._boundOnProgress, false); + this.xhr.removeEventListener('load', this._boundXhrOnLoad, false); + } else { + this.xhr.onerror = null; + this.xhr.ontimeout = null; + this.xhr.onprogress = null; + this.xhr.onload = null; + } + } + + if (this.isComplete) { + throw new Error('Complete called again for an already completed resource.'); + } + + this._setFlag(Resource.STATUS_FLAGS.COMPLETE, true); + this._setFlag(Resource.STATUS_FLAGS.LOADING, false); + + this.onComplete.dispatch(this); + }; + + /** + * Aborts the loading of this resource, with an optional message. + * + * @param {string} message - The message to use for the error + */ + + + Resource.prototype.abort = function abort(message) { + // abort can be called multiple times, ignore subsequent calls. + if (this.error) { + return; + } + + // store error + this.error = new Error(message); + + // abort the actual loading + if (this.xhr) { + this.xhr.abort(); + } else if (this.xdr) { + this.xdr.abort(); + } else if (this.data) { + // single source + if (this.data.src) { + this.data.src = Resource.EMPTY_GIF; + } + // multi-source + else { + while (this.data.firstChild) { + this.data.removeChild(this.data.firstChild); + } + } + } + + // done now. + this.complete(); + }; + + /** + * Kicks off loading of this resource. This method is asynchronous. + * + * @param {function} [cb] - Optional callback to call once the resource is loaded. + */ + + + Resource.prototype.load = function load(cb) { + var _this = this; + + if (this.isLoading) { + return; + } + + if (this.isComplete) { + if (cb) { + setTimeout(function () { + return cb(_this); + }, 1); + } + + return; + } else if (cb) { + this.onComplete.once(cb); + } + + this._setFlag(Resource.STATUS_FLAGS.LOADING, true); + + this.onStart.dispatch(this); + + // if unset, determine the value + if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') { + this.crossOrigin = this._determineCrossOrigin(this.url); + } + + switch (this.loadType) { + case Resource.LOAD_TYPE.IMAGE: + this.type = Resource.TYPE.IMAGE; + this._loadElement('image'); + break; + + case Resource.LOAD_TYPE.AUDIO: + this.type = Resource.TYPE.AUDIO; + this._loadSourceElement('audio'); + break; + + case Resource.LOAD_TYPE.VIDEO: + this.type = Resource.TYPE.VIDEO; + this._loadSourceElement('video'); + break; + + case Resource.LOAD_TYPE.XHR: + /* falls through */ + default: + if (useXdr && this.crossOrigin) { + this._loadXdr(); + } else { + this._loadXhr(); + } + break; + } + }; + + /** + * Checks if the flag is set. + * + * @private + * @param {number} flag - The flag to check. + * @return {boolean} True if the flag is set. + */ + + + Resource.prototype._hasFlag = function _hasFlag(flag) { + return !!(this._flags & flag); + }; + + /** + * (Un)Sets the flag. + * + * @private + * @param {number} flag - The flag to (un)set. + * @param {boolean} value - Whether to set or (un)set the flag. + */ + + + Resource.prototype._setFlag = function _setFlag(flag, value) { + this._flags = value ? this._flags | flag : this._flags & ~flag; + }; + + /** + * Loads this resources using an element that has a single source, + * like an HTMLImageElement. + * + * @private + * @param {string} type - The type of element to use. + */ + + + Resource.prototype._loadElement = function _loadElement(type) { + if (this.metadata.loadElement) { + this.data = this.metadata.loadElement; + } else if (type === 'image' && typeof window.Image !== 'undefined') { + this.data = new Image(); + } else { + this.data = document.createElement(type); + } + + if (this.crossOrigin) { + this.data.crossOrigin = this.crossOrigin; + } + + if (!this.metadata.skipSource) { + this.data.src = this.url; + } + + this.data.addEventListener('error', this._boundOnError, false); + this.data.addEventListener('load', this._boundComplete, false); + this.data.addEventListener('progress', this._boundOnProgress, false); + }; + + /** + * Loads this resources using an element that has multiple sources, + * like an HTMLAudioElement or HTMLVideoElement. + * + * @private + * @param {string} type - The type of element to use. + */ + + + Resource.prototype._loadSourceElement = function _loadSourceElement(type) { + if (this.metadata.loadElement) { + this.data = this.metadata.loadElement; + } else if (type === 'audio' && typeof window.Audio !== 'undefined') { + this.data = new Audio(); + } else { + this.data = document.createElement(type); + } + + if (this.data === null) { + this.abort('Unsupported element: ' + type); + + return; + } + + if (!this.metadata.skipSource) { + // support for CocoonJS Canvas+ runtime, lacks document.createElement('source') + if (navigator.isCocoonJS) { + this.data.src = Array.isArray(this.url) ? this.url[0] : this.url; + } else if (Array.isArray(this.url)) { + for (var i = 0; i < this.url.length; ++i) { + this.data.appendChild(this._createSource(type, this.url[i])); + } + } else { + this.data.appendChild(this._createSource(type, this.url)); + } + } + + this.data.addEventListener('error', this._boundOnError, false); + this.data.addEventListener('load', this._boundComplete, false); + this.data.addEventListener('progress', this._boundOnProgress, false); + this.data.addEventListener('canplaythrough', this._boundComplete, false); + + this.data.load(); + }; + + /** + * Loads this resources using an XMLHttpRequest. + * + * @private + */ + + + Resource.prototype._loadXhr = function _loadXhr() { + // if unset, determine the value + if (typeof this.xhrType !== 'string') { + this.xhrType = this._determineXhrType(); + } + + var xhr = this.xhr = new XMLHttpRequest(); + + // set the request type and url + xhr.open('GET', this.url, true); + + // load json as text and parse it ourselves. We do this because some browsers + // *cough* safari *cough* can't deal with it. + if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON || this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) { + xhr.responseType = Resource.XHR_RESPONSE_TYPE.TEXT; + } else { + xhr.responseType = this.xhrType; + } + + xhr.addEventListener('error', this._boundXhrOnError, false); + xhr.addEventListener('abort', this._boundXhrOnAbort, false); + xhr.addEventListener('progress', this._boundOnProgress, false); + xhr.addEventListener('load', this._boundXhrOnLoad, false); + + xhr.send(); + }; + + /** + * Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross). + * + * @private + */ + + + Resource.prototype._loadXdr = function _loadXdr() { + // if unset, determine the value + if (typeof this.xhrType !== 'string') { + this.xhrType = this._determineXhrType(); + } + + var xdr = this.xhr = new XDomainRequest(); + + // XDomainRequest has a few quirks. Occasionally it will abort requests + // A way to avoid this is to make sure ALL callbacks are set even if not used + // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9 + xdr.timeout = 5000; + + xdr.onerror = this._boundXhrOnError; + xdr.ontimeout = this._boundXdrOnTimeout; + xdr.onprogress = this._boundOnProgress; + xdr.onload = this._boundXhrOnLoad; + + xdr.open('GET', this.url, true); + + // Note: The xdr.send() call is wrapped in a timeout to prevent an + // issue with the interface where some requests are lost if multiple + // XDomainRequests are being sent at the same time. + // Some info here: https://github.com/photonstorm/phaser/issues/1248 + setTimeout(function () { + return xdr.send(); + }, 1); + }; + + /** + * Creates a source used in loading via an element. + * + * @private + * @param {string} type - The element type (video or audio). + * @param {string} url - The source URL to load from. + * @param {string} [mime] - The mime type of the video + * @return {HTMLSourceElement} The source element. + */ + + + Resource.prototype._createSource = function _createSource(type, url, mime) { + if (!mime) { + mime = type + '/' + url.substr(url.lastIndexOf('.') + 1); + } + + var source = document.createElement('source'); + + source.src = url; + source.type = mime; + + return source; + }; + + /** + * Called if a load errors out. + * + * @param {Event} event - The error event from the element that emits it. + * @private + */ + + + Resource.prototype._onError = function _onError(event) { + this.abort('Failed to load element using: ' + event.target.nodeName); + }; + + /** + * Called if a load progress event fires for xhr/xdr. + * + * @private + * @param {XMLHttpRequestProgressEvent|Event} event - Progress event. + */ + + + Resource.prototype._onProgress = function _onProgress(event) { + if (event && event.lengthComputable) { + this.onProgress.dispatch(this, event.loaded / event.total); + } + }; + + /** + * Called if an error event fires for xhr/xdr. + * + * @private + * @param {XMLHttpRequestErrorEvent|Event} event - Error event. + */ + + + Resource.prototype._xhrOnError = function _xhrOnError() { + var xhr = this.xhr; + + this.abort(reqType(xhr) + ' Request failed. Status: ' + xhr.status + ', text: "' + xhr.statusText + '"'); + }; + + /** + * Called if an abort event fires for xhr. + * + * @private + * @param {XMLHttpRequestAbortEvent} event - Abort Event + */ + + + Resource.prototype._xhrOnAbort = function _xhrOnAbort() { + this.abort(reqType(this.xhr) + ' Request was aborted by the user.'); + }; + + /** + * Called if a timeout event fires for xdr. + * + * @private + * @param {Event} event - Timeout event. + */ + + + Resource.prototype._xdrOnTimeout = function _xdrOnTimeout() { + this.abort(reqType(this.xhr) + ' Request timed out.'); + }; + + /** + * Called when data successfully loads from an xhr/xdr request. + * + * @private + * @param {XMLHttpRequestLoadEvent|Event} event - Load event + */ + + + Resource.prototype._xhrOnLoad = function _xhrOnLoad() { + var xhr = this.xhr; + var text = ''; + var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200. + + // responseText is accessible only if responseType is '' or 'text' and on older browsers + if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') { + text = xhr.responseText; + } + + // status can be 0 when using the `file://` protocol so we also check if a response is set. + // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request. + if (status === STATUS_NONE && text.length > 0) { + status = STATUS_OK; + } + // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request + else if (status === STATUS_IE_BUG_EMPTY) { + status = STATUS_EMPTY; + } + + var statusType = status / 100 | 0; + + if (statusType === STATUS_TYPE_OK) { + // if text, just return it + if (this.xhrType === Resource.XHR_RESPONSE_TYPE.TEXT) { + this.data = text; + this.type = Resource.TYPE.TEXT; + } + // if json, parse into json object + else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON) { + try { + this.data = JSON.parse(text); + this.type = Resource.TYPE.JSON; + } catch (e) { + this.abort('Error trying to parse loaded json: ' + e); + + return; + } + } + // if xml, parse into an xml document or div element + else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) { + try { + if (window.DOMParser) { + var domparser = new DOMParser(); + + this.data = domparser.parseFromString(text, 'text/xml'); + } else { + var div = document.createElement('div'); + + div.innerHTML = text; + + this.data = div; + } + + this.type = Resource.TYPE.XML; + } catch (e) { + this.abort('Error trying to parse loaded xml: ' + e); + + return; + } + } + // other types just return the response + else { + this.data = xhr.response || text; + } + } else { + this.abort('[' + xhr.status + '] ' + xhr.statusText + ': ' + xhr.responseURL); + + return; + } + + this.complete(); + }; + + /** + * Sets the `crossOrigin` property for this resource based on if the url + * for this resource is cross-origin. If crossOrigin was manually set, this + * function does nothing. + * + * @private + * @param {string} url - The url to test. + * @param {object} [loc=window.location] - The location object to test against. + * @return {string} The crossOrigin value to use (or empty string for none). + */ + + + Resource.prototype._determineCrossOrigin = function _determineCrossOrigin(url, loc) { + // data: and javascript: urls are considered same-origin + if (url.indexOf('data:') === 0) { + return ''; + } + + // default is window.location + loc = loc || window.location; + + if (!tempAnchor) { + tempAnchor = document.createElement('a'); + } + + // let the browser determine the full href for the url of this resource and then + // parse with the node url lib, we can't use the properties of the anchor element + // because they don't work in IE9 :( + tempAnchor.href = url; + url = (0, _parseUri2.default)(tempAnchor.href, { strictMode: true }); + + var samePort = !url.port && loc.port === '' || url.port === loc.port; + var protocol = url.protocol ? url.protocol + ':' : ''; + + // if cross origin + if (url.host !== loc.hostname || !samePort || protocol !== loc.protocol) { + return 'anonymous'; + } + + return ''; + }; + + /** + * Determines the responseType of an XHR request based on the extension of the + * resource being loaded. + * + * @private + * @return {Resource.XHR_RESPONSE_TYPE} The responseType to use. + */ + + + Resource.prototype._determineXhrType = function _determineXhrType() { + return Resource._xhrTypeMap[this.extension] || Resource.XHR_RESPONSE_TYPE.TEXT; + }; + + /** + * Determines the loadType of a resource based on the extension of the + * resource being loaded. + * + * @private + * @return {Resource.LOAD_TYPE} The loadType to use. + */ + + + Resource.prototype._determineLoadType = function _determineLoadType() { + return Resource._loadTypeMap[this.extension] || Resource.LOAD_TYPE.XHR; + }; + + /** + * Extracts the extension (sans '.') of the file being loaded by the resource. + * + * @private + * @return {string} The extension. + */ + + + Resource.prototype._getExtension = function _getExtension() { + var url = this.url; + var ext = ''; + + if (this.isDataUrl) { + var slashIndex = url.indexOf('/'); + + ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex)); + } else { + var queryStart = url.indexOf('?'); + + if (queryStart !== -1) { + url = url.substring(0, queryStart); + } + + ext = url.substring(url.lastIndexOf('.') + 1); + } + + return ext.toLowerCase(); + }; + + /** + * Determines the mime type of an XHR request based on the responseType of + * resource being loaded. + * + * @private + * @param {Resource.XHR_RESPONSE_TYPE} type - The type to get a mime type for. + * @return {string} The mime type to use. + */ + + + Resource.prototype._getMimeFromXhrType = function _getMimeFromXhrType(type) { + switch (type) { + case Resource.XHR_RESPONSE_TYPE.BUFFER: + return 'application/octet-binary'; + + case Resource.XHR_RESPONSE_TYPE.BLOB: + return 'application/blob'; + + case Resource.XHR_RESPONSE_TYPE.DOCUMENT: + return 'application/xml'; + + case Resource.XHR_RESPONSE_TYPE.JSON: + return 'application/json'; + + case Resource.XHR_RESPONSE_TYPE.DEFAULT: + case Resource.XHR_RESPONSE_TYPE.TEXT: + /* falls through */ + default: + return 'text/plain'; + + } + }; + + _createClass(Resource, [{ + key: 'isDataUrl', + get: function get() { + return this._hasFlag(Resource.STATUS_FLAGS.DATA_URL); + } + + /** + * Describes if this resource has finished loading. Is true when the resource has completely + * loaded. + * + * @member {boolean} + * @readonly + */ + + }, { + key: 'isComplete', + get: function get() { + return this._hasFlag(Resource.STATUS_FLAGS.COMPLETE); + } + + /** + * Describes if this resource is currently loading. Is true when the resource starts loading, + * and is false again when complete. + * + * @member {boolean} + * @readonly + */ + + }, { + key: 'isLoading', + get: function get() { + return this._hasFlag(Resource.STATUS_FLAGS.LOADING); + } + }]); + + return Resource; +}(); + +/** + * The types of resources a resource could represent. + * + * @static + * @readonly + * @enum {number} + */ + + +exports.default = Resource; +Resource.STATUS_FLAGS = { + NONE: 0, + DATA_URL: 1 << 0, + COMPLETE: 1 << 1, + LOADING: 1 << 2 +}; + +/** + * The types of resources a resource could represent. + * + * @static + * @readonly + * @enum {number} + */ +Resource.TYPE = { + UNKNOWN: 0, + JSON: 1, + XML: 2, + IMAGE: 3, + AUDIO: 4, + VIDEO: 5, + TEXT: 6 +}; + +/** + * The types of loading a resource can use. + * + * @static + * @readonly + * @enum {number} + */ +Resource.LOAD_TYPE = { + /** Uses XMLHttpRequest to load the resource. */ + XHR: 1, + /** Uses an `Image` object to load the resource. */ + IMAGE: 2, + /** Uses an `Audio` object to load the resource. */ + AUDIO: 3, + /** Uses a `Video` object to load the resource. */ + VIDEO: 4 +}; + +/** + * The XHR ready states, used internally. + * + * @static + * @readonly + * @enum {string} + */ +Resource.XHR_RESPONSE_TYPE = { + /** string */ + DEFAULT: 'text', + /** ArrayBuffer */ + BUFFER: 'arraybuffer', + /** Blob */ + BLOB: 'blob', + /** Document */ + DOCUMENT: 'document', + /** Object */ + JSON: 'json', + /** String */ + TEXT: 'text' +}; + +Resource._loadTypeMap = { + // images + gif: Resource.LOAD_TYPE.IMAGE, + png: Resource.LOAD_TYPE.IMAGE, + bmp: Resource.LOAD_TYPE.IMAGE, + jpg: Resource.LOAD_TYPE.IMAGE, + jpeg: Resource.LOAD_TYPE.IMAGE, + tif: Resource.LOAD_TYPE.IMAGE, + tiff: Resource.LOAD_TYPE.IMAGE, + webp: Resource.LOAD_TYPE.IMAGE, + tga: Resource.LOAD_TYPE.IMAGE, + svg: Resource.LOAD_TYPE.IMAGE, + 'svg+xml': Resource.LOAD_TYPE.IMAGE, // for SVG data urls + + // audio + mp3: Resource.LOAD_TYPE.AUDIO, + ogg: Resource.LOAD_TYPE.AUDIO, + wav: Resource.LOAD_TYPE.AUDIO, + + // videos + mp4: Resource.LOAD_TYPE.VIDEO, + webm: Resource.LOAD_TYPE.VIDEO +}; + +Resource._xhrTypeMap = { + // xml + xhtml: Resource.XHR_RESPONSE_TYPE.DOCUMENT, + html: Resource.XHR_RESPONSE_TYPE.DOCUMENT, + htm: Resource.XHR_RESPONSE_TYPE.DOCUMENT, + xml: Resource.XHR_RESPONSE_TYPE.DOCUMENT, + tmx: Resource.XHR_RESPONSE_TYPE.DOCUMENT, + svg: Resource.XHR_RESPONSE_TYPE.DOCUMENT, + + // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component. + // Since it is way less likely for people to be loading TypeScript files instead of Tiled files, + // this should probably be fine. + tsx: Resource.XHR_RESPONSE_TYPE.DOCUMENT, + + // images + gif: Resource.XHR_RESPONSE_TYPE.BLOB, + png: Resource.XHR_RESPONSE_TYPE.BLOB, + bmp: Resource.XHR_RESPONSE_TYPE.BLOB, + jpg: Resource.XHR_RESPONSE_TYPE.BLOB, + jpeg: Resource.XHR_RESPONSE_TYPE.BLOB, + tif: Resource.XHR_RESPONSE_TYPE.BLOB, + tiff: Resource.XHR_RESPONSE_TYPE.BLOB, + webp: Resource.XHR_RESPONSE_TYPE.BLOB, + tga: Resource.XHR_RESPONSE_TYPE.BLOB, + + // json + json: Resource.XHR_RESPONSE_TYPE.JSON, + + // text + text: Resource.XHR_RESPONSE_TYPE.TEXT, + txt: Resource.XHR_RESPONSE_TYPE.TEXT, + + // fonts + ttf: Resource.XHR_RESPONSE_TYPE.BUFFER, + otf: Resource.XHR_RESPONSE_TYPE.BUFFER +}; + +// We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif +Resource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw=='; + +/** + * Quick helper to set a value on one of the extension maps. Ensures there is no + * dot at the start of the extension. + * + * @ignore + * @param {object} map - The map to set on. + * @param {string} extname - The extension (or key) to set. + * @param {number} val - The value to set. + */ +function setExtMap(map, extname, val) { + if (extname && extname.indexOf('.') === 0) { + extname = extname.substring(1); + } + + if (!extname) { + return; + } + + map[extname] = val; +} + +/** + * Quick helper to get string xhr type. + * + * @ignore + * @param {XMLHttpRequest|XDomainRequest} xhr - The request to check. + * @return {string} The type. + */ +function reqType(xhr) { + return xhr.toString().replace('object ', ''); +} + +},{"mini-signals":22,"parse-uri":24}],34:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.eachSeries = eachSeries; +exports.queue = queue; +/** + * Smaller version of the async library constructs. + * + */ +function _noop() {} /* empty */ + +/** + * Iterates an array in series. + * + * @param {Array.<*>} array - Array to iterate. + * @param {function} iterator - Function to call for each element. + * @param {function} callback - Function to call when done, or on error. + * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1. + */ +function eachSeries(array, iterator, callback, deferNext) { + var i = 0; + var len = array.length; + + (function next(err) { + if (err || i === len) { + if (callback) { + callback(err); + } + + return; + } + + if (deferNext) { + setTimeout(function () { + iterator(array[i++], next); + }, 1); + } else { + iterator(array[i++], next); + } + })(); +} + +/** + * Ensures a function is only called once. + * + * @param {function} fn - The function to wrap. + * @return {function} The wrapping function. + */ +function onlyOnce(fn) { + return function onceWrapper() { + if (fn === null) { + throw new Error('Callback was already called.'); + } + + var callFn = fn; + + fn = null; + callFn.apply(this, arguments); + }; +} + +/** + * Async queue implementation, + * + * @param {function} worker - The worker function to call for each task. + * @param {number} concurrency - How many workers to run in parrallel. + * @return {*} The async queue object. + */ +function queue(worker, concurrency) { + if (concurrency == null) { + // eslint-disable-line no-eq-null,eqeqeq + concurrency = 1; + } else if (concurrency === 0) { + throw new Error('Concurrency must not be zero'); + } + + var workers = 0; + var q = { + _tasks: [], + concurrency: concurrency, + saturated: _noop, + unsaturated: _noop, + buffer: concurrency / 4, + empty: _noop, + drain: _noop, + error: _noop, + started: false, + paused: false, + push: function push(data, callback) { + _insert(data, false, callback); + }, + kill: function kill() { + workers = 0; + q.drain = _noop; + q.started = false; + q._tasks = []; + }, + unshift: function unshift(data, callback) { + _insert(data, true, callback); + }, + process: function process() { + while (!q.paused && workers < q.concurrency && q._tasks.length) { + var task = q._tasks.shift(); + + if (q._tasks.length === 0) { + q.empty(); + } + + workers += 1; + + if (workers === q.concurrency) { + q.saturated(); + } + + worker(task.data, onlyOnce(_next(task))); + } + }, + length: function length() { + return q._tasks.length; + }, + running: function running() { + return workers; + }, + idle: function idle() { + return q._tasks.length + workers === 0; + }, + pause: function pause() { + if (q.paused === true) { + return; + } + + q.paused = true; + }, + resume: function resume() { + if (q.paused === false) { + return; + } + + q.paused = false; + + // Need to call q.process once per concurrent + // worker to preserve full concurrency after pause + for (var w = 1; w <= q.concurrency; w++) { + q.process(); + } + } + }; + + function _insert(data, insertAtFront, callback) { + if (callback != null && typeof callback !== 'function') { + // eslint-disable-line no-eq-null,eqeqeq + throw new Error('task callback must be a function'); + } + + q.started = true; + + if (data == null && q.idle()) { + // eslint-disable-line no-eq-null,eqeqeq + // call drain immediately if there are no tasks + setTimeout(function () { + return q.drain(); + }, 1); + + return; + } + + var item = { + data: data, + callback: typeof callback === 'function' ? callback : _noop + }; + + if (insertAtFront) { + q._tasks.unshift(item); + } else { + q._tasks.push(item); + } + + setTimeout(function () { + return q.process(); + }, 1); + } + + function _next(task) { + return function next() { + workers -= 1; + + task.callback.apply(task, arguments); + + if (arguments[0] != null) { + // eslint-disable-line no-eq-null,eqeqeq + q.error(arguments[0], task.data); + } + + if (workers <= q.concurrency - q.buffer) { + q.unsaturated(); + } + + if (q.idle()) { + q.drain(); + } + + q.process(); + }; + } + + return q; +} + +},{}],35:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.encodeBinary = encodeBinary; +var _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/='; + +function encodeBinary(input) { + var output = ''; + var inx = 0; + + while (inx < input.length) { + // Fill byte buffer array + var bytebuffer = [0, 0, 0]; + var encodedCharIndexes = [0, 0, 0, 0]; + + for (var jnx = 0; jnx < bytebuffer.length; ++jnx) { + if (inx < input.length) { + // throw away high-order byte, as documented at: + // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data + bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff; + } else { + bytebuffer[jnx] = 0; + } + } + + // Get each encoded character, 6 bits at a time + // index 1: first 6 bits + encodedCharIndexes[0] = bytebuffer[0] >> 2; + + // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2) + encodedCharIndexes[1] = (bytebuffer[0] & 0x3) << 4 | bytebuffer[1] >> 4; + + // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3) + encodedCharIndexes[2] = (bytebuffer[1] & 0x0f) << 2 | bytebuffer[2] >> 6; + + // index 3: forth 6 bits (6 least significant bits from input byte 3) + encodedCharIndexes[3] = bytebuffer[2] & 0x3f; + + // Determine whether padding happened, and adjust accordingly + var paddingBytes = inx - (input.length - 1); + + switch (paddingBytes) { + case 2: + // Set last 2 characters to padding char + encodedCharIndexes[3] = 64; + encodedCharIndexes[2] = 64; + break; + + case 1: + // Set last character to padding char + encodedCharIndexes[3] = 64; + break; + + default: + break; // No padding - proceed + } + + // Now we will grab each appropriate character out of our keystring + // based on our index array and append it to the output string + for (var _jnx = 0; _jnx < encodedCharIndexes.length; ++_jnx) { + output += _keyStr.charAt(encodedCharIndexes[_jnx]); + } + } + + return output; +} + +},{}],36:[function(require,module,exports){ +'use strict'; + +// import Loader from './Loader'; +// import Resource from './Resource'; +// import * as async from './async'; +// import * as b64 from './b64'; + +/* eslint-disable no-undef */ + +var Loader = require('./Loader').default; +var Resource = require('./Resource').default; +var async = require('./async'); +var b64 = require('./b64'); + +Loader.Resource = Resource; +Loader.async = async; +Loader.base64 = b64; + +// export manually, and also as default +module.exports = Loader; +// export default Loader; +module.exports.default = Loader; + +},{"./Loader":32,"./Resource":33,"./async":34,"./b64":35}],37:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _typeof = typeof Symbol === "function" && typeof Symbol.iterator === "symbol" ? function (obj) { return typeof obj; } : function (obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; + +exports.blobMiddlewareFactory = blobMiddlewareFactory; + +var _Resource = require('../../Resource'); + +var _Resource2 = _interopRequireDefault(_Resource); + +var _b = require('../../b64'); + +var _b2 = _interopRequireDefault(_b); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +var Url = window.URL || window.webkitURL; + +// a middleware for transforming XHR loaded Blobs into more useful objects +function blobMiddlewareFactory() { + return function blobMiddleware(resource, next) { + if (!resource.data) { + next(); + + return; + } + + // if this was an XHR load of a blob + if (resource.xhr && resource.xhrType === _Resource2.default.XHR_RESPONSE_TYPE.BLOB) { + // if there is no blob support we probably got a binary string back + if (!window.Blob || typeof resource.data === 'string') { + var type = resource.xhr.getResponseHeader('content-type'); + + // this is an image, convert the binary string into a data url + if (type && type.indexOf('image') === 0) { + resource.data = new Image(); + resource.data.src = 'data:' + type + ';base64,' + _b2.default.encodeBinary(resource.xhr.responseText); + + resource.type = _Resource2.default.TYPE.IMAGE; + + // wait until the image loads and then callback + resource.data.onload = function () { + resource.data.onload = null; + + next(); + }; + + // next will be called on load + return; + } + } + // if content type says this is an image, then we should transform the blob into an Image object + else if (resource.data.type.indexOf('image') === 0) { + var _ret = function () { + var src = Url.createObjectURL(resource.data); + + resource.blob = resource.data; + resource.data = new Image(); + resource.data.src = src; + + resource.type = _Resource2.default.TYPE.IMAGE; + + // cleanup the no longer used blob after the image loads + // TODO: Is this correct? Will the image be invalid after revoking? + resource.data.onload = function () { + Url.revokeObjectURL(src); + resource.data.onload = null; + + next(); + }; + + // next will be called on load. + return { + v: void 0 + }; + }(); + + if ((typeof _ret === 'undefined' ? 'undefined' : _typeof(_ret)) === "object") return _ret.v; + } + } + + next(); + }; +} + +},{"../../Resource":33,"../../b64":35}],38:[function(require,module,exports){ +// Copyright Joyent, Inc. and other Node contributors. +// +// Permission is hereby granted, free of charge, to any person obtaining a +// copy of this software and associated documentation files (the +// "Software"), to deal in the Software without restriction, including +// without limitation the rights to use, copy, modify, merge, publish, +// distribute, sublicense, and/or sell copies of the Software, and to permit +// persons to whom the Software is furnished to do so, subject to the +// following conditions: +// +// The above copyright notice and this permission notice shall be included +// in all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS +// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN +// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, +// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR +// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE +// USE OR OTHER DEALINGS IN THE SOFTWARE. + +'use strict'; + +var punycode = require('punycode'); +var util = require('./util'); + +exports.parse = urlParse; +exports.resolve = urlResolve; +exports.resolveObject = urlResolveObject; +exports.format = urlFormat; + +exports.Url = Url; + +function Url() { + this.protocol = null; + this.slashes = null; + this.auth = null; + this.host = null; + this.port = null; + this.hostname = null; + this.hash = null; + this.search = null; + this.query = null; + this.pathname = null; + this.path = null; + this.href = null; +} + +// Reference: RFC 3986, RFC 1808, RFC 2396 + +// define these here so at least they only have to be +// compiled once on the first module load. +var protocolPattern = /^([a-z0-9.+-]+:)/i, + portPattern = /:[0-9]*$/, + + // Special case for a simple path URL + simplePathPattern = /^(\/\/?(?!\/)[^\?\s]*)(\?[^\s]*)?$/, + + // RFC 2396: characters reserved for delimiting URLs. + // We actually just auto-escape these. + delims = ['<', '>', '"', '`', ' ', '\r', '\n', '\t'], + + // RFC 2396: characters not allowed for various reasons. + unwise = ['{', '}', '|', '\\', '^', '`'].concat(delims), + + // Allowed by RFCs, but cause of XSS attacks. Always escape these. + autoEscape = ['\''].concat(unwise), + // Characters that are never ever allowed in a hostname. + // Note that any invalid chars are also handled, but these + // are the ones that are *expected* to be seen, so we fast-path + // them. + nonHostChars = ['%', '/', '?', ';', '#'].concat(autoEscape), + hostEndingChars = ['/', '?', '#'], + hostnameMaxLen = 255, + hostnamePartPattern = /^[+a-z0-9A-Z_-]{0,63}$/, + hostnamePartStart = /^([+a-z0-9A-Z_-]{0,63})(.*)$/, + // protocols that can allow "unsafe" and "unwise" chars. + unsafeProtocol = { + 'javascript': true, + 'javascript:': true + }, + // protocols that never have a hostname. + hostlessProtocol = { + 'javascript': true, + 'javascript:': true + }, + // protocols that always contain a // bit. + slashedProtocol = { + 'http': true, + 'https': true, + 'ftp': true, + 'gopher': true, + 'file': true, + 'http:': true, + 'https:': true, + 'ftp:': true, + 'gopher:': true, + 'file:': true + }, + querystring = require('querystring'); + +function urlParse(url, parseQueryString, slashesDenoteHost) { + if (url && util.isObject(url) && url instanceof Url) return url; + + var u = new Url; + u.parse(url, parseQueryString, slashesDenoteHost); + return u; +} + +Url.prototype.parse = function(url, parseQueryString, slashesDenoteHost) { + if (!util.isString(url)) { + throw new TypeError("Parameter 'url' must be a string, not " + typeof url); + } + + // Copy chrome, IE, opera backslash-handling behavior. + // Back slashes before the query string get converted to forward slashes + // See: https://code.google.com/p/chromium/issues/detail?id=25916 + var queryIndex = url.indexOf('?'), + splitter = + (queryIndex !== -1 && queryIndex < url.indexOf('#')) ? '?' : '#', + uSplit = url.split(splitter), + slashRegex = /\\/g; + uSplit[0] = uSplit[0].replace(slashRegex, '/'); + url = uSplit.join(splitter); + + var rest = url; + + // trim before proceeding. + // This is to support parse stuff like " http://foo.com \n" + rest = rest.trim(); + + if (!slashesDenoteHost && url.split('#').length === 1) { + // Try fast path regexp + var simplePath = simplePathPattern.exec(rest); + if (simplePath) { + this.path = rest; + this.href = rest; + this.pathname = simplePath[1]; + if (simplePath[2]) { + this.search = simplePath[2]; + if (parseQueryString) { + this.query = querystring.parse(this.search.substr(1)); + } else { + this.query = this.search.substr(1); + } + } else if (parseQueryString) { + this.search = ''; + this.query = {}; + } + return this; + } + } + + var proto = protocolPattern.exec(rest); + if (proto) { + proto = proto[0]; + var lowerProto = proto.toLowerCase(); + this.protocol = lowerProto; + rest = rest.substr(proto.length); + } + + // figure out if it's got a host + // user@server is *always* interpreted as a hostname, and url + // resolution will treat //foo/bar as host=foo,path=bar because that's + // how the browser resolves relative URLs. + if (slashesDenoteHost || proto || rest.match(/^\/\/[^@\/]+@[^@\/]+/)) { + var slashes = rest.substr(0, 2) === '//'; + if (slashes && !(proto && hostlessProtocol[proto])) { + rest = rest.substr(2); + this.slashes = true; + } + } + + if (!hostlessProtocol[proto] && + (slashes || (proto && !slashedProtocol[proto]))) { + + // there's a hostname. + // the first instance of /, ?, ;, or # ends the host. + // + // If there is an @ in the hostname, then non-host chars *are* allowed + // to the left of the last @ sign, unless some host-ending character + // comes *before* the @-sign. + // URLs are obnoxious. + // + // ex: + // http://a@b@c/ => user:a@b host:c + // http://a@b?@c => user:a host:c path:/?@c + + // v0.12 TODO(isaacs): This is not quite how Chrome does things. + // Review our test case against browsers more comprehensively. + + // find the first instance of any hostEndingChars + var hostEnd = -1; + for (var i = 0; i < hostEndingChars.length; i++) { + var hec = rest.indexOf(hostEndingChars[i]); + if (hec !== -1 && (hostEnd === -1 || hec < hostEnd)) + hostEnd = hec; + } + + // at this point, either we have an explicit point where the + // auth portion cannot go past, or the last @ char is the decider. + var auth, atSign; + if (hostEnd === -1) { + // atSign can be anywhere. + atSign = rest.lastIndexOf('@'); + } else { + // atSign must be in auth portion. + // http://a@b/c@d => host:b auth:a path:/c@d + atSign = rest.lastIndexOf('@', hostEnd); + } + + // Now we have a portion which is definitely the auth. + // Pull that off. + if (atSign !== -1) { + auth = rest.slice(0, atSign); + rest = rest.slice(atSign + 1); + this.auth = decodeURIComponent(auth); + } + + // the host is the remaining to the left of the first non-host char + hostEnd = -1; + for (var i = 0; i < nonHostChars.length; i++) { + var hec = rest.indexOf(nonHostChars[i]); + if (hec !== -1 && (hostEnd === -1 || hec < hostEnd)) + hostEnd = hec; + } + // if we still have not hit it, then the entire thing is a host. + if (hostEnd === -1) + hostEnd = rest.length; + + this.host = rest.slice(0, hostEnd); + rest = rest.slice(hostEnd); + + // pull out port. + this.parseHost(); + + // we've indicated that there is a hostname, + // so even if it's empty, it has to be present. + this.hostname = this.hostname || ''; + + // if hostname begins with [ and ends with ] + // assume that it's an IPv6 address. + var ipv6Hostname = this.hostname[0] === '[' && + this.hostname[this.hostname.length - 1] === ']'; + + // validate a little. + if (!ipv6Hostname) { + var hostparts = this.hostname.split(/\./); + for (var i = 0, l = hostparts.length; i < l; i++) { + var part = hostparts[i]; + if (!part) continue; + if (!part.match(hostnamePartPattern)) { + var newpart = ''; + for (var j = 0, k = part.length; j < k; j++) { + if (part.charCodeAt(j) > 127) { + // we replace non-ASCII char with a temporary placeholder + // we need this to make sure size of hostname is not + // broken by replacing non-ASCII by nothing + newpart += 'x'; + } else { + newpart += part[j]; + } + } + // we test again with ASCII char only + if (!newpart.match(hostnamePartPattern)) { + var validParts = hostparts.slice(0, i); + var notHost = hostparts.slice(i + 1); + var bit = part.match(hostnamePartStart); + if (bit) { + validParts.push(bit[1]); + notHost.unshift(bit[2]); + } + if (notHost.length) { + rest = '/' + notHost.join('.') + rest; + } + this.hostname = validParts.join('.'); + break; + } + } + } + } + + if (this.hostname.length > hostnameMaxLen) { + this.hostname = ''; + } else { + // hostnames are always lower case. + this.hostname = this.hostname.toLowerCase(); + } + + if (!ipv6Hostname) { + // IDNA Support: Returns a punycoded representation of "domain". + // It only converts parts of the domain name that + // have non-ASCII characters, i.e. it doesn't matter if + // you call it with a domain that already is ASCII-only. + this.hostname = punycode.toASCII(this.hostname); + } + + var p = this.port ? ':' + this.port : ''; + var h = this.hostname || ''; + this.host = h + p; + this.href += this.host; + + // strip [ and ] from the hostname + // the host field still retains them, though + if (ipv6Hostname) { + this.hostname = this.hostname.substr(1, this.hostname.length - 2); + if (rest[0] !== '/') { + rest = '/' + rest; + } + } + } + + // now rest is set to the post-host stuff. + // chop off any delim chars. + if (!unsafeProtocol[lowerProto]) { + + // First, make 100% sure that any "autoEscape" chars get + // escaped, even if encodeURIComponent doesn't think they + // need to be. + for (var i = 0, l = autoEscape.length; i < l; i++) { + var ae = autoEscape[i]; + if (rest.indexOf(ae) === -1) + continue; + var esc = encodeURIComponent(ae); + if (esc === ae) { + esc = escape(ae); + } + rest = rest.split(ae).join(esc); + } + } + + + // chop off from the tail first. + var hash = rest.indexOf('#'); + if (hash !== -1) { + // got a fragment string. + this.hash = rest.substr(hash); + rest = rest.slice(0, hash); + } + var qm = rest.indexOf('?'); + if (qm !== -1) { + this.search = rest.substr(qm); + this.query = rest.substr(qm + 1); + if (parseQueryString) { + this.query = querystring.parse(this.query); + } + rest = rest.slice(0, qm); + } else if (parseQueryString) { + // no query string, but parseQueryString still requested + this.search = ''; + this.query = {}; + } + if (rest) this.pathname = rest; + if (slashedProtocol[lowerProto] && + this.hostname && !this.pathname) { + this.pathname = '/'; + } + + //to support http.request + if (this.pathname || this.search) { + var p = this.pathname || ''; + var s = this.search || ''; + this.path = p + s; + } + + // finally, reconstruct the href based on what has been validated. + this.href = this.format(); + return this; +}; + +// format a parsed object into a url string +function urlFormat(obj) { + // ensure it's an object, and not a string url. + // If it's an obj, this is a no-op. + // this way, you can call url_format() on strings + // to clean up potentially wonky urls. + if (util.isString(obj)) obj = urlParse(obj); + if (!(obj instanceof Url)) return Url.prototype.format.call(obj); + return obj.format(); +} + +Url.prototype.format = function() { + var auth = this.auth || ''; + if (auth) { + auth = encodeURIComponent(auth); + auth = auth.replace(/%3A/i, ':'); + auth += '@'; + } + + var protocol = this.protocol || '', + pathname = this.pathname || '', + hash = this.hash || '', + host = false, + query = ''; + + if (this.host) { + host = auth + this.host; + } else if (this.hostname) { + host = auth + (this.hostname.indexOf(':') === -1 ? + this.hostname : + '[' + this.hostname + ']'); + if (this.port) { + host += ':' + this.port; + } + } + + if (this.query && + util.isObject(this.query) && + Object.keys(this.query).length) { + query = querystring.stringify(this.query); + } + + var search = this.search || (query && ('?' + query)) || ''; + + if (protocol && protocol.substr(-1) !== ':') protocol += ':'; + + // only the slashedProtocols get the //. Not mailto:, xmpp:, etc. + // unless they had them to begin with. + if (this.slashes || + (!protocol || slashedProtocol[protocol]) && host !== false) { + host = '//' + (host || ''); + if (pathname && pathname.charAt(0) !== '/') pathname = '/' + pathname; + } else if (!host) { + host = ''; + } + + if (hash && hash.charAt(0) !== '#') hash = '#' + hash; + if (search && search.charAt(0) !== '?') search = '?' + search; + + pathname = pathname.replace(/[?#]/g, function(match) { + return encodeURIComponent(match); + }); + search = search.replace('#', '%23'); + + return protocol + host + pathname + search + hash; +}; + +function urlResolve(source, relative) { + return urlParse(source, false, true).resolve(relative); +} + +Url.prototype.resolve = function(relative) { + return this.resolveObject(urlParse(relative, false, true)).format(); +}; + +function urlResolveObject(source, relative) { + if (!source) return relative; + return urlParse(source, false, true).resolveObject(relative); +} + +Url.prototype.resolveObject = function(relative) { + if (util.isString(relative)) { + var rel = new Url(); + rel.parse(relative, false, true); + relative = rel; + } + + var result = new Url(); + var tkeys = Object.keys(this); + for (var tk = 0; tk < tkeys.length; tk++) { + var tkey = tkeys[tk]; + result[tkey] = this[tkey]; + } + + // hash is always overridden, no matter what. + // even href="" will remove it. + result.hash = relative.hash; + + // if the relative url is empty, then there's nothing left to do here. + if (relative.href === '') { + result.href = result.format(); + return result; + } + + // hrefs like //foo/bar always cut to the protocol. + if (relative.slashes && !relative.protocol) { + // take everything except the protocol from relative + var rkeys = Object.keys(relative); + for (var rk = 0; rk < rkeys.length; rk++) { + var rkey = rkeys[rk]; + if (rkey !== 'protocol') + result[rkey] = relative[rkey]; + } + + //urlParse appends trailing / to urls like http://www.example.com + if (slashedProtocol[result.protocol] && + result.hostname && !result.pathname) { + result.path = result.pathname = '/'; + } + + result.href = result.format(); + return result; + } + + if (relative.protocol && relative.protocol !== result.protocol) { + // if it's a known url protocol, then changing + // the protocol does weird things + // first, if it's not file:, then we MUST have a host, + // and if there was a path + // to begin with, then we MUST have a path. + // if it is file:, then the host is dropped, + // because that's known to be hostless. + // anything else is assumed to be absolute. + if (!slashedProtocol[relative.protocol]) { + var keys = Object.keys(relative); + for (var v = 0; v < keys.length; v++) { + var k = keys[v]; + result[k] = relative[k]; + } + result.href = result.format(); + return result; + } + + result.protocol = relative.protocol; + if (!relative.host && !hostlessProtocol[relative.protocol]) { + var relPath = (relative.pathname || '').split('/'); + while (relPath.length && !(relative.host = relPath.shift())); + if (!relative.host) relative.host = ''; + if (!relative.hostname) relative.hostname = ''; + if (relPath[0] !== '') relPath.unshift(''); + if (relPath.length < 2) relPath.unshift(''); + result.pathname = relPath.join('/'); + } else { + result.pathname = relative.pathname; + } + result.search = relative.search; + result.query = relative.query; + result.host = relative.host || ''; + result.auth = relative.auth; + result.hostname = relative.hostname || relative.host; + result.port = relative.port; + // to support http.request + if (result.pathname || result.search) { + var p = result.pathname || ''; + var s = result.search || ''; + result.path = p + s; + } + result.slashes = result.slashes || relative.slashes; + result.href = result.format(); + return result; + } + + var isSourceAbs = (result.pathname && result.pathname.charAt(0) === '/'), + isRelAbs = ( + relative.host || + relative.pathname && relative.pathname.charAt(0) === '/' + ), + mustEndAbs = (isRelAbs || isSourceAbs || + (result.host && relative.pathname)), + removeAllDots = mustEndAbs, + srcPath = result.pathname && result.pathname.split('/') || [], + relPath = relative.pathname && relative.pathname.split('/') || [], + psychotic = result.protocol && !slashedProtocol[result.protocol]; + + // if the url is a non-slashed url, then relative + // links like ../.. should be able + // to crawl up to the hostname, as well. This is strange. + // result.protocol has already been set by now. + // Later on, put the first path part into the host field. + if (psychotic) { + result.hostname = ''; + result.port = null; + if (result.host) { + if (srcPath[0] === '') srcPath[0] = result.host; + else srcPath.unshift(result.host); + } + result.host = ''; + if (relative.protocol) { + relative.hostname = null; + relative.port = null; + if (relative.host) { + if (relPath[0] === '') relPath[0] = relative.host; + else relPath.unshift(relative.host); + } + relative.host = null; + } + mustEndAbs = mustEndAbs && (relPath[0] === '' || srcPath[0] === ''); + } + + if (isRelAbs) { + // it's absolute. + result.host = (relative.host || relative.host === '') ? + relative.host : result.host; + result.hostname = (relative.hostname || relative.hostname === '') ? + relative.hostname : result.hostname; + result.search = relative.search; + result.query = relative.query; + srcPath = relPath; + // fall through to the dot-handling below. + } else if (relPath.length) { + // it's relative + // throw away the existing file, and take the new path instead. + if (!srcPath) srcPath = []; + srcPath.pop(); + srcPath = srcPath.concat(relPath); + result.search = relative.search; + result.query = relative.query; + } else if (!util.isNullOrUndefined(relative.search)) { + // just pull out the search. + // like href='?foo'. + // Put this after the other two cases because it simplifies the booleans + if (psychotic) { + result.hostname = result.host = srcPath.shift(); + //occationaly the auth can get stuck only in host + //this especially happens in cases like + //url.resolveObject('mailto:local1@domain1', 'local2@domain2') + var authInHost = result.host && result.host.indexOf('@') > 0 ? + result.host.split('@') : false; + if (authInHost) { + result.auth = authInHost.shift(); + result.host = result.hostname = authInHost.shift(); + } + } + result.search = relative.search; + result.query = relative.query; + //to support http.request + if (!util.isNull(result.pathname) || !util.isNull(result.search)) { + result.path = (result.pathname ? result.pathname : '') + + (result.search ? result.search : ''); + } + result.href = result.format(); + return result; + } + + if (!srcPath.length) { + // no path at all. easy. + // we've already handled the other stuff above. + result.pathname = null; + //to support http.request + if (result.search) { + result.path = '/' + result.search; + } else { + result.path = null; + } + result.href = result.format(); + return result; + } + + // if a url ENDs in . or .., then it must get a trailing slash. + // however, if it ends in anything else non-slashy, + // then it must NOT get a trailing slash. + var last = srcPath.slice(-1)[0]; + var hasTrailingSlash = ( + (result.host || relative.host || srcPath.length > 1) && + (last === '.' || last === '..') || last === ''); + + // strip single dots, resolve double dots to parent dir + // if the path tries to go above the root, `up` ends up > 0 + var up = 0; + for (var i = srcPath.length; i >= 0; i--) { + last = srcPath[i]; + if (last === '.') { + srcPath.splice(i, 1); + } else if (last === '..') { + srcPath.splice(i, 1); + up++; + } else if (up) { + srcPath.splice(i, 1); + up--; + } + } + + // if the path is allowed to go above the root, restore leading ..s + if (!mustEndAbs && !removeAllDots) { + for (; up--; up) { + srcPath.unshift('..'); + } + } + + if (mustEndAbs && srcPath[0] !== '' && + (!srcPath[0] || srcPath[0].charAt(0) !== '/')) { + srcPath.unshift(''); + } + + if (hasTrailingSlash && (srcPath.join('/').substr(-1) !== '/')) { + srcPath.push(''); + } + + var isAbsolute = srcPath[0] === '' || + (srcPath[0] && srcPath[0].charAt(0) === '/'); + + // put the host back + if (psychotic) { + result.hostname = result.host = isAbsolute ? '' : + srcPath.length ? srcPath.shift() : ''; + //occationaly the auth can get stuck only in host + //this especially happens in cases like + //url.resolveObject('mailto:local1@domain1', 'local2@domain2') + var authInHost = result.host && result.host.indexOf('@') > 0 ? + result.host.split('@') : false; + if (authInHost) { + result.auth = authInHost.shift(); + result.host = result.hostname = authInHost.shift(); + } + } + + mustEndAbs = mustEndAbs || (result.host && srcPath.length); + + if (mustEndAbs && !isAbsolute) { + srcPath.unshift(''); + } + + if (!srcPath.length) { + result.pathname = null; + result.path = null; + } else { + result.pathname = srcPath.join('/'); + } + + //to support request.http + if (!util.isNull(result.pathname) || !util.isNull(result.search)) { + result.path = (result.pathname ? result.pathname : '') + + (result.search ? result.search : ''); + } + result.auth = relative.auth || result.auth; + result.slashes = result.slashes || relative.slashes; + result.href = result.format(); + return result; +}; + +Url.prototype.parseHost = function() { + var host = this.host; + var port = portPattern.exec(host); + if (port) { + port = port[0]; + if (port !== ':') { + this.port = port.substr(1); + } + host = host.substr(0, host.length - port.length); + } + if (host) this.hostname = host; +}; + +},{"./util":39,"punycode":27,"querystring":30}],39:[function(require,module,exports){ +'use strict'; + +module.exports = { + isString: function(arg) { + return typeof(arg) === 'string'; + }, + isObject: function(arg) { + return typeof(arg) === 'object' && arg !== null; + }, + isNull: function(arg) { + return arg === null; + }, + isNullOrUndefined: function(arg) { + return arg == null; + } +}; + +},{}],40:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _core = require('../core'); + +var core = _interopRequireWildcard(_core); + +var _ismobilejs = require('ismobilejs'); + +var _ismobilejs2 = _interopRequireDefault(_ismobilejs); + +var _accessibleTarget = require('./accessibleTarget'); + +var _accessibleTarget2 = _interopRequireDefault(_accessibleTarget); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +// add some extra variables to the container.. +core.utils.mixins.delayMixin(core.DisplayObject.prototype, _accessibleTarget2.default); + +var KEY_CODE_TAB = 9; + +var DIV_TOUCH_SIZE = 100; +var DIV_TOUCH_POS_X = 0; +var DIV_TOUCH_POS_Y = 0; +var DIV_TOUCH_ZINDEX = 2; + +var DIV_HOOK_SIZE = 1; +var DIV_HOOK_POS_X = -1000; +var DIV_HOOK_POS_Y = -1000; +var DIV_HOOK_ZINDEX = 2; + +/** + * The Accessibility manager recreates the ability to tab and have content read by screen + * readers. This is very important as it can possibly help people with disabilities access pixi + * content. + * + * Much like interaction any DisplayObject can be made accessible. This manager will map the + * events as if the mouse was being used, minimizing the effort required to implement. + * + * An instance of this class is automatically created by default, and can be found at renderer.plugins.accessibility + * + * @class + * @memberof PIXI.accessibility + */ + +var AccessibilityManager = function () { + /** + * @param {PIXI.CanvasRenderer|PIXI.WebGLRenderer} renderer - A reference to the current renderer + */ + function AccessibilityManager(renderer) { + _classCallCheck(this, AccessibilityManager); + + if ((_ismobilejs2.default.tablet || _ismobilejs2.default.phone) && !navigator.isCocoonJS) { + this.createTouchHook(); + } + + // first we create a div that will sit over the PixiJS element. This is where the div overlays will go. + var div = document.createElement('div'); + + div.style.width = DIV_TOUCH_SIZE + 'px'; + div.style.height = DIV_TOUCH_SIZE + 'px'; + div.style.position = 'absolute'; + div.style.top = DIV_TOUCH_POS_X + 'px'; + div.style.left = DIV_TOUCH_POS_Y + 'px'; + div.style.zIndex = DIV_TOUCH_ZINDEX; + + /** + * This is the dom element that will sit over the PixiJS element. This is where the div overlays will go. + * + * @type {HTMLElement} + * @private + */ + this.div = div; + + /** + * A simple pool for storing divs. + * + * @type {*} + * @private + */ + this.pool = []; + + /** + * This is a tick used to check if an object is no longer being rendered. + * + * @type {Number} + * @private + */ + this.renderId = 0; + + /** + * Setting this to true will visually show the divs. + * + * @type {boolean} + */ + this.debug = false; + + /** + * The renderer this accessibility manager works for. + * + * @member {PIXI.SystemRenderer} + */ + this.renderer = renderer; + + /** + * The array of currently active accessible items. + * + * @member {Array<*>} + * @private + */ + this.children = []; + + /** + * pre-bind the functions + * + * @private + */ + this._onKeyDown = this._onKeyDown.bind(this); + this._onMouseMove = this._onMouseMove.bind(this); + + /** + * stores the state of the manager. If there are no accessible objects or the mouse is moving, this will be false. + * + * @member {Array<*>} + * @private + */ + this.isActive = false; + this.isMobileAccessabillity = false; + + // let listen for tab.. once pressed we can fire up and show the accessibility layer + window.addEventListener('keydown', this._onKeyDown, false); + } + + /** + * Creates the touch hooks. + * + */ + + + AccessibilityManager.prototype.createTouchHook = function createTouchHook() { + var _this = this; + + var hookDiv = document.createElement('button'); + + hookDiv.style.width = DIV_HOOK_SIZE + 'px'; + hookDiv.style.height = DIV_HOOK_SIZE + 'px'; + hookDiv.style.position = 'absolute'; + hookDiv.style.top = DIV_HOOK_POS_X + 'px'; + hookDiv.style.left = DIV_HOOK_POS_Y + 'px'; + hookDiv.style.zIndex = DIV_HOOK_ZINDEX; + hookDiv.style.backgroundColor = '#FF0000'; + hookDiv.title = 'HOOK DIV'; + + hookDiv.addEventListener('focus', function () { + _this.isMobileAccessabillity = true; + _this.activate(); + document.body.removeChild(hookDiv); + }); + + document.body.appendChild(hookDiv); + }; + + /** + * Activating will cause the Accessibility layer to be shown. This is called when a user + * preses the tab key. + * + * @private + */ + + + AccessibilityManager.prototype.activate = function activate() { + if (this.isActive) { + return; + } + + this.isActive = true; + + window.document.addEventListener('mousemove', this._onMouseMove, true); + window.removeEventListener('keydown', this._onKeyDown, false); + + this.renderer.on('postrender', this.update, this); + + if (this.renderer.view.parentNode) { + this.renderer.view.parentNode.appendChild(this.div); + } + }; + + /** + * Deactivating will cause the Accessibility layer to be hidden. This is called when a user moves + * the mouse. + * + * @private + */ + + + AccessibilityManager.prototype.deactivate = function deactivate() { + if (!this.isActive || this.isMobileAccessabillity) { + return; + } + + this.isActive = false; + + window.document.removeEventListener('mousemove', this._onMouseMove); + window.addEventListener('keydown', this._onKeyDown, false); + + this.renderer.off('postrender', this.update); + + if (this.div.parentNode) { + this.div.parentNode.removeChild(this.div); + } + }; + + /** + * This recursive function will run through the scene graph and add any new accessible objects to the DOM layer. + * + * @private + * @param {PIXI.Container} displayObject - The DisplayObject to check. + */ + + + AccessibilityManager.prototype.updateAccessibleObjects = function updateAccessibleObjects(displayObject) { + if (!displayObject.visible) { + return; + } + + if (displayObject.accessible && displayObject.interactive) { + if (!displayObject._accessibleActive) { + this.addChild(displayObject); + } + + displayObject.renderId = this.renderId; + } + + var children = displayObject.children; + + for (var i = children.length - 1; i >= 0; i--) { + this.updateAccessibleObjects(children[i]); + } + }; + + /** + * Before each render this function will ensure that all divs are mapped correctly to their DisplayObjects. + * + * @private + */ + + + AccessibilityManager.prototype.update = function update() { + if (!this.renderer.renderingToScreen) { + return; + } + + // update children... + this.updateAccessibleObjects(this.renderer._lastObjectRendered); + + var rect = this.renderer.view.getBoundingClientRect(); + var sx = rect.width / this.renderer.width; + var sy = rect.height / this.renderer.height; + + var div = this.div; + + div.style.left = rect.left + 'px'; + div.style.top = rect.top + 'px'; + div.style.width = this.renderer.width + 'px'; + div.style.height = this.renderer.height + 'px'; + + for (var i = 0; i < this.children.length; i++) { + var child = this.children[i]; + + if (child.renderId !== this.renderId) { + child._accessibleActive = false; + + core.utils.removeItems(this.children, i, 1); + this.div.removeChild(child._accessibleDiv); + this.pool.push(child._accessibleDiv); + child._accessibleDiv = null; + + i--; + + if (this.children.length === 0) { + this.deactivate(); + } + } else { + // map div to display.. + div = child._accessibleDiv; + var hitArea = child.hitArea; + var wt = child.worldTransform; + + if (child.hitArea) { + div.style.left = (wt.tx + hitArea.x * wt.a) * sx + 'px'; + div.style.top = (wt.ty + hitArea.y * wt.d) * sy + 'px'; + + div.style.width = hitArea.width * wt.a * sx + 'px'; + div.style.height = hitArea.height * wt.d * sy + 'px'; + } else { + hitArea = child.getBounds(); + + this.capHitArea(hitArea); + + div.style.left = hitArea.x * sx + 'px'; + div.style.top = hitArea.y * sy + 'px'; + + div.style.width = hitArea.width * sx + 'px'; + div.style.height = hitArea.height * sy + 'px'; + } + } + } + + // increment the render id.. + this.renderId++; + }; + + /** + * TODO: docs. + * + * @param {Rectangle} hitArea - TODO docs + */ + + + AccessibilityManager.prototype.capHitArea = function capHitArea(hitArea) { + if (hitArea.x < 0) { + hitArea.width += hitArea.x; + hitArea.x = 0; + } + + if (hitArea.y < 0) { + hitArea.height += hitArea.y; + hitArea.y = 0; + } + + if (hitArea.x + hitArea.width > this.renderer.width) { + hitArea.width = this.renderer.width - hitArea.x; + } + + if (hitArea.y + hitArea.height > this.renderer.height) { + hitArea.height = this.renderer.height - hitArea.y; + } + }; + + /** + * Adds a DisplayObject to the accessibility manager + * + * @private + * @param {DisplayObject} displayObject - The child to make accessible. + */ + + + AccessibilityManager.prototype.addChild = function addChild(displayObject) { + // this.activate(); + + var div = this.pool.pop(); + + if (!div) { + div = document.createElement('button'); + + div.style.width = DIV_TOUCH_SIZE + 'px'; + div.style.height = DIV_TOUCH_SIZE + 'px'; + div.style.backgroundColor = this.debug ? 'rgba(255,0,0,0.5)' : 'transparent'; + div.style.position = 'absolute'; + div.style.zIndex = DIV_TOUCH_ZINDEX; + div.style.borderStyle = 'none'; + + div.addEventListener('click', this._onClick.bind(this)); + div.addEventListener('focus', this._onFocus.bind(this)); + div.addEventListener('focusout', this._onFocusOut.bind(this)); + } + + if (displayObject.accessibleTitle) { + div.title = displayObject.accessibleTitle; + } else if (!displayObject.accessibleTitle && !displayObject.accessibleHint) { + div.title = 'displayObject ' + this.tabIndex; + } + + if (displayObject.accessibleHint) { + div.setAttribute('aria-label', displayObject.accessibleHint); + } + + // + + displayObject._accessibleActive = true; + displayObject._accessibleDiv = div; + div.displayObject = displayObject; + + this.children.push(displayObject); + this.div.appendChild(displayObject._accessibleDiv); + displayObject._accessibleDiv.tabIndex = displayObject.tabIndex; + }; + + /** + * Maps the div button press to pixi's InteractionManager (click) + * + * @private + * @param {MouseEvent} e - The click event. + */ + + + AccessibilityManager.prototype._onClick = function _onClick(e) { + var interactionManager = this.renderer.plugins.interaction; + + interactionManager.dispatchEvent(e.target.displayObject, 'click', interactionManager.eventData); + }; + + /** + * Maps the div focus events to pixi's InteractionManager (mouseover) + * + * @private + * @param {FocusEvent} e - The focus event. + */ + + + AccessibilityManager.prototype._onFocus = function _onFocus(e) { + var interactionManager = this.renderer.plugins.interaction; + + interactionManager.dispatchEvent(e.target.displayObject, 'mouseover', interactionManager.eventData); + }; + + /** + * Maps the div focus events to pixi's InteractionManager (mouseout) + * + * @private + * @param {FocusEvent} e - The focusout event. + */ + + + AccessibilityManager.prototype._onFocusOut = function _onFocusOut(e) { + var interactionManager = this.renderer.plugins.interaction; + + interactionManager.dispatchEvent(e.target.displayObject, 'mouseout', interactionManager.eventData); + }; + + /** + * Is called when a key is pressed + * + * @private + * @param {KeyboardEvent} e - The keydown event. + */ + + + AccessibilityManager.prototype._onKeyDown = function _onKeyDown(e) { + if (e.keyCode !== KEY_CODE_TAB) { + return; + } + + this.activate(); + }; + + /** + * Is called when the mouse moves across the renderer element + * + * @private + */ + + + AccessibilityManager.prototype._onMouseMove = function _onMouseMove() { + this.deactivate(); + }; + + /** + * Destroys the accessibility manager + * + */ + + + AccessibilityManager.prototype.destroy = function destroy() { + this.div = null; + + for (var i = 0; i < this.children.length; i++) { + this.children[i].div = null; + } + + window.document.removeEventListener('mousemove', this._onMouseMove); + window.removeEventListener('keydown', this._onKeyDown); + + this.pool = null; + this.children = null; + this.renderer = null; + }; + + return AccessibilityManager; +}(); + +exports.default = AccessibilityManager; + + +core.WebGLRenderer.registerPlugin('accessibility', AccessibilityManager); +core.CanvasRenderer.registerPlugin('accessibility', AccessibilityManager); + +},{"../core":65,"./accessibleTarget":41,"ismobilejs":21}],41:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; +/** + * Default property values of accessible objects + * used by {@link PIXI.accessibility.AccessibilityManager}. + * + * @function accessibleTarget + * @memberof PIXI.accessibility + * @example + * function MyObject() {} + * + * Object.assign( + * MyObject.prototype, + * PIXI.accessibility.accessibleTarget + * ); + */ +exports.default = { + /** + * Flag for if the object is accessible. If true AccessibilityManager will overlay a + * shadow div with attributes set + * + * @member {boolean} + */ + accessible: false, + + /** + * Sets the title attribute of the shadow div + * If accessibleTitle AND accessibleHint has not been this will default to 'displayObject [tabIndex]' + * + * @member {string} + */ + accessibleTitle: null, + + /** + * Sets the aria-label attribute of the shadow div + * + * @member {string} + */ + accessibleHint: null, + + /** + * @todo Needs docs. + */ + tabIndex: 0, + + /** + * @todo Needs docs. + */ + _accessibleActive: false, + + /** + * @todo Needs docs. + */ + _accessibleDiv: false +}; + +},{}],42:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _accessibleTarget = require('./accessibleTarget'); + +Object.defineProperty(exports, 'accessibleTarget', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_accessibleTarget).default; + } +}); + +var _AccessibilityManager = require('./AccessibilityManager'); + +Object.defineProperty(exports, 'AccessibilityManager', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_AccessibilityManager).default; + } +}); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +},{"./AccessibilityManager":40,"./accessibleTarget":41}],43:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _autoDetectRenderer = require('./autoDetectRenderer'); + +var _Container = require('./display/Container'); + +var _Container2 = _interopRequireDefault(_Container); + +var _ticker = require('./ticker'); + +var _settings = require('./settings'); + +var _settings2 = _interopRequireDefault(_settings); + +var _const = require('./const'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * Convenience class to create a new PIXI application. + * This class automatically creates the renderer, ticker + * and root container. + * + * @example + * // Create the application + * const app = new PIXI.Application(); + * + * // Add the view to the DOM + * document.body.appendChild(app.view); + * + * // ex, add display objects + * app.stage.addChild(PIXI.Sprite.fromImage('something.png')); + * + * @class + * @memberof PIXI + */ +var Application = function () { + // eslint-disable-next-line valid-jsdoc + /** + * @param {object} [options] - The optional renderer parameters + * @param {boolean} [options.autoStart=true] - automatically starts the rendering after the construction. + * Note that setting this parameter to false does NOT stop the shared ticker even if you set + * options.sharedTicker to true in case that it is already started. Stop it by your own. + * @param {number} [options.width=800] - the width of the renderers view + * @param {number} [options.height=600] - the height of the renderers view + * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional + * @param {boolean} [options.transparent=false] - If the render view is transparent, default false + * @param {boolean} [options.antialias=false] - sets antialias (only applicable in chrome at the moment) + * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, enable this if you + * need to call toDataUrl on the webgl context + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer, retina would be 2 + * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or + * not before the new render pass. + * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when rendering, + * stopping pixel interpolation. + * @param {boolean} [options.forceFXAA=false] - forces FXAA antialiasing to be used over native. + * FXAA is faster, but may not always look as great **webgl only** + * @param {boolean} [options.legacy=false] - `true` to ensure compatibility with older / less advanced devices. + * If you experience unexplained flickering try setting this to true. **webgl only** + * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" + * for devices with dual graphics card **webgl only** + * @param {boolean} [options.sharedTicker=false] - `true` to use PIXI.ticker.shared, `false` to create new ticker. + * @param {boolean} [options.sharedLoader=false] - `true` to use PIXI.loaders.shared, `false` to create new Loader. + */ + function Application(options, arg2, arg3, arg4, arg5) { + _classCallCheck(this, Application); + + // Support for constructor(width, height, options, noWebGL, useSharedTicker) + if (typeof options === 'number') { + options = Object.assign({ + width: options, + height: arg2 || _settings2.default.RENDER_OPTIONS.height, + forceCanvas: !!arg4, + sharedTicker: !!arg5 + }, arg3); + } + + /** + * The default options, so we mixin functionality later. + * @member {object} + * @protected + */ + this._options = options = Object.assign({ + autoStart: true, + sharedTicker: false, + forceCanvas: false, + sharedLoader: false + }, options); + + /** + * WebGL renderer if available, otherwise CanvasRenderer + * @member {PIXI.WebGLRenderer|PIXI.CanvasRenderer} + */ + this.renderer = (0, _autoDetectRenderer.autoDetectRenderer)(options); + + /** + * The root display container that's rendered. + * @member {PIXI.Container} + */ + this.stage = new _Container2.default(); + + /** + * Internal reference to the ticker + * @member {PIXI.ticker.Ticker} + * @private + */ + this._ticker = null; + + /** + * Ticker for doing render updates. + * @member {PIXI.ticker.Ticker} + * @default PIXI.ticker.shared + */ + this.ticker = options.sharedTicker ? _ticker.shared : new _ticker.Ticker(); + + // Start the rendering + if (options.autoStart) { + this.start(); + } + } + + /** + * Render the current stage. + */ + Application.prototype.render = function render() { + this.renderer.render(this.stage); + }; + + /** + * Convenience method for stopping the render. + */ + + + Application.prototype.stop = function stop() { + this._ticker.stop(); + }; + + /** + * Convenience method for starting the render. + */ + + + Application.prototype.start = function start() { + this._ticker.start(); + }; + + /** + * Reference to the renderer's canvas element. + * @member {HTMLCanvasElement} + * @readonly + */ + + + /** + * Destroy and don't use after this. + * @param {Boolean} [removeView=false] Automatically remove canvas from DOM. + */ + Application.prototype.destroy = function destroy(removeView) { + var oldTicker = this._ticker; + + this.ticker = null; + + oldTicker.destroy(); + + this.stage.destroy(); + this.stage = null; + + this.renderer.destroy(removeView); + this.renderer = null; + + this._options = null; + }; + + _createClass(Application, [{ + key: 'ticker', + set: function set(ticker) // eslint-disable-line require-jsdoc + { + if (this._ticker) { + this._ticker.remove(this.render, this); + } + this._ticker = ticker; + if (ticker) { + ticker.add(this.render, this, _const.UPDATE_PRIORITY.LOW); + } + }, + get: function get() // eslint-disable-line require-jsdoc + { + return this._ticker; + } + }, { + key: 'view', + get: function get() { + return this.renderer.view; + } + + /** + * Reference to the renderer's screen rectangle. Its safe to use as filterArea or hitArea for whole screen + * @member {PIXI.Rectangle} + * @readonly + */ + + }, { + key: 'screen', + get: function get() { + return this.renderer.screen; + } + }]); + + return Application; +}(); + +exports.default = Application; + +},{"./autoDetectRenderer":45,"./const":46,"./display/Container":48,"./settings":101,"./ticker":120}],44:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _pixiGlCore = require('pixi-gl-core'); + +var _settings = require('./settings'); + +var _settings2 = _interopRequireDefault(_settings); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +function checkPrecision(src, def) { + if (src instanceof Array) { + if (src[0].substring(0, 9) !== 'precision') { + var copy = src.slice(0); + + copy.unshift('precision ' + def + ' float;'); + + return copy; + } + } else if (src.substring(0, 9) !== 'precision') { + return 'precision ' + def + ' float;\n' + src; + } + + return src; +} + +/** + * Wrapper class, webGL Shader for Pixi. + * Adds precision string if vertexSrc or fragmentSrc have no mention of it. + * + * @class + * @extends GLShader + * @memberof PIXI + */ + +var Shader = function (_GLShader) { + _inherits(Shader, _GLShader); + + /** + * + * @param {WebGLRenderingContext} gl - The current WebGL rendering context + * @param {string|string[]} vertexSrc - The vertex shader source as an array of strings. + * @param {string|string[]} fragmentSrc - The fragment shader source as an array of strings. + */ + function Shader(gl, vertexSrc, fragmentSrc) { + _classCallCheck(this, Shader); + + return _possibleConstructorReturn(this, _GLShader.call(this, gl, checkPrecision(vertexSrc, _settings2.default.PRECISION_VERTEX), checkPrecision(fragmentSrc, _settings2.default.PRECISION_FRAGMENT))); + } + + return Shader; +}(_pixiGlCore.GLShader); + +exports.default = Shader; + +},{"./settings":101,"pixi-gl-core":7}],45:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.autoDetectRenderer = autoDetectRenderer; + +var _utils = require('./utils'); + +var utils = _interopRequireWildcard(_utils); + +var _CanvasRenderer = require('./renderers/canvas/CanvasRenderer'); + +var _CanvasRenderer2 = _interopRequireDefault(_CanvasRenderer); + +var _WebGLRenderer = require('./renderers/webgl/WebGLRenderer'); + +var _WebGLRenderer2 = _interopRequireDefault(_WebGLRenderer); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +// eslint-disable-next-line valid-jsdoc +/** + * This helper function will automatically detect which renderer you should be using. + * WebGL is the preferred renderer as it is a lot faster. If webGL is not supported by + * the browser then this function will return a canvas renderer + * + * @memberof PIXI + * @function autoDetectRenderer + * @param {object} [options] - The optional renderer parameters + * @param {number} [options.width=800] - the width of the renderers view + * @param {number} [options.height=600] - the height of the renderers view + * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional + * @param {boolean} [options.transparent=false] - If the render view is transparent, default false + * @param {boolean} [options.antialias=false] - sets antialias (only applicable in chrome at the moment) + * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, enable this if you + * need to call toDataUrl on the webgl context + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or + * not before the new render pass. + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer, retina would be 2 + * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present + * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when rendering, + * stopping pixel interpolation. + * @param {boolean} [options.forceFXAA=false] - forces FXAA antialiasing to be used over native. + * FXAA is faster, but may not always look as great **webgl only** + * @param {boolean} [options.legacy=false] - `true` to ensure compatibility with older / less advanced devices. + * If you experience unexplained flickering try setting this to true. **webgl only** + * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" + * for devices with dual graphics card **webgl only** + * @return {PIXI.WebGLRenderer|PIXI.CanvasRenderer} Returns WebGL renderer if available, otherwise CanvasRenderer + */ +function autoDetectRenderer(options, arg1, arg2, arg3) { + // Backward-compatible support for noWebGL option + var forceCanvas = options && options.forceCanvas; + + if (arg3 !== undefined) { + forceCanvas = arg3; + } + + if (!forceCanvas && utils.isWebGLSupported()) { + return new _WebGLRenderer2.default(options, arg1, arg2); + } + + return new _CanvasRenderer2.default(options, arg1, arg2); +} + +},{"./renderers/canvas/CanvasRenderer":77,"./renderers/webgl/WebGLRenderer":84,"./utils":124}],46:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +/** + * String of the current PIXI version. + * + * @static + * @constant + * @memberof PIXI + * @name VERSION + * @type {string} + */ +var VERSION = exports.VERSION = '4.5.4'; + +/** + * Two Pi. + * + * @static + * @constant + * @memberof PIXI + * @type {number} + */ +var PI_2 = exports.PI_2 = Math.PI * 2; + +/** + * Conversion factor for converting radians to degrees. + * + * @static + * @constant + * @memberof PIXI + * @type {number} + */ +var RAD_TO_DEG = exports.RAD_TO_DEG = 180 / Math.PI; + +/** + * Conversion factor for converting degrees to radians. + * + * @static + * @constant + * @memberof PIXI + * @type {number} + */ +var DEG_TO_RAD = exports.DEG_TO_RAD = Math.PI / 180; + +/** + * Constant to identify the Renderer Type. + * + * @static + * @constant + * @memberof PIXI + * @name RENDERER_TYPE + * @type {object} + * @property {number} UNKNOWN - Unknown render type. + * @property {number} WEBGL - WebGL render type. + * @property {number} CANVAS - Canvas render type. + */ +var RENDERER_TYPE = exports.RENDERER_TYPE = { + UNKNOWN: 0, + WEBGL: 1, + CANVAS: 2 +}; + +/** + * Various blend modes supported by PIXI. + * + * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. + * Anything else will silently act like NORMAL. + * + * @static + * @constant + * @memberof PIXI + * @name BLEND_MODES + * @type {object} + * @property {number} NORMAL + * @property {number} ADD + * @property {number} MULTIPLY + * @property {number} SCREEN + * @property {number} OVERLAY + * @property {number} DARKEN + * @property {number} LIGHTEN + * @property {number} COLOR_DODGE + * @property {number} COLOR_BURN + * @property {number} HARD_LIGHT + * @property {number} SOFT_LIGHT + * @property {number} DIFFERENCE + * @property {number} EXCLUSION + * @property {number} HUE + * @property {number} SATURATION + * @property {number} COLOR + * @property {number} LUMINOSITY + */ +var BLEND_MODES = exports.BLEND_MODES = { + NORMAL: 0, + ADD: 1, + MULTIPLY: 2, + SCREEN: 3, + OVERLAY: 4, + DARKEN: 5, + LIGHTEN: 6, + COLOR_DODGE: 7, + COLOR_BURN: 8, + HARD_LIGHT: 9, + SOFT_LIGHT: 10, + DIFFERENCE: 11, + EXCLUSION: 12, + HUE: 13, + SATURATION: 14, + COLOR: 15, + LUMINOSITY: 16, + NORMAL_NPM: 17, + ADD_NPM: 18, + SCREEN_NPM: 19 +}; + +/** + * Various webgl draw modes. These can be used to specify which GL drawMode to use + * under certain situations and renderers. + * + * @static + * @constant + * @memberof PIXI + * @name DRAW_MODES + * @type {object} + * @property {number} POINTS + * @property {number} LINES + * @property {number} LINE_LOOP + * @property {number} LINE_STRIP + * @property {number} TRIANGLES + * @property {number} TRIANGLE_STRIP + * @property {number} TRIANGLE_FAN + */ +var DRAW_MODES = exports.DRAW_MODES = { + POINTS: 0, + LINES: 1, + LINE_LOOP: 2, + LINE_STRIP: 3, + TRIANGLES: 4, + TRIANGLE_STRIP: 5, + TRIANGLE_FAN: 6 +}; + +/** + * The scale modes that are supported by pixi. + * + * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. + * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. + * + * @static + * @constant + * @memberof PIXI + * @name SCALE_MODES + * @type {object} + * @property {number} LINEAR Smooth scaling + * @property {number} NEAREST Pixelating scaling + */ +var SCALE_MODES = exports.SCALE_MODES = { + LINEAR: 0, + NEAREST: 1 +}; + +/** + * The wrap modes that are supported by pixi. + * + * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wraping mode of future operations. + * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. + * If the texture is non power of two then clamp will be used regardless as webGL can + * only use REPEAT if the texture is po2. + * + * This property only affects WebGL. + * + * @static + * @constant + * @name WRAP_MODES + * @memberof PIXI + * @type {object} + * @property {number} CLAMP - The textures uvs are clamped + * @property {number} REPEAT - The texture uvs tile and repeat + * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring + */ +var WRAP_MODES = exports.WRAP_MODES = { + CLAMP: 0, + REPEAT: 1, + MIRRORED_REPEAT: 2 +}; + +/** + * The gc modes that are supported by pixi. + * + * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO + * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not + * used for a specified period of time they will be removed from the GPU. They will of course + * be uploaded again when they are required. This is a silent behind the scenes process that + * should ensure that the GPU does not get filled up. + * + * Handy for mobile devices! + * This property only affects WebGL. + * + * @static + * @constant + * @name GC_MODES + * @memberof PIXI + * @type {object} + * @property {number} AUTO - Garbage collection will happen periodically automatically + * @property {number} MANUAL - Garbage collection will need to be called manually + */ +var GC_MODES = exports.GC_MODES = { + AUTO: 0, + MANUAL: 1 +}; + +/** + * Regexp for image type by extension. + * + * @static + * @constant + * @memberof PIXI + * @type {RegExp|string} + * @example `image.png` + */ +var URL_FILE_EXTENSION = exports.URL_FILE_EXTENSION = /\.(\w{3,4})(?:$|\?|#)/i; + +/** + * Regexp for data URI. + * Based on: {@link https://github.com/ragingwind/data-uri-regex} + * + * @static + * @constant + * @name DATA_URI + * @memberof PIXI + * @type {RegExp|string} + * @example data:image/png;base64 + */ +var DATA_URI = exports.DATA_URI = /^\s*data:(?:([\w-]+)\/([\w+.-]+))?(?:;(charset=[\w-]+|base64))?,(.*)/i; + +/** + * Regexp for SVG size. + * + * @static + * @constant + * @name SVG_SIZE + * @memberof PIXI + * @type {RegExp|string} + * @example <svg width="100" height="100"></svg> + */ +var SVG_SIZE = exports.SVG_SIZE = /]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*>/i; // eslint-disable-line max-len + +/** + * Constants that identify shapes, mainly to prevent `instanceof` calls. + * + * @static + * @constant + * @name SHAPES + * @memberof PIXI + * @type {object} + * @property {number} POLY Polygon + * @property {number} RECT Rectangle + * @property {number} CIRC Circle + * @property {number} ELIP Ellipse + * @property {number} RREC Rounded Rectangle + */ +var SHAPES = exports.SHAPES = { + POLY: 0, + RECT: 1, + CIRC: 2, + ELIP: 3, + RREC: 4 +}; + +/** + * Constants that specify float precision in shaders. + * + * @static + * @constant + * @name PRECISION + * @memberof PIXI + * @type {object} + * @property {string} LOW='lowp' + * @property {string} MEDIUM='mediump' + * @property {string} HIGH='highp' + */ +var PRECISION = exports.PRECISION = { + LOW: 'lowp', + MEDIUM: 'mediump', + HIGH: 'highp' +}; + +/** + * Constants that specify the transform type. + * + * @static + * @constant + * @name TRANSFORM_MODE + * @memberof PIXI + * @type {object} + * @property {number} STATIC + * @property {number} DYNAMIC + */ +var TRANSFORM_MODE = exports.TRANSFORM_MODE = { + STATIC: 0, + DYNAMIC: 1 +}; + +/** + * Constants that define the type of gradient on text. + * + * @static + * @constant + * @name TEXT_GRADIENT + * @memberof PIXI + * @type {object} + * @property {number} LINEAR_VERTICAL Vertical gradient + * @property {number} LINEAR_HORIZONTAL Linear gradient + */ +var TEXT_GRADIENT = exports.TEXT_GRADIENT = { + LINEAR_VERTICAL: 0, + LINEAR_HORIZONTAL: 1 +}; + +/** + * Represents the update priorities used by internal PIXI classes when registered with + * the {@link PIXI.ticker.Ticker} object. Higher priority items are updated first and lower + * priority items, such as render, should go later. + * + * @static + * @constant + * @name UPDATE_PRIORITY + * @memberof PIXI + * @type {object} + * @property {number} INTERACTION=50 Highest priority, used for {@link PIXI.interaction.InteractionManager} + * @property {number} HIGH=25 High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.extras.AnimatedSprite} + * @property {number} NORMAL=0 Default priority for ticker events, see {@link PIXI.ticker.Ticker#add}. + * @property {number} LOW=-25 Low priority used for {@link PIXI.Application} rendering. + * @property {number} UTILITY=-50 Lowest priority used for {@link PIXI.prepare.BasePrepare} utility. + */ +var UPDATE_PRIORITY = exports.UPDATE_PRIORITY = { + INTERACTION: 50, + HIGH: 25, + NORMAL: 0, + LOW: -25, + UTILITY: -50 +}; + +},{}],47:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _math = require('../math'); + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * 'Builder' pattern for bounds rectangles + * Axis-Aligned Bounding Box + * It is not a shape! Its mutable thing, no 'EMPTY' or that kind of problems + * + * @class + * @memberof PIXI + */ +var Bounds = function () { + /** + * + */ + function Bounds() { + _classCallCheck(this, Bounds); + + /** + * @member {number} + * @default 0 + */ + this.minX = Infinity; + + /** + * @member {number} + * @default 0 + */ + this.minY = Infinity; + + /** + * @member {number} + * @default 0 + */ + this.maxX = -Infinity; + + /** + * @member {number} + * @default 0 + */ + this.maxY = -Infinity; + + this.rect = null; + } + + /** + * Checks if bounds are empty. + * + * @return {boolean} True if empty. + */ + + + Bounds.prototype.isEmpty = function isEmpty() { + return this.minX > this.maxX || this.minY > this.maxY; + }; + + /** + * Clears the bounds and resets. + * + */ + + + Bounds.prototype.clear = function clear() { + this.updateID++; + + this.minX = Infinity; + this.minY = Infinity; + this.maxX = -Infinity; + this.maxY = -Infinity; + }; + + /** + * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle + * It is not guaranteed that it will return tempRect + * + * @param {PIXI.Rectangle} rect - temporary object will be used if AABB is not empty + * @returns {PIXI.Rectangle} A rectangle of the bounds + */ + + + Bounds.prototype.getRectangle = function getRectangle(rect) { + if (this.minX > this.maxX || this.minY > this.maxY) { + return _math.Rectangle.EMPTY; + } + + rect = rect || new _math.Rectangle(0, 0, 1, 1); + + rect.x = this.minX; + rect.y = this.minY; + rect.width = this.maxX - this.minX; + rect.height = this.maxY - this.minY; + + return rect; + }; + + /** + * This function should be inlined when its possible. + * + * @param {PIXI.Point} point - The point to add. + */ + + + Bounds.prototype.addPoint = function addPoint(point) { + this.minX = Math.min(this.minX, point.x); + this.maxX = Math.max(this.maxX, point.x); + this.minY = Math.min(this.minY, point.y); + this.maxY = Math.max(this.maxY, point.y); + }; + + /** + * Adds a quad, not transformed + * + * @param {Float32Array} vertices - The verts to add. + */ + + + Bounds.prototype.addQuad = function addQuad(vertices) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + + var x = vertices[0]; + var y = vertices[1]; + + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + + x = vertices[2]; + y = vertices[3]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + + x = vertices[4]; + y = vertices[5]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + + x = vertices[6]; + y = vertices[7]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + + /** + * Adds sprite frame, transformed. + * + * @param {PIXI.TransformBase} transform - TODO + * @param {number} x0 - TODO + * @param {number} y0 - TODO + * @param {number} x1 - TODO + * @param {number} y1 - TODO + */ + + + Bounds.prototype.addFrame = function addFrame(transform, x0, y0, x1, y1) { + var matrix = transform.worldTransform; + var a = matrix.a; + var b = matrix.b; + var c = matrix.c; + var d = matrix.d; + var tx = matrix.tx; + var ty = matrix.ty; + + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + + var x = a * x0 + c * y0 + tx; + var y = b * x0 + d * y0 + ty; + + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + + x = a * x1 + c * y0 + tx; + y = b * x1 + d * y0 + ty; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + + x = a * x0 + c * y1 + tx; + y = b * x0 + d * y1 + ty; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + + x = a * x1 + c * y1 + tx; + y = b * x1 + d * y1 + ty; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + + /** + * Add an array of vertices + * + * @param {PIXI.TransformBase} transform - TODO + * @param {Float32Array} vertices - TODO + * @param {number} beginOffset - TODO + * @param {number} endOffset - TODO + */ + + + Bounds.prototype.addVertices = function addVertices(transform, vertices, beginOffset, endOffset) { + var matrix = transform.worldTransform; + var a = matrix.a; + var b = matrix.b; + var c = matrix.c; + var d = matrix.d; + var tx = matrix.tx; + var ty = matrix.ty; + + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + + for (var i = beginOffset; i < endOffset; i += 2) { + var rawX = vertices[i]; + var rawY = vertices[i + 1]; + var x = a * rawX + c * rawY + tx; + var y = d * rawY + b * rawX + ty; + + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + } + + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + + /** + * Adds other Bounds + * + * @param {PIXI.Bounds} bounds - TODO + */ + + + Bounds.prototype.addBounds = function addBounds(bounds) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + + this.minX = bounds.minX < minX ? bounds.minX : minX; + this.minY = bounds.minY < minY ? bounds.minY : minY; + this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX; + this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY; + }; + + /** + * Adds other Bounds, masked with Bounds + * + * @param {PIXI.Bounds} bounds - TODO + * @param {PIXI.Bounds} mask - TODO + */ + + + Bounds.prototype.addBoundsMask = function addBoundsMask(bounds, mask) { + var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX; + var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY; + var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX; + var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY; + + if (_minX <= _maxX && _minY <= _maxY) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + + this.minX = _minX < minX ? _minX : minX; + this.minY = _minY < minY ? _minY : minY; + this.maxX = _maxX > maxX ? _maxX : maxX; + this.maxY = _maxY > maxY ? _maxY : maxY; + } + }; + + /** + * Adds other Bounds, masked with Rectangle + * + * @param {PIXI.Bounds} bounds - TODO + * @param {PIXI.Rectangle} area - TODO + */ + + + Bounds.prototype.addBoundsArea = function addBoundsArea(bounds, area) { + var _minX = bounds.minX > area.x ? bounds.minX : area.x; + var _minY = bounds.minY > area.y ? bounds.minY : area.y; + var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : area.x + area.width; + var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : area.y + area.height; + + if (_minX <= _maxX && _minY <= _maxY) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + + this.minX = _minX < minX ? _minX : minX; + this.minY = _minY < minY ? _minY : minY; + this.maxX = _maxX > maxX ? _maxX : maxX; + this.maxY = _maxY > maxY ? _maxY : maxY; + } + }; + + return Bounds; +}(); + +exports.default = Bounds; + +},{"../math":70}],48:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _utils = require('../utils'); + +var _DisplayObject2 = require('./DisplayObject'); + +var _DisplayObject3 = _interopRequireDefault(_DisplayObject2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * A Container represents a collection of display objects. + * It is the base class of all display objects that act as a container for other objects. + * + *```js + * let container = new PIXI.Container(); + * container.addChild(sprite); + * ``` + * + * @class + * @extends PIXI.DisplayObject + * @memberof PIXI + */ +var Container = function (_DisplayObject) { + _inherits(Container, _DisplayObject); + + /** + * + */ + function Container() { + _classCallCheck(this, Container); + + /** + * The array of children of this container. + * + * @member {PIXI.DisplayObject[]} + * @readonly + */ + var _this = _possibleConstructorReturn(this, _DisplayObject.call(this)); + + _this.children = []; + return _this; + } + + /** + * Overridable method that can be used by Container subclasses whenever the children array is modified + * + * @private + */ + + + Container.prototype.onChildrenChange = function onChildrenChange() {} + /* empty */ + + + /** + * Adds one or more children to the container. + * + * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)` + * + * @param {...PIXI.DisplayObject} child - The DisplayObject(s) to add to the container + * @return {PIXI.DisplayObject} The first child that was added. + */ + ; + + Container.prototype.addChild = function addChild(child) { + var argumentsLength = arguments.length; + + // if there is only one argument we can bypass looping through the them + if (argumentsLength > 1) { + // loop through the arguments property and add all children + // use it the right way (.length and [i]) so that this function can still be optimised by JS runtimes + for (var i = 0; i < argumentsLength; i++) { + this.addChild(arguments[i]); + } + } else { + // if the child has a parent then lets remove it as PixiJS objects can only exist in one place + if (child.parent) { + child.parent.removeChild(child); + } + + child.parent = this; + // ensure child transform will be recalculated + child.transform._parentID = -1; + + this.children.push(child); + + // ensure bounds will be recalculated + this._boundsID++; + + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(this.children.length - 1); + child.emit('added', this); + } + + return child; + }; + + /** + * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown + * + * @param {PIXI.DisplayObject} child - The child to add + * @param {number} index - The index to place the child in + * @return {PIXI.DisplayObject} The child that was added. + */ + + + Container.prototype.addChildAt = function addChildAt(child, index) { + if (index < 0 || index > this.children.length) { + throw new Error(child + 'addChildAt: The index ' + index + ' supplied is out of bounds ' + this.children.length); + } + + if (child.parent) { + child.parent.removeChild(child); + } + + child.parent = this; + // ensure child transform will be recalculated + child.transform._parentID = -1; + + this.children.splice(index, 0, child); + + // ensure bounds will be recalculated + this._boundsID++; + + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(index); + child.emit('added', this); + + return child; + }; + + /** + * Swaps the position of 2 Display Objects within this container. + * + * @param {PIXI.DisplayObject} child - First display object to swap + * @param {PIXI.DisplayObject} child2 - Second display object to swap + */ + + + Container.prototype.swapChildren = function swapChildren(child, child2) { + if (child === child2) { + return; + } + + var index1 = this.getChildIndex(child); + var index2 = this.getChildIndex(child2); + + this.children[index1] = child2; + this.children[index2] = child; + this.onChildrenChange(index1 < index2 ? index1 : index2); + }; + + /** + * Returns the index position of a child DisplayObject instance + * + * @param {PIXI.DisplayObject} child - The DisplayObject instance to identify + * @return {number} The index position of the child display object to identify + */ + + + Container.prototype.getChildIndex = function getChildIndex(child) { + var index = this.children.indexOf(child); + + if (index === -1) { + throw new Error('The supplied DisplayObject must be a child of the caller'); + } + + return index; + }; + + /** + * Changes the position of an existing child in the display object container + * + * @param {PIXI.DisplayObject} child - The child DisplayObject instance for which you want to change the index number + * @param {number} index - The resulting index number for the child display object + */ + + + Container.prototype.setChildIndex = function setChildIndex(child, index) { + if (index < 0 || index >= this.children.length) { + throw new Error('The supplied index is out of bounds'); + } + + var currentIndex = this.getChildIndex(child); + + (0, _utils.removeItems)(this.children, currentIndex, 1); // remove from old position + this.children.splice(index, 0, child); // add at new position + + this.onChildrenChange(index); + }; + + /** + * Returns the child at the specified index + * + * @param {number} index - The index to get the child at + * @return {PIXI.DisplayObject} The child at the given index, if any. + */ + + + Container.prototype.getChildAt = function getChildAt(index) { + if (index < 0 || index >= this.children.length) { + throw new Error('getChildAt: Index (' + index + ') does not exist.'); + } + + return this.children[index]; + }; + + /** + * Removes one or more children from the container. + * + * @param {...PIXI.DisplayObject} child - The DisplayObject(s) to remove + * @return {PIXI.DisplayObject} The first child that was removed. + */ + + + Container.prototype.removeChild = function removeChild(child) { + var argumentsLength = arguments.length; + + // if there is only one argument we can bypass looping through the them + if (argumentsLength > 1) { + // loop through the arguments property and add all children + // use it the right way (.length and [i]) so that this function can still be optimised by JS runtimes + for (var i = 0; i < argumentsLength; i++) { + this.removeChild(arguments[i]); + } + } else { + var index = this.children.indexOf(child); + + if (index === -1) return null; + + child.parent = null; + // ensure child transform will be recalculated + child.transform._parentID = -1; + (0, _utils.removeItems)(this.children, index, 1); + + // ensure bounds will be recalculated + this._boundsID++; + + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(index); + child.emit('removed', this); + } + + return child; + }; + + /** + * Removes a child from the specified index position. + * + * @param {number} index - The index to get the child from + * @return {PIXI.DisplayObject} The child that was removed. + */ + + + Container.prototype.removeChildAt = function removeChildAt(index) { + var child = this.getChildAt(index); + + // ensure child transform will be recalculated.. + child.parent = null; + child.transform._parentID = -1; + (0, _utils.removeItems)(this.children, index, 1); + + // ensure bounds will be recalculated + this._boundsID++; + + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(index); + child.emit('removed', this); + + return child; + }; + + /** + * Removes all children from this container that are within the begin and end indexes. + * + * @param {number} [beginIndex=0] - The beginning position. + * @param {number} [endIndex=this.children.length] - The ending position. Default value is size of the container. + * @returns {DisplayObject[]} List of removed children + */ + + + Container.prototype.removeChildren = function removeChildren() { + var beginIndex = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var endIndex = arguments[1]; + + var begin = beginIndex; + var end = typeof endIndex === 'number' ? endIndex : this.children.length; + var range = end - begin; + var removed = void 0; + + if (range > 0 && range <= end) { + removed = this.children.splice(begin, range); + + for (var i = 0; i < removed.length; ++i) { + removed[i].parent = null; + if (removed[i].transform) { + removed[i].transform._parentID = -1; + } + } + + this._boundsID++; + + this.onChildrenChange(beginIndex); + + for (var _i = 0; _i < removed.length; ++_i) { + removed[_i].emit('removed', this); + } + + return removed; + } else if (range === 0 && this.children.length === 0) { + return []; + } + + throw new RangeError('removeChildren: numeric values are outside the acceptable range.'); + }; + + /** + * Updates the transform on all children of this container for rendering + */ + + + Container.prototype.updateTransform = function updateTransform() { + this._boundsID++; + + this.transform.updateTransform(this.parent.transform); + + // TODO: check render flags, how to process stuff here + this.worldAlpha = this.alpha * this.parent.worldAlpha; + + for (var i = 0, j = this.children.length; i < j; ++i) { + var child = this.children[i]; + + if (child.visible) { + child.updateTransform(); + } + } + }; + + /** + * Recalculates the bounds of the container. + * + */ + + + Container.prototype.calculateBounds = function calculateBounds() { + this._bounds.clear(); + + this._calculateBounds(); + + for (var i = 0; i < this.children.length; i++) { + var child = this.children[i]; + + if (!child.visible || !child.renderable) { + continue; + } + + child.calculateBounds(); + + // TODO: filter+mask, need to mask both somehow + if (child._mask) { + child._mask.calculateBounds(); + this._bounds.addBoundsMask(child._bounds, child._mask._bounds); + } else if (child.filterArea) { + this._bounds.addBoundsArea(child._bounds, child.filterArea); + } else { + this._bounds.addBounds(child._bounds); + } + } + + this._lastBoundsID = this._boundsID; + }; + + /** + * Recalculates the bounds of the object. Override this to + * calculate the bounds of the specific object (not including children). + * + */ + + + Container.prototype._calculateBounds = function _calculateBounds() {} + // FILL IN// + + + /** + * Renders the object using the WebGL renderer + * + * @param {PIXI.WebGLRenderer} renderer - The renderer + */ + ; + + Container.prototype.renderWebGL = function renderWebGL(renderer) { + // if the object is not visible or the alpha is 0 then no need to render this element + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + + // do a quick check to see if this element has a mask or a filter. + if (this._mask || this._filters) { + this.renderAdvancedWebGL(renderer); + } else { + this._renderWebGL(renderer); + + // simple render children! + for (var i = 0, j = this.children.length; i < j; ++i) { + this.children[i].renderWebGL(renderer); + } + } + }; + + /** + * Render the object using the WebGL renderer and advanced features. + * + * @private + * @param {PIXI.WebGLRenderer} renderer - The renderer + */ + + + Container.prototype.renderAdvancedWebGL = function renderAdvancedWebGL(renderer) { + renderer.flush(); + + var filters = this._filters; + var mask = this._mask; + + // push filter first as we need to ensure the stencil buffer is correct for any masking + if (filters) { + if (!this._enabledFilters) { + this._enabledFilters = []; + } + + this._enabledFilters.length = 0; + + for (var i = 0; i < filters.length; i++) { + if (filters[i].enabled) { + this._enabledFilters.push(filters[i]); + } + } + + if (this._enabledFilters.length) { + renderer.filterManager.pushFilter(this, this._enabledFilters); + } + } + + if (mask) { + renderer.maskManager.pushMask(this, this._mask); + } + + // add this object to the batch, only rendered if it has a texture. + this._renderWebGL(renderer); + + // now loop through the children and make sure they get rendered + for (var _i2 = 0, j = this.children.length; _i2 < j; _i2++) { + this.children[_i2].renderWebGL(renderer); + } + + renderer.flush(); + + if (mask) { + renderer.maskManager.popMask(this, this._mask); + } + + if (filters && this._enabledFilters && this._enabledFilters.length) { + renderer.filterManager.popFilter(); + } + }; + + /** + * To be overridden by the subclasses. + * + * @private + * @param {PIXI.WebGLRenderer} renderer - The renderer + */ + + + Container.prototype._renderWebGL = function _renderWebGL(renderer) // eslint-disable-line no-unused-vars + {} + // this is where content itself gets rendered... + + + /** + * To be overridden by the subclass + * + * @private + * @param {PIXI.CanvasRenderer} renderer - The renderer + */ + ; + + Container.prototype._renderCanvas = function _renderCanvas(renderer) // eslint-disable-line no-unused-vars + {} + // this is where content itself gets rendered... + + + /** + * Renders the object using the Canvas renderer + * + * @param {PIXI.CanvasRenderer} renderer - The renderer + */ + ; + + Container.prototype.renderCanvas = function renderCanvas(renderer) { + // if not visible or the alpha is 0 then no need to render this + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + + if (this._mask) { + renderer.maskManager.pushMask(this._mask); + } + + this._renderCanvas(renderer); + for (var i = 0, j = this.children.length; i < j; ++i) { + this.children[i].renderCanvas(renderer); + } + + if (this._mask) { + renderer.maskManager.popMask(renderer); + } + }; + + /** + * Removes all internal references and listeners as well as removes children from the display list. + * Do not use a Container after calling `destroy`. + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the texture of the child sprite + * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the base texture of the child sprite + */ + + + Container.prototype.destroy = function destroy(options) { + _DisplayObject.prototype.destroy.call(this); + + var destroyChildren = typeof options === 'boolean' ? options : options && options.children; + + var oldChildren = this.removeChildren(0, this.children.length); + + if (destroyChildren) { + for (var i = 0; i < oldChildren.length; ++i) { + oldChildren[i].destroy(options); + } + } + }; + + /** + * The width of the Container, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + + + _createClass(Container, [{ + key: 'width', + get: function get() { + return this.scale.x * this.getLocalBounds().width; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + var width = this.getLocalBounds().width; + + if (width !== 0) { + this.scale.x = value / width; + } else { + this.scale.x = 1; + } + + this._width = value; + } + + /** + * The height of the Container, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + + }, { + key: 'height', + get: function get() { + return this.scale.y * this.getLocalBounds().height; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + var height = this.getLocalBounds().height; + + if (height !== 0) { + this.scale.y = value / height; + } else { + this.scale.y = 1; + } + + this._height = value; + } + }]); + + return Container; +}(_DisplayObject3.default); + +// performance increase to avoid using call.. (10x faster) + + +exports.default = Container; +Container.prototype.containerUpdateTransform = Container.prototype.updateTransform; + +},{"../utils":124,"./DisplayObject":49}],49:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _eventemitter = require('eventemitter3'); + +var _eventemitter2 = _interopRequireDefault(_eventemitter); + +var _const = require('../const'); + +var _settings = require('../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +var _TransformStatic = require('./TransformStatic'); + +var _TransformStatic2 = _interopRequireDefault(_TransformStatic); + +var _Transform = require('./Transform'); + +var _Transform2 = _interopRequireDefault(_Transform); + +var _Bounds = require('./Bounds'); + +var _Bounds2 = _interopRequireDefault(_Bounds); + +var _math = require('../math'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +// _tempDisplayObjectParent = new DisplayObject(); + +/** + * The base class for all objects that are rendered on the screen. + * This is an abstract class and should not be used on its own rather it should be extended. + * + * @class + * @extends EventEmitter + * @memberof PIXI + */ +var DisplayObject = function (_EventEmitter) { + _inherits(DisplayObject, _EventEmitter); + + /** + * + */ + function DisplayObject() { + _classCallCheck(this, DisplayObject); + + var _this = _possibleConstructorReturn(this, _EventEmitter.call(this)); + + var TransformClass = _settings2.default.TRANSFORM_MODE === _const.TRANSFORM_MODE.STATIC ? _TransformStatic2.default : _Transform2.default; + + _this.tempDisplayObjectParent = null; + + // TODO: need to create Transform from factory + /** + * World transform and local transform of this object. + * This will become read-only later, please do not assign anything there unless you know what are you doing + * + * @member {PIXI.TransformBase} + */ + _this.transform = new TransformClass(); + + /** + * The opacity of the object. + * + * @member {number} + */ + _this.alpha = 1; + + /** + * The visibility of the object. If false the object will not be drawn, and + * the updateTransform function will not be called. + * + * Only affects recursive calls from parent. You can ask for bounds or call updateTransform manually + * + * @member {boolean} + */ + _this.visible = true; + + /** + * Can this object be rendered, if false the object will not be drawn but the updateTransform + * methods will still be called. + * + * Only affects recursive calls from parent. You can ask for bounds manually + * + * @member {boolean} + */ + _this.renderable = true; + + /** + * The display object container that contains this display object. + * + * @member {PIXI.Container} + * @readonly + */ + _this.parent = null; + + /** + * The multiplied alpha of the displayObject + * + * @member {number} + * @readonly + */ + _this.worldAlpha = 1; + + /** + * The area the filter is applied to. This is used as more of an optimisation + * rather than figuring out the dimensions of the displayObject each frame you can set this rectangle + * + * Also works as an interaction mask + * + * @member {PIXI.Rectangle} + */ + _this.filterArea = null; + + _this._filters = null; + _this._enabledFilters = null; + + /** + * The bounds object, this is used to calculate and store the bounds of the displayObject + * + * @member {PIXI.Rectangle} + * @private + */ + _this._bounds = new _Bounds2.default(); + _this._boundsID = 0; + _this._lastBoundsID = -1; + _this._boundsRect = null; + _this._localBoundsRect = null; + + /** + * The original, cached mask of the object + * + * @member {PIXI.Graphics|PIXI.Sprite} + * @private + */ + _this._mask = null; + + /** + * If the object has been destroyed via destroy(). If true, it should not be used. + * + * @member {boolean} + * @private + * @readonly + */ + _this._destroyed = false; + + /** + * Fired when this DisplayObject is added to a Container. + * + * @event PIXI.DisplayObject#added + * @param {PIXI.Container} container - The container added to. + */ + + /** + * Fired when this DisplayObject is removed from a Container. + * + * @event PIXI.DisplayObject#removed + * @param {PIXI.Container} container - The container removed from. + */ + return _this; + } + + /** + * @private + * @member {PIXI.DisplayObject} + */ + + + /** + * Updates the object transform for rendering + * + * TODO - Optimization pass! + */ + DisplayObject.prototype.updateTransform = function updateTransform() { + this.transform.updateTransform(this.parent.transform); + // multiply the alphas.. + this.worldAlpha = this.alpha * this.parent.worldAlpha; + + this._bounds.updateID++; + }; + + /** + * recursively updates transform of all objects from the root to this one + * internal function for toLocal() + */ + + + DisplayObject.prototype._recursivePostUpdateTransform = function _recursivePostUpdateTransform() { + if (this.parent) { + this.parent._recursivePostUpdateTransform(); + this.transform.updateTransform(this.parent.transform); + } else { + this.transform.updateTransform(this._tempDisplayObjectParent.transform); + } + }; + + /** + * Retrieves the bounds of the displayObject as a rectangle object. + * + * @param {boolean} skipUpdate - setting to true will stop the transforms of the scene graph from + * being updated. This means the calculation returned MAY be out of date BUT will give you a + * nice performance boost + * @param {PIXI.Rectangle} rect - Optional rectangle to store the result of the bounds calculation + * @return {PIXI.Rectangle} the rectangular bounding area + */ + + + DisplayObject.prototype.getBounds = function getBounds(skipUpdate, rect) { + if (!skipUpdate) { + if (!this.parent) { + this.parent = this._tempDisplayObjectParent; + this.updateTransform(); + this.parent = null; + } else { + this._recursivePostUpdateTransform(); + this.updateTransform(); + } + } + + if (this._boundsID !== this._lastBoundsID) { + this.calculateBounds(); + } + + if (!rect) { + if (!this._boundsRect) { + this._boundsRect = new _math.Rectangle(); + } + + rect = this._boundsRect; + } + + return this._bounds.getRectangle(rect); + }; + + /** + * Retrieves the local bounds of the displayObject as a rectangle object + * + * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation + * @return {PIXI.Rectangle} the rectangular bounding area + */ + + + DisplayObject.prototype.getLocalBounds = function getLocalBounds(rect) { + var transformRef = this.transform; + var parentRef = this.parent; + + this.parent = null; + this.transform = this._tempDisplayObjectParent.transform; + + if (!rect) { + if (!this._localBoundsRect) { + this._localBoundsRect = new _math.Rectangle(); + } + + rect = this._localBoundsRect; + } + + var bounds = this.getBounds(false, rect); + + this.parent = parentRef; + this.transform = transformRef; + + return bounds; + }; + + /** + * Calculates the global position of the display object + * + * @param {PIXI.Point} position - The world origin to calculate from + * @param {PIXI.Point} [point] - A Point object in which to store the value, optional + * (otherwise will create a new Point) + * @param {boolean} [skipUpdate=false] - Should we skip the update transform. + * @return {PIXI.Point} A point object representing the position of this object + */ + + + DisplayObject.prototype.toGlobal = function toGlobal(position, point) { + var skipUpdate = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : false; + + if (!skipUpdate) { + this._recursivePostUpdateTransform(); + + // this parent check is for just in case the item is a root object. + // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly + // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) + if (!this.parent) { + this.parent = this._tempDisplayObjectParent; + this.displayObjectUpdateTransform(); + this.parent = null; + } else { + this.displayObjectUpdateTransform(); + } + } + + // don't need to update the lot + return this.worldTransform.apply(position, point); + }; + + /** + * Calculates the local position of the display object relative to another point + * + * @param {PIXI.Point} position - The world origin to calculate from + * @param {PIXI.DisplayObject} [from] - The DisplayObject to calculate the global position from + * @param {PIXI.Point} [point] - A Point object in which to store the value, optional + * (otherwise will create a new Point) + * @param {boolean} [skipUpdate=false] - Should we skip the update transform + * @return {PIXI.Point} A point object representing the position of this object + */ + + + DisplayObject.prototype.toLocal = function toLocal(position, from, point, skipUpdate) { + if (from) { + position = from.toGlobal(position, point, skipUpdate); + } + + if (!skipUpdate) { + this._recursivePostUpdateTransform(); + + // this parent check is for just in case the item is a root object. + // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly + // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) + if (!this.parent) { + this.parent = this._tempDisplayObjectParent; + this.displayObjectUpdateTransform(); + this.parent = null; + } else { + this.displayObjectUpdateTransform(); + } + } + + // simply apply the matrix.. + return this.worldTransform.applyInverse(position, point); + }; + + /** + * Renders the object using the WebGL renderer + * + * @param {PIXI.WebGLRenderer} renderer - The renderer + */ + + + DisplayObject.prototype.renderWebGL = function renderWebGL(renderer) // eslint-disable-line no-unused-vars + {} + // OVERWRITE; + + + /** + * Renders the object using the Canvas renderer + * + * @param {PIXI.CanvasRenderer} renderer - The renderer + */ + ; + + DisplayObject.prototype.renderCanvas = function renderCanvas(renderer) // eslint-disable-line no-unused-vars + {} + // OVERWRITE; + + + /** + * Set the parent Container of this DisplayObject + * + * @param {PIXI.Container} container - The Container to add this DisplayObject to + * @return {PIXI.Container} The Container that this DisplayObject was added to + */ + ; + + DisplayObject.prototype.setParent = function setParent(container) { + if (!container || !container.addChild) { + throw new Error('setParent: Argument must be a Container'); + } + + container.addChild(this); + + return container; + }; + + /** + * Convenience function to set the position, scale, skew and pivot at once. + * + * @param {number} [x=0] - The X position + * @param {number} [y=0] - The Y position + * @param {number} [scaleX=1] - The X scale value + * @param {number} [scaleY=1] - The Y scale value + * @param {number} [rotation=0] - The rotation + * @param {number} [skewX=0] - The X skew value + * @param {number} [skewY=0] - The Y skew value + * @param {number} [pivotX=0] - The X pivot value + * @param {number} [pivotY=0] - The Y pivot value + * @return {PIXI.DisplayObject} The DisplayObject instance + */ + + + DisplayObject.prototype.setTransform = function setTransform() { + var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0; + var scaleX = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 1; + var scaleY = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1; + var rotation = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : 0; + var skewX = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : 0; + var skewY = arguments.length > 6 && arguments[6] !== undefined ? arguments[6] : 0; + var pivotX = arguments.length > 7 && arguments[7] !== undefined ? arguments[7] : 0; + var pivotY = arguments.length > 8 && arguments[8] !== undefined ? arguments[8] : 0; + + this.position.x = x; + this.position.y = y; + this.scale.x = !scaleX ? 1 : scaleX; + this.scale.y = !scaleY ? 1 : scaleY; + this.rotation = rotation; + this.skew.x = skewX; + this.skew.y = skewY; + this.pivot.x = pivotX; + this.pivot.y = pivotY; + + return this; + }; + + /** + * Base destroy method for generic display objects. This will automatically + * remove the display object from its parent Container as well as remove + * all current event listeners and internal references. Do not use a DisplayObject + * after calling `destroy`. + * + */ + + + DisplayObject.prototype.destroy = function destroy() { + this.removeAllListeners(); + if (this.parent) { + this.parent.removeChild(this); + } + this.transform = null; + + this.parent = null; + + this._bounds = null; + this._currentBounds = null; + this._mask = null; + + this.filterArea = null; + + this.interactive = false; + this.interactiveChildren = false; + + this._destroyed = true; + }; + + /** + * The position of the displayObject on the x axis relative to the local coordinates of the parent. + * An alias to position.x + * + * @member {number} + */ + + + _createClass(DisplayObject, [{ + key: '_tempDisplayObjectParent', + get: function get() { + if (this.tempDisplayObjectParent === null) { + this.tempDisplayObjectParent = new DisplayObject(); + } + + return this.tempDisplayObjectParent; + } + }, { + key: 'x', + get: function get() { + return this.position.x; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.transform.position.x = value; + } + + /** + * The position of the displayObject on the y axis relative to the local coordinates of the parent. + * An alias to position.y + * + * @member {number} + */ + + }, { + key: 'y', + get: function get() { + return this.position.y; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.transform.position.y = value; + } + + /** + * Current transform of the object based on world (parent) factors + * + * @member {PIXI.Matrix} + * @readonly + */ + + }, { + key: 'worldTransform', + get: function get() { + return this.transform.worldTransform; + } + + /** + * Current transform of the object based on local factors: position, scale, other stuff + * + * @member {PIXI.Matrix} + * @readonly + */ + + }, { + key: 'localTransform', + get: function get() { + return this.transform.localTransform; + } + + /** + * The coordinate of the object relative to the local coordinates of the parent. + * Assignment by value since pixi-v4. + * + * @member {PIXI.Point|PIXI.ObservablePoint} + */ + + }, { + key: 'position', + get: function get() { + return this.transform.position; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.transform.position.copy(value); + } + + /** + * The scale factor of the object. + * Assignment by value since pixi-v4. + * + * @member {PIXI.Point|PIXI.ObservablePoint} + */ + + }, { + key: 'scale', + get: function get() { + return this.transform.scale; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.transform.scale.copy(value); + } + + /** + * The pivot point of the displayObject that it rotates around + * Assignment by value since pixi-v4. + * + * @member {PIXI.Point|PIXI.ObservablePoint} + */ + + }, { + key: 'pivot', + get: function get() { + return this.transform.pivot; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.transform.pivot.copy(value); + } + + /** + * The skew factor for the object in radians. + * Assignment by value since pixi-v4. + * + * @member {PIXI.ObservablePoint} + */ + + }, { + key: 'skew', + get: function get() { + return this.transform.skew; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.transform.skew.copy(value); + } + + /** + * The rotation of the object in radians. + * + * @member {number} + */ + + }, { + key: 'rotation', + get: function get() { + return this.transform.rotation; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.transform.rotation = value; + } + + /** + * Indicates if the object is globally visible. + * + * @member {boolean} + * @readonly + */ + + }, { + key: 'worldVisible', + get: function get() { + var item = this; + + do { + if (!item.visible) { + return false; + } + + item = item.parent; + } while (item); + + return true; + } + + /** + * Sets a mask for the displayObject. A mask is an object that limits the visibility of an + * object to the shape of the mask applied to it. In PIXI a regular mask must be a + * PIXI.Graphics or a PIXI.Sprite object. This allows for much faster masking in canvas as it + * utilises shape clipping. To remove a mask, set this property to null. + * + * @todo For the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask. + * + * @member {PIXI.Graphics|PIXI.Sprite} + */ + + }, { + key: 'mask', + get: function get() { + return this._mask; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (this._mask) { + this._mask.renderable = true; + } + + this._mask = value; + + if (this._mask) { + this._mask.renderable = false; + } + } + + /** + * Sets the filters for the displayObject. + * * IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer. + * To remove filters simply set this property to 'null' + * + * @member {PIXI.Filter[]} + */ + + }, { + key: 'filters', + get: function get() { + return this._filters && this._filters.slice(); + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._filters = value && value.slice(); + } + }]); + + return DisplayObject; +}(_eventemitter2.default); + +// performance increase to avoid using call.. (10x faster) + + +exports.default = DisplayObject; +DisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform; + +},{"../const":46,"../math":70,"../settings":101,"./Bounds":47,"./Transform":50,"./TransformStatic":52,"eventemitter3":20}],50:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _math = require('../math'); + +var _TransformBase2 = require('./TransformBase'); + +var _TransformBase3 = _interopRequireDefault(_TransformBase2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * Generic class to deal with traditional 2D matrix transforms + * local transformation is calculated from position,scale,skew and rotation + * + * @class + * @extends PIXI.TransformBase + * @memberof PIXI + */ +var Transform = function (_TransformBase) { + _inherits(Transform, _TransformBase); + + /** + * + */ + function Transform() { + _classCallCheck(this, Transform); + + /** + * The coordinate of the object relative to the local coordinates of the parent. + * + * @member {PIXI.Point} + */ + var _this = _possibleConstructorReturn(this, _TransformBase.call(this)); + + _this.position = new _math.Point(0, 0); + + /** + * The scale factor of the object. + * + * @member {PIXI.Point} + */ + _this.scale = new _math.Point(1, 1); + + /** + * The skew amount, on the x and y axis. + * + * @member {PIXI.ObservablePoint} + */ + _this.skew = new _math.ObservablePoint(_this.updateSkew, _this, 0, 0); + + /** + * The pivot point of the displayObject that it rotates around + * + * @member {PIXI.Point} + */ + _this.pivot = new _math.Point(0, 0); + + /** + * The rotation value of the object, in radians + * + * @member {Number} + * @private + */ + _this._rotation = 0; + + _this._cx = 1; // cos rotation + skewY; + _this._sx = 0; // sin rotation + skewY; + _this._cy = 0; // cos rotation + Math.PI/2 - skewX; + _this._sy = 1; // sin rotation + Math.PI/2 - skewX; + return _this; + } + + /** + * Updates the skew values when the skew or rotation changes. + * + * @private + */ + + + Transform.prototype.updateSkew = function updateSkew() { + this._cx = Math.cos(this._rotation + this.skew._y); + this._sx = Math.sin(this._rotation + this.skew._y); + this._cy = -Math.sin(this._rotation - this.skew._x); // cos, added PI/2 + this._sy = Math.cos(this._rotation - this.skew._x); // sin, added PI/2 + }; + + /** + * Updates only local matrix + */ + + + Transform.prototype.updateLocalTransform = function updateLocalTransform() { + var lt = this.localTransform; + + lt.a = this._cx * this.scale.x; + lt.b = this._sx * this.scale.x; + lt.c = this._cy * this.scale.y; + lt.d = this._sy * this.scale.y; + + lt.tx = this.position.x - (this.pivot.x * lt.a + this.pivot.y * lt.c); + lt.ty = this.position.y - (this.pivot.x * lt.b + this.pivot.y * lt.d); + }; + + /** + * Updates the values of the object and applies the parent's transform. + * + * @param {PIXI.Transform} parentTransform - The transform of the parent of this object + */ + + + Transform.prototype.updateTransform = function updateTransform(parentTransform) { + var lt = this.localTransform; + + lt.a = this._cx * this.scale.x; + lt.b = this._sx * this.scale.x; + lt.c = this._cy * this.scale.y; + lt.d = this._sy * this.scale.y; + + lt.tx = this.position.x - (this.pivot.x * lt.a + this.pivot.y * lt.c); + lt.ty = this.position.y - (this.pivot.x * lt.b + this.pivot.y * lt.d); + + // concat the parent matrix with the objects transform. + var pt = parentTransform.worldTransform; + var wt = this.worldTransform; + + wt.a = lt.a * pt.a + lt.b * pt.c; + wt.b = lt.a * pt.b + lt.b * pt.d; + wt.c = lt.c * pt.a + lt.d * pt.c; + wt.d = lt.c * pt.b + lt.d * pt.d; + wt.tx = lt.tx * pt.a + lt.ty * pt.c + pt.tx; + wt.ty = lt.tx * pt.b + lt.ty * pt.d + pt.ty; + + this._worldID++; + }; + + /** + * Decomposes a matrix and sets the transforms properties based on it. + * + * @param {PIXI.Matrix} matrix - The matrix to decompose + */ + + + Transform.prototype.setFromMatrix = function setFromMatrix(matrix) { + matrix.decompose(this); + }; + + /** + * The rotation of the object in radians. + * + * @member {number} + */ + + + _createClass(Transform, [{ + key: 'rotation', + get: function get() { + return this._rotation; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._rotation = value; + this.updateSkew(); + } + }]); + + return Transform; +}(_TransformBase3.default); + +exports.default = Transform; + +},{"../math":70,"./TransformBase":51}],51:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _math = require('../math'); + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * Generic class to deal with traditional 2D matrix transforms + * + * @class + * @memberof PIXI + */ +var TransformBase = function () { + /** + * + */ + function TransformBase() { + _classCallCheck(this, TransformBase); + + /** + * The global matrix transform. It can be swapped temporarily by some functions like getLocalBounds() + * + * @member {PIXI.Matrix} + */ + this.worldTransform = new _math.Matrix(); + + /** + * The local matrix transform + * + * @member {PIXI.Matrix} + */ + this.localTransform = new _math.Matrix(); + + this._worldID = 0; + this._parentID = 0; + } + + /** + * TransformBase does not have decomposition, so this function wont do anything + */ + + + TransformBase.prototype.updateLocalTransform = function updateLocalTransform() {} + // empty + + + /** + * Updates the values of the object and applies the parent's transform. + * + * @param {PIXI.TransformBase} parentTransform - The transform of the parent of this object + */ + ; + + TransformBase.prototype.updateTransform = function updateTransform(parentTransform) { + var pt = parentTransform.worldTransform; + var wt = this.worldTransform; + var lt = this.localTransform; + + // concat the parent matrix with the objects transform. + wt.a = lt.a * pt.a + lt.b * pt.c; + wt.b = lt.a * pt.b + lt.b * pt.d; + wt.c = lt.c * pt.a + lt.d * pt.c; + wt.d = lt.c * pt.b + lt.d * pt.d; + wt.tx = lt.tx * pt.a + lt.ty * pt.c + pt.tx; + wt.ty = lt.tx * pt.b + lt.ty * pt.d + pt.ty; + + this._worldID++; + }; + + return TransformBase; +}(); + +/** + * Updates the values of the object and applies the parent's transform. + * @param parentTransform {PIXI.Transform} The transform of the parent of this object + * + */ + + +exports.default = TransformBase; +TransformBase.prototype.updateWorldTransform = TransformBase.prototype.updateTransform; + +TransformBase.IDENTITY = new TransformBase(); + +},{"../math":70}],52:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _math = require('../math'); + +var _TransformBase2 = require('./TransformBase'); + +var _TransformBase3 = _interopRequireDefault(_TransformBase2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * Transform that takes care about its versions + * + * @class + * @extends PIXI.TransformBase + * @memberof PIXI + */ +var TransformStatic = function (_TransformBase) { + _inherits(TransformStatic, _TransformBase); + + /** + * + */ + function TransformStatic() { + _classCallCheck(this, TransformStatic); + + /** + * The coordinate of the object relative to the local coordinates of the parent. + * + * @member {PIXI.ObservablePoint} + */ + var _this = _possibleConstructorReturn(this, _TransformBase.call(this)); + + _this.position = new _math.ObservablePoint(_this.onChange, _this, 0, 0); + + /** + * The scale factor of the object. + * + * @member {PIXI.ObservablePoint} + */ + _this.scale = new _math.ObservablePoint(_this.onChange, _this, 1, 1); + + /** + * The pivot point of the displayObject that it rotates around + * + * @member {PIXI.ObservablePoint} + */ + _this.pivot = new _math.ObservablePoint(_this.onChange, _this, 0, 0); + + /** + * The skew amount, on the x and y axis. + * + * @member {PIXI.ObservablePoint} + */ + _this.skew = new _math.ObservablePoint(_this.updateSkew, _this, 0, 0); + + _this._rotation = 0; + + _this._cx = 1; // cos rotation + skewY; + _this._sx = 0; // sin rotation + skewY; + _this._cy = 0; // cos rotation + Math.PI/2 - skewX; + _this._sy = 1; // sin rotation + Math.PI/2 - skewX; + + _this._localID = 0; + _this._currentLocalID = 0; + return _this; + } + + /** + * Called when a value changes. + * + * @private + */ + + + TransformStatic.prototype.onChange = function onChange() { + this._localID++; + }; + + /** + * Called when skew or rotation changes + * + * @private + */ + + + TransformStatic.prototype.updateSkew = function updateSkew() { + this._cx = Math.cos(this._rotation + this.skew._y); + this._sx = Math.sin(this._rotation + this.skew._y); + this._cy = -Math.sin(this._rotation - this.skew._x); // cos, added PI/2 + this._sy = Math.cos(this._rotation - this.skew._x); // sin, added PI/2 + + this._localID++; + }; + + /** + * Updates only local matrix + */ + + + TransformStatic.prototype.updateLocalTransform = function updateLocalTransform() { + var lt = this.localTransform; + + if (this._localID !== this._currentLocalID) { + // get the matrix values of the displayobject based on its transform properties.. + lt.a = this._cx * this.scale._x; + lt.b = this._sx * this.scale._x; + lt.c = this._cy * this.scale._y; + lt.d = this._sy * this.scale._y; + + lt.tx = this.position._x - (this.pivot._x * lt.a + this.pivot._y * lt.c); + lt.ty = this.position._y - (this.pivot._x * lt.b + this.pivot._y * lt.d); + this._currentLocalID = this._localID; + + // force an update.. + this._parentID = -1; + } + }; + + /** + * Updates the values of the object and applies the parent's transform. + * + * @param {PIXI.Transform} parentTransform - The transform of the parent of this object + */ + + + TransformStatic.prototype.updateTransform = function updateTransform(parentTransform) { + var lt = this.localTransform; + + if (this._localID !== this._currentLocalID) { + // get the matrix values of the displayobject based on its transform properties.. + lt.a = this._cx * this.scale._x; + lt.b = this._sx * this.scale._x; + lt.c = this._cy * this.scale._y; + lt.d = this._sy * this.scale._y; + + lt.tx = this.position._x - (this.pivot._x * lt.a + this.pivot._y * lt.c); + lt.ty = this.position._y - (this.pivot._x * lt.b + this.pivot._y * lt.d); + this._currentLocalID = this._localID; + + // force an update.. + this._parentID = -1; + } + + if (this._parentID !== parentTransform._worldID) { + // concat the parent matrix with the objects transform. + var pt = parentTransform.worldTransform; + var wt = this.worldTransform; + + wt.a = lt.a * pt.a + lt.b * pt.c; + wt.b = lt.a * pt.b + lt.b * pt.d; + wt.c = lt.c * pt.a + lt.d * pt.c; + wt.d = lt.c * pt.b + lt.d * pt.d; + wt.tx = lt.tx * pt.a + lt.ty * pt.c + pt.tx; + wt.ty = lt.tx * pt.b + lt.ty * pt.d + pt.ty; + + this._parentID = parentTransform._worldID; + + // update the id of the transform.. + this._worldID++; + } + }; + + /** + * Decomposes a matrix and sets the transforms properties based on it. + * + * @param {PIXI.Matrix} matrix - The matrix to decompose + */ + + + TransformStatic.prototype.setFromMatrix = function setFromMatrix(matrix) { + matrix.decompose(this); + this._localID++; + }; + + /** + * The rotation of the object in radians. + * + * @member {number} + */ + + + _createClass(TransformStatic, [{ + key: 'rotation', + get: function get() { + return this._rotation; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._rotation = value; + this.updateSkew(); + } + }]); + + return TransformStatic; +}(_TransformBase3.default); + +exports.default = TransformStatic; + +},{"../math":70,"./TransformBase":51}],53:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _Container2 = require('../display/Container'); + +var _Container3 = _interopRequireDefault(_Container2); + +var _RenderTexture = require('../textures/RenderTexture'); + +var _RenderTexture2 = _interopRequireDefault(_RenderTexture); + +var _Texture = require('../textures/Texture'); + +var _Texture2 = _interopRequireDefault(_Texture); + +var _GraphicsData = require('./GraphicsData'); + +var _GraphicsData2 = _interopRequireDefault(_GraphicsData); + +var _Sprite = require('../sprites/Sprite'); + +var _Sprite2 = _interopRequireDefault(_Sprite); + +var _math = require('../math'); + +var _utils = require('../utils'); + +var _const = require('../const'); + +var _Bounds = require('../display/Bounds'); + +var _Bounds2 = _interopRequireDefault(_Bounds); + +var _bezierCurveTo2 = require('./utils/bezierCurveTo'); + +var _bezierCurveTo3 = _interopRequireDefault(_bezierCurveTo2); + +var _CanvasRenderer = require('../renderers/canvas/CanvasRenderer'); + +var _CanvasRenderer2 = _interopRequireDefault(_CanvasRenderer); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +var canvasRenderer = void 0; +var tempMatrix = new _math.Matrix(); +var tempPoint = new _math.Point(); +var tempColor1 = new Float32Array(4); +var tempColor2 = new Float32Array(4); + +/** + * The Graphics class contains methods used to draw primitive shapes such as lines, circles and + * rectangles to the display, and to color and fill them. + * + * @class + * @extends PIXI.Container + * @memberof PIXI + */ + +var Graphics = function (_Container) { + _inherits(Graphics, _Container); + + /** + * + * @param {boolean} [nativeLines=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP + */ + function Graphics() { + var nativeLines = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false; + + _classCallCheck(this, Graphics); + + /** + * The alpha value used when filling the Graphics object. + * + * @member {number} + * @default 1 + */ + var _this = _possibleConstructorReturn(this, _Container.call(this)); + + _this.fillAlpha = 1; + + /** + * The width (thickness) of any lines drawn. + * + * @member {number} + * @default 0 + */ + _this.lineWidth = 0; + + /** + * If true the lines will be draw using LINES instead of TRIANGLE_STRIP + * + * @member {boolean} + */ + _this.nativeLines = nativeLines; + + /** + * The color of any lines drawn. + * + * @member {string} + * @default 0 + */ + _this.lineColor = 0; + + /** + * Graphics data + * + * @member {PIXI.GraphicsData[]} + * @private + */ + _this.graphicsData = []; + + /** + * The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to + * reset the tint. + * + * @member {number} + * @default 0xFFFFFF + */ + _this.tint = 0xFFFFFF; + + /** + * The previous tint applied to the graphic shape. Used to compare to the current tint and + * check if theres change. + * + * @member {number} + * @private + * @default 0xFFFFFF + */ + _this._prevTint = 0xFFFFFF; + + /** + * The blend mode to be applied to the graphic shape. Apply a value of + * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL; + * @see PIXI.BLEND_MODES + */ + _this.blendMode = _const.BLEND_MODES.NORMAL; + + /** + * Current path + * + * @member {PIXI.GraphicsData} + * @private + */ + _this.currentPath = null; + + /** + * Array containing some WebGL-related properties used by the WebGL renderer. + * + * @member {object} + * @private + */ + // TODO - _webgl should use a prototype object, not a random undocumented object... + _this._webGL = {}; + + /** + * Whether this shape is being used as a mask. + * + * @member {boolean} + */ + _this.isMask = false; + + /** + * The bounds' padding used for bounds calculation. + * + * @member {number} + */ + _this.boundsPadding = 0; + + /** + * A cache of the local bounds to prevent recalculation. + * + * @member {PIXI.Rectangle} + * @private + */ + _this._localBounds = new _Bounds2.default(); + + /** + * Used to detect if the graphics object has changed. If this is set to true then the graphics + * object will be recalculated. + * + * @member {boolean} + * @private + */ + _this.dirty = 0; + + /** + * Used to detect if we need to do a fast rect check using the id compare method + * @type {Number} + */ + _this.fastRectDirty = -1; + + /** + * Used to detect if we clear the graphics webGL data + * @type {Number} + */ + _this.clearDirty = 0; + + /** + * Used to detect if we we need to recalculate local bounds + * @type {Number} + */ + _this.boundsDirty = -1; + + /** + * Used to detect if the cached sprite object needs to be updated. + * + * @member {boolean} + * @private + */ + _this.cachedSpriteDirty = false; + + _this._spriteRect = null; + _this._fastRect = false; + + /** + * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite. + * This is useful if your graphics element does not change often, as it will speed up the rendering + * of the object in exchange for taking up texture memory. It is also useful if you need the graphics + * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if + * you are constantly redrawing the graphics element. + * + * @name cacheAsBitmap + * @member {boolean} + * @memberof PIXI.Graphics# + * @default false + */ + return _this; + } + + /** + * Creates a new Graphics object with the same values as this one. + * Note that the only the properties of the object are cloned, not its transform (position,scale,etc) + * + * @return {PIXI.Graphics} A clone of the graphics object + */ + + + Graphics.prototype.clone = function clone() { + var clone = new Graphics(); + + clone.renderable = this.renderable; + clone.fillAlpha = this.fillAlpha; + clone.lineWidth = this.lineWidth; + clone.lineColor = this.lineColor; + clone.tint = this.tint; + clone.blendMode = this.blendMode; + clone.isMask = this.isMask; + clone.boundsPadding = this.boundsPadding; + clone.dirty = 0; + clone.cachedSpriteDirty = this.cachedSpriteDirty; + + // copy graphics data + for (var i = 0; i < this.graphicsData.length; ++i) { + clone.graphicsData.push(this.graphicsData[i].clone()); + } + + clone.currentPath = clone.graphicsData[clone.graphicsData.length - 1]; + + clone.updateLocalBounds(); + + return clone; + }; + + /** + * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() + * method or the drawCircle() method. + * + * @param {number} [lineWidth=0] - width of the line to draw, will update the objects stored style + * @param {number} [color=0] - color of the line to draw, will update the objects stored style + * @param {number} [alpha=1] - alpha of the line to draw, will update the objects stored style + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.lineStyle = function lineStyle() { + var lineWidth = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var color = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0; + var alpha = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 1; + + this.lineWidth = lineWidth; + this.lineColor = color; + this.lineAlpha = alpha; + + if (this.currentPath) { + if (this.currentPath.shape.points.length) { + // halfway through a line? start a new one! + var shape = new _math.Polygon(this.currentPath.shape.points.slice(-2)); + + shape.closed = false; + + this.drawShape(shape); + } else { + // otherwise its empty so lets just set the line properties + this.currentPath.lineWidth = this.lineWidth; + this.currentPath.lineColor = this.lineColor; + this.currentPath.lineAlpha = this.lineAlpha; + } + } + + return this; + }; + + /** + * Moves the current drawing position to x, y. + * + * @param {number} x - the X coordinate to move to + * @param {number} y - the Y coordinate to move to + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.moveTo = function moveTo(x, y) { + var shape = new _math.Polygon([x, y]); + + shape.closed = false; + this.drawShape(shape); + + return this; + }; + + /** + * Draws a line using the current line style from the current drawing position to (x, y); + * The current drawing position is then set to (x, y). + * + * @param {number} x - the X coordinate to draw to + * @param {number} y - the Y coordinate to draw to + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.lineTo = function lineTo(x, y) { + this.currentPath.shape.points.push(x, y); + this.dirty++; + + return this; + }; + + /** + * Calculate the points for a quadratic bezier curve and then draws it. + * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c + * + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.quadraticCurveTo = function quadraticCurveTo(cpX, cpY, toX, toY) { + if (this.currentPath) { + if (this.currentPath.shape.points.length === 0) { + this.currentPath.shape.points = [0, 0]; + } + } else { + this.moveTo(0, 0); + } + + var n = 20; + var points = this.currentPath.shape.points; + var xa = 0; + var ya = 0; + + if (points.length === 0) { + this.moveTo(0, 0); + } + + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + + for (var i = 1; i <= n; ++i) { + var j = i / n; + + xa = fromX + (cpX - fromX) * j; + ya = fromY + (cpY - fromY) * j; + + points.push(xa + (cpX + (toX - cpX) * j - xa) * j, ya + (cpY + (toY - cpY) * j - ya) * j); + } + + this.dirty++; + + return this; + }; + + /** + * Calculate the points for a bezier curve and then draws it. + * + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} cpX2 - Second Control point x + * @param {number} cpY2 - Second Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.bezierCurveTo = function bezierCurveTo(cpX, cpY, cpX2, cpY2, toX, toY) { + if (this.currentPath) { + if (this.currentPath.shape.points.length === 0) { + this.currentPath.shape.points = [0, 0]; + } + } else { + this.moveTo(0, 0); + } + + var points = this.currentPath.shape.points; + + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + + points.length -= 2; + + (0, _bezierCurveTo3.default)(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY, points); + + this.dirty++; + + return this; + }; + + /** + * The arcTo() method creates an arc/curve between two tangents on the canvas. + * + * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google! + * + * @param {number} x1 - The x-coordinate of the beginning of the arc + * @param {number} y1 - The y-coordinate of the beginning of the arc + * @param {number} x2 - The x-coordinate of the end of the arc + * @param {number} y2 - The y-coordinate of the end of the arc + * @param {number} radius - The radius of the arc + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.arcTo = function arcTo(x1, y1, x2, y2, radius) { + if (this.currentPath) { + if (this.currentPath.shape.points.length === 0) { + this.currentPath.shape.points.push(x1, y1); + } + } else { + this.moveTo(x1, y1); + } + + var points = this.currentPath.shape.points; + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + var a1 = fromY - y1; + var b1 = fromX - x1; + var a2 = y2 - y1; + var b2 = x2 - x1; + var mm = Math.abs(a1 * b2 - b1 * a2); + + if (mm < 1.0e-8 || radius === 0) { + if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1) { + points.push(x1, y1); + } + } else { + var dd = a1 * a1 + b1 * b1; + var cc = a2 * a2 + b2 * b2; + var tt = a1 * a2 + b1 * b2; + var k1 = radius * Math.sqrt(dd) / mm; + var k2 = radius * Math.sqrt(cc) / mm; + var j1 = k1 * tt / dd; + var j2 = k2 * tt / cc; + var cx = k1 * b2 + k2 * b1; + var cy = k1 * a2 + k2 * a1; + var px = b1 * (k2 + j1); + var py = a1 * (k2 + j1); + var qx = b2 * (k1 + j2); + var qy = a2 * (k1 + j2); + var startAngle = Math.atan2(py - cy, px - cx); + var endAngle = Math.atan2(qy - cy, qx - cx); + + this.arc(cx + x1, cy + y1, radius, startAngle, endAngle, b1 * a2 > b2 * a1); + } + + this.dirty++; + + return this; + }; + + /** + * The arc method creates an arc/curve (used to create circles, or parts of circles). + * + * @param {number} cx - The x-coordinate of the center of the circle + * @param {number} cy - The y-coordinate of the center of the circle + * @param {number} radius - The radius of the circle + * @param {number} startAngle - The starting angle, in radians (0 is at the 3 o'clock position + * of the arc's circle) + * @param {number} endAngle - The ending angle, in radians + * @param {boolean} [anticlockwise=false] - Specifies whether the drawing should be + * counter-clockwise or clockwise. False is default, and indicates clockwise, while true + * indicates counter-clockwise. + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.arc = function arc(cx, cy, radius, startAngle, endAngle) { + var anticlockwise = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : false; + + if (startAngle === endAngle) { + return this; + } + + if (!anticlockwise && endAngle <= startAngle) { + endAngle += Math.PI * 2; + } else if (anticlockwise && startAngle <= endAngle) { + startAngle += Math.PI * 2; + } + + var sweep = endAngle - startAngle; + var segs = Math.ceil(Math.abs(sweep) / (Math.PI * 2)) * 40; + + if (sweep === 0) { + return this; + } + + var startX = cx + Math.cos(startAngle) * radius; + var startY = cy + Math.sin(startAngle) * radius; + + // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path. + var points = this.currentPath ? this.currentPath.shape.points : null; + + if (points) { + if (points[points.length - 2] !== startX || points[points.length - 1] !== startY) { + points.push(startX, startY); + } + } else { + this.moveTo(startX, startY); + points = this.currentPath.shape.points; + } + + var theta = sweep / (segs * 2); + var theta2 = theta * 2; + + var cTheta = Math.cos(theta); + var sTheta = Math.sin(theta); + + var segMinus = segs - 1; + + var remainder = segMinus % 1 / segMinus; + + for (var i = 0; i <= segMinus; ++i) { + var real = i + remainder * i; + + var angle = theta + startAngle + theta2 * real; + + var c = Math.cos(angle); + var s = -Math.sin(angle); + + points.push((cTheta * c + sTheta * s) * radius + cx, (cTheta * -s + sTheta * c) * radius + cy); + } + + this.dirty++; + + return this; + }; + + /** + * Specifies a simple one-color fill that subsequent calls to other Graphics methods + * (such as lineTo() or drawCircle()) use when drawing. + * + * @param {number} [color=0] - the color of the fill + * @param {number} [alpha=1] - the alpha of the fill + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.beginFill = function beginFill() { + var color = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var alpha = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1; + + this.filling = true; + this.fillColor = color; + this.fillAlpha = alpha; + + if (this.currentPath) { + if (this.currentPath.shape.points.length <= 2) { + this.currentPath.fill = this.filling; + this.currentPath.fillColor = this.fillColor; + this.currentPath.fillAlpha = this.fillAlpha; + } + } + + return this; + }; + + /** + * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method. + * + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.endFill = function endFill() { + this.filling = false; + this.fillColor = null; + this.fillAlpha = 1; + + return this; + }; + + /** + * + * @param {number} x - The X coord of the top-left of the rectangle + * @param {number} y - The Y coord of the top-left of the rectangle + * @param {number} width - The width of the rectangle + * @param {number} height - The height of the rectangle + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.drawRect = function drawRect(x, y, width, height) { + this.drawShape(new _math.Rectangle(x, y, width, height)); + + return this; + }; + + /** + * + * @param {number} x - The X coord of the top-left of the rectangle + * @param {number} y - The Y coord of the top-left of the rectangle + * @param {number} width - The width of the rectangle + * @param {number} height - The height of the rectangle + * @param {number} radius - Radius of the rectangle corners + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.drawRoundedRect = function drawRoundedRect(x, y, width, height, radius) { + this.drawShape(new _math.RoundedRectangle(x, y, width, height, radius)); + + return this; + }; + + /** + * Draws a circle. + * + * @param {number} x - The X coordinate of the center of the circle + * @param {number} y - The Y coordinate of the center of the circle + * @param {number} radius - The radius of the circle + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.drawCircle = function drawCircle(x, y, radius) { + this.drawShape(new _math.Circle(x, y, radius)); + + return this; + }; + + /** + * Draws an ellipse. + * + * @param {number} x - The X coordinate of the center of the ellipse + * @param {number} y - The Y coordinate of the center of the ellipse + * @param {number} width - The half width of the ellipse + * @param {number} height - The half height of the ellipse + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.drawEllipse = function drawEllipse(x, y, width, height) { + this.drawShape(new _math.Ellipse(x, y, width, height)); + + return this; + }; + + /** + * Draws a polygon using the given path. + * + * @param {number[]|PIXI.Point[]|PIXI.Polygon} path - The path data used to construct the polygon. + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.drawPolygon = function drawPolygon(path) { + // prevents an argument assignment deopt + // see section 3.1: https://github.com/petkaantonov/bluebird/wiki/Optimization-killers#3-managing-arguments + var points = path; + + var closed = true; + + if (points instanceof _math.Polygon) { + closed = points.closed; + points = points.points; + } + + if (!Array.isArray(points)) { + // prevents an argument leak deopt + // see section 3.2: https://github.com/petkaantonov/bluebird/wiki/Optimization-killers#3-managing-arguments + points = new Array(arguments.length); + + for (var i = 0; i < points.length; ++i) { + points[i] = arguments[i]; // eslint-disable-line prefer-rest-params + } + } + + var shape = new _math.Polygon(points); + + shape.closed = closed; + + this.drawShape(shape); + + return this; + }; + + /** + * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. + * + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.clear = function clear() { + if (this.lineWidth || this.filling || this.graphicsData.length > 0) { + this.lineWidth = 0; + this.filling = false; + + this.boundsDirty = -1; + this.dirty++; + this.clearDirty++; + this.graphicsData.length = 0; + } + + this.currentPath = null; + this._spriteRect = null; + + return this; + }; + + /** + * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and + * masked with gl.scissor. + * + * @returns {boolean} True if only 1 rect. + */ + + + Graphics.prototype.isFastRect = function isFastRect() { + return this.graphicsData.length === 1 && this.graphicsData[0].shape.type === _const.SHAPES.RECT && !this.graphicsData[0].lineWidth; + }; + + /** + * Renders the object using the WebGL renderer + * + * @private + * @param {PIXI.WebGLRenderer} renderer - The renderer + */ + + + Graphics.prototype._renderWebGL = function _renderWebGL(renderer) { + // if the sprite is not visible or the alpha is 0 then no need to render this element + if (this.dirty !== this.fastRectDirty) { + this.fastRectDirty = this.dirty; + this._fastRect = this.isFastRect(); + } + + // TODO this check can be moved to dirty? + if (this._fastRect) { + this._renderSpriteRect(renderer); + } else { + renderer.setObjectRenderer(renderer.plugins.graphics); + renderer.plugins.graphics.render(this); + } + }; + + /** + * Renders a sprite rectangle. + * + * @private + * @param {PIXI.WebGLRenderer} renderer - The renderer + */ + + + Graphics.prototype._renderSpriteRect = function _renderSpriteRect(renderer) { + var rect = this.graphicsData[0].shape; + + if (!this._spriteRect) { + this._spriteRect = new _Sprite2.default(new _Texture2.default(_Texture2.default.WHITE)); + } + + var sprite = this._spriteRect; + + if (this.tint === 0xffffff) { + sprite.tint = this.graphicsData[0].fillColor; + } else { + var t1 = tempColor1; + var t2 = tempColor2; + + (0, _utils.hex2rgb)(this.graphicsData[0].fillColor, t1); + (0, _utils.hex2rgb)(this.tint, t2); + + t1[0] *= t2[0]; + t1[1] *= t2[1]; + t1[2] *= t2[2]; + + sprite.tint = (0, _utils.rgb2hex)(t1); + } + sprite.alpha = this.graphicsData[0].fillAlpha; + sprite.worldAlpha = this.worldAlpha * sprite.alpha; + sprite.blendMode = this.blendMode; + + sprite._texture._frame.width = rect.width; + sprite._texture._frame.height = rect.height; + + sprite.transform.worldTransform = this.transform.worldTransform; + + sprite.anchor.set(-rect.x / rect.width, -rect.y / rect.height); + sprite._onAnchorUpdate(); + + sprite._renderWebGL(renderer); + }; + + /** + * Renders the object using the Canvas renderer + * + * @private + * @param {PIXI.CanvasRenderer} renderer - The renderer + */ + + + Graphics.prototype._renderCanvas = function _renderCanvas(renderer) { + if (this.isMask === true) { + return; + } + + renderer.plugins.graphics.render(this); + }; + + /** + * Retrieves the bounds of the graphic shape as a rectangle object + * + * @private + */ + + + Graphics.prototype._calculateBounds = function _calculateBounds() { + if (this.boundsDirty !== this.dirty) { + this.boundsDirty = this.dirty; + this.updateLocalBounds(); + + this.cachedSpriteDirty = true; + } + + var lb = this._localBounds; + + this._bounds.addFrame(this.transform, lb.minX, lb.minY, lb.maxX, lb.maxY); + }; + + /** + * Tests if a point is inside this graphics object + * + * @param {PIXI.Point} point - the point to test + * @return {boolean} the result of the test + */ + + + Graphics.prototype.containsPoint = function containsPoint(point) { + this.worldTransform.applyInverse(point, tempPoint); + + var graphicsData = this.graphicsData; + + for (var i = 0; i < graphicsData.length; ++i) { + var data = graphicsData[i]; + + if (!data.fill) { + continue; + } + + // only deal with fills.. + if (data.shape) { + if (data.shape.contains(tempPoint.x, tempPoint.y)) { + if (data.holes) { + for (var _i = 0; _i < data.holes.length; _i++) { + var hole = data.holes[_i]; + + if (hole.contains(tempPoint.x, tempPoint.y)) { + return false; + } + } + } + + return true; + } + } + } + + return false; + }; + + /** + * Update the bounds of the object + * + */ + + + Graphics.prototype.updateLocalBounds = function updateLocalBounds() { + var minX = Infinity; + var maxX = -Infinity; + + var minY = Infinity; + var maxY = -Infinity; + + if (this.graphicsData.length) { + var shape = 0; + var x = 0; + var y = 0; + var w = 0; + var h = 0; + + for (var i = 0; i < this.graphicsData.length; i++) { + var data = this.graphicsData[i]; + var type = data.type; + var lineWidth = data.lineWidth; + + shape = data.shape; + + if (type === _const.SHAPES.RECT || type === _const.SHAPES.RREC) { + x = shape.x - lineWidth / 2; + y = shape.y - lineWidth / 2; + w = shape.width + lineWidth; + h = shape.height + lineWidth; + + minX = x < minX ? x : minX; + maxX = x + w > maxX ? x + w : maxX; + + minY = y < minY ? y : minY; + maxY = y + h > maxY ? y + h : maxY; + } else if (type === _const.SHAPES.CIRC) { + x = shape.x; + y = shape.y; + w = shape.radius + lineWidth / 2; + h = shape.radius + lineWidth / 2; + + minX = x - w < minX ? x - w : minX; + maxX = x + w > maxX ? x + w : maxX; + + minY = y - h < minY ? y - h : minY; + maxY = y + h > maxY ? y + h : maxY; + } else if (type === _const.SHAPES.ELIP) { + x = shape.x; + y = shape.y; + w = shape.width + lineWidth / 2; + h = shape.height + lineWidth / 2; + + minX = x - w < minX ? x - w : minX; + maxX = x + w > maxX ? x + w : maxX; + + minY = y - h < minY ? y - h : minY; + maxY = y + h > maxY ? y + h : maxY; + } else { + // POLY + var points = shape.points; + var x2 = 0; + var y2 = 0; + var dx = 0; + var dy = 0; + var rw = 0; + var rh = 0; + var cx = 0; + var cy = 0; + + for (var j = 0; j + 2 < points.length; j += 2) { + x = points[j]; + y = points[j + 1]; + x2 = points[j + 2]; + y2 = points[j + 3]; + dx = Math.abs(x2 - x); + dy = Math.abs(y2 - y); + h = lineWidth; + w = Math.sqrt(dx * dx + dy * dy); + + if (w < 1e-9) { + continue; + } + + rw = (h / w * dy + dx) / 2; + rh = (h / w * dx + dy) / 2; + cx = (x2 + x) / 2; + cy = (y2 + y) / 2; + + minX = cx - rw < minX ? cx - rw : minX; + maxX = cx + rw > maxX ? cx + rw : maxX; + + minY = cy - rh < minY ? cy - rh : minY; + maxY = cy + rh > maxY ? cy + rh : maxY; + } + } + } + } else { + minX = 0; + maxX = 0; + minY = 0; + maxY = 0; + } + + var padding = this.boundsPadding; + + this._localBounds.minX = minX - padding; + this._localBounds.maxX = maxX + padding; + + this._localBounds.minY = minY - padding; + this._localBounds.maxY = maxY + padding; + }; + + /** + * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. + * + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. + * @return {PIXI.GraphicsData} The generated GraphicsData object. + */ + + + Graphics.prototype.drawShape = function drawShape(shape) { + if (this.currentPath) { + // check current path! + if (this.currentPath.shape.points.length <= 2) { + this.graphicsData.pop(); + } + } + + this.currentPath = null; + + var data = new _GraphicsData2.default(this.lineWidth, this.lineColor, this.lineAlpha, this.fillColor, this.fillAlpha, this.filling, this.nativeLines, shape); + + this.graphicsData.push(data); + + if (data.type === _const.SHAPES.POLY) { + data.shape.closed = data.shape.closed || this.filling; + this.currentPath = data; + } + + this.dirty++; + + return data; + }; + + /** + * Generates a canvas texture. + * + * @param {number} scaleMode - The scale mode of the texture. + * @param {number} resolution - The resolution of the texture. + * @return {PIXI.Texture} The new texture. + */ + + + Graphics.prototype.generateCanvasTexture = function generateCanvasTexture(scaleMode) { + var resolution = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1; + + var bounds = this.getLocalBounds(); + + var canvasBuffer = _RenderTexture2.default.create(bounds.width, bounds.height, scaleMode, resolution); + + if (!canvasRenderer) { + canvasRenderer = new _CanvasRenderer2.default(); + } + + this.transform.updateLocalTransform(); + this.transform.localTransform.copy(tempMatrix); + + tempMatrix.invert(); + + tempMatrix.tx -= bounds.x; + tempMatrix.ty -= bounds.y; + + canvasRenderer.render(this, canvasBuffer, true, tempMatrix); + + var texture = _Texture2.default.fromCanvas(canvasBuffer.baseTexture._canvasRenderTarget.canvas, scaleMode, 'graphics'); + + texture.baseTexture.resolution = resolution; + texture.baseTexture.update(); + + return texture; + }; + + /** + * Closes the current path. + * + * @return {PIXI.Graphics} Returns itself. + */ + + + Graphics.prototype.closePath = function closePath() { + // ok so close path assumes next one is a hole! + var currentPath = this.currentPath; + + if (currentPath && currentPath.shape) { + currentPath.shape.close(); + } + + return this; + }; + + /** + * Adds a hole in the current path. + * + * @return {PIXI.Graphics} Returns itself. + */ + + + Graphics.prototype.addHole = function addHole() { + // this is a hole! + var hole = this.graphicsData.pop(); + + this.currentPath = this.graphicsData[this.graphicsData.length - 1]; + + this.currentPath.addHole(hole.shape); + this.currentPath = null; + + return this; + }; + + /** + * Destroys the Graphics object. + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all + * options have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have + * their destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the texture of the child sprite + * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the base texture of the child sprite + */ + + + Graphics.prototype.destroy = function destroy(options) { + _Container.prototype.destroy.call(this, options); + + // destroy each of the GraphicsData objects + for (var i = 0; i < this.graphicsData.length; ++i) { + this.graphicsData[i].destroy(); + } + + // for each webgl data entry, destroy the WebGLGraphicsData + for (var id in this._webgl) { + for (var j = 0; j < this._webgl[id].data.length; ++j) { + this._webgl[id].data[j].destroy(); + } + } + + if (this._spriteRect) { + this._spriteRect.destroy(); + } + + this.graphicsData = null; + + this.currentPath = null; + this._webgl = null; + this._localBounds = null; + }; + + return Graphics; +}(_Container3.default); + +exports.default = Graphics; + + +Graphics._SPRITE_TEXTURE = null; + +},{"../const":46,"../display/Bounds":47,"../display/Container":48,"../math":70,"../renderers/canvas/CanvasRenderer":77,"../sprites/Sprite":102,"../textures/RenderTexture":113,"../textures/Texture":115,"../utils":124,"./GraphicsData":54,"./utils/bezierCurveTo":56}],54:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * A GraphicsData object. + * + * @class + * @memberof PIXI + */ +var GraphicsData = function () { + /** + * + * @param {number} lineWidth - the width of the line to draw + * @param {number} lineColor - the color of the line to draw + * @param {number} lineAlpha - the alpha of the line to draw + * @param {number} fillColor - the color of the fill + * @param {number} fillAlpha - the alpha of the fill + * @param {boolean} fill - whether or not the shape is filled with a colour + * @param {boolean} nativeLines - the method for drawing lines + * @param {PIXI.Circle|PIXI.Rectangle|PIXI.Ellipse|PIXI.Polygon} shape - The shape object to draw. + */ + function GraphicsData(lineWidth, lineColor, lineAlpha, fillColor, fillAlpha, fill, nativeLines, shape) { + _classCallCheck(this, GraphicsData); + + /** + * @member {number} the width of the line to draw + */ + this.lineWidth = lineWidth; + /** + * @member {boolean} if true the liens will be draw using LINES instead of TRIANGLE_STRIP + */ + this.nativeLines = nativeLines; + + /** + * @member {number} the color of the line to draw + */ + this.lineColor = lineColor; + + /** + * @member {number} the alpha of the line to draw + */ + this.lineAlpha = lineAlpha; + + /** + * @member {number} cached tint of the line to draw + */ + this._lineTint = lineColor; + + /** + * @member {number} the color of the fill + */ + this.fillColor = fillColor; + + /** + * @member {number} the alpha of the fill + */ + this.fillAlpha = fillAlpha; + + /** + * @member {number} cached tint of the fill + */ + this._fillTint = fillColor; + + /** + * @member {boolean} whether or not the shape is filled with a colour + */ + this.fill = fill; + + this.holes = []; + + /** + * @member {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} The shape object to draw. + */ + this.shape = shape; + + /** + * @member {number} The type of the shape, see the Const.Shapes file for all the existing types, + */ + this.type = shape.type; + } + + /** + * Creates a new GraphicsData object with the same values as this one. + * + * @return {PIXI.GraphicsData} Cloned GraphicsData object + */ + + + GraphicsData.prototype.clone = function clone() { + return new GraphicsData(this.lineWidth, this.lineColor, this.lineAlpha, this.fillColor, this.fillAlpha, this.fill, this.nativeLines, this.shape); + }; + + /** + * Adds a hole to the shape. + * + * @param {PIXI.Rectangle|PIXI.Circle} shape - The shape of the hole. + */ + + + GraphicsData.prototype.addHole = function addHole(shape) { + this.holes.push(shape); + }; + + /** + * Destroys the Graphics data. + */ + + + GraphicsData.prototype.destroy = function destroy() { + this.shape = null; + this.holes = null; + }; + + return GraphicsData; +}(); + +exports.default = GraphicsData; + +},{}],55:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _CanvasRenderer = require('../../renderers/canvas/CanvasRenderer'); + +var _CanvasRenderer2 = _interopRequireDefault(_CanvasRenderer); + +var _const = require('../../const'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original PixiJS version! + * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they + * now share 4 bytes on the vertex buffer + * + * Heavily inspired by LibGDX's CanvasGraphicsRenderer: + * https://github.com/libgdx/libgdx/blob/1.0.0/gdx/src/com/badlogic/gdx/graphics/glutils/ShapeRenderer.java + */ + +/** + * Renderer dedicated to drawing and batching graphics objects. + * + * @class + * @private + * @memberof PIXI + */ +var CanvasGraphicsRenderer = function () { + /** + * @param {PIXI.CanvasRenderer} renderer - The current PIXI renderer. + */ + function CanvasGraphicsRenderer(renderer) { + _classCallCheck(this, CanvasGraphicsRenderer); + + this.renderer = renderer; + } + + /** + * Renders a Graphics object to a canvas. + * + * @param {PIXI.Graphics} graphics - the actual graphics object to render + */ + + + CanvasGraphicsRenderer.prototype.render = function render(graphics) { + var renderer = this.renderer; + var context = renderer.context; + var worldAlpha = graphics.worldAlpha; + var transform = graphics.transform.worldTransform; + var resolution = renderer.resolution; + + // if the tint has changed, set the graphics object to dirty. + if (this._prevTint !== this.tint) { + this.dirty = true; + } + + context.setTransform(transform.a * resolution, transform.b * resolution, transform.c * resolution, transform.d * resolution, transform.tx * resolution, transform.ty * resolution); + + if (graphics.dirty) { + this.updateGraphicsTint(graphics); + graphics.dirty = false; + } + + renderer.setBlendMode(graphics.blendMode); + + for (var i = 0; i < graphics.graphicsData.length; i++) { + var data = graphics.graphicsData[i]; + var shape = data.shape; + + var fillColor = data._fillTint; + var lineColor = data._lineTint; + + context.lineWidth = data.lineWidth; + + if (data.type === _const.SHAPES.POLY) { + context.beginPath(); + + this.renderPolygon(shape.points, shape.closed, context); + + for (var j = 0; j < data.holes.length; j++) { + this.renderPolygon(data.holes[j].points, true, context); + } + + if (data.fill) { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + if (data.lineWidth) { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6); + context.stroke(); + } + } else if (data.type === _const.SHAPES.RECT) { + if (data.fillColor || data.fillColor === 0) { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6); + context.fillRect(shape.x, shape.y, shape.width, shape.height); + } + if (data.lineWidth) { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6); + context.strokeRect(shape.x, shape.y, shape.width, shape.height); + } + } else if (data.type === _const.SHAPES.CIRC) { + // TODO - need to be Undefined! + context.beginPath(); + context.arc(shape.x, shape.y, shape.radius, 0, 2 * Math.PI); + context.closePath(); + + if (data.fill) { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + if (data.lineWidth) { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6); + context.stroke(); + } + } else if (data.type === _const.SHAPES.ELIP) { + // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas + + var w = shape.width * 2; + var h = shape.height * 2; + + var x = shape.x - w / 2; + var y = shape.y - h / 2; + + context.beginPath(); + + var kappa = 0.5522848; + var ox = w / 2 * kappa; // control point offset horizontal + var oy = h / 2 * kappa; // control point offset vertical + var xe = x + w; // x-end + var ye = y + h; // y-end + var xm = x + w / 2; // x-middle + var ym = y + h / 2; // y-middle + + context.moveTo(x, ym); + context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); + context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); + context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); + context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym); + + context.closePath(); + + if (data.fill) { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + if (data.lineWidth) { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6); + context.stroke(); + } + } else if (data.type === _const.SHAPES.RREC) { + var rx = shape.x; + var ry = shape.y; + var width = shape.width; + var height = shape.height; + var radius = shape.radius; + + var maxRadius = Math.min(width, height) / 2 | 0; + + radius = radius > maxRadius ? maxRadius : radius; + + context.beginPath(); + context.moveTo(rx, ry + radius); + context.lineTo(rx, ry + height - radius); + context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height); + context.lineTo(rx + width - radius, ry + height); + context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius); + context.lineTo(rx + width, ry + radius); + context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry); + context.lineTo(rx + radius, ry); + context.quadraticCurveTo(rx, ry, rx, ry + radius); + context.closePath(); + + if (data.fillColor || data.fillColor === 0) { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + + if (data.lineWidth) { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6); + context.stroke(); + } + } + } + }; + + /** + * Updates the tint of a graphics object + * + * @private + * @param {PIXI.Graphics} graphics - the graphics that will have its tint updated + */ + + + CanvasGraphicsRenderer.prototype.updateGraphicsTint = function updateGraphicsTint(graphics) { + graphics._prevTint = graphics.tint; + + var tintR = (graphics.tint >> 16 & 0xFF) / 255; + var tintG = (graphics.tint >> 8 & 0xFF) / 255; + var tintB = (graphics.tint & 0xFF) / 255; + + for (var i = 0; i < graphics.graphicsData.length; ++i) { + var data = graphics.graphicsData[i]; + + var fillColor = data.fillColor | 0; + var lineColor = data.lineColor | 0; + + // super inline cos im an optimization NAZI :) + data._fillTint = ((fillColor >> 16 & 0xFF) / 255 * tintR * 255 << 16) + ((fillColor >> 8 & 0xFF) / 255 * tintG * 255 << 8) + (fillColor & 0xFF) / 255 * tintB * 255; + + data._lineTint = ((lineColor >> 16 & 0xFF) / 255 * tintR * 255 << 16) + ((lineColor >> 8 & 0xFF) / 255 * tintG * 255 << 8) + (lineColor & 0xFF) / 255 * tintB * 255; + } + }; + + /** + * Renders a polygon. + * + * @param {PIXI.Point[]} points - The points to render + * @param {boolean} close - Should the polygon be closed + * @param {CanvasRenderingContext2D} context - The rendering context to use + */ + + + CanvasGraphicsRenderer.prototype.renderPolygon = function renderPolygon(points, close, context) { + context.moveTo(points[0], points[1]); + + for (var j = 1; j < points.length / 2; ++j) { + context.lineTo(points[j * 2], points[j * 2 + 1]); + } + + if (close) { + context.closePath(); + } + }; + + /** + * destroy graphics object + * + */ + + + CanvasGraphicsRenderer.prototype.destroy = function destroy() { + this.renderer = null; + }; + + return CanvasGraphicsRenderer; +}(); + +exports.default = CanvasGraphicsRenderer; + + +_CanvasRenderer2.default.registerPlugin('graphics', CanvasGraphicsRenderer); + +},{"../../const":46,"../../renderers/canvas/CanvasRenderer":77}],56:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; +exports.default = bezierCurveTo; +/** + * Calculate the points for a bezier curve and then draws it. + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @param {number} fromX - Starting point x + * @param {number} fromY - Starting point y + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} cpX2 - Second Control point x + * @param {number} cpY2 - Second Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @param {number[]} [path=[]] - Path array to push points into + * @return {number[]} Array of points of the curve + */ +function bezierCurveTo(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY) { + var path = arguments.length > 8 && arguments[8] !== undefined ? arguments[8] : []; + + var n = 20; + var dt = 0; + var dt2 = 0; + var dt3 = 0; + var t2 = 0; + var t3 = 0; + + path.push(fromX, fromY); + + for (var i = 1, j = 0; i <= n; ++i) { + j = i / n; + + dt = 1 - j; + dt2 = dt * dt; + dt3 = dt2 * dt; + + t2 = j * j; + t3 = t2 * j; + + path.push(dt3 * fromX + 3 * dt2 * j * cpX + 3 * dt * t2 * cpX2 + t3 * toX, dt3 * fromY + 3 * dt2 * j * cpY + 3 * dt * t2 * cpY2 + t3 * toY); + } + + return path; +} + +},{}],57:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _utils = require('../../utils'); + +var _const = require('../../const'); + +var _ObjectRenderer2 = require('../../renderers/webgl/utils/ObjectRenderer'); + +var _ObjectRenderer3 = _interopRequireDefault(_ObjectRenderer2); + +var _WebGLRenderer = require('../../renderers/webgl/WebGLRenderer'); + +var _WebGLRenderer2 = _interopRequireDefault(_WebGLRenderer); + +var _WebGLGraphicsData = require('./WebGLGraphicsData'); + +var _WebGLGraphicsData2 = _interopRequireDefault(_WebGLGraphicsData); + +var _PrimitiveShader = require('./shaders/PrimitiveShader'); + +var _PrimitiveShader2 = _interopRequireDefault(_PrimitiveShader); + +var _buildPoly = require('./utils/buildPoly'); + +var _buildPoly2 = _interopRequireDefault(_buildPoly); + +var _buildRectangle = require('./utils/buildRectangle'); + +var _buildRectangle2 = _interopRequireDefault(_buildRectangle); + +var _buildRoundedRectangle = require('./utils/buildRoundedRectangle'); + +var _buildRoundedRectangle2 = _interopRequireDefault(_buildRoundedRectangle); + +var _buildCircle = require('./utils/buildCircle'); + +var _buildCircle2 = _interopRequireDefault(_buildCircle); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * Renders the graphics object. + * + * @class + * @memberof PIXI + * @extends PIXI.ObjectRenderer + */ +var GraphicsRenderer = function (_ObjectRenderer) { + _inherits(GraphicsRenderer, _ObjectRenderer); + + /** + * @param {PIXI.WebGLRenderer} renderer - The renderer this object renderer works for. + */ + function GraphicsRenderer(renderer) { + _classCallCheck(this, GraphicsRenderer); + + var _this = _possibleConstructorReturn(this, _ObjectRenderer.call(this, renderer)); + + _this.graphicsDataPool = []; + + _this.primitiveShader = null; + + _this.gl = renderer.gl; + + // easy access! + _this.CONTEXT_UID = 0; + return _this; + } + + /** + * Called when there is a WebGL context change + * + * @private + * + */ + + + GraphicsRenderer.prototype.onContextChange = function onContextChange() { + this.gl = this.renderer.gl; + this.CONTEXT_UID = this.renderer.CONTEXT_UID; + this.primitiveShader = new _PrimitiveShader2.default(this.gl); + }; + + /** + * Destroys this renderer. + * + */ + + + GraphicsRenderer.prototype.destroy = function destroy() { + _ObjectRenderer3.default.prototype.destroy.call(this); + + for (var i = 0; i < this.graphicsDataPool.length; ++i) { + this.graphicsDataPool[i].destroy(); + } + + this.graphicsDataPool = null; + }; + + /** + * Renders a graphics object. + * + * @param {PIXI.Graphics} graphics - The graphics object to render. + */ + + + GraphicsRenderer.prototype.render = function render(graphics) { + var renderer = this.renderer; + var gl = renderer.gl; + + var webGLData = void 0; + var webGL = graphics._webGL[this.CONTEXT_UID]; + + if (!webGL || graphics.dirty !== webGL.dirty) { + this.updateGraphics(graphics); + + webGL = graphics._webGL[this.CONTEXT_UID]; + } + + // This could be speeded up for sure! + var shader = this.primitiveShader; + + renderer.bindShader(shader); + renderer.state.setBlendMode(graphics.blendMode); + + for (var i = 0, n = webGL.data.length; i < n; i++) { + webGLData = webGL.data[i]; + var shaderTemp = webGLData.shader; + + renderer.bindShader(shaderTemp); + shaderTemp.uniforms.translationMatrix = graphics.transform.worldTransform.toArray(true); + shaderTemp.uniforms.tint = (0, _utils.hex2rgb)(graphics.tint); + shaderTemp.uniforms.alpha = graphics.worldAlpha; + + renderer.bindVao(webGLData.vao); + + if (webGLData.nativeLines) { + gl.drawArrays(gl.LINES, 0, webGLData.points.length / 6); + } else { + webGLData.vao.draw(gl.TRIANGLE_STRIP, webGLData.indices.length); + } + } + }; + + /** + * Updates the graphics object + * + * @private + * @param {PIXI.Graphics} graphics - The graphics object to update + */ + + + GraphicsRenderer.prototype.updateGraphics = function updateGraphics(graphics) { + var gl = this.renderer.gl; + + // get the contexts graphics object + var webGL = graphics._webGL[this.CONTEXT_UID]; + + // if the graphics object does not exist in the webGL context time to create it! + if (!webGL) { + webGL = graphics._webGL[this.CONTEXT_UID] = { lastIndex: 0, data: [], gl: gl, clearDirty: -1, dirty: -1 }; + } + + // flag the graphics as not dirty as we are about to update it... + webGL.dirty = graphics.dirty; + + // if the user cleared the graphics object we will need to clear every object + if (graphics.clearDirty !== webGL.clearDirty) { + webGL.clearDirty = graphics.clearDirty; + + // loop through and return all the webGLDatas to the object pool so than can be reused later on + for (var i = 0; i < webGL.data.length; i++) { + this.graphicsDataPool.push(webGL.data[i]); + } + + // clear the array and reset the index.. + webGL.data.length = 0; + webGL.lastIndex = 0; + } + + var webGLData = void 0; + var webGLDataNativeLines = void 0; + + // loop through the graphics datas and construct each one.. + // if the object is a complex fill then the new stencil buffer technique will be used + // other wise graphics objects will be pushed into a batch.. + for (var _i = webGL.lastIndex; _i < graphics.graphicsData.length; _i++) { + var data = graphics.graphicsData[_i]; + + // TODO - this can be simplified + webGLData = this.getWebGLData(webGL, 0); + + if (data.nativeLines && data.lineWidth) { + webGLDataNativeLines = this.getWebGLData(webGL, 0, true); + webGL.lastIndex++; + } + + if (data.type === _const.SHAPES.POLY) { + (0, _buildPoly2.default)(data, webGLData, webGLDataNativeLines); + } + if (data.type === _const.SHAPES.RECT) { + (0, _buildRectangle2.default)(data, webGLData, webGLDataNativeLines); + } else if (data.type === _const.SHAPES.CIRC || data.type === _const.SHAPES.ELIP) { + (0, _buildCircle2.default)(data, webGLData, webGLDataNativeLines); + } else if (data.type === _const.SHAPES.RREC) { + (0, _buildRoundedRectangle2.default)(data, webGLData, webGLDataNativeLines); + } + + webGL.lastIndex++; + } + + this.renderer.bindVao(null); + + // upload all the dirty data... + for (var _i2 = 0; _i2 < webGL.data.length; _i2++) { + webGLData = webGL.data[_i2]; + + if (webGLData.dirty) { + webGLData.upload(); + } + } + }; + + /** + * + * @private + * @param {WebGLRenderingContext} gl - the current WebGL drawing context + * @param {number} type - TODO @Alvin + * @param {number} nativeLines - indicate whether the webGLData use for nativeLines. + * @return {*} TODO + */ + + + GraphicsRenderer.prototype.getWebGLData = function getWebGLData(gl, type, nativeLines) { + var webGLData = gl.data[gl.data.length - 1]; + + if (!webGLData || webGLData.nativeLines !== nativeLines || webGLData.points.length > 320000) { + webGLData = this.graphicsDataPool.pop() || new _WebGLGraphicsData2.default(this.renderer.gl, this.primitiveShader, this.renderer.state.attribsState); + webGLData.nativeLines = nativeLines; + webGLData.reset(type); + gl.data.push(webGLData); + } + + webGLData.dirty = true; + + return webGLData; + }; + + return GraphicsRenderer; +}(_ObjectRenderer3.default); + +exports.default = GraphicsRenderer; + + +_WebGLRenderer2.default.registerPlugin('graphics', GraphicsRenderer); + +},{"../../const":46,"../../renderers/webgl/WebGLRenderer":84,"../../renderers/webgl/utils/ObjectRenderer":94,"../../utils":124,"./WebGLGraphicsData":58,"./shaders/PrimitiveShader":59,"./utils/buildCircle":60,"./utils/buildPoly":62,"./utils/buildRectangle":63,"./utils/buildRoundedRectangle":64}],58:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _pixiGlCore = require('pixi-gl-core'); + +var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * An object containing WebGL specific properties to be used by the WebGL renderer + * + * @class + * @private + * @memberof PIXI + */ +var WebGLGraphicsData = function () { + /** + * @param {WebGLRenderingContext} gl - The current WebGL drawing context + * @param {PIXI.Shader} shader - The shader + * @param {object} attribsState - The state for the VAO + */ + function WebGLGraphicsData(gl, shader, attribsState) { + _classCallCheck(this, WebGLGraphicsData); + + /** + * The current WebGL drawing context + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + // TODO does this need to be split before uploading?? + /** + * An array of color components (r,g,b) + * @member {number[]} + */ + this.color = [0, 0, 0]; // color split! + + /** + * An array of points to draw + * @member {PIXI.Point[]} + */ + this.points = []; + + /** + * The indices of the vertices + * @member {number[]} + */ + this.indices = []; + /** + * The main buffer + * @member {WebGLBuffer} + */ + this.buffer = _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl); + + /** + * The index buffer + * @member {WebGLBuffer} + */ + this.indexBuffer = _pixiGlCore2.default.GLBuffer.createIndexBuffer(gl); + + /** + * Whether this graphics is dirty or not + * @member {boolean} + */ + this.dirty = true; + + /** + * Whether this graphics is nativeLines or not + * @member {boolean} + */ + this.nativeLines = false; + + this.glPoints = null; + this.glIndices = null; + + /** + * + * @member {PIXI.Shader} + */ + this.shader = shader; + + this.vao = new _pixiGlCore2.default.VertexArrayObject(gl, attribsState).addIndex(this.indexBuffer).addAttribute(this.buffer, shader.attributes.aVertexPosition, gl.FLOAT, false, 4 * 6, 0).addAttribute(this.buffer, shader.attributes.aColor, gl.FLOAT, false, 4 * 6, 2 * 4); + } + + /** + * Resets the vertices and the indices + */ + + + WebGLGraphicsData.prototype.reset = function reset() { + this.points.length = 0; + this.indices.length = 0; + }; + + /** + * Binds the buffers and uploads the data + */ + + + WebGLGraphicsData.prototype.upload = function upload() { + this.glPoints = new Float32Array(this.points); + this.buffer.upload(this.glPoints); + + this.glIndices = new Uint16Array(this.indices); + this.indexBuffer.upload(this.glIndices); + + this.dirty = false; + }; + + /** + * Empties all the data + */ + + + WebGLGraphicsData.prototype.destroy = function destroy() { + this.color = null; + this.points = null; + this.indices = null; + + this.vao.destroy(); + this.buffer.destroy(); + this.indexBuffer.destroy(); + + this.gl = null; + + this.buffer = null; + this.indexBuffer = null; + + this.glPoints = null; + this.glIndices = null; + }; + + return WebGLGraphicsData; +}(); + +exports.default = WebGLGraphicsData; + +},{"pixi-gl-core":7}],59:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _Shader2 = require('../../../Shader'); + +var _Shader3 = _interopRequireDefault(_Shader2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * This shader is used to draw simple primitive shapes for {@link PIXI.Graphics}. + * + * @class + * @memberof PIXI + * @extends PIXI.Shader + */ +var PrimitiveShader = function (_Shader) { + _inherits(PrimitiveShader, _Shader); + + /** + * @param {WebGLRenderingContext} gl - The webgl shader manager this shader works for. + */ + function PrimitiveShader(gl) { + _classCallCheck(this, PrimitiveShader); + + return _possibleConstructorReturn(this, _Shader.call(this, gl, + // vertex shader + ['attribute vec2 aVertexPosition;', 'attribute vec4 aColor;', 'uniform mat3 translationMatrix;', 'uniform mat3 projectionMatrix;', 'uniform float alpha;', 'uniform vec3 tint;', 'varying vec4 vColor;', 'void main(void){', ' gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);', ' vColor = aColor * vec4(tint * alpha, alpha);', '}'].join('\n'), + // fragment shader + ['varying vec4 vColor;', 'void main(void){', ' gl_FragColor = vColor;', '}'].join('\n'))); + } + + return PrimitiveShader; +}(_Shader3.default); + +exports.default = PrimitiveShader; + +},{"../../../Shader":44}],60:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = buildCircle; + +var _buildLine = require('./buildLine'); + +var _buildLine2 = _interopRequireDefault(_buildLine); + +var _const = require('../../../const'); + +var _utils = require('../../../utils'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +/** + * Builds a circle to draw + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object to draw + * @param {object} webGLData - an object containing all the webGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the webGL-specific information to create nativeLines + */ +function buildCircle(graphicsData, webGLData, webGLDataNativeLines) { + // need to convert points to a nice regular data + var circleData = graphicsData.shape; + var x = circleData.x; + var y = circleData.y; + var width = void 0; + var height = void 0; + + // TODO - bit hacky?? + if (graphicsData.type === _const.SHAPES.CIRC) { + width = circleData.radius; + height = circleData.radius; + } else { + width = circleData.width; + height = circleData.height; + } + + if (width === 0 || height === 0) { + return; + } + + var totalSegs = Math.floor(30 * Math.sqrt(circleData.radius)) || Math.floor(15 * Math.sqrt(circleData.width + circleData.height)); + + var seg = Math.PI * 2 / totalSegs; + + if (graphicsData.fill) { + var color = (0, _utils.hex2rgb)(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var verts = webGLData.points; + var indices = webGLData.indices; + + var vecPos = verts.length / 6; + + indices.push(vecPos); + + for (var i = 0; i < totalSegs + 1; i++) { + verts.push(x, y, r, g, b, alpha); + + verts.push(x + Math.sin(seg * i) * width, y + Math.cos(seg * i) * height, r, g, b, alpha); + + indices.push(vecPos++, vecPos++); + } + + indices.push(vecPos - 1); + } + + if (graphicsData.lineWidth) { + var tempPoints = graphicsData.points; + + graphicsData.points = []; + + for (var _i = 0; _i < totalSegs + 1; _i++) { + graphicsData.points.push(x + Math.sin(seg * _i) * width, y + Math.cos(seg * _i) * height); + } + + (0, _buildLine2.default)(graphicsData, webGLData, webGLDataNativeLines); + + graphicsData.points = tempPoints; + } +} + +},{"../../../const":46,"../../../utils":124,"./buildLine":61}],61:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +exports.default = function (graphicsData, webGLData, webGLDataNativeLines) { + if (graphicsData.nativeLines) { + buildNativeLine(graphicsData, webGLDataNativeLines); + } else { + buildLine(graphicsData, webGLData); + } +}; + +var _math = require('../../../math'); + +var _utils = require('../../../utils'); + +/** + * Builds a line to draw using the poligon method. + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the webGL-specific information to create this shape + */ +function buildLine(graphicsData, webGLData) { + // TODO OPTIMISE! + var points = graphicsData.points; + + if (points.length === 0) { + return; + } + // if the line width is an odd number add 0.5 to align to a whole pixel + // commenting this out fixes #711 and #1620 + // if (graphicsData.lineWidth%2) + // { + // for (i = 0; i < points.length; i++) + // { + // points[i] += 0.5; + // } + // } + + // get first and last point.. figure out the middle! + var firstPoint = new _math.Point(points[0], points[1]); + var lastPoint = new _math.Point(points[points.length - 2], points[points.length - 1]); + + // if the first point is the last point - gonna have issues :) + if (firstPoint.x === lastPoint.x && firstPoint.y === lastPoint.y) { + // need to clone as we are going to slightly modify the shape.. + points = points.slice(); + + points.pop(); + points.pop(); + + lastPoint = new _math.Point(points[points.length - 2], points[points.length - 1]); + + var midPointX = lastPoint.x + (firstPoint.x - lastPoint.x) * 0.5; + var midPointY = lastPoint.y + (firstPoint.y - lastPoint.y) * 0.5; + + points.unshift(midPointX, midPointY); + points.push(midPointX, midPointY); + } + + var verts = webGLData.points; + var indices = webGLData.indices; + var length = points.length / 2; + var indexCount = points.length; + var indexStart = verts.length / 6; + + // DRAW the Line + var width = graphicsData.lineWidth / 2; + + // sort color + var color = (0, _utils.hex2rgb)(graphicsData.lineColor); + var alpha = graphicsData.lineAlpha; + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var p1x = points[0]; + var p1y = points[1]; + var p2x = points[2]; + var p2y = points[3]; + var p3x = 0; + var p3y = 0; + + var perpx = -(p1y - p2y); + var perpy = p1x - p2x; + var perp2x = 0; + var perp2y = 0; + var perp3x = 0; + var perp3y = 0; + + var dist = Math.sqrt(perpx * perpx + perpy * perpy); + + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + + // start + verts.push(p1x - perpx, p1y - perpy, r, g, b, alpha); + + verts.push(p1x + perpx, p1y + perpy, r, g, b, alpha); + + for (var i = 1; i < length - 1; ++i) { + p1x = points[(i - 1) * 2]; + p1y = points[(i - 1) * 2 + 1]; + + p2x = points[i * 2]; + p2y = points[i * 2 + 1]; + + p3x = points[(i + 1) * 2]; + p3y = points[(i + 1) * 2 + 1]; + + perpx = -(p1y - p2y); + perpy = p1x - p2x; + + dist = Math.sqrt(perpx * perpx + perpy * perpy); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + + perp2x = -(p2y - p3y); + perp2y = p2x - p3x; + + dist = Math.sqrt(perp2x * perp2x + perp2y * perp2y); + perp2x /= dist; + perp2y /= dist; + perp2x *= width; + perp2y *= width; + + var a1 = -perpy + p1y - (-perpy + p2y); + var b1 = -perpx + p2x - (-perpx + p1x); + var c1 = (-perpx + p1x) * (-perpy + p2y) - (-perpx + p2x) * (-perpy + p1y); + var a2 = -perp2y + p3y - (-perp2y + p2y); + var b2 = -perp2x + p2x - (-perp2x + p3x); + var c2 = (-perp2x + p3x) * (-perp2y + p2y) - (-perp2x + p2x) * (-perp2y + p3y); + + var denom = a1 * b2 - a2 * b1; + + if (Math.abs(denom) < 0.1) { + denom += 10.1; + verts.push(p2x - perpx, p2y - perpy, r, g, b, alpha); + + verts.push(p2x + perpx, p2y + perpy, r, g, b, alpha); + + continue; + } + + var px = (b1 * c2 - b2 * c1) / denom; + var py = (a2 * c1 - a1 * c2) / denom; + var pdist = (px - p2x) * (px - p2x) + (py - p2y) * (py - p2y); + + if (pdist > 196 * width * width) { + perp3x = perpx - perp2x; + perp3y = perpy - perp2y; + + dist = Math.sqrt(perp3x * perp3x + perp3y * perp3y); + perp3x /= dist; + perp3y /= dist; + perp3x *= width; + perp3y *= width; + + verts.push(p2x - perp3x, p2y - perp3y); + verts.push(r, g, b, alpha); + + verts.push(p2x + perp3x, p2y + perp3y); + verts.push(r, g, b, alpha); + + verts.push(p2x - perp3x, p2y - perp3y); + verts.push(r, g, b, alpha); + + indexCount++; + } else { + verts.push(px, py); + verts.push(r, g, b, alpha); + + verts.push(p2x - (px - p2x), p2y - (py - p2y)); + verts.push(r, g, b, alpha); + } + } + + p1x = points[(length - 2) * 2]; + p1y = points[(length - 2) * 2 + 1]; + + p2x = points[(length - 1) * 2]; + p2y = points[(length - 1) * 2 + 1]; + + perpx = -(p1y - p2y); + perpy = p1x - p2x; + + dist = Math.sqrt(perpx * perpx + perpy * perpy); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + + verts.push(p2x - perpx, p2y - perpy); + verts.push(r, g, b, alpha); + + verts.push(p2x + perpx, p2y + perpy); + verts.push(r, g, b, alpha); + + indices.push(indexStart); + + for (var _i = 0; _i < indexCount; ++_i) { + indices.push(indexStart++); + } + + indices.push(indexStart - 1); +} + +/** + * Builds a line to draw using the gl.drawArrays(gl.LINES) method + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the webGL-specific information to create this shape + */ + + +/** + * Builds a line to draw + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the webGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the webGL-specific information to create nativeLines + */ +function buildNativeLine(graphicsData, webGLData) { + var i = 0; + var points = graphicsData.points; + + if (points.length === 0) return; + + var verts = webGLData.points; + var length = points.length / 2; + + // sort color + var color = (0, _utils.hex2rgb)(graphicsData.lineColor); + var alpha = graphicsData.lineAlpha; + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + for (i = 1; i < length; i++) { + var p1x = points[(i - 1) * 2]; + var p1y = points[(i - 1) * 2 + 1]; + + var p2x = points[i * 2]; + var p2y = points[i * 2 + 1]; + + verts.push(p1x, p1y); + verts.push(r, g, b, alpha); + + verts.push(p2x, p2y); + verts.push(r, g, b, alpha); + } +} + +},{"../../../math":70,"../../../utils":124}],62:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = buildPoly; + +var _buildLine = require('./buildLine'); + +var _buildLine2 = _interopRequireDefault(_buildLine); + +var _utils = require('../../../utils'); + +var _earcut = require('earcut'); + +var _earcut2 = _interopRequireDefault(_earcut); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +/** + * Builds a polygon to draw + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the webGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the webGL-specific information to create nativeLines + */ +function buildPoly(graphicsData, webGLData, webGLDataNativeLines) { + graphicsData.points = graphicsData.shape.points.slice(); + + var points = graphicsData.points; + + if (graphicsData.fill && points.length >= 6) { + var holeArray = []; + // Process holes.. + var holes = graphicsData.holes; + + for (var i = 0; i < holes.length; i++) { + var hole = holes[i]; + + holeArray.push(points.length / 2); + + points = points.concat(hole.points); + } + + // get first and last point.. figure out the middle! + var verts = webGLData.points; + var indices = webGLData.indices; + + var length = points.length / 2; + + // sort color + var color = (0, _utils.hex2rgb)(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var triangles = (0, _earcut2.default)(points, holeArray, 2); + + if (!triangles) { + return; + } + + var vertPos = verts.length / 6; + + for (var _i = 0; _i < triangles.length; _i += 3) { + indices.push(triangles[_i] + vertPos); + indices.push(triangles[_i] + vertPos); + indices.push(triangles[_i + 1] + vertPos); + indices.push(triangles[_i + 2] + vertPos); + indices.push(triangles[_i + 2] + vertPos); + } + + for (var _i2 = 0; _i2 < length; _i2++) { + verts.push(points[_i2 * 2], points[_i2 * 2 + 1], r, g, b, alpha); + } + } + + if (graphicsData.lineWidth > 0) { + (0, _buildLine2.default)(graphicsData, webGLData, webGLDataNativeLines); + } +} + +},{"../../../utils":124,"./buildLine":61,"earcut":19}],63:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = buildRectangle; + +var _buildLine = require('./buildLine'); + +var _buildLine2 = _interopRequireDefault(_buildLine); + +var _utils = require('../../../utils'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +/** + * Builds a rectangle to draw + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the webGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the webGL-specific information to create nativeLines + */ +function buildRectangle(graphicsData, webGLData, webGLDataNativeLines) { + // --- // + // need to convert points to a nice regular data + // + var rectData = graphicsData.shape; + var x = rectData.x; + var y = rectData.y; + var width = rectData.width; + var height = rectData.height; + + if (graphicsData.fill) { + var color = (0, _utils.hex2rgb)(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var verts = webGLData.points; + var indices = webGLData.indices; + + var vertPos = verts.length / 6; + + // start + verts.push(x, y); + verts.push(r, g, b, alpha); + + verts.push(x + width, y); + verts.push(r, g, b, alpha); + + verts.push(x, y + height); + verts.push(r, g, b, alpha); + + verts.push(x + width, y + height); + verts.push(r, g, b, alpha); + + // insert 2 dead triangles.. + indices.push(vertPos, vertPos, vertPos + 1, vertPos + 2, vertPos + 3, vertPos + 3); + } + + if (graphicsData.lineWidth) { + var tempPoints = graphicsData.points; + + graphicsData.points = [x, y, x + width, y, x + width, y + height, x, y + height, x, y]; + + (0, _buildLine2.default)(graphicsData, webGLData, webGLDataNativeLines); + + graphicsData.points = tempPoints; + } +} + +},{"../../../utils":124,"./buildLine":61}],64:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = buildRoundedRectangle; + +var _earcut = require('earcut'); + +var _earcut2 = _interopRequireDefault(_earcut); + +var _buildLine = require('./buildLine'); + +var _buildLine2 = _interopRequireDefault(_buildLine); + +var _utils = require('../../../utils'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +/** + * Builds a rounded rectangle to draw + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the webGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the webGL-specific information to create nativeLines + */ +function buildRoundedRectangle(graphicsData, webGLData, webGLDataNativeLines) { + var rrectData = graphicsData.shape; + var x = rrectData.x; + var y = rrectData.y; + var width = rrectData.width; + var height = rrectData.height; + + var radius = rrectData.radius; + + var recPoints = []; + + recPoints.push(x, y + radius); + quadraticBezierCurve(x, y + height - radius, x, y + height, x + radius, y + height, recPoints); + quadraticBezierCurve(x + width - radius, y + height, x + width, y + height, x + width, y + height - radius, recPoints); + quadraticBezierCurve(x + width, y + radius, x + width, y, x + width - radius, y, recPoints); + quadraticBezierCurve(x + radius, y, x, y, x, y + radius + 0.0000000001, recPoints); + + // this tiny number deals with the issue that occurs when points overlap and earcut fails to triangulate the item. + // TODO - fix this properly, this is not very elegant.. but it works for now. + + if (graphicsData.fill) { + var color = (0, _utils.hex2rgb)(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var verts = webGLData.points; + var indices = webGLData.indices; + + var vecPos = verts.length / 6; + + var triangles = (0, _earcut2.default)(recPoints, null, 2); + + for (var i = 0, j = triangles.length; i < j; i += 3) { + indices.push(triangles[i] + vecPos); + indices.push(triangles[i] + vecPos); + indices.push(triangles[i + 1] + vecPos); + indices.push(triangles[i + 2] + vecPos); + indices.push(triangles[i + 2] + vecPos); + } + + for (var _i = 0, _j = recPoints.length; _i < _j; _i++) { + verts.push(recPoints[_i], recPoints[++_i], r, g, b, alpha); + } + } + + if (graphicsData.lineWidth) { + var tempPoints = graphicsData.points; + + graphicsData.points = recPoints; + + (0, _buildLine2.default)(graphicsData, webGLData, webGLDataNativeLines); + + graphicsData.points = tempPoints; + } +} + +/** + * Calculate a single point for a quadratic bezier curve. + * Utility function used by quadraticBezierCurve. + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {number} n1 - first number + * @param {number} n2 - second number + * @param {number} perc - percentage + * @return {number} the result + * + */ +function getPt(n1, n2, perc) { + var diff = n2 - n1; + + return n1 + diff * perc; +} + +/** + * Calculate the points for a quadratic bezier curve. (helper function..) + * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {number} fromX - Origin point x + * @param {number} fromY - Origin point x + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @param {number[]} [out=[]] - The output array to add points into. If not passed, a new array is created. + * @return {number[]} an array of points + */ +function quadraticBezierCurve(fromX, fromY, cpX, cpY, toX, toY) { + var out = arguments.length > 6 && arguments[6] !== undefined ? arguments[6] : []; + + var n = 20; + var points = out; + + var xa = 0; + var ya = 0; + var xb = 0; + var yb = 0; + var x = 0; + var y = 0; + + for (var i = 0, j = 0; i <= n; ++i) { + j = i / n; + + // The Green Line + xa = getPt(fromX, cpX, j); + ya = getPt(fromY, cpY, j); + xb = getPt(cpX, toX, j); + yb = getPt(cpY, toY, j); + + // The Black Dot + x = getPt(xa, xb, j); + y = getPt(ya, yb, j); + + points.push(x, y); + } + + return points; +} + +},{"../../../utils":124,"./buildLine":61,"earcut":19}],65:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.autoDetectRenderer = exports.Application = exports.Filter = exports.SpriteMaskFilter = exports.Quad = exports.RenderTarget = exports.ObjectRenderer = exports.WebGLManager = exports.Shader = exports.CanvasRenderTarget = exports.TextureUvs = exports.VideoBaseTexture = exports.BaseRenderTexture = exports.RenderTexture = exports.BaseTexture = exports.Texture = exports.Spritesheet = exports.CanvasGraphicsRenderer = exports.GraphicsRenderer = exports.GraphicsData = exports.Graphics = exports.TextMetrics = exports.TextStyle = exports.Text = exports.SpriteRenderer = exports.CanvasTinter = exports.CanvasSpriteRenderer = exports.Sprite = exports.TransformBase = exports.TransformStatic = exports.Transform = exports.Container = exports.DisplayObject = exports.Bounds = exports.glCore = exports.WebGLRenderer = exports.CanvasRenderer = exports.ticker = exports.utils = exports.settings = undefined; + +var _const = require('./const'); + +Object.keys(_const).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + Object.defineProperty(exports, key, { + enumerable: true, + get: function get() { + return _const[key]; + } + }); +}); + +var _math = require('./math'); + +Object.keys(_math).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + Object.defineProperty(exports, key, { + enumerable: true, + get: function get() { + return _math[key]; + } + }); +}); + +var _pixiGlCore = require('pixi-gl-core'); + +Object.defineProperty(exports, 'glCore', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_pixiGlCore).default; + } +}); + +var _Bounds = require('./display/Bounds'); + +Object.defineProperty(exports, 'Bounds', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Bounds).default; + } +}); + +var _DisplayObject = require('./display/DisplayObject'); + +Object.defineProperty(exports, 'DisplayObject', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_DisplayObject).default; + } +}); + +var _Container = require('./display/Container'); + +Object.defineProperty(exports, 'Container', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Container).default; + } +}); + +var _Transform = require('./display/Transform'); + +Object.defineProperty(exports, 'Transform', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Transform).default; + } +}); + +var _TransformStatic = require('./display/TransformStatic'); + +Object.defineProperty(exports, 'TransformStatic', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TransformStatic).default; + } +}); + +var _TransformBase = require('./display/TransformBase'); + +Object.defineProperty(exports, 'TransformBase', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TransformBase).default; + } +}); + +var _Sprite = require('./sprites/Sprite'); + +Object.defineProperty(exports, 'Sprite', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Sprite).default; + } +}); + +var _CanvasSpriteRenderer = require('./sprites/canvas/CanvasSpriteRenderer'); + +Object.defineProperty(exports, 'CanvasSpriteRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_CanvasSpriteRenderer).default; + } +}); + +var _CanvasTinter = require('./sprites/canvas/CanvasTinter'); + +Object.defineProperty(exports, 'CanvasTinter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_CanvasTinter).default; + } +}); + +var _SpriteRenderer = require('./sprites/webgl/SpriteRenderer'); + +Object.defineProperty(exports, 'SpriteRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_SpriteRenderer).default; + } +}); + +var _Text = require('./text/Text'); + +Object.defineProperty(exports, 'Text', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Text).default; + } +}); + +var _TextStyle = require('./text/TextStyle'); + +Object.defineProperty(exports, 'TextStyle', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TextStyle).default; + } +}); + +var _TextMetrics = require('./text/TextMetrics'); + +Object.defineProperty(exports, 'TextMetrics', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TextMetrics).default; + } +}); + +var _Graphics = require('./graphics/Graphics'); + +Object.defineProperty(exports, 'Graphics', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Graphics).default; + } +}); + +var _GraphicsData = require('./graphics/GraphicsData'); + +Object.defineProperty(exports, 'GraphicsData', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_GraphicsData).default; + } +}); + +var _GraphicsRenderer = require('./graphics/webgl/GraphicsRenderer'); + +Object.defineProperty(exports, 'GraphicsRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_GraphicsRenderer).default; + } +}); + +var _CanvasGraphicsRenderer = require('./graphics/canvas/CanvasGraphicsRenderer'); + +Object.defineProperty(exports, 'CanvasGraphicsRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_CanvasGraphicsRenderer).default; + } +}); + +var _Spritesheet = require('./textures/Spritesheet'); + +Object.defineProperty(exports, 'Spritesheet', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Spritesheet).default; + } +}); + +var _Texture = require('./textures/Texture'); + +Object.defineProperty(exports, 'Texture', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Texture).default; + } +}); + +var _BaseTexture = require('./textures/BaseTexture'); + +Object.defineProperty(exports, 'BaseTexture', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_BaseTexture).default; + } +}); + +var _RenderTexture = require('./textures/RenderTexture'); + +Object.defineProperty(exports, 'RenderTexture', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_RenderTexture).default; + } +}); + +var _BaseRenderTexture = require('./textures/BaseRenderTexture'); + +Object.defineProperty(exports, 'BaseRenderTexture', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_BaseRenderTexture).default; + } +}); + +var _VideoBaseTexture = require('./textures/VideoBaseTexture'); + +Object.defineProperty(exports, 'VideoBaseTexture', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_VideoBaseTexture).default; + } +}); + +var _TextureUvs = require('./textures/TextureUvs'); + +Object.defineProperty(exports, 'TextureUvs', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TextureUvs).default; + } +}); + +var _CanvasRenderTarget = require('./renderers/canvas/utils/CanvasRenderTarget'); + +Object.defineProperty(exports, 'CanvasRenderTarget', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_CanvasRenderTarget).default; + } +}); + +var _Shader = require('./Shader'); + +Object.defineProperty(exports, 'Shader', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Shader).default; + } +}); + +var _WebGLManager = require('./renderers/webgl/managers/WebGLManager'); + +Object.defineProperty(exports, 'WebGLManager', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_WebGLManager).default; + } +}); + +var _ObjectRenderer = require('./renderers/webgl/utils/ObjectRenderer'); + +Object.defineProperty(exports, 'ObjectRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_ObjectRenderer).default; + } +}); + +var _RenderTarget = require('./renderers/webgl/utils/RenderTarget'); + +Object.defineProperty(exports, 'RenderTarget', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_RenderTarget).default; + } +}); + +var _Quad = require('./renderers/webgl/utils/Quad'); + +Object.defineProperty(exports, 'Quad', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Quad).default; + } +}); + +var _SpriteMaskFilter = require('./renderers/webgl/filters/spriteMask/SpriteMaskFilter'); + +Object.defineProperty(exports, 'SpriteMaskFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_SpriteMaskFilter).default; + } +}); + +var _Filter = require('./renderers/webgl/filters/Filter'); + +Object.defineProperty(exports, 'Filter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Filter).default; + } +}); + +var _Application = require('./Application'); + +Object.defineProperty(exports, 'Application', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Application).default; + } +}); + +var _autoDetectRenderer = require('./autoDetectRenderer'); + +Object.defineProperty(exports, 'autoDetectRenderer', { + enumerable: true, + get: function get() { + return _autoDetectRenderer.autoDetectRenderer; + } +}); + +var _utils = require('./utils'); + +var utils = _interopRequireWildcard(_utils); + +var _ticker = require('./ticker'); + +var ticker = _interopRequireWildcard(_ticker); + +var _settings = require('./settings'); + +var _settings2 = _interopRequireDefault(_settings); + +var _CanvasRenderer = require('./renderers/canvas/CanvasRenderer'); + +var _CanvasRenderer2 = _interopRequireDefault(_CanvasRenderer); + +var _WebGLRenderer = require('./renderers/webgl/WebGLRenderer'); + +var _WebGLRenderer2 = _interopRequireDefault(_WebGLRenderer); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +exports.settings = _settings2.default; +exports.utils = utils; +exports.ticker = ticker; +exports.CanvasRenderer = _CanvasRenderer2.default; +exports.WebGLRenderer = _WebGLRenderer2.default; /** + * @namespace PIXI + */ + +},{"./Application":43,"./Shader":44,"./autoDetectRenderer":45,"./const":46,"./display/Bounds":47,"./display/Container":48,"./display/DisplayObject":49,"./display/Transform":50,"./display/TransformBase":51,"./display/TransformStatic":52,"./graphics/Graphics":53,"./graphics/GraphicsData":54,"./graphics/canvas/CanvasGraphicsRenderer":55,"./graphics/webgl/GraphicsRenderer":57,"./math":70,"./renderers/canvas/CanvasRenderer":77,"./renderers/canvas/utils/CanvasRenderTarget":79,"./renderers/webgl/WebGLRenderer":84,"./renderers/webgl/filters/Filter":86,"./renderers/webgl/filters/spriteMask/SpriteMaskFilter":89,"./renderers/webgl/managers/WebGLManager":93,"./renderers/webgl/utils/ObjectRenderer":94,"./renderers/webgl/utils/Quad":95,"./renderers/webgl/utils/RenderTarget":96,"./settings":101,"./sprites/Sprite":102,"./sprites/canvas/CanvasSpriteRenderer":103,"./sprites/canvas/CanvasTinter":104,"./sprites/webgl/SpriteRenderer":106,"./text/Text":108,"./text/TextMetrics":109,"./text/TextStyle":110,"./textures/BaseRenderTexture":111,"./textures/BaseTexture":112,"./textures/RenderTexture":113,"./textures/Spritesheet":114,"./textures/Texture":115,"./textures/TextureUvs":116,"./textures/VideoBaseTexture":117,"./ticker":120,"./utils":124,"pixi-gl-core":7}],66:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _Matrix = require('./Matrix'); + +var _Matrix2 = _interopRequireDefault(_Matrix); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +var ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; // Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group of order 16 + +var uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; +var vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; +var vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; +var tempMatrices = []; + +var mul = []; + +function signum(x) { + if (x < 0) { + return -1; + } + if (x > 0) { + return 1; + } + + return 0; +} + +function init() { + for (var i = 0; i < 16; i++) { + var row = []; + + mul.push(row); + + for (var j = 0; j < 16; j++) { + var _ux = signum(ux[i] * ux[j] + vx[i] * uy[j]); + var _uy = signum(uy[i] * ux[j] + vy[i] * uy[j]); + var _vx = signum(ux[i] * vx[j] + vx[i] * vy[j]); + var _vy = signum(uy[i] * vx[j] + vy[i] * vy[j]); + + for (var k = 0; k < 16; k++) { + if (ux[k] === _ux && uy[k] === _uy && vx[k] === _vx && vy[k] === _vy) { + row.push(k); + break; + } + } + } + } + + for (var _i = 0; _i < 16; _i++) { + var mat = new _Matrix2.default(); + + mat.set(ux[_i], uy[_i], vx[_i], vy[_i], 0, 0); + tempMatrices.push(mat); + } +} + +init(); + +/** + * Implements Dihedral Group D_8, see [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html}, + * D8 is the same but with diagonals. Used for texture rotations. + * + * Vector xX(i), xY(i) is U-axis of sprite with rotation i + * Vector yY(i), yY(i) is V-axis of sprite with rotation i + * Rotations: 0 grad (0), 90 grad (2), 180 grad (4), 270 grad (6) + * Mirrors: vertical (8), main diagonal (10), horizontal (12), reverse diagonal (14) + * This is the small part of gameofbombs.com portal system. It works. + * + * @author Ivan @ivanpopelyshev + * @class + * @memberof PIXI + */ +var GroupD8 = { + E: 0, + SE: 1, + S: 2, + SW: 3, + W: 4, + NW: 5, + N: 6, + NE: 7, + MIRROR_VERTICAL: 8, + MIRROR_HORIZONTAL: 12, + uX: function uX(ind) { + return ux[ind]; + }, + uY: function uY(ind) { + return uy[ind]; + }, + vX: function vX(ind) { + return vx[ind]; + }, + vY: function vY(ind) { + return vy[ind]; + }, + inv: function inv(rotation) { + if (rotation & 8) { + return rotation & 15; + } + + return -rotation & 7; + }, + add: function add(rotationSecond, rotationFirst) { + return mul[rotationSecond][rotationFirst]; + }, + sub: function sub(rotationSecond, rotationFirst) { + return mul[rotationSecond][GroupD8.inv(rotationFirst)]; + }, + + /** + * Adds 180 degrees to rotation. Commutative operation. + * + * @memberof PIXI.GroupD8 + * @param {number} rotation - The number to rotate. + * @returns {number} rotated number + */ + rotate180: function rotate180(rotation) { + return rotation ^ 4; + }, + + /** + * I dont know why sometimes width and heights needs to be swapped. We'll fix it later. + * + * @memberof PIXI.GroupD8 + * @param {number} rotation - The number to check. + * @returns {boolean} Whether or not the width/height should be swapped. + */ + isSwapWidthHeight: function isSwapWidthHeight(rotation) { + return (rotation & 3) === 2; + }, + + /** + * @memberof PIXI.GroupD8 + * @param {number} dx - TODO + * @param {number} dy - TODO + * + * @return {number} TODO + */ + byDirection: function byDirection(dx, dy) { + if (Math.abs(dx) * 2 <= Math.abs(dy)) { + if (dy >= 0) { + return GroupD8.S; + } + + return GroupD8.N; + } else if (Math.abs(dy) * 2 <= Math.abs(dx)) { + if (dx > 0) { + return GroupD8.E; + } + + return GroupD8.W; + } else if (dy > 0) { + if (dx > 0) { + return GroupD8.SE; + } + + return GroupD8.SW; + } else if (dx > 0) { + return GroupD8.NE; + } + + return GroupD8.NW; + }, + + /** + * Helps sprite to compensate texture packer rotation. + * + * @memberof PIXI.GroupD8 + * @param {PIXI.Matrix} matrix - sprite world matrix + * @param {number} rotation - The rotation factor to use. + * @param {number} tx - sprite anchoring + * @param {number} ty - sprite anchoring + */ + matrixAppendRotationInv: function matrixAppendRotationInv(matrix, rotation) { + var tx = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0; + var ty = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0; + + // Packer used "rotation", we use "inv(rotation)" + var mat = tempMatrices[GroupD8.inv(rotation)]; + + mat.tx = tx; + mat.ty = ty; + matrix.append(mat); + } +}; + +exports.default = GroupD8; + +},{"./Matrix":67}],67:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _Point = require('./Point'); + +var _Point2 = _interopRequireDefault(_Point); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * The PixiJS Matrix class as an object, which makes it a lot faster, + * here is a representation of it : + * | a | b | tx| + * | c | d | ty| + * | 0 | 0 | 1 | + * + * @class + * @memberof PIXI + */ +var Matrix = function () { + /** + * @param {number} [a=1] - x scale + * @param {number} [b=0] - y skew + * @param {number} [c=0] - x skew + * @param {number} [d=1] - y scale + * @param {number} [tx=0] - x translation + * @param {number} [ty=0] - y translation + */ + function Matrix() { + var a = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1; + var b = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0; + var c = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0; + var d = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1; + var tx = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : 0; + var ty = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : 0; + + _classCallCheck(this, Matrix); + + /** + * @member {number} + * @default 1 + */ + this.a = a; + + /** + * @member {number} + * @default 0 + */ + this.b = b; + + /** + * @member {number} + * @default 0 + */ + this.c = c; + + /** + * @member {number} + * @default 1 + */ + this.d = d; + + /** + * @member {number} + * @default 0 + */ + this.tx = tx; + + /** + * @member {number} + * @default 0 + */ + this.ty = ty; + + this.array = null; + } + + /** + * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: + * + * a = array[0] + * b = array[1] + * c = array[3] + * d = array[4] + * tx = array[2] + * ty = array[5] + * + * @param {number[]} array - The array that the matrix will be populated from. + */ + + + Matrix.prototype.fromArray = function fromArray(array) { + this.a = array[0]; + this.b = array[1]; + this.c = array[3]; + this.d = array[4]; + this.tx = array[2]; + this.ty = array[5]; + }; + + /** + * sets the matrix properties + * + * @param {number} a - Matrix component + * @param {number} b - Matrix component + * @param {number} c - Matrix component + * @param {number} d - Matrix component + * @param {number} tx - Matrix component + * @param {number} ty - Matrix component + * + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.set = function set(a, b, c, d, tx, ty) { + this.a = a; + this.b = b; + this.c = c; + this.d = d; + this.tx = tx; + this.ty = ty; + + return this; + }; + + /** + * Creates an array from the current Matrix object. + * + * @param {boolean} transpose - Whether we need to transpose the matrix or not + * @param {Float32Array} [out=new Float32Array(9)] - If provided the array will be assigned to out + * @return {number[]} the newly created array which contains the matrix + */ + + + Matrix.prototype.toArray = function toArray(transpose, out) { + if (!this.array) { + this.array = new Float32Array(9); + } + + var array = out || this.array; + + if (transpose) { + array[0] = this.a; + array[1] = this.b; + array[2] = 0; + array[3] = this.c; + array[4] = this.d; + array[5] = 0; + array[6] = this.tx; + array[7] = this.ty; + array[8] = 1; + } else { + array[0] = this.a; + array[1] = this.c; + array[2] = this.tx; + array[3] = this.b; + array[4] = this.d; + array[5] = this.ty; + array[6] = 0; + array[7] = 0; + array[8] = 1; + } + + return array; + }; + + /** + * Get a new position with the current transformation applied. + * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) + * + * @param {PIXI.Point} pos - The origin + * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) + * @return {PIXI.Point} The new point, transformed through this matrix + */ + + + Matrix.prototype.apply = function apply(pos, newPos) { + newPos = newPos || new _Point2.default(); + + var x = pos.x; + var y = pos.y; + + newPos.x = this.a * x + this.c * y + this.tx; + newPos.y = this.b * x + this.d * y + this.ty; + + return newPos; + }; + + /** + * Get a new position with the inverse of the current transformation applied. + * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) + * + * @param {PIXI.Point} pos - The origin + * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) + * @return {PIXI.Point} The new point, inverse-transformed through this matrix + */ + + + Matrix.prototype.applyInverse = function applyInverse(pos, newPos) { + newPos = newPos || new _Point2.default(); + + var id = 1 / (this.a * this.d + this.c * -this.b); + + var x = pos.x; + var y = pos.y; + + newPos.x = this.d * id * x + -this.c * id * y + (this.ty * this.c - this.tx * this.d) * id; + newPos.y = this.a * id * y + -this.b * id * x + (-this.ty * this.a + this.tx * this.b) * id; + + return newPos; + }; + + /** + * Translates the matrix on the x and y. + * + * @param {number} x How much to translate x by + * @param {number} y How much to translate y by + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.translate = function translate(x, y) { + this.tx += x; + this.ty += y; + + return this; + }; + + /** + * Applies a scale transformation to the matrix. + * + * @param {number} x The amount to scale horizontally + * @param {number} y The amount to scale vertically + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.scale = function scale(x, y) { + this.a *= x; + this.d *= y; + this.c *= x; + this.b *= y; + this.tx *= x; + this.ty *= y; + + return this; + }; + + /** + * Applies a rotation transformation to the matrix. + * + * @param {number} angle - The angle in radians. + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.rotate = function rotate(angle) { + var cos = Math.cos(angle); + var sin = Math.sin(angle); + + var a1 = this.a; + var c1 = this.c; + var tx1 = this.tx; + + this.a = a1 * cos - this.b * sin; + this.b = a1 * sin + this.b * cos; + this.c = c1 * cos - this.d * sin; + this.d = c1 * sin + this.d * cos; + this.tx = tx1 * cos - this.ty * sin; + this.ty = tx1 * sin + this.ty * cos; + + return this; + }; + + /** + * Appends the given Matrix to this Matrix. + * + * @param {PIXI.Matrix} matrix - The matrix to append. + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.append = function append(matrix) { + var a1 = this.a; + var b1 = this.b; + var c1 = this.c; + var d1 = this.d; + + this.a = matrix.a * a1 + matrix.b * c1; + this.b = matrix.a * b1 + matrix.b * d1; + this.c = matrix.c * a1 + matrix.d * c1; + this.d = matrix.c * b1 + matrix.d * d1; + + this.tx = matrix.tx * a1 + matrix.ty * c1 + this.tx; + this.ty = matrix.tx * b1 + matrix.ty * d1 + this.ty; + + return this; + }; + + /** + * Sets the matrix based on all the available properties + * + * @param {number} x - Position on the x axis + * @param {number} y - Position on the y axis + * @param {number} pivotX - Pivot on the x axis + * @param {number} pivotY - Pivot on the y axis + * @param {number} scaleX - Scale on the x axis + * @param {number} scaleY - Scale on the y axis + * @param {number} rotation - Rotation in radians + * @param {number} skewX - Skew on the x axis + * @param {number} skewY - Skew on the y axis + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.setTransform = function setTransform(x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) { + var sr = Math.sin(rotation); + var cr = Math.cos(rotation); + var cy = Math.cos(skewY); + var sy = Math.sin(skewY); + var nsx = -Math.sin(skewX); + var cx = Math.cos(skewX); + + var a = cr * scaleX; + var b = sr * scaleX; + var c = -sr * scaleY; + var d = cr * scaleY; + + this.a = cy * a + sy * c; + this.b = cy * b + sy * d; + this.c = nsx * a + cx * c; + this.d = nsx * b + cx * d; + + this.tx = x + (pivotX * a + pivotY * c); + this.ty = y + (pivotX * b + pivotY * d); + + return this; + }; + + /** + * Prepends the given Matrix to this Matrix. + * + * @param {PIXI.Matrix} matrix - The matrix to prepend + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.prepend = function prepend(matrix) { + var tx1 = this.tx; + + if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) { + var a1 = this.a; + var c1 = this.c; + + this.a = a1 * matrix.a + this.b * matrix.c; + this.b = a1 * matrix.b + this.b * matrix.d; + this.c = c1 * matrix.a + this.d * matrix.c; + this.d = c1 * matrix.b + this.d * matrix.d; + } + + this.tx = tx1 * matrix.a + this.ty * matrix.c + matrix.tx; + this.ty = tx1 * matrix.b + this.ty * matrix.d + matrix.ty; + + return this; + }; + + /** + * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. + * + * @param {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to. + * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties + */ + + + Matrix.prototype.decompose = function decompose(transform) { + // sort out rotation / skew.. + var a = this.a; + var b = this.b; + var c = this.c; + var d = this.d; + + var skewX = -Math.atan2(-c, d); + var skewY = Math.atan2(b, a); + + var delta = Math.abs(skewX + skewY); + + if (delta < 0.00001) { + transform.rotation = skewY; + + if (a < 0 && d >= 0) { + transform.rotation += transform.rotation <= 0 ? Math.PI : -Math.PI; + } + + transform.skew.x = transform.skew.y = 0; + } else { + transform.skew.x = skewX; + transform.skew.y = skewY; + } + + // next set scale + transform.scale.x = Math.sqrt(a * a + b * b); + transform.scale.y = Math.sqrt(c * c + d * d); + + // next set position + transform.position.x = this.tx; + transform.position.y = this.ty; + + return transform; + }; + + /** + * Inverts this matrix + * + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.invert = function invert() { + var a1 = this.a; + var b1 = this.b; + var c1 = this.c; + var d1 = this.d; + var tx1 = this.tx; + var n = a1 * d1 - b1 * c1; + + this.a = d1 / n; + this.b = -b1 / n; + this.c = -c1 / n; + this.d = a1 / n; + this.tx = (c1 * this.ty - d1 * tx1) / n; + this.ty = -(a1 * this.ty - b1 * tx1) / n; + + return this; + }; + + /** + * Resets this Matix to an identity (default) matrix. + * + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.identity = function identity() { + this.a = 1; + this.b = 0; + this.c = 0; + this.d = 1; + this.tx = 0; + this.ty = 0; + + return this; + }; + + /** + * Creates a new Matrix object with the same values as this one. + * + * @return {PIXI.Matrix} A copy of this matrix. Good for chaining method calls. + */ + + + Matrix.prototype.clone = function clone() { + var matrix = new Matrix(); + + matrix.a = this.a; + matrix.b = this.b; + matrix.c = this.c; + matrix.d = this.d; + matrix.tx = this.tx; + matrix.ty = this.ty; + + return matrix; + }; + + /** + * Changes the values of the given matrix to be the same as the ones in this matrix + * + * @param {PIXI.Matrix} matrix - The matrix to copy from. + * @return {PIXI.Matrix} The matrix given in parameter with its values updated. + */ + + + Matrix.prototype.copy = function copy(matrix) { + matrix.a = this.a; + matrix.b = this.b; + matrix.c = this.c; + matrix.d = this.d; + matrix.tx = this.tx; + matrix.ty = this.ty; + + return matrix; + }; + + /** + * A default (identity) matrix + * + * @static + * @const + */ + + + _createClass(Matrix, null, [{ + key: 'IDENTITY', + get: function get() { + return new Matrix(); + } + + /** + * A temp matrix + * + * @static + * @const + */ + + }, { + key: 'TEMP_MATRIX', + get: function get() { + return new Matrix(); + } + }]); + + return Matrix; +}(); + +exports.default = Matrix; + +},{"./Point":69}],68:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * The Point object represents a location in a two-dimensional coordinate system, where x represents + * the horizontal axis and y represents the vertical axis. + * An observable point is a point that triggers a callback when the point's position is changed. + * + * @class + * @memberof PIXI + */ +var ObservablePoint = function () { + /** + * @param {Function} cb - callback when changed + * @param {object} scope - owner of callback + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=0] - position of the point on the y axis + */ + function ObservablePoint(cb, scope) { + var x = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0; + var y = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0; + + _classCallCheck(this, ObservablePoint); + + this._x = x; + this._y = y; + + this.cb = cb; + this.scope = scope; + } + + /** + * Sets the point to a new x and y position. + * If y is omitted, both x and y will be set to x. + * + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=0] - position of the point on the y axis + */ + + + ObservablePoint.prototype.set = function set(x, y) { + var _x = x || 0; + var _y = y || (y !== 0 ? _x : 0); + + if (this._x !== _x || this._y !== _y) { + this._x = _x; + this._y = _y; + this.cb.call(this.scope); + } + }; + + /** + * Copies the data from another point + * + * @param {PIXI.Point|PIXI.ObservablePoint} point - point to copy from + */ + + + ObservablePoint.prototype.copy = function copy(point) { + if (this._x !== point.x || this._y !== point.y) { + this._x = point.x; + this._y = point.y; + this.cb.call(this.scope); + } + }; + + /** + * The position of the displayObject on the x axis relative to the local coordinates of the parent. + * + * @member {number} + */ + + + _createClass(ObservablePoint, [{ + key: "x", + get: function get() { + return this._x; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (this._x !== value) { + this._x = value; + this.cb.call(this.scope); + } + } + + /** + * The position of the displayObject on the x axis relative to the local coordinates of the parent. + * + * @member {number} + */ + + }, { + key: "y", + get: function get() { + return this._y; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (this._y !== value) { + this._y = value; + this.cb.call(this.scope); + } + } + }]); + + return ObservablePoint; +}(); + +exports.default = ObservablePoint; + +},{}],69:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * The Point object represents a location in a two-dimensional coordinate system, where x represents + * the horizontal axis and y represents the vertical axis. + * + * @class + * @memberof PIXI + */ +var Point = function () { + /** + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=0] - position of the point on the y axis + */ + function Point() { + var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0; + + _classCallCheck(this, Point); + + /** + * @member {number} + * @default 0 + */ + this.x = x; + + /** + * @member {number} + * @default 0 + */ + this.y = y; + } + + /** + * Creates a clone of this point + * + * @return {PIXI.Point} a copy of the point + */ + + + Point.prototype.clone = function clone() { + return new Point(this.x, this.y); + }; + + /** + * Copies x and y from the given point + * + * @param {PIXI.Point} p - The point to copy. + */ + + + Point.prototype.copy = function copy(p) { + this.set(p.x, p.y); + }; + + /** + * Returns true if the given point is equal to this point + * + * @param {PIXI.Point} p - The point to check + * @returns {boolean} Whether the given point equal to this point + */ + + + Point.prototype.equals = function equals(p) { + return p.x === this.x && p.y === this.y; + }; + + /** + * Sets the point to a new x and y position. + * If y is omitted, both x and y will be set to x. + * + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=0] - position of the point on the y axis + */ + + + Point.prototype.set = function set(x, y) { + this.x = x || 0; + this.y = y || (y !== 0 ? this.x : 0); + }; + + return Point; +}(); + +exports.default = Point; + +},{}],70:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _Point = require('./Point'); + +Object.defineProperty(exports, 'Point', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Point).default; + } +}); + +var _ObservablePoint = require('./ObservablePoint'); + +Object.defineProperty(exports, 'ObservablePoint', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_ObservablePoint).default; + } +}); + +var _Matrix = require('./Matrix'); + +Object.defineProperty(exports, 'Matrix', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Matrix).default; + } +}); + +var _GroupD = require('./GroupD8'); + +Object.defineProperty(exports, 'GroupD8', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_GroupD).default; + } +}); + +var _Circle = require('./shapes/Circle'); + +Object.defineProperty(exports, 'Circle', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Circle).default; + } +}); + +var _Ellipse = require('./shapes/Ellipse'); + +Object.defineProperty(exports, 'Ellipse', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Ellipse).default; + } +}); + +var _Polygon = require('./shapes/Polygon'); + +Object.defineProperty(exports, 'Polygon', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Polygon).default; + } +}); + +var _Rectangle = require('./shapes/Rectangle'); + +Object.defineProperty(exports, 'Rectangle', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Rectangle).default; + } +}); + +var _RoundedRectangle = require('./shapes/RoundedRectangle'); + +Object.defineProperty(exports, 'RoundedRectangle', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_RoundedRectangle).default; + } +}); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +},{"./GroupD8":66,"./Matrix":67,"./ObservablePoint":68,"./Point":69,"./shapes/Circle":71,"./shapes/Ellipse":72,"./shapes/Polygon":73,"./shapes/Rectangle":74,"./shapes/RoundedRectangle":75}],71:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _Rectangle = require('./Rectangle'); + +var _Rectangle2 = _interopRequireDefault(_Rectangle); + +var _const = require('../../const'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * The Circle object can be used to specify a hit area for displayObjects + * + * @class + * @memberof PIXI + */ +var Circle = function () { + /** + * @param {number} [x=0] - The X coordinate of the center of this circle + * @param {number} [y=0] - The Y coordinate of the center of this circle + * @param {number} [radius=0] - The radius of the circle + */ + function Circle() { + var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0; + var radius = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0; + + _classCallCheck(this, Circle); + + /** + * @member {number} + * @default 0 + */ + this.x = x; + + /** + * @member {number} + * @default 0 + */ + this.y = y; + + /** + * @member {number} + * @default 0 + */ + this.radius = radius; + + /** + * The type of the object, mainly used to avoid `instanceof` checks + * + * @member {number} + * @readOnly + * @default PIXI.SHAPES.CIRC + * @see PIXI.SHAPES + */ + this.type = _const.SHAPES.CIRC; + } + + /** + * Creates a clone of this Circle instance + * + * @return {PIXI.Circle} a copy of the Circle + */ + + + Circle.prototype.clone = function clone() { + return new Circle(this.x, this.y, this.radius); + }; + + /** + * Checks whether the x and y coordinates given are contained within this circle + * + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coordinates are within this Circle + */ + + + Circle.prototype.contains = function contains(x, y) { + if (this.radius <= 0) { + return false; + } + + var r2 = this.radius * this.radius; + var dx = this.x - x; + var dy = this.y - y; + + dx *= dx; + dy *= dy; + + return dx + dy <= r2; + }; + + /** + * Returns the framing rectangle of the circle as a Rectangle object + * + * @return {PIXI.Rectangle} the framing rectangle + */ + + + Circle.prototype.getBounds = function getBounds() { + return new _Rectangle2.default(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2); + }; + + return Circle; +}(); + +exports.default = Circle; + +},{"../../const":46,"./Rectangle":74}],72:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _Rectangle = require('./Rectangle'); + +var _Rectangle2 = _interopRequireDefault(_Rectangle); + +var _const = require('../../const'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * The Ellipse object can be used to specify a hit area for displayObjects + * + * @class + * @memberof PIXI + */ +var Ellipse = function () { + /** + * @param {number} [x=0] - The X coordinate of the center of this circle + * @param {number} [y=0] - The Y coordinate of the center of this circle + * @param {number} [width=0] - The half width of this ellipse + * @param {number} [height=0] - The half height of this ellipse + */ + function Ellipse() { + var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0; + var width = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0; + var height = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0; + + _classCallCheck(this, Ellipse); + + /** + * @member {number} + * @default 0 + */ + this.x = x; + + /** + * @member {number} + * @default 0 + */ + this.y = y; + + /** + * @member {number} + * @default 0 + */ + this.width = width; + + /** + * @member {number} + * @default 0 + */ + this.height = height; + + /** + * The type of the object, mainly used to avoid `instanceof` checks + * + * @member {number} + * @readOnly + * @default PIXI.SHAPES.ELIP + * @see PIXI.SHAPES + */ + this.type = _const.SHAPES.ELIP; + } + + /** + * Creates a clone of this Ellipse instance + * + * @return {PIXI.Ellipse} a copy of the ellipse + */ + + + Ellipse.prototype.clone = function clone() { + return new Ellipse(this.x, this.y, this.width, this.height); + }; + + /** + * Checks whether the x and y coordinates given are contained within this ellipse + * + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coords are within this ellipse + */ + + + Ellipse.prototype.contains = function contains(x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; + } + + // normalize the coords to an ellipse with center 0,0 + var normx = (x - this.x) / this.width; + var normy = (y - this.y) / this.height; + + normx *= normx; + normy *= normy; + + return normx + normy <= 1; + }; + + /** + * Returns the framing rectangle of the ellipse as a Rectangle object + * + * @return {PIXI.Rectangle} the framing rectangle + */ + + + Ellipse.prototype.getBounds = function getBounds() { + return new _Rectangle2.default(this.x - this.width, this.y - this.height, this.width, this.height); + }; + + return Ellipse; +}(); + +exports.default = Ellipse; + +},{"../../const":46,"./Rectangle":74}],73:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _Point = require('../Point'); + +var _Point2 = _interopRequireDefault(_Point); + +var _const = require('../../const'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * @class + * @memberof PIXI + */ +var Polygon = function () { + /** + * @param {PIXI.Point[]|number[]} points - This can be an array of Points + * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or + * the arguments passed can be all the points of the polygon e.g. + * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat + * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers. + */ + function Polygon() { + for (var _len = arguments.length, points = Array(_len), _key = 0; _key < _len; _key++) { + points[_key] = arguments[_key]; + } + + _classCallCheck(this, Polygon); + + if (Array.isArray(points[0])) { + points = points[0]; + } + + // if this is an array of points, convert it to a flat array of numbers + if (points[0] instanceof _Point2.default) { + var p = []; + + for (var i = 0, il = points.length; i < il; i++) { + p.push(points[i].x, points[i].y); + } + + points = p; + } + + this.closed = true; + + /** + * An array of the points of this polygon + * + * @member {number[]} + */ + this.points = points; + + /** + * The type of the object, mainly used to avoid `instanceof` checks + * + * @member {number} + * @readOnly + * @default PIXI.SHAPES.POLY + * @see PIXI.SHAPES + */ + this.type = _const.SHAPES.POLY; + } + + /** + * Creates a clone of this polygon + * + * @return {PIXI.Polygon} a copy of the polygon + */ + + + Polygon.prototype.clone = function clone() { + return new Polygon(this.points.slice()); + }; + + /** + * Closes the polygon, adding points if necessary. + * + */ + + + Polygon.prototype.close = function close() { + var points = this.points; + + // close the poly if the value is true! + if (points[0] !== points[points.length - 2] || points[1] !== points[points.length - 1]) { + points.push(points[0], points[1]); + } + }; + + /** + * Checks whether the x and y coordinates passed to this function are contained within this polygon + * + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coordinates are within this polygon + */ + + + Polygon.prototype.contains = function contains(x, y) { + var inside = false; + + // use some raycasting to test hits + // https://github.com/substack/point-in-polygon/blob/master/index.js + var length = this.points.length / 2; + + for (var i = 0, j = length - 1; i < length; j = i++) { + var xi = this.points[i * 2]; + var yi = this.points[i * 2 + 1]; + var xj = this.points[j * 2]; + var yj = this.points[j * 2 + 1]; + var intersect = yi > y !== yj > y && x < (xj - xi) * ((y - yi) / (yj - yi)) + xi; + + if (intersect) { + inside = !inside; + } + } + + return inside; + }; + + return Polygon; +}(); + +exports.default = Polygon; + +},{"../../const":46,"../Point":69}],74:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _const = require('../../const'); + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * Rectangle object is an area defined by its position, as indicated by its top-left corner + * point (x, y) and by its width and its height. + * + * @class + * @memberof PIXI + */ +var Rectangle = function () { + /** + * @param {number} [x=0] - The X coordinate of the upper-left corner of the rectangle + * @param {number} [y=0] - The Y coordinate of the upper-left corner of the rectangle + * @param {number} [width=0] - The overall width of this rectangle + * @param {number} [height=0] - The overall height of this rectangle + */ + function Rectangle() { + var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0; + var width = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0; + var height = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0; + + _classCallCheck(this, Rectangle); + + /** + * @member {number} + * @default 0 + */ + this.x = Number(x); + + /** + * @member {number} + * @default 0 + */ + this.y = Number(y); + + /** + * @member {number} + * @default 0 + */ + this.width = Number(width); + + /** + * @member {number} + * @default 0 + */ + this.height = Number(height); + + /** + * The type of the object, mainly used to avoid `instanceof` checks + * + * @member {number} + * @readOnly + * @default PIXI.SHAPES.RECT + * @see PIXI.SHAPES + */ + this.type = _const.SHAPES.RECT; + } + + /** + * returns the left edge of the rectangle + * + * @member {number} + */ + + + /** + * Creates a clone of this Rectangle + * + * @return {PIXI.Rectangle} a copy of the rectangle + */ + Rectangle.prototype.clone = function clone() { + return new Rectangle(this.x, this.y, this.width, this.height); + }; + + /** + * Copies another rectangle to this one. + * + * @param {PIXI.Rectangle} rectangle - The rectangle to copy. + * @return {PIXI.Rectangle} Returns itself. + */ + + + Rectangle.prototype.copy = function copy(rectangle) { + this.x = rectangle.x; + this.y = rectangle.y; + this.width = rectangle.width; + this.height = rectangle.height; + + return this; + }; + + /** + * Checks whether the x and y coordinates given are contained within this Rectangle + * + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coordinates are within this Rectangle + */ + + + Rectangle.prototype.contains = function contains(x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; + } + + if (x >= this.x && x < this.x + this.width) { + if (y >= this.y && y < this.y + this.height) { + return true; + } + } + + return false; + }; + + /** + * Pads the rectangle making it grow in all directions. + * + * @param {number} paddingX - The horizontal padding amount. + * @param {number} paddingY - The vertical padding amount. + */ + + + Rectangle.prototype.pad = function pad(paddingX, paddingY) { + paddingX = paddingX || 0; + paddingY = paddingY || (paddingY !== 0 ? paddingX : 0); + + this.x -= paddingX; + this.y -= paddingY; + + this.width += paddingX * 2; + this.height += paddingY * 2; + }; + + /** + * Fits this rectangle around the passed one. + * + * @param {PIXI.Rectangle} rectangle - The rectangle to fit. + */ + + + Rectangle.prototype.fit = function fit(rectangle) { + if (this.x < rectangle.x) { + this.width += this.x; + if (this.width < 0) { + this.width = 0; + } + + this.x = rectangle.x; + } + + if (this.y < rectangle.y) { + this.height += this.y; + if (this.height < 0) { + this.height = 0; + } + this.y = rectangle.y; + } + + if (this.x + this.width > rectangle.x + rectangle.width) { + this.width = rectangle.width - this.x; + if (this.width < 0) { + this.width = 0; + } + } + + if (this.y + this.height > rectangle.y + rectangle.height) { + this.height = rectangle.height - this.y; + if (this.height < 0) { + this.height = 0; + } + } + }; + + /** + * Enlarges this rectangle to include the passed rectangle. + * + * @param {PIXI.Rectangle} rectangle - The rectangle to include. + */ + + + Rectangle.prototype.enlarge = function enlarge(rectangle) { + var x1 = Math.min(this.x, rectangle.x); + var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width); + var y1 = Math.min(this.y, rectangle.y); + var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height); + + this.x = x1; + this.width = x2 - x1; + this.y = y1; + this.height = y2 - y1; + }; + + _createClass(Rectangle, [{ + key: 'left', + get: function get() { + return this.x; + } + + /** + * returns the right edge of the rectangle + * + * @member {number} + */ + + }, { + key: 'right', + get: function get() { + return this.x + this.width; + } + + /** + * returns the top edge of the rectangle + * + * @member {number} + */ + + }, { + key: 'top', + get: function get() { + return this.y; + } + + /** + * returns the bottom edge of the rectangle + * + * @member {number} + */ + + }, { + key: 'bottom', + get: function get() { + return this.y + this.height; + } + + /** + * A constant empty rectangle. + * + * @static + * @constant + */ + + }], [{ + key: 'EMPTY', + get: function get() { + return new Rectangle(0, 0, 0, 0); + } + }]); + + return Rectangle; +}(); + +exports.default = Rectangle; + +},{"../../const":46}],75:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _const = require('../../const'); + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its + * top-left corner point (x, y) and by its width and its height and its radius. + * + * @class + * @memberof PIXI + */ +var RoundedRectangle = function () { + /** + * @param {number} [x=0] - The X coordinate of the upper-left corner of the rounded rectangle + * @param {number} [y=0] - The Y coordinate of the upper-left corner of the rounded rectangle + * @param {number} [width=0] - The overall width of this rounded rectangle + * @param {number} [height=0] - The overall height of this rounded rectangle + * @param {number} [radius=20] - Controls the radius of the rounded corners + */ + function RoundedRectangle() { + var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0; + var width = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0; + var height = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0; + var radius = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : 20; + + _classCallCheck(this, RoundedRectangle); + + /** + * @member {number} + * @default 0 + */ + this.x = x; + + /** + * @member {number} + * @default 0 + */ + this.y = y; + + /** + * @member {number} + * @default 0 + */ + this.width = width; + + /** + * @member {number} + * @default 0 + */ + this.height = height; + + /** + * @member {number} + * @default 20 + */ + this.radius = radius; + + /** + * The type of the object, mainly used to avoid `instanceof` checks + * + * @member {number} + * @readonly + * @default PIXI.SHAPES.RREC + * @see PIXI.SHAPES + */ + this.type = _const.SHAPES.RREC; + } + + /** + * Creates a clone of this Rounded Rectangle + * + * @return {PIXI.RoundedRectangle} a copy of the rounded rectangle + */ + + + RoundedRectangle.prototype.clone = function clone() { + return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius); + }; + + /** + * Checks whether the x and y coordinates given are contained within this Rounded Rectangle + * + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coordinates are within this Rounded Rectangle + */ + + + RoundedRectangle.prototype.contains = function contains(x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; + } + if (x >= this.x && x <= this.x + this.width) { + if (y >= this.y && y <= this.y + this.height) { + if (y >= this.y + this.radius && y <= this.y + this.height - this.radius || x >= this.x + this.radius && x <= this.x + this.width - this.radius) { + return true; + } + var dx = x - (this.x + this.radius); + var dy = y - (this.y + this.radius); + var radius2 = this.radius * this.radius; + + if (dx * dx + dy * dy <= radius2) { + return true; + } + dx = x - (this.x + this.width - this.radius); + if (dx * dx + dy * dy <= radius2) { + return true; + } + dy = y - (this.y + this.height - this.radius); + if (dx * dx + dy * dy <= radius2) { + return true; + } + dx = x - (this.x + this.radius); + if (dx * dx + dy * dy <= radius2) { + return true; + } + } + } + + return false; + }; + + return RoundedRectangle; +}(); + +exports.default = RoundedRectangle; + +},{"../../const":46}],76:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _utils = require('../utils'); + +var _math = require('../math'); + +var _const = require('../const'); + +var _settings = require('../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +var _Container = require('../display/Container'); + +var _Container2 = _interopRequireDefault(_Container); + +var _RenderTexture = require('../textures/RenderTexture'); + +var _RenderTexture2 = _interopRequireDefault(_RenderTexture); + +var _eventemitter = require('eventemitter3'); + +var _eventemitter2 = _interopRequireDefault(_eventemitter); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +var tempMatrix = new _math.Matrix(); + +/** + * The SystemRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer} + * and {@link PIXI.WebGLRenderer} which can be used for rendering a PixiJS scene. + * + * @abstract + * @class + * @extends EventEmitter + * @memberof PIXI + */ + +var SystemRenderer = function (_EventEmitter) { + _inherits(SystemRenderer, _EventEmitter); + + // eslint-disable-next-line valid-jsdoc + /** + * @param {string} system - The name of the system this renderer is for. + * @param {object} [options] - The optional renderer parameters + * @param {number} [options.width=800] - the width of the screen + * @param {number} [options.height=600] - the height of the screen + * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional + * @param {boolean} [options.transparent=false] - If the render view is transparent, default false + * @param {boolean} [options.autoResize=false] - If the render view is automatically resized, default false + * @param {boolean} [options.antialias=false] - sets antialias (only applicable in chrome at the moment) + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. The + * resolution of the renderer retina would be 2. + * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, + * enable this if you need to call toDataUrl on the webgl context. + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or + * not before the new render pass. + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when rendering, + * stopping pixel interpolation. + */ + function SystemRenderer(system, options, arg2, arg3) { + _classCallCheck(this, SystemRenderer); + + var _this = _possibleConstructorReturn(this, _EventEmitter.call(this)); + + (0, _utils.sayHello)(system); + + // Support for constructor(system, screenWidth, screenHeight, options) + if (typeof options === 'number') { + options = Object.assign({ + width: options, + height: arg2 || _settings2.default.RENDER_OPTIONS.height + }, arg3); + } + + // Add the default render options + options = Object.assign({}, _settings2.default.RENDER_OPTIONS, options); + + /** + * The supplied constructor options. + * + * @member {Object} + * @readOnly + */ + _this.options = options; + + /** + * The type of the renderer. + * + * @member {number} + * @default PIXI.RENDERER_TYPE.UNKNOWN + * @see PIXI.RENDERER_TYPE + */ + _this.type = _const.RENDERER_TYPE.UNKNOWN; + + /** + * Measurements of the screen. (0, 0, screenWidth, screenHeight) + * + * Its safe to use as filterArea or hitArea for whole stage + * + * @member {PIXI.Rectangle} + */ + _this.screen = new _math.Rectangle(0, 0, options.width, options.height); + + /** + * The canvas element that everything is drawn to + * + * @member {HTMLCanvasElement} + */ + _this.view = options.view || document.createElement('canvas'); + + /** + * The resolution / device pixel ratio of the renderer + * + * @member {number} + * @default 1 + */ + _this.resolution = options.resolution || _settings2.default.RESOLUTION; + + /** + * Whether the render view is transparent + * + * @member {boolean} + */ + _this.transparent = options.transparent; + + /** + * Whether css dimensions of canvas view should be resized to screen dimensions automatically + * + * @member {boolean} + */ + _this.autoResize = options.autoResize || false; + + /** + * Tracks the blend modes useful for this renderer. + * + * @member {object} + */ + _this.blendModes = null; + + /** + * The value of the preserveDrawingBuffer flag affects whether or not the contents of + * the stencil buffer is retained after rendering. + * + * @member {boolean} + */ + _this.preserveDrawingBuffer = options.preserveDrawingBuffer; + + /** + * This sets if the CanvasRenderer will clear the canvas or not before the new render pass. + * If the scene is NOT transparent PixiJS will use a canvas sized fillRect operation every + * frame to set the canvas background color. If the scene is transparent PixiJS will use clearRect + * to clear the canvas every frame. Disable this by setting this to false. For example if + * your game has a canvas filling background image you often don't need this set. + * + * @member {boolean} + * @default + */ + _this.clearBeforeRender = options.clearBeforeRender; + + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * Handy for crisp pixel art and speed on legacy devices. + * + * @member {boolean} + */ + _this.roundPixels = options.roundPixels; + + /** + * The background color as a number. + * + * @member {number} + * @private + */ + _this._backgroundColor = 0x000000; + + /** + * The background color as an [R, G, B] array. + * + * @member {number[]} + * @private + */ + _this._backgroundColorRgba = [0, 0, 0, 0]; + + /** + * The background color as a string. + * + * @member {string} + * @private + */ + _this._backgroundColorString = '#000000'; + + _this.backgroundColor = options.backgroundColor || _this._backgroundColor; // run bg color setter + + /** + * This temporary display object used as the parent of the currently being rendered item + * + * @member {PIXI.DisplayObject} + * @private + */ + _this._tempDisplayObjectParent = new _Container2.default(); + + /** + * The last root object that the renderer tried to render. + * + * @member {PIXI.DisplayObject} + * @private + */ + _this._lastObjectRendered = _this._tempDisplayObjectParent; + return _this; + } + + /** + * Same as view.width, actual number of pixels in the canvas by horizontal + * + * @member {number} + * @readonly + * @default 800 + */ + + + /** + * Resizes the screen and canvas to the specified width and height + * Canvas dimensions are multiplied by resolution + * + * @param {number} screenWidth - the new width of the screen + * @param {number} screenHeight - the new height of the screen + */ + SystemRenderer.prototype.resize = function resize(screenWidth, screenHeight) { + this.screen.width = screenWidth; + this.screen.height = screenHeight; + + this.view.width = screenWidth * this.resolution; + this.view.height = screenHeight * this.resolution; + + if (this.autoResize) { + this.view.style.width = screenWidth + 'px'; + this.view.style.height = screenHeight + 'px'; + } + }; + + /** + * Useful function that returns a texture of the display object that can then be used to create sprites + * This can be quite useful if your displayObject is complicated and needs to be reused multiple times. + * + * @param {PIXI.DisplayObject} displayObject - The displayObject the object will be generated from + * @param {number} scaleMode - Should be one of the scaleMode consts + * @param {number} resolution - The resolution / device pixel ratio of the texture being generated + * @return {PIXI.Texture} a texture of the graphics object + */ + + + SystemRenderer.prototype.generateTexture = function generateTexture(displayObject, scaleMode, resolution) { + var bounds = displayObject.getLocalBounds(); + + var renderTexture = _RenderTexture2.default.create(bounds.width | 0, bounds.height | 0, scaleMode, resolution); + + tempMatrix.tx = -bounds.x; + tempMatrix.ty = -bounds.y; + + this.render(displayObject, renderTexture, false, tempMatrix, true); + + return renderTexture; + }; + + /** + * Removes everything from the renderer and optionally removes the Canvas DOM element. + * + * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM. + */ + + + SystemRenderer.prototype.destroy = function destroy(removeView) { + if (removeView && this.view.parentNode) { + this.view.parentNode.removeChild(this.view); + } + + this.type = _const.RENDERER_TYPE.UNKNOWN; + + this.view = null; + + this.screen = null; + + this.resolution = 0; + + this.transparent = false; + + this.autoResize = false; + + this.blendModes = null; + + this.options = null; + + this.preserveDrawingBuffer = false; + this.clearBeforeRender = false; + + this.roundPixels = false; + + this._backgroundColor = 0; + this._backgroundColorRgba = null; + this._backgroundColorString = null; + + this._tempDisplayObjectParent = null; + this._lastObjectRendered = null; + }; + + /** + * The background color to fill if not transparent + * + * @member {number} + */ + + + _createClass(SystemRenderer, [{ + key: 'width', + get: function get() { + return this.view.width; + } + + /** + * Same as view.height, actual number of pixels in the canvas by vertical + * + * @member {number} + * @readonly + * @default 600 + */ + + }, { + key: 'height', + get: function get() { + return this.view.height; + } + }, { + key: 'backgroundColor', + get: function get() { + return this._backgroundColor; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._backgroundColor = value; + this._backgroundColorString = (0, _utils.hex2string)(value); + (0, _utils.hex2rgb)(value, this._backgroundColorRgba); + } + }]); + + return SystemRenderer; +}(_eventemitter2.default); + +exports.default = SystemRenderer; + +},{"../const":46,"../display/Container":48,"../math":70,"../settings":101,"../textures/RenderTexture":113,"../utils":124,"eventemitter3":20}],77:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _SystemRenderer2 = require('../SystemRenderer'); + +var _SystemRenderer3 = _interopRequireDefault(_SystemRenderer2); + +var _CanvasMaskManager = require('./utils/CanvasMaskManager'); + +var _CanvasMaskManager2 = _interopRequireDefault(_CanvasMaskManager); + +var _CanvasRenderTarget = require('./utils/CanvasRenderTarget'); + +var _CanvasRenderTarget2 = _interopRequireDefault(_CanvasRenderTarget); + +var _mapCanvasBlendModesToPixi = require('./utils/mapCanvasBlendModesToPixi'); + +var _mapCanvasBlendModesToPixi2 = _interopRequireDefault(_mapCanvasBlendModesToPixi); + +var _utils = require('../../utils'); + +var _const = require('../../const'); + +var _settings = require('../../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * The CanvasRenderer draws the scene and all its content onto a 2d canvas. This renderer should + * be used for browsers that do not support WebGL. Don't forget to add the CanvasRenderer.view to + * your DOM or you will not see anything :) + * + * @class + * @memberof PIXI + * @extends PIXI.SystemRenderer + */ +var CanvasRenderer = function (_SystemRenderer) { + _inherits(CanvasRenderer, _SystemRenderer); + + // eslint-disable-next-line valid-jsdoc + /** + * @param {object} [options] - The optional renderer parameters + * @param {number} [options.width=800] - the width of the screen + * @param {number} [options.height=600] - the height of the screen + * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional + * @param {boolean} [options.transparent=false] - If the render view is transparent, default false + * @param {boolean} [options.autoResize=false] - If the render view is automatically resized, default false + * @param {boolean} [options.antialias=false] - sets antialias (only applicable in chrome at the moment) + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. The + * resolution of the renderer retina would be 2. + * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, + * enable this if you need to call toDataUrl on the webgl context. + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or + * not before the new render pass. + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when rendering, + * stopping pixel interpolation. + */ + function CanvasRenderer(options, arg2, arg3) { + _classCallCheck(this, CanvasRenderer); + + var _this = _possibleConstructorReturn(this, _SystemRenderer.call(this, 'Canvas', options, arg2, arg3)); + + _this.type = _const.RENDERER_TYPE.CANVAS; + + /** + * The root canvas 2d context that everything is drawn with. + * + * @member {CanvasRenderingContext2D} + */ + _this.rootContext = _this.view.getContext('2d', { alpha: _this.transparent }); + + /** + * The currently active canvas 2d context (could change with renderTextures) + * + * @member {CanvasRenderingContext2D} + */ + _this.context = _this.rootContext; + + /** + * Boolean flag controlling canvas refresh. + * + * @member {boolean} + */ + _this.refresh = true; + + /** + * Instance of a CanvasMaskManager, handles masking when using the canvas renderer. + * + * @member {PIXI.CanvasMaskManager} + */ + _this.maskManager = new _CanvasMaskManager2.default(_this); + + /** + * The canvas property used to set the canvas smoothing property. + * + * @member {string} + */ + _this.smoothProperty = 'imageSmoothingEnabled'; + + if (!_this.rootContext.imageSmoothingEnabled) { + if (_this.rootContext.webkitImageSmoothingEnabled) { + _this.smoothProperty = 'webkitImageSmoothingEnabled'; + } else if (_this.rootContext.mozImageSmoothingEnabled) { + _this.smoothProperty = 'mozImageSmoothingEnabled'; + } else if (_this.rootContext.oImageSmoothingEnabled) { + _this.smoothProperty = 'oImageSmoothingEnabled'; + } else if (_this.rootContext.msImageSmoothingEnabled) { + _this.smoothProperty = 'msImageSmoothingEnabled'; + } + } + + _this.initPlugins(); + + _this.blendModes = (0, _mapCanvasBlendModesToPixi2.default)(); + _this._activeBlendMode = null; + + _this.renderingToScreen = false; + + _this.resize(_this.options.width, _this.options.height); + + /** + * Fired after rendering finishes. + * + * @event PIXI.CanvasRenderer#postrender + */ + + /** + * Fired before rendering starts. + * + * @event PIXI.CanvasRenderer#prerender + */ + return _this; + } + + /** + * Renders the object to this canvas view + * + * @param {PIXI.DisplayObject} displayObject - The object to be rendered + * @param {PIXI.RenderTexture} [renderTexture] - A render texture to be rendered to. + * If unset, it will render to the root context. + * @param {boolean} [clear=false] - Whether to clear the canvas before drawing + * @param {PIXI.Transform} [transform] - A transformation to be applied + * @param {boolean} [skipUpdateTransform=false] - Whether to skip the update transform + */ + + + CanvasRenderer.prototype.render = function render(displayObject, renderTexture, clear, transform, skipUpdateTransform) { + if (!this.view) { + return; + } + + // can be handy to know! + this.renderingToScreen = !renderTexture; + + this.emit('prerender'); + + var rootResolution = this.resolution; + + if (renderTexture) { + renderTexture = renderTexture.baseTexture || renderTexture; + + if (!renderTexture._canvasRenderTarget) { + renderTexture._canvasRenderTarget = new _CanvasRenderTarget2.default(renderTexture.width, renderTexture.height, renderTexture.resolution); + renderTexture.source = renderTexture._canvasRenderTarget.canvas; + renderTexture.valid = true; + } + + this.context = renderTexture._canvasRenderTarget.context; + this.resolution = renderTexture._canvasRenderTarget.resolution; + } else { + this.context = this.rootContext; + } + + var context = this.context; + + if (!renderTexture) { + this._lastObjectRendered = displayObject; + } + + if (!skipUpdateTransform) { + // update the scene graph + var cacheParent = displayObject.parent; + var tempWt = this._tempDisplayObjectParent.transform.worldTransform; + + if (transform) { + transform.copy(tempWt); + + // lets not forget to flag the parent transform as dirty... + this._tempDisplayObjectParent.transform._worldID = -1; + } else { + tempWt.identity(); + } + + displayObject.parent = this._tempDisplayObjectParent; + + displayObject.updateTransform(); + displayObject.parent = cacheParent; + // displayObject.hitArea = //TODO add a temp hit area + } + + context.setTransform(1, 0, 0, 1, 0, 0); + context.globalAlpha = 1; + this._activeBlendMode = _const.BLEND_MODES.NORMAL; + context.globalCompositeOperation = this.blendModes[_const.BLEND_MODES.NORMAL]; + + if (navigator.isCocoonJS && this.view.screencanvas) { + context.fillStyle = 'black'; + context.clear(); + } + + if (clear !== undefined ? clear : this.clearBeforeRender) { + if (this.renderingToScreen) { + if (this.transparent) { + context.clearRect(0, 0, this.width, this.height); + } else { + context.fillStyle = this._backgroundColorString; + context.fillRect(0, 0, this.width, this.height); + } + } // else { + // TODO: implement background for CanvasRenderTarget or RenderTexture? + // } + } + + // TODO RENDER TARGET STUFF HERE.. + var tempContext = this.context; + + this.context = context; + displayObject.renderCanvas(this); + this.context = tempContext; + + this.resolution = rootResolution; + + this.emit('postrender'); + }; + + /** + * Clear the canvas of renderer. + * + * @param {string} [clearColor] - Clear the canvas with this color, except the canvas is transparent. + */ + + + CanvasRenderer.prototype.clear = function clear(clearColor) { + var context = this.context; + + clearColor = clearColor || this._backgroundColorString; + + if (!this.transparent && clearColor) { + context.fillStyle = clearColor; + context.fillRect(0, 0, this.width, this.height); + } else { + context.clearRect(0, 0, this.width, this.height); + } + }; + + /** + * Sets the blend mode of the renderer. + * + * @param {number} blendMode - See {@link PIXI.BLEND_MODES} for valid values. + */ + + + CanvasRenderer.prototype.setBlendMode = function setBlendMode(blendMode) { + if (this._activeBlendMode === blendMode) { + return; + } + + this._activeBlendMode = blendMode; + this.context.globalCompositeOperation = this.blendModes[blendMode]; + }; + + /** + * Removes everything from the renderer and optionally removes the Canvas DOM element. + * + * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM. + */ + + + CanvasRenderer.prototype.destroy = function destroy(removeView) { + this.destroyPlugins(); + + // call the base destroy + _SystemRenderer.prototype.destroy.call(this, removeView); + + this.context = null; + + this.refresh = true; + + this.maskManager.destroy(); + this.maskManager = null; + + this.smoothProperty = null; + }; + + /** + * Resizes the canvas view to the specified width and height. + * + * @extends PIXI.SystemRenderer#resize + * + * @param {number} screenWidth - the new width of the screen + * @param {number} screenHeight - the new height of the screen + */ + + + CanvasRenderer.prototype.resize = function resize(screenWidth, screenHeight) { + _SystemRenderer.prototype.resize.call(this, screenWidth, screenHeight); + + // reset the scale mode.. oddly this seems to be reset when the canvas is resized. + // surely a browser bug?? Let PixiJS fix that for you.. + if (this.smoothProperty) { + this.rootContext[this.smoothProperty] = _settings2.default.SCALE_MODE === _const.SCALE_MODES.LINEAR; + } + }; + + /** + * Checks if blend mode has changed. + */ + + + CanvasRenderer.prototype.invalidateBlendMode = function invalidateBlendMode() { + this._activeBlendMode = this.blendModes.indexOf(this.context.globalCompositeOperation); + }; + + return CanvasRenderer; +}(_SystemRenderer3.default); + +/** + * Collection of installed plugins. These are included by default in PIXI, but can be excluded + * by creating a custom build. Consult the README for more information about creating custom + * builds and excluding plugins. + * @name PIXI.CanvasRenderer#plugins + * @type {object} + * @readonly + * @property {PIXI.accessibility.AccessibilityManager} accessibility Support tabbing interactive elements. + * @property {PIXI.extract.CanvasExtract} extract Extract image data from renderer. + * @property {PIXI.interaction.InteractionManager} interaction Handles mouse, touch and pointer events. + * @property {PIXI.prepare.CanvasPrepare} prepare Pre-render display objects. + */ + +/** + * Adds a plugin to the renderer. + * + * @method PIXI.CanvasRenderer#registerPlugin + * @param {string} pluginName - The name of the plugin. + * @param {Function} ctor - The constructor function or class for the plugin. + */ + +exports.default = CanvasRenderer; +_utils.pluginTarget.mixin(CanvasRenderer); + +},{"../../const":46,"../../settings":101,"../../utils":124,"../SystemRenderer":76,"./utils/CanvasMaskManager":78,"./utils/CanvasRenderTarget":79,"./utils/mapCanvasBlendModesToPixi":81}],78:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _const = require('../../../const'); + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * A set of functions used to handle masking. + * + * @class + * @memberof PIXI + */ +var CanvasMaskManager = function () { + /** + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer. + */ + function CanvasMaskManager(renderer) { + _classCallCheck(this, CanvasMaskManager); + + this.renderer = renderer; + } + + /** + * This method adds it to the current stack of masks. + * + * @param {object} maskData - the maskData that will be pushed + */ + + + CanvasMaskManager.prototype.pushMask = function pushMask(maskData) { + var renderer = this.renderer; + + renderer.context.save(); + + var cacheAlpha = maskData.alpha; + var transform = maskData.transform.worldTransform; + var resolution = renderer.resolution; + + renderer.context.setTransform(transform.a * resolution, transform.b * resolution, transform.c * resolution, transform.d * resolution, transform.tx * resolution, transform.ty * resolution); + + // TODO suport sprite alpha masks?? + // lots of effort required. If demand is great enough.. + if (!maskData._texture) { + this.renderGraphicsShape(maskData); + renderer.context.clip(); + } + + maskData.worldAlpha = cacheAlpha; + }; + + /** + * Renders a PIXI.Graphics shape. + * + * @param {PIXI.Graphics} graphics - The object to render. + */ + + + CanvasMaskManager.prototype.renderGraphicsShape = function renderGraphicsShape(graphics) { + var context = this.renderer.context; + var len = graphics.graphicsData.length; + + if (len === 0) { + return; + } + + context.beginPath(); + + for (var i = 0; i < len; i++) { + var data = graphics.graphicsData[i]; + var shape = data.shape; + + if (data.type === _const.SHAPES.POLY) { + var points = shape.points; + + context.moveTo(points[0], points[1]); + + for (var j = 1; j < points.length / 2; j++) { + context.lineTo(points[j * 2], points[j * 2 + 1]); + } + + // if the first and last point are the same close the path - much neater :) + if (points[0] === points[points.length - 2] && points[1] === points[points.length - 1]) { + context.closePath(); + } + } else if (data.type === _const.SHAPES.RECT) { + context.rect(shape.x, shape.y, shape.width, shape.height); + context.closePath(); + } else if (data.type === _const.SHAPES.CIRC) { + // TODO - need to be Undefined! + context.arc(shape.x, shape.y, shape.radius, 0, 2 * Math.PI); + context.closePath(); + } else if (data.type === _const.SHAPES.ELIP) { + // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas + + var w = shape.width * 2; + var h = shape.height * 2; + + var x = shape.x - w / 2; + var y = shape.y - h / 2; + + var kappa = 0.5522848; + var ox = w / 2 * kappa; // control point offset horizontal + var oy = h / 2 * kappa; // control point offset vertical + var xe = x + w; // x-end + var ye = y + h; // y-end + var xm = x + w / 2; // x-middle + var ym = y + h / 2; // y-middle + + context.moveTo(x, ym); + context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); + context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); + context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); + context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym); + context.closePath(); + } else if (data.type === _const.SHAPES.RREC) { + var rx = shape.x; + var ry = shape.y; + var width = shape.width; + var height = shape.height; + var radius = shape.radius; + + var maxRadius = Math.min(width, height) / 2 | 0; + + radius = radius > maxRadius ? maxRadius : radius; + + context.moveTo(rx, ry + radius); + context.lineTo(rx, ry + height - radius); + context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height); + context.lineTo(rx + width - radius, ry + height); + context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius); + context.lineTo(rx + width, ry + radius); + context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry); + context.lineTo(rx + radius, ry); + context.quadraticCurveTo(rx, ry, rx, ry + radius); + context.closePath(); + } + } + }; + + /** + * Restores the current drawing context to the state it was before the mask was applied. + * + * @param {PIXI.CanvasRenderer} renderer - The renderer context to use. + */ + + + CanvasMaskManager.prototype.popMask = function popMask(renderer) { + renderer.context.restore(); + renderer.invalidateBlendMode(); + }; + + /** + * Destroys this canvas mask manager. + * + */ + + + CanvasMaskManager.prototype.destroy = function destroy() { + /* empty */ + }; + + return CanvasMaskManager; +}(); + +exports.default = CanvasMaskManager; + +},{"../../../const":46}],79:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _settings = require('../../../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * Creates a Canvas element of the given size. + * + * @class + * @memberof PIXI + */ +var CanvasRenderTarget = function () { + /** + * @param {number} width - the width for the newly created canvas + * @param {number} height - the height for the newly created canvas + * @param {number} [resolution=1] - The resolution / device pixel ratio of the canvas + */ + function CanvasRenderTarget(width, height, resolution) { + _classCallCheck(this, CanvasRenderTarget); + + /** + * The Canvas object that belongs to this CanvasRenderTarget. + * + * @member {HTMLCanvasElement} + */ + this.canvas = document.createElement('canvas'); + + /** + * A CanvasRenderingContext2D object representing a two-dimensional rendering context. + * + * @member {CanvasRenderingContext2D} + */ + this.context = this.canvas.getContext('2d'); + + this.resolution = resolution || _settings2.default.RESOLUTION; + + this.resize(width, height); + } + + /** + * Clears the canvas that was created by the CanvasRenderTarget class. + * + * @private + */ + + + CanvasRenderTarget.prototype.clear = function clear() { + this.context.setTransform(1, 0, 0, 1, 0, 0); + this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); + }; + + /** + * Resizes the canvas to the specified width and height. + * + * @param {number} width - the new width of the canvas + * @param {number} height - the new height of the canvas + */ + + + CanvasRenderTarget.prototype.resize = function resize(width, height) { + this.canvas.width = width * this.resolution; + this.canvas.height = height * this.resolution; + }; + + /** + * Destroys this canvas. + * + */ + + + CanvasRenderTarget.prototype.destroy = function destroy() { + this.context = null; + this.canvas = null; + }; + + /** + * The width of the canvas buffer in pixels. + * + * @member {number} + */ + + + _createClass(CanvasRenderTarget, [{ + key: 'width', + get: function get() { + return this.canvas.width; + }, + set: function set(val) // eslint-disable-line require-jsdoc + { + this.canvas.width = val; + } + + /** + * The height of the canvas buffer in pixels. + * + * @member {number} + */ + + }, { + key: 'height', + get: function get() { + return this.canvas.height; + }, + set: function set(val) // eslint-disable-line require-jsdoc + { + this.canvas.height = val; + } + }]); + + return CanvasRenderTarget; +}(); + +exports.default = CanvasRenderTarget; + +},{"../../../settings":101}],80:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = canUseNewCanvasBlendModes; +/** + * Creates a little colored canvas + * + * @ignore + * @param {string} color - The color to make the canvas + * @return {canvas} a small canvas element + */ +function createColoredCanvas(color) { + var canvas = document.createElement('canvas'); + + canvas.width = 6; + canvas.height = 1; + + var context = canvas.getContext('2d'); + + context.fillStyle = color; + context.fillRect(0, 0, 6, 1); + + return canvas; +} + +/** + * Checks whether the Canvas BlendModes are supported by the current browser + * + * @return {boolean} whether they are supported + */ +function canUseNewCanvasBlendModes() { + if (typeof document === 'undefined') { + return false; + } + + var magenta = createColoredCanvas('#ff00ff'); + var yellow = createColoredCanvas('#ffff00'); + + var canvas = document.createElement('canvas'); + + canvas.width = 6; + canvas.height = 1; + + var context = canvas.getContext('2d'); + + context.globalCompositeOperation = 'multiply'; + context.drawImage(magenta, 0, 0); + context.drawImage(yellow, 2, 0); + + var imageData = context.getImageData(2, 0, 1, 1); + + if (!imageData) { + return false; + } + + var data = imageData.data; + + return data[0] === 255 && data[1] === 0 && data[2] === 0; +} + +},{}],81:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = mapCanvasBlendModesToPixi; + +var _const = require('../../../const'); + +var _canUseNewCanvasBlendModes = require('./canUseNewCanvasBlendModes'); + +var _canUseNewCanvasBlendModes2 = _interopRequireDefault(_canUseNewCanvasBlendModes); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +/** + * Maps blend combinations to Canvas. + * + * @memberof PIXI + * @function mapCanvasBlendModesToPixi + * @private + * @param {string[]} [array=[]] - The array to output into. + * @return {string[]} Mapped modes. + */ +function mapCanvasBlendModesToPixi() { + var array = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : []; + + if ((0, _canUseNewCanvasBlendModes2.default)()) { + array[_const.BLEND_MODES.NORMAL] = 'source-over'; + array[_const.BLEND_MODES.ADD] = 'lighter'; // IS THIS OK??? + array[_const.BLEND_MODES.MULTIPLY] = 'multiply'; + array[_const.BLEND_MODES.SCREEN] = 'screen'; + array[_const.BLEND_MODES.OVERLAY] = 'overlay'; + array[_const.BLEND_MODES.DARKEN] = 'darken'; + array[_const.BLEND_MODES.LIGHTEN] = 'lighten'; + array[_const.BLEND_MODES.COLOR_DODGE] = 'color-dodge'; + array[_const.BLEND_MODES.COLOR_BURN] = 'color-burn'; + array[_const.BLEND_MODES.HARD_LIGHT] = 'hard-light'; + array[_const.BLEND_MODES.SOFT_LIGHT] = 'soft-light'; + array[_const.BLEND_MODES.DIFFERENCE] = 'difference'; + array[_const.BLEND_MODES.EXCLUSION] = 'exclusion'; + array[_const.BLEND_MODES.HUE] = 'hue'; + array[_const.BLEND_MODES.SATURATION] = 'saturate'; + array[_const.BLEND_MODES.COLOR] = 'color'; + array[_const.BLEND_MODES.LUMINOSITY] = 'luminosity'; + } else { + // this means that the browser does not support the cool new blend modes in canvas 'cough' ie 'cough' + array[_const.BLEND_MODES.NORMAL] = 'source-over'; + array[_const.BLEND_MODES.ADD] = 'lighter'; // IS THIS OK??? + array[_const.BLEND_MODES.MULTIPLY] = 'source-over'; + array[_const.BLEND_MODES.SCREEN] = 'source-over'; + array[_const.BLEND_MODES.OVERLAY] = 'source-over'; + array[_const.BLEND_MODES.DARKEN] = 'source-over'; + array[_const.BLEND_MODES.LIGHTEN] = 'source-over'; + array[_const.BLEND_MODES.COLOR_DODGE] = 'source-over'; + array[_const.BLEND_MODES.COLOR_BURN] = 'source-over'; + array[_const.BLEND_MODES.HARD_LIGHT] = 'source-over'; + array[_const.BLEND_MODES.SOFT_LIGHT] = 'source-over'; + array[_const.BLEND_MODES.DIFFERENCE] = 'source-over'; + array[_const.BLEND_MODES.EXCLUSION] = 'source-over'; + array[_const.BLEND_MODES.HUE] = 'source-over'; + array[_const.BLEND_MODES.SATURATION] = 'source-over'; + array[_const.BLEND_MODES.COLOR] = 'source-over'; + array[_const.BLEND_MODES.LUMINOSITY] = 'source-over'; + } + // not-premultiplied, only for webgl + array[_const.BLEND_MODES.NORMAL_NPM] = array[_const.BLEND_MODES.NORMAL]; + array[_const.BLEND_MODES.ADD_NPM] = array[_const.BLEND_MODES.ADD]; + array[_const.BLEND_MODES.SCREEN_NPM] = array[_const.BLEND_MODES.SCREEN]; + + return array; +} + +},{"../../../const":46,"./canUseNewCanvasBlendModes":80}],82:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _const = require('../../const'); + +var _settings = require('../../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * TextureGarbageCollector. This class manages the GPU and ensures that it does not get clogged + * up with textures that are no longer being used. + * + * @class + * @memberof PIXI + */ +var TextureGarbageCollector = function () { + /** + * @param {PIXI.WebGLRenderer} renderer - The renderer this manager works for. + */ + function TextureGarbageCollector(renderer) { + _classCallCheck(this, TextureGarbageCollector); + + this.renderer = renderer; + + this.count = 0; + this.checkCount = 0; + this.maxIdle = _settings2.default.GC_MAX_IDLE; + this.checkCountMax = _settings2.default.GC_MAX_CHECK_COUNT; + this.mode = _settings2.default.GC_MODE; + } + + /** + * Checks to see when the last time a texture was used + * if the texture has not been used for a specified amount of time it will be removed from the GPU + */ + + + TextureGarbageCollector.prototype.update = function update() { + this.count++; + + if (this.mode === _const.GC_MODES.MANUAL) { + return; + } + + this.checkCount++; + + if (this.checkCount > this.checkCountMax) { + this.checkCount = 0; + + this.run(); + } + }; + + /** + * Checks to see when the last time a texture was used + * if the texture has not been used for a specified amount of time it will be removed from the GPU + */ + + + TextureGarbageCollector.prototype.run = function run() { + var tm = this.renderer.textureManager; + var managedTextures = tm._managedTextures; + var wasRemoved = false; + + for (var i = 0; i < managedTextures.length; i++) { + var texture = managedTextures[i]; + + // only supports non generated textures at the moment! + if (!texture._glRenderTargets && this.count - texture.touched > this.maxIdle) { + tm.destroyTexture(texture, true); + managedTextures[i] = null; + wasRemoved = true; + } + } + + if (wasRemoved) { + var j = 0; + + for (var _i = 0; _i < managedTextures.length; _i++) { + if (managedTextures[_i] !== null) { + managedTextures[j++] = managedTextures[_i]; + } + } + + managedTextures.length = j; + } + }; + + /** + * Removes all the textures within the specified displayObject and its children from the GPU + * + * @param {PIXI.DisplayObject} displayObject - the displayObject to remove the textures from. + */ + + + TextureGarbageCollector.prototype.unload = function unload(displayObject) { + var tm = this.renderer.textureManager; + + // only destroy non generated textures + if (displayObject._texture && displayObject._texture._glRenderTargets) { + tm.destroyTexture(displayObject._texture, true); + } + + for (var i = displayObject.children.length - 1; i >= 0; i--) { + this.unload(displayObject.children[i]); + } + }; + + return TextureGarbageCollector; +}(); + +exports.default = TextureGarbageCollector; + +},{"../../const":46,"../../settings":101}],83:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _pixiGlCore = require('pixi-gl-core'); + +var _const = require('../../const'); + +var _RenderTarget = require('./utils/RenderTarget'); + +var _RenderTarget2 = _interopRequireDefault(_RenderTarget); + +var _utils = require('../../utils'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * Helper class to create a webGL Texture + * + * @class + * @memberof PIXI + */ +var TextureManager = function () { + /** + * @param {PIXI.WebGLRenderer} renderer - A reference to the current renderer + */ + function TextureManager(renderer) { + _classCallCheck(this, TextureManager); + + /** + * A reference to the current renderer + * + * @member {PIXI.WebGLRenderer} + */ + this.renderer = renderer; + + /** + * The current WebGL rendering context + * + * @member {WebGLRenderingContext} + */ + this.gl = renderer.gl; + + /** + * Track textures in the renderer so we can no longer listen to them on destruction. + * + * @member {Array<*>} + * @private + */ + this._managedTextures = []; + } + + /** + * Binds a texture. + * + */ + + + TextureManager.prototype.bindTexture = function bindTexture() {} + // empty + + + /** + * Gets a texture. + * + */ + ; + + TextureManager.prototype.getTexture = function getTexture() {} + // empty + + + /** + * Updates and/or Creates a WebGL texture for the renderer's context. + * + * @param {PIXI.BaseTexture|PIXI.Texture} texture - the texture to update + * @param {number} location - the location the texture will be bound to. + * @return {GLTexture} The gl texture. + */ + ; + + TextureManager.prototype.updateTexture = function updateTexture(texture, location) { + // assume it good! + // texture = texture.baseTexture || texture; + + var gl = this.gl; + + var isRenderTexture = !!texture._glRenderTargets; + + if (!texture.hasLoaded) { + return null; + } + + var boundTextures = this.renderer.boundTextures; + + // if the location is undefined then this may have been called by n event. + // this being the case the texture may already be bound to a slot. As a texture can only be bound once + // we need to find its current location if it exists. + if (location === undefined) { + location = 0; + + // TODO maybe we can use texture bound ids later on... + // check if texture is already bound.. + for (var i = 0; i < boundTextures.length; ++i) { + if (boundTextures[i] === texture) { + location = i; + break; + } + } + } + + boundTextures[location] = texture; + + gl.activeTexture(gl.TEXTURE0 + location); + + var glTexture = texture._glTextures[this.renderer.CONTEXT_UID]; + + if (!glTexture) { + if (isRenderTexture) { + var renderTarget = new _RenderTarget2.default(this.gl, texture.width, texture.height, texture.scaleMode, texture.resolution); + + renderTarget.resize(texture.width, texture.height); + texture._glRenderTargets[this.renderer.CONTEXT_UID] = renderTarget; + glTexture = renderTarget.texture; + } else { + glTexture = new _pixiGlCore.GLTexture(this.gl, null, null, null, null); + glTexture.bind(location); + glTexture.premultiplyAlpha = true; + glTexture.upload(texture.source); + } + + texture._glTextures[this.renderer.CONTEXT_UID] = glTexture; + + texture.on('update', this.updateTexture, this); + texture.on('dispose', this.destroyTexture, this); + + this._managedTextures.push(texture); + + if (texture.isPowerOfTwo) { + if (texture.mipmap) { + glTexture.enableMipmap(); + } + + if (texture.wrapMode === _const.WRAP_MODES.CLAMP) { + glTexture.enableWrapClamp(); + } else if (texture.wrapMode === _const.WRAP_MODES.REPEAT) { + glTexture.enableWrapRepeat(); + } else { + glTexture.enableWrapMirrorRepeat(); + } + } else { + glTexture.enableWrapClamp(); + } + + if (texture.scaleMode === _const.SCALE_MODES.NEAREST) { + glTexture.enableNearestScaling(); + } else { + glTexture.enableLinearScaling(); + } + } + // the texture already exists so we only need to update it.. + else if (isRenderTexture) { + texture._glRenderTargets[this.renderer.CONTEXT_UID].resize(texture.width, texture.height); + } else { + glTexture.upload(texture.source); + } + + return glTexture; + }; + + /** + * Deletes the texture from WebGL + * + * @param {PIXI.BaseTexture|PIXI.Texture} texture - the texture to destroy + * @param {boolean} [skipRemove=false] - Whether to skip removing the texture from the TextureManager. + */ + + + TextureManager.prototype.destroyTexture = function destroyTexture(texture, skipRemove) { + texture = texture.baseTexture || texture; + + if (!texture.hasLoaded) { + return; + } + + var uid = this.renderer.CONTEXT_UID; + var glTextures = texture._glTextures; + var glRenderTargets = texture._glRenderTargets; + + if (glTextures[uid]) { + this.renderer.unbindTexture(texture); + + glTextures[uid].destroy(); + texture.off('update', this.updateTexture, this); + texture.off('dispose', this.destroyTexture, this); + + delete glTextures[uid]; + + if (!skipRemove) { + var i = this._managedTextures.indexOf(texture); + + if (i !== -1) { + (0, _utils.removeItems)(this._managedTextures, i, 1); + } + } + } + + if (glRenderTargets && glRenderTargets[uid]) { + glRenderTargets[uid].destroy(); + delete glRenderTargets[uid]; + } + }; + + /** + * Deletes all the textures from WebGL + */ + + + TextureManager.prototype.removeAll = function removeAll() { + // empty all the old gl textures as they are useless now + for (var i = 0; i < this._managedTextures.length; ++i) { + var texture = this._managedTextures[i]; + + if (texture._glTextures[this.renderer.CONTEXT_UID]) { + delete texture._glTextures[this.renderer.CONTEXT_UID]; + } + } + }; + + /** + * Destroys this manager and removes all its textures + */ + + + TextureManager.prototype.destroy = function destroy() { + // destroy managed textures + for (var i = 0; i < this._managedTextures.length; ++i) { + var texture = this._managedTextures[i]; + + this.destroyTexture(texture, true); + + texture.off('update', this.updateTexture, this); + texture.off('dispose', this.destroyTexture, this); + } + + this._managedTextures = null; + }; + + return TextureManager; +}(); + +exports.default = TextureManager; + +},{"../../const":46,"../../utils":124,"./utils/RenderTarget":96,"pixi-gl-core":7}],84:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _SystemRenderer2 = require('../SystemRenderer'); + +var _SystemRenderer3 = _interopRequireDefault(_SystemRenderer2); + +var _MaskManager = require('./managers/MaskManager'); + +var _MaskManager2 = _interopRequireDefault(_MaskManager); + +var _StencilManager = require('./managers/StencilManager'); + +var _StencilManager2 = _interopRequireDefault(_StencilManager); + +var _FilterManager = require('./managers/FilterManager'); + +var _FilterManager2 = _interopRequireDefault(_FilterManager); + +var _RenderTarget = require('./utils/RenderTarget'); + +var _RenderTarget2 = _interopRequireDefault(_RenderTarget); + +var _ObjectRenderer = require('./utils/ObjectRenderer'); + +var _ObjectRenderer2 = _interopRequireDefault(_ObjectRenderer); + +var _TextureManager = require('./TextureManager'); + +var _TextureManager2 = _interopRequireDefault(_TextureManager); + +var _BaseTexture = require('../../textures/BaseTexture'); + +var _BaseTexture2 = _interopRequireDefault(_BaseTexture); + +var _TextureGarbageCollector = require('./TextureGarbageCollector'); + +var _TextureGarbageCollector2 = _interopRequireDefault(_TextureGarbageCollector); + +var _WebGLState = require('./WebGLState'); + +var _WebGLState2 = _interopRequireDefault(_WebGLState); + +var _mapWebGLDrawModesToPixi = require('./utils/mapWebGLDrawModesToPixi'); + +var _mapWebGLDrawModesToPixi2 = _interopRequireDefault(_mapWebGLDrawModesToPixi); + +var _validateContext = require('./utils/validateContext'); + +var _validateContext2 = _interopRequireDefault(_validateContext); + +var _utils = require('../../utils'); + +var _pixiGlCore = require('pixi-gl-core'); + +var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); + +var _const = require('../../const'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +var CONTEXT_UID = 0; + +/** + * The WebGLRenderer draws the scene and all its content onto a webGL enabled canvas. This renderer + * should be used for browsers that support webGL. This Render works by automatically managing webGLBatchs. + * So no need for Sprite Batches or Sprite Clouds. + * Don't forget to add the view to your DOM or you will not see anything :) + * + * @class + * @memberof PIXI + * @extends PIXI.SystemRenderer + */ + +var WebGLRenderer = function (_SystemRenderer) { + _inherits(WebGLRenderer, _SystemRenderer); + + // eslint-disable-next-line valid-jsdoc + /** + * + * @param {object} [options] - The optional renderer parameters + * @param {number} [options.width=800] - the width of the screen + * @param {number} [options.height=600] - the height of the screen + * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional + * @param {boolean} [options.transparent=false] - If the render view is transparent, default false + * @param {boolean} [options.autoResize=false] - If the render view is automatically resized, default false + * @param {boolean} [options.antialias=false] - sets antialias. If not available natively then FXAA + * antialiasing is used + * @param {boolean} [options.forceFXAA=false] - forces FXAA antialiasing to be used over native. + * FXAA is faster, but may not always look as great + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. + * The resolution of the renderer retina would be 2. + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear + * the canvas or not before the new render pass. If you wish to set this to false, you *must* set + * preserveDrawingBuffer to `true`. + * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, + * enable this if you need to call toDataUrl on the webgl context. + * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when + * rendering, stopping pixel interpolation. + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {boolean} [options.legacy=false] - If true PixiJS will aim to ensure compatibility + * with older / less advanced devices. If you experiance unexplained flickering try setting this to true. + * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" + * for devices with dual graphics card + */ + function WebGLRenderer(options, arg2, arg3) { + _classCallCheck(this, WebGLRenderer); + + var _this = _possibleConstructorReturn(this, _SystemRenderer.call(this, 'WebGL', options, arg2, arg3)); + + _this.legacy = _this.options.legacy; + + if (_this.legacy) { + _pixiGlCore2.default.VertexArrayObject.FORCE_NATIVE = true; + } + + /** + * The type of this renderer as a standardised const + * + * @member {number} + * @see PIXI.RENDERER_TYPE + */ + _this.type = _const.RENDERER_TYPE.WEBGL; + + _this.handleContextLost = _this.handleContextLost.bind(_this); + _this.handleContextRestored = _this.handleContextRestored.bind(_this); + + _this.view.addEventListener('webglcontextlost', _this.handleContextLost, false); + _this.view.addEventListener('webglcontextrestored', _this.handleContextRestored, false); + + /** + * The options passed in to create a new webgl context. + * + * @member {object} + * @private + */ + _this._contextOptions = { + alpha: _this.transparent, + antialias: _this.options.antialias, + premultipliedAlpha: _this.transparent && _this.transparent !== 'notMultiplied', + stencil: true, + preserveDrawingBuffer: _this.options.preserveDrawingBuffer, + powerPreference: _this.options.powerPreference + }; + + _this._backgroundColorRgba[3] = _this.transparent ? 0 : 1; + + /** + * Manages the masks using the stencil buffer. + * + * @member {PIXI.MaskManager} + */ + _this.maskManager = new _MaskManager2.default(_this); + + /** + * Manages the stencil buffer. + * + * @member {PIXI.StencilManager} + */ + _this.stencilManager = new _StencilManager2.default(_this); + + /** + * An empty renderer. + * + * @member {PIXI.ObjectRenderer} + */ + _this.emptyRenderer = new _ObjectRenderer2.default(_this); + + /** + * The currently active ObjectRenderer. + * + * @member {PIXI.ObjectRenderer} + */ + _this.currentRenderer = _this.emptyRenderer; + + _this.initPlugins(); + + /** + * The current WebGL rendering context, it is created here + * + * @member {WebGLRenderingContext} + */ + // initialize the context so it is ready for the managers. + if (_this.options.context) { + // checks to see if a context is valid.. + (0, _validateContext2.default)(_this.options.context); + } + + _this.gl = _this.options.context || _pixiGlCore2.default.createContext(_this.view, _this._contextOptions); + + _this.CONTEXT_UID = CONTEXT_UID++; + + /** + * The currently active ObjectRenderer. + * + * @member {PIXI.WebGLState} + */ + _this.state = new _WebGLState2.default(_this.gl); + + _this.renderingToScreen = true; + + /** + * Holds the current state of textures bound to the GPU. + * @type {Array} + */ + _this.boundTextures = null; + + /** + * Holds the current shader + * + * @member {PIXI.Shader} + */ + _this._activeShader = null; + + _this._activeVao = null; + + /** + * Holds the current render target + * + * @member {PIXI.RenderTarget} + */ + _this._activeRenderTarget = null; + + _this._initContext(); + + /** + * Manages the filters. + * + * @member {PIXI.FilterManager} + */ + _this.filterManager = new _FilterManager2.default(_this); + // map some webGL blend and drawmodes.. + _this.drawModes = (0, _mapWebGLDrawModesToPixi2.default)(_this.gl); + + _this._nextTextureLocation = 0; + + _this.setBlendMode(0); + + /** + * Fired after rendering finishes. + * + * @event PIXI.WebGLRenderer#postrender + */ + + /** + * Fired before rendering starts. + * + * @event PIXI.WebGLRenderer#prerender + */ + + /** + * Fired when the WebGL context is set. + * + * @event PIXI.WebGLRenderer#context + * @param {WebGLRenderingContext} gl - WebGL context. + */ + return _this; + } + + /** + * Creates the WebGL context + * + * @private + */ + + + WebGLRenderer.prototype._initContext = function _initContext() { + var gl = this.gl; + + // restore a context if it was previously lost + if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) { + gl.getExtension('WEBGL_lose_context').restoreContext(); + } + + var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); + + this._activeShader = null; + this._activeVao = null; + + this.boundTextures = new Array(maxTextures); + this.emptyTextures = new Array(maxTextures); + + // create a texture manager... + this.textureManager = new _TextureManager2.default(this); + this.textureGC = new _TextureGarbageCollector2.default(this); + + this.state.resetToDefault(); + + this.rootRenderTarget = new _RenderTarget2.default(gl, this.width, this.height, null, this.resolution, true); + this.rootRenderTarget.clearColor = this._backgroundColorRgba; + + this.bindRenderTarget(this.rootRenderTarget); + + // now lets fill up the textures with empty ones! + var emptyGLTexture = new _pixiGlCore2.default.GLTexture.fromData(gl, null, 1, 1); + + var tempObj = { _glTextures: {} }; + + tempObj._glTextures[this.CONTEXT_UID] = {}; + + for (var i = 0; i < maxTextures; i++) { + var empty = new _BaseTexture2.default(); + + empty._glTextures[this.CONTEXT_UID] = emptyGLTexture; + + this.boundTextures[i] = tempObj; + this.emptyTextures[i] = empty; + this.bindTexture(null, i); + } + + this.emit('context', gl); + + // setup the width/height properties and gl viewport + this.resize(this.screen.width, this.screen.height); + }; + + /** + * Renders the object to its webGL view + * + * @param {PIXI.DisplayObject} displayObject - the object to be rendered + * @param {PIXI.RenderTexture} renderTexture - The render texture to render to. + * @param {boolean} [clear] - Should the canvas be cleared before the new render + * @param {PIXI.Transform} [transform] - A transform to apply to the render texture before rendering. + * @param {boolean} [skipUpdateTransform] - Should we skip the update transform pass? + */ + + + WebGLRenderer.prototype.render = function render(displayObject, renderTexture, clear, transform, skipUpdateTransform) { + // can be handy to know! + this.renderingToScreen = !renderTexture; + + this.emit('prerender'); + + // no point rendering if our context has been blown up! + if (!this.gl || this.gl.isContextLost()) { + return; + } + + this._nextTextureLocation = 0; + + if (!renderTexture) { + this._lastObjectRendered = displayObject; + } + + if (!skipUpdateTransform) { + // update the scene graph + var cacheParent = displayObject.parent; + + displayObject.parent = this._tempDisplayObjectParent; + displayObject.updateTransform(); + displayObject.parent = cacheParent; + // displayObject.hitArea = //TODO add a temp hit area + } + + this.bindRenderTexture(renderTexture, transform); + + this.currentRenderer.start(); + + if (clear !== undefined ? clear : this.clearBeforeRender) { + this._activeRenderTarget.clear(); + } + + displayObject.renderWebGL(this); + + // apply transform.. + this.currentRenderer.flush(); + + // this.setObjectRenderer(this.emptyRenderer); + + this.textureGC.update(); + + this.emit('postrender'); + }; + + /** + * Changes the current renderer to the one given in parameter + * + * @param {PIXI.ObjectRenderer} objectRenderer - The object renderer to use. + */ + + + WebGLRenderer.prototype.setObjectRenderer = function setObjectRenderer(objectRenderer) { + if (this.currentRenderer === objectRenderer) { + return; + } + + this.currentRenderer.stop(); + this.currentRenderer = objectRenderer; + this.currentRenderer.start(); + }; + + /** + * This should be called if you wish to do some custom rendering + * It will basically render anything that may be batched up such as sprites + * + */ + + + WebGLRenderer.prototype.flush = function flush() { + this.setObjectRenderer(this.emptyRenderer); + }; + + /** + * Resizes the webGL view to the specified width and height. + * + * @param {number} screenWidth - the new width of the screen + * @param {number} screenHeight - the new height of the screen + */ + + + WebGLRenderer.prototype.resize = function resize(screenWidth, screenHeight) { + // if(width * this.resolution === this.width && height * this.resolution === this.height)return; + + _SystemRenderer3.default.prototype.resize.call(this, screenWidth, screenHeight); + + this.rootRenderTarget.resize(screenWidth, screenHeight); + + if (this._activeRenderTarget === this.rootRenderTarget) { + this.rootRenderTarget.activate(); + + if (this._activeShader) { + this._activeShader.uniforms.projectionMatrix = this.rootRenderTarget.projectionMatrix.toArray(true); + } + } + }; + + /** + * Resizes the webGL view to the specified width and height. + * + * @param {number} blendMode - the desired blend mode + */ + + + WebGLRenderer.prototype.setBlendMode = function setBlendMode(blendMode) { + this.state.setBlendMode(blendMode); + }; + + /** + * Erases the active render target and fills the drawing area with a colour + * + * @param {number} [clearColor] - The colour + */ + + + WebGLRenderer.prototype.clear = function clear(clearColor) { + this._activeRenderTarget.clear(clearColor); + }; + + /** + * Sets the transform of the active render target to the given matrix + * + * @param {PIXI.Matrix} matrix - The transformation matrix + */ + + + WebGLRenderer.prototype.setTransform = function setTransform(matrix) { + this._activeRenderTarget.transform = matrix; + }; + + /** + * Erases the render texture and fills the drawing area with a colour + * + * @param {PIXI.RenderTexture} renderTexture - The render texture to clear + * @param {number} [clearColor] - The colour + * @return {PIXI.WebGLRenderer} Returns itself. + */ + + + WebGLRenderer.prototype.clearRenderTexture = function clearRenderTexture(renderTexture, clearColor) { + var baseTexture = renderTexture.baseTexture; + var renderTarget = baseTexture._glRenderTargets[this.CONTEXT_UID]; + + if (renderTarget) { + renderTarget.clear(clearColor); + } + + return this; + }; + + /** + * Binds a render texture for rendering + * + * @param {PIXI.RenderTexture} renderTexture - The render texture to render + * @param {PIXI.Transform} transform - The transform to be applied to the render texture + * @return {PIXI.WebGLRenderer} Returns itself. + */ + + + WebGLRenderer.prototype.bindRenderTexture = function bindRenderTexture(renderTexture, transform) { + var renderTarget = void 0; + + if (renderTexture) { + var baseTexture = renderTexture.baseTexture; + + if (!baseTexture._glRenderTargets[this.CONTEXT_UID]) { + // bind the current texture + this.textureManager.updateTexture(baseTexture, 0); + } + + this.unbindTexture(baseTexture); + + renderTarget = baseTexture._glRenderTargets[this.CONTEXT_UID]; + renderTarget.setFrame(renderTexture.frame); + } else { + renderTarget = this.rootRenderTarget; + } + + renderTarget.transform = transform; + this.bindRenderTarget(renderTarget); + + return this; + }; + + /** + * Changes the current render target to the one given in parameter + * + * @param {PIXI.RenderTarget} renderTarget - the new render target + * @return {PIXI.WebGLRenderer} Returns itself. + */ + + + WebGLRenderer.prototype.bindRenderTarget = function bindRenderTarget(renderTarget) { + if (renderTarget !== this._activeRenderTarget) { + this._activeRenderTarget = renderTarget; + renderTarget.activate(); + + if (this._activeShader) { + this._activeShader.uniforms.projectionMatrix = renderTarget.projectionMatrix.toArray(true); + } + + this.stencilManager.setMaskStack(renderTarget.stencilMaskStack); + } + + return this; + }; + + /** + * Changes the current shader to the one given in parameter + * + * @param {PIXI.Shader} shader - the new shader + * @param {boolean} [autoProject=true] - Whether automatically set the projection matrix + * @return {PIXI.WebGLRenderer} Returns itself. + */ + + + WebGLRenderer.prototype.bindShader = function bindShader(shader, autoProject) { + // TODO cache + if (this._activeShader !== shader) { + this._activeShader = shader; + shader.bind(); + + // `autoProject` normally would be a default parameter set to true + // but because of how Babel transpiles default parameters + // it hinders the performance of this method. + if (autoProject !== false) { + // automatically set the projection matrix + shader.uniforms.projectionMatrix = this._activeRenderTarget.projectionMatrix.toArray(true); + } + } + + return this; + }; + + /** + * Binds the texture. This will return the location of the bound texture. + * It may not be the same as the one you pass in. This is due to optimisation that prevents + * needless binding of textures. For example if the texture is already bound it will return the + * current location of the texture instead of the one provided. To bypass this use force location + * + * @param {PIXI.Texture} texture - the new texture + * @param {number} location - the suggested texture location + * @param {boolean} forceLocation - force the location + * @return {number} bound texture location + */ + + + WebGLRenderer.prototype.bindTexture = function bindTexture(texture, location, forceLocation) { + texture = texture || this.emptyTextures[location]; + texture = texture.baseTexture || texture; + texture.touched = this.textureGC.count; + + if (!forceLocation) { + // TODO - maybe look into adding boundIds.. save us the loop? + for (var i = 0; i < this.boundTextures.length; i++) { + if (this.boundTextures[i] === texture) { + return i; + } + } + + if (location === undefined) { + this._nextTextureLocation++; + this._nextTextureLocation %= this.boundTextures.length; + location = this.boundTextures.length - this._nextTextureLocation - 1; + } + } else { + location = location || 0; + } + + var gl = this.gl; + var glTexture = texture._glTextures[this.CONTEXT_UID]; + + if (!glTexture) { + // this will also bind the texture.. + this.textureManager.updateTexture(texture, location); + } else { + // bind the current texture + this.boundTextures[location] = texture; + gl.activeTexture(gl.TEXTURE0 + location); + gl.bindTexture(gl.TEXTURE_2D, glTexture.texture); + } + + return location; + }; + + /** + * unbinds the texture ... + * + * @param {PIXI.Texture} texture - the texture to unbind + * @return {PIXI.WebGLRenderer} Returns itself. + */ + + + WebGLRenderer.prototype.unbindTexture = function unbindTexture(texture) { + var gl = this.gl; + + texture = texture.baseTexture || texture; + + for (var i = 0; i < this.boundTextures.length; i++) { + if (this.boundTextures[i] === texture) { + this.boundTextures[i] = this.emptyTextures[i]; + + gl.activeTexture(gl.TEXTURE0 + i); + gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[i]._glTextures[this.CONTEXT_UID].texture); + } + } + + return this; + }; + + /** + * Creates a new VAO from this renderer's context and state. + * + * @return {VertexArrayObject} The new VAO. + */ + + + WebGLRenderer.prototype.createVao = function createVao() { + return new _pixiGlCore2.default.VertexArrayObject(this.gl, this.state.attribState); + }; + + /** + * Changes the current Vao to the one given in parameter + * + * @param {PIXI.VertexArrayObject} vao - the new Vao + * @return {PIXI.WebGLRenderer} Returns itself. + */ + + + WebGLRenderer.prototype.bindVao = function bindVao(vao) { + if (this._activeVao === vao) { + return this; + } + + if (vao) { + vao.bind(); + } else if (this._activeVao) { + // TODO this should always be true i think? + this._activeVao.unbind(); + } + + this._activeVao = vao; + + return this; + }; + + /** + * Resets the WebGL state so you can render things however you fancy! + * + * @return {PIXI.WebGLRenderer} Returns itself. + */ + + + WebGLRenderer.prototype.reset = function reset() { + this.setObjectRenderer(this.emptyRenderer); + + this._activeShader = null; + this._activeRenderTarget = this.rootRenderTarget; + + // bind the main frame buffer (the screen); + this.rootRenderTarget.activate(); + + this.state.resetToDefault(); + + return this; + }; + + /** + * Handles a lost webgl context + * + * @private + * @param {WebGLContextEvent} event - The context lost event. + */ + + + WebGLRenderer.prototype.handleContextLost = function handleContextLost(event) { + event.preventDefault(); + }; + + /** + * Handles a restored webgl context + * + * @private + */ + + + WebGLRenderer.prototype.handleContextRestored = function handleContextRestored() { + this.textureManager.removeAll(); + this._initContext(); + }; + + /** + * Removes everything from the renderer (event listeners, spritebatch, etc...) + * + * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM. + * See: https://github.com/pixijs/pixi.js/issues/2233 + */ + + + WebGLRenderer.prototype.destroy = function destroy(removeView) { + this.destroyPlugins(); + + // remove listeners + this.view.removeEventListener('webglcontextlost', this.handleContextLost); + this.view.removeEventListener('webglcontextrestored', this.handleContextRestored); + + this.textureManager.destroy(); + + // call base destroy + _SystemRenderer.prototype.destroy.call(this, removeView); + + this.uid = 0; + + // destroy the managers + this.maskManager.destroy(); + this.stencilManager.destroy(); + this.filterManager.destroy(); + + this.maskManager = null; + this.filterManager = null; + this.textureManager = null; + this.currentRenderer = null; + + this.handleContextLost = null; + this.handleContextRestored = null; + + this._contextOptions = null; + this.gl.useProgram(null); + + if (this.gl.getExtension('WEBGL_lose_context')) { + this.gl.getExtension('WEBGL_lose_context').loseContext(); + } + + this.gl = null; + + // this = null; + }; + + return WebGLRenderer; +}(_SystemRenderer3.default); + +/** + * Collection of installed plugins. These are included by default in PIXI, but can be excluded + * by creating a custom build. Consult the README for more information about creating custom + * builds and excluding plugins. + * @name PIXI.WebGLRenderer#plugins + * @type {object} + * @readonly + * @property {PIXI.accessibility.AccessibilityManager} accessibility Support tabbing interactive elements. + * @property {PIXI.extract.WebGLExtract} extract Extract image data from renderer. + * @property {PIXI.interaction.InteractionManager} interaction Handles mouse, touch and pointer events. + * @property {PIXI.prepare.WebGLPrepare} prepare Pre-render display objects. + */ + +/** + * Adds a plugin to the renderer. + * + * @method PIXI.WebGLRenderer#registerPlugin + * @param {string} pluginName - The name of the plugin. + * @param {Function} ctor - The constructor function or class for the plugin. + */ + +exports.default = WebGLRenderer; +_utils.pluginTarget.mixin(WebGLRenderer); + +},{"../../const":46,"../../textures/BaseTexture":112,"../../utils":124,"../SystemRenderer":76,"./TextureGarbageCollector":82,"./TextureManager":83,"./WebGLState":85,"./managers/FilterManager":90,"./managers/MaskManager":91,"./managers/StencilManager":92,"./utils/ObjectRenderer":94,"./utils/RenderTarget":96,"./utils/mapWebGLDrawModesToPixi":99,"./utils/validateContext":100,"pixi-gl-core":7}],85:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _mapWebGLBlendModesToPixi = require('./utils/mapWebGLBlendModesToPixi'); + +var _mapWebGLBlendModesToPixi2 = _interopRequireDefault(_mapWebGLBlendModesToPixi); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +var BLEND = 0; +var DEPTH_TEST = 1; +var FRONT_FACE = 2; +var CULL_FACE = 3; +var BLEND_FUNC = 4; + +/** + * A WebGL state machines + * + * @memberof PIXI + * @class + */ + +var WebGLState = function () { + /** + * @param {WebGLRenderingContext} gl - The current WebGL rendering context + */ + function WebGLState(gl) { + _classCallCheck(this, WebGLState); + + /** + * The current active state + * + * @member {Uint8Array} + */ + this.activeState = new Uint8Array(16); + + /** + * The default state + * + * @member {Uint8Array} + */ + this.defaultState = new Uint8Array(16); + + // default blend mode.. + this.defaultState[0] = 1; + + /** + * The current state index in the stack + * + * @member {number} + * @private + */ + this.stackIndex = 0; + + /** + * The stack holding all the different states + * + * @member {Array<*>} + * @private + */ + this.stack = []; + + /** + * The current WebGL rendering context + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + this.maxAttribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS); + + this.attribState = { + tempAttribState: new Array(this.maxAttribs), + attribState: new Array(this.maxAttribs) + }; + + this.blendModes = (0, _mapWebGLBlendModesToPixi2.default)(gl); + + // check we have vao.. + this.nativeVaoExtension = gl.getExtension('OES_vertex_array_object') || gl.getExtension('MOZ_OES_vertex_array_object') || gl.getExtension('WEBKIT_OES_vertex_array_object'); + } + + /** + * Pushes a new active state + */ + + + WebGLState.prototype.push = function push() { + // next state.. + var state = this.stack[this.stackIndex]; + + if (!state) { + state = this.stack[this.stackIndex] = new Uint8Array(16); + } + + ++this.stackIndex; + + // copy state.. + // set active state so we can force overrides of gl state + for (var i = 0; i < this.activeState.length; i++) { + state[i] = this.activeState[i]; + } + }; + + /** + * Pops a state out + */ + + + WebGLState.prototype.pop = function pop() { + var state = this.stack[--this.stackIndex]; + + this.setState(state); + }; + + /** + * Sets the current state + * + * @param {*} state - The state to set. + */ + + + WebGLState.prototype.setState = function setState(state) { + this.setBlend(state[BLEND]); + this.setDepthTest(state[DEPTH_TEST]); + this.setFrontFace(state[FRONT_FACE]); + this.setCullFace(state[CULL_FACE]); + this.setBlendMode(state[BLEND_FUNC]); + }; + + /** + * Enables or disabled blending. + * + * @param {boolean} value - Turn on or off webgl blending. + */ + + + WebGLState.prototype.setBlend = function setBlend(value) { + value = value ? 1 : 0; + + if (this.activeState[BLEND] === value) { + return; + } + + this.activeState[BLEND] = value; + this.gl[value ? 'enable' : 'disable'](this.gl.BLEND); + }; + + /** + * Sets the blend mode. + * + * @param {number} value - The blend mode to set to. + */ + + + WebGLState.prototype.setBlendMode = function setBlendMode(value) { + if (value === this.activeState[BLEND_FUNC]) { + return; + } + + this.activeState[BLEND_FUNC] = value; + + var mode = this.blendModes[value]; + + if (mode.length === 2) { + this.gl.blendFunc(mode[0], mode[1]); + } else { + this.gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]); + } + }; + + /** + * Sets whether to enable or disable depth test. + * + * @param {boolean} value - Turn on or off webgl depth testing. + */ + + + WebGLState.prototype.setDepthTest = function setDepthTest(value) { + value = value ? 1 : 0; + + if (this.activeState[DEPTH_TEST] === value) { + return; + } + + this.activeState[DEPTH_TEST] = value; + this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST); + }; + + /** + * Sets whether to enable or disable cull face. + * + * @param {boolean} value - Turn on or off webgl cull face. + */ + + + WebGLState.prototype.setCullFace = function setCullFace(value) { + value = value ? 1 : 0; + + if (this.activeState[CULL_FACE] === value) { + return; + } + + this.activeState[CULL_FACE] = value; + this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE); + }; + + /** + * Sets the gl front face. + * + * @param {boolean} value - true is clockwise and false is counter-clockwise + */ + + + WebGLState.prototype.setFrontFace = function setFrontFace(value) { + value = value ? 1 : 0; + + if (this.activeState[FRONT_FACE] === value) { + return; + } + + this.activeState[FRONT_FACE] = value; + this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']); + }; + + /** + * Disables all the vaos in use + * + */ + + + WebGLState.prototype.resetAttributes = function resetAttributes() { + for (var i = 0; i < this.attribState.tempAttribState.length; i++) { + this.attribState.tempAttribState[i] = 0; + } + + for (var _i = 0; _i < this.attribState.attribState.length; _i++) { + this.attribState.attribState[_i] = 0; + } + + // im going to assume one is always active for performance reasons. + for (var _i2 = 1; _i2 < this.maxAttribs; _i2++) { + this.gl.disableVertexAttribArray(_i2); + } + }; + + // used + /** + * Resets all the logic and disables the vaos + */ + + + WebGLState.prototype.resetToDefault = function resetToDefault() { + // unbind any VAO if they exist.. + if (this.nativeVaoExtension) { + this.nativeVaoExtension.bindVertexArrayOES(null); + } + + // reset all attributes.. + this.resetAttributes(); + + // set active state so we can force overrides of gl state + for (var i = 0; i < this.activeState.length; ++i) { + this.activeState[i] = 32; + } + + this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false); + + this.setState(this.defaultState); + }; + + return WebGLState; +}(); + +exports.default = WebGLState; + +},{"./utils/mapWebGLBlendModesToPixi":98}],86:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _extractUniformsFromSrc = require('./extractUniformsFromSrc'); + +var _extractUniformsFromSrc2 = _interopRequireDefault(_extractUniformsFromSrc); + +var _utils = require('../../../utils'); + +var _const = require('../../../const'); + +var _settings = require('../../../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +var SOURCE_KEY_MAP = {}; + +// let math = require('../../../math'); +/** + * @class + * @memberof PIXI + * @extends PIXI.Shader + */ + +var Filter = function () { + /** + * @param {string} [vertexSrc] - The source of the vertex shader. + * @param {string} [fragmentSrc] - The source of the fragment shader. + * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones. + */ + function Filter(vertexSrc, fragmentSrc, uniforms) { + _classCallCheck(this, Filter); + + /** + * The vertex shader. + * + * @member {string} + */ + this.vertexSrc = vertexSrc || Filter.defaultVertexSrc; + + /** + * The fragment shader. + * + * @member {string} + */ + this.fragmentSrc = fragmentSrc || Filter.defaultFragmentSrc; + + this._blendMode = _const.BLEND_MODES.NORMAL; + + this.uniformData = uniforms || (0, _extractUniformsFromSrc2.default)(this.vertexSrc, this.fragmentSrc, 'projectionMatrix|uSampler'); + + /** + * An object containing the current values of custom uniforms. + * @example Updating the value of a custom uniform + * filter.uniforms.time = performance.now(); + * + * @member {object} + */ + this.uniforms = {}; + + for (var i in this.uniformData) { + this.uniforms[i] = this.uniformData[i].value; + } + + // this is where we store shader references.. + // TODO we could cache this! + this.glShaders = {}; + + // used for cacheing.. sure there is a better way! + if (!SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc]) { + SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc] = (0, _utils.uid)(); + } + + this.glShaderKey = SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc]; + + /** + * The padding of the filter. Some filters require extra space to breath such as a blur. + * Increasing this will add extra width and height to the bounds of the object that the + * filter is applied to. + * + * @member {number} + */ + this.padding = 4; + + /** + * The resolution of the filter. Setting this to be lower will lower the quality but + * increase the performance of the filter. + * + * @member {number} + */ + this.resolution = _settings2.default.RESOLUTION; + + /** + * If enabled is true the filter is applied, if false it will not. + * + * @member {boolean} + */ + this.enabled = true; + + /** + * If enabled, PixiJS will fit the filter area into boundaries for better performance. + * Switch it off if it does not work for specific shader. + * + * @member {boolean} + */ + this.autoFit = true; + } + + /** + * Applies the filter + * + * @param {PIXI.FilterManager} filterManager - The renderer to retrieve the filter from + * @param {PIXI.RenderTarget} input - The input render target. + * @param {PIXI.RenderTarget} output - The target to output to. + * @param {boolean} clear - Should the output be cleared before rendering to it + * @param {object} [currentState] - It's current state of filter. + * There are some useful properties in the currentState : + * target, filters, sourceFrame, destinationFrame, renderTarget, resolution + */ + + + Filter.prototype.apply = function apply(filterManager, input, output, clear, currentState) // eslint-disable-line no-unused-vars + { + // --- // + // this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(tempMatrix, window.panda ); + + // do as you please! + + filterManager.applyFilter(this, input, output, clear); + + // or just do a regular render.. + }; + + /** + * Sets the blendmode of the filter + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL + */ + + + _createClass(Filter, [{ + key: 'blendMode', + get: function get() { + return this._blendMode; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._blendMode = value; + } + + /** + * The default vertex shader source + * + * @static + * @constant + */ + + }], [{ + key: 'defaultVertexSrc', + get: function get() { + return ['attribute vec2 aVertexPosition;', 'attribute vec2 aTextureCoord;', 'uniform mat3 projectionMatrix;', 'uniform mat3 filterMatrix;', 'varying vec2 vTextureCoord;', 'varying vec2 vFilterCoord;', 'void main(void){', ' gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);', ' vFilterCoord = ( filterMatrix * vec3( aTextureCoord, 1.0) ).xy;', ' vTextureCoord = aTextureCoord ;', '}'].join('\n'); + } + + /** + * The default fragment shader source + * + * @static + * @constant + */ + + }, { + key: 'defaultFragmentSrc', + get: function get() { + return ['varying vec2 vTextureCoord;', 'varying vec2 vFilterCoord;', 'uniform sampler2D uSampler;', 'uniform sampler2D filterSampler;', 'void main(void){', ' vec4 masky = texture2D(filterSampler, vFilterCoord);', ' vec4 sample = texture2D(uSampler, vTextureCoord);', ' vec4 color;', ' if(mod(vFilterCoord.x, 1.0) > 0.5)', ' {', ' color = vec4(1.0, 0.0, 0.0, 1.0);', ' }', ' else', ' {', ' color = vec4(0.0, 1.0, 0.0, 1.0);', ' }', + // ' gl_FragColor = vec4(mod(vFilterCoord.x, 1.5), vFilterCoord.y,0.0,1.0);', + ' gl_FragColor = mix(sample, masky, 0.5);', ' gl_FragColor *= sample.a;', '}'].join('\n'); + } + }]); + + return Filter; +}(); + +exports.default = Filter; + +},{"../../../const":46,"../../../settings":101,"../../../utils":124,"./extractUniformsFromSrc":87}],87:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = extractUniformsFromSrc; + +var _pixiGlCore = require('pixi-gl-core'); + +var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +var defaultValue = _pixiGlCore2.default.shader.defaultValue; + +function extractUniformsFromSrc(vertexSrc, fragmentSrc, mask) { + var vertUniforms = extractUniformsFromString(vertexSrc, mask); + var fragUniforms = extractUniformsFromString(fragmentSrc, mask); + + return Object.assign(vertUniforms, fragUniforms); +} + +function extractUniformsFromString(string) { + var maskRegex = new RegExp('^(projectionMatrix|uSampler|filterArea|filterClamp)$'); + + var uniforms = {}; + var nameSplit = void 0; + + // clean the lines a little - remove extra spaces / tabs etc + // then split along ';' + var lines = string.replace(/\s+/g, ' ').split(/\s*;\s*/); + + // loop through.. + for (var i = 0; i < lines.length; i++) { + var line = lines[i].trim(); + + if (line.indexOf('uniform') > -1) { + var splitLine = line.split(' '); + var type = splitLine[1]; + + var name = splitLine[2]; + var size = 1; + + if (name.indexOf('[') > -1) { + // array! + nameSplit = name.split(/\[|]/); + name = nameSplit[0]; + size *= Number(nameSplit[1]); + } + + if (!name.match(maskRegex)) { + uniforms[name] = { + value: defaultValue(type, size), + name: name, + type: type + }; + } + } + } + + return uniforms; +} + +},{"pixi-gl-core":7}],88:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.calculateScreenSpaceMatrix = calculateScreenSpaceMatrix; +exports.calculateNormalizedScreenSpaceMatrix = calculateNormalizedScreenSpaceMatrix; +exports.calculateSpriteMatrix = calculateSpriteMatrix; + +var _math = require('../../../math'); + +/** + * Calculates the mapped matrix + * @param filterArea {Rectangle} The filter area + * @param sprite {Sprite} the target sprite + * @param outputMatrix {Matrix} @alvin + */ +// TODO playing around here.. this is temporary - (will end up in the shader) +// this returns a matrix that will normalise map filter cords in the filter to screen space +function calculateScreenSpaceMatrix(outputMatrix, filterArea, textureSize) { + // let worldTransform = sprite.worldTransform.copy(Matrix.TEMP_MATRIX), + // let texture = {width:1136, height:700};//sprite._texture.baseTexture; + + // TODO unwrap? + var mappedMatrix = outputMatrix.identity(); + + mappedMatrix.translate(filterArea.x / textureSize.width, filterArea.y / textureSize.height); + + mappedMatrix.scale(textureSize.width, textureSize.height); + + return mappedMatrix; +} + +function calculateNormalizedScreenSpaceMatrix(outputMatrix, filterArea, textureSize) { + var mappedMatrix = outputMatrix.identity(); + + mappedMatrix.translate(filterArea.x / textureSize.width, filterArea.y / textureSize.height); + + var translateScaleX = textureSize.width / filterArea.width; + var translateScaleY = textureSize.height / filterArea.height; + + mappedMatrix.scale(translateScaleX, translateScaleY); + + return mappedMatrix; +} + +// this will map the filter coord so that a texture can be used based on the transform of a sprite +function calculateSpriteMatrix(outputMatrix, filterArea, textureSize, sprite) { + var worldTransform = sprite.worldTransform.copy(_math.Matrix.TEMP_MATRIX); + var texture = sprite._texture.baseTexture; + + // TODO unwrap? + var mappedMatrix = outputMatrix.identity(); + + // scale.. + var ratio = textureSize.height / textureSize.width; + + mappedMatrix.translate(filterArea.x / textureSize.width, filterArea.y / textureSize.height); + + mappedMatrix.scale(1, ratio); + + var translateScaleX = textureSize.width / texture.width; + var translateScaleY = textureSize.height / texture.height; + + worldTransform.tx /= texture.width * translateScaleX; + + // this...? free beer for anyone who can explain why this makes sense! + worldTransform.ty /= texture.width * translateScaleX; + // worldTransform.ty /= texture.height * translateScaleY; + + worldTransform.invert(); + mappedMatrix.prepend(worldTransform); + + // apply inverse scale.. + mappedMatrix.scale(1, 1 / ratio); + + mappedMatrix.scale(translateScaleX, translateScaleY); + + mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y); + + return mappedMatrix; +} + +},{"../../../math":70}],89:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _Filter2 = require('../Filter'); + +var _Filter3 = _interopRequireDefault(_Filter2); + +var _math = require('../../../../math'); + +var _path = require('path'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * The SpriteMaskFilter class + * + * @class + * @extends PIXI.Filter + * @memberof PIXI + */ +var SpriteMaskFilter = function (_Filter) { + _inherits(SpriteMaskFilter, _Filter); + + /** + * @param {PIXI.Sprite} sprite - the target sprite + */ + function SpriteMaskFilter(sprite) { + _classCallCheck(this, SpriteMaskFilter); + + var maskMatrix = new _math.Matrix(); + + var _this = _possibleConstructorReturn(this, _Filter.call(this, 'attribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\n\r\nuniform mat3 projectionMatrix;\r\nuniform mat3 otherMatrix;\r\n\r\nvarying vec2 vMaskCoord;\r\nvarying vec2 vTextureCoord;\r\n\r\nvoid main(void)\r\n{\r\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n\r\n vTextureCoord = aTextureCoord;\r\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\r\n}\r\n', 'varying vec2 vMaskCoord;\r\nvarying vec2 vTextureCoord;\r\n\r\nuniform sampler2D uSampler;\r\nuniform float alpha;\r\nuniform sampler2D mask;\r\n\r\nvoid main(void)\r\n{\r\n // check clip! this will stop the mask bleeding out from the edges\r\n vec2 text = abs( vMaskCoord - 0.5 );\r\n text = step(0.5, text);\r\n\r\n float clip = 1.0 - max(text.y, text.x);\r\n vec4 original = texture2D(uSampler, vTextureCoord);\r\n vec4 masky = texture2D(mask, vMaskCoord);\r\n\r\n original *= (masky.r * masky.a * alpha * clip);\r\n\r\n gl_FragColor = original;\r\n}\r\n')); + + sprite.renderable = false; + + _this.maskSprite = sprite; + _this.maskMatrix = maskMatrix; + return _this; + } + + /** + * Applies the filter + * + * @param {PIXI.FilterManager} filterManager - The renderer to retrieve the filter from + * @param {PIXI.RenderTarget} input - The input render target. + * @param {PIXI.RenderTarget} output - The target to output to. + */ + + + SpriteMaskFilter.prototype.apply = function apply(filterManager, input, output) { + var maskSprite = this.maskSprite; + + this.uniforms.mask = maskSprite._texture; + this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite); + this.uniforms.alpha = maskSprite.worldAlpha; + + filterManager.applyFilter(this, input, output); + }; + + return SpriteMaskFilter; +}(_Filter3.default); + +exports.default = SpriteMaskFilter; + +},{"../../../../math":70,"../Filter":86,"path":25}],90:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _WebGLManager2 = require('./WebGLManager'); + +var _WebGLManager3 = _interopRequireDefault(_WebGLManager2); + +var _RenderTarget = require('../utils/RenderTarget'); + +var _RenderTarget2 = _interopRequireDefault(_RenderTarget); + +var _Quad = require('../utils/Quad'); + +var _Quad2 = _interopRequireDefault(_Quad); + +var _math = require('../../../math'); + +var _Shader = require('../../../Shader'); + +var _Shader2 = _interopRequireDefault(_Shader); + +var _filterTransforms = require('../filters/filterTransforms'); + +var filterTransforms = _interopRequireWildcard(_filterTransforms); + +var _bitTwiddle = require('bit-twiddle'); + +var _bitTwiddle2 = _interopRequireDefault(_bitTwiddle); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * @ignore + * @class + */ +var FilterState = +/** + * + */ +function FilterState() { + _classCallCheck(this, FilterState); + + this.renderTarget = null; + this.sourceFrame = new _math.Rectangle(); + this.destinationFrame = new _math.Rectangle(); + this.filters = []; + this.target = null; + this.resolution = 1; +}; + +/** + * @class + * @memberof PIXI + * @extends PIXI.WebGLManager + */ + + +var FilterManager = function (_WebGLManager) { + _inherits(FilterManager, _WebGLManager); + + /** + * @param {PIXI.WebGLRenderer} renderer - The renderer this manager works for. + */ + function FilterManager(renderer) { + _classCallCheck(this, FilterManager); + + var _this = _possibleConstructorReturn(this, _WebGLManager.call(this, renderer)); + + _this.gl = _this.renderer.gl; + // know about sprites! + _this.quad = new _Quad2.default(_this.gl, renderer.state.attribState); + + _this.shaderCache = {}; + // todo add default! + _this.pool = {}; + + _this.filterData = null; + return _this; + } + + /** + * Adds a new filter to the manager. + * + * @param {PIXI.DisplayObject} target - The target of the filter to render. + * @param {PIXI.Filter[]} filters - The filters to apply. + */ + + + FilterManager.prototype.pushFilter = function pushFilter(target, filters) { + var renderer = this.renderer; + + var filterData = this.filterData; + + if (!filterData) { + filterData = this.renderer._activeRenderTarget.filterStack; + + // add new stack + var filterState = new FilterState(); + + filterState.sourceFrame = filterState.destinationFrame = this.renderer._activeRenderTarget.size; + filterState.renderTarget = renderer._activeRenderTarget; + + this.renderer._activeRenderTarget.filterData = filterData = { + index: 0, + stack: [filterState] + }; + + this.filterData = filterData; + } + + // get the current filter state.. + var currentState = filterData.stack[++filterData.index]; + + if (!currentState) { + currentState = filterData.stack[filterData.index] = new FilterState(); + } + + // for now we go off the filter of the first resolution.. + var resolution = filters[0].resolution; + var padding = filters[0].padding | 0; + var targetBounds = target.filterArea || target.getBounds(true); + var sourceFrame = currentState.sourceFrame; + var destinationFrame = currentState.destinationFrame; + + sourceFrame.x = (targetBounds.x * resolution | 0) / resolution; + sourceFrame.y = (targetBounds.y * resolution | 0) / resolution; + sourceFrame.width = (targetBounds.width * resolution | 0) / resolution; + sourceFrame.height = (targetBounds.height * resolution | 0) / resolution; + + if (filterData.stack[0].renderTarget.transform) {// + + // TODO we should fit the rect around the transform.. + } else if (filters[0].autoFit) { + sourceFrame.fit(filterData.stack[0].destinationFrame); + } + + // lets apply the padding After we fit the element to the screen. + // this should stop the strange side effects that can occur when cropping to the edges + sourceFrame.pad(padding); + + destinationFrame.width = sourceFrame.width; + destinationFrame.height = sourceFrame.height; + + // lets play the padding after we fit the element to the screen. + // this should stop the strange side effects that can occur when cropping to the edges + + var renderTarget = this.getPotRenderTarget(renderer.gl, sourceFrame.width, sourceFrame.height, resolution); + + currentState.target = target; + currentState.filters = filters; + currentState.resolution = resolution; + currentState.renderTarget = renderTarget; + + // bind the render target to draw the shape in the top corner.. + + renderTarget.setFrame(destinationFrame, sourceFrame); + + // bind the render target + renderer.bindRenderTarget(renderTarget); + renderTarget.clear(); + }; + + /** + * Pops off the filter and applies it. + * + */ + + + FilterManager.prototype.popFilter = function popFilter() { + var filterData = this.filterData; + + var lastState = filterData.stack[filterData.index - 1]; + var currentState = filterData.stack[filterData.index]; + + this.quad.map(currentState.renderTarget.size, currentState.sourceFrame).upload(); + + var filters = currentState.filters; + + if (filters.length === 1) { + filters[0].apply(this, currentState.renderTarget, lastState.renderTarget, false, currentState); + this.freePotRenderTarget(currentState.renderTarget); + } else { + var flip = currentState.renderTarget; + var flop = this.getPotRenderTarget(this.renderer.gl, currentState.sourceFrame.width, currentState.sourceFrame.height, currentState.resolution); + + flop.setFrame(currentState.destinationFrame, currentState.sourceFrame); + + // finally lets clear the render target before drawing to it.. + flop.clear(); + + var i = 0; + + for (i = 0; i < filters.length - 1; ++i) { + filters[i].apply(this, flip, flop, true, currentState); + + var t = flip; + + flip = flop; + flop = t; + } + + filters[i].apply(this, flip, lastState.renderTarget, false, currentState); + + this.freePotRenderTarget(flip); + this.freePotRenderTarget(flop); + } + + filterData.index--; + + if (filterData.index === 0) { + this.filterData = null; + } + }; + + /** + * Draws a filter. + * + * @param {PIXI.Filter} filter - The filter to draw. + * @param {PIXI.RenderTarget} input - The input render target. + * @param {PIXI.RenderTarget} output - The target to output to. + * @param {boolean} clear - Should the output be cleared before rendering to it + */ + + + FilterManager.prototype.applyFilter = function applyFilter(filter, input, output, clear) { + var renderer = this.renderer; + var gl = renderer.gl; + + var shader = filter.glShaders[renderer.CONTEXT_UID]; + + // cacheing.. + if (!shader) { + if (filter.glShaderKey) { + shader = this.shaderCache[filter.glShaderKey]; + + if (!shader) { + shader = new _Shader2.default(this.gl, filter.vertexSrc, filter.fragmentSrc); + + filter.glShaders[renderer.CONTEXT_UID] = this.shaderCache[filter.glShaderKey] = shader; + } + } else { + shader = filter.glShaders[renderer.CONTEXT_UID] = new _Shader2.default(this.gl, filter.vertexSrc, filter.fragmentSrc); + } + + // TODO - this only needs to be done once? + renderer.bindVao(null); + + this.quad.initVao(shader); + } + + renderer.bindVao(this.quad.vao); + + renderer.bindRenderTarget(output); + + if (clear) { + gl.disable(gl.SCISSOR_TEST); + renderer.clear(); // [1, 1, 1, 1]); + gl.enable(gl.SCISSOR_TEST); + } + + // in case the render target is being masked using a scissor rect + if (output === renderer.maskManager.scissorRenderTarget) { + renderer.maskManager.pushScissorMask(null, renderer.maskManager.scissorData); + } + + renderer.bindShader(shader); + + // free unit 0 for us, doesn't matter what was there + // don't try to restore it, because syncUniforms can upload it to another slot + // and it'll be a problem + var tex = this.renderer.emptyTextures[0]; + + this.renderer.boundTextures[0] = tex; + // this syncs the PixiJS filters uniforms with glsl uniforms + this.syncUniforms(shader, filter); + + renderer.state.setBlendMode(filter.blendMode); + + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, input.texture.texture); + + this.quad.vao.draw(this.renderer.gl.TRIANGLES, 6, 0); + + gl.bindTexture(gl.TEXTURE_2D, tex._glTextures[this.renderer.CONTEXT_UID].texture); + }; + + /** + * Uploads the uniforms of the filter. + * + * @param {GLShader} shader - The underlying gl shader. + * @param {PIXI.Filter} filter - The filter we are synchronizing. + */ + + + FilterManager.prototype.syncUniforms = function syncUniforms(shader, filter) { + var uniformData = filter.uniformData; + var uniforms = filter.uniforms; + + // 0 is reserved for the PixiJS texture so we start at 1! + var textureCount = 1; + var currentState = void 0; + + // filterArea and filterClamp that are handled by FilterManager directly + // they must not appear in uniformData + + if (shader.uniforms.filterArea) { + currentState = this.filterData.stack[this.filterData.index]; + + var filterArea = shader.uniforms.filterArea; + + filterArea[0] = currentState.renderTarget.size.width; + filterArea[1] = currentState.renderTarget.size.height; + filterArea[2] = currentState.sourceFrame.x; + filterArea[3] = currentState.sourceFrame.y; + + shader.uniforms.filterArea = filterArea; + } + + // use this to clamp displaced texture coords so they belong to filterArea + // see displacementFilter fragment shader for an example + if (shader.uniforms.filterClamp) { + currentState = currentState || this.filterData.stack[this.filterData.index]; + + var filterClamp = shader.uniforms.filterClamp; + + filterClamp[0] = 0; + filterClamp[1] = 0; + filterClamp[2] = (currentState.sourceFrame.width - 1) / currentState.renderTarget.size.width; + filterClamp[3] = (currentState.sourceFrame.height - 1) / currentState.renderTarget.size.height; + + shader.uniforms.filterClamp = filterClamp; + } + + // TODO Cacheing layer.. + for (var i in uniformData) { + if (uniformData[i].type === 'sampler2D' && uniforms[i] !== 0) { + if (uniforms[i].baseTexture) { + shader.uniforms[i] = this.renderer.bindTexture(uniforms[i].baseTexture, textureCount); + } else { + shader.uniforms[i] = textureCount; + + // TODO + // this is helpful as renderTargets can also be set. + // Although thinking about it, we could probably + // make the filter texture cache return a RenderTexture + // rather than a renderTarget + var gl = this.renderer.gl; + + this.renderer.boundTextures[textureCount] = this.renderer.emptyTextures[textureCount]; + gl.activeTexture(gl.TEXTURE0 + textureCount); + + uniforms[i].texture.bind(); + } + + textureCount++; + } else if (uniformData[i].type === 'mat3') { + // check if its PixiJS matrix.. + if (uniforms[i].a !== undefined) { + shader.uniforms[i] = uniforms[i].toArray(true); + } else { + shader.uniforms[i] = uniforms[i]; + } + } else if (uniformData[i].type === 'vec2') { + // check if its a point.. + if (uniforms[i].x !== undefined) { + var val = shader.uniforms[i] || new Float32Array(2); + + val[0] = uniforms[i].x; + val[1] = uniforms[i].y; + shader.uniforms[i] = val; + } else { + shader.uniforms[i] = uniforms[i]; + } + } else if (uniformData[i].type === 'float') { + if (shader.uniforms.data[i].value !== uniformData[i]) { + shader.uniforms[i] = uniforms[i]; + } + } else { + shader.uniforms[i] = uniforms[i]; + } + } + }; + + /** + * Gets a render target from the pool, or creates a new one. + * + * @param {boolean} clear - Should we clear the render texture when we get it? + * @param {number} resolution - The resolution of the target. + * @return {PIXI.RenderTarget} The new render target + */ + + + FilterManager.prototype.getRenderTarget = function getRenderTarget(clear, resolution) { + var currentState = this.filterData.stack[this.filterData.index]; + var renderTarget = this.getPotRenderTarget(this.renderer.gl, currentState.sourceFrame.width, currentState.sourceFrame.height, resolution || currentState.resolution); + + renderTarget.setFrame(currentState.destinationFrame, currentState.sourceFrame); + + return renderTarget; + }; + + /** + * Returns a render target to the pool. + * + * @param {PIXI.RenderTarget} renderTarget - The render target to return. + */ + + + FilterManager.prototype.returnRenderTarget = function returnRenderTarget(renderTarget) { + this.freePotRenderTarget(renderTarget); + }; + + /** + * Calculates the mapped matrix. + * + * TODO playing around here.. this is temporary - (will end up in the shader) + * this returns a matrix that will normalise map filter cords in the filter to screen space + * + * @param {PIXI.Matrix} outputMatrix - the matrix to output to. + * @return {PIXI.Matrix} The mapped matrix. + */ + + + FilterManager.prototype.calculateScreenSpaceMatrix = function calculateScreenSpaceMatrix(outputMatrix) { + var currentState = this.filterData.stack[this.filterData.index]; + + return filterTransforms.calculateScreenSpaceMatrix(outputMatrix, currentState.sourceFrame, currentState.renderTarget.size); + }; + + /** + * Multiply vTextureCoord to this matrix to achieve (0,0,1,1) for filterArea + * + * @param {PIXI.Matrix} outputMatrix - The matrix to output to. + * @return {PIXI.Matrix} The mapped matrix. + */ + + + FilterManager.prototype.calculateNormalizedScreenSpaceMatrix = function calculateNormalizedScreenSpaceMatrix(outputMatrix) { + var currentState = this.filterData.stack[this.filterData.index]; + + return filterTransforms.calculateNormalizedScreenSpaceMatrix(outputMatrix, currentState.sourceFrame, currentState.renderTarget.size, currentState.destinationFrame); + }; + + /** + * This will map the filter coord so that a texture can be used based on the transform of a sprite + * + * @param {PIXI.Matrix} outputMatrix - The matrix to output to. + * @param {PIXI.Sprite} sprite - The sprite to map to. + * @return {PIXI.Matrix} The mapped matrix. + */ + + + FilterManager.prototype.calculateSpriteMatrix = function calculateSpriteMatrix(outputMatrix, sprite) { + var currentState = this.filterData.stack[this.filterData.index]; + + return filterTransforms.calculateSpriteMatrix(outputMatrix, currentState.sourceFrame, currentState.renderTarget.size, sprite); + }; + + /** + * Destroys this Filter Manager. + * + */ + + + FilterManager.prototype.destroy = function destroy() { + this.shaderCache = {}; + this.emptyPool(); + }; + + /** + * Gets a Power-of-Two render texture. + * + * TODO move to a seperate class could be on renderer? + * also - could cause issue with multiple contexts? + * + * @private + * @param {WebGLRenderingContext} gl - The webgl rendering context + * @param {number} minWidth - The minimum width of the render target. + * @param {number} minHeight - The minimum height of the render target. + * @param {number} resolution - The resolution of the render target. + * @return {PIXI.RenderTarget} The new render target. + */ + + + FilterManager.prototype.getPotRenderTarget = function getPotRenderTarget(gl, minWidth, minHeight, resolution) { + // TODO you could return a bigger texture if there is not one in the pool? + minWidth = _bitTwiddle2.default.nextPow2(minWidth * resolution); + minHeight = _bitTwiddle2.default.nextPow2(minHeight * resolution); + + var key = (minWidth & 0xFFFF) << 16 | minHeight & 0xFFFF; + + if (!this.pool[key]) { + this.pool[key] = []; + } + + var renderTarget = this.pool[key].pop(); + + // creating render target will cause texture to be bound! + if (!renderTarget) { + // temporary bypass cache.. + var tex = this.renderer.boundTextures[0]; + + gl.activeTexture(gl.TEXTURE0); + + // internally - this will cause a texture to be bound.. + renderTarget = new _RenderTarget2.default(gl, minWidth, minHeight, null, 1); + + // set the current one back + gl.bindTexture(gl.TEXTURE_2D, tex._glTextures[this.renderer.CONTEXT_UID].texture); + } + + // manually tweak the resolution... + // this will not modify the size of the frame buffer, just its resolution. + renderTarget.resolution = resolution; + renderTarget.defaultFrame.width = renderTarget.size.width = minWidth / resolution; + renderTarget.defaultFrame.height = renderTarget.size.height = minHeight / resolution; + + return renderTarget; + }; + + /** + * Empties the texture pool. + * + */ + + + FilterManager.prototype.emptyPool = function emptyPool() { + for (var i in this.pool) { + var textures = this.pool[i]; + + if (textures) { + for (var j = 0; j < textures.length; j++) { + textures[j].destroy(true); + } + } + } + + this.pool = {}; + }; + + /** + * Frees a render target back into the pool. + * + * @param {PIXI.RenderTarget} renderTarget - The renderTarget to free + */ + + + FilterManager.prototype.freePotRenderTarget = function freePotRenderTarget(renderTarget) { + var minWidth = renderTarget.size.width * renderTarget.resolution; + var minHeight = renderTarget.size.height * renderTarget.resolution; + var key = (minWidth & 0xFFFF) << 16 | minHeight & 0xFFFF; + + this.pool[key].push(renderTarget); + }; + + return FilterManager; +}(_WebGLManager3.default); + +exports.default = FilterManager; + +},{"../../../Shader":44,"../../../math":70,"../filters/filterTransforms":88,"../utils/Quad":95,"../utils/RenderTarget":96,"./WebGLManager":93,"bit-twiddle":18}],91:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _WebGLManager2 = require('./WebGLManager'); + +var _WebGLManager3 = _interopRequireDefault(_WebGLManager2); + +var _SpriteMaskFilter = require('../filters/spriteMask/SpriteMaskFilter'); + +var _SpriteMaskFilter2 = _interopRequireDefault(_SpriteMaskFilter); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * @class + * @extends PIXI.WebGLManager + * @memberof PIXI + */ +var MaskManager = function (_WebGLManager) { + _inherits(MaskManager, _WebGLManager); + + /** + * @param {PIXI.WebGLRenderer} renderer - The renderer this manager works for. + */ + function MaskManager(renderer) { + _classCallCheck(this, MaskManager); + + // TODO - we don't need both! + var _this = _possibleConstructorReturn(this, _WebGLManager.call(this, renderer)); + + _this.scissor = false; + _this.scissorData = null; + _this.scissorRenderTarget = null; + + _this.enableScissor = true; + + _this.alphaMaskPool = []; + _this.alphaMaskIndex = 0; + return _this; + } + + /** + * Applies the Mask and adds it to the current filter stack. + * + * @param {PIXI.DisplayObject} target - Display Object to push the mask to + * @param {PIXI.Sprite|PIXI.Graphics} maskData - The masking data. + */ + + + MaskManager.prototype.pushMask = function pushMask(target, maskData) { + // TODO the root check means scissor rect will not + // be used on render textures more info here: + // https://github.com/pixijs/pixi.js/pull/3545 + + if (maskData.texture) { + this.pushSpriteMask(target, maskData); + } else if (this.enableScissor && !this.scissor && this.renderer._activeRenderTarget.root && !this.renderer.stencilManager.stencilMaskStack.length && maskData.isFastRect()) { + var matrix = maskData.worldTransform; + + var rot = Math.atan2(matrix.b, matrix.a); + + // use the nearest degree! + rot = Math.round(rot * (180 / Math.PI)); + + if (rot % 90) { + this.pushStencilMask(maskData); + } else { + this.pushScissorMask(target, maskData); + } + } else { + this.pushStencilMask(maskData); + } + }; + + /** + * Removes the last mask from the mask stack and doesn't return it. + * + * @param {PIXI.DisplayObject} target - Display Object to pop the mask from + * @param {PIXI.Sprite|PIXI.Graphics} maskData - The masking data. + */ + + + MaskManager.prototype.popMask = function popMask(target, maskData) { + if (maskData.texture) { + this.popSpriteMask(target, maskData); + } else if (this.enableScissor && !this.renderer.stencilManager.stencilMaskStack.length) { + this.popScissorMask(target, maskData); + } else { + this.popStencilMask(target, maskData); + } + }; + + /** + * Applies the Mask and adds it to the current filter stack. + * + * @param {PIXI.RenderTarget} target - Display Object to push the sprite mask to + * @param {PIXI.Sprite} maskData - Sprite to be used as the mask + */ + + + MaskManager.prototype.pushSpriteMask = function pushSpriteMask(target, maskData) { + var alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex]; + + if (!alphaMaskFilter) { + alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new _SpriteMaskFilter2.default(maskData)]; + } + + alphaMaskFilter[0].resolution = this.renderer.resolution; + alphaMaskFilter[0].maskSprite = maskData; + + // TODO - may cause issues! + target.filterArea = maskData.getBounds(true); + + this.renderer.filterManager.pushFilter(target, alphaMaskFilter); + + this.alphaMaskIndex++; + }; + + /** + * Removes the last filter from the filter stack and doesn't return it. + * + */ + + + MaskManager.prototype.popSpriteMask = function popSpriteMask() { + this.renderer.filterManager.popFilter(); + this.alphaMaskIndex--; + }; + + /** + * Applies the Mask and adds it to the current filter stack. + * + * @param {PIXI.Sprite|PIXI.Graphics} maskData - The masking data. + */ + + + MaskManager.prototype.pushStencilMask = function pushStencilMask(maskData) { + this.renderer.currentRenderer.stop(); + this.renderer.stencilManager.pushStencil(maskData); + }; + + /** + * Removes the last filter from the filter stack and doesn't return it. + * + */ + + + MaskManager.prototype.popStencilMask = function popStencilMask() { + this.renderer.currentRenderer.stop(); + this.renderer.stencilManager.popStencil(); + }; + + /** + * + * @param {PIXI.DisplayObject} target - Display Object to push the mask to + * @param {PIXI.Graphics} maskData - The masking data. + */ + + + MaskManager.prototype.pushScissorMask = function pushScissorMask(target, maskData) { + maskData.renderable = true; + + var renderTarget = this.renderer._activeRenderTarget; + + var bounds = maskData.getBounds(); + + bounds.fit(renderTarget.size); + maskData.renderable = false; + + this.renderer.gl.enable(this.renderer.gl.SCISSOR_TEST); + + var resolution = this.renderer.resolution; + + this.renderer.gl.scissor(bounds.x * resolution, (renderTarget.root ? renderTarget.size.height - bounds.y - bounds.height : bounds.y) * resolution, bounds.width * resolution, bounds.height * resolution); + + this.scissorRenderTarget = renderTarget; + this.scissorData = maskData; + this.scissor = true; + }; + + /** + * + * + */ + + + MaskManager.prototype.popScissorMask = function popScissorMask() { + this.scissorRenderTarget = null; + this.scissorData = null; + this.scissor = false; + + // must be scissor! + var gl = this.renderer.gl; + + gl.disable(gl.SCISSOR_TEST); + }; + + return MaskManager; +}(_WebGLManager3.default); + +exports.default = MaskManager; + +},{"../filters/spriteMask/SpriteMaskFilter":89,"./WebGLManager":93}],92:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _WebGLManager2 = require('./WebGLManager'); + +var _WebGLManager3 = _interopRequireDefault(_WebGLManager2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * @class + * @extends PIXI.WebGLManager + * @memberof PIXI + */ +var StencilManager = function (_WebGLManager) { + _inherits(StencilManager, _WebGLManager); + + /** + * @param {PIXI.WebGLRenderer} renderer - The renderer this manager works for. + */ + function StencilManager(renderer) { + _classCallCheck(this, StencilManager); + + var _this = _possibleConstructorReturn(this, _WebGLManager.call(this, renderer)); + + _this.stencilMaskStack = null; + return _this; + } + + /** + * Changes the mask stack that is used by this manager. + * + * @param {PIXI.Graphics[]} stencilMaskStack - The mask stack + */ + + + StencilManager.prototype.setMaskStack = function setMaskStack(stencilMaskStack) { + this.stencilMaskStack = stencilMaskStack; + + var gl = this.renderer.gl; + + if (stencilMaskStack.length === 0) { + gl.disable(gl.STENCIL_TEST); + } else { + gl.enable(gl.STENCIL_TEST); + } + }; + + /** + * Applies the Mask and adds it to the current stencil stack. @alvin + * + * @param {PIXI.Graphics} graphics - The mask + */ + + + StencilManager.prototype.pushStencil = function pushStencil(graphics) { + this.renderer.setObjectRenderer(this.renderer.plugins.graphics); + + this.renderer._activeRenderTarget.attachStencilBuffer(); + + var gl = this.renderer.gl; + var prevMaskCount = this.stencilMaskStack.length; + + if (prevMaskCount === 0) { + gl.enable(gl.STENCIL_TEST); + } + + this.stencilMaskStack.push(graphics); + + // Increment the refference stencil value where the new mask overlaps with the old ones. + gl.colorMask(false, false, false, false); + gl.stencilFunc(gl.EQUAL, prevMaskCount, this._getBitwiseMask()); + gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR); + this.renderer.plugins.graphics.render(graphics); + + this._useCurrent(); + }; + + /** + * Removes the last mask from the stencil stack. @alvin + */ + + + StencilManager.prototype.popStencil = function popStencil() { + this.renderer.setObjectRenderer(this.renderer.plugins.graphics); + + var gl = this.renderer.gl; + var graphics = this.stencilMaskStack.pop(); + + if (this.stencilMaskStack.length === 0) { + // the stack is empty! + gl.disable(gl.STENCIL_TEST); + gl.clear(gl.STENCIL_BUFFER_BIT); + gl.clearStencil(0); + } else { + // Decrement the refference stencil value where the popped mask overlaps with the other ones + gl.colorMask(false, false, false, false); + gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR); + this.renderer.plugins.graphics.render(graphics); + + this._useCurrent(); + } + }; + + /** + * Setup renderer to use the current stencil data. + */ + + + StencilManager.prototype._useCurrent = function _useCurrent() { + var gl = this.renderer.gl; + + gl.colorMask(true, true, true, true); + gl.stencilFunc(gl.EQUAL, this.stencilMaskStack.length, this._getBitwiseMask()); + gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP); + }; + + /** + * Fill 1s equal to the number of acitve stencil masks. + * + * @return {number} The bitwise mask. + */ + + + StencilManager.prototype._getBitwiseMask = function _getBitwiseMask() { + return (1 << this.stencilMaskStack.length) - 1; + }; + + /** + * Destroys the mask stack. + * + */ + + + StencilManager.prototype.destroy = function destroy() { + _WebGLManager3.default.prototype.destroy.call(this); + + this.stencilMaskStack.stencilStack = null; + }; + + return StencilManager; +}(_WebGLManager3.default); + +exports.default = StencilManager; + +},{"./WebGLManager":93}],93:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * @class + * @memberof PIXI + */ +var WebGLManager = function () { + /** + * @param {PIXI.WebGLRenderer} renderer - The renderer this manager works for. + */ + function WebGLManager(renderer) { + _classCallCheck(this, WebGLManager); + + /** + * The renderer this manager works for. + * + * @member {PIXI.WebGLRenderer} + */ + this.renderer = renderer; + + this.renderer.on('context', this.onContextChange, this); + } + + /** + * Generic method called when there is a WebGL context change. + * + */ + + + WebGLManager.prototype.onContextChange = function onContextChange() {} + // do some codes init! + + + /** + * Generic destroy methods to be overridden by the subclass + * + */ + ; + + WebGLManager.prototype.destroy = function destroy() { + this.renderer.off('context', this.onContextChange, this); + + this.renderer = null; + }; + + return WebGLManager; +}(); + +exports.default = WebGLManager; + +},{}],94:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _WebGLManager2 = require('../managers/WebGLManager'); + +var _WebGLManager3 = _interopRequireDefault(_WebGLManager2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * Base for a common object renderer that can be used as a system renderer plugin. + * + * @class + * @extends PIXI.WebGLManager + * @memberof PIXI + */ +var ObjectRenderer = function (_WebGLManager) { + _inherits(ObjectRenderer, _WebGLManager); + + function ObjectRenderer() { + _classCallCheck(this, ObjectRenderer); + + return _possibleConstructorReturn(this, _WebGLManager.apply(this, arguments)); + } + + /** + * Starts the renderer and sets the shader + * + */ + ObjectRenderer.prototype.start = function start() {} + // set the shader.. + + + /** + * Stops the renderer + * + */ + ; + + ObjectRenderer.prototype.stop = function stop() { + this.flush(); + }; + + /** + * Stub method for rendering content and emptying the current batch. + * + */ + + + ObjectRenderer.prototype.flush = function flush() {} + // flush! + + + /** + * Renders an object + * + * @param {PIXI.DisplayObject} object - The object to render. + */ + ; + + ObjectRenderer.prototype.render = function render(object) // eslint-disable-line no-unused-vars + { + // render the object + }; + + return ObjectRenderer; +}(_WebGLManager3.default); + +exports.default = ObjectRenderer; + +},{"../managers/WebGLManager":93}],95:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _pixiGlCore = require('pixi-gl-core'); + +var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); + +var _createIndicesForQuads = require('../../../utils/createIndicesForQuads'); + +var _createIndicesForQuads2 = _interopRequireDefault(_createIndicesForQuads); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * Helper class to create a quad + * + * @class + * @memberof PIXI + */ +var Quad = function () { + /** + * @param {WebGLRenderingContext} gl - The gl context for this quad to use. + * @param {object} state - TODO: Description + */ + function Quad(gl, state) { + _classCallCheck(this, Quad); + + /** + * the current WebGL drawing context + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + /** + * An array of vertices + * + * @member {Float32Array} + */ + this.vertices = new Float32Array([-1, -1, 1, -1, 1, 1, -1, 1]); + + /** + * The Uvs of the quad + * + * @member {Float32Array} + */ + this.uvs = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]); + + this.interleaved = new Float32Array(8 * 2); + + for (var i = 0; i < 4; i++) { + this.interleaved[i * 4] = this.vertices[i * 2]; + this.interleaved[i * 4 + 1] = this.vertices[i * 2 + 1]; + this.interleaved[i * 4 + 2] = this.uvs[i * 2]; + this.interleaved[i * 4 + 3] = this.uvs[i * 2 + 1]; + } + + /** + * An array containing the indices of the vertices + * + * @member {Uint16Array} + */ + this.indices = (0, _createIndicesForQuads2.default)(1); + + /** + * The vertex buffer + * + * @member {glCore.GLBuffer} + */ + this.vertexBuffer = _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, this.interleaved, gl.STATIC_DRAW); + + /** + * The index buffer + * + * @member {glCore.GLBuffer} + */ + this.indexBuffer = _pixiGlCore2.default.GLBuffer.createIndexBuffer(gl, this.indices, gl.STATIC_DRAW); + + /** + * The vertex array object + * + * @member {glCore.VertexArrayObject} + */ + this.vao = new _pixiGlCore2.default.VertexArrayObject(gl, state); + } + + /** + * Initialises the vaos and uses the shader. + * + * @param {PIXI.Shader} shader - the shader to use + */ + + + Quad.prototype.initVao = function initVao(shader) { + this.vao.clear().addIndex(this.indexBuffer).addAttribute(this.vertexBuffer, shader.attributes.aVertexPosition, this.gl.FLOAT, false, 4 * 4, 0).addAttribute(this.vertexBuffer, shader.attributes.aTextureCoord, this.gl.FLOAT, false, 4 * 4, 2 * 4); + }; + + /** + * Maps two Rectangle to the quad. + * + * @param {PIXI.Rectangle} targetTextureFrame - the first rectangle + * @param {PIXI.Rectangle} destinationFrame - the second rectangle + * @return {PIXI.Quad} Returns itself. + */ + + + Quad.prototype.map = function map(targetTextureFrame, destinationFrame) { + var x = 0; // destinationFrame.x / targetTextureFrame.width; + var y = 0; // destinationFrame.y / targetTextureFrame.height; + + this.uvs[0] = x; + this.uvs[1] = y; + + this.uvs[2] = x + destinationFrame.width / targetTextureFrame.width; + this.uvs[3] = y; + + this.uvs[4] = x + destinationFrame.width / targetTextureFrame.width; + this.uvs[5] = y + destinationFrame.height / targetTextureFrame.height; + + this.uvs[6] = x; + this.uvs[7] = y + destinationFrame.height / targetTextureFrame.height; + + x = destinationFrame.x; + y = destinationFrame.y; + + this.vertices[0] = x; + this.vertices[1] = y; + + this.vertices[2] = x + destinationFrame.width; + this.vertices[3] = y; + + this.vertices[4] = x + destinationFrame.width; + this.vertices[5] = y + destinationFrame.height; + + this.vertices[6] = x; + this.vertices[7] = y + destinationFrame.height; + + return this; + }; + + /** + * Binds the buffer and uploads the data + * + * @return {PIXI.Quad} Returns itself. + */ + + + Quad.prototype.upload = function upload() { + for (var i = 0; i < 4; i++) { + this.interleaved[i * 4] = this.vertices[i * 2]; + this.interleaved[i * 4 + 1] = this.vertices[i * 2 + 1]; + this.interleaved[i * 4 + 2] = this.uvs[i * 2]; + this.interleaved[i * 4 + 3] = this.uvs[i * 2 + 1]; + } + + this.vertexBuffer.upload(this.interleaved); + + return this; + }; + + /** + * Removes this quad from WebGL + */ + + + Quad.prototype.destroy = function destroy() { + var gl = this.gl; + + gl.deleteBuffer(this.vertexBuffer); + gl.deleteBuffer(this.indexBuffer); + }; + + return Quad; +}(); + +exports.default = Quad; + +},{"../../../utils/createIndicesForQuads":122,"pixi-gl-core":7}],96:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _math = require('../../../math'); + +var _const = require('../../../const'); + +var _settings = require('../../../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +var _pixiGlCore = require('pixi-gl-core'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * @class + * @memberof PIXI + */ +var RenderTarget = function () { + /** + * @param {WebGLRenderingContext} gl - The current WebGL drawing context + * @param {number} [width=0] - the horizontal range of the filter + * @param {number} [height=0] - the vertical range of the filter + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {number} [resolution=1] - The current resolution / device pixel ratio + * @param {boolean} [root=false] - Whether this object is the root element or not + */ + function RenderTarget(gl, width, height, scaleMode, resolution, root) { + _classCallCheck(this, RenderTarget); + + // TODO Resolution could go here ( eg low res blurs ) + + /** + * The current WebGL drawing context. + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + // next time to create a frame buffer and texture + + /** + * A frame buffer + * + * @member {PIXI.glCore.GLFramebuffer} + */ + this.frameBuffer = null; + + /** + * The texture + * + * @member {PIXI.glCore.GLTexture} + */ + this.texture = null; + + /** + * The background colour of this render target, as an array of [r,g,b,a] values + * + * @member {number[]} + */ + this.clearColor = [0, 0, 0, 0]; + + /** + * The size of the object as a rectangle + * + * @member {PIXI.Rectangle} + */ + this.size = new _math.Rectangle(0, 0, 1, 1); + + /** + * The current resolution / device pixel ratio + * + * @member {number} + * @default 1 + */ + this.resolution = resolution || _settings2.default.RESOLUTION; + + /** + * The projection matrix + * + * @member {PIXI.Matrix} + */ + this.projectionMatrix = new _math.Matrix(); + + /** + * The object's transform + * + * @member {PIXI.Matrix} + */ + this.transform = null; + + /** + * The frame. + * + * @member {PIXI.Rectangle} + */ + this.frame = null; + + /** + * The stencil buffer stores masking data for the render target + * + * @member {glCore.GLBuffer} + */ + this.defaultFrame = new _math.Rectangle(); + this.destinationFrame = null; + this.sourceFrame = null; + + /** + * The stencil buffer stores masking data for the render target + * + * @member {glCore.GLBuffer} + */ + this.stencilBuffer = null; + + /** + * The data structure for the stencil masks + * + * @member {PIXI.Graphics[]} + */ + this.stencilMaskStack = []; + + /** + * Stores filter data for the render target + * + * @member {object[]} + */ + this.filterData = null; + + /** + * The scale mode. + * + * @member {number} + * @default PIXI.settings.SCALE_MODE + * @see PIXI.SCALE_MODES + */ + this.scaleMode = scaleMode !== undefined ? scaleMode : _settings2.default.SCALE_MODE; + + /** + * Whether this object is the root element or not + * + * @member {boolean} + */ + this.root = root; + + if (!this.root) { + this.frameBuffer = _pixiGlCore.GLFramebuffer.createRGBA(gl, 100, 100); + + if (this.scaleMode === _const.SCALE_MODES.NEAREST) { + this.frameBuffer.texture.enableNearestScaling(); + } else { + this.frameBuffer.texture.enableLinearScaling(); + } + /* + A frame buffer needs a target to render to.. + create a texture and bind it attach it to the framebuffer.. + */ + + // this is used by the base texture + this.texture = this.frameBuffer.texture; + } else { + // make it a null framebuffer.. + this.frameBuffer = new _pixiGlCore.GLFramebuffer(gl, 100, 100); + this.frameBuffer.framebuffer = null; + } + + this.setFrame(); + + this.resize(width, height); + } + + /** + * Clears the filter texture. + * + * @param {number[]} [clearColor=this.clearColor] - Array of [r,g,b,a] to clear the framebuffer + */ + + + RenderTarget.prototype.clear = function clear(clearColor) { + var cc = clearColor || this.clearColor; + + this.frameBuffer.clear(cc[0], cc[1], cc[2], cc[3]); // r,g,b,a); + }; + + /** + * Binds the stencil buffer. + * + */ + + + RenderTarget.prototype.attachStencilBuffer = function attachStencilBuffer() { + // TODO check if stencil is done? + /** + * The stencil buffer is used for masking in pixi + * lets create one and then add attach it to the framebuffer.. + */ + if (!this.root) { + this.frameBuffer.enableStencil(); + } + }; + + /** + * Sets the frame of the render target. + * + * @param {Rectangle} destinationFrame - The destination frame. + * @param {Rectangle} sourceFrame - The source frame. + */ + + + RenderTarget.prototype.setFrame = function setFrame(destinationFrame, sourceFrame) { + this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame; + this.sourceFrame = sourceFrame || this.sourceFrame || this.destinationFrame; + }; + + /** + * Binds the buffers and initialises the viewport. + * + */ + + + RenderTarget.prototype.activate = function activate() { + // TOOD refactor usage of frame.. + var gl = this.gl; + + // make sure the texture is unbound! + this.frameBuffer.bind(); + + this.calculateProjection(this.destinationFrame, this.sourceFrame); + + if (this.transform) { + this.projectionMatrix.append(this.transform); + } + + // TODO add a check as them may be the same! + if (this.destinationFrame !== this.sourceFrame) { + gl.enable(gl.SCISSOR_TEST); + gl.scissor(this.destinationFrame.x | 0, this.destinationFrame.y | 0, this.destinationFrame.width * this.resolution | 0, this.destinationFrame.height * this.resolution | 0); + } else { + gl.disable(gl.SCISSOR_TEST); + } + + // TODO - does not need to be updated all the time?? + gl.viewport(this.destinationFrame.x | 0, this.destinationFrame.y | 0, this.destinationFrame.width * this.resolution | 0, this.destinationFrame.height * this.resolution | 0); + }; + + /** + * Updates the projection matrix based on a projection frame (which is a rectangle) + * + * @param {Rectangle} destinationFrame - The destination frame. + * @param {Rectangle} sourceFrame - The source frame. + */ + + + RenderTarget.prototype.calculateProjection = function calculateProjection(destinationFrame, sourceFrame) { + var pm = this.projectionMatrix; + + sourceFrame = sourceFrame || destinationFrame; + + pm.identity(); + + // TODO: make dest scale source + if (!this.root) { + pm.a = 1 / destinationFrame.width * 2; + pm.d = 1 / destinationFrame.height * 2; + + pm.tx = -1 - sourceFrame.x * pm.a; + pm.ty = -1 - sourceFrame.y * pm.d; + } else { + pm.a = 1 / destinationFrame.width * 2; + pm.d = -1 / destinationFrame.height * 2; + + pm.tx = -1 - sourceFrame.x * pm.a; + pm.ty = 1 - sourceFrame.y * pm.d; + } + }; + + /** + * Resizes the texture to the specified width and height + * + * @param {number} width - the new width of the texture + * @param {number} height - the new height of the texture + */ + + + RenderTarget.prototype.resize = function resize(width, height) { + width = width | 0; + height = height | 0; + + if (this.size.width === width && this.size.height === height) { + return; + } + + this.size.width = width; + this.size.height = height; + + this.defaultFrame.width = width; + this.defaultFrame.height = height; + + this.frameBuffer.resize(width * this.resolution, height * this.resolution); + + var projectionFrame = this.frame || this.size; + + this.calculateProjection(projectionFrame); + }; + + /** + * Destroys the render target. + * + */ + + + RenderTarget.prototype.destroy = function destroy() { + this.frameBuffer.destroy(); + + this.frameBuffer = null; + this.texture = null; + }; + + return RenderTarget; +}(); + +exports.default = RenderTarget; + +},{"../../../const":46,"../../../math":70,"../../../settings":101,"pixi-gl-core":7}],97:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = checkMaxIfStatmentsInShader; + +var _pixiGlCore = require('pixi-gl-core'); + +var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +var fragTemplate = ['precision mediump float;', 'void main(void){', 'float test = 0.1;', '%forloop%', 'gl_FragColor = vec4(0.0);', '}'].join('\n'); + +function checkMaxIfStatmentsInShader(maxIfs, gl) { + var createTempContext = !gl; + + if (maxIfs === 0) { + throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`'); + } + + if (createTempContext) { + var tinyCanvas = document.createElement('canvas'); + + tinyCanvas.width = 1; + tinyCanvas.height = 1; + + gl = _pixiGlCore2.default.createContext(tinyCanvas); + } + + var shader = gl.createShader(gl.FRAGMENT_SHADER); + + while (true) // eslint-disable-line no-constant-condition + { + var fragmentSrc = fragTemplate.replace(/%forloop%/gi, generateIfTestSrc(maxIfs)); + + gl.shaderSource(shader, fragmentSrc); + gl.compileShader(shader); + + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { + maxIfs = maxIfs / 2 | 0; + } else { + // valid! + break; + } + } + + if (createTempContext) { + // get rid of context + if (gl.getExtension('WEBGL_lose_context')) { + gl.getExtension('WEBGL_lose_context').loseContext(); + } + } + + return maxIfs; +} + +function generateIfTestSrc(maxIfs) { + var src = ''; + + for (var i = 0; i < maxIfs; ++i) { + if (i > 0) { + src += '\nelse '; + } + + if (i < maxIfs - 1) { + src += 'if(test == ' + i + '.0){}'; + } + } + + return src; +} + +},{"pixi-gl-core":7}],98:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = mapWebGLBlendModesToPixi; + +var _const = require('../../../const'); + +/** + * Maps gl blend combinations to WebGL. + * + * @memberof PIXI + * @function mapWebGLBlendModesToPixi + * @private + * @param {WebGLRenderingContext} gl - The rendering context. + * @param {string[]} [array=[]] - The array to output into. + * @return {string[]} Mapped modes. + */ +function mapWebGLBlendModesToPixi(gl) { + var array = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : []; + + // TODO - premultiply alpha would be different. + // add a boolean for that! + array[_const.BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.ADD] = [gl.ONE, gl.DST_ALPHA]; + array[_const.BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR]; + array[_const.BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + + // not-premultiplied blend modes + array[_const.BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.DST_ALPHA, gl.ONE, gl.DST_ALPHA]; + array[_const.BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_COLOR]; + + return array; +} + +},{"../../../const":46}],99:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = mapWebGLDrawModesToPixi; + +var _const = require('../../../const'); + +/** + * Generic Mask Stack data structure. + * + * @memberof PIXI + * @function mapWebGLDrawModesToPixi + * @private + * @param {WebGLRenderingContext} gl - The current WebGL drawing context + * @param {object} [object={}] - The object to map into + * @return {object} The mapped draw modes. + */ +function mapWebGLDrawModesToPixi(gl) { + var object = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; + + object[_const.DRAW_MODES.POINTS] = gl.POINTS; + object[_const.DRAW_MODES.LINES] = gl.LINES; + object[_const.DRAW_MODES.LINE_LOOP] = gl.LINE_LOOP; + object[_const.DRAW_MODES.LINE_STRIP] = gl.LINE_STRIP; + object[_const.DRAW_MODES.TRIANGLES] = gl.TRIANGLES; + object[_const.DRAW_MODES.TRIANGLE_STRIP] = gl.TRIANGLE_STRIP; + object[_const.DRAW_MODES.TRIANGLE_FAN] = gl.TRIANGLE_FAN; + + return object; +} + +},{"../../../const":46}],100:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = validateContext; +function validateContext(gl) { + var attributes = gl.getContextAttributes(); + + // this is going to be fairly simple for now.. but at least we have room to grow! + if (!attributes.stencil) { + /* eslint-disable no-console */ + console.warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly'); + /* eslint-enable no-console */ + } +} + +},{}],101:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _maxRecommendedTextures = require('./utils/maxRecommendedTextures'); + +var _maxRecommendedTextures2 = _interopRequireDefault(_maxRecommendedTextures); + +var _canUploadSameBuffer = require('./utils/canUploadSameBuffer'); + +var _canUploadSameBuffer2 = _interopRequireDefault(_canUploadSameBuffer); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +/** + * User's customizable globals for overriding the default PIXI settings, such + * as a renderer's default resolution, framerate, float percision, etc. + * @example + * // Use the native window resolution as the default resolution + * // will support high-density displays when rendering + * PIXI.settings.RESOLUTION = window.devicePixelRatio. + * + * // Disable interpolation when scaling, will make texture be pixelated + * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST; + * @namespace PIXI.settings + */ +exports.default = { + + /** + * Target frames per millisecond. + * + * @static + * @memberof PIXI.settings + * @type {number} + * @default 0.06 + */ + TARGET_FPMS: 0.06, + + /** + * If set to true WebGL will attempt make textures mimpaped by default. + * Mipmapping will only succeed if the base texture uploaded has power of two dimensions. + * + * @static + * @memberof PIXI.settings + * @type {boolean} + * @default true + */ + MIPMAP_TEXTURES: true, + + /** + * Default resolution / device pixel ratio of the renderer. + * + * @static + * @memberof PIXI.settings + * @type {number} + * @default 1 + */ + RESOLUTION: 1, + + /** + * Default filter resolution. + * + * @static + * @memberof PIXI.settings + * @type {number} + * @default 1 + */ + FILTER_RESOLUTION: 1, + + /** + * The maximum textures that this device supports. + * + * @static + * @memberof PIXI.settings + * @type {number} + * @default 32 + */ + SPRITE_MAX_TEXTURES: (0, _maxRecommendedTextures2.default)(32), + + // TODO: maybe change to SPRITE.BATCH_SIZE: 2000 + // TODO: maybe add PARTICLE.BATCH_SIZE: 15000 + + /** + * The default sprite batch size. + * + * The default aims to balance desktop and mobile devices. + * + * @static + * @memberof PIXI.settings + * @type {number} + * @default 4096 + */ + SPRITE_BATCH_SIZE: 4096, + + /** + * The prefix that denotes a URL is for a retina asset. + * + * @static + * @memberof PIXI.settings + * @type {RegExp} + * @example `@2x` + * @default /@([0-9\.]+)x/ + */ + RETINA_PREFIX: /@([0-9\.]+)x/, + + /** + * The default render options if none are supplied to {@link PIXI.WebGLRenderer} + * or {@link PIXI.CanvasRenderer}. + * + * @static + * @constant + * @memberof PIXI.settings + * @type {object} + * @property {HTMLCanvasElement} view=null + * @property {number} resolution=1 + * @property {boolean} antialias=false + * @property {boolean} forceFXAA=false + * @property {boolean} autoResize=false + * @property {boolean} transparent=false + * @property {number} backgroundColor=0x000000 + * @property {boolean} clearBeforeRender=true + * @property {boolean} preserveDrawingBuffer=false + * @property {boolean} roundPixels=false + * @property {number} width=800 + * @property {number} height=600 + * @property {boolean} legacy=false + */ + RENDER_OPTIONS: { + view: null, + antialias: false, + forceFXAA: false, + autoResize: false, + transparent: false, + backgroundColor: 0x000000, + clearBeforeRender: true, + preserveDrawingBuffer: false, + roundPixels: false, + width: 800, + height: 600, + legacy: false + }, + + /** + * Default transform type. + * + * @static + * @memberof PIXI.settings + * @type {PIXI.TRANSFORM_MODE} + * @default PIXI.TRANSFORM_MODE.STATIC + */ + TRANSFORM_MODE: 0, + + /** + * Default Garbage Collection mode. + * + * @static + * @memberof PIXI.settings + * @type {PIXI.GC_MODES} + * @default PIXI.GC_MODES.AUTO + */ + GC_MODE: 0, + + /** + * Default Garbage Collection max idle. + * + * @static + * @memberof PIXI.settings + * @type {number} + * @default 3600 + */ + GC_MAX_IDLE: 60 * 60, + + /** + * Default Garbage Collection maximum check count. + * + * @static + * @memberof PIXI.settings + * @type {number} + * @default 600 + */ + GC_MAX_CHECK_COUNT: 60 * 10, + + /** + * Default wrap modes that are supported by pixi. + * + * @static + * @memberof PIXI.settings + * @type {PIXI.WRAP_MODES} + * @default PIXI.WRAP_MODES.CLAMP + */ + WRAP_MODE: 0, + + /** + * The scale modes that are supported by pixi. + * + * @static + * @memberof PIXI.settings + * @type {PIXI.SCALE_MODES} + * @default PIXI.SCALE_MODES.LINEAR + */ + SCALE_MODE: 0, + + /** + * Default specify float precision in vertex shader. + * + * @static + * @memberof PIXI.settings + * @type {PIXI.PRECISION} + * @default PIXI.PRECISION.HIGH + */ + PRECISION_VERTEX: 'highp', + + /** + * Default specify float precision in fragment shader. + * + * @static + * @memberof PIXI.settings + * @type {PIXI.PRECISION} + * @default PIXI.PRECISION.MEDIUM + */ + PRECISION_FRAGMENT: 'mediump', + + /** + * Can we upload the same buffer in a single frame? + * + * @static + * @constant + * @memberof PIXI + * @type {boolean} + */ + CAN_UPLOAD_SAME_BUFFER: (0, _canUploadSameBuffer2.default)() + +}; + +},{"./utils/canUploadSameBuffer":121,"./utils/maxRecommendedTextures":126}],102:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _math = require('../math'); + +var _utils = require('../utils'); + +var _const = require('../const'); + +var _Texture = require('../textures/Texture'); + +var _Texture2 = _interopRequireDefault(_Texture); + +var _Container2 = require('../display/Container'); + +var _Container3 = _interopRequireDefault(_Container2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +var tempPoint = new _math.Point(); + +/** + * The Sprite object is the base for all textured objects that are rendered to the screen + * + * A sprite can be created directly from an image like this: + * + * ```js + * let sprite = new PIXI.Sprite.fromImage('assets/image.png'); + * ``` + * + * @class + * @extends PIXI.Container + * @memberof PIXI + */ + +var Sprite = function (_Container) { + _inherits(Sprite, _Container); + + /** + * @param {PIXI.Texture} texture - The texture for this sprite + */ + function Sprite(texture) { + _classCallCheck(this, Sprite); + + /** + * The anchor sets the origin point of the texture. + * The default is 0,0 this means the texture's origin is the top left + * Setting the anchor to 0.5,0.5 means the texture's origin is centered + * Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner + * + * @member {PIXI.ObservablePoint} + * @private + */ + var _this = _possibleConstructorReturn(this, _Container.call(this)); + + _this._anchor = new _math.ObservablePoint(_this._onAnchorUpdate, _this); + + /** + * The texture that the sprite is using + * + * @private + * @member {PIXI.Texture} + */ + _this._texture = null; + + /** + * The width of the sprite (this is initially set by the texture) + * + * @private + * @member {number} + */ + _this._width = 0; + + /** + * The height of the sprite (this is initially set by the texture) + * + * @private + * @member {number} + */ + _this._height = 0; + + /** + * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect. + * + * @private + * @member {number} + * @default 0xFFFFFF + */ + _this._tint = null; + _this._tintRGB = null; + _this.tint = 0xFFFFFF; + + /** + * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL + * @see PIXI.BLEND_MODES + */ + _this.blendMode = _const.BLEND_MODES.NORMAL; + + /** + * The shader that will be used to render the sprite. Set to null to remove a current shader. + * + * @member {PIXI.Filter|PIXI.Shader} + */ + _this.shader = null; + + /** + * An internal cached value of the tint. + * + * @private + * @member {number} + * @default 0xFFFFFF + */ + _this.cachedTint = 0xFFFFFF; + + // call texture setter + _this.texture = texture || _Texture2.default.EMPTY; + + /** + * this is used to store the vertex data of the sprite (basically a quad) + * + * @private + * @member {Float32Array} + */ + _this.vertexData = new Float32Array(8); + + /** + * This is used to calculate the bounds of the object IF it is a trimmed sprite + * + * @private + * @member {Float32Array} + */ + _this.vertexTrimmedData = null; + + _this._transformID = -1; + _this._textureID = -1; + + _this._transformTrimmedID = -1; + _this._textureTrimmedID = -1; + + /** + * Plugin that is responsible for rendering this element. + * Allows to customize the rendering process without overriding '_renderWebGL' & '_renderCanvas' methods. + * + * @member {string} + * @default 'sprite' + */ + _this.pluginName = 'sprite'; + return _this; + } + + /** + * When the texture is updated, this event will fire to update the scale and frame + * + * @private + */ + + + Sprite.prototype._onTextureUpdate = function _onTextureUpdate() { + this._textureID = -1; + this._textureTrimmedID = -1; + + // so if _width is 0 then width was not set.. + if (this._width) { + this.scale.x = (0, _utils.sign)(this.scale.x) * this._width / this._texture.orig.width; + } + + if (this._height) { + this.scale.y = (0, _utils.sign)(this.scale.y) * this._height / this._texture.orig.height; + } + }; + + /** + * Called when the anchor position updates. + * + * @private + */ + + + Sprite.prototype._onAnchorUpdate = function _onAnchorUpdate() { + this._transformID = -1; + this._transformTrimmedID = -1; + }; + + /** + * calculates worldTransform * vertices, store it in vertexData + */ + + + Sprite.prototype.calculateVertices = function calculateVertices() { + if (this._transformID === this.transform._worldID && this._textureID === this._texture._updateID) { + return; + } + + this._transformID = this.transform._worldID; + this._textureID = this._texture._updateID; + + // set the vertex data + + var texture = this._texture; + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var vertexData = this.vertexData; + var trim = texture.trim; + var orig = texture.orig; + var anchor = this._anchor; + + var w0 = 0; + var w1 = 0; + var h0 = 0; + var h1 = 0; + + if (trim) { + // if the sprite is trimmed and is not a tilingsprite then we need to add the extra + // space before transforming the sprite coords. + w1 = trim.x - anchor._x * orig.width; + w0 = w1 + trim.width; + + h1 = trim.y - anchor._y * orig.height; + h0 = h1 + trim.height; + } else { + w1 = -anchor._x * orig.width; + w0 = w1 + orig.width; + + h1 = -anchor._y * orig.height; + h0 = h1 + orig.height; + } + + // xy + vertexData[0] = a * w1 + c * h1 + tx; + vertexData[1] = d * h1 + b * w1 + ty; + + // xy + vertexData[2] = a * w0 + c * h1 + tx; + vertexData[3] = d * h1 + b * w0 + ty; + + // xy + vertexData[4] = a * w0 + c * h0 + tx; + vertexData[5] = d * h0 + b * w0 + ty; + + // xy + vertexData[6] = a * w1 + c * h0 + tx; + vertexData[7] = d * h0 + b * w1 + ty; + }; + + /** + * calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData + * This is used to ensure that the true width and height of a trimmed texture is respected + */ + + + Sprite.prototype.calculateTrimmedVertices = function calculateTrimmedVertices() { + if (!this.vertexTrimmedData) { + this.vertexTrimmedData = new Float32Array(8); + } else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) { + return; + } + + this._transformTrimmedID = this.transform._worldID; + this._textureTrimmedID = this._texture._updateID; + + // lets do some special trim code! + var texture = this._texture; + var vertexData = this.vertexTrimmedData; + var orig = texture.orig; + var anchor = this._anchor; + + // lets calculate the new untrimmed bounds.. + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + + var w1 = -anchor._x * orig.width; + var w0 = w1 + orig.width; + + var h1 = -anchor._y * orig.height; + var h0 = h1 + orig.height; + + // xy + vertexData[0] = a * w1 + c * h1 + tx; + vertexData[1] = d * h1 + b * w1 + ty; + + // xy + vertexData[2] = a * w0 + c * h1 + tx; + vertexData[3] = d * h1 + b * w0 + ty; + + // xy + vertexData[4] = a * w0 + c * h0 + tx; + vertexData[5] = d * h0 + b * w0 + ty; + + // xy + vertexData[6] = a * w1 + c * h0 + tx; + vertexData[7] = d * h0 + b * w1 + ty; + }; + + /** + * + * Renders the object using the WebGL renderer + * + * @private + * @param {PIXI.WebGLRenderer} renderer - The webgl renderer to use. + */ + + + Sprite.prototype._renderWebGL = function _renderWebGL(renderer) { + this.calculateVertices(); + + renderer.setObjectRenderer(renderer.plugins[this.pluginName]); + renderer.plugins[this.pluginName].render(this); + }; + + /** + * Renders the object using the Canvas renderer + * + * @private + * @param {PIXI.CanvasRenderer} renderer - The renderer + */ + + + Sprite.prototype._renderCanvas = function _renderCanvas(renderer) { + renderer.plugins[this.pluginName].render(this); + }; + + /** + * Updates the bounds of the sprite. + * + * @private + */ + + + Sprite.prototype._calculateBounds = function _calculateBounds() { + var trim = this._texture.trim; + var orig = this._texture.orig; + + // First lets check to see if the current texture has a trim.. + if (!trim || trim.width === orig.width && trim.height === orig.height) { + // no trim! lets use the usual calculations.. + this.calculateVertices(); + this._bounds.addQuad(this.vertexData); + } else { + // lets calculate a special trimmed bounds... + this.calculateTrimmedVertices(); + this._bounds.addQuad(this.vertexTrimmedData); + } + }; + + /** + * Gets the local bounds of the sprite object. + * + * @param {PIXI.Rectangle} rect - The output rectangle. + * @return {PIXI.Rectangle} The bounds. + */ + + + Sprite.prototype.getLocalBounds = function getLocalBounds(rect) { + // we can do a fast local bounds if the sprite has no children! + if (this.children.length === 0) { + this._bounds.minX = this._texture.orig.width * -this._anchor._x; + this._bounds.minY = this._texture.orig.height * -this._anchor._y; + this._bounds.maxX = this._texture.orig.width * (1 - this._anchor._x); + this._bounds.maxY = this._texture.orig.height * (1 - this._anchor._y); + + if (!rect) { + if (!this._localBoundsRect) { + this._localBoundsRect = new _math.Rectangle(); + } + + rect = this._localBoundsRect; + } + + return this._bounds.getRectangle(rect); + } + + return _Container.prototype.getLocalBounds.call(this, rect); + }; + + /** + * Tests if a point is inside this sprite + * + * @param {PIXI.Point} point - the point to test + * @return {boolean} the result of the test + */ + + + Sprite.prototype.containsPoint = function containsPoint(point) { + this.worldTransform.applyInverse(point, tempPoint); + + var width = this._texture.orig.width; + var height = this._texture.orig.height; + var x1 = -width * this.anchor.x; + var y1 = 0; + + if (tempPoint.x >= x1 && tempPoint.x < x1 + width) { + y1 = -height * this.anchor.y; + + if (tempPoint.y >= y1 && tempPoint.y < y1 + height) { + return true; + } + } + + return false; + }; + + /** + * Destroys this sprite and optionally its texture and children + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well + * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well + */ + + + Sprite.prototype.destroy = function destroy(options) { + _Container.prototype.destroy.call(this, options); + + this._anchor = null; + + var destroyTexture = typeof options === 'boolean' ? options : options && options.texture; + + if (destroyTexture) { + var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture; + + this._texture.destroy(!!destroyBaseTexture); + } + + this._texture = null; + this.shader = null; + }; + + // some helper functions.. + + /** + * Helper function that creates a new sprite based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * + * @static + * @param {number|string|PIXI.BaseTexture|HTMLCanvasElement|HTMLVideoElement} source Source to create texture from + * @return {PIXI.Sprite} The newly created sprite + */ + + + Sprite.from = function from(source) { + return new Sprite(_Texture2.default.from(source)); + }; + + /** + * Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId + * The frame ids are created when a Texture packer file has been loaded + * + * @static + * @param {string} frameId - The frame Id of the texture in the cache + * @return {PIXI.Sprite} A new Sprite using a texture from the texture cache matching the frameId + */ + + + Sprite.fromFrame = function fromFrame(frameId) { + var texture = _utils.TextureCache[frameId]; + + if (!texture) { + throw new Error('The frameId "' + frameId + '" does not exist in the texture cache'); + } + + return new Sprite(texture); + }; + + /** + * Helper function that creates a sprite that will contain a texture based on an image url + * If the image is not in the texture cache it will be loaded + * + * @static + * @param {string} imageId - The image url of the texture + * @param {boolean} [crossorigin=(auto)] - if you want to specify the cross-origin parameter + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - if you want to specify the scale mode, + * see {@link PIXI.SCALE_MODES} for possible values + * @return {PIXI.Sprite} A new Sprite using a texture from the texture cache matching the image id + */ + + + Sprite.fromImage = function fromImage(imageId, crossorigin, scaleMode) { + return new Sprite(_Texture2.default.fromImage(imageId, crossorigin, scaleMode)); + }; + + /** + * The width of the sprite, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + + + _createClass(Sprite, [{ + key: 'width', + get: function get() { + return Math.abs(this.scale.x) * this._texture.orig.width; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + var s = (0, _utils.sign)(this.scale.x) || 1; + + this.scale.x = s * value / this._texture.orig.width; + this._width = value; + } + + /** + * The height of the sprite, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + + }, { + key: 'height', + get: function get() { + return Math.abs(this.scale.y) * this._texture.orig.height; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + var s = (0, _utils.sign)(this.scale.y) || 1; + + this.scale.y = s * value / this._texture.orig.height; + this._height = value; + } + + /** + * The anchor sets the origin point of the texture. + * The default is 0,0 this means the texture's origin is the top left + * Setting the anchor to 0.5,0.5 means the texture's origin is centered + * Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner + * + * @member {PIXI.ObservablePoint} + */ + + }, { + key: 'anchor', + get: function get() { + return this._anchor; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._anchor.copy(value); + } + + /** + * The tint applied to the sprite. This is a hex value. + * A value of 0xFFFFFF will remove any tint effect. + * + * @member {number} + * @default 0xFFFFFF + */ + + }, { + key: 'tint', + get: function get() { + return this._tint; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._tint = value; + this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16); + } + + /** + * The texture that the sprite is using + * + * @member {PIXI.Texture} + */ + + }, { + key: 'texture', + get: function get() { + return this._texture; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (this._texture === value) { + return; + } + + this._texture = value; + this.cachedTint = 0xFFFFFF; + + this._textureID = -1; + this._textureTrimmedID = -1; + + if (value) { + // wait for the texture to load + if (value.baseTexture.hasLoaded) { + this._onTextureUpdate(); + } else { + value.once('update', this._onTextureUpdate, this); + } + } + } + }]); + + return Sprite; +}(_Container3.default); + +exports.default = Sprite; + +},{"../const":46,"../display/Container":48,"../math":70,"../textures/Texture":115,"../utils":124}],103:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _CanvasRenderer = require('../../renderers/canvas/CanvasRenderer'); + +var _CanvasRenderer2 = _interopRequireDefault(_CanvasRenderer); + +var _const = require('../../const'); + +var _math = require('../../math'); + +var _CanvasTinter = require('./CanvasTinter'); + +var _CanvasTinter2 = _interopRequireDefault(_CanvasTinter); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +var canvasRenderWorldTransform = new _math.Matrix(); + +/** + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original PixiJS version! + * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now + * share 4 bytes on the vertex buffer + * + * Heavily inspired by LibGDX's CanvasSpriteRenderer: + * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/CanvasSpriteRenderer.java + */ + +/** + * Renderer dedicated to drawing and batching sprites. + * + * @class + * @private + * @memberof PIXI + */ + +var CanvasSpriteRenderer = function () { + /** + * @param {PIXI.WebGLRenderer} renderer -The renderer sprite this batch works for. + */ + function CanvasSpriteRenderer(renderer) { + _classCallCheck(this, CanvasSpriteRenderer); + + this.renderer = renderer; + } + + /** + * Renders the sprite object. + * + * @param {PIXI.Sprite} sprite - the sprite to render when using this spritebatch + */ + + + CanvasSpriteRenderer.prototype.render = function render(sprite) { + var texture = sprite._texture; + var renderer = this.renderer; + + var width = texture._frame.width; + var height = texture._frame.height; + + var wt = sprite.transform.worldTransform; + var dx = 0; + var dy = 0; + + if (texture.orig.width <= 0 || texture.orig.height <= 0 || !texture.baseTexture.source) { + return; + } + + renderer.setBlendMode(sprite.blendMode); + + // Ignore null sources + if (texture.valid) { + renderer.context.globalAlpha = sprite.worldAlpha; + + // If smoothingEnabled is supported and we need to change the smoothing property for sprite texture + var smoothingEnabled = texture.baseTexture.scaleMode === _const.SCALE_MODES.LINEAR; + + if (renderer.smoothProperty && renderer.context[renderer.smoothProperty] !== smoothingEnabled) { + renderer.context[renderer.smoothProperty] = smoothingEnabled; + } + + if (texture.trim) { + dx = texture.trim.width / 2 + texture.trim.x - sprite.anchor.x * texture.orig.width; + dy = texture.trim.height / 2 + texture.trim.y - sprite.anchor.y * texture.orig.height; + } else { + dx = (0.5 - sprite.anchor.x) * texture.orig.width; + dy = (0.5 - sprite.anchor.y) * texture.orig.height; + } + + if (texture.rotate) { + wt.copy(canvasRenderWorldTransform); + wt = canvasRenderWorldTransform; + _math.GroupD8.matrixAppendRotationInv(wt, texture.rotate, dx, dy); + // the anchor has already been applied above, so lets set it to zero + dx = 0; + dy = 0; + } + + dx -= width / 2; + dy -= height / 2; + + // Allow for pixel rounding + if (renderer.roundPixels) { + renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, wt.tx * renderer.resolution | 0, wt.ty * renderer.resolution | 0); + + dx = dx | 0; + dy = dy | 0; + } else { + renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, wt.tx * renderer.resolution, wt.ty * renderer.resolution); + } + + var resolution = texture.baseTexture.resolution; + + if (sprite.tint !== 0xFFFFFF) { + if (sprite.cachedTint !== sprite.tint || sprite.tintedTexture.tintId !== sprite._texture._updateID) { + sprite.cachedTint = sprite.tint; + + // TODO clean up caching - how to clean up the caches? + sprite.tintedTexture = _CanvasTinter2.default.getTintedTexture(sprite, sprite.tint); + } + + renderer.context.drawImage(sprite.tintedTexture, 0, 0, width * resolution, height * resolution, dx * renderer.resolution, dy * renderer.resolution, width * renderer.resolution, height * renderer.resolution); + } else { + renderer.context.drawImage(texture.baseTexture.source, texture._frame.x * resolution, texture._frame.y * resolution, width * resolution, height * resolution, dx * renderer.resolution, dy * renderer.resolution, width * renderer.resolution, height * renderer.resolution); + } + } + }; + + /** + * destroy the sprite object. + * + */ + + + CanvasSpriteRenderer.prototype.destroy = function destroy() { + this.renderer = null; + }; + + return CanvasSpriteRenderer; +}(); + +exports.default = CanvasSpriteRenderer; + + +_CanvasRenderer2.default.registerPlugin('sprite', CanvasSpriteRenderer); + +},{"../../const":46,"../../math":70,"../../renderers/canvas/CanvasRenderer":77,"./CanvasTinter":104}],104:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _utils = require('../../utils'); + +var _canUseNewCanvasBlendModes = require('../../renderers/canvas/utils/canUseNewCanvasBlendModes'); + +var _canUseNewCanvasBlendModes2 = _interopRequireDefault(_canUseNewCanvasBlendModes); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +/** + * Utility methods for Sprite/Texture tinting. + * + * @class + * @memberof PIXI + */ +var CanvasTinter = { + /** + * Basically this method just needs a sprite and a color and tints the sprite with the given color. + * + * @memberof PIXI.CanvasTinter + * @param {PIXI.Sprite} sprite - the sprite to tint + * @param {number} color - the color to use to tint the sprite with + * @return {HTMLCanvasElement} The tinted canvas + */ + getTintedTexture: function getTintedTexture(sprite, color) { + var texture = sprite._texture; + + color = CanvasTinter.roundColor(color); + + var stringColor = '#' + ('00000' + (color | 0).toString(16)).substr(-6); + + texture.tintCache = texture.tintCache || {}; + + var cachedTexture = texture.tintCache[stringColor]; + + var canvas = void 0; + + if (cachedTexture) { + if (cachedTexture.tintId === texture._updateID) { + return texture.tintCache[stringColor]; + } + + canvas = texture.tintCache[stringColor]; + } else { + canvas = CanvasTinter.canvas || document.createElement('canvas'); + } + + CanvasTinter.tintMethod(texture, color, canvas); + + canvas.tintId = texture._updateID; + + if (CanvasTinter.convertTintToImage) { + // is this better? + var tintImage = new Image(); + + tintImage.src = canvas.toDataURL(); + + texture.tintCache[stringColor] = tintImage; + } else { + texture.tintCache[stringColor] = canvas; + // if we are not converting the texture to an image then we need to lose the reference to the canvas + CanvasTinter.canvas = null; + } + + return canvas; + }, + + /** + * Tint a texture using the 'multiply' operation. + * + * @memberof PIXI.CanvasTinter + * @param {PIXI.Texture} texture - the texture to tint + * @param {number} color - the color to use to tint the sprite with + * @param {HTMLCanvasElement} canvas - the current canvas + */ + tintWithMultiply: function tintWithMultiply(texture, color, canvas) { + var context = canvas.getContext('2d'); + var crop = texture._frame.clone(); + var resolution = texture.baseTexture.resolution; + + crop.x *= resolution; + crop.y *= resolution; + crop.width *= resolution; + crop.height *= resolution; + + canvas.width = Math.ceil(crop.width); + canvas.height = Math.ceil(crop.height); + + context.save(); + context.fillStyle = '#' + ('00000' + (color | 0).toString(16)).substr(-6); + + context.fillRect(0, 0, crop.width, crop.height); + + context.globalCompositeOperation = 'multiply'; + + context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height); + + context.globalCompositeOperation = 'destination-atop'; + + context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height); + context.restore(); + }, + + /** + * Tint a texture using the 'overlay' operation. + * + * @memberof PIXI.CanvasTinter + * @param {PIXI.Texture} texture - the texture to tint + * @param {number} color - the color to use to tint the sprite with + * @param {HTMLCanvasElement} canvas - the current canvas + */ + tintWithOverlay: function tintWithOverlay(texture, color, canvas) { + var context = canvas.getContext('2d'); + var crop = texture._frame.clone(); + var resolution = texture.baseTexture.resolution; + + crop.x *= resolution; + crop.y *= resolution; + crop.width *= resolution; + crop.height *= resolution; + + canvas.width = Math.ceil(crop.width); + canvas.height = Math.ceil(crop.height); + + context.save(); + context.globalCompositeOperation = 'copy'; + context.fillStyle = '#' + ('00000' + (color | 0).toString(16)).substr(-6); + context.fillRect(0, 0, crop.width, crop.height); + + context.globalCompositeOperation = 'destination-atop'; + context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height); + + // context.globalCompositeOperation = 'copy'; + context.restore(); + }, + + + /** + * Tint a texture pixel per pixel. + * + * @memberof PIXI.CanvasTinter + * @param {PIXI.Texture} texture - the texture to tint + * @param {number} color - the color to use to tint the sprite with + * @param {HTMLCanvasElement} canvas - the current canvas + */ + tintWithPerPixel: function tintWithPerPixel(texture, color, canvas) { + var context = canvas.getContext('2d'); + var crop = texture._frame.clone(); + var resolution = texture.baseTexture.resolution; + + crop.x *= resolution; + crop.y *= resolution; + crop.width *= resolution; + crop.height *= resolution; + + canvas.width = Math.ceil(crop.width); + canvas.height = Math.ceil(crop.height); + + context.save(); + context.globalCompositeOperation = 'copy'; + context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height); + context.restore(); + + var rgbValues = (0, _utils.hex2rgb)(color); + var r = rgbValues[0]; + var g = rgbValues[1]; + var b = rgbValues[2]; + + var pixelData = context.getImageData(0, 0, crop.width, crop.height); + + var pixels = pixelData.data; + + for (var i = 0; i < pixels.length; i += 4) { + pixels[i + 0] *= r; + pixels[i + 1] *= g; + pixels[i + 2] *= b; + } + + context.putImageData(pixelData, 0, 0); + }, + + /** + * Rounds the specified color according to the CanvasTinter.cacheStepsPerColorChannel. + * + * @memberof PIXI.CanvasTinter + * @param {number} color - the color to round, should be a hex color + * @return {number} The rounded color. + */ + roundColor: function roundColor(color) { + var step = CanvasTinter.cacheStepsPerColorChannel; + + var rgbValues = (0, _utils.hex2rgb)(color); + + rgbValues[0] = Math.min(255, rgbValues[0] / step * step); + rgbValues[1] = Math.min(255, rgbValues[1] / step * step); + rgbValues[2] = Math.min(255, rgbValues[2] / step * step); + + return (0, _utils.rgb2hex)(rgbValues); + }, + + /** + * Number of steps which will be used as a cap when rounding colors. + * + * @memberof PIXI.CanvasTinter + * @type {number} + */ + cacheStepsPerColorChannel: 8, + + /** + * Tint cache boolean flag. + * + * @memberof PIXI.CanvasTinter + * @type {boolean} + */ + convertTintToImage: false, + + /** + * Whether or not the Canvas BlendModes are supported, consequently the ability to tint using the multiply method. + * + * @memberof PIXI.CanvasTinter + * @type {boolean} + */ + canUseMultiply: (0, _canUseNewCanvasBlendModes2.default)(), + + /** + * The tinting method that will be used. + * + * @memberof PIXI.CanvasTinter + * @type {tintMethodFunctionType} + */ + tintMethod: 0 +}; + +CanvasTinter.tintMethod = CanvasTinter.canUseMultiply ? CanvasTinter.tintWithMultiply : CanvasTinter.tintWithPerPixel; + +/** + * The tintMethod type. + * + * @memberof PIXI.CanvasTinter + * @callback tintMethodFunctionType + * @param texture {PIXI.Texture} the texture to tint + * @param color {number} the color to use to tint the sprite with + * @param canvas {HTMLCanvasElement} the current canvas + */ + +exports.default = CanvasTinter; + +},{"../../renderers/canvas/utils/canUseNewCanvasBlendModes":80,"../../utils":124}],105:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * @class + * @memberof PIXI + */ +var Buffer = function () { + /** + * @param {number} size - The size of the buffer in bytes. + */ + function Buffer(size) { + _classCallCheck(this, Buffer); + + this.vertices = new ArrayBuffer(size); + + /** + * View on the vertices as a Float32Array for positions + * + * @member {Float32Array} + */ + this.float32View = new Float32Array(this.vertices); + + /** + * View on the vertices as a Uint32Array for uvs + * + * @member {Float32Array} + */ + this.uint32View = new Uint32Array(this.vertices); + } + + /** + * Destroys the buffer. + * + */ + + + Buffer.prototype.destroy = function destroy() { + this.vertices = null; + this.positions = null; + this.uvs = null; + this.colors = null; + }; + + return Buffer; +}(); + +exports.default = Buffer; + +},{}],106:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _ObjectRenderer2 = require('../../renderers/webgl/utils/ObjectRenderer'); + +var _ObjectRenderer3 = _interopRequireDefault(_ObjectRenderer2); + +var _WebGLRenderer = require('../../renderers/webgl/WebGLRenderer'); + +var _WebGLRenderer2 = _interopRequireDefault(_WebGLRenderer); + +var _createIndicesForQuads = require('../../utils/createIndicesForQuads'); + +var _createIndicesForQuads2 = _interopRequireDefault(_createIndicesForQuads); + +var _generateMultiTextureShader = require('./generateMultiTextureShader'); + +var _generateMultiTextureShader2 = _interopRequireDefault(_generateMultiTextureShader); + +var _checkMaxIfStatmentsInShader = require('../../renderers/webgl/utils/checkMaxIfStatmentsInShader'); + +var _checkMaxIfStatmentsInShader2 = _interopRequireDefault(_checkMaxIfStatmentsInShader); + +var _BatchBuffer = require('./BatchBuffer'); + +var _BatchBuffer2 = _interopRequireDefault(_BatchBuffer); + +var _settings = require('../../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +var _utils = require('../../utils'); + +var _pixiGlCore = require('pixi-gl-core'); + +var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); + +var _bitTwiddle = require('bit-twiddle'); + +var _bitTwiddle2 = _interopRequireDefault(_bitTwiddle); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +var TICK = 0; +var TEXTURE_TICK = 0; + +/** + * Renderer dedicated to drawing and batching sprites. + * + * @class + * @private + * @memberof PIXI + * @extends PIXI.ObjectRenderer + */ + +var SpriteRenderer = function (_ObjectRenderer) { + _inherits(SpriteRenderer, _ObjectRenderer); + + /** + * @param {PIXI.WebGLRenderer} renderer - The renderer this sprite batch works for. + */ + function SpriteRenderer(renderer) { + _classCallCheck(this, SpriteRenderer); + + /** + * Number of values sent in the vertex buffer. + * aVertexPosition(2), aTextureCoord(1), aColor(1), aTextureId(1) = 5 + * + * @member {number} + */ + var _this = _possibleConstructorReturn(this, _ObjectRenderer.call(this, renderer)); + + _this.vertSize = 5; + + /** + * The size of the vertex information in bytes. + * + * @member {number} + */ + _this.vertByteSize = _this.vertSize * 4; + + /** + * The number of images in the SpriteRenderer before it flushes. + * + * @member {number} + */ + _this.size = _settings2.default.SPRITE_BATCH_SIZE; // 2000 is a nice balance between mobile / desktop + + // the total number of bytes in our batch + // let numVerts = this.size * 4 * this.vertByteSize; + + _this.buffers = []; + for (var i = 1; i <= _bitTwiddle2.default.nextPow2(_this.size); i *= 2) { + _this.buffers.push(new _BatchBuffer2.default(i * 4 * _this.vertByteSize)); + } + + /** + * Holds the indices of the geometry (quads) to draw + * + * @member {Uint16Array} + */ + _this.indices = (0, _createIndicesForQuads2.default)(_this.size); + + /** + * The default shaders that is used if a sprite doesn't have a more specific one. + * there is a shader for each number of textures that can be rendererd. + * These shaders will also be generated on the fly as required. + * @member {PIXI.Shader[]} + */ + _this.shader = null; + + _this.currentIndex = 0; + _this.groups = []; + + for (var k = 0; k < _this.size; k++) { + _this.groups[k] = { textures: [], textureCount: 0, ids: [], size: 0, start: 0, blend: 0 }; + } + + _this.sprites = []; + + _this.vertexBuffers = []; + _this.vaos = []; + + _this.vaoMax = 2; + _this.vertexCount = 0; + + _this.renderer.on('prerender', _this.onPrerender, _this); + return _this; + } + + /** + * Sets up the renderer context and necessary buffers. + * + * @private + */ + + + SpriteRenderer.prototype.onContextChange = function onContextChange() { + var gl = this.renderer.gl; + + if (this.renderer.legacy) { + this.MAX_TEXTURES = 1; + } else { + // step 1: first check max textures the GPU can handle. + this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), _settings2.default.SPRITE_MAX_TEXTURES); + + // step 2: check the maximum number of if statements the shader can have too.. + this.MAX_TEXTURES = (0, _checkMaxIfStatmentsInShader2.default)(this.MAX_TEXTURES, gl); + } + + this.shader = (0, _generateMultiTextureShader2.default)(gl, this.MAX_TEXTURES); + + // create a couple of buffers + this.indexBuffer = _pixiGlCore2.default.GLBuffer.createIndexBuffer(gl, this.indices, gl.STATIC_DRAW); + + // we use the second shader as the first one depending on your browser may omit aTextureId + // as it is not used by the shader so is optimized out. + + this.renderer.bindVao(null); + + var attrs = this.shader.attributes; + + for (var i = 0; i < this.vaoMax; i++) { + /* eslint-disable max-len */ + var vertexBuffer = this.vertexBuffers[i] = _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, null, gl.STREAM_DRAW); + /* eslint-enable max-len */ + + // build the vao object that will render.. + var vao = this.renderer.createVao().addIndex(this.indexBuffer).addAttribute(vertexBuffer, attrs.aVertexPosition, gl.FLOAT, false, this.vertByteSize, 0).addAttribute(vertexBuffer, attrs.aTextureCoord, gl.UNSIGNED_SHORT, true, this.vertByteSize, 2 * 4).addAttribute(vertexBuffer, attrs.aColor, gl.UNSIGNED_BYTE, true, this.vertByteSize, 3 * 4); + + if (attrs.aTextureId) { + vao.addAttribute(vertexBuffer, attrs.aTextureId, gl.FLOAT, false, this.vertByteSize, 4 * 4); + } + + this.vaos[i] = vao; + } + + this.vao = this.vaos[0]; + this.currentBlendMode = 99999; + + this.boundTextures = new Array(this.MAX_TEXTURES); + }; + + /** + * Called before the renderer starts rendering. + * + */ + + + SpriteRenderer.prototype.onPrerender = function onPrerender() { + this.vertexCount = 0; + }; + + /** + * Renders the sprite object. + * + * @param {PIXI.Sprite} sprite - the sprite to render when using this spritebatch + */ + + + SpriteRenderer.prototype.render = function render(sprite) { + // TODO set blend modes.. + // check texture.. + if (this.currentIndex >= this.size) { + this.flush(); + } + + // get the uvs for the texture + + // if the uvs have not updated then no point rendering just yet! + if (!sprite._texture._uvs) { + return; + } + + // push a texture. + // increment the batchsize + this.sprites[this.currentIndex++] = sprite; + }; + + /** + * Renders the content and empties the current batch. + * + */ + + + SpriteRenderer.prototype.flush = function flush() { + if (this.currentIndex === 0) { + return; + } + + var gl = this.renderer.gl; + var MAX_TEXTURES = this.MAX_TEXTURES; + + var np2 = _bitTwiddle2.default.nextPow2(this.currentIndex); + var log2 = _bitTwiddle2.default.log2(np2); + var buffer = this.buffers[log2]; + + var sprites = this.sprites; + var groups = this.groups; + + var float32View = buffer.float32View; + var uint32View = buffer.uint32View; + + var boundTextures = this.boundTextures; + var rendererBoundTextures = this.renderer.boundTextures; + var touch = this.renderer.textureGC.count; + + var index = 0; + var nextTexture = void 0; + var currentTexture = void 0; + var groupCount = 1; + var textureCount = 0; + var currentGroup = groups[0]; + var vertexData = void 0; + var uvs = void 0; + var blendMode = _utils.premultiplyBlendMode[sprites[0]._texture.baseTexture.premultipliedAlpha ? 1 : 0][sprites[0].blendMode]; + + currentGroup.textureCount = 0; + currentGroup.start = 0; + currentGroup.blend = blendMode; + + TICK++; + + var i = void 0; + + // copy textures.. + for (i = 0; i < MAX_TEXTURES; ++i) { + boundTextures[i] = rendererBoundTextures[i]; + boundTextures[i]._virtalBoundId = i; + } + + for (i = 0; i < this.currentIndex; ++i) { + // upload the sprite elemetns... + // they have all ready been calculated so we just need to push them into the buffer. + var sprite = sprites[i]; + + nextTexture = sprite._texture.baseTexture; + + var spriteBlendMode = _utils.premultiplyBlendMode[Number(nextTexture.premultipliedAlpha)][sprite.blendMode]; + + if (blendMode !== spriteBlendMode) { + // finish a group.. + blendMode = spriteBlendMode; + + // force the batch to break! + currentTexture = null; + textureCount = MAX_TEXTURES; + TICK++; + } + + if (currentTexture !== nextTexture) { + currentTexture = nextTexture; + + if (nextTexture._enabled !== TICK) { + if (textureCount === MAX_TEXTURES) { + TICK++; + + currentGroup.size = i - currentGroup.start; + + textureCount = 0; + + currentGroup = groups[groupCount++]; + currentGroup.blend = blendMode; + currentGroup.textureCount = 0; + currentGroup.start = i; + } + + nextTexture.touched = touch; + + if (nextTexture._virtalBoundId === -1) { + for (var j = 0; j < MAX_TEXTURES; ++j) { + var tIndex = (j + TEXTURE_TICK) % MAX_TEXTURES; + + var t = boundTextures[tIndex]; + + if (t._enabled !== TICK) { + TEXTURE_TICK++; + + t._virtalBoundId = -1; + + nextTexture._virtalBoundId = tIndex; + + boundTextures[tIndex] = nextTexture; + break; + } + } + } + + nextTexture._enabled = TICK; + + currentGroup.textureCount++; + currentGroup.ids[textureCount] = nextTexture._virtalBoundId; + currentGroup.textures[textureCount++] = nextTexture; + } + } + + vertexData = sprite.vertexData; + + // TODO this sum does not need to be set each frame.. + uvs = sprite._texture._uvs.uvsUint32; + + if (this.renderer.roundPixels) { + var resolution = this.renderer.resolution; + + // xy + float32View[index] = (vertexData[0] * resolution | 0) / resolution; + float32View[index + 1] = (vertexData[1] * resolution | 0) / resolution; + + // xy + float32View[index + 5] = (vertexData[2] * resolution | 0) / resolution; + float32View[index + 6] = (vertexData[3] * resolution | 0) / resolution; + + // xy + float32View[index + 10] = (vertexData[4] * resolution | 0) / resolution; + float32View[index + 11] = (vertexData[5] * resolution | 0) / resolution; + + // xy + float32View[index + 15] = (vertexData[6] * resolution | 0) / resolution; + float32View[index + 16] = (vertexData[7] * resolution | 0) / resolution; + } else { + // xy + float32View[index] = vertexData[0]; + float32View[index + 1] = vertexData[1]; + + // xy + float32View[index + 5] = vertexData[2]; + float32View[index + 6] = vertexData[3]; + + // xy + float32View[index + 10] = vertexData[4]; + float32View[index + 11] = vertexData[5]; + + // xy + float32View[index + 15] = vertexData[6]; + float32View[index + 16] = vertexData[7]; + } + + uint32View[index + 2] = uvs[0]; + uint32View[index + 7] = uvs[1]; + uint32View[index + 12] = uvs[2]; + uint32View[index + 17] = uvs[3]; + /* eslint-disable max-len */ + var alpha = Math.min(sprite.worldAlpha, 1.0); + // we dont call extra function if alpha is 1.0, that's faster + var argb = alpha < 1.0 && nextTexture.premultipliedAlpha ? (0, _utils.premultiplyTint)(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24); + + uint32View[index + 3] = uint32View[index + 8] = uint32View[index + 13] = uint32View[index + 18] = argb; + float32View[index + 4] = float32View[index + 9] = float32View[index + 14] = float32View[index + 19] = nextTexture._virtalBoundId; + /* eslint-enable max-len */ + + index += 20; + } + + currentGroup.size = i - currentGroup.start; + + if (!_settings2.default.CAN_UPLOAD_SAME_BUFFER) { + // this is still needed for IOS performance.. + // it really does not like uploading to the same buffer in a single frame! + if (this.vaoMax <= this.vertexCount) { + this.vaoMax++; + + var attrs = this.shader.attributes; + + /* eslint-disable max-len */ + var vertexBuffer = this.vertexBuffers[this.vertexCount] = _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, null, gl.STREAM_DRAW); + /* eslint-enable max-len */ + + // build the vao object that will render.. + var vao = this.renderer.createVao().addIndex(this.indexBuffer).addAttribute(vertexBuffer, attrs.aVertexPosition, gl.FLOAT, false, this.vertByteSize, 0).addAttribute(vertexBuffer, attrs.aTextureCoord, gl.UNSIGNED_SHORT, true, this.vertByteSize, 2 * 4).addAttribute(vertexBuffer, attrs.aColor, gl.UNSIGNED_BYTE, true, this.vertByteSize, 3 * 4); + + if (attrs.aTextureId) { + vao.addAttribute(vertexBuffer, attrs.aTextureId, gl.FLOAT, false, this.vertByteSize, 4 * 4); + } + + this.vaos[this.vertexCount] = vao; + } + + this.renderer.bindVao(this.vaos[this.vertexCount]); + + this.vertexBuffers[this.vertexCount].upload(buffer.vertices, 0, false); + + this.vertexCount++; + } else { + // lets use the faster option, always use buffer number 0 + this.vertexBuffers[this.vertexCount].upload(buffer.vertices, 0, true); + } + + for (i = 0; i < MAX_TEXTURES; ++i) { + rendererBoundTextures[i]._virtalBoundId = -1; + } + + // render the groups.. + for (i = 0; i < groupCount; ++i) { + var group = groups[i]; + var groupTextureCount = group.textureCount; + + for (var _j = 0; _j < groupTextureCount; _j++) { + currentTexture = group.textures[_j]; + + // reset virtual ids.. + // lets do a quick check.. + if (rendererBoundTextures[group.ids[_j]] !== currentTexture) { + this.renderer.bindTexture(currentTexture, group.ids[_j], true); + } + + // reset the virtualId.. + currentTexture._virtalBoundId = -1; + } + + // set the blend mode.. + this.renderer.state.setBlendMode(group.blend); + + gl.drawElements(gl.TRIANGLES, group.size * 6, gl.UNSIGNED_SHORT, group.start * 6 * 2); + } + + // reset elements for the next flush + this.currentIndex = 0; + }; + + /** + * Starts a new sprite batch. + */ + + + SpriteRenderer.prototype.start = function start() { + this.renderer.bindShader(this.shader); + + if (_settings2.default.CAN_UPLOAD_SAME_BUFFER) { + // bind buffer #0, we don't need others + this.renderer.bindVao(this.vaos[this.vertexCount]); + + this.vertexBuffers[this.vertexCount].bind(); + } + }; + + /** + * Stops and flushes the current batch. + * + */ + + + SpriteRenderer.prototype.stop = function stop() { + this.flush(); + }; + + /** + * Destroys the SpriteRenderer. + * + */ + + + SpriteRenderer.prototype.destroy = function destroy() { + for (var i = 0; i < this.vaoMax; i++) { + if (this.vertexBuffers[i]) { + this.vertexBuffers[i].destroy(); + } + if (this.vaos[i]) { + this.vaos[i].destroy(); + } + } + + if (this.indexBuffer) { + this.indexBuffer.destroy(); + } + + this.renderer.off('prerender', this.onPrerender, this); + + _ObjectRenderer.prototype.destroy.call(this); + + if (this.shader) { + this.shader.destroy(); + this.shader = null; + } + + this.vertexBuffers = null; + this.vaos = null; + this.indexBuffer = null; + this.indices = null; + + this.sprites = null; + + for (var _i = 0; _i < this.buffers.length; ++_i) { + this.buffers[_i].destroy(); + } + }; + + return SpriteRenderer; +}(_ObjectRenderer3.default); + +exports.default = SpriteRenderer; + + +_WebGLRenderer2.default.registerPlugin('sprite', SpriteRenderer); + +},{"../../renderers/webgl/WebGLRenderer":84,"../../renderers/webgl/utils/ObjectRenderer":94,"../../renderers/webgl/utils/checkMaxIfStatmentsInShader":97,"../../settings":101,"../../utils":124,"../../utils/createIndicesForQuads":122,"./BatchBuffer":105,"./generateMultiTextureShader":107,"bit-twiddle":18,"pixi-gl-core":7}],107:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = generateMultiTextureShader; + +var _Shader = require('../../Shader'); + +var _Shader2 = _interopRequireDefault(_Shader); + +var _path = require('path'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +var fragTemplate = ['varying vec2 vTextureCoord;', 'varying vec4 vColor;', 'varying float vTextureId;', 'uniform sampler2D uSamplers[%count%];', 'void main(void){', 'vec4 color;', 'float textureId = floor(vTextureId+0.5);', '%forloop%', 'gl_FragColor = color * vColor;', '}'].join('\n'); + +function generateMultiTextureShader(gl, maxTextures) { + var vertexSrc = 'precision highp float;\r\nattribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\nattribute vec4 aColor;\r\nattribute float aTextureId;\r\n\r\nuniform mat3 projectionMatrix;\r\n\r\nvarying vec2 vTextureCoord;\r\nvarying vec4 vColor;\r\nvarying float vTextureId;\r\n\r\nvoid main(void){\r\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n\r\n vTextureCoord = aTextureCoord;\r\n vTextureId = aTextureId;\r\n vColor = aColor;\r\n}\r\n'; + var fragmentSrc = fragTemplate; + + fragmentSrc = fragmentSrc.replace(/%count%/gi, maxTextures); + fragmentSrc = fragmentSrc.replace(/%forloop%/gi, generateSampleSrc(maxTextures)); + + var shader = new _Shader2.default(gl, vertexSrc, fragmentSrc); + + var sampleValues = []; + + for (var i = 0; i < maxTextures; i++) { + sampleValues[i] = i; + } + + shader.bind(); + shader.uniforms.uSamplers = sampleValues; + + return shader; +} + +function generateSampleSrc(maxTextures) { + var src = ''; + + src += '\n'; + src += '\n'; + + for (var i = 0; i < maxTextures; i++) { + if (i > 0) { + src += '\nelse '; + } + + if (i < maxTextures - 1) { + src += 'if(textureId == ' + i + '.0)'; + } + + src += '\n{'; + src += '\n\tcolor = texture2D(uSamplers[' + i + '], vTextureCoord);'; + src += '\n}'; + } + + src += '\n'; + src += '\n'; + + return src; +} + +},{"../../Shader":44,"path":25}],108:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _Sprite2 = require('../sprites/Sprite'); + +var _Sprite3 = _interopRequireDefault(_Sprite2); + +var _Texture = require('../textures/Texture'); + +var _Texture2 = _interopRequireDefault(_Texture); + +var _math = require('../math'); + +var _utils = require('../utils'); + +var _const = require('../const'); + +var _settings = require('../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +var _TextStyle = require('./TextStyle'); + +var _TextStyle2 = _interopRequireDefault(_TextStyle); + +var _TextMetrics = require('./TextMetrics'); + +var _TextMetrics2 = _interopRequireDefault(_TextMetrics); + +var _trimCanvas = require('../utils/trimCanvas'); + +var _trimCanvas2 = _interopRequireDefault(_trimCanvas); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } /* eslint max-depth: [2, 8] */ + + +var defaultDestroyOptions = { + texture: true, + children: false, + baseTexture: true +}; + +/** + * A Text Object will create a line or multiple lines of text. To split a line you can use '\n' in your text string, + * or add a wordWrap property set to true and and wordWrapWidth property with a value in the style object. + * + * A Text can be created directly from a string and a style object + * + * ```js + * let text = new PIXI.Text('This is a PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'}); + * ``` + * + * @class + * @extends PIXI.Sprite + * @memberof PIXI + */ + +var Text = function (_Sprite) { + _inherits(Text, _Sprite); + + /** + * @param {string} text - The string that you would like the text to display + * @param {object|PIXI.TextStyle} [style] - The style parameters + * @param {HTMLCanvasElement} [canvas] - The canvas element for drawing text + */ + function Text(text, style, canvas) { + _classCallCheck(this, Text); + + canvas = canvas || document.createElement('canvas'); + + canvas.width = 3; + canvas.height = 3; + + var texture = _Texture2.default.fromCanvas(canvas, _settings2.default.SCALE_MODE, 'text'); + + texture.orig = new _math.Rectangle(); + texture.trim = new _math.Rectangle(); + + // base texture is already automatically added to the cache, now adding the actual texture + var _this = _possibleConstructorReturn(this, _Sprite.call(this, texture)); + + _Texture2.default.addToCache(_this._texture, _this._texture.baseTexture.textureCacheIds[0]); + + /** + * The canvas element that everything is drawn to + * + * @member {HTMLCanvasElement} + */ + _this.canvas = canvas; + + /** + * The canvas 2d context that everything is drawn with + * @member {CanvasRenderingContext2D} + */ + _this.context = _this.canvas.getContext('2d'); + + /** + * The resolution / device pixel ratio of the canvas. This is set automatically by the renderer. + * @member {number} + * @default 1 + */ + _this.resolution = _settings2.default.RESOLUTION; + + /** + * Private tracker for the current text. + * + * @member {string} + * @private + */ + _this._text = null; + + /** + * Private tracker for the current style. + * + * @member {object} + * @private + */ + _this._style = null; + /** + * Private listener to track style changes. + * + * @member {Function} + * @private + */ + _this._styleListener = null; + + /** + * Private tracker for the current font. + * + * @member {string} + * @private + */ + _this._font = ''; + + _this.text = text; + _this.style = style; + + _this.localStyleID = -1; + return _this; + } + + /** + * Renders text and updates it when needed. + * + * @private + * @param {boolean} respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called. + */ + + + Text.prototype.updateText = function updateText(respectDirty) { + var style = this._style; + + // check if style has changed.. + if (this.localStyleID !== style.styleID) { + this.dirty = true; + this.localStyleID = style.styleID; + } + + if (!this.dirty && respectDirty) { + return; + } + + this._font = this._style.toFontString(); + + var context = this.context; + var measured = _TextMetrics2.default.measureText(this._text, this._style, this._style.wordWrap, this.canvas); + var width = measured.width; + var height = measured.height; + var lines = measured.lines; + var lineHeight = measured.lineHeight; + var lineWidths = measured.lineWidths; + var maxLineWidth = measured.maxLineWidth; + var fontProperties = measured.fontProperties; + + this.canvas.width = Math.ceil((width + style.padding * 2) * this.resolution); + this.canvas.height = Math.ceil((height + style.padding * 2) * this.resolution); + + context.scale(this.resolution, this.resolution); + + context.clearRect(0, 0, this.canvas.width, this.canvas.height); + + context.font = this._font; + context.strokeStyle = style.stroke; + context.lineWidth = style.strokeThickness; + context.textBaseline = style.textBaseline; + context.lineJoin = style.lineJoin; + context.miterLimit = style.miterLimit; + + var linePositionX = void 0; + var linePositionY = void 0; + + if (style.dropShadow) { + context.fillStyle = style.dropShadowColor; + context.globalAlpha = style.dropShadowAlpha; + context.shadowBlur = style.dropShadowBlur; + + if (style.dropShadowBlur > 0) { + context.shadowColor = style.dropShadowColor; + } + + var xShadowOffset = Math.cos(style.dropShadowAngle) * style.dropShadowDistance; + var yShadowOffset = Math.sin(style.dropShadowAngle) * style.dropShadowDistance; + + for (var i = 0; i < lines.length; i++) { + linePositionX = style.strokeThickness / 2; + linePositionY = style.strokeThickness / 2 + i * lineHeight + fontProperties.ascent; + + if (style.align === 'right') { + linePositionX += maxLineWidth - lineWidths[i]; + } else if (style.align === 'center') { + linePositionX += (maxLineWidth - lineWidths[i]) / 2; + } + + if (style.fill) { + this.drawLetterSpacing(lines[i], linePositionX + xShadowOffset + style.padding, linePositionY + yShadowOffset + style.padding); + + if (style.stroke && style.strokeThickness) { + context.strokeStyle = style.dropShadowColor; + this.drawLetterSpacing(lines[i], linePositionX + xShadowOffset + style.padding, linePositionY + yShadowOffset + style.padding, true); + context.strokeStyle = style.stroke; + } + } + } + } + + // reset the shadow blur and alpha that was set by the drop shadow, for the regular text + context.shadowBlur = 0; + context.globalAlpha = 1; + + // set canvas text styles + context.fillStyle = this._generateFillStyle(style, lines); + + // draw lines line by line + for (var _i = 0; _i < lines.length; _i++) { + linePositionX = style.strokeThickness / 2; + linePositionY = style.strokeThickness / 2 + _i * lineHeight + fontProperties.ascent; + + if (style.align === 'right') { + linePositionX += maxLineWidth - lineWidths[_i]; + } else if (style.align === 'center') { + linePositionX += (maxLineWidth - lineWidths[_i]) / 2; + } + + if (style.stroke && style.strokeThickness) { + this.drawLetterSpacing(lines[_i], linePositionX + style.padding, linePositionY + style.padding, true); + } + + if (style.fill) { + this.drawLetterSpacing(lines[_i], linePositionX + style.padding, linePositionY + style.padding); + } + } + + this.updateTexture(); + }; + + /** + * Render the text with letter-spacing. + * @param {string} text - The text to draw + * @param {number} x - Horizontal position to draw the text + * @param {number} y - Vertical position to draw the text + * @param {boolean} [isStroke=false] - Is this drawing for the outside stroke of the + * text? If not, it's for the inside fill + * @private + */ + + + Text.prototype.drawLetterSpacing = function drawLetterSpacing(text, x, y) { + var isStroke = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : false; + + var style = this._style; + + // letterSpacing of 0 means normal + var letterSpacing = style.letterSpacing; + + if (letterSpacing === 0) { + if (isStroke) { + this.context.strokeText(text, x, y); + } else { + this.context.fillText(text, x, y); + } + + return; + } + + var characters = String.prototype.split.call(text, ''); + var currentPosition = x; + var index = 0; + var current = ''; + + while (index < text.length) { + current = characters[index++]; + if (isStroke) { + this.context.strokeText(current, currentPosition, y); + } else { + this.context.fillText(current, currentPosition, y); + } + currentPosition += this.context.measureText(current).width + letterSpacing; + } + }; + + /** + * Updates texture size based on canvas size + * + * @private + */ + + + Text.prototype.updateTexture = function updateTexture() { + var canvas = this.canvas; + + if (this._style.trim) { + var trimmed = (0, _trimCanvas2.default)(canvas); + + canvas.width = trimmed.width; + canvas.height = trimmed.height; + this.context.putImageData(trimmed.data, 0, 0); + } + + var texture = this._texture; + var style = this._style; + var padding = style.trim ? 0 : style.padding; + var baseTexture = texture.baseTexture; + + baseTexture.hasLoaded = true; + baseTexture.resolution = this.resolution; + + baseTexture.realWidth = canvas.width; + baseTexture.realHeight = canvas.height; + baseTexture.width = canvas.width / this.resolution; + baseTexture.height = canvas.height / this.resolution; + + texture.trim.width = texture._frame.width = canvas.width / this.resolution; + texture.trim.height = texture._frame.height = canvas.height / this.resolution; + texture.trim.x = -padding; + texture.trim.y = -padding; + + texture.orig.width = texture._frame.width - padding * 2; + texture.orig.height = texture._frame.height - padding * 2; + + // call sprite onTextureUpdate to update scale if _width or _height were set + this._onTextureUpdate(); + + baseTexture.emit('update', baseTexture); + + this.dirty = false; + }; + + /** + * Renders the object using the WebGL renderer + * + * @param {PIXI.WebGLRenderer} renderer - The renderer + */ + + + Text.prototype.renderWebGL = function renderWebGL(renderer) { + if (this.resolution !== renderer.resolution) { + this.resolution = renderer.resolution; + this.dirty = true; + } + + this.updateText(true); + + _Sprite.prototype.renderWebGL.call(this, renderer); + }; + + /** + * Renders the object using the Canvas renderer + * + * @private + * @param {PIXI.CanvasRenderer} renderer - The renderer + */ + + + Text.prototype._renderCanvas = function _renderCanvas(renderer) { + if (this.resolution !== renderer.resolution) { + this.resolution = renderer.resolution; + this.dirty = true; + } + + this.updateText(true); + + _Sprite.prototype._renderCanvas.call(this, renderer); + }; + + /** + * Gets the local bounds of the text object. + * + * @param {Rectangle} rect - The output rectangle. + * @return {Rectangle} The bounds. + */ + + + Text.prototype.getLocalBounds = function getLocalBounds(rect) { + this.updateText(true); + + return _Sprite.prototype.getLocalBounds.call(this, rect); + }; + + /** + * calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account. + */ + + + Text.prototype._calculateBounds = function _calculateBounds() { + this.updateText(true); + this.calculateVertices(); + // if we have already done this on THIS frame. + this._bounds.addQuad(this.vertexData); + }; + + /** + * Method to be called upon a TextStyle change. + * @private + */ + + + Text.prototype._onStyleChange = function _onStyleChange() { + this.dirty = true; + }; + + /** + * Generates the fill style. Can automatically generate a gradient based on the fill style being an array + * + * @private + * @param {object} style - The style. + * @param {string[]} lines - The lines of text. + * @return {string|number|CanvasGradient} The fill style + */ + + + Text.prototype._generateFillStyle = function _generateFillStyle(style, lines) { + if (!Array.isArray(style.fill)) { + return style.fill; + } + + // cocoon on canvas+ cannot generate textures, so use the first colour instead + if (navigator.isCocoonJS) { + return style.fill[0]; + } + + // the gradient will be evenly spaced out according to how large the array is. + // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75 + var gradient = void 0; + var totalIterations = void 0; + var currentIteration = void 0; + var stop = void 0; + + var width = this.canvas.width / this.resolution; + var height = this.canvas.height / this.resolution; + + // make a copy of the style settings, so we can manipulate them later + var fill = style.fill.slice(); + var fillGradientStops = style.fillGradientStops.slice(); + + // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75 + if (!fillGradientStops.length) { + var lengthPlus1 = fill.length + 1; + + for (var i = 1; i < lengthPlus1; ++i) { + fillGradientStops.push(i / lengthPlus1); + } + } + + // stop the bleeding of the last gradient on the line above to the top gradient of the this line + // by hard defining the first gradient colour at point 0, and last gradient colour at point 1 + fill.unshift(style.fill[0]); + fillGradientStops.unshift(0); + + fill.push(style.fill[style.fill.length - 1]); + fillGradientStops.push(1); + + if (style.fillGradientType === _const.TEXT_GRADIENT.LINEAR_VERTICAL) { + // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas + gradient = this.context.createLinearGradient(width / 2, 0, width / 2, height); + + // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect + // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 + totalIterations = (fill.length + 1) * lines.length; + currentIteration = 0; + for (var _i2 = 0; _i2 < lines.length; _i2++) { + currentIteration += 1; + for (var j = 0; j < fill.length; j++) { + if (typeof fillGradientStops[j] === 'number') { + stop = fillGradientStops[j] / lines.length + _i2 / lines.length; + } else { + stop = currentIteration / totalIterations; + } + gradient.addColorStop(stop, fill[j]); + currentIteration++; + } + } + } else { + // start the gradient at the center left of the canvas, and end at the center right of the canvas + gradient = this.context.createLinearGradient(0, height / 2, width, height / 2); + + // can just evenly space out the gradients in this case, as multiple lines makes no difference + // to an even left to right gradient + totalIterations = fill.length + 1; + currentIteration = 1; + + for (var _i3 = 0; _i3 < fill.length; _i3++) { + if (typeof fillGradientStops[_i3] === 'number') { + stop = fillGradientStops[_i3]; + } else { + stop = currentIteration / totalIterations; + } + gradient.addColorStop(stop, fill[_i3]); + currentIteration++; + } + } + + return gradient; + }; + + /** + * Destroys this text object. + * Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as + * the majority of the time the texture will not be shared with any other Sprites. + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their + * destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well + * @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well + */ + + + Text.prototype.destroy = function destroy(options) { + if (typeof options === 'boolean') { + options = { children: options }; + } + + options = Object.assign({}, defaultDestroyOptions, options); + + _Sprite.prototype.destroy.call(this, options); + + // make sure to reset the the context and canvas.. dont want this hanging around in memory! + this.context = null; + this.canvas = null; + + this._style = null; + }; + + /** + * The width of the Text, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + + + _createClass(Text, [{ + key: 'width', + get: function get() { + this.updateText(true); + + return Math.abs(this.scale.x) * this._texture.orig.width; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.updateText(true); + + var s = (0, _utils.sign)(this.scale.x) || 1; + + this.scale.x = s * value / this._texture.orig.width; + this._width = value; + } + + /** + * The height of the Text, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + + }, { + key: 'height', + get: function get() { + this.updateText(true); + + return Math.abs(this.scale.y) * this._texture.orig.height; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.updateText(true); + + var s = (0, _utils.sign)(this.scale.y) || 1; + + this.scale.y = s * value / this._texture.orig.height; + this._height = value; + } + + /** + * Set the style of the text. Set up an event listener to listen for changes on the style + * object and mark the text as dirty. + * + * @member {object|PIXI.TextStyle} + */ + + }, { + key: 'style', + get: function get() { + return this._style; + }, + set: function set(style) // eslint-disable-line require-jsdoc + { + style = style || {}; + + if (style instanceof _TextStyle2.default) { + this._style = style; + } else { + this._style = new _TextStyle2.default(style); + } + + this.localStyleID = -1; + this.dirty = true; + } + + /** + * Set the copy for the text object. To split a line you can use '\n'. + * + * @member {string} + */ + + }, { + key: 'text', + get: function get() { + return this._text; + }, + set: function set(text) // eslint-disable-line require-jsdoc + { + text = String(text === '' || text === null || text === undefined ? ' ' : text); + + if (this._text === text) { + return; + } + this._text = text; + this.dirty = true; + } + }]); + + return Text; +}(_Sprite3.default); + +exports.default = Text; + +},{"../const":46,"../math":70,"../settings":101,"../sprites/Sprite":102,"../textures/Texture":115,"../utils":124,"../utils/trimCanvas":129,"./TextMetrics":109,"./TextStyle":110}],109:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * The TextMetrics object represents the measurement of a block of text with a specified style. + * + * @class + * @memberOf PIXI + */ +var TextMetrics = function () { + /** + * @param {string} text - the text that was measured + * @param {PIXI.TextStyle} style - the style that was measured + * @param {number} width - the measured width of the text + * @param {number} height - the measured height of the text + * @param {array} lines - an array of the lines of text broken by new lines and wrapping if specified in style + * @param {array} lineWidths - an array of the line widths for each line matched to `lines` + * @param {number} lineHeight - the measured line height for this style + * @param {number} maxLineWidth - the maximum line width for all measured lines + * @param {Object} fontProperties - the font properties object from TextMetrics.measureFont + */ + function TextMetrics(text, style, width, height, lines, lineWidths, lineHeight, maxLineWidth, fontProperties) { + _classCallCheck(this, TextMetrics); + + this.text = text; + this.style = style; + this.width = width; + this.height = height; + this.lines = lines; + this.lineWidths = lineWidths; + this.lineHeight = lineHeight; + this.maxLineWidth = maxLineWidth; + this.fontProperties = fontProperties; + } + + /** + * Measures the supplied string of text and returns a Rectangle. + * + * @param {string} text - the text to measure. + * @param {PIXI.TextStyle} style - the text style to use for measuring + * @param {boolean} [wordWrap] - optional override for if word-wrap should be applied to the text. + * @param {HTMLCanvasElement} [canvas] - optional specification of the canvas to use for measuring. + * @return {PIXI.TextMetrics} measured width and height of the text. + */ + + + TextMetrics.measureText = function measureText(text, style, wordWrap) { + var canvas = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : TextMetrics._canvas; + + wordWrap = wordWrap || style.wordWrap; + var font = style.toFontString(); + var fontProperties = TextMetrics.measureFont(font); + var context = canvas.getContext('2d'); + + context.font = font; + + var outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text; + var lines = outputText.split(/(?:\r\n|\r|\n)/); + var lineWidths = new Array(lines.length); + var maxLineWidth = 0; + + for (var i = 0; i < lines.length; i++) { + var lineWidth = context.measureText(lines[i]).width + (lines[i].length - 1) * style.letterSpacing; + + lineWidths[i] = lineWidth; + maxLineWidth = Math.max(maxLineWidth, lineWidth); + } + var width = maxLineWidth + style.strokeThickness; + + if (style.dropShadow) { + width += style.dropShadowDistance; + } + + var lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness; + var height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness) + (lines.length - 1) * (lineHeight + style.leading); + + if (style.dropShadow) { + height += style.dropShadowDistance; + } + + return new TextMetrics(text, style, width, height, lines, lineWidths, lineHeight + style.leading, maxLineWidth, fontProperties); + }; + + /** + * Applies newlines to a string to have it optimally fit into the horizontal + * bounds set by the Text object's wordWrapWidth property. + * + * @private + * @param {string} text - String to apply word wrapping to + * @param {PIXI.TextStyle} style - the style to use when wrapping + * @param {HTMLCanvasElement} [canvas] - optional specification of the canvas to use for measuring. + * @return {string} New string with new lines applied where required + */ + + + TextMetrics.wordWrap = function wordWrap(text, style) { + var canvas = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : TextMetrics._canvas; + + var context = canvas.getContext('2d'); + + // Greedy wrapping algorithm that will wrap words as the line grows longer + // than its horizontal bounds. + var result = ''; + var lines = text.split('\n'); + var wordWrapWidth = style.wordWrapWidth; + var characterCache = {}; + + for (var i = 0; i < lines.length; i++) { + var spaceLeft = wordWrapWidth; + var words = lines[i].split(' '); + + for (var j = 0; j < words.length; j++) { + var wordWidth = context.measureText(words[j]).width; + + if (style.breakWords && wordWidth > wordWrapWidth) { + // Word should be split in the middle + var characters = words[j].split(''); + + for (var c = 0; c < characters.length; c++) { + var character = characters[c]; + var characterWidth = characterCache[character]; + + if (characterWidth === undefined) { + characterWidth = context.measureText(character).width; + characterCache[character] = characterWidth; + } + + if (characterWidth > spaceLeft) { + result += '\n' + character; + spaceLeft = wordWrapWidth - characterWidth; + } else { + if (c === 0) { + result += ' '; + } + + result += character; + spaceLeft -= characterWidth; + } + } + } else { + var wordWidthWithSpace = wordWidth + context.measureText(' ').width; + + if (j === 0 || wordWidthWithSpace > spaceLeft) { + // Skip printing the newline if it's the first word of the line that is + // greater than the word wrap width. + if (j > 0) { + result += '\n'; + } + result += words[j]; + spaceLeft = wordWrapWidth - wordWidth; + } else { + spaceLeft -= wordWidthWithSpace; + result += ' ' + words[j]; + } + } + } + + if (i < lines.length - 1) { + result += '\n'; + } + } + + return result; + }; + + /** + * Calculates the ascent, descent and fontSize of a given font-style + * + * @static + * @param {string} font - String representing the style of the font + * @return {PIXI.TextMetrics~FontMetrics} Font properties object + */ + + + TextMetrics.measureFont = function measureFont(font) { + // as this method is used for preparing assets, don't recalculate things if we don't need to + if (TextMetrics._fonts[font]) { + return TextMetrics._fonts[font]; + } + + var properties = {}; + + var canvas = TextMetrics._canvas; + var context = TextMetrics._context; + + context.font = font; + + var width = Math.ceil(context.measureText('|MÉq').width); + var baseline = Math.ceil(context.measureText('M').width); + var height = 2 * baseline; + + baseline = baseline * 1.4 | 0; + + canvas.width = width; + canvas.height = height; + + context.fillStyle = '#f00'; + context.fillRect(0, 0, width, height); + + context.font = font; + + context.textBaseline = 'alphabetic'; + context.fillStyle = '#000'; + context.fillText('|MÉq', 0, baseline); + + var imagedata = context.getImageData(0, 0, width, height).data; + var pixels = imagedata.length; + var line = width * 4; + + var i = 0; + var idx = 0; + var stop = false; + + // ascent. scan from top to bottom until we find a non red pixel + for (i = 0; i < baseline; ++i) { + for (var j = 0; j < line; j += 4) { + if (imagedata[idx + j] !== 255) { + stop = true; + break; + } + } + if (!stop) { + idx += line; + } else { + break; + } + } + + properties.ascent = baseline - i; + + idx = pixels - line; + stop = false; + + // descent. scan from bottom to top until we find a non red pixel + for (i = height; i > baseline; --i) { + for (var _j = 0; _j < line; _j += 4) { + if (imagedata[idx + _j] !== 255) { + stop = true; + break; + } + } + + if (!stop) { + idx -= line; + } else { + break; + } + } + + properties.descent = i - baseline; + properties.fontSize = properties.ascent + properties.descent; + + TextMetrics._fonts[font] = properties; + + return properties; + }; + + return TextMetrics; +}(); + +/** + * Internal return object for {@link PIXI.TextMetrics.measureFont `TextMetrics.measureFont`}. + * @class FontMetrics + * @memberof PIXI.TextMetrics~ + * @property {number} ascent - The ascent distance + * @property {number} descent - The descent distance + * @property {number} fontSize - Font size from ascent to descent + */ + +exports.default = TextMetrics; +var canvas = document.createElement('canvas'); + +canvas.width = canvas.height = 10; + +/** + * Cached canvas element for measuring text + * @memberof PIXI.TextMetrics + * @type {HTMLCanvasElement} + * @private + */ +TextMetrics._canvas = canvas; + +/** + * Cache for context to use. + * @memberof PIXI.TextMetrics + * @type {CanvasRenderingContext2D} + * @private + */ +TextMetrics._context = canvas.getContext('2d'); + +/** + * Cache of PIXI.TextMetrics~FontMetrics objects. + * @memberof PIXI.TextMetrics + * @type {Object} + * @private + */ +TextMetrics._fonts = {}; + +},{}],110:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); // disabling eslint for now, going to rewrite this in v5 +/* eslint-disable */ + +var _const = require('../const'); + +var _utils = require('../utils'); + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +var defaultStyle = { + align: 'left', + breakWords: false, + dropShadow: false, + dropShadowAlpha: 1, + dropShadowAngle: Math.PI / 6, + dropShadowBlur: 0, + dropShadowColor: 'black', + dropShadowDistance: 5, + fill: 'black', + fillGradientType: _const.TEXT_GRADIENT.LINEAR_VERTICAL, + fillGradientStops: [], + fontFamily: 'Arial', + fontSize: 26, + fontStyle: 'normal', + fontVariant: 'normal', + fontWeight: 'normal', + letterSpacing: 0, + lineHeight: 0, + lineJoin: 'miter', + miterLimit: 10, + padding: 0, + stroke: 'black', + strokeThickness: 0, + textBaseline: 'alphabetic', + trim: false, + wordWrap: false, + wordWrapWidth: 100, + leading: 0 +}; + +/** + * A TextStyle Object decorates a Text Object. It can be shared between + * multiple Text objects. Changing the style will update all text objects using it. + * + * @class + * @memberof PIXI + */ + +var TextStyle = function () { + /** + * @param {object} [style] - The style parameters + * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'), + * does not affect single line text + * @param {boolean} [style.breakWords=false] - Indicates if lines can be wrapped within words, it + * needs wordWrap to be set to true + * @param {boolean} [style.dropShadow=false] - Set a drop shadow for the text + * @param {number} [style.dropShadowAlpha=1] - Set alpha for the drop shadow + * @param {number} [style.dropShadowAngle=Math.PI/6] - Set a angle of the drop shadow + * @param {number} [style.dropShadowBlur=0] - Set a shadow blur radius + * @param {string|number} [style.dropShadowColor='black'] - A fill style to be used on the dropshadow e.g 'red', '#00FF00' + * @param {number} [style.dropShadowDistance=5] - Set a distance of the drop shadow + * @param {string|string[]|number|number[]|CanvasGradient|CanvasPattern} [style.fill='black'] - A canvas + * fillstyle that will be used on the text e.g 'red', '#00FF00'. Can be an array to create a gradient + * eg ['#000000','#FFFFFF'] + * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} + * @param {number} [style.fillGradientType=PIXI.TEXT_GRADIENT.LINEAR_VERTICAL] - If fill is an array of colours + * to create a gradient, this can change the type/direction of the gradient. See {@link PIXI.TEXT_GRADIENT} + * @param {number[]} [style.fillGradientStops] - If fill is an array of colours to create a gradient, this array can set + * the stop points (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. + * @param {string|string[]} [style.fontFamily='Arial'] - The font family + * @param {number|string} [style.fontSize=26] - The font size (as a number it converts to px, but as a string, + * equivalents are '26px','20pt','160%' or '1.6em') + * @param {string} [style.fontStyle='normal'] - The font style ('normal', 'italic' or 'oblique') + * @param {string} [style.fontVariant='normal'] - The font variant ('normal' or 'small-caps') + * @param {string} [style.fontWeight='normal'] - The font weight ('normal', 'bold', 'bolder', 'lighter' and '100', + * '200', '300', '400', '500', '600', '700', 800' or '900') + * @param {number} [style.leading=0] - The space between lines + * @param {number} [style.letterSpacing=0] - The amount of spacing between letters, default is 0 + * @param {number} [style.lineHeight] - The line height, a number that represents the vertical space that a letter uses + * @param {string} [style.lineJoin='miter'] - The lineJoin property sets the type of corner created, it can resolve + * spiked text issues. Default is 'miter' (creates a sharp corner). + * @param {number} [style.miterLimit=10] - The miter limit to use when using the 'miter' lineJoin mode. This can reduce + * or increase the spikiness of rendered text. + * @param {number} [style.padding=0] - Occasionally some fonts are cropped. Adding some padding will prevent this from + * happening by adding padding to all sides of the text. + * @param {string|number} [style.stroke='black'] - A canvas fillstyle that will be used on the text stroke + * e.g 'blue', '#FCFF00' + * @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke. + * Default is 0 (no stroke) + * @param {boolean} [style.trim=false] - Trim transparent borders + * @param {string} [style.textBaseline='alphabetic'] - The baseline of the text that is rendered. + * @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used + * @param {number} [style.wordWrapWidth=100] - The width at which text will wrap, it needs wordWrap to be set to true + */ + function TextStyle(style) { + _classCallCheck(this, TextStyle); + + this.styleID = 0; + + Object.assign(this, defaultStyle, style); + } + + /** + * Creates a new TextStyle object with the same values as this one. + * Note that the only the properties of the object are cloned. + * + * @return {PIXI.TextStyle} New cloned TextStyle object + */ + + + TextStyle.prototype.clone = function clone() { + var clonedProperties = {}; + + for (var key in defaultStyle) { + clonedProperties[key] = this[key]; + } + + return new TextStyle(clonedProperties); + }; + + /** + * Resets all properties to the defaults specified in TextStyle.prototype._default + */ + + + TextStyle.prototype.reset = function reset() { + Object.assign(this, defaultStyle); + }; + + /** + * Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text + * + * @member {string} + */ + + + /** + * Generates a font style string to use for `TextMetrics.measureFont()`. + * + * @return {string} Font style string, for passing to `TextMetrics.measureFont()` + */ + TextStyle.prototype.toFontString = function toFontString() { + // build canvas api font setting from individual components. Convert a numeric this.fontSize to px + var fontSizeString = typeof this.fontSize === 'number' ? this.fontSize + 'px' : this.fontSize; + + // Clean-up fontFamily property by quoting each font name + // this will support font names with spaces + var fontFamilies = this.fontFamily; + + if (!Array.isArray(this.fontFamily)) { + fontFamilies = this.fontFamily.split(','); + } + + for (var i = fontFamilies.length - 1; i >= 0; i--) { + // Trim any extra white-space + var fontFamily = fontFamilies[i].trim(); + + // Check if font already contains strings + if (!/([\"\'])[^\'\"]+\1/.test(fontFamily)) { + fontFamily = '"' + fontFamily + '"'; + } + fontFamilies[i] = fontFamily; + } + + return this.fontStyle + ' ' + this.fontVariant + ' ' + this.fontWeight + ' ' + fontSizeString + ' ' + fontFamilies.join(','); + }; + + _createClass(TextStyle, [{ + key: 'align', + get: function get() { + return this._align; + }, + set: function set(align) // eslint-disable-line require-jsdoc + { + if (this._align !== align) { + this._align = align; + this.styleID++; + } + } + + /** + * Indicates if lines can be wrapped within words, it needs wordWrap to be set to true + * + * @member {boolean} + */ + + }, { + key: 'breakWords', + get: function get() { + return this._breakWords; + }, + set: function set(breakWords) // eslint-disable-line require-jsdoc + { + if (this._breakWords !== breakWords) { + this._breakWords = breakWords; + this.styleID++; + } + } + + /** + * Set a drop shadow for the text + * + * @member {boolean} + */ + + }, { + key: 'dropShadow', + get: function get() { + return this._dropShadow; + }, + set: function set(dropShadow) // eslint-disable-line require-jsdoc + { + if (this._dropShadow !== dropShadow) { + this._dropShadow = dropShadow; + this.styleID++; + } + } + + /** + * Set alpha for the drop shadow + * + * @member {number} + */ + + }, { + key: 'dropShadowAlpha', + get: function get() { + return this._dropShadowAlpha; + }, + set: function set(dropShadowAlpha) // eslint-disable-line require-jsdoc + { + if (this._dropShadowAlpha !== dropShadowAlpha) { + this._dropShadowAlpha = dropShadowAlpha; + this.styleID++; + } + } + + /** + * Set a angle of the drop shadow + * + * @member {number} + */ + + }, { + key: 'dropShadowAngle', + get: function get() { + return this._dropShadowAngle; + }, + set: function set(dropShadowAngle) // eslint-disable-line require-jsdoc + { + if (this._dropShadowAngle !== dropShadowAngle) { + this._dropShadowAngle = dropShadowAngle; + this.styleID++; + } + } + + /** + * Set a shadow blur radius + * + * @member {number} + */ + + }, { + key: 'dropShadowBlur', + get: function get() { + return this._dropShadowBlur; + }, + set: function set(dropShadowBlur) // eslint-disable-line require-jsdoc + { + if (this._dropShadowBlur !== dropShadowBlur) { + this._dropShadowBlur = dropShadowBlur; + this.styleID++; + } + } + + /** + * A fill style to be used on the dropshadow e.g 'red', '#00FF00' + * + * @member {string|number} + */ + + }, { + key: 'dropShadowColor', + get: function get() { + return this._dropShadowColor; + }, + set: function set(dropShadowColor) // eslint-disable-line require-jsdoc + { + var outputColor = getColor(dropShadowColor); + if (this._dropShadowColor !== outputColor) { + this._dropShadowColor = outputColor; + this.styleID++; + } + } + + /** + * Set a distance of the drop shadow + * + * @member {number} + */ + + }, { + key: 'dropShadowDistance', + get: function get() { + return this._dropShadowDistance; + }, + set: function set(dropShadowDistance) // eslint-disable-line require-jsdoc + { + if (this._dropShadowDistance !== dropShadowDistance) { + this._dropShadowDistance = dropShadowDistance; + this.styleID++; + } + } + + /** + * A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'. + * Can be an array to create a gradient eg ['#000000','#FFFFFF'] + * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} + * + * @member {string|string[]|number|number[]|CanvasGradient|CanvasPattern} + */ + + }, { + key: 'fill', + get: function get() { + return this._fill; + }, + set: function set(fill) // eslint-disable-line require-jsdoc + { + var outputColor = getColor(fill); + if (this._fill !== outputColor) { + this._fill = outputColor; + this.styleID++; + } + } + + /** + * If fill is an array of colours to create a gradient, this can change the type/direction of the gradient. + * See {@link PIXI.TEXT_GRADIENT} + * + * @member {number} + */ + + }, { + key: 'fillGradientType', + get: function get() { + return this._fillGradientType; + }, + set: function set(fillGradientType) // eslint-disable-line require-jsdoc + { + if (this._fillGradientType !== fillGradientType) { + this._fillGradientType = fillGradientType; + this.styleID++; + } + } + + /** + * If fill is an array of colours to create a gradient, this array can set the stop points + * (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. + * + * @member {number[]} + */ + + }, { + key: 'fillGradientStops', + get: function get() { + return this._fillGradientStops; + }, + set: function set(fillGradientStops) // eslint-disable-line require-jsdoc + { + if (!areArraysEqual(this._fillGradientStops, fillGradientStops)) { + this._fillGradientStops = fillGradientStops; + this.styleID++; + } + } + + /** + * The font family + * + * @member {string|string[]} + */ + + }, { + key: 'fontFamily', + get: function get() { + return this._fontFamily; + }, + set: function set(fontFamily) // eslint-disable-line require-jsdoc + { + if (this.fontFamily !== fontFamily) { + this._fontFamily = fontFamily; + this.styleID++; + } + } + + /** + * The font size + * (as a number it converts to px, but as a string, equivalents are '26px','20pt','160%' or '1.6em') + * + * @member {number|string} + */ + + }, { + key: 'fontSize', + get: function get() { + return this._fontSize; + }, + set: function set(fontSize) // eslint-disable-line require-jsdoc + { + if (this._fontSize !== fontSize) { + this._fontSize = fontSize; + this.styleID++; + } + } + + /** + * The font style + * ('normal', 'italic' or 'oblique') + * + * @member {string} + */ + + }, { + key: 'fontStyle', + get: function get() { + return this._fontStyle; + }, + set: function set(fontStyle) // eslint-disable-line require-jsdoc + { + if (this._fontStyle !== fontStyle) { + this._fontStyle = fontStyle; + this.styleID++; + } + } + + /** + * The font variant + * ('normal' or 'small-caps') + * + * @member {string} + */ + + }, { + key: 'fontVariant', + get: function get() { + return this._fontVariant; + }, + set: function set(fontVariant) // eslint-disable-line require-jsdoc + { + if (this._fontVariant !== fontVariant) { + this._fontVariant = fontVariant; + this.styleID++; + } + } + + /** + * The font weight + * ('normal', 'bold', 'bolder', 'lighter' and '100', '200', '300', '400', '500', '600', '700', 800' or '900') + * + * @member {string} + */ + + }, { + key: 'fontWeight', + get: function get() { + return this._fontWeight; + }, + set: function set(fontWeight) // eslint-disable-line require-jsdoc + { + if (this._fontWeight !== fontWeight) { + this._fontWeight = fontWeight; + this.styleID++; + } + } + + /** + * The amount of spacing between letters, default is 0 + * + * @member {number} + */ + + }, { + key: 'letterSpacing', + get: function get() { + return this._letterSpacing; + }, + set: function set(letterSpacing) // eslint-disable-line require-jsdoc + { + if (this._letterSpacing !== letterSpacing) { + this._letterSpacing = letterSpacing; + this.styleID++; + } + } + + /** + * The line height, a number that represents the vertical space that a letter uses + * + * @member {number} + */ + + }, { + key: 'lineHeight', + get: function get() { + return this._lineHeight; + }, + set: function set(lineHeight) // eslint-disable-line require-jsdoc + { + if (this._lineHeight !== lineHeight) { + this._lineHeight = lineHeight; + this.styleID++; + } + } + + /** + * The space between lines + * + * @member {number} + */ + + }, { + key: 'leading', + get: function get() { + return this._leading; + }, + set: function set(leading) // eslint-disable-line require-jsdoc + { + if (this._leading !== leading) { + this._leading = leading; + this.styleID++; + } + } + + /** + * The lineJoin property sets the type of corner created, it can resolve spiked text issues. + * Default is 'miter' (creates a sharp corner). + * + * @member {string} + */ + + }, { + key: 'lineJoin', + get: function get() { + return this._lineJoin; + }, + set: function set(lineJoin) // eslint-disable-line require-jsdoc + { + if (this._lineJoin !== lineJoin) { + this._lineJoin = lineJoin; + this.styleID++; + } + } + + /** + * The miter limit to use when using the 'miter' lineJoin mode + * This can reduce or increase the spikiness of rendered text. + * + * @member {number} + */ + + }, { + key: 'miterLimit', + get: function get() { + return this._miterLimit; + }, + set: function set(miterLimit) // eslint-disable-line require-jsdoc + { + if (this._miterLimit !== miterLimit) { + this._miterLimit = miterLimit; + this.styleID++; + } + } + + /** + * Occasionally some fonts are cropped. Adding some padding will prevent this from happening + * by adding padding to all sides of the text. + * + * @member {number} + */ + + }, { + key: 'padding', + get: function get() { + return this._padding; + }, + set: function set(padding) // eslint-disable-line require-jsdoc + { + if (this._padding !== padding) { + this._padding = padding; + this.styleID++; + } + } + + /** + * A canvas fillstyle that will be used on the text stroke + * e.g 'blue', '#FCFF00' + * + * @member {string|number} + */ + + }, { + key: 'stroke', + get: function get() { + return this._stroke; + }, + set: function set(stroke) // eslint-disable-line require-jsdoc + { + var outputColor = getColor(stroke); + if (this._stroke !== outputColor) { + this._stroke = outputColor; + this.styleID++; + } + } + + /** + * A number that represents the thickness of the stroke. + * Default is 0 (no stroke) + * + * @member {number} + */ + + }, { + key: 'strokeThickness', + get: function get() { + return this._strokeThickness; + }, + set: function set(strokeThickness) // eslint-disable-line require-jsdoc + { + if (this._strokeThickness !== strokeThickness) { + this._strokeThickness = strokeThickness; + this.styleID++; + } + } + + /** + * The baseline of the text that is rendered. + * + * @member {string} + */ + + }, { + key: 'textBaseline', + get: function get() { + return this._textBaseline; + }, + set: function set(textBaseline) // eslint-disable-line require-jsdoc + { + if (this._textBaseline !== textBaseline) { + this._textBaseline = textBaseline; + this.styleID++; + } + } + + /** + * Trim transparent borders + * + * @member {boolean} + */ + + }, { + key: 'trim', + get: function get() { + return this._trim; + }, + set: function set(trim) // eslint-disable-line require-jsdoc + { + if (this._trim !== trim) { + this._trim = trim; + this.styleID++; + } + } + + /** + * Indicates if word wrap should be used + * + * @member {boolean} + */ + + }, { + key: 'wordWrap', + get: function get() { + return this._wordWrap; + }, + set: function set(wordWrap) // eslint-disable-line require-jsdoc + { + if (this._wordWrap !== wordWrap) { + this._wordWrap = wordWrap; + this.styleID++; + } + } + + /** + * The width at which text will wrap, it needs wordWrap to be set to true + * + * @member {number} + */ + + }, { + key: 'wordWrapWidth', + get: function get() { + return this._wordWrapWidth; + }, + set: function set(wordWrapWidth) // eslint-disable-line require-jsdoc + { + if (this._wordWrapWidth !== wordWrapWidth) { + this._wordWrapWidth = wordWrapWidth; + this.styleID++; + } + } + }]); + + return TextStyle; +}(); + +/** + * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. + * + * @param {number|number[]} color + * @return {string} The color as a string. + */ + + +exports.default = TextStyle; +function getSingleColor(color) { + if (typeof color === 'number') { + return (0, _utils.hex2string)(color); + } else if (typeof color === 'string') { + if (color.indexOf('0x') === 0) { + color = color.replace('0x', '#'); + } + } + + return color; +} + +/** + * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. + * This version can also convert array of colors + * + * @param {number|number[]} color + * @return {string} The color as a string. + */ +function getColor(color) { + if (!Array.isArray(color)) { + return getSingleColor(color); + } else { + for (var i = 0; i < color.length; ++i) { + color[i] = getSingleColor(color[i]); + } + + return color; + } +} + +/** + * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. + * This version can also convert array of colors + * + * @param {Array} array1 First array to compare + * @param {Array} array2 Second array to compare + * @return {boolean} Do the arrays contain the same values in the same order + */ +function areArraysEqual(array1, array2) { + if (!Array.isArray(array1) || !Array.isArray(array2)) { + return false; + } + + if (array1.length !== array2.length) { + return false; + } + + for (var i = 0; i < array1.length; ++i) { + if (array1[i] !== array2[i]) { + return false; + } + } + + return true; +} + +},{"../const":46,"../utils":124}],111:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _BaseTexture2 = require('./BaseTexture'); + +var _BaseTexture3 = _interopRequireDefault(_BaseTexture2); + +var _settings = require('../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it. + * + * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded + * otherwise black rectangles will be drawn instead. + * + * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position + * and rotation of the given Display Objects is ignored. For example: + * + * ```js + * let renderer = PIXI.autoDetectRenderer(1024, 1024, { view: canvas, ratio: 1 }); + * let baseRenderTexture = new PIXI.BaseRenderTexture(renderer, 800, 600); + * let sprite = PIXI.Sprite.fromImage("spinObj_01.png"); + * + * sprite.position.x = 800/2; + * sprite.position.y = 600/2; + * sprite.anchor.x = 0.5; + * sprite.anchor.y = 0.5; + * + * baseRenderTexture.render(sprite); + * ``` + * + * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 + * you can clear the transform + * + * ```js + * + * sprite.setTransform() + * + * let baseRenderTexture = new PIXI.BaseRenderTexture(100, 100); + * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); + * + * renderer.render(sprite, renderTexture); // Renders to center of RenderTexture + * ``` + * + * @class + * @extends PIXI.BaseTexture + * @memberof PIXI + */ +var BaseRenderTexture = function (_BaseTexture) { + _inherits(BaseRenderTexture, _BaseTexture); + + /** + * @param {number} [width=100] - The width of the base render texture + * @param {number} [height=100] - The height of the base render texture + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {number} [resolution=1] - The resolution / device pixel ratio of the texture being generated + */ + function BaseRenderTexture() { + var width = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 100; + var height = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 100; + var scaleMode = arguments[2]; + var resolution = arguments[3]; + + _classCallCheck(this, BaseRenderTexture); + + var _this = _possibleConstructorReturn(this, _BaseTexture.call(this, null, scaleMode)); + + _this.resolution = resolution || _settings2.default.RESOLUTION; + + _this.width = width; + _this.height = height; + + _this.realWidth = _this.width * _this.resolution; + _this.realHeight = _this.height * _this.resolution; + + _this.scaleMode = scaleMode !== undefined ? scaleMode : _settings2.default.SCALE_MODE; + _this.hasLoaded = true; + + /** + * A map of renderer IDs to webgl renderTargets + * + * @private + * @member {object} + */ + _this._glRenderTargets = {}; + + /** + * A reference to the canvas render target (we only need one as this can be shared across renderers) + * + * @private + * @member {object} + */ + _this._canvasRenderTarget = null; + + /** + * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered. + * + * @member {boolean} + */ + _this.valid = false; + return _this; + } + + /** + * Resizes the BaseRenderTexture. + * + * @param {number} width - The width to resize to. + * @param {number} height - The height to resize to. + */ + + + BaseRenderTexture.prototype.resize = function resize(width, height) { + if (width === this.width && height === this.height) { + return; + } + + this.valid = width > 0 && height > 0; + + this.width = width; + this.height = height; + + this.realWidth = this.width * this.resolution; + this.realHeight = this.height * this.resolution; + + if (!this.valid) { + return; + } + + this.emit('update', this); + }; + + /** + * Destroys this texture + * + */ + + + BaseRenderTexture.prototype.destroy = function destroy() { + _BaseTexture.prototype.destroy.call(this, true); + this.renderer = null; + }; + + return BaseRenderTexture; +}(_BaseTexture3.default); + +exports.default = BaseRenderTexture; + +},{"../settings":101,"./BaseTexture":112}],112:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _typeof = typeof Symbol === "function" && typeof Symbol.iterator === "symbol" ? function (obj) { return typeof obj; } : function (obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; + +var _utils = require('../utils'); + +var _settings = require('../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +var _eventemitter = require('eventemitter3'); + +var _eventemitter2 = _interopRequireDefault(_eventemitter); + +var _determineCrossOrigin = require('../utils/determineCrossOrigin'); + +var _determineCrossOrigin2 = _interopRequireDefault(_determineCrossOrigin); + +var _bitTwiddle = require('bit-twiddle'); + +var _bitTwiddle2 = _interopRequireDefault(_bitTwiddle); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * A texture stores the information that represents an image. All textures have a base texture. + * + * @class + * @extends EventEmitter + * @memberof PIXI + */ +var BaseTexture = function (_EventEmitter) { + _inherits(BaseTexture, _EventEmitter); + + /** + * @param {HTMLImageElement|HTMLCanvasElement} [source] - the source object of the texture. + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {number} [resolution=1] - The resolution / device pixel ratio of the texture + */ + function BaseTexture(source, scaleMode, resolution) { + _classCallCheck(this, BaseTexture); + + var _this = _possibleConstructorReturn(this, _EventEmitter.call(this)); + + _this.uid = (0, _utils.uid)(); + + _this.touched = 0; + + /** + * The resolution / device pixel ratio of the texture + * + * @member {number} + * @default 1 + */ + _this.resolution = resolution || _settings2.default.RESOLUTION; + + /** + * The width of the base texture set when the image has loaded + * + * @readonly + * @member {number} + */ + _this.width = 100; + + /** + * The height of the base texture set when the image has loaded + * + * @readonly + * @member {number} + */ + _this.height = 100; + + // TODO docs + // used to store the actual dimensions of the source + /** + * Used to store the actual width of the source of this texture + * + * @readonly + * @member {number} + */ + _this.realWidth = 100; + /** + * Used to store the actual height of the source of this texture + * + * @readonly + * @member {number} + */ + _this.realHeight = 100; + + /** + * The scale mode to apply when scaling this texture + * + * @member {number} + * @default PIXI.settings.SCALE_MODE + * @see PIXI.SCALE_MODES + */ + _this.scaleMode = scaleMode !== undefined ? scaleMode : _settings2.default.SCALE_MODE; + + /** + * Set to true once the base texture has successfully loaded. + * + * This is never true if the underlying source fails to load or has no texture data. + * + * @readonly + * @member {boolean} + */ + _this.hasLoaded = false; + + /** + * Set to true if the source is currently loading. + * + * If an Image source is loading the 'loaded' or 'error' event will be + * dispatched when the operation ends. An underyling source that is + * immediately-available bypasses loading entirely. + * + * @readonly + * @member {boolean} + */ + _this.isLoading = false; + + /** + * The image source that is used to create the texture. + * + * TODO: Make this a setter that calls loadSource(); + * + * @readonly + * @member {HTMLImageElement|HTMLCanvasElement} + */ + _this.source = null; // set in loadSource, if at all + + /** + * The image source that is used to create the texture. This is used to + * store the original Svg source when it is replaced with a canvas element. + * + * TODO: Currently not in use but could be used when re-scaling svg. + * + * @readonly + * @member {Image} + */ + _this.origSource = null; // set in loadSvg, if at all + + /** + * Type of image defined in source, eg. `png` or `svg` + * + * @readonly + * @member {string} + */ + _this.imageType = null; // set in updateImageType + + /** + * Scale for source image. Used with Svg images to scale them before rasterization. + * + * @readonly + * @member {number} + */ + _this.sourceScale = 1.0; + + /** + * Controls if RGB channels should be pre-multiplied by Alpha (WebGL only) + * All blend modes, and shaders written for default value. Change it on your own risk. + * + * @member {boolean} + * @default true + */ + _this.premultipliedAlpha = true; + + /** + * The image url of the texture + * + * @member {string} + */ + _this.imageUrl = null; + + /** + * Whether or not the texture is a power of two, try to use power of two textures as much + * as you can + * + * @private + * @member {boolean} + */ + _this.isPowerOfTwo = false; + + // used for webGL + + /** + * + * Set this to true if a mipmap of this texture needs to be generated. This value needs + * to be set before the texture is used + * Also the texture must be a power of two size to work + * + * @member {boolean} + * @see PIXI.MIPMAP_TEXTURES + */ + _this.mipmap = _settings2.default.MIPMAP_TEXTURES; + + /** + * + * WebGL Texture wrap mode + * + * @member {number} + * @see PIXI.WRAP_MODES + */ + _this.wrapMode = _settings2.default.WRAP_MODE; + + /** + * A map of renderer IDs to webgl textures + * + * @private + * @member {object} + */ + _this._glTextures = {}; + + _this._enabled = 0; + _this._virtalBoundId = -1; + + /** + * If the object has been destroyed via destroy(). If true, it should not be used. + * + * @member {boolean} + * @private + * @readonly + */ + _this._destroyed = false; + + /** + * The ids under which this BaseTexture has been added to the base texture cache. This is + * automatically set as long as BaseTexture.addToCache is used, but may not be set if a + * BaseTexture is added directly to the BaseTextureCache array. + * + * @member {string[]} + */ + _this.textureCacheIds = []; + + // if no source passed don't try to load + if (source) { + _this.loadSource(source); + } + + /** + * Fired when a not-immediately-available source finishes loading. + * + * @protected + * @event PIXI.BaseTexture#loaded + * @param {PIXI.BaseTexture} baseTexture - Resource loaded. + */ + + /** + * Fired when a not-immediately-available source fails to load. + * + * @protected + * @event PIXI.BaseTexture#error + * @param {PIXI.BaseTexture} baseTexture - Resource errored. + */ + + /** + * Fired when BaseTexture is updated. + * + * @protected + * @event PIXI.BaseTexture#update + * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated. + */ + + /** + * Fired when BaseTexture is destroyed. + * + * @protected + * @event PIXI.BaseTexture#dispose + * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed. + */ + return _this; + } + + /** + * Updates the texture on all the webgl renderers, this also assumes the src has changed. + * + * @fires PIXI.BaseTexture#update + */ + + + BaseTexture.prototype.update = function update() { + // Svg size is handled during load + if (this.imageType !== 'svg') { + this.realWidth = this.source.naturalWidth || this.source.videoWidth || this.source.width; + this.realHeight = this.source.naturalHeight || this.source.videoHeight || this.source.height; + + this._updateDimensions(); + } + + this.emit('update', this); + }; + + /** + * Update dimensions from real values + */ + + + BaseTexture.prototype._updateDimensions = function _updateDimensions() { + this.width = this.realWidth / this.resolution; + this.height = this.realHeight / this.resolution; + + this.isPowerOfTwo = _bitTwiddle2.default.isPow2(this.realWidth) && _bitTwiddle2.default.isPow2(this.realHeight); + }; + + /** + * Load a source. + * + * If the source is not-immediately-available, such as an image that needs to be + * downloaded, then the 'loaded' or 'error' event will be dispatched in the future + * and `hasLoaded` will remain false after this call. + * + * The logic state after calling `loadSource` directly or indirectly (eg. `fromImage`, `new BaseTexture`) is: + * + * if (texture.hasLoaded) { + * // texture ready for use + * } else if (texture.isLoading) { + * // listen to 'loaded' and/or 'error' events on texture + * } else { + * // not loading, not going to load UNLESS the source is reloaded + * // (it may still make sense to listen to the events) + * } + * + * @protected + * @param {HTMLImageElement|HTMLCanvasElement} source - the source object of the texture. + */ + + + BaseTexture.prototype.loadSource = function loadSource(source) { + var _this2 = this; + + var wasLoading = this.isLoading; + + this.hasLoaded = false; + this.isLoading = false; + + if (wasLoading && this.source) { + this.source.onload = null; + this.source.onerror = null; + } + + var firstSourceLoaded = !this.source; + + this.source = source; + + // Apply source if loaded. Otherwise setup appropriate loading monitors. + if ((source.src && source.complete || source.getContext) && source.width && source.height) { + this._updateImageType(); + + if (this.imageType === 'svg') { + this._loadSvgSource(); + } else { + this._sourceLoaded(); + } + + if (firstSourceLoaded) { + // send loaded event if previous source was null and we have been passed a pre-loaded IMG element + this.emit('loaded', this); + } + } else if (!source.getContext) { + var _ret = function () { + // Image fail / not ready + _this2.isLoading = true; + + var scope = _this2; + + source.onload = function () { + scope._updateImageType(); + source.onload = null; + source.onerror = null; + + if (!scope.isLoading) { + return; + } + + scope.isLoading = false; + scope._sourceLoaded(); + + if (scope.imageType === 'svg') { + scope._loadSvgSource(); + + return; + } + + scope.emit('loaded', scope); + }; + + source.onerror = function () { + source.onload = null; + source.onerror = null; + + if (!scope.isLoading) { + return; + } + + scope.isLoading = false; + scope.emit('error', scope); + }; + + // Per http://www.w3.org/TR/html5/embedded-content-0.html#the-img-element + // "The value of `complete` can thus change while a script is executing." + // So complete needs to be re-checked after the callbacks have been added.. + // NOTE: complete will be true if the image has no src so best to check if the src is set. + if (source.complete && source.src) { + // ..and if we're complete now, no need for callbacks + source.onload = null; + source.onerror = null; + + if (scope.imageType === 'svg') { + scope._loadSvgSource(); + + return { + v: void 0 + }; + } + + _this2.isLoading = false; + + if (source.width && source.height) { + _this2._sourceLoaded(); + + // If any previous subscribers possible + if (wasLoading) { + _this2.emit('loaded', _this2); + } + } + // If any previous subscribers possible + else if (wasLoading) { + _this2.emit('error', _this2); + } + } + }(); + + if ((typeof _ret === 'undefined' ? 'undefined' : _typeof(_ret)) === "object") return _ret.v; + } + }; + + /** + * Updates type of the source image. + */ + + + BaseTexture.prototype._updateImageType = function _updateImageType() { + if (!this.imageUrl) { + return; + } + + var dataUri = (0, _utils.decomposeDataUri)(this.imageUrl); + var imageType = void 0; + + if (dataUri && dataUri.mediaType === 'image') { + // Check for subType validity + var firstSubType = dataUri.subType.split('+')[0]; + + imageType = (0, _utils.getUrlFileExtension)('.' + firstSubType); + + if (!imageType) { + throw new Error('Invalid image type in data URI.'); + } + } else { + imageType = (0, _utils.getUrlFileExtension)(this.imageUrl); + + if (!imageType) { + imageType = 'png'; + } + } + + this.imageType = imageType; + }; + + /** + * Checks if `source` is an SVG image and whether it's loaded via a URL or a data URI. Then calls + * `_loadSvgSourceUsingDataUri` or `_loadSvgSourceUsingXhr`. + */ + + + BaseTexture.prototype._loadSvgSource = function _loadSvgSource() { + if (this.imageType !== 'svg') { + // Do nothing if source is not svg + return; + } + + var dataUri = (0, _utils.decomposeDataUri)(this.imageUrl); + + if (dataUri) { + this._loadSvgSourceUsingDataUri(dataUri); + } else { + // We got an URL, so we need to do an XHR to check the svg size + this._loadSvgSourceUsingXhr(); + } + }; + + /** + * Reads an SVG string from data URI and then calls `_loadSvgSourceUsingString`. + * + * @param {string} dataUri - The data uri to load from. + */ + + + BaseTexture.prototype._loadSvgSourceUsingDataUri = function _loadSvgSourceUsingDataUri(dataUri) { + var svgString = void 0; + + if (dataUri.encoding === 'base64') { + if (!atob) { + throw new Error('Your browser doesn\'t support base64 conversions.'); + } + svgString = atob(dataUri.data); + } else { + svgString = dataUri.data; + } + + this._loadSvgSourceUsingString(svgString); + }; + + /** + * Loads an SVG string from `imageUrl` using XHR and then calls `_loadSvgSourceUsingString`. + */ + + + BaseTexture.prototype._loadSvgSourceUsingXhr = function _loadSvgSourceUsingXhr() { + var _this3 = this; + + var svgXhr = new XMLHttpRequest(); + + // This throws error on IE, so SVG Document can't be used + // svgXhr.responseType = 'document'; + + // This is not needed since we load the svg as string (breaks IE too) + // but overrideMimeType() can be used to force the response to be parsed as XML + // svgXhr.overrideMimeType('image/svg+xml'); + + svgXhr.onload = function () { + if (svgXhr.readyState !== svgXhr.DONE || svgXhr.status !== 200) { + throw new Error('Failed to load SVG using XHR.'); + } + + _this3._loadSvgSourceUsingString(svgXhr.response); + }; + + svgXhr.onerror = function () { + return _this3.emit('error', _this3); + }; + + svgXhr.open('GET', this.imageUrl, true); + svgXhr.send(); + }; + + /** + * Loads texture using an SVG string. The original SVG Image is stored as `origSource` and the + * created canvas is the new `source`. The SVG is scaled using `sourceScale`. Called by + * `_loadSvgSourceUsingXhr` or `_loadSvgSourceUsingDataUri`. + * + * @param {string} svgString SVG source as string + * + * @fires PIXI.BaseTexture#loaded + */ + + + BaseTexture.prototype._loadSvgSourceUsingString = function _loadSvgSourceUsingString(svgString) { + var svgSize = (0, _utils.getSvgSize)(svgString); + + var svgWidth = svgSize.width; + var svgHeight = svgSize.height; + + if (!svgWidth || !svgHeight) { + throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.'); + } + + // Scale realWidth and realHeight + this.realWidth = Math.round(svgWidth * this.sourceScale); + this.realHeight = Math.round(svgHeight * this.sourceScale); + + this._updateDimensions(); + + // Create a canvas element + var canvas = document.createElement('canvas'); + + canvas.width = this.realWidth; + canvas.height = this.realHeight; + canvas._pixiId = 'canvas_' + (0, _utils.uid)(); + + // Draw the Svg to the canvas + canvas.getContext('2d').drawImage(this.source, 0, 0, svgWidth, svgHeight, 0, 0, this.realWidth, this.realHeight); + + // Replace the original source image with the canvas + this.origSource = this.source; + this.source = canvas; + + // Add also the canvas in cache (destroy clears by `imageUrl` and `source._pixiId`) + BaseTexture.addToCache(this, canvas._pixiId); + + this.isLoading = false; + this._sourceLoaded(); + this.emit('loaded', this); + }; + + /** + * Used internally to update the width, height, and some other tracking vars once + * a source has successfully loaded. + * + * @private + */ + + + BaseTexture.prototype._sourceLoaded = function _sourceLoaded() { + this.hasLoaded = true; + this.update(); + }; + + /** + * Destroys this base texture + * + */ + + + BaseTexture.prototype.destroy = function destroy() { + if (this.imageUrl) { + delete _utils.TextureCache[this.imageUrl]; + + this.imageUrl = null; + + if (!navigator.isCocoonJS) { + this.source.src = ''; + } + } + + this.source = null; + + this.dispose(); + + BaseTexture.removeFromCache(this); + this.textureCacheIds = null; + + this._destroyed = true; + }; + + /** + * Frees the texture from WebGL memory without destroying this texture object. + * This means you can still use the texture later which will upload it to GPU + * memory again. + * + * @fires PIXI.BaseTexture#dispose + */ + + + BaseTexture.prototype.dispose = function dispose() { + this.emit('dispose', this); + }; + + /** + * Changes the source image of the texture. + * The original source must be an Image element. + * + * @param {string} newSrc - the path of the image + */ + + + BaseTexture.prototype.updateSourceImage = function updateSourceImage(newSrc) { + this.source.src = newSrc; + + this.loadSource(this.source); + }; + + /** + * Helper function that creates a base texture from the given image url. + * If the image is not in the base texture cache it will be created and loaded. + * + * @static + * @param {string} imageUrl - The image url of the texture + * @param {boolean} [crossorigin=(auto)] - Should use anonymous CORS? Defaults to true if the URL is not a data-URI. + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {number} [sourceScale=(auto)] - Scale for the original image, used with Svg images. + * @return {PIXI.BaseTexture} The new base texture. + */ + + + BaseTexture.fromImage = function fromImage(imageUrl, crossorigin, scaleMode, sourceScale) { + var baseTexture = _utils.BaseTextureCache[imageUrl]; + + if (!baseTexture) { + // new Image() breaks tex loading in some versions of Chrome. + // See https://code.google.com/p/chromium/issues/detail?id=238071 + var image = new Image(); // document.createElement('img'); + + if (crossorigin === undefined && imageUrl.indexOf('data:') !== 0) { + image.crossOrigin = (0, _determineCrossOrigin2.default)(imageUrl); + } else if (crossorigin) { + image.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous'; + } + + baseTexture = new BaseTexture(image, scaleMode); + baseTexture.imageUrl = imageUrl; + + if (sourceScale) { + baseTexture.sourceScale = sourceScale; + } + + // if there is an @2x at the end of the url we are going to assume its a highres image + baseTexture.resolution = (0, _utils.getResolutionOfUrl)(imageUrl); + + image.src = imageUrl; // Setting this triggers load + + BaseTexture.addToCache(baseTexture, imageUrl); + } + + return baseTexture; + }; + + /** + * Helper function that creates a base texture from the given canvas element. + * + * @static + * @param {HTMLCanvasElement} canvas - The canvas element source of the texture + * @param {number} scaleMode - See {@link PIXI.SCALE_MODES} for possible values + * @param {string} [origin='canvas'] - A string origin of who created the base texture + * @return {PIXI.BaseTexture} The new base texture. + */ + + + BaseTexture.fromCanvas = function fromCanvas(canvas, scaleMode) { + var origin = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 'canvas'; + + if (!canvas._pixiId) { + canvas._pixiId = origin + '_' + (0, _utils.uid)(); + } + + var baseTexture = _utils.BaseTextureCache[canvas._pixiId]; + + if (!baseTexture) { + baseTexture = new BaseTexture(canvas, scaleMode); + BaseTexture.addToCache(baseTexture, canvas._pixiId); + } + + return baseTexture; + }; + + /** + * Helper function that creates a base texture based on the source you provide. + * The source can be - image url, image element, canvas element. + * + * @static + * @param {string|HTMLImageElement|HTMLCanvasElement} source - The source to create base texture from. + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {number} [sourceScale=(auto)] - Scale for the original image, used with Svg images. + * @return {PIXI.BaseTexture} The new base texture. + */ + + + BaseTexture.from = function from(source, scaleMode, sourceScale) { + if (typeof source === 'string') { + return BaseTexture.fromImage(source, undefined, scaleMode, sourceScale); + } else if (source instanceof HTMLImageElement) { + var imageUrl = source.src; + var baseTexture = _utils.BaseTextureCache[imageUrl]; + + if (!baseTexture) { + baseTexture = new BaseTexture(source, scaleMode); + baseTexture.imageUrl = imageUrl; + + if (sourceScale) { + baseTexture.sourceScale = sourceScale; + } + + // if there is an @2x at the end of the url we are going to assume its a highres image + baseTexture.resolution = (0, _utils.getResolutionOfUrl)(imageUrl); + + BaseTexture.addToCache(baseTexture, imageUrl); + } + + return baseTexture; + } else if (source instanceof HTMLCanvasElement) { + return BaseTexture.fromCanvas(source, scaleMode); + } + + // lets assume its a base texture! + return source; + }; + + /** + * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object. + * + * @static + * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache. + * @param {string} id - The id that the BaseTexture will be stored against. + */ + + + BaseTexture.addToCache = function addToCache(baseTexture, id) { + if (id) { + if (baseTexture.textureCacheIds.indexOf(id) === -1) { + baseTexture.textureCacheIds.push(id); + } + + /* eslint-disable no-console */ + if (_utils.BaseTextureCache[id]) { + console.warn('BaseTexture added to the cache with an id [' + id + '] that already had an entry'); + } + /* eslint-enable no-console */ + + _utils.BaseTextureCache[id] = baseTexture; + } + }; + + /** + * Remove a BaseTexture from the global BaseTextureCache. + * + * @static + * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself. + * @return {PIXI.BaseTexture|null} The BaseTexture that was removed. + */ + + + BaseTexture.removeFromCache = function removeFromCache(baseTexture) { + if (typeof baseTexture === 'string') { + var baseTextureFromCache = _utils.BaseTextureCache[baseTexture]; + + if (baseTextureFromCache) { + var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture); + + if (index > -1) { + baseTextureFromCache.textureCacheIds.splice(index, 1); + } + + delete _utils.BaseTextureCache[baseTexture]; + + return baseTextureFromCache; + } + } else if (baseTexture && baseTexture.textureCacheIds) { + for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) { + delete _utils.BaseTextureCache[baseTexture.textureCacheIds[i]]; + } + + baseTexture.textureCacheIds.length = 0; + + return baseTexture; + } + + return null; + }; + + return BaseTexture; +}(_eventemitter2.default); + +exports.default = BaseTexture; + +},{"../settings":101,"../utils":124,"../utils/determineCrossOrigin":123,"bit-twiddle":18,"eventemitter3":20}],113:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _BaseRenderTexture = require('./BaseRenderTexture'); + +var _BaseRenderTexture2 = _interopRequireDefault(_BaseRenderTexture); + +var _Texture2 = require('./Texture'); + +var _Texture3 = _interopRequireDefault(_Texture2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it. + * + * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded + * otherwise black rectangles will be drawn instead. + * + * A RenderTexture takes a snapshot of any Display Object given to its render method. For example: + * + * ```js + * let renderer = PIXI.autoDetectRenderer(1024, 1024, { view: canvas, ratio: 1 }); + * let renderTexture = PIXI.RenderTexture.create(800, 600); + * let sprite = PIXI.Sprite.fromImage("spinObj_01.png"); + * + * sprite.position.x = 800/2; + * sprite.position.y = 600/2; + * sprite.anchor.x = 0.5; + * sprite.anchor.y = 0.5; + * + * renderer.render(sprite, renderTexture); + * ``` + * + * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 + * you can clear the transform + * + * ```js + * + * sprite.setTransform() + * + * let renderTexture = new PIXI.RenderTexture.create(100, 100); + * + * renderer.render(sprite, renderTexture); // Renders to center of RenderTexture + * ``` + * + * @class + * @extends PIXI.Texture + * @memberof PIXI + */ +var RenderTexture = function (_Texture) { + _inherits(RenderTexture, _Texture); + + /** + * @param {PIXI.BaseRenderTexture} baseRenderTexture - The renderer used for this RenderTexture + * @param {PIXI.Rectangle} [frame] - The rectangle frame of the texture to show + */ + function RenderTexture(baseRenderTexture, frame) { + _classCallCheck(this, RenderTexture); + + // support for legacy.. + var _legacyRenderer = null; + + if (!(baseRenderTexture instanceof _BaseRenderTexture2.default)) { + /* eslint-disable prefer-rest-params, no-console */ + var width = arguments[1]; + var height = arguments[2]; + var scaleMode = arguments[3]; + var resolution = arguments[4]; + + // we have an old render texture.. + console.warn('Please use RenderTexture.create(' + width + ', ' + height + ') instead of the ctor directly.'); + _legacyRenderer = arguments[0]; + /* eslint-enable prefer-rest-params, no-console */ + + frame = null; + baseRenderTexture = new _BaseRenderTexture2.default(width, height, scaleMode, resolution); + } + + /** + * The base texture object that this texture uses + * + * @member {BaseTexture} + */ + + var _this = _possibleConstructorReturn(this, _Texture.call(this, baseRenderTexture, frame)); + + _this.legacyRenderer = _legacyRenderer; + + /** + * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered. + * + * @member {boolean} + */ + _this.valid = true; + + _this._updateUvs(); + return _this; + } + + /** + * Resizes the RenderTexture. + * + * @param {number} width - The width to resize to. + * @param {number} height - The height to resize to. + * @param {boolean} doNotResizeBaseTexture - Should the baseTexture.width and height values be resized as well? + */ + + + RenderTexture.prototype.resize = function resize(width, height, doNotResizeBaseTexture) { + // TODO - could be not required.. + this.valid = width > 0 && height > 0; + + this._frame.width = this.orig.width = width; + this._frame.height = this.orig.height = height; + + if (!doNotResizeBaseTexture) { + this.baseTexture.resize(width, height); + } + + this._updateUvs(); + }; + + /** + * A short hand way of creating a render texture. + * + * @param {number} [width=100] - The width of the render texture + * @param {number} [height=100] - The height of the render texture + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {number} [resolution=1] - The resolution / device pixel ratio of the texture being generated + * @return {PIXI.RenderTexture} The new render texture + */ + + + RenderTexture.create = function create(width, height, scaleMode, resolution) { + return new RenderTexture(new _BaseRenderTexture2.default(width, height, scaleMode, resolution)); + }; + + return RenderTexture; +}(_Texture3.default); + +exports.default = RenderTexture; + +},{"./BaseRenderTexture":111,"./Texture":115}],114:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _ = require('../'); + +var _utils = require('../utils'); + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * Utility class for maintaining reference to a collection + * of Textures on a single Spritesheet. + * + * @class + * @memberof PIXI + */ +var Spritesheet = function () { + _createClass(Spritesheet, null, [{ + key: 'BATCH_SIZE', + + /** + * The maximum number of Textures to build per process. + * + * @type {number} + * @default 1000 + */ + get: function get() { + return 1000; + } + + /** + * @param {PIXI.BaseTexture} baseTexture Reference to the source BaseTexture object. + * @param {Object} data - Spritesheet image data. + * @param {string} [resolutionFilename] - The filename to consider when determining + * the resolution of the spritesheet. If not provided, the imageUrl will + * be used on the BaseTexture. + */ + + }]); + + function Spritesheet(baseTexture, data) { + var resolutionFilename = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : null; + + _classCallCheck(this, Spritesheet); + + /** + * Reference to ths source texture + * @type {PIXI.BaseTexture} + */ + this.baseTexture = baseTexture; + + /** + * Map of spritesheet textures. + * @type {Object} + */ + this.textures = {}; + + /** + * Reference to the original JSON data. + * @type {Object} + */ + this.data = data; + + /** + * The resolution of the spritesheet. + * @type {number} + */ + this.resolution = this._updateResolution(resolutionFilename || this.baseTexture.imageUrl); + + /** + * Map of spritesheet frames. + * @type {Object} + * @private + */ + this._frames = this.data.frames; + + /** + * Collection of frame names. + * @type {string[]} + * @private + */ + this._frameKeys = Object.keys(this._frames); + + /** + * Current batch index being processed. + * @type {number} + * @private + */ + this._batchIndex = 0; + + /** + * Callback when parse is completed. + * @type {Function} + * @private + */ + this._callback = null; + } + + /** + * Generate the resolution from the filename or fallback + * to the meta.scale field of the JSON data. + * + * @private + * @param {string} resolutionFilename - The filename to use for resolving + * the default resolution. + * @return {number} Resolution to use for spritesheet. + */ + + + Spritesheet.prototype._updateResolution = function _updateResolution(resolutionFilename) { + var scale = this.data.meta.scale; + + // Use a defaultValue of `null` to check if a url-based resolution is set + var resolution = (0, _utils.getResolutionOfUrl)(resolutionFilename, null); + + // No resolution found via URL + if (resolution === null) { + // Use the scale value or default to 1 + resolution = scale !== undefined ? parseFloat(scale) : 1; + } + + // For non-1 resolutions, update baseTexture + if (resolution !== 1) { + this.baseTexture.resolution = resolution; + this.baseTexture.update(); + } + + return resolution; + }; + + /** + * Parser spritesheet from loaded data. This is done asynchronously + * to prevent creating too many Texture within a single process. + * + * @param {Function} callback - Callback when complete returns + * a map of the Textures for this spritesheet. + */ + + + Spritesheet.prototype.parse = function parse(callback) { + this._batchIndex = 0; + this._callback = callback; + + if (this._frameKeys.length <= Spritesheet.BATCH_SIZE) { + this._processFrames(0); + this._parseComplete(); + } else { + this._nextBatch(); + } + }; + + /** + * Process a batch of frames + * + * @private + * @param {number} initialFrameIndex - The index of frame to start. + */ + + + Spritesheet.prototype._processFrames = function _processFrames(initialFrameIndex) { + var frameIndex = initialFrameIndex; + var maxFrames = Spritesheet.BATCH_SIZE; + + while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length) { + var i = this._frameKeys[frameIndex]; + var rect = this._frames[i].frame; + + if (rect) { + var frame = null; + var trim = null; + var orig = new _.Rectangle(0, 0, this._frames[i].sourceSize.w / this.resolution, this._frames[i].sourceSize.h / this.resolution); + + if (this._frames[i].rotated) { + frame = new _.Rectangle(rect.x / this.resolution, rect.y / this.resolution, rect.h / this.resolution, rect.w / this.resolution); + } else { + frame = new _.Rectangle(rect.x / this.resolution, rect.y / this.resolution, rect.w / this.resolution, rect.h / this.resolution); + } + + // Check to see if the sprite is trimmed + if (this._frames[i].trimmed) { + trim = new _.Rectangle(this._frames[i].spriteSourceSize.x / this.resolution, this._frames[i].spriteSourceSize.y / this.resolution, rect.w / this.resolution, rect.h / this.resolution); + } + + this.textures[i] = new _.Texture(this.baseTexture, frame, orig, trim, this._frames[i].rotated ? 2 : 0); + + // lets also add the frame to pixi's global cache for fromFrame and fromImage functions + _.Texture.addToCache(this.textures[i], i); + } + + frameIndex++; + } + }; + + /** + * The parse has completed. + * + * @private + */ + + + Spritesheet.prototype._parseComplete = function _parseComplete() { + var callback = this._callback; + + this._callback = null; + this._batchIndex = 0; + callback.call(this, this.textures); + }; + + /** + * Begin the next batch of textures. + * + * @private + */ + + + Spritesheet.prototype._nextBatch = function _nextBatch() { + var _this = this; + + this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE); + this._batchIndex++; + setTimeout(function () { + if (_this._batchIndex * Spritesheet.BATCH_SIZE < _this._frameKeys.length) { + _this._nextBatch(); + } else { + _this._parseComplete(); + } + }, 0); + }; + + /** + * Destroy Spritesheet and don't use after this. + * + * @param {boolean} [destroyBase=false] Whether to destroy the base texture as well + */ + + + Spritesheet.prototype.destroy = function destroy() { + var destroyBase = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false; + + for (var i in this.textures) { + this.textures[i].destroy(); + } + this._frames = null; + this._frameKeys = null; + this.data = null; + this.textures = null; + if (destroyBase) { + this.baseTexture.destroy(); + } + this.baseTexture = null; + }; + + return Spritesheet; +}(); + +exports.default = Spritesheet; + +},{"../":65,"../utils":124}],115:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _BaseTexture = require('./BaseTexture'); + +var _BaseTexture2 = _interopRequireDefault(_BaseTexture); + +var _VideoBaseTexture = require('./VideoBaseTexture'); + +var _VideoBaseTexture2 = _interopRequireDefault(_VideoBaseTexture); + +var _TextureUvs = require('./TextureUvs'); + +var _TextureUvs2 = _interopRequireDefault(_TextureUvs); + +var _eventemitter = require('eventemitter3'); + +var _eventemitter2 = _interopRequireDefault(_eventemitter); + +var _math = require('../math'); + +var _utils = require('../utils'); + +var _settings = require('../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * A texture stores the information that represents an image or part of an image. It cannot be added + * to the display list directly. Instead use it as the texture for a Sprite. If no frame is provided + * then the whole image is used. + * + * You can directly create a texture from an image and then reuse it multiple times like this : + * + * ```js + * let texture = PIXI.Texture.fromImage('assets/image.png'); + * let sprite1 = new PIXI.Sprite(texture); + * let sprite2 = new PIXI.Sprite(texture); + * ``` + * + * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing. + * You can check for this by checking the sprite's _textureID property. + * ```js + * var texture = PIXI.Texture.fromImage('assets/image.svg'); + * var sprite1 = new PIXI.Sprite(texture); + * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file + * ``` + * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068. + * + * @class + * @extends EventEmitter + * @memberof PIXI + */ +var Texture = function (_EventEmitter) { + _inherits(Texture, _EventEmitter); + + /** + * @param {PIXI.BaseTexture} baseTexture - The base texture source to create the texture from + * @param {PIXI.Rectangle} [frame] - The rectangle frame of the texture to show + * @param {PIXI.Rectangle} [orig] - The area of original texture + * @param {PIXI.Rectangle} [trim] - Trimmed rectangle of original texture + * @param {number} [rotate] - indicates how the texture was rotated by texture packer. See {@link PIXI.GroupD8} + */ + function Texture(baseTexture, frame, orig, trim, rotate) { + _classCallCheck(this, Texture); + + /** + * Does this Texture have any frame data assigned to it? + * + * @member {boolean} + */ + var _this = _possibleConstructorReturn(this, _EventEmitter.call(this)); + + _this.noFrame = false; + + if (!frame) { + _this.noFrame = true; + frame = new _math.Rectangle(0, 0, 1, 1); + } + + if (baseTexture instanceof Texture) { + baseTexture = baseTexture.baseTexture; + } + + /** + * The base texture that this texture uses. + * + * @member {PIXI.BaseTexture} + */ + _this.baseTexture = baseTexture; + + /** + * This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering, + * irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases) + * + * @member {PIXI.Rectangle} + */ + _this._frame = frame; + + /** + * This is the trimmed area of original texture, before it was put in atlas + * + * @member {PIXI.Rectangle} + */ + _this.trim = trim; + + /** + * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered. + * + * @member {boolean} + */ + _this.valid = false; + + /** + * This will let a renderer know that a texture has been updated (used mainly for webGL uv updates) + * + * @member {boolean} + */ + _this.requiresUpdate = false; + + /** + * The WebGL UV data cache. + * + * @member {PIXI.TextureUvs} + * @private + */ + _this._uvs = null; + + /** + * This is the area of original texture, before it was put in atlas + * + * @member {PIXI.Rectangle} + */ + _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1); + + _this._rotate = Number(rotate || 0); + + if (rotate === true) { + // this is old texturepacker legacy, some games/libraries are passing "true" for rotated textures + _this._rotate = 2; + } else if (_this._rotate % 2 !== 0) { + throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually'); + } + + if (baseTexture.hasLoaded) { + if (_this.noFrame) { + frame = new _math.Rectangle(0, 0, baseTexture.width, baseTexture.height); + + // if there is no frame we should monitor for any base texture changes.. + baseTexture.on('update', _this.onBaseTextureUpdated, _this); + } + _this.frame = frame; + } else { + baseTexture.once('loaded', _this.onBaseTextureLoaded, _this); + } + + /** + * Fired when the texture is updated. This happens if the frame or the baseTexture is updated. + * + * @event PIXI.Texture#update + * @protected + * @param {PIXI.Texture} texture - Instance of texture being updated. + */ + + _this._updateID = 0; + + /** + * Extra field for extra plugins. May contain clamp settings and some matrices + * @type {Object} + */ + _this.transform = null; + + /** + * The ids under which this Texture has been added to the texture cache. This is + * automatically set as long as Texture.addToCache is used, but may not be set if a + * Texture is added directly to the TextureCache array. + * + * @member {string[]} + */ + _this.textureCacheIds = []; + return _this; + } + + /** + * Updates this texture on the gpu. + * + */ + + + Texture.prototype.update = function update() { + this.baseTexture.update(); + }; + + /** + * Called when the base texture is loaded + * + * @private + * @param {PIXI.BaseTexture} baseTexture - The base texture. + */ + + + Texture.prototype.onBaseTextureLoaded = function onBaseTextureLoaded(baseTexture) { + this._updateID++; + + // TODO this code looks confusing.. boo to abusing getters and setters! + if (this.noFrame) { + this.frame = new _math.Rectangle(0, 0, baseTexture.width, baseTexture.height); + } else { + this.frame = this._frame; + } + + this.baseTexture.on('update', this.onBaseTextureUpdated, this); + this.emit('update', this); + }; + + /** + * Called when the base texture is updated + * + * @private + * @param {PIXI.BaseTexture} baseTexture - The base texture. + */ + + + Texture.prototype.onBaseTextureUpdated = function onBaseTextureUpdated(baseTexture) { + this._updateID++; + + this._frame.width = baseTexture.width; + this._frame.height = baseTexture.height; + + this.emit('update', this); + }; + + /** + * Destroys this texture + * + * @param {boolean} [destroyBase=false] Whether to destroy the base texture as well + */ + + + Texture.prototype.destroy = function destroy(destroyBase) { + if (this.baseTexture) { + if (destroyBase) { + // delete the texture if it exists in the texture cache.. + // this only needs to be removed if the base texture is actually destroyed too.. + if (_utils.TextureCache[this.baseTexture.imageUrl]) { + Texture.removeFromCache(this.baseTexture.imageUrl); + } + + this.baseTexture.destroy(); + } + + this.baseTexture.off('update', this.onBaseTextureUpdated, this); + this.baseTexture.off('loaded', this.onBaseTextureLoaded, this); + + this.baseTexture = null; + } + + this._frame = null; + this._uvs = null; + this.trim = null; + this.orig = null; + + this.valid = false; + + Texture.removeFromCache(this); + this.textureCacheIds = null; + }; + + /** + * Creates a new texture object that acts the same as this one. + * + * @return {PIXI.Texture} The new texture + */ + + + Texture.prototype.clone = function clone() { + return new Texture(this.baseTexture, this.frame, this.orig, this.trim, this.rotate); + }; + + /** + * Updates the internal WebGL UV cache. + * + * @protected + */ + + + Texture.prototype._updateUvs = function _updateUvs() { + if (!this._uvs) { + this._uvs = new _TextureUvs2.default(); + } + + this._uvs.set(this._frame, this.baseTexture, this.rotate); + + this._updateID++; + }; + + /** + * Helper function that creates a Texture object from the given image url. + * If the image is not in the texture cache it will be created and loaded. + * + * @static + * @param {string} imageUrl - The image url of the texture + * @param {boolean} [crossorigin] - Whether requests should be treated as crossorigin + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {number} [sourceScale=(auto)] - Scale for the original image, used with SVG images. + * @return {PIXI.Texture} The newly created texture + */ + + + Texture.fromImage = function fromImage(imageUrl, crossorigin, scaleMode, sourceScale) { + var texture = _utils.TextureCache[imageUrl]; + + if (!texture) { + texture = new Texture(_BaseTexture2.default.fromImage(imageUrl, crossorigin, scaleMode, sourceScale)); + Texture.addToCache(texture, imageUrl); + } + + return texture; + }; + + /** + * Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId + * The frame ids are created when a Texture packer file has been loaded + * + * @static + * @param {string} frameId - The frame Id of the texture in the cache + * @return {PIXI.Texture} The newly created texture + */ + + + Texture.fromFrame = function fromFrame(frameId) { + var texture = _utils.TextureCache[frameId]; + + if (!texture) { + throw new Error('The frameId "' + frameId + '" does not exist in the texture cache'); + } + + return texture; + }; + + /** + * Helper function that creates a new Texture based on the given canvas element. + * + * @static + * @param {HTMLCanvasElement} canvas - The canvas element source of the texture + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {string} [origin='canvas'] - A string origin of who created the base texture + * @return {PIXI.Texture} The newly created texture + */ + + + Texture.fromCanvas = function fromCanvas(canvas, scaleMode) { + var origin = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 'canvas'; + + return new Texture(_BaseTexture2.default.fromCanvas(canvas, scaleMode, origin)); + }; + + /** + * Helper function that creates a new Texture based on the given video element. + * + * @static + * @param {HTMLVideoElement|string} video - The URL or actual element of the video + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @return {PIXI.Texture} The newly created texture + */ + + + Texture.fromVideo = function fromVideo(video, scaleMode) { + if (typeof video === 'string') { + return Texture.fromVideoUrl(video, scaleMode); + } + + return new Texture(_VideoBaseTexture2.default.fromVideo(video, scaleMode)); + }; + + /** + * Helper function that creates a new Texture based on the video url. + * + * @static + * @param {string} videoUrl - URL of the video + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @return {PIXI.Texture} The newly created texture + */ + + + Texture.fromVideoUrl = function fromVideoUrl(videoUrl, scaleMode) { + return new Texture(_VideoBaseTexture2.default.fromUrl(videoUrl, scaleMode)); + }; + + /** + * Helper function that creates a new Texture based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * + * @static + * @param {number|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} + * source - Source to create texture from + * @return {PIXI.Texture} The newly created texture + */ + + + Texture.from = function from(source) { + // TODO auto detect cross origin.. + // TODO pass in scale mode? + if (typeof source === 'string') { + var texture = _utils.TextureCache[source]; + + if (!texture) { + // check if its a video.. + var isVideo = source.match(/\.(mp4|webm|ogg|h264|avi|mov)$/) !== null; + + if (isVideo) { + return Texture.fromVideoUrl(source); + } + + return Texture.fromImage(source); + } + + return texture; + } else if (source instanceof HTMLImageElement) { + return new Texture(_BaseTexture2.default.from(source)); + } else if (source instanceof HTMLCanvasElement) { + return Texture.fromCanvas(source, _settings2.default.SCALE_MODE, 'HTMLCanvasElement'); + } else if (source instanceof HTMLVideoElement) { + return Texture.fromVideo(source); + } else if (source instanceof _BaseTexture2.default) { + return new Texture(source); + } + + // lets assume its a texture! + return source; + }; + + /** + * Create a texture from a source and add to the cache. + * + * @static + * @param {HTMLImageElement|HTMLCanvasElement} source - The input source. + * @param {String} imageUrl - File name of texture, for cache and resolving resolution. + * @param {String} [name] - Human readible name for the texture cache. If no name is + * specified, only `imageUrl` will be used as the cache ID. + * @return {PIXI.Texture} Output texture + */ + + + Texture.fromLoader = function fromLoader(source, imageUrl, name) { + var baseTexture = new _BaseTexture2.default(source, undefined, (0, _utils.getResolutionOfUrl)(imageUrl)); + var texture = new Texture(baseTexture); + + baseTexture.imageUrl = imageUrl; + + // No name, use imageUrl instead + if (!name) { + name = imageUrl; + } + + // lets also add the frame to pixi's global cache for fromFrame and fromImage fucntions + _BaseTexture2.default.addToCache(texture.baseTexture, name); + Texture.addToCache(texture, name); + + // also add references by url if they are different. + if (name !== imageUrl) { + _BaseTexture2.default.addToCache(texture.baseTexture, imageUrl); + Texture.addToCache(texture, imageUrl); + } + + return texture; + }; + + /** + * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object. + * + * @static + * @param {PIXI.Texture} texture - The Texture to add to the cache. + * @param {string} id - The id that the Texture will be stored against. + */ + + + Texture.addToCache = function addToCache(texture, id) { + if (id) { + if (texture.textureCacheIds.indexOf(id) === -1) { + texture.textureCacheIds.push(id); + } + + /* eslint-disable no-console */ + if (_utils.TextureCache[id]) { + console.warn('Texture added to the cache with an id [' + id + '] that already had an entry'); + } + /* eslint-enable no-console */ + + _utils.TextureCache[id] = texture; + } + }; + + /** + * Remove a Texture from the global TextureCache. + * + * @static + * @param {string|PIXI.Texture} texture - id of a Texture to be removed, or a Texture instance itself + * @return {PIXI.Texture|null} The Texture that was removed + */ + + + Texture.removeFromCache = function removeFromCache(texture) { + if (typeof texture === 'string') { + var textureFromCache = _utils.TextureCache[texture]; + + if (textureFromCache) { + var index = textureFromCache.textureCacheIds.indexOf(texture); + + if (index > -1) { + textureFromCache.textureCacheIds.splice(index, 1); + } + + delete _utils.TextureCache[texture]; + + return textureFromCache; + } + } else if (texture && texture.textureCacheIds) { + for (var i = 0; i < texture.textureCacheIds.length; ++i) { + // Check that texture matches the one being passed in before deleting it from the cache. + if (_utils.TextureCache[texture.textureCacheIds[i]] === texture) { + delete _utils.TextureCache[texture.textureCacheIds[i]]; + } + } + + texture.textureCacheIds.length = 0; + + return texture; + } + + return null; + }; + + /** + * The frame specifies the region of the base texture that this texture uses. + * + * @member {PIXI.Rectangle} + */ + + + _createClass(Texture, [{ + key: 'frame', + get: function get() { + return this._frame; + }, + set: function set(frame) // eslint-disable-line require-jsdoc + { + this._frame = frame; + + this.noFrame = false; + + if (frame.x + frame.width > this.baseTexture.width || frame.y + frame.height > this.baseTexture.height) { + throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: ' + ('X: ' + frame.x + ' + ' + frame.width + ' = ' + (frame.x + frame.width) + ' > ' + this.baseTexture.width + ' ') + ('Y: ' + frame.y + ' + ' + frame.height + ' = ' + (frame.y + frame.height) + ' > ' + this.baseTexture.height)); + } + + // this.valid = frame && frame.width && frame.height && this.baseTexture.source && this.baseTexture.hasLoaded; + this.valid = frame && frame.width && frame.height && this.baseTexture.hasLoaded; + + if (!this.trim && !this.rotate) { + this.orig = frame; + } + + if (this.valid) { + this._updateUvs(); + } + } + + /** + * Indicates whether the texture is rotated inside the atlas + * set to 2 to compensate for texture packer rotation + * set to 6 to compensate for spine packer rotation + * can be used to rotate or mirror sprites + * See {@link PIXI.GroupD8} for explanation + * + * @member {number} + */ + + }, { + key: 'rotate', + get: function get() { + return this._rotate; + }, + set: function set(rotate) // eslint-disable-line require-jsdoc + { + this._rotate = rotate; + if (this.valid) { + this._updateUvs(); + } + } + + /** + * The width of the Texture in pixels. + * + * @member {number} + */ + + }, { + key: 'width', + get: function get() { + return this.orig.width; + } + + /** + * The height of the Texture in pixels. + * + * @member {number} + */ + + }, { + key: 'height', + get: function get() { + return this.orig.height; + } + }]); + + return Texture; +}(_eventemitter2.default); + +exports.default = Texture; + + +function createWhiteTexture() { + var canvas = document.createElement('canvas'); + + canvas.width = 10; + canvas.height = 10; + + var context = canvas.getContext('2d'); + + context.fillStyle = 'white'; + context.fillRect(0, 0, 10, 10); + + return new Texture(new _BaseTexture2.default(canvas)); +} + +function removeAllHandlers(tex) { + tex.destroy = function _emptyDestroy() {/* empty */}; + tex.on = function _emptyOn() {/* empty */}; + tex.once = function _emptyOnce() {/* empty */}; + tex.emit = function _emptyEmit() {/* empty */}; +} + +/** + * An empty texture, used often to not have to create multiple empty textures. + * Can not be destroyed. + * + * @static + * @constant + */ +Texture.EMPTY = new Texture(new _BaseTexture2.default()); +removeAllHandlers(Texture.EMPTY); +removeAllHandlers(Texture.EMPTY.baseTexture); + +/** + * A white texture of 10x10 size, used for graphics and other things + * Can not be destroyed. + * + * @static + * @constant + */ +Texture.WHITE = createWhiteTexture(); +removeAllHandlers(Texture.WHITE); +removeAllHandlers(Texture.WHITE.baseTexture); + +},{"../math":70,"../settings":101,"../utils":124,"./BaseTexture":112,"./TextureUvs":116,"./VideoBaseTexture":117,"eventemitter3":20}],116:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _GroupD = require('../math/GroupD8'); + +var _GroupD2 = _interopRequireDefault(_GroupD); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * A standard object to store the Uvs of a texture + * + * @class + * @private + * @memberof PIXI + */ +var TextureUvs = function () { + /** + * + */ + function TextureUvs() { + _classCallCheck(this, TextureUvs); + + this.x0 = 0; + this.y0 = 0; + + this.x1 = 1; + this.y1 = 0; + + this.x2 = 1; + this.y2 = 1; + + this.x3 = 0; + this.y3 = 1; + + this.uvsUint32 = new Uint32Array(4); + } + + /** + * Sets the texture Uvs based on the given frame information. + * + * @private + * @param {PIXI.Rectangle} frame - The frame of the texture + * @param {PIXI.Rectangle} baseFrame - The base frame of the texture + * @param {number} rotate - Rotation of frame, see {@link PIXI.GroupD8} + */ + + + TextureUvs.prototype.set = function set(frame, baseFrame, rotate) { + var tw = baseFrame.width; + var th = baseFrame.height; + + if (rotate) { + // width and height div 2 div baseFrame size + var w2 = frame.width / 2 / tw; + var h2 = frame.height / 2 / th; + + // coordinates of center + var cX = frame.x / tw + w2; + var cY = frame.y / th + h2; + + rotate = _GroupD2.default.add(rotate, _GroupD2.default.NW); // NW is top-left corner + this.x0 = cX + w2 * _GroupD2.default.uX(rotate); + this.y0 = cY + h2 * _GroupD2.default.uY(rotate); + + rotate = _GroupD2.default.add(rotate, 2); // rotate 90 degrees clockwise + this.x1 = cX + w2 * _GroupD2.default.uX(rotate); + this.y1 = cY + h2 * _GroupD2.default.uY(rotate); + + rotate = _GroupD2.default.add(rotate, 2); + this.x2 = cX + w2 * _GroupD2.default.uX(rotate); + this.y2 = cY + h2 * _GroupD2.default.uY(rotate); + + rotate = _GroupD2.default.add(rotate, 2); + this.x3 = cX + w2 * _GroupD2.default.uX(rotate); + this.y3 = cY + h2 * _GroupD2.default.uY(rotate); + } else { + this.x0 = frame.x / tw; + this.y0 = frame.y / th; + + this.x1 = (frame.x + frame.width) / tw; + this.y1 = frame.y / th; + + this.x2 = (frame.x + frame.width) / tw; + this.y2 = (frame.y + frame.height) / th; + + this.x3 = frame.x / tw; + this.y3 = (frame.y + frame.height) / th; + } + + this.uvsUint32[0] = (this.y0 * 65535 & 0xFFFF) << 16 | this.x0 * 65535 & 0xFFFF; + this.uvsUint32[1] = (this.y1 * 65535 & 0xFFFF) << 16 | this.x1 * 65535 & 0xFFFF; + this.uvsUint32[2] = (this.y2 * 65535 & 0xFFFF) << 16 | this.x2 * 65535 & 0xFFFF; + this.uvsUint32[3] = (this.y3 * 65535 & 0xFFFF) << 16 | this.x3 * 65535 & 0xFFFF; + }; + + return TextureUvs; +}(); + +exports.default = TextureUvs; + +},{"../math/GroupD8":66}],117:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _BaseTexture2 = require('./BaseTexture'); + +var _BaseTexture3 = _interopRequireDefault(_BaseTexture2); + +var _utils = require('../utils'); + +var _ticker = require('../ticker'); + +var _const = require('../const'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * A texture of a [playing] Video. + * + * Video base textures mimic PixiJS BaseTexture.from.... method in their creation process. + * + * This can be used in several ways, such as: + * + * ```js + * let texture = PIXI.VideoBaseTexture.fromUrl('http://mydomain.com/video.mp4'); + * + * let texture = PIXI.VideoBaseTexture.fromUrl({ src: 'http://mydomain.com/video.mp4', mime: 'video/mp4' }); + * + * let texture = PIXI.VideoBaseTexture.fromUrls(['/video.webm', '/video.mp4']); + * + * let texture = PIXI.VideoBaseTexture.fromUrls([ + * { src: '/video.webm', mime: 'video/webm' }, + * { src: '/video.mp4', mime: 'video/mp4' } + * ]); + * ``` + * + * See the ["deus" demo](http://www.goodboydigital.com/pixijs/examples/deus/). + * + * @class + * @extends PIXI.BaseTexture + * @memberof PIXI + */ +var VideoBaseTexture = function (_BaseTexture) { + _inherits(VideoBaseTexture, _BaseTexture); + + /** + * @param {HTMLVideoElement} source - Video source + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + */ + function VideoBaseTexture(source, scaleMode) { + _classCallCheck(this, VideoBaseTexture); + + if (!source) { + throw new Error('No video source element specified.'); + } + + // hook in here to check if video is already available. + // BaseTexture looks for a source.complete boolean, plus width & height. + + if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA) && source.width && source.height) { + source.complete = true; + } + + var _this = _possibleConstructorReturn(this, _BaseTexture.call(this, source, scaleMode)); + + _this.width = source.videoWidth; + _this.height = source.videoHeight; + + _this._autoUpdate = true; + _this._isAutoUpdating = false; + + /** + * When set to true will automatically play videos used by this texture once + * they are loaded. If false, it will not modify the playing state. + * + * @member {boolean} + * @default true + */ + _this.autoPlay = true; + + _this.update = _this.update.bind(_this); + _this._onCanPlay = _this._onCanPlay.bind(_this); + + source.addEventListener('play', _this._onPlayStart.bind(_this)); + source.addEventListener('pause', _this._onPlayStop.bind(_this)); + _this.hasLoaded = false; + _this.__loaded = false; + + if (!_this._isSourceReady()) { + source.addEventListener('canplay', _this._onCanPlay); + source.addEventListener('canplaythrough', _this._onCanPlay); + } else { + _this._onCanPlay(); + } + return _this; + } + + /** + * Returns true if the underlying source is playing. + * + * @private + * @return {boolean} True if playing. + */ + + + VideoBaseTexture.prototype._isSourcePlaying = function _isSourcePlaying() { + var source = this.source; + + return source.currentTime > 0 && source.paused === false && source.ended === false && source.readyState > 2; + }; + + /** + * Returns true if the underlying source is ready for playing. + * + * @private + * @return {boolean} True if ready. + */ + + + VideoBaseTexture.prototype._isSourceReady = function _isSourceReady() { + return this.source.readyState === 3 || this.source.readyState === 4; + }; + + /** + * Runs the update loop when the video is ready to play + * + * @private + */ + + + VideoBaseTexture.prototype._onPlayStart = function _onPlayStart() { + // Just in case the video has not received its can play even yet.. + if (!this.hasLoaded) { + this._onCanPlay(); + } + + if (!this._isAutoUpdating && this.autoUpdate) { + _ticker.shared.add(this.update, this, _const.UPDATE_PRIORITY.HIGH); + this._isAutoUpdating = true; + } + }; + + /** + * Fired when a pause event is triggered, stops the update loop + * + * @private + */ + + + VideoBaseTexture.prototype._onPlayStop = function _onPlayStop() { + if (this._isAutoUpdating) { + _ticker.shared.remove(this.update, this); + this._isAutoUpdating = false; + } + }; + + /** + * Fired when the video is loaded and ready to play + * + * @private + */ + + + VideoBaseTexture.prototype._onCanPlay = function _onCanPlay() { + this.hasLoaded = true; + + if (this.source) { + this.source.removeEventListener('canplay', this._onCanPlay); + this.source.removeEventListener('canplaythrough', this._onCanPlay); + + this.width = this.source.videoWidth; + this.height = this.source.videoHeight; + + // prevent multiple loaded dispatches.. + if (!this.__loaded) { + this.__loaded = true; + this.emit('loaded', this); + } + + if (this._isSourcePlaying()) { + this._onPlayStart(); + } else if (this.autoPlay) { + this.source.play(); + } + } + }; + + /** + * Destroys this texture + * + */ + + + VideoBaseTexture.prototype.destroy = function destroy() { + if (this._isAutoUpdating) { + _ticker.shared.remove(this.update, this); + } + + if (this.source && this.source._pixiId) { + _BaseTexture3.default.removeFromCache(this.source._pixiId); + delete this.source._pixiId; + } + + _BaseTexture.prototype.destroy.call(this); + }; + + /** + * Mimic PixiJS BaseTexture.from.... method. + * + * @static + * @param {HTMLVideoElement} video - Video to create texture from + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @return {PIXI.VideoBaseTexture} Newly created VideoBaseTexture + */ + + + VideoBaseTexture.fromVideo = function fromVideo(video, scaleMode) { + if (!video._pixiId) { + video._pixiId = 'video_' + (0, _utils.uid)(); + } + + var baseTexture = _utils.BaseTextureCache[video._pixiId]; + + if (!baseTexture) { + baseTexture = new VideoBaseTexture(video, scaleMode); + _BaseTexture3.default.addToCache(baseTexture, video._pixiId); + } + + return baseTexture; + }; + + /** + * Helper function that creates a new BaseTexture based on the given video element. + * This BaseTexture can then be used to create a texture + * + * @static + * @param {string|object|string[]|object[]} videoSrc - The URL(s) for the video. + * @param {string} [videoSrc.src] - One of the source urls for the video + * @param {string} [videoSrc.mime] - The mimetype of the video (e.g. 'video/mp4'). If not specified + * the url's extension will be used as the second part of the mime type. + * @param {number} scaleMode - See {@link PIXI.SCALE_MODES} for possible values + * @return {PIXI.VideoBaseTexture} Newly created VideoBaseTexture + */ + + + VideoBaseTexture.fromUrl = function fromUrl(videoSrc, scaleMode) { + var video = document.createElement('video'); + + video.setAttribute('webkit-playsinline', ''); + video.setAttribute('playsinline', ''); + + // array of objects or strings + if (Array.isArray(videoSrc)) { + for (var i = 0; i < videoSrc.length; ++i) { + video.appendChild(createSource(videoSrc[i].src || videoSrc[i], videoSrc[i].mime)); + } + } + // single object or string + else { + video.appendChild(createSource(videoSrc.src || videoSrc, videoSrc.mime)); + } + + video.load(); + + return VideoBaseTexture.fromVideo(video, scaleMode); + }; + + /** + * Should the base texture automatically update itself, set to true by default + * + * @member {boolean} + */ + + + _createClass(VideoBaseTexture, [{ + key: 'autoUpdate', + get: function get() { + return this._autoUpdate; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (value !== this._autoUpdate) { + this._autoUpdate = value; + + if (!this._autoUpdate && this._isAutoUpdating) { + _ticker.shared.remove(this.update, this); + this._isAutoUpdating = false; + } else if (this._autoUpdate && !this._isAutoUpdating) { + _ticker.shared.add(this.update, this, _const.UPDATE_PRIORITY.HIGH); + this._isAutoUpdating = true; + } + } + } + }]); + + return VideoBaseTexture; +}(_BaseTexture3.default); + +exports.default = VideoBaseTexture; + + +VideoBaseTexture.fromUrls = VideoBaseTexture.fromUrl; + +function createSource(path, type) { + if (!type) { + type = 'video/' + path.substr(path.lastIndexOf('.') + 1); + } + + var source = document.createElement('source'); + + source.src = path; + source.type = type; + + return source; +} + +},{"../const":46,"../ticker":120,"../utils":124,"./BaseTexture":112}],118:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _settings = require('../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +var _const = require('../const'); + +var _TickerListener = require('./TickerListener'); + +var _TickerListener2 = _interopRequireDefault(_TickerListener); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * A Ticker class that runs an update loop that other objects listen to. + * This class is composed around listeners + * meant for execution on the next requested animation frame. + * Animation frames are requested only when necessary, + * e.g. When the ticker is started and the emitter has listeners. + * + * @class + * @memberof PIXI.ticker + */ +var Ticker = function () { + /** + * + */ + function Ticker() { + var _this = this; + + _classCallCheck(this, Ticker); + + /** + * The first listener. All new listeners added are chained on this. + * @private + * @type {TickerListener} + */ + this._head = new _TickerListener2.default(null, null, Infinity); + + /** + * Internal current frame request ID + * @private + */ + this._requestId = null; + + /** + * Internal value managed by minFPS property setter and getter. + * This is the maximum allowed milliseconds between updates. + * @private + */ + this._maxElapsedMS = 100; + + /** + * Whether or not this ticker should invoke the method + * {@link PIXI.ticker.Ticker#start} automatically + * when a listener is added. + * + * @member {boolean} + * @default false + */ + this.autoStart = false; + + /** + * Scalar time value from last frame to this frame. + * This value is capped by setting {@link PIXI.ticker.Ticker#minFPS} + * and is scaled with {@link PIXI.ticker.Ticker#speed}. + * **Note:** The cap may be exceeded by scaling. + * + * @member {number} + * @default 1 + */ + this.deltaTime = 1; + + /** + * Time elapsed in milliseconds from last frame to this frame. + * Opposed to what the scalar {@link PIXI.ticker.Ticker#deltaTime} + * is based, this value is neither capped nor scaled. + * If the platform supports DOMHighResTimeStamp, + * this value will have a precision of 1 µs. + * Defaults to target frame time + * + * @member {number} + * @default 16.66 + */ + this.elapsedMS = 1 / _settings2.default.TARGET_FPMS; + + /** + * The last time {@link PIXI.ticker.Ticker#update} was invoked. + * This value is also reset internally outside of invoking + * update, but only when a new animation frame is requested. + * If the platform supports DOMHighResTimeStamp, + * this value will have a precision of 1 µs. + * + * @member {number} + * @default -1 + */ + this.lastTime = -1; + + /** + * Factor of current {@link PIXI.ticker.Ticker#deltaTime}. + * @example + * // Scales ticker.deltaTime to what would be + * // the equivalent of approximately 120 FPS + * ticker.speed = 2; + * + * @member {number} + * @default 1 + */ + this.speed = 1; + + /** + * Whether or not this ticker has been started. + * `true` if {@link PIXI.ticker.Ticker#start} has been called. + * `false` if {@link PIXI.ticker.Ticker#stop} has been called. + * While `false`, this value may change to `true` in the + * event of {@link PIXI.ticker.Ticker#autoStart} being `true` + * and a listener is added. + * + * @member {boolean} + * @default false + */ + this.started = false; + + /** + * Internal tick method bound to ticker instance. + * This is because in early 2015, Function.bind + * is still 60% slower in high performance scenarios. + * Also separating frame requests from update method + * so listeners may be called at any time and with + * any animation API, just invoke ticker.update(time). + * + * @private + * @param {number} time - Time since last tick. + */ + this._tick = function (time) { + _this._requestId = null; + + if (_this.started) { + // Invoke listeners now + _this.update(time); + // Listener side effects may have modified ticker state. + if (_this.started && _this._requestId === null && _this._head.next) { + _this._requestId = requestAnimationFrame(_this._tick); + } + } + }; + } + + /** + * Conditionally requests a new animation frame. + * If a frame has not already been requested, and if the internal + * emitter has listeners, a new frame is requested. + * + * @private + */ + + + Ticker.prototype._requestIfNeeded = function _requestIfNeeded() { + if (this._requestId === null && this._head.next) { + // ensure callbacks get correct delta + this.lastTime = performance.now(); + this._requestId = requestAnimationFrame(this._tick); + } + }; + + /** + * Conditionally cancels a pending animation frame. + * + * @private + */ + + + Ticker.prototype._cancelIfNeeded = function _cancelIfNeeded() { + if (this._requestId !== null) { + cancelAnimationFrame(this._requestId); + this._requestId = null; + } + }; + + /** + * Conditionally requests a new animation frame. + * If the ticker has been started it checks if a frame has not already + * been requested, and if the internal emitter has listeners. If these + * conditions are met, a new frame is requested. If the ticker has not + * been started, but autoStart is `true`, then the ticker starts now, + * and continues with the previous conditions to request a new frame. + * + * @private + */ + + + Ticker.prototype._startIfPossible = function _startIfPossible() { + if (this.started) { + this._requestIfNeeded(); + } else if (this.autoStart) { + this.start(); + } + }; + + /** + * Register a handler for tick events. Calls continuously unless + * it is removed or the ticker is stopped. + * + * @param {Function} fn - The listener function to be added for updates + * @param {Function} [context] - The listener context + * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting + * @returns {PIXI.ticker.Ticker} This instance of a ticker + */ + + + Ticker.prototype.add = function add(fn, context) { + var priority = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : _const.UPDATE_PRIORITY.NORMAL; + + return this._addListener(new _TickerListener2.default(fn, context, priority)); + }; + + /** + * Add a handler for the tick event which is only execute once. + * + * @param {Function} fn - The listener function to be added for one update + * @param {Function} [context] - The listener context + * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting + * @returns {PIXI.ticker.Ticker} This instance of a ticker + */ + + + Ticker.prototype.addOnce = function addOnce(fn, context) { + var priority = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : _const.UPDATE_PRIORITY.NORMAL; + + return this._addListener(new _TickerListener2.default(fn, context, priority, true)); + }; + + /** + * Internally adds the event handler so that it can be sorted by priority. + * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run + * before the rendering. + * + * @private + * @param {TickerListener} listener - Current listener being added. + * @returns {PIXI.ticker.Ticker} This instance of a ticker + */ + + + Ticker.prototype._addListener = function _addListener(listener) { + // For attaching to head + var current = this._head.next; + var previous = this._head; + + // Add the first item + if (!current) { + listener.connect(previous); + } else { + // Go from highest to lowest priority + while (current) { + if (listener.priority > current.priority) { + listener.connect(previous); + break; + } + previous = current; + current = current.next; + } + + // Not yet connected + if (!listener.previous) { + listener.connect(previous); + } + } + + this._startIfPossible(); + + return this; + }; + + /** + * Removes any handlers matching the function and context parameters. + * If no handlers are left after removing, then it cancels the animation frame. + * + * @param {Function} fn - The listener function to be removed + * @param {Function} [context] - The listener context to be removed + * @returns {PIXI.ticker.Ticker} This instance of a ticker + */ + + + Ticker.prototype.remove = function remove(fn, context) { + var listener = this._head.next; + + while (listener) { + // We found a match, lets remove it + // no break to delete all possible matches + // incase a listener was added 2+ times + if (listener.match(fn, context)) { + listener = listener.destroy(); + } else { + listener = listener.next; + } + } + + if (!this._head.next) { + this._cancelIfNeeded(); + } + + return this; + }; + + /** + * Starts the ticker. If the ticker has listeners + * a new animation frame is requested at this point. + */ + + + Ticker.prototype.start = function start() { + if (!this.started) { + this.started = true; + this._requestIfNeeded(); + } + }; + + /** + * Stops the ticker. If the ticker has requested + * an animation frame it is canceled at this point. + */ + + + Ticker.prototype.stop = function stop() { + if (this.started) { + this.started = false; + this._cancelIfNeeded(); + } + }; + + /** + * Destroy the ticker and don't use after this. Calling + * this method removes all references to internal events. + */ + + + Ticker.prototype.destroy = function destroy() { + this.stop(); + + var listener = this._head.next; + + while (listener) { + listener = listener.destroy(true); + } + + this._head.destroy(); + this._head = null; + }; + + /** + * Triggers an update. An update entails setting the + * current {@link PIXI.ticker.Ticker#elapsedMS}, + * the current {@link PIXI.ticker.Ticker#deltaTime}, + * invoking all listeners with current deltaTime, + * and then finally setting {@link PIXI.ticker.Ticker#lastTime} + * with the value of currentTime that was provided. + * This method will be called automatically by animation + * frame callbacks if the ticker instance has been started + * and listeners are added. + * + * @param {number} [currentTime=performance.now()] - the current time of execution + */ + + + Ticker.prototype.update = function update() { + var currentTime = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : performance.now(); + + var elapsedMS = void 0; + + // If the difference in time is zero or negative, we ignore most of the work done here. + // If there is no valid difference, then should be no reason to let anyone know about it. + // A zero delta, is exactly that, nothing should update. + // + // The difference in time can be negative, and no this does not mean time traveling. + // This can be the result of a race condition between when an animation frame is requested + // on the current JavaScript engine event loop, and when the ticker's start method is invoked + // (which invokes the internal _requestIfNeeded method). If a frame is requested before + // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests, + // can receive a time argument that can be less than the lastTime value that was set within + // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems. + // + // This check covers this browser engine timing issue, as well as if consumers pass an invalid + // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves. + + if (currentTime > this.lastTime) { + // Save uncapped elapsedMS for measurement + elapsedMS = this.elapsedMS = currentTime - this.lastTime; + + // cap the milliseconds elapsed used for deltaTime + if (elapsedMS > this._maxElapsedMS) { + elapsedMS = this._maxElapsedMS; + } + + this.deltaTime = elapsedMS * _settings2.default.TARGET_FPMS * this.speed; + + // Cache a local reference, in-case ticker is destroyed + // during the emit, we can still check for head.next + var head = this._head; + + // Invoke listeners added to internal emitter + var listener = head.next; + + while (listener) { + listener = listener.emit(this.deltaTime); + } + + if (!head.next) { + this._cancelIfNeeded(); + } + } else { + this.deltaTime = this.elapsedMS = 0; + } + + this.lastTime = currentTime; + }; + + /** + * The frames per second at which this ticker is running. + * The default is approximately 60 in most modern browsers. + * **Note:** This does not factor in the value of + * {@link PIXI.ticker.Ticker#speed}, which is specific + * to scaling {@link PIXI.ticker.Ticker#deltaTime}. + * + * @member {number} + * @readonly + */ + + + _createClass(Ticker, [{ + key: 'FPS', + get: function get() { + return 1000 / this.elapsedMS; + } + + /** + * Manages the maximum amount of milliseconds allowed to + * elapse between invoking {@link PIXI.ticker.Ticker#update}. + * This value is used to cap {@link PIXI.ticker.Ticker#deltaTime}, + * but does not effect the measured value of {@link PIXI.ticker.Ticker#FPS}. + * When setting this property it is clamped to a value between + * `0` and `PIXI.settings.TARGET_FPMS * 1000`. + * + * @member {number} + * @default 10 + */ + + }, { + key: 'minFPS', + get: function get() { + return 1000 / this._maxElapsedMS; + }, + set: function set(fps) // eslint-disable-line require-jsdoc + { + // Clamp: 0 to TARGET_FPMS + var minFPMS = Math.min(Math.max(0, fps) / 1000, _settings2.default.TARGET_FPMS); + + this._maxElapsedMS = 1 / minFPMS; + } + }]); + + return Ticker; +}(); + +exports.default = Ticker; + +},{"../const":46,"../settings":101,"./TickerListener":119}],119:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * Internal class for handling the priority sorting of ticker handlers. + * + * @private + * @class + * @memberof PIXI.ticker + */ +var TickerListener = function () { + /** + * Constructor + * + * @param {Function} fn - The listener function to be added for one update + * @param {Function} [context=null] - The listener context + * @param {number} [priority=0] - The priority for emitting + * @param {boolean} [once=false] - If the handler should fire once + */ + function TickerListener(fn) { + var context = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : null; + var priority = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0; + var once = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : false; + + _classCallCheck(this, TickerListener); + + /** + * The handler function to execute. + * @member {Function} + */ + this.fn = fn; + + /** + * The calling to execute. + * @member {Function} + */ + this.context = context; + + /** + * The current priority. + * @member {number} + */ + this.priority = priority; + + /** + * If this should only execute once. + * @member {boolean} + */ + this.once = once; + + /** + * The next item in chain. + * @member {TickerListener} + */ + this.next = null; + + /** + * The previous item in chain. + * @member {TickerListener} + */ + this.previous = null; + + /** + * `true` if this listener has been destroyed already. + * @member {boolean} + * @private + */ + this._destroyed = false; + } + + /** + * Simple compare function to figure out if a function and context match. + * + * @param {Function} fn - The listener function to be added for one update + * @param {Function} context - The listener context + * @return {boolean} `true` if the listener match the arguments + */ + + + TickerListener.prototype.match = function match(fn, context) { + context = context || null; + + return this.fn === fn && this.context === context; + }; + + /** + * Emit by calling the current function. + * @param {number} deltaTime - time since the last emit. + * @return {TickerListener} Next ticker + */ + + + TickerListener.prototype.emit = function emit(deltaTime) { + if (this.fn) { + if (this.context) { + this.fn.call(this.context, deltaTime); + } else { + this.fn(deltaTime); + } + } + + var redirect = this.next; + + if (this.once) { + this.destroy(true); + } + + // Soft-destroying should remove + // the next reference + if (this._destroyed) { + this.next = null; + } + + return redirect; + }; + + /** + * Connect to the list. + * @param {TickerListener} previous - Input node, previous listener + */ + + + TickerListener.prototype.connect = function connect(previous) { + this.previous = previous; + if (previous.next) { + previous.next.previous = this; + } + this.next = previous.next; + previous.next = this; + }; + + /** + * Destroy and don't use after this. + * @param {boolean} [hard = false] `true` to remove the `next` reference, this + * is considered a hard destroy. Soft destroy maintains the next reference. + * @return {TickerListener} The listener to redirect while emitting or removing. + */ + + + TickerListener.prototype.destroy = function destroy() { + var hard = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false; + + this._destroyed = true; + this.fn = null; + this.context = null; + + // Disconnect, hook up next and previous + if (this.previous) { + this.previous.next = this.next; + } + + if (this.next) { + this.next.previous = this.previous; + } + + // Redirect to the next item + var redirect = this.previous; + + // Remove references + this.next = hard ? null : redirect; + this.previous = null; + + return redirect; + }; + + return TickerListener; +}(); + +exports.default = TickerListener; + +},{}],120:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.Ticker = exports.shared = undefined; + +var _Ticker = require('./Ticker'); + +var _Ticker2 = _interopRequireDefault(_Ticker); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +/** + * The shared ticker instance used by {@link PIXI.extras.AnimatedSprite}. + * and by {@link PIXI.interaction.InteractionManager}. + * The property {@link PIXI.ticker.Ticker#autoStart} is set to `true` + * for this instance. Please follow the examples for usage, including + * how to opt-out of auto-starting the shared ticker. + * + * @example + * let ticker = PIXI.ticker.shared; + * // Set this to prevent starting this ticker when listeners are added. + * // By default this is true only for the PIXI.ticker.shared instance. + * ticker.autoStart = false; + * // FYI, call this to ensure the ticker is stopped. It should be stopped + * // if you have not attempted to render anything yet. + * ticker.stop(); + * // Call this when you are ready for a running shared ticker. + * ticker.start(); + * + * @example + * // You may use the shared ticker to render... + * let renderer = PIXI.autoDetectRenderer(800, 600); + * let stage = new PIXI.Container(); + * let interactionManager = PIXI.interaction.InteractionManager(renderer); + * document.body.appendChild(renderer.view); + * ticker.add(function (time) { + * renderer.render(stage); + * }); + * + * @example + * // Or you can just update it manually. + * ticker.autoStart = false; + * ticker.stop(); + * function animate(time) { + * ticker.update(time); + * renderer.render(stage); + * requestAnimationFrame(animate); + * } + * animate(performance.now()); + * + * @type {PIXI.ticker.Ticker} + * @memberof PIXI.ticker + */ +var shared = new _Ticker2.default(); + +shared.autoStart = true; +shared.destroy = function () { + // protect destroying shared ticker + // this is used by other internal systems + // like AnimatedSprite and InteractionManager +}; + +/** + * This namespace contains an API for interacting with PIXI's internal global update loop. + * + * This ticker is used for rendering, {@link PIXI.extras.AnimatedSprite AnimatedSprite}, + * {@link PIXI.interaction.InteractionManager InteractionManager} and many other time-based PIXI systems. + * @example + * const ticker = new PIXI.ticker.Ticker(); + * ticker.stop(); + * ticker.add((deltaTime) => { + * // do something every frame + * }); + * ticker.start(); + * @namespace PIXI.ticker + */ +exports.shared = shared; +exports.Ticker = _Ticker2.default; + +},{"./Ticker":118}],121:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; +exports.default = canUploadSameBuffer; +function canUploadSameBuffer() { + // Uploading the same buffer multiple times in a single frame can cause perf issues. + // Apparent on IOS so only check for that at the moment + // this check may become more complex if this issue pops up elsewhere. + var ios = !!navigator.platform && /iPad|iPhone|iPod/.test(navigator.platform); + + return !ios; +} + +},{}],122:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; +exports.default = createIndicesForQuads; +/** + * Generic Mask Stack data structure + * + * @memberof PIXI + * @function createIndicesForQuads + * @private + * @param {number} size - Number of quads + * @return {Uint16Array} indices + */ +function createIndicesForQuads(size) { + // the total number of indices in our array, there are 6 points per quad. + + var totalIndices = size * 6; + + var indices = new Uint16Array(totalIndices); + + // fill the indices with the quads to draw + for (var i = 0, j = 0; i < totalIndices; i += 6, j += 4) { + indices[i + 0] = j + 0; + indices[i + 1] = j + 1; + indices[i + 2] = j + 2; + indices[i + 3] = j + 0; + indices[i + 4] = j + 2; + indices[i + 5] = j + 3; + } + + return indices; +} + +},{}],123:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = determineCrossOrigin; + +var _url2 = require('url'); + +var _url3 = _interopRequireDefault(_url2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +var tempAnchor = void 0; + +/** + * Sets the `crossOrigin` property for this resource based on if the url + * for this resource is cross-origin. If crossOrigin was manually set, this + * function does nothing. + * Nipped from the resource loader! + * + * @ignore + * @param {string} url - The url to test. + * @param {object} [loc=window.location] - The location object to test against. + * @return {string} The crossOrigin value to use (or empty string for none). + */ +function determineCrossOrigin(url) { + var loc = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : window.location; + + // data: and javascript: urls are considered same-origin + if (url.indexOf('data:') === 0) { + return ''; + } + + // default is window.location + loc = loc || window.location; + + if (!tempAnchor) { + tempAnchor = document.createElement('a'); + } + + // let the browser determine the full href for the url of this resource and then + // parse with the node url lib, we can't use the properties of the anchor element + // because they don't work in IE9 :( + tempAnchor.href = url; + url = _url3.default.parse(tempAnchor.href); + + var samePort = !url.port && loc.port === '' || url.port === loc.port; + + // if cross origin + if (url.hostname !== loc.hostname || !samePort || url.protocol !== loc.protocol) { + return 'anonymous'; + } + + return ''; +} + +},{"url":38}],124:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.premultiplyBlendMode = exports.BaseTextureCache = exports.TextureCache = exports.mixins = exports.pluginTarget = exports.EventEmitter = exports.removeItems = exports.isMobile = undefined; +exports.uid = uid; +exports.hex2rgb = hex2rgb; +exports.hex2string = hex2string; +exports.rgb2hex = rgb2hex; +exports.getResolutionOfUrl = getResolutionOfUrl; +exports.decomposeDataUri = decomposeDataUri; +exports.getUrlFileExtension = getUrlFileExtension; +exports.getSvgSize = getSvgSize; +exports.skipHello = skipHello; +exports.sayHello = sayHello; +exports.isWebGLSupported = isWebGLSupported; +exports.sign = sign; +exports.destroyTextureCache = destroyTextureCache; +exports.clearTextureCache = clearTextureCache; +exports.correctBlendMode = correctBlendMode; +exports.premultiplyTint = premultiplyTint; +exports.premultiplyRgba = premultiplyRgba; +exports.premultiplyTintToRgba = premultiplyTintToRgba; + +var _const = require('../const'); + +var _settings = require('../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +var _eventemitter = require('eventemitter3'); + +var _eventemitter2 = _interopRequireDefault(_eventemitter); + +var _pluginTarget = require('./pluginTarget'); + +var _pluginTarget2 = _interopRequireDefault(_pluginTarget); + +var _mixin = require('./mixin'); + +var mixins = _interopRequireWildcard(_mixin); + +var _ismobilejs = require('ismobilejs'); + +var isMobile = _interopRequireWildcard(_ismobilejs); + +var _removeArrayItems = require('remove-array-items'); + +var _removeArrayItems2 = _interopRequireDefault(_removeArrayItems); + +var _mapPremultipliedBlendModes = require('./mapPremultipliedBlendModes'); + +var _mapPremultipliedBlendModes2 = _interopRequireDefault(_mapPremultipliedBlendModes); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +var nextUid = 0; +var saidHello = false; + +/** + * Generalized convenience utilities for PIXI. + * @example + * // Extend PIXI's internal Event Emitter. + * class MyEmitter extends PIXI.utils.EventEmitter { + * constructor() { + * super(); + * console.log("Emitter created!"); + * } + * } + * + * // Get info on current device + * console.log(PIXI.utils.isMobile); + * + * // Convert hex color to string + * console.log(PIXI.utils.hex2string(0xff00ff)); // returns: "#ff00ff" + * @namespace PIXI.utils + */ +exports.isMobile = isMobile; +exports.removeItems = _removeArrayItems2.default; +exports.EventEmitter = _eventemitter2.default; +exports.pluginTarget = _pluginTarget2.default; +exports.mixins = mixins; + +/** + * Gets the next unique identifier + * + * @memberof PIXI.utils + * @function uid + * @return {number} The next unique identifier to use. + */ + +function uid() { + return ++nextUid; +} + +/** + * Converts a hex color number to an [R, G, B] array + * + * @memberof PIXI.utils + * @function hex2rgb + * @param {number} hex - The number to convert + * @param {number[]} [out=[]] If supplied, this array will be used rather than returning a new one + * @return {number[]} An array representing the [R, G, B] of the color. + */ +function hex2rgb(hex, out) { + out = out || []; + + out[0] = (hex >> 16 & 0xFF) / 255; + out[1] = (hex >> 8 & 0xFF) / 255; + out[2] = (hex & 0xFF) / 255; + + return out; +} + +/** + * Converts a hex color number to a string. + * + * @memberof PIXI.utils + * @function hex2string + * @param {number} hex - Number in hex + * @return {string} The string color. + */ +function hex2string(hex) { + hex = hex.toString(16); + hex = '000000'.substr(0, 6 - hex.length) + hex; + + return '#' + hex; +} + +/** + * Converts a color as an [R, G, B] array to a hex number + * + * @memberof PIXI.utils + * @function rgb2hex + * @param {number[]} rgb - rgb array + * @return {number} The color number + */ +function rgb2hex(rgb) { + return (rgb[0] * 255 << 16) + (rgb[1] * 255 << 8) + (rgb[2] * 255 | 0); +} + +/** + * get the resolution / device pixel ratio of an asset by looking for the prefix + * used by spritesheets and image urls + * + * @memberof PIXI.utils + * @function getResolutionOfUrl + * @param {string} url - the image path + * @param {number} [defaultValue=1] - the defaultValue if no filename prefix is set. + * @return {number} resolution / device pixel ratio of an asset + */ +function getResolutionOfUrl(url, defaultValue) { + var resolution = _settings2.default.RETINA_PREFIX.exec(url); + + if (resolution) { + return parseFloat(resolution[1]); + } + + return defaultValue !== undefined ? defaultValue : 1; +} + +/** + * Typedef for decomposeDataUri return object. + * + * @typedef {object} DecomposedDataUri + * @property {mediaType} Media type, eg. `image` + * @property {subType} Sub type, eg. `png` + * @property {encoding} Data encoding, eg. `base64` + * @property {data} The actual data + */ + +/** + * Split a data URI into components. Returns undefined if + * parameter `dataUri` is not a valid data URI. + * + * @memberof PIXI.utils + * @function decomposeDataUri + * @param {string} dataUri - the data URI to check + * @return {DecomposedDataUri|undefined} The decomposed data uri or undefined + */ +function decomposeDataUri(dataUri) { + var dataUriMatch = _const.DATA_URI.exec(dataUri); + + if (dataUriMatch) { + return { + mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : undefined, + subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : undefined, + encoding: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : undefined, + data: dataUriMatch[4] + }; + } + + return undefined; +} + +/** + * Get type of the image by regexp for extension. Returns undefined for unknown extensions. + * + * @memberof PIXI.utils + * @function getUrlFileExtension + * @param {string} url - the image path + * @return {string|undefined} image extension + */ +function getUrlFileExtension(url) { + var extension = _const.URL_FILE_EXTENSION.exec(url); + + if (extension) { + return extension[1].toLowerCase(); + } + + return undefined; +} + +/** + * Typedef for Size object. + * + * @typedef {object} Size + * @property {width} Width component + * @property {height} Height component + */ + +/** + * Get size from an svg string using regexp. + * + * @memberof PIXI.utils + * @function getSvgSize + * @param {string} svgString - a serialized svg element + * @return {Size|undefined} image extension + */ +function getSvgSize(svgString) { + var sizeMatch = _const.SVG_SIZE.exec(svgString); + var size = {}; + + if (sizeMatch) { + size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3])); + size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7])); + } + + return size; +} + +/** + * Skips the hello message of renderers that are created after this is run. + * + * @function skipHello + * @memberof PIXI.utils + */ +function skipHello() { + saidHello = true; +} + +/** + * Logs out the version and renderer information for this running instance of PIXI. + * If you don't want to see this message you can run `PIXI.utils.skipHello()` before + * creating your renderer. Keep in mind that doing that will forever makes you a jerk face. + * + * @static + * @function sayHello + * @memberof PIXI.utils + * @param {string} type - The string renderer type to log. + */ +function sayHello(type) { + if (saidHello) { + return; + } + + if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) { + var args = ['\n %c %c %c PixiJS ' + _const.VERSION + ' - \u2730 ' + type + ' \u2730 %c %c http://www.pixijs.com/ %c %c \u2665%c\u2665%c\u2665 \n\n', 'background: #ff66a5; padding:5px 0;', 'background: #ff66a5; padding:5px 0;', 'color: #ff66a5; background: #030307; padding:5px 0;', 'background: #ff66a5; padding:5px 0;', 'background: #ffc3dc; padding:5px 0;', 'background: #ff66a5; padding:5px 0;', 'color: #ff2424; background: #fff; padding:5px 0;', 'color: #ff2424; background: #fff; padding:5px 0;', 'color: #ff2424; background: #fff; padding:5px 0;']; + + window.console.log.apply(console, args); + } else if (window.console) { + window.console.log('PixiJS ' + _const.VERSION + ' - ' + type + ' - http://www.pixijs.com/'); + } + + saidHello = true; +} + +/** + * Helper for checking for webgl support + * + * @memberof PIXI.utils + * @function isWebGLSupported + * @return {boolean} is webgl supported + */ +function isWebGLSupported() { + var contextOptions = { stencil: true, failIfMajorPerformanceCaveat: true }; + + try { + if (!window.WebGLRenderingContext) { + return false; + } + + var canvas = document.createElement('canvas'); + var gl = canvas.getContext('webgl', contextOptions) || canvas.getContext('experimental-webgl', contextOptions); + + var success = !!(gl && gl.getContextAttributes().stencil); + + if (gl) { + var loseContext = gl.getExtension('WEBGL_lose_context'); + + if (loseContext) { + loseContext.loseContext(); + } + } + + gl = null; + + return success; + } catch (e) { + return false; + } +} + +/** + * Returns sign of number + * + * @memberof PIXI.utils + * @function sign + * @param {number} n - the number to check the sign of + * @returns {number} 0 if `n` is 0, -1 if `n` is negative, 1 if `n` is positive + */ +function sign(n) { + if (n === 0) return 0; + + return n < 0 ? -1 : 1; +} + +/** + * @todo Describe property usage + * + * @memberof PIXI.utils + * @private + */ +var TextureCache = exports.TextureCache = Object.create(null); + +/** + * @todo Describe property usage + * + * @memberof PIXI.utils + * @private + */ +var BaseTextureCache = exports.BaseTextureCache = Object.create(null); + +/** + * Destroys all texture in the cache + * + * @memberof PIXI.utils + * @function destroyTextureCache + */ +function destroyTextureCache() { + var key = void 0; + + for (key in TextureCache) { + TextureCache[key].destroy(); + } + for (key in BaseTextureCache) { + BaseTextureCache[key].destroy(); + } +} + +/** + * Removes all textures from cache, but does not destroy them + * + * @memberof PIXI.utils + * @function clearTextureCache + */ +function clearTextureCache() { + var key = void 0; + + for (key in TextureCache) { + delete TextureCache[key]; + } + for (key in BaseTextureCache) { + delete BaseTextureCache[key]; + } +} + +/** + * maps premultiply flag and blendMode to adjusted blendMode + * @memberof PIXI.utils + * @const premultiplyBlendMode + * @type {Array} + */ +var premultiplyBlendMode = exports.premultiplyBlendMode = (0, _mapPremultipliedBlendModes2.default)(); + +/** + * changes blendMode according to texture format + * + * @memberof PIXI.utils + * @function correctBlendMode + * @param {number} blendMode supposed blend mode + * @param {boolean} premultiplied whether source is premultiplied + * @returns {number} true blend mode for this texture + */ +function correctBlendMode(blendMode, premultiplied) { + return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode]; +} + +/** + * premultiplies tint + * + * @param {number} tint integet RGB + * @param {number} alpha floating point alpha (0.0-1.0) + * @returns {number} tint multiplied by alpha + */ +function premultiplyTint(tint, alpha) { + if (alpha === 1.0) { + return (alpha * 255 << 24) + tint; + } + if (alpha === 0.0) { + return 0; + } + var R = tint >> 16 & 0xFF; + var G = tint >> 8 & 0xFF; + var B = tint & 0xFF; + + R = R * alpha + 0.5 | 0; + G = G * alpha + 0.5 | 0; + B = B * alpha + 0.5 | 0; + + return (alpha * 255 << 24) + (R << 16) + (G << 8) + B; +} + +/** + * combines rgb and alpha to out array + * + * @param {Float32Array|number[]} rgb input rgb + * @param {number} alpha alpha param + * @param {Float32Array} [out] output + * @param {boolean} [premultiply=true] do premultiply it + * @returns {Float32Array} vec4 rgba + */ +function premultiplyRgba(rgb, alpha, out, premultiply) { + out = out || new Float32Array(4); + if (premultiply || premultiply === undefined) { + out[0] = rgb[0] * alpha; + out[1] = rgb[1] * alpha; + out[2] = rgb[2] * alpha; + } else { + out[0] = rgb[0]; + out[1] = rgb[1]; + out[2] = rgb[2]; + } + out[3] = alpha; + + return out; +} + +/** + * converts integer tint and float alpha to vec4 form, premultiplies by default + * + * @param {number} tint input tint + * @param {number} alpha alpha param + * @param {Float32Array} [out] output + * @param {boolean} [premultiply=true] do premultiply it + * @returns {Float32Array} vec4 rgba + */ +function premultiplyTintToRgba(tint, alpha, out, premultiply) { + out = out || new Float32Array(4); + out[0] = (tint >> 16 & 0xFF) / 255.0; + out[1] = (tint >> 8 & 0xFF) / 255.0; + out[2] = (tint & 0xFF) / 255.0; + if (premultiply || premultiply === undefined) { + out[0] *= alpha; + out[1] *= alpha; + out[2] *= alpha; + } + out[3] = alpha; + + return out; +} + +},{"../const":46,"../settings":101,"./mapPremultipliedBlendModes":125,"./mixin":127,"./pluginTarget":128,"eventemitter3":20,"ismobilejs":21,"remove-array-items":31}],125:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = mapPremultipliedBlendModes; + +var _const = require('../const'); + +/** + * Corrects PixiJS blend, takes premultiplied alpha into account + * + * @memberof PIXI + * @function mapPremultipliedBlendModes + * @private + * @param {Array} [array] - The array to output into. + * @return {Array} Mapped modes. + */ + +function mapPremultipliedBlendModes() { + var pm = []; + var npm = []; + + for (var i = 0; i < 32; i++) { + pm[i] = i; + npm[i] = i; + } + + pm[_const.BLEND_MODES.NORMAL_NPM] = _const.BLEND_MODES.NORMAL; + pm[_const.BLEND_MODES.ADD_NPM] = _const.BLEND_MODES.ADD; + pm[_const.BLEND_MODES.SCREEN_NPM] = _const.BLEND_MODES.SCREEN; + + npm[_const.BLEND_MODES.NORMAL] = _const.BLEND_MODES.NORMAL_NPM; + npm[_const.BLEND_MODES.ADD] = _const.BLEND_MODES.ADD_NPM; + npm[_const.BLEND_MODES.SCREEN] = _const.BLEND_MODES.SCREEN_NPM; + + var array = []; + + array.push(npm); + array.push(pm); + + return array; +} + +},{"../const":46}],126:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = maxRecommendedTextures; + +var _ismobilejs = require('ismobilejs'); + +var _ismobilejs2 = _interopRequireDefault(_ismobilejs); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function maxRecommendedTextures(max) { + if (_ismobilejs2.default.tablet || _ismobilejs2.default.phone) { + // check if the res is iphone 6 or higher.. + return 4; + } + + // desktop should be ok + return max; +} + +},{"ismobilejs":21}],127:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; +exports.mixin = mixin; +exports.delayMixin = delayMixin; +exports.performMixins = performMixins; +/** + * Mixes all enumerable properties and methods from a source object to a target object. + * + * @memberof PIXI.utils.mixins + * @function mixin + * @param {object} target The prototype or instance that properties and methods should be added to. + * @param {object} source The source of properties and methods to mix in. + */ +function mixin(target, source) { + if (!target || !source) return; + // in ES8/ES2017, this would be really easy: + // Object.defineProperties(target, Object.getOwnPropertyDescriptors(source)); + + // get all the enumerable property keys + var keys = Object.keys(source); + + // loop through properties + for (var i = 0; i < keys.length; ++i) { + var propertyName = keys[i]; + + // Set the property using the property descriptor - this works for accessors and normal value properties + Object.defineProperty(target, propertyName, Object.getOwnPropertyDescriptor(source, propertyName)); + } +} + +var mixins = []; + +/** + * Queues a mixin to be handled towards the end of the initialization of PIXI, so that deprecation + * can take effect. + * + * @memberof PIXI.utils.mixins + * @function delayMixin + * @private + * @param {object} target The prototype or instance that properties and methods should be added to. + * @param {object} source The source of properties and methods to mix in. + */ +function delayMixin(target, source) { + mixins.push(target, source); +} + +/** + * Handles all mixins queued via delayMixin(). + * + * @memberof PIXI.utils.mixins + * @function performMixins + * @private + */ +function performMixins() { + for (var i = 0; i < mixins.length; i += 2) { + mixin(mixins[i], mixins[i + 1]); + } + mixins.length = 0; +} + +},{}],128:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; +/** + * Mixins functionality to make an object have "plugins". + * + * @example + * function MyObject() {} + * + * pluginTarget.mixin(MyObject); + * + * @mixin + * @memberof PIXI.utils + * @param {object} obj - The object to mix into. + */ +function pluginTarget(obj) { + obj.__plugins = {}; + + /** + * Adds a plugin to an object + * + * @param {string} pluginName - The events that should be listed. + * @param {Function} ctor - The constructor function for the plugin. + */ + obj.registerPlugin = function registerPlugin(pluginName, ctor) { + obj.__plugins[pluginName] = ctor; + }; + + /** + * Instantiates all the plugins of this object + * + */ + obj.prototype.initPlugins = function initPlugins() { + this.plugins = this.plugins || {}; + + for (var o in obj.__plugins) { + this.plugins[o] = new obj.__plugins[o](this); + } + }; + + /** + * Removes all the plugins of this object + * + */ + obj.prototype.destroyPlugins = function destroyPlugins() { + for (var o in this.plugins) { + this.plugins[o].destroy(); + this.plugins[o] = null; + } + + this.plugins = null; + }; +} + +exports.default = { + /** + * Mixes in the properties of the pluginTarget into another object + * + * @param {object} obj - The obj to mix into + */ + mixin: function mixin(obj) { + pluginTarget(obj); + } +}; + +},{}],129:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = trimCanvas; +/** + * Trim transparent borders from a canvas + * + * @memberof PIXI + * @function trimCanvas + * @private + * @param {HTMLCanvasElement} canvas - the canvas to trim + * @returns {object} Trim data + */ +function trimCanvas(canvas) { + // https://gist.github.com/remy/784508 + + var width = canvas.width; + var height = canvas.height; + + var context = canvas.getContext('2d'); + var imageData = context.getImageData(0, 0, width, height); + var pixels = imageData.data; + var len = pixels.length; + + var bound = { + top: null, + left: null, + right: null, + bottom: null + }; + var i = void 0; + var x = void 0; + var y = void 0; + + for (i = 0; i < len; i += 4) { + if (pixels[i + 3] !== 0) { + x = i / 4 % width; + y = ~~(i / 4 / width); + + if (bound.top === null) { + bound.top = y; + } + + if (bound.left === null) { + bound.left = x; + } else if (x < bound.left) { + bound.left = x; + } + + if (bound.right === null) { + bound.right = x + 1; + } else if (bound.right < x) { + bound.right = x + 1; + } + + if (bound.bottom === null) { + bound.bottom = y; + } else if (bound.bottom < y) { + bound.bottom = y; + } + } + } + + width = bound.right - bound.left; + height = bound.bottom - bound.top + 1; + + var data = context.getImageData(bound.left, bound.top, width, height); + + return { + height: height, + width: width, + data: data + }; +} + +},{}],130:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = deprecation; +// provide method to give a stack track for warnings +// useful for tracking-down where deprecated methods/properties/classes +// are being used within the code +function warn(msg) { + /* eslint-disable no-console */ + var stack = new Error().stack; + + // Handle IE < 10 and Safari < 6 + if (typeof stack === 'undefined') { + console.warn('Deprecation Warning: ', msg); + } else { + // chop off the stack trace which includes pixi.js internal calls + stack = stack.split('\n').splice(3).join('\n'); + + if (console.groupCollapsed) { + console.groupCollapsed('%cDeprecation Warning: %c%s', 'color:#614108;background:#fffbe6', 'font-weight:normal;color:#614108;background:#fffbe6', msg); + console.warn(stack); + console.groupEnd(); + } else { + console.warn('Deprecation Warning: ', msg); + console.warn(stack); + } + } + /* eslint-enable no-console */ +} + +function deprecation(core) { + var mesh = core.mesh; + var particles = core.particles; + var extras = core.extras; + var filters = core.filters; + var prepare = core.prepare; + var loaders = core.loaders; + var interaction = core.interaction; + + + Object.defineProperties(core, { + + /** + * @class + * @private + * @name SpriteBatch + * @memberof PIXI + * @see PIXI.ParticleContainer + * @throws {ReferenceError} SpriteBatch does not exist any more, please use the new ParticleContainer instead. + * @deprecated since version 3.0.0 + */ + SpriteBatch: { + get: function get() { + throw new ReferenceError('SpriteBatch does not exist any more, ' + 'please use the new ParticleContainer instead.'); + } + }, + + /** + * @class + * @private + * @name AssetLoader + * @memberof PIXI + * @see PIXI.loaders.Loader + * @throws {ReferenceError} The loader system was overhauled in PixiJS v3, + * please see the new PIXI.loaders.Loader class. + * @deprecated since version 3.0.0 + */ + AssetLoader: { + get: function get() { + throw new ReferenceError('The loader system was overhauled in PixiJS v3, ' + 'please see the new PIXI.loaders.Loader class.'); + } + }, + + /** + * @class + * @private + * @name Stage + * @memberof PIXI + * @see PIXI.Container + * @deprecated since version 3.0.0 + */ + Stage: { + get: function get() { + warn('You do not need to use a PIXI Stage any more, you can simply render any container.'); + + return core.Container; + } + }, + + /** + * @class + * @private + * @name DisplayObjectContainer + * @memberof PIXI + * @see PIXI.Container + * @deprecated since version 3.0.0 + */ + DisplayObjectContainer: { + get: function get() { + warn('DisplayObjectContainer has been shortened to Container, please use Container from now on.'); + + return core.Container; + } + }, + + /** + * @class + * @private + * @name Strip + * @memberof PIXI + * @see PIXI.mesh.Mesh + * @deprecated since version 3.0.0 + */ + Strip: { + get: function get() { + warn('The Strip class has been renamed to Mesh and moved to mesh.Mesh, please use mesh.Mesh from now on.'); + + return mesh.Mesh; + } + }, + + /** + * @class + * @private + * @name Rope + * @memberof PIXI + * @see PIXI.mesh.Rope + * @deprecated since version 3.0.0 + */ + Rope: { + get: function get() { + warn('The Rope class has been moved to mesh.Rope, please use mesh.Rope from now on.'); + + return mesh.Rope; + } + }, + + /** + * @class + * @private + * @name ParticleContainer + * @memberof PIXI + * @see PIXI.particles.ParticleContainer + * @deprecated since version 4.0.0 + */ + ParticleContainer: { + get: function get() { + warn('The ParticleContainer class has been moved to particles.ParticleContainer, ' + 'please use particles.ParticleContainer from now on.'); + + return particles.ParticleContainer; + } + }, + + /** + * @class + * @private + * @name MovieClip + * @memberof PIXI + * @see PIXI.extras.MovieClip + * @deprecated since version 3.0.0 + */ + MovieClip: { + get: function get() { + warn('The MovieClip class has been moved to extras.AnimatedSprite, please use extras.AnimatedSprite.'); + + return extras.AnimatedSprite; + } + }, + + /** + * @class + * @private + * @name TilingSprite + * @memberof PIXI + * @see PIXI.extras.TilingSprite + * @deprecated since version 3.0.0 + */ + TilingSprite: { + get: function get() { + warn('The TilingSprite class has been moved to extras.TilingSprite, ' + 'please use extras.TilingSprite from now on.'); + + return extras.TilingSprite; + } + }, + + /** + * @class + * @private + * @name BitmapText + * @memberof PIXI + * @see PIXI.extras.BitmapText + * @deprecated since version 3.0.0 + */ + BitmapText: { + get: function get() { + warn('The BitmapText class has been moved to extras.BitmapText, ' + 'please use extras.BitmapText from now on.'); + + return extras.BitmapText; + } + }, + + /** + * @class + * @private + * @name blendModes + * @memberof PIXI + * @see PIXI.BLEND_MODES + * @deprecated since version 3.0.0 + */ + blendModes: { + get: function get() { + warn('The blendModes has been moved to BLEND_MODES, please use BLEND_MODES from now on.'); + + return core.BLEND_MODES; + } + }, + + /** + * @class + * @private + * @name scaleModes + * @memberof PIXI + * @see PIXI.SCALE_MODES + * @deprecated since version 3.0.0 + */ + scaleModes: { + get: function get() { + warn('The scaleModes has been moved to SCALE_MODES, please use SCALE_MODES from now on.'); + + return core.SCALE_MODES; + } + }, + + /** + * @class + * @private + * @name BaseTextureCache + * @memberof PIXI + * @see PIXI.utils.BaseTextureCache + * @deprecated since version 3.0.0 + */ + BaseTextureCache: { + get: function get() { + warn('The BaseTextureCache class has been moved to utils.BaseTextureCache, ' + 'please use utils.BaseTextureCache from now on.'); + + return core.utils.BaseTextureCache; + } + }, + + /** + * @class + * @private + * @name TextureCache + * @memberof PIXI + * @see PIXI.utils.TextureCache + * @deprecated since version 3.0.0 + */ + TextureCache: { + get: function get() { + warn('The TextureCache class has been moved to utils.TextureCache, ' + 'please use utils.TextureCache from now on.'); + + return core.utils.TextureCache; + } + }, + + /** + * @namespace + * @private + * @name math + * @memberof PIXI + * @see PIXI + * @deprecated since version 3.0.6 + */ + math: { + get: function get() { + warn('The math namespace is deprecated, please access members already accessible on PIXI.'); + + return core; + } + }, + + /** + * @class + * @private + * @name PIXI.AbstractFilter + * @see PIXI.Filter + * @deprecated since version 3.0.6 + */ + AbstractFilter: { + get: function get() { + warn('AstractFilter has been renamed to Filter, please use PIXI.Filter'); + + return core.Filter; + } + }, + + /** + * @class + * @private + * @name PIXI.TransformManual + * @see PIXI.TransformBase + * @deprecated since version 4.0.0 + */ + TransformManual: { + get: function get() { + warn('TransformManual has been renamed to TransformBase, please update your pixi-spine'); + + return core.TransformBase; + } + }, + + /** + * @static + * @constant + * @name PIXI.TARGET_FPMS + * @see PIXI.settings.TARGET_FPMS + * @deprecated since version 4.2.0 + */ + TARGET_FPMS: { + get: function get() { + warn('PIXI.TARGET_FPMS has been deprecated, please use PIXI.settings.TARGET_FPMS'); + + return core.settings.TARGET_FPMS; + }, + set: function set(value) { + warn('PIXI.TARGET_FPMS has been deprecated, please use PIXI.settings.TARGET_FPMS'); + + core.settings.TARGET_FPMS = value; + } + }, + + /** + * @static + * @constant + * @name PIXI.FILTER_RESOLUTION + * @see PIXI.settings.FILTER_RESOLUTION + * @deprecated since version 4.2.0 + */ + FILTER_RESOLUTION: { + get: function get() { + warn('PIXI.FILTER_RESOLUTION has been deprecated, please use PIXI.settings.FILTER_RESOLUTION'); + + return core.settings.FILTER_RESOLUTION; + }, + set: function set(value) { + warn('PIXI.FILTER_RESOLUTION has been deprecated, please use PIXI.settings.FILTER_RESOLUTION'); + + core.settings.FILTER_RESOLUTION = value; + } + }, + + /** + * @static + * @constant + * @name PIXI.RESOLUTION + * @see PIXI.settings.RESOLUTION + * @deprecated since version 4.2.0 + */ + RESOLUTION: { + get: function get() { + warn('PIXI.RESOLUTION has been deprecated, please use PIXI.settings.RESOLUTION'); + + return core.settings.RESOLUTION; + }, + set: function set(value) { + warn('PIXI.RESOLUTION has been deprecated, please use PIXI.settings.RESOLUTION'); + + core.settings.RESOLUTION = value; + } + }, + + /** + * @static + * @constant + * @name PIXI.MIPMAP_TEXTURES + * @see PIXI.settings.MIPMAP_TEXTURES + * @deprecated since version 4.2.0 + */ + MIPMAP_TEXTURES: { + get: function get() { + warn('PIXI.MIPMAP_TEXTURES has been deprecated, please use PIXI.settings.MIPMAP_TEXTURES'); + + return core.settings.MIPMAP_TEXTURES; + }, + set: function set(value) { + warn('PIXI.MIPMAP_TEXTURES has been deprecated, please use PIXI.settings.MIPMAP_TEXTURES'); + + core.settings.MIPMAP_TEXTURES = value; + } + }, + + /** + * @static + * @constant + * @name PIXI.SPRITE_BATCH_SIZE + * @see PIXI.settings.SPRITE_BATCH_SIZE + * @deprecated since version 4.2.0 + */ + SPRITE_BATCH_SIZE: { + get: function get() { + warn('PIXI.SPRITE_BATCH_SIZE has been deprecated, please use PIXI.settings.SPRITE_BATCH_SIZE'); + + return core.settings.SPRITE_BATCH_SIZE; + }, + set: function set(value) { + warn('PIXI.SPRITE_BATCH_SIZE has been deprecated, please use PIXI.settings.SPRITE_BATCH_SIZE'); + + core.settings.SPRITE_BATCH_SIZE = value; + } + }, + + /** + * @static + * @constant + * @name PIXI.SPRITE_MAX_TEXTURES + * @see PIXI.settings.SPRITE_MAX_TEXTURES + * @deprecated since version 4.2.0 + */ + SPRITE_MAX_TEXTURES: { + get: function get() { + warn('PIXI.SPRITE_MAX_TEXTURES has been deprecated, please use PIXI.settings.SPRITE_MAX_TEXTURES'); + + return core.settings.SPRITE_MAX_TEXTURES; + }, + set: function set(value) { + warn('PIXI.SPRITE_MAX_TEXTURES has been deprecated, please use PIXI.settings.SPRITE_MAX_TEXTURES'); + + core.settings.SPRITE_MAX_TEXTURES = value; + } + }, + + /** + * @static + * @constant + * @name PIXI.RETINA_PREFIX + * @see PIXI.settings.RETINA_PREFIX + * @deprecated since version 4.2.0 + */ + RETINA_PREFIX: { + get: function get() { + warn('PIXI.RETINA_PREFIX has been deprecated, please use PIXI.settings.RETINA_PREFIX'); + + return core.settings.RETINA_PREFIX; + }, + set: function set(value) { + warn('PIXI.RETINA_PREFIX has been deprecated, please use PIXI.settings.RETINA_PREFIX'); + + core.settings.RETINA_PREFIX = value; + } + }, + + /** + * @static + * @constant + * @name PIXI.DEFAULT_RENDER_OPTIONS + * @see PIXI.settings.RENDER_OPTIONS + * @deprecated since version 4.2.0 + */ + DEFAULT_RENDER_OPTIONS: { + get: function get() { + warn('PIXI.DEFAULT_RENDER_OPTIONS has been deprecated, please use PIXI.settings.DEFAULT_RENDER_OPTIONS'); + + return core.settings.RENDER_OPTIONS; + } + } + }); + + // Move the default properties to settings + var defaults = [{ parent: 'TRANSFORM_MODE', target: 'TRANSFORM_MODE' }, { parent: 'GC_MODES', target: 'GC_MODE' }, { parent: 'WRAP_MODES', target: 'WRAP_MODE' }, { parent: 'SCALE_MODES', target: 'SCALE_MODE' }, { parent: 'PRECISION', target: 'PRECISION_FRAGMENT' }]; + + var _loop = function _loop(i) { + var deprecation = defaults[i]; + + Object.defineProperty(core[deprecation.parent], 'DEFAULT', { + get: function get() { + warn('PIXI.' + deprecation.parent + '.DEFAULT has been deprecated, ' + ('please use PIXI.settings.' + deprecation.target)); + + return core.settings[deprecation.target]; + }, + set: function set(value) { + warn('PIXI.' + deprecation.parent + '.DEFAULT has been deprecated, ' + ('please use PIXI.settings.' + deprecation.target)); + + core.settings[deprecation.target] = value; + } + }); + }; + + for (var i = 0; i < defaults.length; i++) { + _loop(i); + } + + Object.defineProperties(core.settings, { + + /** + * @static + * @name PRECISION + * @memberof PIXI.settings + * @see PIXI.PRECISION + * @deprecated since version 4.4.0 + */ + PRECISION: { + get: function get() { + warn('PIXI.settings.PRECISION has been deprecated, please use PIXI.settings.PRECISION_FRAGMENT'); + + return core.settings.PRECISION_FRAGMENT; + }, + set: function set(value) { + warn('PIXI.settings.PRECISION has been deprecated, please use PIXI.settings.PRECISION_FRAGMENT'); + + core.settings.PRECISION_FRAGMENT = value; + } + } + }); + + if (extras.AnimatedSprite) { + Object.defineProperties(extras, { + + /** + * @class + * @name MovieClip + * @memberof PIXI.extras + * @see PIXI.extras.AnimatedSprite + * @deprecated since version 4.2.0 + */ + MovieClip: { + get: function get() { + warn('The MovieClip class has been renamed to AnimatedSprite, please use AnimatedSprite from now on.'); + + return extras.AnimatedSprite; + } + } + }); + } + + core.DisplayObject.prototype.generateTexture = function generateTexture(renderer, scaleMode, resolution) { + warn('generateTexture has moved to the renderer, please use renderer.generateTexture(displayObject)'); + + return renderer.generateTexture(this, scaleMode, resolution); + }; + + core.Graphics.prototype.generateTexture = function generateTexture(scaleMode, resolution) { + warn('graphics generate texture has moved to the renderer. ' + 'Or to render a graphics to a texture using canvas please use generateCanvasTexture'); + + return this.generateCanvasTexture(scaleMode, resolution); + }; + + core.RenderTexture.prototype.render = function render(displayObject, matrix, clear, updateTransform) { + this.legacyRenderer.render(displayObject, this, clear, matrix, !updateTransform); + warn('RenderTexture.render is now deprecated, please use renderer.render(displayObject, renderTexture)'); + }; + + core.RenderTexture.prototype.getImage = function getImage(target) { + warn('RenderTexture.getImage is now deprecated, please use renderer.extract.image(target)'); + + return this.legacyRenderer.extract.image(target); + }; + + core.RenderTexture.prototype.getBase64 = function getBase64(target) { + warn('RenderTexture.getBase64 is now deprecated, please use renderer.extract.base64(target)'); + + return this.legacyRenderer.extract.base64(target); + }; + + core.RenderTexture.prototype.getCanvas = function getCanvas(target) { + warn('RenderTexture.getCanvas is now deprecated, please use renderer.extract.canvas(target)'); + + return this.legacyRenderer.extract.canvas(target); + }; + + core.RenderTexture.prototype.getPixels = function getPixels(target) { + warn('RenderTexture.getPixels is now deprecated, please use renderer.extract.pixels(target)'); + + return this.legacyRenderer.pixels(target); + }; + + /** + * @method + * @private + * @name PIXI.Sprite#setTexture + * @see PIXI.Sprite#texture + * @deprecated since version 3.0.0 + * @param {PIXI.Texture} texture - The texture to set to. + */ + core.Sprite.prototype.setTexture = function setTexture(texture) { + this.texture = texture; + warn('setTexture is now deprecated, please use the texture property, e.g : sprite.texture = texture;'); + }; + + if (extras.BitmapText) { + /** + * @method + * @name PIXI.extras.BitmapText#setText + * @see PIXI.extras.BitmapText#text + * @deprecated since version 3.0.0 + * @param {string} text - The text to set to. + */ + extras.BitmapText.prototype.setText = function setText(text) { + this.text = text; + warn('setText is now deprecated, please use the text property, e.g : myBitmapText.text = \'my text\';'); + }; + } + + /** + * @method + * @name PIXI.Text#setText + * @see PIXI.Text#text + * @deprecated since version 3.0.0 + * @param {string} text - The text to set to. + */ + core.Text.prototype.setText = function setText(text) { + this.text = text; + warn('setText is now deprecated, please use the text property, e.g : myText.text = \'my text\';'); + }; + + /** + * Calculates the ascent, descent and fontSize of a given fontStyle + * + * @name PIXI.Text.calculateFontProperties + * @see PIXI.TextMetrics.measureFont + * @deprecated since version 4.5.0 + * @param {string} font - String representing the style of the font + * @return {Object} Font properties object + */ + core.Text.calculateFontProperties = function calculateFontProperties(font) { + warn('Text.calculateFontProperties is now deprecated, please use the TextMetrics.measureFont'); + + return core.TextMetrics.measureFont(font); + }; + + Object.defineProperties(core.Text, { + fontPropertiesCache: { + get: function get() { + warn('Text.fontPropertiesCache is deprecated'); + + return core.TextMetrics._fonts; + } + }, + fontPropertiesCanvas: { + get: function get() { + warn('Text.fontPropertiesCanvas is deprecated'); + + return core.TextMetrics._canvas; + } + }, + fontPropertiesContext: { + get: function get() { + warn('Text.fontPropertiesContext is deprecated'); + + return core.TextMetrics._context; + } + } + }); + + /** + * @method + * @name PIXI.Text#setStyle + * @see PIXI.Text#style + * @deprecated since version 3.0.0 + * @param {*} style - The style to set to. + */ + core.Text.prototype.setStyle = function setStyle(style) { + this.style = style; + warn('setStyle is now deprecated, please use the style property, e.g : myText.style = style;'); + }; + + /** + * @method + * @name PIXI.Text#determineFontProperties + * @see PIXI.Text#measureFontProperties + * @deprecated since version 4.2.0 + * @private + * @param {string} fontStyle - String representing the style of the font + * @return {Object} Font properties object + */ + core.Text.prototype.determineFontProperties = function determineFontProperties(fontStyle) { + warn('determineFontProperties is now deprecated, please use TextMetrics.measureFont method'); + + return core.TextMetrics.measureFont(fontStyle); + }; + + /** + * @method + * @name PIXI.Text.getFontStyle + * @see PIXI.TextMetrics.getFontStyle + * @deprecated since version 4.5.0 + * @param {PIXI.TextStyle} style - The style to use. + * @return {string} Font string + */ + core.Text.getFontStyle = function getFontStyle(style) { + warn('getFontStyle is now deprecated, please use TextStyle.toFontString() instead'); + + style = style || {}; + + if (!(style instanceof core.TextStyle)) { + style = new core.TextStyle(style); + } + + return style.toFontString(); + }; + + Object.defineProperties(core.TextStyle.prototype, { + /** + * Set all properties of a font as a single string + * + * @name PIXI.TextStyle#font + * @deprecated since version 4.0.0 + */ + font: { + get: function get() { + warn('text style property \'font\' is now deprecated, please use the ' + '\'fontFamily\', \'fontSize\', \'fontStyle\', \'fontVariant\' and \'fontWeight\' properties from now on'); + + var fontSizeString = typeof this._fontSize === 'number' ? this._fontSize + 'px' : this._fontSize; + + return this._fontStyle + ' ' + this._fontVariant + ' ' + this._fontWeight + ' ' + fontSizeString + ' ' + this._fontFamily; + }, + set: function set(font) { + warn('text style property \'font\' is now deprecated, please use the ' + '\'fontFamily\',\'fontSize\',fontStyle\',\'fontVariant\' and \'fontWeight\' properties from now on'); + + // can work out fontStyle from search of whole string + if (font.indexOf('italic') > 1) { + this._fontStyle = 'italic'; + } else if (font.indexOf('oblique') > -1) { + this._fontStyle = 'oblique'; + } else { + this._fontStyle = 'normal'; + } + + // can work out fontVariant from search of whole string + if (font.indexOf('small-caps') > -1) { + this._fontVariant = 'small-caps'; + } else { + this._fontVariant = 'normal'; + } + + // fontWeight and fontFamily are tricker to find, but it's easier to find the fontSize due to it's units + var splits = font.split(' '); + var fontSizeIndex = -1; + + this._fontSize = 26; + for (var _i = 0; _i < splits.length; ++_i) { + if (splits[_i].match(/(px|pt|em|%)/)) { + fontSizeIndex = _i; + this._fontSize = splits[_i]; + break; + } + } + + // we can now search for fontWeight as we know it must occur before the fontSize + this._fontWeight = 'normal'; + for (var _i2 = 0; _i2 < fontSizeIndex; ++_i2) { + if (splits[_i2].match(/(bold|bolder|lighter|100|200|300|400|500|600|700|800|900)/)) { + this._fontWeight = splits[_i2]; + break; + } + } + + // and finally join everything together after the fontSize in case the font family has multiple words + if (fontSizeIndex > -1 && fontSizeIndex < splits.length - 1) { + this._fontFamily = ''; + for (var _i3 = fontSizeIndex + 1; _i3 < splits.length; ++_i3) { + this._fontFamily += splits[_i3] + ' '; + } + + this._fontFamily = this._fontFamily.slice(0, -1); + } else { + this._fontFamily = 'Arial'; + } + + this.styleID++; + } + } + }); + + /** + * @method + * @name PIXI.Texture#setFrame + * @see PIXI.Texture#setFrame + * @deprecated since version 3.0.0 + * @param {PIXI.Rectangle} frame - The frame to set. + */ + core.Texture.prototype.setFrame = function setFrame(frame) { + this.frame = frame; + warn('setFrame is now deprecated, please use the frame property, e.g: myTexture.frame = frame;'); + }; + + /** + * @static + * @function + * @name PIXI.Texture.addTextureToCache + * @see PIXI.Texture.addToCache + * @deprecated since 4.5.0 + * @param {PIXI.Texture} texture - The Texture to add to the cache. + * @param {string} id - The id that the texture will be stored against. + */ + core.Texture.addTextureToCache = function addTextureToCache(texture, id) { + core.Texture.addToCache(texture, id); + warn('Texture.addTextureToCache is deprecated, please use Texture.addToCache from now on.'); + }; + + /** + * @static + * @function + * @name PIXI.Texture.removeTextureFromCache + * @see PIXI.Texture.removeFromCache + * @deprecated since 4.5.0 + * @param {string} id - The id of the texture to be removed + * @return {PIXI.Texture|null} The texture that was removed + */ + core.Texture.removeTextureFromCache = function removeTextureFromCache(id) { + warn('Texture.removeTextureFromCache is deprecated, please use Texture.removeFromCache from now on. ' + 'Be aware that Texture.removeFromCache does not automatically its BaseTexture from the BaseTextureCache. ' + 'For that, use BaseTexture.removeFromCache'); + + core.BaseTexture.removeFromCache(id); + + return core.Texture.removeFromCache(id); + }; + + Object.defineProperties(filters, { + + /** + * @class + * @private + * @name PIXI.filters.AbstractFilter + * @see PIXI.AbstractFilter + * @deprecated since version 3.0.6 + */ + AbstractFilter: { + get: function get() { + warn('AstractFilter has been renamed to Filter, please use PIXI.Filter'); + + return core.AbstractFilter; + } + }, + + /** + * @class + * @private + * @name PIXI.filters.SpriteMaskFilter + * @see PIXI.SpriteMaskFilter + * @deprecated since version 3.0.6 + */ + SpriteMaskFilter: { + get: function get() { + warn('filters.SpriteMaskFilter is an undocumented alias, please use SpriteMaskFilter from now on.'); + + return core.SpriteMaskFilter; + } + } + }); + + /** + * @method + * @name PIXI.utils.uuid + * @see PIXI.utils.uid + * @deprecated since version 3.0.6 + * @return {number} The uid + */ + core.utils.uuid = function () { + warn('utils.uuid() is deprecated, please use utils.uid() from now on.'); + + return core.utils.uid(); + }; + + /** + * @method + * @name PIXI.utils.canUseNewCanvasBlendModes + * @see PIXI.CanvasTinter + * @deprecated + * @return {boolean} Can use blend modes. + */ + core.utils.canUseNewCanvasBlendModes = function () { + warn('utils.canUseNewCanvasBlendModes() is deprecated, please use CanvasTinter.canUseMultiply from now on'); + + return core.CanvasTinter.canUseMultiply; + }; + + var saidHello = true; + + /** + * @name PIXI.utils._saidHello + * @type {boolean} + * @see PIXI.utils.skipHello + * @deprecated since 4.1.0 + */ + Object.defineProperty(core.utils, '_saidHello', { + set: function set(bool) { + if (bool) { + warn('PIXI.utils._saidHello is deprecated, please use PIXI.utils.skipHello()'); + this.skipHello(); + } + saidHello = bool; + }, + get: function get() { + return saidHello; + } + }); + + if (prepare.BasePrepare) { + /** + * @method + * @name PIXI.prepare.BasePrepare#register + * @see PIXI.prepare.BasePrepare#registerFindHook + * @deprecated since version 4.4.2 + * @param {Function} [addHook] - Function call that takes two parameters: `item:*, queue:Array` + * function must return `true` if it was able to add item to the queue. + * @param {Function} [uploadHook] - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and + * function must return `true` if it was able to handle upload of item. + * @return {PIXI.BasePrepare} Instance of plugin for chaining. + */ + prepare.BasePrepare.prototype.register = function register(addHook, uploadHook) { + warn('renderer.plugins.prepare.register is now deprecated, ' + 'please use renderer.plugins.prepare.registerFindHook & renderer.plugins.prepare.registerUploadHook'); + + if (addHook) { + this.registerFindHook(addHook); + } + + if (uploadHook) { + this.registerUploadHook(uploadHook); + } + + return this; + }; + } + + if (prepare.canvas) { + /** + * The number of graphics or textures to upload to the GPU. + * + * @name PIXI.prepare.canvas.UPLOADS_PER_FRAME + * @static + * @type {number} + * @see PIXI.prepare.BasePrepare.limiter + * @deprecated since 4.2.0 + */ + Object.defineProperty(prepare.canvas, 'UPLOADS_PER_FRAME', { + set: function set() { + warn('PIXI.CanvasPrepare.UPLOADS_PER_FRAME has been removed. Please set ' + 'renderer.plugins.prepare.limiter.maxItemsPerFrame on your renderer'); + // because we don't have a reference to the renderer, we can't actually set + // the uploads per frame, so we'll have to stick with the warning. + }, + get: function get() { + warn('PIXI.CanvasPrepare.UPLOADS_PER_FRAME has been removed. Please use ' + 'renderer.plugins.prepare.limiter'); + + return NaN; + } + }); + } + + if (prepare.webgl) { + /** + * The number of graphics or textures to upload to the GPU. + * + * @name PIXI.prepare.webgl.UPLOADS_PER_FRAME + * @static + * @type {number} + * @see PIXI.prepare.BasePrepare.limiter + * @deprecated since 4.2.0 + */ + Object.defineProperty(prepare.webgl, 'UPLOADS_PER_FRAME', { + set: function set() { + warn('PIXI.WebGLPrepare.UPLOADS_PER_FRAME has been removed. Please set ' + 'renderer.plugins.prepare.limiter.maxItemsPerFrame on your renderer'); + // because we don't have a reference to the renderer, we can't actually set + // the uploads per frame, so we'll have to stick with the warning. + }, + get: function get() { + warn('PIXI.WebGLPrepare.UPLOADS_PER_FRAME has been removed. Please use ' + 'renderer.plugins.prepare.limiter'); + + return NaN; + } + }); + } + + if (loaders.Loader) { + (function () { + var Resource = loaders.Resource; + var Loader = loaders.Loader; + + Object.defineProperties(Resource.prototype, { + isJson: { + get: function get() { + warn('The isJson property is deprecated, please use `resource.type === Resource.TYPE.JSON`.'); + + return this.type === Resource.TYPE.JSON; + } + }, + isXml: { + get: function get() { + warn('The isXml property is deprecated, please use `resource.type === Resource.TYPE.XML`.'); + + return this.type === Resource.TYPE.XML; + } + }, + isImage: { + get: function get() { + warn('The isImage property is deprecated, please use `resource.type === Resource.TYPE.IMAGE`.'); + + return this.type === Resource.TYPE.IMAGE; + } + }, + isAudio: { + get: function get() { + warn('The isAudio property is deprecated, please use `resource.type === Resource.TYPE.AUDIO`.'); + + return this.type === Resource.TYPE.AUDIO; + } + }, + isVideo: { + get: function get() { + warn('The isVideo property is deprecated, please use `resource.type === Resource.TYPE.VIDEO`.'); + + return this.type === Resource.TYPE.VIDEO; + } + } + }); + + Object.defineProperties(Loader.prototype, { + before: { + get: function get() { + warn('The before() method is deprecated, please use pre().'); + + return this.pre; + } + }, + after: { + get: function get() { + warn('The after() method is deprecated, please use use().'); + + return this.use; + } + } + }); + })(); + } + + if (interaction.interactiveTarget) { + /** + * @name PIXI.interaction.interactiveTarget#defaultCursor + * @static + * @type {number} + * @see PIXI.interaction.interactiveTarget#cursor + * @deprecated since 4.3.0 + */ + Object.defineProperty(interaction.interactiveTarget, 'defaultCursor', { + set: function set(value) { + warn('Property defaultCursor has been replaced with \'cursor\'. '); + this.cursor = value; + }, + get: function get() { + warn('Property defaultCursor has been replaced with \'cursor\'. '); + + return this.cursor; + } + }); + } + + if (interaction.InteractionManager) { + /** + * @name PIXI.interaction.InteractionManager#defaultCursorStyle + * @static + * @type {string} + * @see PIXI.interaction.InteractionManager#cursorStyles + * @deprecated since 4.3.0 + */ + Object.defineProperty(interaction.InteractionManager, 'defaultCursorStyle', { + set: function set(value) { + warn('Property defaultCursorStyle has been replaced with \'cursorStyles.default\'. '); + this.cursorStyles.default = value; + }, + get: function get() { + warn('Property defaultCursorStyle has been replaced with \'cursorStyles.default\'. '); + + return this.cursorStyles.default; + } + }); + + /** + * @name PIXI.interaction.InteractionManager#currentCursorStyle + * @static + * @type {string} + * @see PIXI.interaction.InteractionManager#cursorStyles + * @deprecated since 4.3.0 + */ + Object.defineProperty(interaction.InteractionManager, 'currentCursorStyle', { + set: function set(value) { + warn('Property currentCursorStyle has been removed.' + 'See the currentCursorMode property, which works differently.'); + this.currentCursorMode = value; + }, + get: function get() { + warn('Property currentCursorStyle has been removed.' + 'See the currentCursorMode property, which works differently.'); + + return this.currentCursorMode; + } + }); + } +} + +},{}],131:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +var TEMP_RECT = new core.Rectangle(); + +/** + * The extract manager provides functionality to export content from the renderers. + * + * An instance of this class is automatically created by default, and can be found at renderer.plugins.extract + * + * @class + * @memberof PIXI.extract + */ + +var CanvasExtract = function () { + /** + * @param {PIXI.CanvasRenderer} renderer - A reference to the current renderer + */ + function CanvasExtract(renderer) { + _classCallCheck(this, CanvasExtract); + + this.renderer = renderer; + /** + * Collection of methods for extracting data (image, pixels, etc.) from a display object or render texture + * + * @member {PIXI.extract.CanvasExtract} extract + * @memberof PIXI.CanvasRenderer# + * @see PIXI.extract.CanvasExtract + */ + renderer.extract = this; + } + + /** + * Will return a HTML Image of the target + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use use the main renderer + * @return {HTMLImageElement} HTML Image of the target + */ + + + CanvasExtract.prototype.image = function image(target) { + var image = new Image(); + + image.src = this.base64(target); + + return image; + }; + + /** + * Will return a a base64 encoded string of this target. It works by calling + * `CanvasExtract.getCanvas` and then running toDataURL on that. + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use use the main renderer + * @return {string} A base64 encoded string of the texture. + */ + + + CanvasExtract.prototype.base64 = function base64(target) { + return this.canvas(target).toDataURL(); + }; + + /** + * Creates a Canvas element, renders this target to it and then returns it. + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use use the main renderer + * @return {HTMLCanvasElement} A Canvas element with the texture rendered on. + */ + + + CanvasExtract.prototype.canvas = function canvas(target) { + var renderer = this.renderer; + var context = void 0; + var resolution = void 0; + var frame = void 0; + var renderTexture = void 0; + + if (target) { + if (target instanceof core.RenderTexture) { + renderTexture = target; + } else { + renderTexture = renderer.generateTexture(target); + } + } + + if (renderTexture) { + context = renderTexture.baseTexture._canvasRenderTarget.context; + resolution = renderTexture.baseTexture._canvasRenderTarget.resolution; + frame = renderTexture.frame; + } else { + context = renderer.rootContext; + + frame = TEMP_RECT; + frame.width = this.renderer.width; + frame.height = this.renderer.height; + } + + var width = frame.width * resolution; + var height = frame.height * resolution; + + var canvasBuffer = new core.CanvasRenderTarget(width, height); + var canvasData = context.getImageData(frame.x * resolution, frame.y * resolution, width, height); + + canvasBuffer.context.putImageData(canvasData, 0, 0); + + // send the canvas back.. + return canvasBuffer.canvas; + }; + + /** + * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA + * order, with integer values between 0 and 255 (included). + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use use the main renderer + * @return {Uint8ClampedArray} One-dimensional array containing the pixel data of the entire texture + */ + + + CanvasExtract.prototype.pixels = function pixels(target) { + var renderer = this.renderer; + var context = void 0; + var resolution = void 0; + var frame = void 0; + var renderTexture = void 0; + + if (target) { + if (target instanceof core.RenderTexture) { + renderTexture = target; + } else { + renderTexture = renderer.generateTexture(target); + } + } + + if (renderTexture) { + context = renderTexture.baseTexture._canvasRenderTarget.context; + resolution = renderTexture.baseTexture._canvasRenderTarget.resolution; + frame = renderTexture.frame; + } else { + context = renderer.rootContext; + + frame = TEMP_RECT; + frame.width = renderer.width; + frame.height = renderer.height; + } + + return context.getImageData(0, 0, frame.width * resolution, frame.height * resolution).data; + }; + + /** + * Destroys the extract + * + */ + + + CanvasExtract.prototype.destroy = function destroy() { + this.renderer.extract = null; + this.renderer = null; + }; + + return CanvasExtract; +}(); + +exports.default = CanvasExtract; + + +core.CanvasRenderer.registerPlugin('extract', CanvasExtract); + +},{"../../core":65}],132:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _WebGLExtract = require('./webgl/WebGLExtract'); + +Object.defineProperty(exports, 'webgl', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_WebGLExtract).default; + } +}); + +var _CanvasExtract = require('./canvas/CanvasExtract'); + +Object.defineProperty(exports, 'canvas', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_CanvasExtract).default; + } +}); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +},{"./canvas/CanvasExtract":131,"./webgl/WebGLExtract":133}],133:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +var TEMP_RECT = new core.Rectangle(); +var BYTES_PER_PIXEL = 4; + +/** + * The extract manager provides functionality to export content from the renderers. + * + * An instance of this class is automatically created by default, and can be found at renderer.plugins.extract + * + * @class + * @memberof PIXI.extract + */ + +var WebGLExtract = function () { + /** + * @param {PIXI.WebGLRenderer} renderer - A reference to the current renderer + */ + function WebGLExtract(renderer) { + _classCallCheck(this, WebGLExtract); + + this.renderer = renderer; + /** + * Collection of methods for extracting data (image, pixels, etc.) from a display object or render texture + * + * @member {PIXI.extract.WebGLExtract} extract + * @memberof PIXI.WebGLRenderer# + * @see PIXI.extract.WebGLExtract + */ + renderer.extract = this; + } + + /** + * Will return a HTML Image of the target + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use use the main renderer + * @return {HTMLImageElement} HTML Image of the target + */ + + + WebGLExtract.prototype.image = function image(target) { + var image = new Image(); + + image.src = this.base64(target); + + return image; + }; + + /** + * Will return a a base64 encoded string of this target. It works by calling + * `WebGLExtract.getCanvas` and then running toDataURL on that. + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use use the main renderer + * @return {string} A base64 encoded string of the texture. + */ + + + WebGLExtract.prototype.base64 = function base64(target) { + return this.canvas(target).toDataURL(); + }; + + /** + * Creates a Canvas element, renders this target to it and then returns it. + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use use the main renderer + * @return {HTMLCanvasElement} A Canvas element with the texture rendered on. + */ + + + WebGLExtract.prototype.canvas = function canvas(target) { + var renderer = this.renderer; + var textureBuffer = void 0; + var resolution = void 0; + var frame = void 0; + var flipY = false; + var renderTexture = void 0; + + if (target) { + if (target instanceof core.RenderTexture) { + renderTexture = target; + } else { + renderTexture = this.renderer.generateTexture(target); + } + } + + if (renderTexture) { + textureBuffer = renderTexture.baseTexture._glRenderTargets[this.renderer.CONTEXT_UID]; + resolution = textureBuffer.resolution; + frame = renderTexture.frame; + flipY = false; + } else { + textureBuffer = this.renderer.rootRenderTarget; + resolution = textureBuffer.resolution; + flipY = true; + + frame = TEMP_RECT; + frame.width = textureBuffer.size.width; + frame.height = textureBuffer.size.height; + } + + var width = frame.width * resolution; + var height = frame.height * resolution; + + var canvasBuffer = new core.CanvasRenderTarget(width, height); + + if (textureBuffer) { + // bind the buffer + renderer.bindRenderTarget(textureBuffer); + + // set up an array of pixels + var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height); + + // read pixels to the array + var gl = renderer.gl; + + gl.readPixels(frame.x * resolution, frame.y * resolution, width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels); + + // add the pixels to the canvas + var canvasData = canvasBuffer.context.getImageData(0, 0, width, height); + + canvasData.data.set(webglPixels); + + canvasBuffer.context.putImageData(canvasData, 0, 0); + + // pulling pixels + if (flipY) { + canvasBuffer.context.scale(1, -1); + canvasBuffer.context.drawImage(canvasBuffer.canvas, 0, -height); + } + } + + // send the canvas back.. + return canvasBuffer.canvas; + }; + + /** + * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA + * order, with integer values between 0 and 255 (included). + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use use the main renderer + * @return {Uint8ClampedArray} One-dimensional array containing the pixel data of the entire texture + */ + + + WebGLExtract.prototype.pixels = function pixels(target) { + var renderer = this.renderer; + var textureBuffer = void 0; + var resolution = void 0; + var frame = void 0; + var renderTexture = void 0; + + if (target) { + if (target instanceof core.RenderTexture) { + renderTexture = target; + } else { + renderTexture = this.renderer.generateTexture(target); + } + } + + if (renderTexture) { + textureBuffer = renderTexture.baseTexture._glRenderTargets[this.renderer.CONTEXT_UID]; + resolution = textureBuffer.resolution; + frame = renderTexture.frame; + } else { + textureBuffer = this.renderer.rootRenderTarget; + resolution = textureBuffer.resolution; + + frame = TEMP_RECT; + frame.width = textureBuffer.size.width; + frame.height = textureBuffer.size.height; + } + + var width = frame.width * resolution; + var height = frame.height * resolution; + + var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height); + + if (textureBuffer) { + // bind the buffer + renderer.bindRenderTarget(textureBuffer); + // read pixels to the array + var gl = renderer.gl; + + gl.readPixels(frame.x * resolution, frame.y * resolution, width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels); + } + + return webglPixels; + }; + + /** + * Destroys the extract + * + */ + + + WebGLExtract.prototype.destroy = function destroy() { + this.renderer.extract = null; + this.renderer = null; + }; + + return WebGLExtract; +}(); + +exports.default = WebGLExtract; + + +core.WebGLRenderer.registerPlugin('extract', WebGLExtract); + +},{"../../core":65}],134:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _core = require('../core'); + +var core = _interopRequireWildcard(_core); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * @typedef FrameObject + * @type {object} + * @property {PIXI.Texture} texture - The {@link PIXI.Texture} of the frame + * @property {number} time - the duration of the frame in ms + */ + +/** + * An AnimatedSprite is a simple way to display an animation depicted by a list of textures. + * + * ```js + * let alienImages = ["image_sequence_01.png","image_sequence_02.png","image_sequence_03.png","image_sequence_04.png"]; + * let textureArray = []; + * + * for (let i=0; i < 4; i++) + * { + * let texture = PIXI.Texture.fromImage(alienImages[i]); + * textureArray.push(texture); + * }; + * + * let mc = new PIXI.AnimatedSprite(textureArray); + * ``` + * + * @class + * @extends PIXI.Sprite + * @memberof PIXI.extras + */ +var AnimatedSprite = function (_core$Sprite) { + _inherits(AnimatedSprite, _core$Sprite); + + /** + * @param {PIXI.Texture[]|FrameObject[]} textures - an array of {@link PIXI.Texture} or frame + * objects that make up the animation + * @param {boolean} [autoUpdate=true] - Whether to use PIXI.ticker.shared to auto update animation time. + */ + function AnimatedSprite(textures, autoUpdate) { + _classCallCheck(this, AnimatedSprite); + + /** + * @private + */ + var _this = _possibleConstructorReturn(this, _core$Sprite.call(this, textures[0] instanceof core.Texture ? textures[0] : textures[0].texture)); + + _this._textures = null; + + /** + * @private + */ + _this._durations = null; + + _this.textures = textures; + + /** + * `true` uses PIXI.ticker.shared to auto update animation time. + * @type {boolean} + * @default true + * @private + */ + _this._autoUpdate = autoUpdate !== false; + + /** + * The speed that the AnimatedSprite will play at. Higher is faster, lower is slower + * + * @member {number} + * @default 1 + */ + _this.animationSpeed = 1; + + /** + * Whether or not the animate sprite repeats after playing. + * + * @member {boolean} + * @default true + */ + _this.loop = true; + + /** + * Function to call when a AnimatedSprite finishes playing + * + * @member {Function} + */ + _this.onComplete = null; + + /** + * Function to call when a AnimatedSprite changes which texture is being rendered + * + * @member {Function} + */ + _this.onFrameChange = null; + + /** + * Function to call when 'loop' is true, and an AnimatedSprite is played and loops around to start again + * + * @member {Function} + */ + _this.onLoop = null; + + /** + * Elapsed time since animation has been started, used internally to display current texture + * + * @member {number} + * @private + */ + _this._currentTime = 0; + + /** + * Indicates if the AnimatedSprite is currently playing + * + * @member {boolean} + * @readonly + */ + _this.playing = false; + return _this; + } + + /** + * Stops the AnimatedSprite + * + */ + + + AnimatedSprite.prototype.stop = function stop() { + if (!this.playing) { + return; + } + + this.playing = false; + if (this._autoUpdate) { + core.ticker.shared.remove(this.update, this); + } + }; + + /** + * Plays the AnimatedSprite + * + */ + + + AnimatedSprite.prototype.play = function play() { + if (this.playing) { + return; + } + + this.playing = true; + if (this._autoUpdate) { + core.ticker.shared.add(this.update, this, core.UPDATE_PRIORITY.HIGH); + } + }; + + /** + * Stops the AnimatedSprite and goes to a specific frame + * + * @param {number} frameNumber - frame index to stop at + */ + + + AnimatedSprite.prototype.gotoAndStop = function gotoAndStop(frameNumber) { + this.stop(); + + var previousFrame = this.currentFrame; + + this._currentTime = frameNumber; + + if (previousFrame !== this.currentFrame) { + this.updateTexture(); + } + }; + + /** + * Goes to a specific frame and begins playing the AnimatedSprite + * + * @param {number} frameNumber - frame index to start at + */ + + + AnimatedSprite.prototype.gotoAndPlay = function gotoAndPlay(frameNumber) { + var previousFrame = this.currentFrame; + + this._currentTime = frameNumber; + + if (previousFrame !== this.currentFrame) { + this.updateTexture(); + } + + this.play(); + }; + + /** + * Updates the object transform for rendering. + * + * @private + * @param {number} deltaTime - Time since last tick. + */ + + + AnimatedSprite.prototype.update = function update(deltaTime) { + var elapsed = this.animationSpeed * deltaTime; + var previousFrame = this.currentFrame; + + if (this._durations !== null) { + var lag = this._currentTime % 1 * this._durations[this.currentFrame]; + + lag += elapsed / 60 * 1000; + + while (lag < 0) { + this._currentTime--; + lag += this._durations[this.currentFrame]; + } + + var sign = Math.sign(this.animationSpeed * deltaTime); + + this._currentTime = Math.floor(this._currentTime); + + while (lag >= this._durations[this.currentFrame]) { + lag -= this._durations[this.currentFrame] * sign; + this._currentTime += sign; + } + + this._currentTime += lag / this._durations[this.currentFrame]; + } else { + this._currentTime += elapsed; + } + + if (this._currentTime < 0 && !this.loop) { + this.gotoAndStop(0); + + if (this.onComplete) { + this.onComplete(); + } + } else if (this._currentTime >= this._textures.length && !this.loop) { + this.gotoAndStop(this._textures.length - 1); + + if (this.onComplete) { + this.onComplete(); + } + } else if (previousFrame !== this.currentFrame) { + if (this.loop && this.onLoop) { + if (this.animationSpeed > 0 && this.currentFrame < previousFrame) { + this.onLoop(); + } else if (this.animationSpeed < 0 && this.currentFrame > previousFrame) { + this.onLoop(); + } + } + + this.updateTexture(); + } + }; + + /** + * Updates the displayed texture to match the current frame index + * + * @private + */ + + + AnimatedSprite.prototype.updateTexture = function updateTexture() { + this._texture = this._textures[this.currentFrame]; + this._textureID = -1; + + if (this.onFrameChange) { + this.onFrameChange(this.currentFrame); + } + }; + + /** + * Stops the AnimatedSprite and destroys it + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well + * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well + */ + + + AnimatedSprite.prototype.destroy = function destroy(options) { + this.stop(); + _core$Sprite.prototype.destroy.call(this, options); + }; + + /** + * A short hand way of creating a movieclip from an array of frame ids + * + * @static + * @param {string[]} frames - The array of frames ids the movieclip will use as its texture frames + * @return {AnimatedSprite} The new animated sprite with the specified frames. + */ + + + AnimatedSprite.fromFrames = function fromFrames(frames) { + var textures = []; + + for (var i = 0; i < frames.length; ++i) { + textures.push(core.Texture.fromFrame(frames[i])); + } + + return new AnimatedSprite(textures); + }; + + /** + * A short hand way of creating a movieclip from an array of image ids + * + * @static + * @param {string[]} images - the array of image urls the movieclip will use as its texture frames + * @return {AnimatedSprite} The new animate sprite with the specified images as frames. + */ + + + AnimatedSprite.fromImages = function fromImages(images) { + var textures = []; + + for (var i = 0; i < images.length; ++i) { + textures.push(core.Texture.fromImage(images[i])); + } + + return new AnimatedSprite(textures); + }; + + /** + * totalFrames is the total number of frames in the AnimatedSprite. This is the same as number of textures + * assigned to the AnimatedSprite. + * + * @readonly + * @member {number} + * @default 0 + */ + + + _createClass(AnimatedSprite, [{ + key: 'totalFrames', + get: function get() { + return this._textures.length; + } + + /** + * The array of textures used for this AnimatedSprite + * + * @member {PIXI.Texture[]} + */ + + }, { + key: 'textures', + get: function get() { + return this._textures; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (value[0] instanceof core.Texture) { + this._textures = value; + this._durations = null; + } else { + this._textures = []; + this._durations = []; + + for (var i = 0; i < value.length; i++) { + this._textures.push(value[i].texture); + this._durations.push(value[i].time); + } + } + this.gotoAndStop(0); + this.updateTexture(); + } + + /** + * The AnimatedSprites current frame index + * + * @member {number} + * @readonly + */ + + }, { + key: 'currentFrame', + get: function get() { + var currentFrame = Math.floor(this._currentTime) % this._textures.length; + + if (currentFrame < 0) { + currentFrame += this._textures.length; + } + + return currentFrame; + } + }]); + + return AnimatedSprite; +}(core.Sprite); + +exports.default = AnimatedSprite; + +},{"../core":65}],135:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _core = require('../core'); + +var core = _interopRequireWildcard(_core); + +var _ObservablePoint = require('../core/math/ObservablePoint'); + +var _ObservablePoint2 = _interopRequireDefault(_ObservablePoint); + +var _settings = require('../core/settings'); + +var _settings2 = _interopRequireDefault(_settings); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * A BitmapText object will create a line or multiple lines of text using bitmap font. To + * split a line you can use '\n', '\r' or '\r\n' in your string. You can generate the fnt files using: + * + * A BitmapText can only be created when the font is loaded + * + * ```js + * // in this case the font is in a file called 'desyrel.fnt' + * let bitmapText = new PIXI.extras.BitmapText("text using a fancy font!", {font: "35px Desyrel", align: "right"}); + * ``` + * + * http://www.angelcode.com/products/bmfont/ for windows or + * http://www.bmglyph.com/ for mac. + * + * @class + * @extends PIXI.Container + * @memberof PIXI.extras + */ +var BitmapText = function (_core$Container) { + _inherits(BitmapText, _core$Container); + + /** + * @param {string} text - The copy that you would like the text to display + * @param {object} style - The style parameters + * @param {string|object} style.font - The font descriptor for the object, can be passed as a string of form + * "24px FontName" or "FontName" or as an object with explicit name/size properties. + * @param {string} [style.font.name] - The bitmap font id + * @param {number} [style.font.size] - The size of the font in pixels, e.g. 24 + * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'), does not affect + * single line text + * @param {number} [style.tint=0xFFFFFF] - The tint color + */ + function BitmapText(text) { + var style = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; + + _classCallCheck(this, BitmapText); + + /** + * Private tracker for the width of the overall text + * + * @member {number} + * @private + */ + var _this = _possibleConstructorReturn(this, _core$Container.call(this)); + + _this._textWidth = 0; + + /** + * Private tracker for the height of the overall text + * + * @member {number} + * @private + */ + _this._textHeight = 0; + + /** + * Private tracker for the letter sprite pool. + * + * @member {PIXI.Sprite[]} + * @private + */ + _this._glyphs = []; + + /** + * Private tracker for the current style. + * + * @member {object} + * @private + */ + _this._font = { + tint: style.tint !== undefined ? style.tint : 0xFFFFFF, + align: style.align || 'left', + name: null, + size: 0 + }; + + /** + * Private tracker for the current font. + * + * @member {object} + * @private + */ + _this.font = style.font; // run font setter + + /** + * Private tracker for the current text. + * + * @member {string} + * @private + */ + _this._text = text; + + /** + * The max width of this bitmap text in pixels. If the text provided is longer than the + * value provided, line breaks will be automatically inserted in the last whitespace. + * Disable by setting value to 0 + * + * @member {number} + * @private + */ + _this._maxWidth = 0; + + /** + * The max line height. This is useful when trying to use the total height of the Text, + * ie: when trying to vertically align. + * + * @member {number} + * @private + */ + _this._maxLineHeight = 0; + + /** + * Text anchor. read-only + * + * @member {PIXI.ObservablePoint} + * @private + */ + _this._anchor = new _ObservablePoint2.default(function () { + _this.dirty = true; + }, _this, 0, 0); + + /** + * The dirty state of this object. + * + * @member {boolean} + */ + _this.dirty = false; + + _this.updateText(); + return _this; + } + + /** + * Renders text and updates it when needed + * + * @private + */ + + + BitmapText.prototype.updateText = function updateText() { + var data = BitmapText.fonts[this._font.name]; + var scale = this._font.size / data.size; + var pos = new core.Point(); + var chars = []; + var lineWidths = []; + + var prevCharCode = null; + var lastLineWidth = 0; + var maxLineWidth = 0; + var line = 0; + var lastSpace = -1; + var lastSpaceWidth = 0; + var spacesRemoved = 0; + var maxLineHeight = 0; + + for (var i = 0; i < this.text.length; i++) { + var charCode = this.text.charCodeAt(i); + + if (/(\s)/.test(this.text.charAt(i))) { + lastSpace = i; + lastSpaceWidth = lastLineWidth; + } + + if (/(?:\r\n|\r|\n)/.test(this.text.charAt(i))) { + lineWidths.push(lastLineWidth); + maxLineWidth = Math.max(maxLineWidth, lastLineWidth); + line++; + + pos.x = 0; + pos.y += data.lineHeight; + prevCharCode = null; + continue; + } + + if (lastSpace !== -1 && this._maxWidth > 0 && pos.x * scale > this._maxWidth) { + core.utils.removeItems(chars, lastSpace - spacesRemoved, i - lastSpace); + i = lastSpace; + lastSpace = -1; + ++spacesRemoved; + + lineWidths.push(lastSpaceWidth); + maxLineWidth = Math.max(maxLineWidth, lastSpaceWidth); + line++; + + pos.x = 0; + pos.y += data.lineHeight; + prevCharCode = null; + continue; + } + + var charData = data.chars[charCode]; + + if (!charData) { + continue; + } + + if (prevCharCode && charData.kerning[prevCharCode]) { + pos.x += charData.kerning[prevCharCode]; + } + + chars.push({ + texture: charData.texture, + line: line, + charCode: charCode, + position: new core.Point(pos.x + charData.xOffset, pos.y + charData.yOffset) + }); + lastLineWidth = pos.x + (charData.texture.width + charData.xOffset); + pos.x += charData.xAdvance; + maxLineHeight = Math.max(maxLineHeight, charData.yOffset + charData.texture.height); + prevCharCode = charCode; + } + + lineWidths.push(lastLineWidth); + maxLineWidth = Math.max(maxLineWidth, lastLineWidth); + + var lineAlignOffsets = []; + + for (var _i = 0; _i <= line; _i++) { + var alignOffset = 0; + + if (this._font.align === 'right') { + alignOffset = maxLineWidth - lineWidths[_i]; + } else if (this._font.align === 'center') { + alignOffset = (maxLineWidth - lineWidths[_i]) / 2; + } + + lineAlignOffsets.push(alignOffset); + } + + var lenChars = chars.length; + var tint = this.tint; + + for (var _i2 = 0; _i2 < lenChars; _i2++) { + var c = this._glyphs[_i2]; // get the next glyph sprite + + if (c) { + c.texture = chars[_i2].texture; + } else { + c = new core.Sprite(chars[_i2].texture); + this._glyphs.push(c); + } + + c.position.x = (chars[_i2].position.x + lineAlignOffsets[chars[_i2].line]) * scale; + c.position.y = chars[_i2].position.y * scale; + c.scale.x = c.scale.y = scale; + c.tint = tint; + + if (!c.parent) { + this.addChild(c); + } + } + + // remove unnecessary children. + for (var _i3 = lenChars; _i3 < this._glyphs.length; ++_i3) { + this.removeChild(this._glyphs[_i3]); + } + + this._textWidth = maxLineWidth * scale; + this._textHeight = (pos.y + data.lineHeight) * scale; + + // apply anchor + if (this.anchor.x !== 0 || this.anchor.y !== 0) { + for (var _i4 = 0; _i4 < lenChars; _i4++) { + this._glyphs[_i4].x -= this._textWidth * this.anchor.x; + this._glyphs[_i4].y -= this._textHeight * this.anchor.y; + } + } + this._maxLineHeight = maxLineHeight * scale; + }; + + /** + * Updates the transform of this object + * + * @private + */ + + + BitmapText.prototype.updateTransform = function updateTransform() { + this.validate(); + this.containerUpdateTransform(); + }; + + /** + * Validates text before calling parent's getLocalBounds + * + * @return {PIXI.Rectangle} The rectangular bounding area + */ + + + BitmapText.prototype.getLocalBounds = function getLocalBounds() { + this.validate(); + + return _core$Container.prototype.getLocalBounds.call(this); + }; + + /** + * Updates text when needed + * + * @private + */ + + + BitmapText.prototype.validate = function validate() { + if (this.dirty) { + this.updateText(); + this.dirty = false; + } + }; + + /** + * The tint of the BitmapText object + * + * @member {number} + */ + + + /** + * Register a bitmap font with data and a texture. + * + * @static + * @param {XMLDocument} xml - The XML document data. + * @param {PIXI.Texture} texture - Texture with all symbols. + * @return {Object} Result font object with font, size, lineHeight and char fields. + */ + BitmapText.registerFont = function registerFont(xml, texture) { + var data = {}; + var info = xml.getElementsByTagName('info')[0]; + var common = xml.getElementsByTagName('common')[0]; + var res = texture.baseTexture.resolution || _settings2.default.RESOLUTION; + + data.font = info.getAttribute('face'); + data.size = parseInt(info.getAttribute('size'), 10); + data.lineHeight = parseInt(common.getAttribute('lineHeight'), 10) / res; + data.chars = {}; + + // parse letters + var letters = xml.getElementsByTagName('char'); + + for (var i = 0; i < letters.length; i++) { + var letter = letters[i]; + var charCode = parseInt(letter.getAttribute('id'), 10); + + var textureRect = new core.Rectangle(parseInt(letter.getAttribute('x'), 10) / res + texture.frame.x / res, parseInt(letter.getAttribute('y'), 10) / res + texture.frame.y / res, parseInt(letter.getAttribute('width'), 10) / res, parseInt(letter.getAttribute('height'), 10) / res); + + data.chars[charCode] = { + xOffset: parseInt(letter.getAttribute('xoffset'), 10) / res, + yOffset: parseInt(letter.getAttribute('yoffset'), 10) / res, + xAdvance: parseInt(letter.getAttribute('xadvance'), 10) / res, + kerning: {}, + texture: new core.Texture(texture.baseTexture, textureRect) + + }; + } + + // parse kernings + var kernings = xml.getElementsByTagName('kerning'); + + for (var _i5 = 0; _i5 < kernings.length; _i5++) { + var kerning = kernings[_i5]; + var first = parseInt(kerning.getAttribute('first'), 10) / res; + var second = parseInt(kerning.getAttribute('second'), 10) / res; + var amount = parseInt(kerning.getAttribute('amount'), 10) / res; + + if (data.chars[second]) { + data.chars[second].kerning[first] = amount; + } + } + + // I'm leaving this as a temporary fix so we can test the bitmap fonts in v3 + // but it's very likely to change + BitmapText.fonts[data.font] = data; + + return data; + }; + + _createClass(BitmapText, [{ + key: 'tint', + get: function get() { + return this._font.tint; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._font.tint = typeof value === 'number' && value >= 0 ? value : 0xFFFFFF; + + this.dirty = true; + } + + /** + * The alignment of the BitmapText object + * + * @member {string} + * @default 'left' + */ + + }, { + key: 'align', + get: function get() { + return this._font.align; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._font.align = value || 'left'; + + this.dirty = true; + } + + /** + * The anchor sets the origin point of the text. + * The default is 0,0 this means the text's origin is the top left + * Setting the anchor to 0.5,0.5 means the text's origin is centered + * Setting the anchor to 1,1 would mean the text's origin point will be the bottom right corner + * + * @member {PIXI.Point | number} + */ + + }, { + key: 'anchor', + get: function get() { + return this._anchor; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (typeof value === 'number') { + this._anchor.set(value); + } else { + this._anchor.copy(value); + } + } + + /** + * The font descriptor of the BitmapText object + * + * @member {string|object} + */ + + }, { + key: 'font', + get: function get() { + return this._font; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (!value) { + return; + } + + if (typeof value === 'string') { + value = value.split(' '); + + this._font.name = value.length === 1 ? value[0] : value.slice(1).join(' '); + this._font.size = value.length >= 2 ? parseInt(value[0], 10) : BitmapText.fonts[this._font.name].size; + } else { + this._font.name = value.name; + this._font.size = typeof value.size === 'number' ? value.size : parseInt(value.size, 10); + } + + this.dirty = true; + } + + /** + * The text of the BitmapText object + * + * @member {string} + */ + + }, { + key: 'text', + get: function get() { + return this._text; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + value = value.toString() || ' '; + if (this._text === value) { + return; + } + this._text = value; + this.dirty = true; + } + + /** + * The max width of this bitmap text in pixels. If the text provided is longer than the + * value provided, line breaks will be automatically inserted in the last whitespace. + * Disable by setting value to 0 + * + * @member {number} + */ + + }, { + key: 'maxWidth', + get: function get() { + return this._maxWidth; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (this._maxWidth === value) { + return; + } + this._maxWidth = value; + this.dirty = true; + } + + /** + * The max line height. This is useful when trying to use the total height of the Text, + * ie: when trying to vertically align. + * + * @member {number} + * @readonly + */ + + }, { + key: 'maxLineHeight', + get: function get() { + this.validate(); + + return this._maxLineHeight; + } + + /** + * The width of the overall text, different from fontSize, + * which is defined in the style object + * + * @member {number} + * @readonly + */ + + }, { + key: 'textWidth', + get: function get() { + this.validate(); + + return this._textWidth; + } + + /** + * The height of the overall text, different from fontSize, + * which is defined in the style object + * + * @member {number} + * @readonly + */ + + }, { + key: 'textHeight', + get: function get() { + this.validate(); + + return this._textHeight; + } + }]); + + return BitmapText; +}(core.Container); + +exports.default = BitmapText; + + +BitmapText.fonts = {}; + +},{"../core":65,"../core/math/ObservablePoint":68,"../core/settings":101}],136:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _Matrix = require('../core/math/Matrix'); + +var _Matrix2 = _interopRequireDefault(_Matrix); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +var tempMat = new _Matrix2.default(); + +/** + * class controls uv transform and frame clamp for texture + * + * @class + * @memberof PIXI.extras + */ + +var TextureTransform = function () { + /** + * + * @param {PIXI.Texture} texture observed texture + * @param {number} [clampMargin] Changes frame clamping, 0.5 by default. Use -0.5 for extra border. + * @constructor + */ + function TextureTransform(texture, clampMargin) { + _classCallCheck(this, TextureTransform); + + this._texture = texture; + + this.mapCoord = new _Matrix2.default(); + + this.uClampFrame = new Float32Array(4); + + this.uClampOffset = new Float32Array(2); + + this._lastTextureID = -1; + + /** + * Changes frame clamping + * Works with TilingSprite and Mesh + * Change to 1.5 if you texture has repeated right and bottom lines, that leads to smoother borders + * + * @default 0 + * @member {number} + */ + this.clampOffset = 0; + + /** + * Changes frame clamping + * Works with TilingSprite and Mesh + * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas + * + * @default 0.5 + * @member {number} + */ + this.clampMargin = typeof clampMargin === 'undefined' ? 0.5 : clampMargin; + } + + /** + * texture property + * @member {PIXI.Texture} + */ + + + /** + * Multiplies uvs array to transform + * @param {Float32Array} uvs mesh uvs + * @param {Float32Array} [out=uvs] output + * @returns {Float32Array} output + */ + TextureTransform.prototype.multiplyUvs = function multiplyUvs(uvs, out) { + if (out === undefined) { + out = uvs; + } + + var mat = this.mapCoord; + + for (var i = 0; i < uvs.length; i += 2) { + var x = uvs[i]; + var y = uvs[i + 1]; + + out[i] = x * mat.a + y * mat.c + mat.tx; + out[i + 1] = x * mat.b + y * mat.d + mat.ty; + } + + return out; + }; + + /** + * updates matrices if texture was changed + * @param {boolean} forceUpdate if true, matrices will be updated any case + * @returns {boolean} whether or not it was updated + */ + + + TextureTransform.prototype.update = function update(forceUpdate) { + var tex = this._texture; + + if (!tex || !tex.valid) { + return false; + } + + if (!forceUpdate && this._lastTextureID === tex._updateID) { + return false; + } + + this._lastTextureID = tex._updateID; + + var uvs = tex._uvs; + + this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0); + + var orig = tex.orig; + var trim = tex.trim; + + if (trim) { + tempMat.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height); + this.mapCoord.append(tempMat); + } + + var texBase = tex.baseTexture; + var frame = this.uClampFrame; + var margin = this.clampMargin / texBase.resolution; + var offset = this.clampOffset; + + frame[0] = (tex._frame.x + margin + offset) / texBase.width; + frame[1] = (tex._frame.y + margin + offset) / texBase.height; + frame[2] = (tex._frame.x + tex._frame.width - margin + offset) / texBase.width; + frame[3] = (tex._frame.y + tex._frame.height - margin + offset) / texBase.height; + this.uClampOffset[0] = offset / texBase.realWidth; + this.uClampOffset[1] = offset / texBase.realHeight; + + return true; + }; + + _createClass(TextureTransform, [{ + key: 'texture', + get: function get() { + return this._texture; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._texture = value; + this._lastTextureID = -1; + } + }]); + + return TextureTransform; +}(); + +exports.default = TextureTransform; + +},{"../core/math/Matrix":67}],137:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _core = require('../core'); + +var core = _interopRequireWildcard(_core); + +var _CanvasTinter = require('../core/sprites/canvas/CanvasTinter'); + +var _CanvasTinter2 = _interopRequireDefault(_CanvasTinter); + +var _TextureTransform = require('./TextureTransform'); + +var _TextureTransform2 = _interopRequireDefault(_TextureTransform); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +var tempPoint = new core.Point(); + +/** + * A tiling sprite is a fast way of rendering a tiling image + * + * @class + * @extends PIXI.Sprite + * @memberof PIXI.extras + */ + +var TilingSprite = function (_core$Sprite) { + _inherits(TilingSprite, _core$Sprite); + + /** + * @param {PIXI.Texture} texture - the texture of the tiling sprite + * @param {number} [width=100] - the width of the tiling sprite + * @param {number} [height=100] - the height of the tiling sprite + */ + function TilingSprite(texture) { + var width = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 100; + var height = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 100; + + _classCallCheck(this, TilingSprite); + + /** + * Tile transform + * + * @member {PIXI.TransformStatic} + */ + var _this = _possibleConstructorReturn(this, _core$Sprite.call(this, texture)); + + _this.tileTransform = new core.TransformStatic(); + + // /// private + + /** + * The with of the tiling sprite + * + * @member {number} + * @private + */ + _this._width = width; + + /** + * The height of the tiling sprite + * + * @member {number} + * @private + */ + _this._height = height; + + /** + * Canvas pattern + * + * @type {CanvasPattern} + * @private + */ + _this._canvasPattern = null; + + /** + * transform that is applied to UV to get the texture coords + * + * @member {PIXI.extras.TextureTransform} + */ + _this.uvTransform = texture.transform || new _TextureTransform2.default(texture); + + /** + * Plugin that is responsible for rendering this element. + * Allows to customize the rendering process without overriding '_renderWebGL' method. + * + * @member {string} + * @default 'tilingSprite' + */ + _this.pluginName = 'tilingSprite'; + + /** + * Whether or not anchor affects uvs + * + * @member {boolean} + * @default false + */ + _this.uvRespectAnchor = false; + return _this; + } + /** + * Changes frame clamping in corresponding textureTransform, shortcut + * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas + * + * @default 0.5 + * @member {number} + */ + + + /** + * @private + */ + TilingSprite.prototype._onTextureUpdate = function _onTextureUpdate() { + if (this.uvTransform) { + this.uvTransform.texture = this._texture; + } + }; + + /** + * Renders the object using the WebGL renderer + * + * @private + * @param {PIXI.WebGLRenderer} renderer - The renderer + */ + + + TilingSprite.prototype._renderWebGL = function _renderWebGL(renderer) { + // tweak our texture temporarily.. + var texture = this._texture; + + if (!texture || !texture.valid) { + return; + } + + this.tileTransform.updateLocalTransform(); + this.uvTransform.update(); + + renderer.setObjectRenderer(renderer.plugins[this.pluginName]); + renderer.plugins[this.pluginName].render(this); + }; + + /** + * Renders the object using the Canvas renderer + * + * @private + * @param {PIXI.CanvasRenderer} renderer - a reference to the canvas renderer + */ + + + TilingSprite.prototype._renderCanvas = function _renderCanvas(renderer) { + var texture = this._texture; + + if (!texture.baseTexture.hasLoaded) { + return; + } + + var context = renderer.context; + var transform = this.worldTransform; + var resolution = renderer.resolution; + var baseTexture = texture.baseTexture; + var baseTextureResolution = baseTexture.resolution; + var modX = this.tilePosition.x / this.tileScale.x % texture._frame.width * baseTextureResolution; + var modY = this.tilePosition.y / this.tileScale.y % texture._frame.height * baseTextureResolution; + + // create a nice shiny pattern! + // TODO this needs to be refreshed if texture changes.. + if (!this._canvasPattern) { + // cut an object from a spritesheet.. + var tempCanvas = new core.CanvasRenderTarget(texture._frame.width, texture._frame.height, baseTextureResolution); + + // Tint the tiling sprite + if (this.tint !== 0xFFFFFF) { + if (this.cachedTint !== this.tint) { + this.cachedTint = this.tint; + + this.tintedTexture = _CanvasTinter2.default.getTintedTexture(this, this.tint); + } + tempCanvas.context.drawImage(this.tintedTexture, 0, 0); + } else { + tempCanvas.context.drawImage(baseTexture.source, -texture._frame.x * baseTextureResolution, -texture._frame.y * baseTextureResolution); + } + this._canvasPattern = tempCanvas.context.createPattern(tempCanvas.canvas, 'repeat'); + } + + // set context state.. + context.globalAlpha = this.worldAlpha; + context.setTransform(transform.a * resolution, transform.b * resolution, transform.c * resolution, transform.d * resolution, transform.tx * resolution, transform.ty * resolution); + + renderer.setBlendMode(this.blendMode); + + // fill the pattern! + context.fillStyle = this._canvasPattern; + + // TODO - this should be rolled into the setTransform above.. + context.scale(this.tileScale.x / baseTextureResolution, this.tileScale.y / baseTextureResolution); + + var anchorX = this.anchor.x * -this._width; + var anchorY = this.anchor.y * -this._height; + + if (this.uvRespectAnchor) { + context.translate(modX, modY); + + context.fillRect(-modX + anchorX, -modY + anchorY, this._width / this.tileScale.x * baseTextureResolution, this._height / this.tileScale.y * baseTextureResolution); + } else { + context.translate(modX + anchorX, modY + anchorY); + + context.fillRect(-modX, -modY, this._width / this.tileScale.x * baseTextureResolution, this._height / this.tileScale.y * baseTextureResolution); + } + }; + + /** + * Updates the bounds of the tiling sprite. + * + * @private + */ + + + TilingSprite.prototype._calculateBounds = function _calculateBounds() { + var minX = this._width * -this._anchor._x; + var minY = this._height * -this._anchor._y; + var maxX = this._width * (1 - this._anchor._x); + var maxY = this._height * (1 - this._anchor._y); + + this._bounds.addFrame(this.transform, minX, minY, maxX, maxY); + }; + + /** + * Gets the local bounds of the sprite object. + * + * @param {PIXI.Rectangle} rect - The output rectangle. + * @return {PIXI.Rectangle} The bounds. + */ + + + TilingSprite.prototype.getLocalBounds = function getLocalBounds(rect) { + // we can do a fast local bounds if the sprite has no children! + if (this.children.length === 0) { + this._bounds.minX = this._width * -this._anchor._x; + this._bounds.minY = this._height * -this._anchor._y; + this._bounds.maxX = this._width * (1 - this._anchor._x); + this._bounds.maxY = this._height * (1 - this._anchor._x); + + if (!rect) { + if (!this._localBoundsRect) { + this._localBoundsRect = new core.Rectangle(); + } + + rect = this._localBoundsRect; + } + + return this._bounds.getRectangle(rect); + } + + return _core$Sprite.prototype.getLocalBounds.call(this, rect); + }; + + /** + * Checks if a point is inside this tiling sprite. + * + * @param {PIXI.Point} point - the point to check + * @return {boolean} Whether or not the sprite contains the point. + */ + + + TilingSprite.prototype.containsPoint = function containsPoint(point) { + this.worldTransform.applyInverse(point, tempPoint); + + var width = this._width; + var height = this._height; + var x1 = -width * this.anchor._x; + + if (tempPoint.x >= x1 && tempPoint.x < x1 + width) { + var y1 = -height * this.anchor._y; + + if (tempPoint.y >= y1 && tempPoint.y < y1 + height) { + return true; + } + } + + return false; + }; + + /** + * Destroys this sprite and optionally its texture and children + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well + * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well + */ + + + TilingSprite.prototype.destroy = function destroy(options) { + _core$Sprite.prototype.destroy.call(this, options); + + this.tileTransform = null; + this.uvTransform = null; + }; + + /** + * Helper function that creates a new tiling sprite based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * + * @static + * @param {number|string|PIXI.BaseTexture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from + * @param {number} width - the width of the tiling sprite + * @param {number} height - the height of the tiling sprite + * @return {PIXI.Texture} The newly created texture + */ + + + TilingSprite.from = function from(source, width, height) { + return new TilingSprite(core.Texture.from(source), width, height); + }; + + /** + * Helper function that creates a tiling sprite that will use a texture from the TextureCache based on the frameId + * The frame ids are created when a Texture packer file has been loaded + * + * @static + * @param {string} frameId - The frame Id of the texture in the cache + * @param {number} width - the width of the tiling sprite + * @param {number} height - the height of the tiling sprite + * @return {PIXI.extras.TilingSprite} A new TilingSprite using a texture from the texture cache matching the frameId + */ + + + TilingSprite.fromFrame = function fromFrame(frameId, width, height) { + var texture = core.utils.TextureCache[frameId]; + + if (!texture) { + throw new Error('The frameId "' + frameId + '" does not exist in the texture cache ' + this); + } + + return new TilingSprite(texture, width, height); + }; + + /** + * Helper function that creates a sprite that will contain a texture based on an image url + * If the image is not in the texture cache it will be loaded + * + * @static + * @param {string} imageId - The image url of the texture + * @param {number} width - the width of the tiling sprite + * @param {number} height - the height of the tiling sprite + * @param {boolean} [crossorigin] - if you want to specify the cross-origin parameter + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - if you want to specify the scale mode, + * see {@link PIXI.SCALE_MODES} for possible values + * @return {PIXI.extras.TilingSprite} A new TilingSprite using a texture from the texture cache matching the image id + */ + + + TilingSprite.fromImage = function fromImage(imageId, width, height, crossorigin, scaleMode) { + return new TilingSprite(core.Texture.fromImage(imageId, crossorigin, scaleMode), width, height); + }; + + /** + * The width of the sprite, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + + + _createClass(TilingSprite, [{ + key: 'clampMargin', + get: function get() { + return this.uvTransform.clampMargin; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.uvTransform.clampMargin = value; + this.uvTransform.update(true); + } + + /** + * The scaling of the image that is being tiled + * + * @member {PIXI.ObservablePoint} + */ + + }, { + key: 'tileScale', + get: function get() { + return this.tileTransform.scale; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.tileTransform.scale.copy(value); + } + + /** + * The offset of the image that is being tiled + * + * @member {PIXI.ObservablePoint} + */ + + }, { + key: 'tilePosition', + get: function get() { + return this.tileTransform.position; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.tileTransform.position.copy(value); + } + }, { + key: 'width', + get: function get() { + return this._width; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._width = value; + } + + /** + * The height of the TilingSprite, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + + }, { + key: 'height', + get: function get() { + return this._height; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._height = value; + } + }]); + + return TilingSprite; +}(core.Sprite); + +exports.default = TilingSprite; + +},{"../core":65,"../core/sprites/canvas/CanvasTinter":104,"./TextureTransform":136}],138:[function(require,module,exports){ +'use strict'; + +var _core = require('../core'); + +var core = _interopRequireWildcard(_core); + +var _Texture = require('../core/textures/Texture'); + +var _Texture2 = _interopRequireDefault(_Texture); + +var _BaseTexture = require('../core/textures/BaseTexture'); + +var _BaseTexture2 = _interopRequireDefault(_BaseTexture); + +var _utils = require('../core/utils'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +var DisplayObject = core.DisplayObject; +var _tempMatrix = new core.Matrix(); + +DisplayObject.prototype._cacheAsBitmap = false; +DisplayObject.prototype._cacheData = false; + +// figured theres no point adding ALL the extra variables to prototype. +// this model can hold the information needed. This can also be generated on demand as +// most objects are not cached as bitmaps. +/** + * @class + * @ignore + */ + +var CacheData = +/** + * + */ +function CacheData() { + _classCallCheck(this, CacheData); + + this.textureCacheId = null; + + this.originalRenderWebGL = null; + this.originalRenderCanvas = null; + this.originalCalculateBounds = null; + this.originalGetLocalBounds = null; + + this.originalUpdateTransform = null; + this.originalHitTest = null; + this.originalDestroy = null; + this.originalMask = null; + this.originalFilterArea = null; + this.sprite = null; +}; + +Object.defineProperties(DisplayObject.prototype, { + /** + * Set this to true if you want this display object to be cached as a bitmap. + * This basically takes a snap shot of the display object as it is at that moment. It can + * provide a performance benefit for complex static displayObjects. + * To remove simply set this property to 'false' + * + * IMPORTANT GOTCHA - make sure that all your textures are preloaded BEFORE setting this property to true + * as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear. + * + * @member {boolean} + * @memberof PIXI.DisplayObject# + */ + cacheAsBitmap: { + get: function get() { + return this._cacheAsBitmap; + }, + set: function set(value) { + if (this._cacheAsBitmap === value) { + return; + } + + this._cacheAsBitmap = value; + + var data = void 0; + + if (value) { + if (!this._cacheData) { + this._cacheData = new CacheData(); + } + + data = this._cacheData; + + data.originalRenderWebGL = this.renderWebGL; + data.originalRenderCanvas = this.renderCanvas; + + data.originalUpdateTransform = this.updateTransform; + data.originalCalculateBounds = this._calculateBounds; + data.originalGetLocalBounds = this.getLocalBounds; + + data.originalDestroy = this.destroy; + + data.originalContainsPoint = this.containsPoint; + + data.originalMask = this._mask; + data.originalFilterArea = this.filterArea; + + this.renderWebGL = this._renderCachedWebGL; + this.renderCanvas = this._renderCachedCanvas; + + this.destroy = this._cacheAsBitmapDestroy; + } else { + data = this._cacheData; + + if (data.sprite) { + this._destroyCachedDisplayObject(); + } + + this.renderWebGL = data.originalRenderWebGL; + this.renderCanvas = data.originalRenderCanvas; + this._calculateBounds = data.originalCalculateBounds; + this.getLocalBounds = data.originalGetLocalBounds; + + this.destroy = data.originalDestroy; + + this.updateTransform = data.originalUpdateTransform; + this.containsPoint = data.originalContainsPoint; + + this._mask = data.originalMask; + this.filterArea = data.originalFilterArea; + } + } + } +}); + +/** + * Renders a cached version of the sprite with WebGL + * + * @private + * @memberof PIXI.DisplayObject# + * @param {PIXI.WebGLRenderer} renderer - the WebGL renderer + */ +DisplayObject.prototype._renderCachedWebGL = function _renderCachedWebGL(renderer) { + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + + this._initCachedDisplayObject(renderer); + + this._cacheData.sprite._transformID = -1; + this._cacheData.sprite.worldAlpha = this.worldAlpha; + this._cacheData.sprite._renderWebGL(renderer); +}; + +/** + * Prepares the WebGL renderer to cache the sprite + * + * @private + * @memberof PIXI.DisplayObject# + * @param {PIXI.WebGLRenderer} renderer - the WebGL renderer + */ +DisplayObject.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer) { + if (this._cacheData && this._cacheData.sprite) { + return; + } + + // make sure alpha is set to 1 otherwise it will get rendered as invisible! + var cacheAlpha = this.alpha; + + this.alpha = 1; + + // first we flush anything left in the renderer (otherwise it would get rendered to the cached texture) + renderer.currentRenderer.flush(); + // this.filters= []; + + // next we find the dimensions of the untransformed object + // this function also calls updatetransform on all its children as part of the measuring. + // This means we don't need to update the transform again in this function + // TODO pass an object to clone too? saves having to create a new one each time! + var bounds = this.getLocalBounds().clone(); + + // add some padding! + if (this._filters) { + var padding = this._filters[0].padding; + + bounds.pad(padding); + } + + // for now we cache the current renderTarget that the webGL renderer is currently using. + // this could be more elegent.. + var cachedRenderTarget = renderer._activeRenderTarget; + // We also store the filter stack - I will definitely look to change how this works a little later down the line. + var stack = renderer.filterManager.filterStack; + + // this renderTexture will be used to store the cached DisplayObject + + var renderTexture = core.RenderTexture.create(bounds.width | 0, bounds.height | 0); + + var textureCacheId = 'cacheAsBitmap_' + (0, _utils.uid)(); + + this._cacheData.textureCacheId = textureCacheId; + + _BaseTexture2.default.addToCache(renderTexture.baseTexture, textureCacheId); + _Texture2.default.addToCache(renderTexture, textureCacheId); + + // need to set // + var m = _tempMatrix; + + m.tx = -bounds.x; + m.ty = -bounds.y; + + // reset + this.transform.worldTransform.identity(); + + // set all properties to there original so we can render to a texture + this.renderWebGL = this._cacheData.originalRenderWebGL; + + renderer.render(this, renderTexture, true, m, true); + // now restore the state be setting the new properties + + renderer.bindRenderTarget(cachedRenderTarget); + + renderer.filterManager.filterStack = stack; + + this.renderWebGL = this._renderCachedWebGL; + this.updateTransform = this.displayObjectUpdateTransform; + + this._mask = null; + this.filterArea = null; + + // create our cached sprite + var cachedSprite = new core.Sprite(renderTexture); + + cachedSprite.transform.worldTransform = this.transform.worldTransform; + cachedSprite.anchor.x = -(bounds.x / bounds.width); + cachedSprite.anchor.y = -(bounds.y / bounds.height); + cachedSprite.alpha = cacheAlpha; + cachedSprite._bounds = this._bounds; + + // easy bounds.. + this._calculateBounds = this._calculateCachedBounds; + this.getLocalBounds = this._getCachedLocalBounds; + + this._cacheData.sprite = cachedSprite; + + this.transform._parentID = -1; + // restore the transform of the cached sprite to avoid the nasty flicker.. + if (!this.parent) { + this.parent = renderer._tempDisplayObjectParent; + this.updateTransform(); + this.parent = null; + } else { + this.updateTransform(); + } + + // map the hit test.. + this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite); +}; + +/** + * Renders a cached version of the sprite with canvas + * + * @private + * @memberof PIXI.DisplayObject# + * @param {PIXI.WebGLRenderer} renderer - the WebGL renderer + */ +DisplayObject.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer) { + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + + this._initCachedDisplayObjectCanvas(renderer); + + this._cacheData.sprite.worldAlpha = this.worldAlpha; + + this._cacheData.sprite.renderCanvas(renderer); +}; + +// TODO this can be the same as the webGL verison.. will need to do a little tweaking first though.. +/** + * Prepares the Canvas renderer to cache the sprite + * + * @private + * @memberof PIXI.DisplayObject# + * @param {PIXI.WebGLRenderer} renderer - the WebGL renderer + */ +DisplayObject.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(renderer) { + if (this._cacheData && this._cacheData.sprite) { + return; + } + + // get bounds actually transforms the object for us already! + var bounds = this.getLocalBounds(); + + var cacheAlpha = this.alpha; + + this.alpha = 1; + + var cachedRenderTarget = renderer.context; + + var renderTexture = core.RenderTexture.create(bounds.width | 0, bounds.height | 0); + + var textureCacheId = 'cacheAsBitmap_' + (0, _utils.uid)(); + + this._cacheData.textureCacheId = textureCacheId; + + _BaseTexture2.default.addToCache(renderTexture.baseTexture, textureCacheId); + _Texture2.default.addToCache(renderTexture, textureCacheId); + + // need to set // + var m = _tempMatrix; + + this.transform.localTransform.copy(m); + m.invert(); + + m.tx -= bounds.x; + m.ty -= bounds.y; + + // m.append(this.transform.worldTransform.) + // set all properties to there original so we can render to a texture + this.renderCanvas = this._cacheData.originalRenderCanvas; + + // renderTexture.render(this, m, true); + renderer.render(this, renderTexture, true, m, false); + + // now restore the state be setting the new properties + renderer.context = cachedRenderTarget; + + this.renderCanvas = this._renderCachedCanvas; + this._calculateBounds = this._calculateCachedBounds; + + this._mask = null; + this.filterArea = null; + + // create our cached sprite + var cachedSprite = new core.Sprite(renderTexture); + + cachedSprite.transform.worldTransform = this.transform.worldTransform; + cachedSprite.anchor.x = -(bounds.x / bounds.width); + cachedSprite.anchor.y = -(bounds.y / bounds.height); + cachedSprite._bounds = this._bounds; + cachedSprite.alpha = cacheAlpha; + + if (!this.parent) { + this.parent = renderer._tempDisplayObjectParent; + this.updateTransform(); + this.parent = null; + } else { + this.updateTransform(); + } + + this.updateTransform = this.displayObjectUpdateTransform; + + this._cacheData.sprite = cachedSprite; + + this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite); +}; + +/** + * Calculates the bounds of the cached sprite + * + * @private + */ +DisplayObject.prototype._calculateCachedBounds = function _calculateCachedBounds() { + this._cacheData.sprite._calculateBounds(); +}; + +/** + * Gets the bounds of the cached sprite. + * + * @private + * @return {Rectangle} The local bounds. + */ +DisplayObject.prototype._getCachedLocalBounds = function _getCachedLocalBounds() { + return this._cacheData.sprite.getLocalBounds(); +}; + +/** + * Destroys the cached sprite. + * + * @private + */ +DisplayObject.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject() { + this._cacheData.sprite._texture.destroy(true); + this._cacheData.sprite = null; + + _BaseTexture2.default.removeFromCache(this._cacheData.textureCacheId); + _Texture2.default.removeFromCache(this._cacheData.textureCacheId); + + this._cacheData.textureCacheId = null; +}; + +/** + * Destroys the cached object. + * + * @private + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value. + * Used when destroying containers, see the Container.destroy method. + */ +DisplayObject.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options) { + this.cacheAsBitmap = false; + this.destroy(options); +}; + +},{"../core":65,"../core/textures/BaseTexture":112,"../core/textures/Texture":115,"../core/utils":124}],139:[function(require,module,exports){ +'use strict'; + +var _core = require('../core'); + +var core = _interopRequireWildcard(_core); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +/** + * The instance name of the object. + * + * @memberof PIXI.DisplayObject# + * @member {string} + */ +core.DisplayObject.prototype.name = null; + +/** + * Returns the display object in the container + * + * @memberof PIXI.Container# + * @param {string} name - instance name + * @return {PIXI.DisplayObject} The child with the specified name. + */ +core.Container.prototype.getChildByName = function getChildByName(name) { + for (var i = 0; i < this.children.length; i++) { + if (this.children[i].name === name) { + return this.children[i]; + } + } + + return null; +}; + +},{"../core":65}],140:[function(require,module,exports){ +'use strict'; + +var _core = require('../core'); + +var core = _interopRequireWildcard(_core); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +/** + * Returns the global position of the displayObject. Does not depend on object scale, rotation and pivot. + * + * @memberof PIXI.DisplayObject# + * @param {Point} point - the point to write the global value to. If null a new point will be returned + * @param {boolean} skipUpdate - setting to true will stop the transforms of the scene graph from + * being updated. This means the calculation returned MAY be out of date BUT will give you a + * nice performance boost + * @return {Point} The updated point + */ +core.DisplayObject.prototype.getGlobalPosition = function getGlobalPosition() { + var point = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : new core.Point(); + var skipUpdate = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : false; + + if (this.parent) { + this.parent.toGlobal(this.position, point, skipUpdate); + } else { + point.x = this.position.x; + point.y = this.position.y; + } + + return point; +}; + +},{"../core":65}],141:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.BitmapText = exports.TilingSpriteRenderer = exports.TilingSprite = exports.TextureTransform = exports.AnimatedSprite = undefined; + +var _AnimatedSprite = require('./AnimatedSprite'); + +Object.defineProperty(exports, 'AnimatedSprite', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_AnimatedSprite).default; + } +}); + +var _TextureTransform = require('./TextureTransform'); + +Object.defineProperty(exports, 'TextureTransform', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TextureTransform).default; + } +}); + +var _TilingSprite = require('./TilingSprite'); + +Object.defineProperty(exports, 'TilingSprite', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TilingSprite).default; + } +}); + +var _TilingSpriteRenderer = require('./webgl/TilingSpriteRenderer'); + +Object.defineProperty(exports, 'TilingSpriteRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TilingSpriteRenderer).default; + } +}); + +var _BitmapText = require('./BitmapText'); + +Object.defineProperty(exports, 'BitmapText', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_BitmapText).default; + } +}); + +require('./cacheAsBitmap'); + +require('./getChildByName'); + +require('./getGlobalPosition'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +// imported for side effect of extending the prototype only, contains no exports + +},{"./AnimatedSprite":134,"./BitmapText":135,"./TextureTransform":136,"./TilingSprite":137,"./cacheAsBitmap":138,"./getChildByName":139,"./getGlobalPosition":140,"./webgl/TilingSpriteRenderer":142}],142:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _const = require('../../core/const'); + +var _path = require('path'); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +var tempMat = new core.Matrix(); + +/** + * WebGL renderer plugin for tiling sprites + * + * @class + * @memberof PIXI.extras + * @extends PIXI.ObjectRenderer + */ + +var TilingSpriteRenderer = function (_core$ObjectRenderer) { + _inherits(TilingSpriteRenderer, _core$ObjectRenderer); + + /** + * constructor for renderer + * + * @param {WebGLRenderer} renderer The renderer this tiling awesomeness works for. + */ + function TilingSpriteRenderer(renderer) { + _classCallCheck(this, TilingSpriteRenderer); + + var _this = _possibleConstructorReturn(this, _core$ObjectRenderer.call(this, renderer)); + + _this.shader = null; + _this.simpleShader = null; + _this.quad = null; + return _this; + } + + /** + * Sets up the renderer context and necessary buffers. + * + * @private + */ + + + TilingSpriteRenderer.prototype.onContextChange = function onContextChange() { + var gl = this.renderer.gl; + + this.shader = new core.Shader(gl, 'attribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\n\r\nuniform mat3 projectionMatrix;\r\nuniform mat3 translationMatrix;\r\nuniform mat3 uTransform;\r\n\r\nvarying vec2 vTextureCoord;\r\n\r\nvoid main(void)\r\n{\r\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n\r\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\r\n}\r\n', 'varying vec2 vTextureCoord;\r\n\r\nuniform sampler2D uSampler;\r\nuniform vec4 uColor;\r\nuniform mat3 uMapCoord;\r\nuniform vec4 uClampFrame;\r\nuniform vec2 uClampOffset;\r\n\r\nvoid main(void)\r\n{\r\n vec2 coord = mod(vTextureCoord - uClampOffset, vec2(1.0, 1.0)) + uClampOffset;\r\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\r\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\r\n\r\n vec4 sample = texture2D(uSampler, coord);\r\n gl_FragColor = sample * uColor;\r\n}\r\n'); + this.simpleShader = new core.Shader(gl, 'attribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\n\r\nuniform mat3 projectionMatrix;\r\nuniform mat3 translationMatrix;\r\nuniform mat3 uTransform;\r\n\r\nvarying vec2 vTextureCoord;\r\n\r\nvoid main(void)\r\n{\r\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n\r\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\r\n}\r\n', 'varying vec2 vTextureCoord;\r\n\r\nuniform sampler2D uSampler;\r\nuniform vec4 uColor;\r\n\r\nvoid main(void)\r\n{\r\n vec4 sample = texture2D(uSampler, vTextureCoord);\r\n gl_FragColor = sample * uColor;\r\n}\r\n'); + + this.renderer.bindVao(null); + this.quad = new core.Quad(gl, this.renderer.state.attribState); + this.quad.initVao(this.shader); + }; + + /** + * + * @param {PIXI.extras.TilingSprite} ts tilingSprite to be rendered + */ + + + TilingSpriteRenderer.prototype.render = function render(ts) { + var renderer = this.renderer; + var quad = this.quad; + + renderer.bindVao(quad.vao); + + var vertices = quad.vertices; + + vertices[0] = vertices[6] = ts._width * -ts.anchor.x; + vertices[1] = vertices[3] = ts._height * -ts.anchor.y; + + vertices[2] = vertices[4] = ts._width * (1.0 - ts.anchor.x); + vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y); + + if (ts.uvRespectAnchor) { + vertices = quad.uvs; + + vertices[0] = vertices[6] = -ts.anchor.x; + vertices[1] = vertices[3] = -ts.anchor.y; + + vertices[2] = vertices[4] = 1.0 - ts.anchor.x; + vertices[5] = vertices[7] = 1.0 - ts.anchor.y; + } + + quad.upload(); + + var tex = ts._texture; + var baseTex = tex.baseTexture; + var lt = ts.tileTransform.localTransform; + var uv = ts.uvTransform; + var isSimple = baseTex.isPowerOfTwo && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height; + + // auto, force repeat wrapMode for big tiling textures + if (isSimple) { + if (!baseTex._glTextures[renderer.CONTEXT_UID]) { + if (baseTex.wrapMode === _const.WRAP_MODES.CLAMP) { + baseTex.wrapMode = _const.WRAP_MODES.REPEAT; + } + } else { + isSimple = baseTex.wrapMode !== _const.WRAP_MODES.CLAMP; + } + } + + var shader = isSimple ? this.simpleShader : this.shader; + + renderer.bindShader(shader); + + var w = tex.width; + var h = tex.height; + var W = ts._width; + var H = ts._height; + + tempMat.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H); + + // that part is the same as above: + // tempMat.identity(); + // tempMat.scale(tex.width, tex.height); + // tempMat.prepend(lt); + // tempMat.scale(1.0 / ts._width, 1.0 / ts._height); + + tempMat.invert(); + if (isSimple) { + tempMat.prepend(uv.mapCoord); + } else { + shader.uniforms.uMapCoord = uv.mapCoord.toArray(true); + shader.uniforms.uClampFrame = uv.uClampFrame; + shader.uniforms.uClampOffset = uv.uClampOffset; + } + + shader.uniforms.uTransform = tempMat.toArray(true); + shader.uniforms.uColor = core.utils.premultiplyTintToRgba(ts.tint, ts.worldAlpha, shader.uniforms.uColor, baseTex.premultipliedAlpha); + shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true); + + shader.uniforms.uSampler = renderer.bindTexture(tex); + + renderer.setBlendMode(core.utils.correctBlendMode(ts.blendMode, baseTex.premultipliedAlpha)); + + quad.vao.draw(this.renderer.gl.TRIANGLES, 6, 0); + }; + + return TilingSpriteRenderer; +}(core.ObjectRenderer); + +exports.default = TilingSpriteRenderer; + + +core.WebGLRenderer.registerPlugin('tilingSprite', TilingSpriteRenderer); + +},{"../../core":65,"../../core/const":46,"path":25}],143:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _BlurXFilter = require('./BlurXFilter'); + +var _BlurXFilter2 = _interopRequireDefault(_BlurXFilter); + +var _BlurYFilter = require('./BlurYFilter'); + +var _BlurYFilter2 = _interopRequireDefault(_BlurYFilter); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * The BlurFilter applies a Gaussian blur to an object. + * The strength of the blur can be set for x- and y-axis separately. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ +var BlurFilter = function (_core$Filter) { + _inherits(BlurFilter, _core$Filter); + + /** + * @param {number} strength - The strength of the blur filter. + * @param {number} quality - The quality of the blur filter. + * @param {number} resolution - The resolution of the blur filter. + * @param {number} [kernelSize=5] - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. + */ + function BlurFilter(strength, quality, resolution, kernelSize) { + _classCallCheck(this, BlurFilter); + + var _this = _possibleConstructorReturn(this, _core$Filter.call(this)); + + _this.blurXFilter = new _BlurXFilter2.default(strength, quality, resolution, kernelSize); + _this.blurYFilter = new _BlurYFilter2.default(strength, quality, resolution, kernelSize); + + _this.padding = 0; + _this.resolution = resolution || core.settings.RESOLUTION; + _this.quality = quality || 4; + _this.blur = strength || 8; + return _this; + } + + /** + * Applies the filter. + * + * @param {PIXI.FilterManager} filterManager - The manager. + * @param {PIXI.RenderTarget} input - The input target. + * @param {PIXI.RenderTarget} output - The output target. + */ + + + BlurFilter.prototype.apply = function apply(filterManager, input, output) { + var renderTarget = filterManager.getRenderTarget(true); + + this.blurXFilter.apply(filterManager, input, renderTarget, true); + this.blurYFilter.apply(filterManager, renderTarget, output, false); + + filterManager.returnRenderTarget(renderTarget); + }; + + /** + * Sets the strength of both the blurX and blurY properties simultaneously + * + * @member {number} + * @default 2 + */ + + + _createClass(BlurFilter, [{ + key: 'blur', + get: function get() { + return this.blurXFilter.blur; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.blurXFilter.blur = this.blurYFilter.blur = value; + this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2; + } + + /** + * Sets the number of passes for blur. More passes means higher quaility bluring. + * + * @member {number} + * @default 1 + */ + + }, { + key: 'quality', + get: function get() { + return this.blurXFilter.quality; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.blurXFilter.quality = this.blurYFilter.quality = value; + } + + /** + * Sets the strength of the blurX property + * + * @member {number} + * @default 2 + */ + + }, { + key: 'blurX', + get: function get() { + return this.blurXFilter.blur; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.blurXFilter.blur = value; + this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2; + } + + /** + * Sets the strength of the blurY property + * + * @member {number} + * @default 2 + */ + + }, { + key: 'blurY', + get: function get() { + return this.blurYFilter.blur; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.blurYFilter.blur = value; + this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2; + } + + /** + * Sets the blendmode of the filter + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL + */ + + }, { + key: 'blendMode', + get: function get() { + return this.blurYFilter._blendMode; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.blurYFilter._blendMode = value; + } + }]); + + return BlurFilter; +}(core.Filter); + +exports.default = BlurFilter; + +},{"../../core":65,"./BlurXFilter":144,"./BlurYFilter":145}],144:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _generateBlurVertSource = require('./generateBlurVertSource'); + +var _generateBlurVertSource2 = _interopRequireDefault(_generateBlurVertSource); + +var _generateBlurFragSource = require('./generateBlurFragSource'); + +var _generateBlurFragSource2 = _interopRequireDefault(_generateBlurFragSource); + +var _getMaxBlurKernelSize = require('./getMaxBlurKernelSize'); + +var _getMaxBlurKernelSize2 = _interopRequireDefault(_getMaxBlurKernelSize); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * The BlurXFilter applies a horizontal Gaussian blur to an object. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ +var BlurXFilter = function (_core$Filter) { + _inherits(BlurXFilter, _core$Filter); + + /** + * @param {number} strength - The strength of the blur filter. + * @param {number} quality - The quality of the blur filter. + * @param {number} resolution - The resolution of the blur filter. + * @param {number} [kernelSize=5] - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. + */ + function BlurXFilter(strength, quality, resolution, kernelSize) { + _classCallCheck(this, BlurXFilter); + + kernelSize = kernelSize || 5; + var vertSrc = (0, _generateBlurVertSource2.default)(kernelSize, true); + var fragSrc = (0, _generateBlurFragSource2.default)(kernelSize); + + var _this = _possibleConstructorReturn(this, _core$Filter.call(this, + // vertex shader + vertSrc, + // fragment shader + fragSrc)); + + _this.resolution = resolution || core.settings.RESOLUTION; + + _this._quality = 0; + + _this.quality = quality || 4; + _this.strength = strength || 8; + + _this.firstRun = true; + return _this; + } + + /** + * Applies the filter. + * + * @param {PIXI.FilterManager} filterManager - The manager. + * @param {PIXI.RenderTarget} input - The input target. + * @param {PIXI.RenderTarget} output - The output target. + * @param {boolean} clear - Should the output be cleared before rendering? + */ + + + BlurXFilter.prototype.apply = function apply(filterManager, input, output, clear) { + if (this.firstRun) { + var gl = filterManager.renderer.gl; + var kernelSize = (0, _getMaxBlurKernelSize2.default)(gl); + + this.vertexSrc = (0, _generateBlurVertSource2.default)(kernelSize, true); + this.fragmentSrc = (0, _generateBlurFragSource2.default)(kernelSize); + + this.firstRun = false; + } + + this.uniforms.strength = 1 / output.size.width * (output.size.width / input.size.width); + + // screen space! + this.uniforms.strength *= this.strength; + this.uniforms.strength /= this.passes; // / this.passes//Math.pow(1, this.passes); + + if (this.passes === 1) { + filterManager.applyFilter(this, input, output, clear); + } else { + var renderTarget = filterManager.getRenderTarget(true); + var flip = input; + var flop = renderTarget; + + for (var i = 0; i < this.passes - 1; i++) { + filterManager.applyFilter(this, flip, flop, true); + + var temp = flop; + + flop = flip; + flip = temp; + } + + filterManager.applyFilter(this, flip, output, clear); + + filterManager.returnRenderTarget(renderTarget); + } + }; + + /** + * Sets the strength of both the blur. + * + * @member {number} + * @default 16 + */ + + + _createClass(BlurXFilter, [{ + key: 'blur', + get: function get() { + return this.strength; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.padding = Math.abs(value) * 2; + this.strength = value; + } + + /** + * Sets the quality of the blur by modifying the number of passes. More passes means higher + * quaility bluring but the lower the performance. + * + * @member {number} + * @default 4 + */ + + }, { + key: 'quality', + get: function get() { + return this._quality; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._quality = value; + this.passes = value; + } + }]); + + return BlurXFilter; +}(core.Filter); + +exports.default = BlurXFilter; + +},{"../../core":65,"./generateBlurFragSource":146,"./generateBlurVertSource":147,"./getMaxBlurKernelSize":148}],145:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _generateBlurVertSource = require('./generateBlurVertSource'); + +var _generateBlurVertSource2 = _interopRequireDefault(_generateBlurVertSource); + +var _generateBlurFragSource = require('./generateBlurFragSource'); + +var _generateBlurFragSource2 = _interopRequireDefault(_generateBlurFragSource); + +var _getMaxBlurKernelSize = require('./getMaxBlurKernelSize'); + +var _getMaxBlurKernelSize2 = _interopRequireDefault(_getMaxBlurKernelSize); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * The BlurYFilter applies a horizontal Gaussian blur to an object. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ +var BlurYFilter = function (_core$Filter) { + _inherits(BlurYFilter, _core$Filter); + + /** + * @param {number} strength - The strength of the blur filter. + * @param {number} quality - The quality of the blur filter. + * @param {number} resolution - The resolution of the blur filter. + * @param {number} [kernelSize=5] - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. + */ + function BlurYFilter(strength, quality, resolution, kernelSize) { + _classCallCheck(this, BlurYFilter); + + kernelSize = kernelSize || 5; + var vertSrc = (0, _generateBlurVertSource2.default)(kernelSize, false); + var fragSrc = (0, _generateBlurFragSource2.default)(kernelSize); + + var _this = _possibleConstructorReturn(this, _core$Filter.call(this, + // vertex shader + vertSrc, + // fragment shader + fragSrc)); + + _this.resolution = resolution || core.settings.RESOLUTION; + + _this._quality = 0; + + _this.quality = quality || 4; + _this.strength = strength || 8; + + _this.firstRun = true; + return _this; + } + + /** + * Applies the filter. + * + * @param {PIXI.FilterManager} filterManager - The manager. + * @param {PIXI.RenderTarget} input - The input target. + * @param {PIXI.RenderTarget} output - The output target. + * @param {boolean} clear - Should the output be cleared before rendering? + */ + + + BlurYFilter.prototype.apply = function apply(filterManager, input, output, clear) { + if (this.firstRun) { + var gl = filterManager.renderer.gl; + var kernelSize = (0, _getMaxBlurKernelSize2.default)(gl); + + this.vertexSrc = (0, _generateBlurVertSource2.default)(kernelSize, false); + this.fragmentSrc = (0, _generateBlurFragSource2.default)(kernelSize); + + this.firstRun = false; + } + + this.uniforms.strength = 1 / output.size.height * (output.size.height / input.size.height); + + this.uniforms.strength *= this.strength; + this.uniforms.strength /= this.passes; + + if (this.passes === 1) { + filterManager.applyFilter(this, input, output, clear); + } else { + var renderTarget = filterManager.getRenderTarget(true); + var flip = input; + var flop = renderTarget; + + for (var i = 0; i < this.passes - 1; i++) { + filterManager.applyFilter(this, flip, flop, true); + + var temp = flop; + + flop = flip; + flip = temp; + } + + filterManager.applyFilter(this, flip, output, clear); + + filterManager.returnRenderTarget(renderTarget); + } + }; + + /** + * Sets the strength of both the blur. + * + * @member {number} + * @default 2 + */ + + + _createClass(BlurYFilter, [{ + key: 'blur', + get: function get() { + return this.strength; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.padding = Math.abs(value) * 2; + this.strength = value; + } + + /** + * Sets the quality of the blur by modifying the number of passes. More passes means higher + * quaility bluring but the lower the performance. + * + * @member {number} + * @default 4 + */ + + }, { + key: 'quality', + get: function get() { + return this._quality; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._quality = value; + this.passes = value; + } + }]); + + return BlurYFilter; +}(core.Filter); + +exports.default = BlurYFilter; + +},{"../../core":65,"./generateBlurFragSource":146,"./generateBlurVertSource":147,"./getMaxBlurKernelSize":148}],146:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = generateFragBlurSource; +var GAUSSIAN_VALUES = { + 5: [0.153388, 0.221461, 0.250301], + 7: [0.071303, 0.131514, 0.189879, 0.214607], + 9: [0.028532, 0.067234, 0.124009, 0.179044, 0.20236], + 11: [0.0093, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596], + 13: [0.002406, 0.009255, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641], + 15: [0.000489, 0.002403, 0.009246, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448] +}; + +var fragTemplate = ['varying vec2 vBlurTexCoords[%size%];', 'uniform sampler2D uSampler;', 'void main(void)', '{', ' gl_FragColor = vec4(0.0);', ' %blur%', '}'].join('\n'); + +function generateFragBlurSource(kernelSize) { + var kernel = GAUSSIAN_VALUES[kernelSize]; + var halfLength = kernel.length; + + var fragSource = fragTemplate; + + var blurLoop = ''; + var template = 'gl_FragColor += texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;'; + var value = void 0; + + for (var i = 0; i < kernelSize; i++) { + var blur = template.replace('%index%', i); + + value = i; + + if (i >= halfLength) { + value = kernelSize - i - 1; + } + + blur = blur.replace('%value%', kernel[value]); + + blurLoop += blur; + blurLoop += '\n'; + } + + fragSource = fragSource.replace('%blur%', blurLoop); + fragSource = fragSource.replace('%size%', kernelSize); + + return fragSource; +} + +},{}],147:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = generateVertBlurSource; +var vertTemplate = ['attribute vec2 aVertexPosition;', 'attribute vec2 aTextureCoord;', 'uniform float strength;', 'uniform mat3 projectionMatrix;', 'varying vec2 vBlurTexCoords[%size%];', 'void main(void)', '{', 'gl_Position = vec4((projectionMatrix * vec3((aVertexPosition), 1.0)).xy, 0.0, 1.0);', '%blur%', '}'].join('\n'); + +function generateVertBlurSource(kernelSize, x) { + var halfLength = Math.ceil(kernelSize / 2); + + var vertSource = vertTemplate; + + var blurLoop = ''; + var template = void 0; + // let value; + + if (x) { + template = 'vBlurTexCoords[%index%] = aTextureCoord + vec2(%sampleIndex% * strength, 0.0);'; + } else { + template = 'vBlurTexCoords[%index%] = aTextureCoord + vec2(0.0, %sampleIndex% * strength);'; + } + + for (var i = 0; i < kernelSize; i++) { + var blur = template.replace('%index%', i); + + // value = i; + + // if(i >= halfLength) + // { + // value = kernelSize - i - 1; + // } + + blur = blur.replace('%sampleIndex%', i - (halfLength - 1) + '.0'); + + blurLoop += blur; + blurLoop += '\n'; + } + + vertSource = vertSource.replace('%blur%', blurLoop); + vertSource = vertSource.replace('%size%', kernelSize); + + return vertSource; +} + +},{}],148:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; +exports.default = getMaxKernelSize; +function getMaxKernelSize(gl) { + var maxVaryings = gl.getParameter(gl.MAX_VARYING_VECTORS); + var kernelSize = 15; + + while (kernelSize > maxVaryings) { + kernelSize -= 2; + } + + return kernelSize; +} + +},{}],149:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _path = require('path'); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * The ColorMatrixFilter class lets you apply a 5x4 matrix transformation on the RGBA + * color and alpha values of every pixel on your displayObject to produce a result + * with a new set of RGBA color and alpha values. It's pretty powerful! + * + * ```js + * let colorMatrix = new PIXI.ColorMatrixFilter(); + * container.filters = [colorMatrix]; + * colorMatrix.contrast(2); + * ``` + * @author Clément Chenebault + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ +var ColorMatrixFilter = function (_core$Filter) { + _inherits(ColorMatrixFilter, _core$Filter); + + /** + * + */ + function ColorMatrixFilter() { + _classCallCheck(this, ColorMatrixFilter); + + var _this = _possibleConstructorReturn(this, _core$Filter.call(this, + // vertex shader + 'attribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\n\r\nuniform mat3 projectionMatrix;\r\n\r\nvarying vec2 vTextureCoord;\r\n\r\nvoid main(void)\r\n{\r\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n vTextureCoord = aTextureCoord;\r\n}', + // fragment shader + 'varying vec2 vTextureCoord;\r\nuniform sampler2D uSampler;\r\nuniform float m[20];\r\nuniform float uAlpha;\r\n\r\nvoid main(void)\r\n{\r\n vec4 c = texture2D(uSampler, vTextureCoord);\r\n\r\n if (uAlpha == 0.0) {\r\n gl_FragColor = c;\r\n return;\r\n }\r\n\r\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\r\n if (c.a > 0.0) {\r\n c.rgb /= c.a;\r\n }\r\n\r\n vec4 result;\r\n\r\n result.r = (m[0] * c.r);\r\n result.r += (m[1] * c.g);\r\n result.r += (m[2] * c.b);\r\n result.r += (m[3] * c.a);\r\n result.r += m[4];\r\n\r\n result.g = (m[5] * c.r);\r\n result.g += (m[6] * c.g);\r\n result.g += (m[7] * c.b);\r\n result.g += (m[8] * c.a);\r\n result.g += m[9];\r\n\r\n result.b = (m[10] * c.r);\r\n result.b += (m[11] * c.g);\r\n result.b += (m[12] * c.b);\r\n result.b += (m[13] * c.a);\r\n result.b += m[14];\r\n\r\n result.a = (m[15] * c.r);\r\n result.a += (m[16] * c.g);\r\n result.a += (m[17] * c.b);\r\n result.a += (m[18] * c.a);\r\n result.a += m[19];\r\n\r\n vec3 rgb = mix(c.rgb, result.rgb, uAlpha);\r\n\r\n // Premultiply alpha again.\r\n rgb *= result.a;\r\n\r\n gl_FragColor = vec4(rgb, result.a);\r\n}\r\n')); + + _this.uniforms.m = [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0]; + + _this.alpha = 1; + return _this; + } + + /** + * Transforms current matrix and set the new one + * + * @param {number[]} matrix - 5x4 matrix + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype._loadMatrix = function _loadMatrix(matrix) { + var multiply = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : false; + + var newMatrix = matrix; + + if (multiply) { + this._multiply(newMatrix, this.uniforms.m, matrix); + newMatrix = this._colorMatrix(newMatrix); + } + + // set the new matrix + this.uniforms.m = newMatrix; + }; + + /** + * Multiplies two mat5's + * + * @private + * @param {number[]} out - 5x4 matrix the receiving matrix + * @param {number[]} a - 5x4 matrix the first operand + * @param {number[]} b - 5x4 matrix the second operand + * @returns {number[]} 5x4 matrix + */ + + + ColorMatrixFilter.prototype._multiply = function _multiply(out, a, b) { + // Red Channel + out[0] = a[0] * b[0] + a[1] * b[5] + a[2] * b[10] + a[3] * b[15]; + out[1] = a[0] * b[1] + a[1] * b[6] + a[2] * b[11] + a[3] * b[16]; + out[2] = a[0] * b[2] + a[1] * b[7] + a[2] * b[12] + a[3] * b[17]; + out[3] = a[0] * b[3] + a[1] * b[8] + a[2] * b[13] + a[3] * b[18]; + out[4] = a[0] * b[4] + a[1] * b[9] + a[2] * b[14] + a[3] * b[19] + a[4]; + + // Green Channel + out[5] = a[5] * b[0] + a[6] * b[5] + a[7] * b[10] + a[8] * b[15]; + out[6] = a[5] * b[1] + a[6] * b[6] + a[7] * b[11] + a[8] * b[16]; + out[7] = a[5] * b[2] + a[6] * b[7] + a[7] * b[12] + a[8] * b[17]; + out[8] = a[5] * b[3] + a[6] * b[8] + a[7] * b[13] + a[8] * b[18]; + out[9] = a[5] * b[4] + a[6] * b[9] + a[7] * b[14] + a[8] * b[19] + a[9]; + + // Blue Channel + out[10] = a[10] * b[0] + a[11] * b[5] + a[12] * b[10] + a[13] * b[15]; + out[11] = a[10] * b[1] + a[11] * b[6] + a[12] * b[11] + a[13] * b[16]; + out[12] = a[10] * b[2] + a[11] * b[7] + a[12] * b[12] + a[13] * b[17]; + out[13] = a[10] * b[3] + a[11] * b[8] + a[12] * b[13] + a[13] * b[18]; + out[14] = a[10] * b[4] + a[11] * b[9] + a[12] * b[14] + a[13] * b[19] + a[14]; + + // Alpha Channel + out[15] = a[15] * b[0] + a[16] * b[5] + a[17] * b[10] + a[18] * b[15]; + out[16] = a[15] * b[1] + a[16] * b[6] + a[17] * b[11] + a[18] * b[16]; + out[17] = a[15] * b[2] + a[16] * b[7] + a[17] * b[12] + a[18] * b[17]; + out[18] = a[15] * b[3] + a[16] * b[8] + a[17] * b[13] + a[18] * b[18]; + out[19] = a[15] * b[4] + a[16] * b[9] + a[17] * b[14] + a[18] * b[19] + a[19]; + + return out; + }; + + /** + * Create a Float32 Array and normalize the offset component to 0-1 + * + * @private + * @param {number[]} matrix - 5x4 matrix + * @return {number[]} 5x4 matrix with all values between 0-1 + */ + + + ColorMatrixFilter.prototype._colorMatrix = function _colorMatrix(matrix) { + // Create a Float32 Array and normalize the offset component to 0-1 + var m = new Float32Array(matrix); + + m[4] /= 255; + m[9] /= 255; + m[14] /= 255; + m[19] /= 255; + + return m; + }; + + /** + * Adjusts brightness + * + * @param {number} b - value of the brigthness (0-1, where 0 is black) + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.brightness = function brightness(b, multiply) { + var matrix = [b, 0, 0, 0, 0, 0, b, 0, 0, 0, 0, 0, b, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Set the matrices in grey scales + * + * @param {number} scale - value of the grey (0-1, where 0 is black) + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.greyscale = function greyscale(scale, multiply) { + var matrix = [scale, scale, scale, 0, 0, scale, scale, scale, 0, 0, scale, scale, scale, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Set the black and white matrice. + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.blackAndWhite = function blackAndWhite(multiply) { + var matrix = [0.3, 0.6, 0.1, 0, 0, 0.3, 0.6, 0.1, 0, 0, 0.3, 0.6, 0.1, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Set the hue property of the color + * + * @param {number} rotation - in degrees + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.hue = function hue(rotation, multiply) { + rotation = (rotation || 0) / 180 * Math.PI; + + var cosR = Math.cos(rotation); + var sinR = Math.sin(rotation); + var sqrt = Math.sqrt; + + /* a good approximation for hue rotation + This matrix is far better than the versions with magic luminance constants + formerly used here, but also used in the starling framework (flash) and known from this + old part of the internet: quasimondo.com/archives/000565.php + This new matrix is based on rgb cube rotation in space. Look here for a more descriptive + implementation as a shader not a general matrix: + https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js + This is the source for the code: + see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751 + */ + + var w = 1 / 3; + var sqrW = sqrt(w); // weight is + + var a00 = cosR + (1.0 - cosR) * w; + var a01 = w * (1.0 - cosR) - sqrW * sinR; + var a02 = w * (1.0 - cosR) + sqrW * sinR; + + var a10 = w * (1.0 - cosR) + sqrW * sinR; + var a11 = cosR + w * (1.0 - cosR); + var a12 = w * (1.0 - cosR) - sqrW * sinR; + + var a20 = w * (1.0 - cosR) - sqrW * sinR; + var a21 = w * (1.0 - cosR) + sqrW * sinR; + var a22 = cosR + w * (1.0 - cosR); + + var matrix = [a00, a01, a02, 0, 0, a10, a11, a12, 0, 0, a20, a21, a22, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Set the contrast matrix, increase the separation between dark and bright + * Increase contrast : shadows darker and highlights brighter + * Decrease contrast : bring the shadows up and the highlights down + * + * @param {number} amount - value of the contrast (0-1) + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.contrast = function contrast(amount, multiply) { + var v = (amount || 0) + 1; + var o = -0.5 * (v - 1); + + var matrix = [v, 0, 0, 0, o, 0, v, 0, 0, o, 0, 0, v, 0, o, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Set the saturation matrix, increase the separation between colors + * Increase saturation : increase contrast, brightness, and sharpness + * + * @param {number} amount - The saturation amount (0-1) + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.saturate = function saturate() { + var amount = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var multiply = arguments[1]; + + var x = amount * 2 / 3 + 1; + var y = (x - 1) * -0.5; + + var matrix = [x, y, y, 0, 0, y, x, y, 0, 0, y, y, x, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Desaturate image (remove color) + * + * Call the saturate function + * + */ + + + ColorMatrixFilter.prototype.desaturate = function desaturate() // eslint-disable-line no-unused-vars + { + this.saturate(-1); + }; + + /** + * Negative image (inverse of classic rgb matrix) + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.negative = function negative(multiply) { + var matrix = [0, 1, 1, 0, 0, 1, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Sepia image + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.sepia = function sepia(multiply) { + var matrix = [0.393, 0.7689999, 0.18899999, 0, 0, 0.349, 0.6859999, 0.16799999, 0, 0, 0.272, 0.5339999, 0.13099999, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Color motion picture process invented in 1916 (thanks Dominic Szablewski) + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.technicolor = function technicolor(multiply) { + var matrix = [1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337, -0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398, -0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Polaroid filter + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.polaroid = function polaroid(multiply) { + var matrix = [1.438, -0.062, -0.062, 0, 0, -0.122, 1.378, -0.122, 0, 0, -0.016, -0.016, 1.483, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Filter who transforms : Red -> Blue and Blue -> Red + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.toBGR = function toBGR(multiply) { + var matrix = [0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski) + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.kodachrome = function kodachrome(multiply) { + var matrix = [1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502, -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203, -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Brown delicious browni filter (thanks Dominic Szablewski) + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.browni = function browni(multiply) { + var matrix = [0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873, -0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127, 0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Vintage filter (thanks Dominic Szablewski) + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.vintage = function vintage(multiply) { + var matrix = [0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123, 0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591, 0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * We don't know exactly what it does, kind of gradient map, but funny to play with! + * + * @param {number} desaturation - Tone values. + * @param {number} toned - Tone values. + * @param {string} lightColor - Tone values, example: `0xFFE580` + * @param {string} darkColor - Tone values, example: `0xFFE580` + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.colorTone = function colorTone(desaturation, toned, lightColor, darkColor, multiply) { + desaturation = desaturation || 0.2; + toned = toned || 0.15; + lightColor = lightColor || 0xFFE580; + darkColor = darkColor || 0x338000; + + var lR = (lightColor >> 16 & 0xFF) / 255; + var lG = (lightColor >> 8 & 0xFF) / 255; + var lB = (lightColor & 0xFF) / 255; + + var dR = (darkColor >> 16 & 0xFF) / 255; + var dG = (darkColor >> 8 & 0xFF) / 255; + var dB = (darkColor & 0xFF) / 255; + + var matrix = [0.3, 0.59, 0.11, 0, 0, lR, lG, lB, desaturation, 0, dR, dG, dB, toned, 0, lR - dR, lG - dG, lB - dB, 0, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Night effect + * + * @param {number} intensity - The intensity of the night effect. + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.night = function night(intensity, multiply) { + intensity = intensity || 0.1; + var matrix = [intensity * -2.0, -intensity, 0, 0, 0, -intensity, 0, intensity, 0, 0, 0, intensity, intensity * 2.0, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Predator effect + * + * Erase the current matrix by setting a new indepent one + * + * @param {number} amount - how much the predator feels his future victim + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.predator = function predator(amount, multiply) { + var matrix = [ + // row 1 + 11.224130630493164 * amount, -4.794486999511719 * amount, -2.8746118545532227 * amount, 0 * amount, 0.40342438220977783 * amount, + // row 2 + -3.6330697536468506 * amount, 9.193157196044922 * amount, -2.951810836791992 * amount, 0 * amount, -1.316135048866272 * amount, + // row 3 + -3.2184197902679443 * amount, -4.2375030517578125 * amount, 7.476448059082031 * amount, 0 * amount, 0.8044459223747253 * amount, + // row 4 + 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * LSD effect + * + * Multiply the current matrix + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.lsd = function lsd(multiply) { + var matrix = [2, -0.4, 0.5, 0, 0, -0.5, 2, -0.4, 0, 0, -0.4, -0.5, 3, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Erase the current matrix by setting the default one + * + */ + + + ColorMatrixFilter.prototype.reset = function reset() { + var matrix = [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, false); + }; + + /** + * The matrix of the color matrix filter + * + * @member {number[]} + * @default [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0] + */ + + + _createClass(ColorMatrixFilter, [{ + key: 'matrix', + get: function get() { + return this.uniforms.m; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.uniforms.m = value; + } + + /** + * The opacity value to use when mixing the original and resultant colors. + * + * When the value is 0, the original color is used without modification. + * When the value is 1, the result color is used. + * When in the range (0, 1) the color is interpolated between the original and result by this amount. + * + * @member {number} + * @default 1 + */ + + }, { + key: 'alpha', + get: function get() { + return this.uniforms.uAlpha; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.uniforms.uAlpha = value; + } + }]); + + return ColorMatrixFilter; +}(core.Filter); + +// Americanized alias + + +exports.default = ColorMatrixFilter; +ColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale; + +},{"../../core":65,"path":25}],150:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _path = require('path'); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * The DisplacementFilter class uses the pixel values from the specified texture + * (called the displacement map) to perform a displacement of an object. You can + * use this filter to apply all manor of crazy warping effects. Currently the r + * property of the texture is used to offset the x and the g property of the texture + * is used to offset the y. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ +var DisplacementFilter = function (_core$Filter) { + _inherits(DisplacementFilter, _core$Filter); + + /** + * @param {PIXI.Sprite} sprite - The sprite used for the displacement map. (make sure its added to the scene!) + * @param {number} scale - The scale of the displacement + */ + function DisplacementFilter(sprite, scale) { + _classCallCheck(this, DisplacementFilter); + + var maskMatrix = new core.Matrix(); + + sprite.renderable = false; + + var _this = _possibleConstructorReturn(this, _core$Filter.call(this, + // vertex shader + 'attribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\n\r\nuniform mat3 projectionMatrix;\r\nuniform mat3 filterMatrix;\r\n\r\nvarying vec2 vTextureCoord;\r\nvarying vec2 vFilterCoord;\r\n\r\nvoid main(void)\r\n{\r\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n vFilterCoord = ( filterMatrix * vec3( aTextureCoord, 1.0) ).xy;\r\n vTextureCoord = aTextureCoord;\r\n}', + // fragment shader + 'varying vec2 vFilterCoord;\r\nvarying vec2 vTextureCoord;\r\n\r\nuniform vec2 scale;\r\n\r\nuniform sampler2D uSampler;\r\nuniform sampler2D mapSampler;\r\n\r\nuniform vec4 filterClamp;\r\n\r\nvoid main(void)\r\n{\r\n vec4 map = texture2D(mapSampler, vFilterCoord);\r\n\r\n map -= 0.5;\r\n map.xy *= scale;\r\n\r\n gl_FragColor = texture2D(uSampler, clamp(vec2(vTextureCoord.x + map.x, vTextureCoord.y + map.y), filterClamp.xy, filterClamp.zw));\r\n}\r\n')); + + _this.maskSprite = sprite; + _this.maskMatrix = maskMatrix; + + _this.uniforms.mapSampler = sprite._texture; + _this.uniforms.filterMatrix = maskMatrix; + _this.uniforms.scale = { x: 1, y: 1 }; + + if (scale === null || scale === undefined) { + scale = 20; + } + + _this.scale = new core.Point(scale, scale); + return _this; + } + + /** + * Applies the filter. + * + * @param {PIXI.FilterManager} filterManager - The manager. + * @param {PIXI.RenderTarget} input - The input target. + * @param {PIXI.RenderTarget} output - The output target. + */ + + + DisplacementFilter.prototype.apply = function apply(filterManager, input, output) { + var ratio = 1 / output.destinationFrame.width * (output.size.width / input.size.width); + + this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, this.maskSprite); + this.uniforms.scale.x = this.scale.x * ratio; + this.uniforms.scale.y = this.scale.y * ratio; + + // draw the filter... + filterManager.applyFilter(this, input, output); + }; + + /** + * The texture used for the displacement map. Must be power of 2 sized texture. + * + * @member {PIXI.Texture} + */ + + + _createClass(DisplacementFilter, [{ + key: 'map', + get: function get() { + return this.uniforms.mapSampler; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.uniforms.mapSampler = value; + } + }]); + + return DisplacementFilter; +}(core.Filter); + +exports.default = DisplacementFilter; + +},{"../../core":65,"path":25}],151:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _path = require('path'); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * + * Basic FXAA implementation based on the code on geeks3d.com with the + * modification that the texture2DLod stuff was removed since it's + * unsupported by WebGL. + * + * @see https://github.com/mitsuhiko/webgl-meincraft + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + * + */ +var FXAAFilter = function (_core$Filter) { + _inherits(FXAAFilter, _core$Filter); + + /** + * + */ + function FXAAFilter() { + _classCallCheck(this, FXAAFilter); + + // TODO - needs work + return _possibleConstructorReturn(this, _core$Filter.call(this, + // vertex shader + '\r\nattribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\n\r\nuniform mat3 projectionMatrix;\r\n\r\nvarying vec2 v_rgbNW;\r\nvarying vec2 v_rgbNE;\r\nvarying vec2 v_rgbSW;\r\nvarying vec2 v_rgbSE;\r\nvarying vec2 v_rgbM;\r\n\r\nuniform vec4 filterArea;\r\n\r\nvarying vec2 vTextureCoord;\r\n\r\nvec2 mapCoord( vec2 coord )\r\n{\r\n coord *= filterArea.xy;\r\n coord += filterArea.zw;\r\n\r\n return coord;\r\n}\r\n\r\nvec2 unmapCoord( vec2 coord )\r\n{\r\n coord -= filterArea.zw;\r\n coord /= filterArea.xy;\r\n\r\n return coord;\r\n}\r\n\r\nvoid texcoords(vec2 fragCoord, vec2 resolution,\r\n out vec2 v_rgbNW, out vec2 v_rgbNE,\r\n out vec2 v_rgbSW, out vec2 v_rgbSE,\r\n out vec2 v_rgbM) {\r\n vec2 inverseVP = 1.0 / resolution.xy;\r\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\r\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\r\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\r\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\r\n v_rgbM = vec2(fragCoord * inverseVP);\r\n}\r\n\r\nvoid main(void) {\r\n\r\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n\r\n vTextureCoord = aTextureCoord;\r\n\r\n vec2 fragCoord = vTextureCoord * filterArea.xy;\r\n\r\n texcoords(fragCoord, filterArea.xy, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\r\n}', + // fragment shader + 'varying vec2 v_rgbNW;\r\nvarying vec2 v_rgbNE;\r\nvarying vec2 v_rgbSW;\r\nvarying vec2 v_rgbSE;\r\nvarying vec2 v_rgbM;\r\n\r\nvarying vec2 vTextureCoord;\r\nuniform sampler2D uSampler;\r\nuniform vec4 filterArea;\r\n\r\n/**\r\n Basic FXAA implementation based on the code on geeks3d.com with the\r\n modification that the texture2DLod stuff was removed since it\'s\r\n unsupported by WebGL.\r\n \r\n --\r\n \r\n From:\r\n https://github.com/mitsuhiko/webgl-meincraft\r\n \r\n Copyright (c) 2011 by Armin Ronacher.\r\n \r\n Some rights reserved.\r\n \r\n Redistribution and use in source and binary forms, with or without\r\n modification, are permitted provided that the following conditions are\r\n met:\r\n \r\n * Redistributions of source code must retain the above copyright\r\n notice, this list of conditions and the following disclaimer.\r\n \r\n * Redistributions in binary form must reproduce the above\r\n copyright notice, this list of conditions and the following\r\n disclaimer in the documentation and/or other materials provided\r\n with the distribution.\r\n \r\n * The names of the contributors may not be used to endorse or\r\n promote products derived from this software without specific\r\n prior written permission.\r\n \r\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\r\n "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\r\n LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\r\n A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\r\n OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\r\n SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\r\n LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\r\n DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\r\n THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\r\n (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\r\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\r\n */\r\n\r\n#ifndef FXAA_REDUCE_MIN\r\n#define FXAA_REDUCE_MIN (1.0/ 128.0)\r\n#endif\r\n#ifndef FXAA_REDUCE_MUL\r\n#define FXAA_REDUCE_MUL (1.0 / 8.0)\r\n#endif\r\n#ifndef FXAA_SPAN_MAX\r\n#define FXAA_SPAN_MAX 8.0\r\n#endif\r\n\r\n//optimized version for mobile, where dependent\r\n//texture reads can be a bottleneck\r\nvec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 resolution,\r\n vec2 v_rgbNW, vec2 v_rgbNE,\r\n vec2 v_rgbSW, vec2 v_rgbSE,\r\n vec2 v_rgbM) {\r\n vec4 color;\r\n mediump vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y);\r\n vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\r\n vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\r\n vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\r\n vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\r\n vec4 texColor = texture2D(tex, v_rgbM);\r\n vec3 rgbM = texColor.xyz;\r\n vec3 luma = vec3(0.299, 0.587, 0.114);\r\n float lumaNW = dot(rgbNW, luma);\r\n float lumaNE = dot(rgbNE, luma);\r\n float lumaSW = dot(rgbSW, luma);\r\n float lumaSE = dot(rgbSE, luma);\r\n float lumaM = dot(rgbM, luma);\r\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\r\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\r\n \r\n mediump vec2 dir;\r\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\r\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\r\n \r\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\r\n (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\r\n \r\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\r\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\r\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\r\n dir * rcpDirMin)) * inverseVP;\r\n \r\n vec3 rgbA = 0.5 * (\r\n texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\r\n texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\r\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\r\n texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\r\n texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\r\n \r\n float lumaB = dot(rgbB, luma);\r\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\r\n color = vec4(rgbA, texColor.a);\r\n else\r\n color = vec4(rgbB, texColor.a);\r\n return color;\r\n}\r\n\r\nvoid main() {\r\n\r\n vec2 fragCoord = vTextureCoord * filterArea.xy;\r\n\r\n vec4 color;\r\n\r\n color = fxaa(uSampler, fragCoord, filterArea.xy, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\r\n\r\n gl_FragColor = color;\r\n}\r\n')); + } + + return FXAAFilter; +}(core.Filter); + +exports.default = FXAAFilter; + +},{"../../core":65,"path":25}],152:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _FXAAFilter = require('./fxaa/FXAAFilter'); + +Object.defineProperty(exports, 'FXAAFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_FXAAFilter).default; + } +}); + +var _NoiseFilter = require('./noise/NoiseFilter'); + +Object.defineProperty(exports, 'NoiseFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_NoiseFilter).default; + } +}); + +var _DisplacementFilter = require('./displacement/DisplacementFilter'); + +Object.defineProperty(exports, 'DisplacementFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_DisplacementFilter).default; + } +}); + +var _BlurFilter = require('./blur/BlurFilter'); + +Object.defineProperty(exports, 'BlurFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_BlurFilter).default; + } +}); + +var _BlurXFilter = require('./blur/BlurXFilter'); + +Object.defineProperty(exports, 'BlurXFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_BlurXFilter).default; + } +}); + +var _BlurYFilter = require('./blur/BlurYFilter'); + +Object.defineProperty(exports, 'BlurYFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_BlurYFilter).default; + } +}); + +var _ColorMatrixFilter = require('./colormatrix/ColorMatrixFilter'); + +Object.defineProperty(exports, 'ColorMatrixFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_ColorMatrixFilter).default; + } +}); + +var _VoidFilter = require('./void/VoidFilter'); + +Object.defineProperty(exports, 'VoidFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_VoidFilter).default; + } +}); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +},{"./blur/BlurFilter":143,"./blur/BlurXFilter":144,"./blur/BlurYFilter":145,"./colormatrix/ColorMatrixFilter":149,"./displacement/DisplacementFilter":150,"./fxaa/FXAAFilter":151,"./noise/NoiseFilter":153,"./void/VoidFilter":154}],153:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _path = require('path'); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * @author Vico @vicocotea + * original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/noise.js + */ + +/** + * A Noise effect filter. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ +var NoiseFilter = function (_core$Filter) { + _inherits(NoiseFilter, _core$Filter); + + /** + * @param {number} noise - The noise intensity, should be a normalized value in the range [0, 1]. + * @param {number} seed - A random seed for the noise generation. Default is `Math.random()`. + */ + function NoiseFilter() { + var noise = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0.5; + var seed = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : Math.random(); + + _classCallCheck(this, NoiseFilter); + + var _this = _possibleConstructorReturn(this, _core$Filter.call(this, + // vertex shader + 'attribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\n\r\nuniform mat3 projectionMatrix;\r\n\r\nvarying vec2 vTextureCoord;\r\n\r\nvoid main(void)\r\n{\r\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n vTextureCoord = aTextureCoord;\r\n}', + // fragment shader + 'precision highp float;\r\n\r\nvarying vec2 vTextureCoord;\r\nvarying vec4 vColor;\r\n\r\nuniform float uNoise;\r\nuniform float uSeed;\r\nuniform sampler2D uSampler;\r\n\r\nfloat rand(vec2 co)\r\n{\r\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\r\n}\r\n\r\nvoid main()\r\n{\r\n vec4 color = texture2D(uSampler, vTextureCoord);\r\n float randomValue = rand(gl_FragCoord.xy * uSeed);\r\n float diff = (randomValue - 0.5) * uNoise;\r\n\r\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\r\n if (color.a > 0.0) {\r\n color.rgb /= color.a;\r\n }\r\n\r\n color.r += diff;\r\n color.g += diff;\r\n color.b += diff;\r\n\r\n // Premultiply alpha again.\r\n color.rgb *= color.a;\r\n\r\n gl_FragColor = color;\r\n}\r\n')); + + _this.noise = noise; + _this.seed = seed; + return _this; + } + + /** + * The amount of noise to apply, this value should be in the range (0, 1]. + * + * @member {number} + * @default 0.5 + */ + + + _createClass(NoiseFilter, [{ + key: 'noise', + get: function get() { + return this.uniforms.uNoise; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.uniforms.uNoise = value; + } + + /** + * A seed value to apply to the random noise generation. `Math.random()` is a good value to use. + * + * @member {number} + */ + + }, { + key: 'seed', + get: function get() { + return this.uniforms.uSeed; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.uniforms.uSeed = value; + } + }]); + + return NoiseFilter; +}(core.Filter); + +exports.default = NoiseFilter; + +},{"../../core":65,"path":25}],154:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _path = require('path'); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * Does nothing. Very handy. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ +var VoidFilter = function (_core$Filter) { + _inherits(VoidFilter, _core$Filter); + + /** + * + */ + function VoidFilter() { + _classCallCheck(this, VoidFilter); + + var _this = _possibleConstructorReturn(this, _core$Filter.call(this, + // vertex shader + 'attribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\n\r\nuniform mat3 projectionMatrix;\r\n\r\nvarying vec2 vTextureCoord;\r\n\r\nvoid main(void)\r\n{\r\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n vTextureCoord = aTextureCoord;\r\n}', + // fragment shader + 'varying vec2 vTextureCoord;\r\n\r\nuniform sampler2D uSampler;\r\n\r\nvoid main(void)\r\n{\r\n gl_FragColor = texture2D(uSampler, vTextureCoord);\r\n}\r\n')); + + _this.glShaderKey = 'void'; + return _this; + } + + return VoidFilter; +}(core.Filter); + +exports.default = VoidFilter; + +},{"../../core":65,"path":25}],155:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _core = require('../core'); + +var core = _interopRequireWildcard(_core); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * Holds all information related to an Interaction event + * + * @class + * @memberof PIXI.interaction + */ +var InteractionData = function () { + /** + * + */ + function InteractionData() { + _classCallCheck(this, InteractionData); + + /** + * This point stores the global coords of where the touch/mouse event happened + * + * @member {PIXI.Point} + */ + this.global = new core.Point(); + + /** + * The target DisplayObject that was interacted with + * + * @member {PIXI.DisplayObject} + */ + this.target = null; + + /** + * When passed to an event handler, this will be the original DOM Event that was captured + * + * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent + * @see https://developer.mozilla.org/en-US/docs/Web/API/TouchEvent + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent + * @member {MouseEvent|TouchEvent|PointerEvent} + */ + this.originalEvent = null; + + /** + * Unique identifier for this interaction + * + * @member {number} + */ + this.identifier = null; + + /** + * Indicates whether or not the pointer device that created the event is the primary pointer. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/isPrimary + * @type {Boolean} + */ + this.isPrimary = false; + + /** + * Indicates which button was pressed on the mouse or pointer device to trigger the event. + * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/button + * @type {number} + */ + this.button = 0; + + /** + * Indicates which buttons are pressed on the mouse or pointer device when the event is triggered. + * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons + * @type {number} + */ + this.buttons = 0; + + /** + * The width of the pointer's contact along the x-axis, measured in CSS pixels. + * radiusX of TouchEvents will be represented by this value. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/width + * @type {number} + */ + this.width = 0; + + /** + * The height of the pointer's contact along the y-axis, measured in CSS pixels. + * radiusY of TouchEvents will be represented by this value. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/height + * @type {number} + */ + this.height = 0; + + /** + * The angle, in degrees, between the pointer device and the screen. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/tiltX + * @type {number} + */ + this.tiltX = 0; + + /** + * The angle, in degrees, between the pointer device and the screen. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/tiltY + * @type {number} + */ + this.tiltY = 0; + + /** + * The type of pointer that triggered the event. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerType + * @type {string} + */ + this.pointerType = null; + + /** + * Pressure applied by the pointing device during the event. A Touch's force property + * will be represented by this value. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pressure + * @type {number} + */ + this.pressure = 0; + + /** + * From TouchEvents (not PointerEvents triggered by touches), the rotationAngle of the Touch. + * @see https://developer.mozilla.org/en-US/docs/Web/API/Touch/rotationAngle + * @type {number} + */ + this.rotationAngle = 0; + + /** + * Twist of a stylus pointer. + * @see https://w3c.github.io/pointerevents/#pointerevent-interface + * @type {number} + */ + this.twist = 0; + + /** + * Barrel pressure on a stylus pointer. + * @see https://w3c.github.io/pointerevents/#pointerevent-interface + * @type {number} + */ + this.tangentialPressure = 0; + } + + /** + * The unique identifier of the pointer. It will be the same as `identifier`. + * @readonly + * @member {number} + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerId + */ + + + /** + * This will return the local coordinates of the specified displayObject for this InteractionData + * + * @param {PIXI.DisplayObject} displayObject - The DisplayObject that you would like the local + * coords off + * @param {PIXI.Point} [point] - A Point object in which to store the value, optional (otherwise + * will create a new point) + * @param {PIXI.Point} [globalPos] - A Point object containing your custom global coords, optional + * (otherwise will use the current global coords) + * @return {PIXI.Point} A point containing the coordinates of the InteractionData position relative + * to the DisplayObject + */ + InteractionData.prototype.getLocalPosition = function getLocalPosition(displayObject, point, globalPos) { + return displayObject.worldTransform.applyInverse(globalPos || this.global, point); + }; + + /** + * Copies properties from normalized event data. + * + * @param {Touch|MouseEvent|PointerEvent} event The normalized event data + * @private + */ + + + InteractionData.prototype._copyEvent = function _copyEvent(event) { + // isPrimary should only change on touchstart/pointerdown, so we don't want to overwrite + // it with "false" on later events when our shim for it on touch events might not be + // accurate + if (event.isPrimary) { + this.isPrimary = true; + } + this.button = event.button; + this.buttons = event.buttons; + this.width = event.width; + this.height = event.height; + this.tiltX = event.tiltX; + this.tiltY = event.tiltY; + this.pointerType = event.pointerType; + this.pressure = event.pressure; + this.rotationAngle = event.rotationAngle; + this.twist = event.twist || 0; + this.tangentialPressure = event.tangentialPressure || 0; + }; + + /** + * Resets the data for pooling. + * + * @private + */ + + + InteractionData.prototype._reset = function _reset() { + // isPrimary is the only property that we really need to reset - everything else is + // guaranteed to be overwritten + this.isPrimary = false; + }; + + _createClass(InteractionData, [{ + key: 'pointerId', + get: function get() { + return this.identifier; + } + }]); + + return InteractionData; +}(); + +exports.default = InteractionData; + +},{"../core":65}],156:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * Event class that mimics native DOM events. + * + * @class + * @memberof PIXI.interaction + */ +var InteractionEvent = function () { + /** + * + */ + function InteractionEvent() { + _classCallCheck(this, InteractionEvent); + + /** + * Whether this event will continue propagating in the tree + * + * @member {boolean} + */ + this.stopped = false; + + /** + * The object which caused this event to be dispatched. + * For listener callback see {@link PIXI.interaction.InteractionEvent.currentTarget}. + * + * @member {PIXI.DisplayObject} + */ + this.target = null; + + /** + * The object whose event listener’s callback is currently being invoked. + * + * @member {PIXI.DisplayObject} + */ + this.currentTarget = null; + + /** + * Type of the event + * + * @member {string} + */ + this.type = null; + + /** + * InteractionData related to this event + * + * @member {PIXI.interaction.InteractionData} + */ + this.data = null; + } + + /** + * Prevents event from reaching any objects other than the current object. + * + */ + + + InteractionEvent.prototype.stopPropagation = function stopPropagation() { + this.stopped = true; + }; + + /** + * Resets the event. + * + * @private + */ + + + InteractionEvent.prototype._reset = function _reset() { + this.stopped = false; + this.currentTarget = null; + this.target = null; + }; + + return InteractionEvent; +}(); + +exports.default = InteractionEvent; + +},{}],157:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _typeof = typeof Symbol === "function" && typeof Symbol.iterator === "symbol" ? function (obj) { return typeof obj; } : function (obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; + +var _core = require('../core'); + +var core = _interopRequireWildcard(_core); + +var _InteractionData = require('./InteractionData'); + +var _InteractionData2 = _interopRequireDefault(_InteractionData); + +var _InteractionEvent = require('./InteractionEvent'); + +var _InteractionEvent2 = _interopRequireDefault(_InteractionEvent); + +var _InteractionTrackingData = require('./InteractionTrackingData'); + +var _InteractionTrackingData2 = _interopRequireDefault(_InteractionTrackingData); + +var _eventemitter = require('eventemitter3'); + +var _eventemitter2 = _interopRequireDefault(_eventemitter); + +var _interactiveTarget = require('./interactiveTarget'); + +var _interactiveTarget2 = _interopRequireDefault(_interactiveTarget); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +// Mix interactiveTarget into core.DisplayObject.prototype, after deprecation has been handled +core.utils.mixins.delayMixin(core.DisplayObject.prototype, _interactiveTarget2.default); + +var MOUSE_POINTER_ID = 'MOUSE'; + +// helpers for hitTest() - only used inside hitTest() +var hitTestEvent = { + target: null, + data: { + global: null + } +}; + +/** + * The interaction manager deals with mouse, touch and pointer events. Any DisplayObject can be interactive + * if its interactive parameter is set to true + * This manager also supports multitouch. + * + * An instance of this class is automatically created by default, and can be found at renderer.plugins.interaction + * + * @class + * @extends EventEmitter + * @memberof PIXI.interaction + */ + +var InteractionManager = function (_EventEmitter) { + _inherits(InteractionManager, _EventEmitter); + + /** + * @param {PIXI.CanvasRenderer|PIXI.WebGLRenderer} renderer - A reference to the current renderer + * @param {object} [options] - The options for the manager. + * @param {boolean} [options.autoPreventDefault=true] - Should the manager automatically prevent default browser actions. + * @param {number} [options.interactionFrequency=10] - Frequency increases the interaction events will be checked. + */ + function InteractionManager(renderer, options) { + _classCallCheck(this, InteractionManager); + + var _this = _possibleConstructorReturn(this, _EventEmitter.call(this)); + + options = options || {}; + + /** + * The renderer this interaction manager works for. + * + * @member {PIXI.SystemRenderer} + */ + _this.renderer = renderer; + + /** + * Should default browser actions automatically be prevented. + * Does not apply to pointer events for backwards compatibility + * preventDefault on pointer events stops mouse events from firing + * Thus, for every pointer event, there will always be either a mouse of touch event alongside it. + * + * @member {boolean} + * @default true + */ + _this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true; + + /** + * Frequency in milliseconds that the mousemove, moveover & mouseout interaction events will be checked. + * + * @member {number} + * @default 10 + */ + _this.interactionFrequency = options.interactionFrequency || 10; + + /** + * The mouse data + * + * @member {PIXI.interaction.InteractionData} + */ + _this.mouse = new _InteractionData2.default(); + _this.mouse.identifier = MOUSE_POINTER_ID; + + // setting the mouse to start off far off screen will mean that mouse over does + // not get called before we even move the mouse. + _this.mouse.global.set(-999999); + + /** + * Actively tracked InteractionData + * + * @private + * @member {Object.} + */ + _this.activeInteractionData = {}; + _this.activeInteractionData[MOUSE_POINTER_ID] = _this.mouse; + + /** + * Pool of unused InteractionData + * + * @private + * @member {PIXI.interation.InteractionData[]} + */ + _this.interactionDataPool = []; + + /** + * An event data object to handle all the event tracking/dispatching + * + * @member {object} + */ + _this.eventData = new _InteractionEvent2.default(); + + /** + * The DOM element to bind to. + * + * @private + * @member {HTMLElement} + */ + _this.interactionDOMElement = null; + + /** + * This property determines if mousemove and touchmove events are fired only when the cursor + * is over the object. + * Setting to true will make things work more in line with how the DOM verison works. + * Setting to false can make things easier for things like dragging + * It is currently set to false as this is how PixiJS used to work. This will be set to true in + * future versions of pixi. + * + * @member {boolean} + * @default false + */ + _this.moveWhenInside = false; + + /** + * Have events been attached to the dom element? + * + * @private + * @member {boolean} + */ + _this.eventsAdded = false; + + /** + * Is the mouse hovering over the renderer? + * + * @private + * @member {boolean} + */ + _this.mouseOverRenderer = false; + + /** + * Does the device support touch events + * https://www.w3.org/TR/touch-events/ + * + * @readonly + * @member {boolean} + */ + _this.supportsTouchEvents = 'ontouchstart' in window; + + /** + * Does the device support pointer events + * https://www.w3.org/Submission/pointer-events/ + * + * @readonly + * @member {boolean} + */ + _this.supportsPointerEvents = !!window.PointerEvent; + + // this will make it so that you don't have to call bind all the time + + /** + * @private + * @member {Function} + */ + _this.onPointerUp = _this.onPointerUp.bind(_this); + _this.processPointerUp = _this.processPointerUp.bind(_this); + + /** + * @private + * @member {Function} + */ + _this.onPointerCancel = _this.onPointerCancel.bind(_this); + _this.processPointerCancel = _this.processPointerCancel.bind(_this); + + /** + * @private + * @member {Function} + */ + _this.onPointerDown = _this.onPointerDown.bind(_this); + _this.processPointerDown = _this.processPointerDown.bind(_this); + + /** + * @private + * @member {Function} + */ + _this.onPointerMove = _this.onPointerMove.bind(_this); + _this.processPointerMove = _this.processPointerMove.bind(_this); + + /** + * @private + * @member {Function} + */ + _this.onPointerOut = _this.onPointerOut.bind(_this); + _this.processPointerOverOut = _this.processPointerOverOut.bind(_this); + + /** + * @private + * @member {Function} + */ + _this.onPointerOver = _this.onPointerOver.bind(_this); + + /** + * Dictionary of how different cursor modes are handled. Strings are handled as CSS cursor + * values, objects are handled as dictionaries of CSS values for interactionDOMElement, + * and functions are called instead of changing the CSS. + * Default CSS cursor values are provided for 'default' and 'pointer' modes. + * @member {Object.)>} + */ + _this.cursorStyles = { + default: 'inherit', + pointer: 'pointer' + }; + + /** + * The mode of the cursor that is being used. + * The value of this is a key from the cursorStyles dictionary. + * + * @member {string} + */ + _this.currentCursorMode = null; + + /** + * Internal cached let. + * + * @private + * @member {string} + */ + _this.cursor = null; + + /** + * Internal cached let. + * + * @private + * @member {PIXI.Point} + */ + _this._tempPoint = new core.Point(); + + /** + * The current resolution / device pixel ratio. + * + * @member {number} + * @default 1 + */ + _this.resolution = 1; + + _this.setTargetElement(_this.renderer.view, _this.renderer.resolution); + + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed on the display + * object. + * + * @event PIXI.interaction.InteractionManager#mousedown + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * on the display object. + * + * @event PIXI.interaction.InteractionManager#rightdown + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button (usually a mouse left-button) is released over the display + * object. + * + * @event PIXI.interaction.InteractionManager#mouseup + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * over the display object. + * + * @event PIXI.interaction.InteractionManager#rightup + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed and released on + * the display object. + * + * @event PIXI.interaction.InteractionManager#click + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * and released on the display object. + * + * @event PIXI.interaction.InteractionManager#rightclick + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button (usually a mouse left-button) is released outside the + * display object that initially registered a + * [mousedown]{@link PIXI.interaction.InteractionManager#event:mousedown}. + * + * @event PIXI.interaction.InteractionManager#mouseupoutside + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * outside the display object that initially registered a + * [rightdown]{@link PIXI.interaction.InteractionManager#event:rightdown}. + * + * @event PIXI.interaction.InteractionManager#rightupoutside + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device (usually a mouse) is moved while over the display object + * + * @event PIXI.interaction.InteractionManager#mousemove + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device (usually a mouse) is moved onto the display object + * + * @event PIXI.interaction.InteractionManager#mouseover + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device (usually a mouse) is moved off the display object + * + * @event PIXI.interaction.InteractionManager#mouseout + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button is pressed on the display object. + * + * @event PIXI.interaction.InteractionManager#pointerdown + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button is released over the display object. + * + * @event PIXI.interaction.InteractionManager#pointerup + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when the operating system cancels a pointer event + * + * @event PIXI.interaction.InteractionManager#pointercancel + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button is pressed and released on the display object. + * + * @event PIXI.interaction.InteractionManager#pointertap + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button is released outside the display object that initially + * registered a [pointerdown]{@link PIXI.interaction.InteractionManager#event:pointerdown}. + * + * @event PIXI.interaction.InteractionManager#pointerupoutside + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device is moved while over the display object + * + * @event PIXI.interaction.InteractionManager#pointermove + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device is moved onto the display object + * + * @event PIXI.interaction.InteractionManager#pointerover + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device is moved off the display object + * + * @event PIXI.interaction.InteractionManager#pointerout + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is placed on the display object. + * + * @event PIXI.interaction.InteractionManager#touchstart + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is removed from the display object. + * + * @event PIXI.interaction.InteractionManager#touchend + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when the operating system cancels a touch + * + * @event PIXI.interaction.InteractionManager#touchcancel + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is placed and removed from the display object. + * + * @event PIXI.interaction.InteractionManager#tap + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is removed outside of the display object that initially + * registered a [touchstart]{@link PIXI.interaction.InteractionManager#event:touchstart}. + * + * @event PIXI.interaction.InteractionManager#touchendoutside + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is moved along the display object. + * + * @event PIXI.interaction.InteractionManager#touchmove + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed on the display. + * object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mousedown + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#rightdown + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button (usually a mouse left-button) is released over the display + * object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mouseup + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#rightup + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed and released on + * the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#click + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#rightclick + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button (usually a mouse left-button) is released outside the + * display object that initially registered a + * [mousedown]{@link PIXI.DisplayObject#event:mousedown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mouseupoutside + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * outside the display object that initially registered a + * [rightdown]{@link PIXI.DisplayObject#event:rightdown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#rightupoutside + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device (usually a mouse) is moved while over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mousemove + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device (usually a mouse) is moved onto the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mouseover + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device (usually a mouse) is moved off the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mouseout + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button is pressed on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointerdown + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button is released over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointerup + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when the operating system cancels a pointer event. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointercancel + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button is pressed and released on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointertap + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button is released outside the display object that initially + * registered a [pointerdown]{@link PIXI.DisplayObject#event:pointerdown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointerupoutside + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device is moved while over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointermove + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device is moved onto the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointerover + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device is moved off the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointerout + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is placed on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#touchstart + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is removed from the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#touchend + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when the operating system cancels a touch. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#touchcancel + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is placed and removed from the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#tap + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is removed outside of the display object that initially + * registered a [touchstart]{@link PIXI.DisplayObject#event:touchstart}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#touchendoutside + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is moved along the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#touchmove + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + return _this; + } + + /** + * Hit tests a point against the display tree, returning the first interactive object that is hit. + * + * @param {PIXI.Point} globalPoint - A point to hit test with, in global space. + * @param {PIXI.Container} [root] - The root display object to start from. If omitted, defaults + * to the last rendered root of the associated renderer. + * @return {PIXI.DisplayObject} The hit display object, if any. + */ + + + InteractionManager.prototype.hitTest = function hitTest(globalPoint, root) { + // clear the target for our hit test + hitTestEvent.target = null; + // assign the global point + hitTestEvent.data.global = globalPoint; + // ensure safety of the root + if (!root) { + root = this.renderer._lastObjectRendered; + } + // run the hit test + this.processInteractive(hitTestEvent, root, null, true); + // return our found object - it'll be null if we didn't hit anything + + return hitTestEvent.target; + }; + + /** + * Sets the DOM element which will receive mouse/touch events. This is useful for when you have + * other DOM elements on top of the renderers Canvas element. With this you'll be bale to deletegate + * another DOM element to receive those events. + * + * @param {HTMLCanvasElement} element - the DOM element which will receive mouse and touch events. + * @param {number} [resolution=1] - The resolution / device pixel ratio of the new element (relative to the canvas). + * @private + */ + + + InteractionManager.prototype.setTargetElement = function setTargetElement(element) { + var resolution = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1; + + this.removeEvents(); + + this.interactionDOMElement = element; + + this.resolution = resolution; + + this.addEvents(); + }; + + /** + * Registers all the DOM events + * + * @private + */ + + + InteractionManager.prototype.addEvents = function addEvents() { + if (!this.interactionDOMElement) { + return; + } + + core.ticker.shared.add(this.update, this, core.UPDATE_PRIORITY.INTERACTION); + + if (window.navigator.msPointerEnabled) { + this.interactionDOMElement.style['-ms-content-zooming'] = 'none'; + this.interactionDOMElement.style['-ms-touch-action'] = 'none'; + } else if (this.supportsPointerEvents) { + this.interactionDOMElement.style['touch-action'] = 'none'; + } + + /** + * These events are added first, so that if pointer events are normalised, they are fired + * in the same order as non-normalised events. ie. pointer event 1st, mouse / touch 2nd + */ + if (this.supportsPointerEvents) { + window.document.addEventListener('pointermove', this.onPointerMove, true); + this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, true); + // pointerout is fired in addition to pointerup (for touch events) and pointercancel + // we already handle those, so for the purposes of what we do in onPointerOut, we only + // care about the pointerleave event + this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, true); + this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, true); + window.addEventListener('pointercancel', this.onPointerCancel, true); + window.addEventListener('pointerup', this.onPointerUp, true); + } else { + window.document.addEventListener('mousemove', this.onPointerMove, true); + this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, true); + this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, true); + this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, true); + window.addEventListener('mouseup', this.onPointerUp, true); + } + + // always look directly for touch events so that we can provide original data + // In a future version we should change this to being just a fallback and rely solely on + // PointerEvents whenever available + if (this.supportsTouchEvents) { + this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, true); + this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, true); + this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, true); + this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, true); + } + + this.eventsAdded = true; + }; + + /** + * Removes all the DOM events that were previously registered + * + * @private + */ + + + InteractionManager.prototype.removeEvents = function removeEvents() { + if (!this.interactionDOMElement) { + return; + } + + core.ticker.shared.remove(this.update, this); + + if (window.navigator.msPointerEnabled) { + this.interactionDOMElement.style['-ms-content-zooming'] = ''; + this.interactionDOMElement.style['-ms-touch-action'] = ''; + } else if (this.supportsPointerEvents) { + this.interactionDOMElement.style['touch-action'] = ''; + } + + if (this.supportsPointerEvents) { + window.document.removeEventListener('pointermove', this.onPointerMove, true); + this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, true); + this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, true); + this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, true); + window.removeEventListener('pointercancel', this.onPointerCancel, true); + window.removeEventListener('pointerup', this.onPointerUp, true); + } else { + window.document.removeEventListener('mousemove', this.onPointerMove, true); + this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, true); + this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, true); + this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, true); + window.removeEventListener('mouseup', this.onPointerUp, true); + } + + if (this.supportsTouchEvents) { + this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, true); + this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, true); + this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, true); + this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, true); + } + + this.interactionDOMElement = null; + + this.eventsAdded = false; + }; + + /** + * Updates the state of interactive objects. + * Invoked by a throttled ticker update from {@link PIXI.ticker.shared}. + * + * @param {number} deltaTime - time delta since last tick + */ + + + InteractionManager.prototype.update = function update(deltaTime) { + this._deltaTime += deltaTime; + + if (this._deltaTime < this.interactionFrequency) { + return; + } + + this._deltaTime = 0; + + if (!this.interactionDOMElement) { + return; + } + + // if the user move the mouse this check has already been done using the mouse move! + if (this.didMove) { + this.didMove = false; + + return; + } + + this.cursor = null; + + // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind, + // but there was a scenario of a display object moving under a static mouse cursor. + // In this case, mouseover and mouseevents would not pass the flag test in dispatchEvent function + for (var k in this.activeInteractionData) { + // eslint-disable-next-line no-prototype-builtins + if (this.activeInteractionData.hasOwnProperty(k)) { + var interactionData = this.activeInteractionData[k]; + + if (interactionData.originalEvent && interactionData.pointerType !== 'touch') { + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, interactionData.originalEvent, interactionData); + + this.processInteractive(interactionEvent, this.renderer._lastObjectRendered, this.processPointerOverOut, true); + } + } + } + + this.setCursorMode(this.cursor); + + // TODO + }; + + /** + * Sets the current cursor mode, handling any callbacks or CSS style changes. + * + * @param {string} mode - cursor mode, a key from the cursorStyles dictionary + */ + + + InteractionManager.prototype.setCursorMode = function setCursorMode(mode) { + mode = mode || 'default'; + // if the mode didn't actually change, bail early + if (this.currentCursorMode === mode) { + return; + } + this.currentCursorMode = mode; + var style = this.cursorStyles[mode]; + + // only do things if there is a cursor style for it + if (style) { + switch (typeof style === 'undefined' ? 'undefined' : _typeof(style)) { + case 'string': + // string styles are handled as cursor CSS + this.interactionDOMElement.style.cursor = style; + break; + case 'function': + // functions are just called, and passed the cursor mode + style(mode); + break; + case 'object': + // if it is an object, assume that it is a dictionary of CSS styles, + // apply it to the interactionDOMElement + Object.assign(this.interactionDOMElement.style, style); + break; + } + } else if (typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode)) { + // if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry + // for the mode, then assume that the dev wants it to be CSS for the cursor. + this.interactionDOMElement.style.cursor = mode; + } + }; + + /** + * Dispatches an event on the display object that was interacted with + * + * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - the display object in question + * @param {string} eventString - the name of the event (e.g, mousedown) + * @param {object} eventData - the event data object + * @private + */ + + + InteractionManager.prototype.dispatchEvent = function dispatchEvent(displayObject, eventString, eventData) { + if (!eventData.stopped) { + eventData.currentTarget = displayObject; + eventData.type = eventString; + + displayObject.emit(eventString, eventData); + + if (displayObject[eventString]) { + displayObject[eventString](eventData); + } + } + }; + + /** + * Maps x and y coords from a DOM object and maps them correctly to the PixiJS view. The + * resulting value is stored in the point. This takes into account the fact that the DOM + * element could be scaled and positioned anywhere on the screen. + * + * @param {PIXI.Point} point - the point that the result will be stored in + * @param {number} x - the x coord of the position to map + * @param {number} y - the y coord of the position to map + */ + + + InteractionManager.prototype.mapPositionToPoint = function mapPositionToPoint(point, x, y) { + var rect = void 0; + + // IE 11 fix + if (!this.interactionDOMElement.parentElement) { + rect = { x: 0, y: 0, width: 0, height: 0 }; + } else { + rect = this.interactionDOMElement.getBoundingClientRect(); + } + + var resolutionMultiplier = navigator.isCocoonJS ? this.resolution : 1.0 / this.resolution; + + point.x = (x - rect.left) * (this.interactionDOMElement.width / rect.width) * resolutionMultiplier; + point.y = (y - rect.top) * (this.interactionDOMElement.height / rect.height) * resolutionMultiplier; + }; + + /** + * This function is provides a neat way of crawling through the scene graph and running a + * specified function on all interactive objects it finds. It will also take care of hit + * testing the interactive objects and passes the hit across in the function. + * + * @private + * @param {PIXI.interaction.InteractionEvent} interactionEvent - event containing the point that + * is tested for collision + * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - the displayObject + * that will be hit test (recursively crawls its children) + * @param {Function} [func] - the function that will be called on each interactive object. The + * interactionEvent, displayObject and hit will be passed to the function + * @param {boolean} [hitTest] - this indicates if the objects inside should be hit test against the point + * @param {boolean} [interactive] - Whether the displayObject is interactive + * @return {boolean} returns true if the displayObject hit the point + */ + + + InteractionManager.prototype.processInteractive = function processInteractive(interactionEvent, displayObject, func, hitTest, interactive) { + if (!displayObject || !displayObject.visible) { + return false; + } + + var point = interactionEvent.data.global; + + // Took a little while to rework this function correctly! But now it is done and nice and optimised. ^_^ + // + // This function will now loop through all objects and then only hit test the objects it HAS + // to, not all of them. MUCH faster.. + // An object will be hit test if the following is true: + // + // 1: It is interactive. + // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit. + // + // As another little optimisation once an interactive object has been hit we can carry on + // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests + // A final optimisation is that an object is not hit test directly if a child has already been hit. + + interactive = displayObject.interactive || interactive; + + var hit = false; + var interactiveParent = interactive; + + // if the displayobject has a hitArea, then it does not need to hitTest children. + if (displayObject.hitArea) { + interactiveParent = false; + } + // it has a mask! Then lets hit test that before continuing + else if (hitTest && displayObject._mask) { + if (!displayObject._mask.containsPoint(point)) { + hitTest = false; + } + } + + // ** FREE TIP **! If an object is not interactive or has no buttons in it + // (such as a game scene!) set interactiveChildren to false for that displayObject. + // This will allow PixiJS to completely ignore and bypass checking the displayObjects children. + if (displayObject.interactiveChildren && displayObject.children) { + var children = displayObject.children; + + for (var i = children.length - 1; i >= 0; i--) { + var child = children[i]; + + // time to get recursive.. if this function will return if something is hit.. + var childHit = this.processInteractive(interactionEvent, child, func, hitTest, interactiveParent); + + if (childHit) { + // its a good idea to check if a child has lost its parent. + // this means it has been removed whilst looping so its best + if (!child.parent) { + continue; + } + + // we no longer need to hit test any more objects in this container as we we + // now know the parent has been hit + interactiveParent = false; + + // If the child is interactive , that means that the object hit was actually + // interactive and not just the child of an interactive object. + // This means we no longer need to hit test anything else. We still need to run + // through all objects, but we don't need to perform any hit tests. + + if (childHit) { + if (interactionEvent.target) { + hitTest = false; + } + hit = true; + } + } + } + } + + // no point running this if the item is not interactive or does not have an interactive parent. + if (interactive) { + // if we are hit testing (as in we have no hit any objects yet) + // We also don't need to worry about hit testing if once of the displayObjects children + // has already been hit - but only if it was interactive, otherwise we need to keep + // looking for an interactive child, just in case we hit one + if (hitTest && !interactionEvent.target) { + if (displayObject.hitArea) { + displayObject.worldTransform.applyInverse(point, this._tempPoint); + if (displayObject.hitArea.contains(this._tempPoint.x, this._tempPoint.y)) { + hit = true; + } + } else if (displayObject.containsPoint) { + if (displayObject.containsPoint(point)) { + hit = true; + } + } + } + + if (displayObject.interactive) { + if (hit && !interactionEvent.target) { + interactionEvent.target = displayObject; + } + + if (func) { + func(interactionEvent, displayObject, !!hit); + } + } + } + + return hit; + }; + + /** + * Is called when the pointer button is pressed down on the renderer element + * + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer button being pressed down + */ + + + InteractionManager.prototype.onPointerDown = function onPointerDown(originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') return; + + var events = this.normalizeToPointerData(originalEvent); + + /** + * No need to prevent default on natural pointer events, as there are no side effects + * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser, + * so still need to be prevented. + */ + + // Guaranteed that there will be at least one event in events, and all events must have the same pointer type + + if (this.autoPreventDefault && events[0].isNormalized) { + originalEvent.preventDefault(); + } + + var eventLen = events.length; + + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + + var interactionData = this.getInteractionDataForPointerId(event); + + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + + interactionEvent.data.originalEvent = originalEvent; + + this.processInteractive(interactionEvent, this.renderer._lastObjectRendered, this.processPointerDown, true); + + this.emit('pointerdown', interactionEvent); + if (event.pointerType === 'touch') { + this.emit('touchstart', interactionEvent); + } + // emit a mouse event for "pen" pointers, the way a browser would emit a fallback event + else if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + var isRightButton = event.button === 2; + + this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData); + } + } + }; + + /** + * Processes the result of the pointer down check and dispatches the event if need be + * + * @private + * @param {PIXI.interaction.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event + * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - The display object that was tested + * @param {boolean} hit - the result of the hit test on the display object + */ + + + InteractionManager.prototype.processPointerDown = function processPointerDown(interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + + if (hit) { + if (!displayObject.trackedPointers[id]) { + displayObject.trackedPointers[id] = new _InteractionTrackingData2.default(id); + } + this.dispatchEvent(displayObject, 'pointerdown', interactionEvent); + + if (data.pointerType === 'touch') { + this.dispatchEvent(displayObject, 'touchstart', interactionEvent); + } else if (data.pointerType === 'mouse' || data.pointerType === 'pen') { + var isRightButton = data.button === 2; + + if (isRightButton) { + displayObject.trackedPointers[id].rightDown = true; + } else { + displayObject.trackedPointers[id].leftDown = true; + } + + this.dispatchEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent); + } + } + }; + + /** + * Is called when the pointer button is released on the renderer element + * + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer button being released + * @param {boolean} cancelled - true if the pointer is cancelled + * @param {Function} func - Function passed to {@link processInteractive} + */ + + + InteractionManager.prototype.onPointerComplete = function onPointerComplete(originalEvent, cancelled, func) { + var events = this.normalizeToPointerData(originalEvent); + + var eventLen = events.length; + + // if the event wasn't targeting our canvas, then consider it to be pointerupoutside + // in all cases (unless it was a pointercancel) + var eventAppend = originalEvent.target !== this.interactionDOMElement ? 'outside' : ''; + + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + + var interactionData = this.getInteractionDataForPointerId(event); + + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + + interactionEvent.data.originalEvent = originalEvent; + + // perform hit testing for events targeting our canvas or cancel events + this.processInteractive(interactionEvent, this.renderer._lastObjectRendered, func, cancelled || !eventAppend); + + this.emit(cancelled ? 'pointercancel' : 'pointerup' + eventAppend, interactionEvent); + + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + var isRightButton = event.button === 2; + + this.emit(isRightButton ? 'rightup' + eventAppend : 'mouseup' + eventAppend, interactionEvent); + } else if (event.pointerType === 'touch') { + this.emit(cancelled ? 'touchcancel' : 'touchend' + eventAppend, interactionEvent); + this.releaseInteractionDataForPointerId(event.pointerId, interactionData); + } + } + }; + + /** + * Is called when the pointer button is cancelled + * + * @private + * @param {PointerEvent} event - The DOM event of a pointer button being released + */ + + + InteractionManager.prototype.onPointerCancel = function onPointerCancel(event) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && event.pointerType === 'touch') return; + + this.onPointerComplete(event, true, this.processPointerCancel); + }; + + /** + * Processes the result of the pointer cancel check and dispatches the event if need be + * + * @private + * @param {PIXI.interaction.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event + * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - The display object that was tested + */ + + + InteractionManager.prototype.processPointerCancel = function processPointerCancel(interactionEvent, displayObject) { + var data = interactionEvent.data; + + var id = interactionEvent.data.identifier; + + if (displayObject.trackedPointers[id] !== undefined) { + delete displayObject.trackedPointers[id]; + this.dispatchEvent(displayObject, 'pointercancel', interactionEvent); + + if (data.pointerType === 'touch') { + this.dispatchEvent(displayObject, 'touchcancel', interactionEvent); + } + } + }; + + /** + * Is called when the pointer button is released on the renderer element + * + * @private + * @param {PointerEvent} event - The DOM event of a pointer button being released + */ + + + InteractionManager.prototype.onPointerUp = function onPointerUp(event) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && event.pointerType === 'touch') return; + + this.onPointerComplete(event, false, this.processPointerUp); + }; + + /** + * Processes the result of the pointer up check and dispatches the event if need be + * + * @private + * @param {PIXI.interaction.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event + * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - The display object that was tested + * @param {boolean} hit - the result of the hit test on the display object + */ + + + InteractionManager.prototype.processPointerUp = function processPointerUp(interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + + var id = interactionEvent.data.identifier; + + var trackingData = displayObject.trackedPointers[id]; + + var isTouch = data.pointerType === 'touch'; + + var isMouse = data.pointerType === 'mouse' || data.pointerType === 'pen'; + + // Mouse only + if (isMouse) { + var isRightButton = data.button === 2; + + var flags = _InteractionTrackingData2.default.FLAGS; + + var test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN; + + var isDown = trackingData !== undefined && trackingData.flags & test; + + if (hit) { + this.dispatchEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent); + + if (isDown) { + this.dispatchEvent(displayObject, isRightButton ? 'rightclick' : 'click', interactionEvent); + } + } else if (isDown) { + this.dispatchEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent); + } + // update the down state of the tracking data + if (trackingData) { + if (isRightButton) { + trackingData.rightDown = false; + } else { + trackingData.leftDown = false; + } + } + } + + // Pointers and Touches, and Mouse + if (hit) { + this.dispatchEvent(displayObject, 'pointerup', interactionEvent); + if (isTouch) this.dispatchEvent(displayObject, 'touchend', interactionEvent); + + if (trackingData) { + this.dispatchEvent(displayObject, 'pointertap', interactionEvent); + if (isTouch) { + this.dispatchEvent(displayObject, 'tap', interactionEvent); + // touches are no longer over (if they ever were) when we get the touchend + // so we should ensure that we don't keep pretending that they are + trackingData.over = false; + } + } + } else if (trackingData) { + this.dispatchEvent(displayObject, 'pointerupoutside', interactionEvent); + if (isTouch) this.dispatchEvent(displayObject, 'touchendoutside', interactionEvent); + } + // Only remove the tracking data if there is no over/down state still associated with it + if (trackingData && trackingData.none) { + delete displayObject.trackedPointers[id]; + } + }; + + /** + * Is called when the pointer moves across the renderer element + * + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer moving + */ + + + InteractionManager.prototype.onPointerMove = function onPointerMove(originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') return; + + var events = this.normalizeToPointerData(originalEvent); + + if (events[0].pointerType === 'mouse') { + this.didMove = true; + + this.cursor = null; + } + + var eventLen = events.length; + + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + + var interactionData = this.getInteractionDataForPointerId(event); + + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + + interactionEvent.data.originalEvent = originalEvent; + + var interactive = event.pointerType === 'touch' ? this.moveWhenInside : true; + + this.processInteractive(interactionEvent, this.renderer._lastObjectRendered, this.processPointerMove, interactive); + this.emit('pointermove', interactionEvent); + if (event.pointerType === 'touch') this.emit('touchmove', interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') this.emit('mousemove', interactionEvent); + } + + if (events[0].pointerType === 'mouse') { + this.setCursorMode(this.cursor); + + // TODO BUG for parents interactive object (border order issue) + } + }; + + /** + * Processes the result of the pointer move check and dispatches the event if need be + * + * @private + * @param {PIXI.interaction.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event + * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - The display object that was tested + * @param {boolean} hit - the result of the hit test on the display object + */ + + + InteractionManager.prototype.processPointerMove = function processPointerMove(interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + + var isTouch = data.pointerType === 'touch'; + + var isMouse = data.pointerType === 'mouse' || data.pointerType === 'pen'; + + if (isMouse) { + this.processPointerOverOut(interactionEvent, displayObject, hit); + } + + if (!this.moveWhenInside || hit) { + this.dispatchEvent(displayObject, 'pointermove', interactionEvent); + if (isTouch) this.dispatchEvent(displayObject, 'touchmove', interactionEvent); + if (isMouse) this.dispatchEvent(displayObject, 'mousemove', interactionEvent); + } + }; + + /** + * Is called when the pointer is moved out of the renderer element + * + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out + */ + + + InteractionManager.prototype.onPointerOut = function onPointerOut(originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') return; + + var events = this.normalizeToPointerData(originalEvent); + + // Only mouse and pointer can call onPointerOut, so events will always be length 1 + var event = events[0]; + + if (event.pointerType === 'mouse') { + this.mouseOverRenderer = false; + this.setCursorMode(null); + } + + var interactionData = this.getInteractionDataForPointerId(event); + + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + + interactionEvent.data.originalEvent = event; + + this.processInteractive(interactionEvent, this.renderer._lastObjectRendered, this.processPointerOverOut, false); + + this.emit('pointerout', interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + this.emit('mouseout', interactionEvent); + } else { + // we can get touchleave events after touchend, so we want to make sure we don't + // introduce memory leaks + this.releaseInteractionDataForPointerId(interactionData.identifier); + } + }; + + /** + * Processes the result of the pointer over/out check and dispatches the event if need be + * + * @private + * @param {PIXI.interaction.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event + * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - The display object that was tested + * @param {boolean} hit - the result of the hit test on the display object + */ + + + InteractionManager.prototype.processPointerOverOut = function processPointerOverOut(interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + + var id = interactionEvent.data.identifier; + + var isMouse = data.pointerType === 'mouse' || data.pointerType === 'pen'; + + var trackingData = displayObject.trackedPointers[id]; + + // if we just moused over the display object, then we need to track that state + if (hit && !trackingData) { + trackingData = displayObject.trackedPointers[id] = new _InteractionTrackingData2.default(id); + } + + if (trackingData === undefined) return; + + if (hit && this.mouseOverRenderer) { + if (!trackingData.over) { + trackingData.over = true; + this.dispatchEvent(displayObject, 'pointerover', interactionEvent); + if (isMouse) { + this.dispatchEvent(displayObject, 'mouseover', interactionEvent); + } + } + + // only change the cursor if it has not already been changed (by something deeper in the + // display tree) + if (isMouse && this.cursor === null) { + this.cursor = displayObject.cursor; + } + } else if (trackingData.over) { + trackingData.over = false; + this.dispatchEvent(displayObject, 'pointerout', this.eventData); + if (isMouse) { + this.dispatchEvent(displayObject, 'mouseout', interactionEvent); + } + // if there is no mouse down information for the pointer, then it is safe to delete + if (trackingData.none) { + delete displayObject.trackedPointers[id]; + } + } + }; + + /** + * Is called when the pointer is moved into the renderer element + * + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer button being moved into the renderer view + */ + + + InteractionManager.prototype.onPointerOver = function onPointerOver(originalEvent) { + var events = this.normalizeToPointerData(originalEvent); + + // Only mouse and pointer can call onPointerOver, so events will always be length 1 + var event = events[0]; + + var interactionData = this.getInteractionDataForPointerId(event); + + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + + interactionEvent.data.originalEvent = event; + + if (event.pointerType === 'mouse') { + this.mouseOverRenderer = true; + } + + this.emit('pointerover', interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + this.emit('mouseover', interactionEvent); + } + }; + + /** + * Get InteractionData for a given pointerId. Store that data as well + * + * @private + * @param {PointerEvent} event - Normalized pointer event, output from normalizeToPointerData + * @return {PIXI.interaction.InteractionData} - Interaction data for the given pointer identifier + */ + + + InteractionManager.prototype.getInteractionDataForPointerId = function getInteractionDataForPointerId(event) { + var pointerId = event.pointerId; + + var interactionData = void 0; + + if (pointerId === MOUSE_POINTER_ID || event.pointerType === 'mouse') { + interactionData = this.mouse; + } else if (this.activeInteractionData[pointerId]) { + interactionData = this.activeInteractionData[pointerId]; + } else { + interactionData = this.interactionDataPool.pop() || new _InteractionData2.default(); + interactionData.identifier = pointerId; + this.activeInteractionData[pointerId] = interactionData; + } + // copy properties from the event, so that we can make sure that touch/pointer specific + // data is available + interactionData._copyEvent(event); + + return interactionData; + }; + + /** + * Return unused InteractionData to the pool, for a given pointerId + * + * @private + * @param {number} pointerId - Identifier from a pointer event + */ + + + InteractionManager.prototype.releaseInteractionDataForPointerId = function releaseInteractionDataForPointerId(pointerId) { + var interactionData = this.activeInteractionData[pointerId]; + + if (interactionData) { + delete this.activeInteractionData[pointerId]; + interactionData._reset(); + this.interactionDataPool.push(interactionData); + } + }; + + /** + * Configure an InteractionEvent to wrap a DOM PointerEvent and InteractionData + * + * @private + * @param {PIXI.interaction.InteractionEvent} interactionEvent - The event to be configured + * @param {PointerEvent} pointerEvent - The DOM event that will be paired with the InteractionEvent + * @param {PIXI.interaction.InteractionData} interactionData - The InteractionData that will be paired + * with the InteractionEvent + * @return {PIXI.interaction.InteractionEvent} the interaction event that was passed in + */ + + + InteractionManager.prototype.configureInteractionEventForDOMEvent = function configureInteractionEventForDOMEvent(interactionEvent, pointerEvent, interactionData) { + interactionEvent.data = interactionData; + + this.mapPositionToPoint(interactionData.global, pointerEvent.clientX, pointerEvent.clientY); + + // This is the way InteractionManager processed touch events before the refactoring, so I've kept + // it here. But it doesn't make that much sense to me, since mapPositionToPoint already factors + // in this.resolution, so this just divides by this.resolution twice for touch events... + if (navigator.isCocoonJS && pointerEvent.pointerType === 'touch') { + interactionData.global.x = interactionData.global.x / this.resolution; + interactionData.global.y = interactionData.global.y / this.resolution; + } + + // Not really sure why this is happening, but it's how a previous version handled things + if (pointerEvent.pointerType === 'touch') { + pointerEvent.globalX = interactionData.global.x; + pointerEvent.globalY = interactionData.global.y; + } + + interactionData.originalEvent = pointerEvent; + interactionEvent._reset(); + + return interactionEvent; + }; + + /** + * Ensures that the original event object contains all data that a regular pointer event would have + * + * @private + * @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event + * @return {PointerEvent[]} An array containing a single normalized pointer event, in the case of a pointer + * or mouse event, or a multiple normalized pointer events if there are multiple changed touches + */ + + + InteractionManager.prototype.normalizeToPointerData = function normalizeToPointerData(event) { + var normalizedEvents = []; + + if (this.supportsTouchEvents && event instanceof TouchEvent) { + for (var i = 0, li = event.changedTouches.length; i < li; i++) { + var touch = event.changedTouches[i]; + + if (typeof touch.button === 'undefined') touch.button = event.touches.length ? 1 : 0; + if (typeof touch.buttons === 'undefined') touch.buttons = event.touches.length ? 1 : 0; + if (typeof touch.isPrimary === 'undefined') { + touch.isPrimary = event.touches.length === 1 && event.type === 'touchstart'; + } + if (typeof touch.width === 'undefined') touch.width = touch.radiusX || 1; + if (typeof touch.height === 'undefined') touch.height = touch.radiusY || 1; + if (typeof touch.tiltX === 'undefined') touch.tiltX = 0; + if (typeof touch.tiltY === 'undefined') touch.tiltY = 0; + if (typeof touch.pointerType === 'undefined') touch.pointerType = 'touch'; + if (typeof touch.pointerId === 'undefined') touch.pointerId = touch.identifier || 0; + if (typeof touch.pressure === 'undefined') touch.pressure = touch.force || 0.5; + touch.twist = 0; + touch.tangentialPressure = 0; + // TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven + // support, and the fill ins are not quite the same + // offsetX/Y might be okay, but is not the same as clientX/Y when the canvas's top + // left is not 0,0 on the page + if (typeof touch.layerX === 'undefined') touch.layerX = touch.offsetX = touch.clientX; + if (typeof touch.layerY === 'undefined') touch.layerY = touch.offsetY = touch.clientY; + + // mark the touch as normalized, just so that we know we did it + touch.isNormalized = true; + + normalizedEvents.push(touch); + } + } + // apparently PointerEvent subclasses MouseEvent, so yay + else if (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof window.PointerEvent))) { + if (typeof event.isPrimary === 'undefined') event.isPrimary = true; + if (typeof event.width === 'undefined') event.width = 1; + if (typeof event.height === 'undefined') event.height = 1; + if (typeof event.tiltX === 'undefined') event.tiltX = 0; + if (typeof event.tiltY === 'undefined') event.tiltY = 0; + if (typeof event.pointerType === 'undefined') event.pointerType = 'mouse'; + if (typeof event.pointerId === 'undefined') event.pointerId = MOUSE_POINTER_ID; + if (typeof event.pressure === 'undefined') event.pressure = 0.5; + event.twist = 0; + event.tangentialPressure = 0; + + // mark the mouse event as normalized, just so that we know we did it + event.isNormalized = true; + + normalizedEvents.push(event); + } else { + normalizedEvents.push(event); + } + + return normalizedEvents; + }; + + /** + * Destroys the interaction manager + * + */ + + + InteractionManager.prototype.destroy = function destroy() { + this.removeEvents(); + + this.removeAllListeners(); + + this.renderer = null; + + this.mouse = null; + + this.eventData = null; + + this.interactionDOMElement = null; + + this.onPointerDown = null; + this.processPointerDown = null; + + this.onPointerUp = null; + this.processPointerUp = null; + + this.onPointerCancel = null; + this.processPointerCancel = null; + + this.onPointerMove = null; + this.processPointerMove = null; + + this.onPointerOut = null; + this.processPointerOverOut = null; + + this.onPointerOver = null; + + this._tempPoint = null; + }; + + return InteractionManager; +}(_eventemitter2.default); + +exports.default = InteractionManager; + + +core.WebGLRenderer.registerPlugin('interaction', InteractionManager); +core.CanvasRenderer.registerPlugin('interaction', InteractionManager); + +},{"../core":65,"./InteractionData":155,"./InteractionEvent":156,"./InteractionTrackingData":158,"./interactiveTarget":160,"eventemitter3":20}],158:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * DisplayObjects with the {@link PIXI.interaction.interactiveTarget} mixin use this class to track interactions + * + * @class + * @private + * @memberof PIXI.interaction + */ +var InteractionTrackingData = function () { + /** + * @param {number} pointerId - Unique pointer id of the event + */ + function InteractionTrackingData(pointerId) { + _classCallCheck(this, InteractionTrackingData); + + this._pointerId = pointerId; + this._flags = InteractionTrackingData.FLAGS.NONE; + } + + /** + * + * @private + * @param {number} flag - The interaction flag to set + * @param {boolean} yn - Should the flag be set or unset + */ + + + InteractionTrackingData.prototype._doSet = function _doSet(flag, yn) { + if (yn) { + this._flags = this._flags | flag; + } else { + this._flags = this._flags & ~flag; + } + }; + + /** + * Unique pointer id of the event + * + * @readonly + * @member {number} + */ + + + _createClass(InteractionTrackingData, [{ + key: "pointerId", + get: function get() { + return this._pointerId; + } + + /** + * State of the tracking data, expressed as bit flags + * + * @member {number} + * @memberof PIXI.interaction.InteractionTrackingData# + */ + + }, { + key: "flags", + get: function get() { + return this._flags; + } + + /** + * Set the flags for the tracking data + * + * @param {number} flags - Flags to set + */ + , + set: function set(flags) { + this._flags = flags; + } + + /** + * Is the tracked event inactive (not over or down)? + * + * @member {number} + * @memberof PIXI.interaction.InteractionTrackingData# + */ + + }, { + key: "none", + get: function get() { + return this._flags === this.constructor.FLAGS.NONE; + } + + /** + * Is the tracked event over the DisplayObject? + * + * @member {boolean} + * @memberof PIXI.interaction.InteractionTrackingData# + */ + + }, { + key: "over", + get: function get() { + return (this._flags & this.constructor.FLAGS.OVER) !== 0; + } + + /** + * Set the over flag + * + * @param {boolean} yn - Is the event over? + */ + , + set: function set(yn) { + this._doSet(this.constructor.FLAGS.OVER, yn); + } + + /** + * Did the right mouse button come down in the DisplayObject? + * + * @member {boolean} + * @memberof PIXI.interaction.InteractionTrackingData# + */ + + }, { + key: "rightDown", + get: function get() { + return (this._flags & this.constructor.FLAGS.RIGHT_DOWN) !== 0; + } + + /** + * Set the right down flag + * + * @param {boolean} yn - Is the right mouse button down? + */ + , + set: function set(yn) { + this._doSet(this.constructor.FLAGS.RIGHT_DOWN, yn); + } + + /** + * Did the left mouse button come down in the DisplayObject? + * + * @member {boolean} + * @memberof PIXI.interaction.InteractionTrackingData# + */ + + }, { + key: "leftDown", + get: function get() { + return (this._flags & this.constructor.FLAGS.LEFT_DOWN) !== 0; + } + + /** + * Set the left down flag + * + * @param {boolean} yn - Is the left mouse button down? + */ + , + set: function set(yn) { + this._doSet(this.constructor.FLAGS.LEFT_DOWN, yn); + } + }]); + + return InteractionTrackingData; +}(); + +exports.default = InteractionTrackingData; + + +InteractionTrackingData.FLAGS = Object.freeze({ + NONE: 0, + OVER: 1 << 0, + LEFT_DOWN: 1 << 1, + RIGHT_DOWN: 1 << 2 +}); + +},{}],159:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _InteractionData = require('./InteractionData'); + +Object.defineProperty(exports, 'InteractionData', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_InteractionData).default; + } +}); + +var _InteractionManager = require('./InteractionManager'); + +Object.defineProperty(exports, 'InteractionManager', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_InteractionManager).default; + } +}); + +var _interactiveTarget = require('./interactiveTarget'); + +Object.defineProperty(exports, 'interactiveTarget', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_interactiveTarget).default; + } +}); + +var _InteractionTrackingData = require('./InteractionTrackingData'); + +Object.defineProperty(exports, 'InteractionTrackingData', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_InteractionTrackingData).default; + } +}); + +var _InteractionEvent = require('./InteractionEvent'); + +Object.defineProperty(exports, 'InteractionEvent', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_InteractionEvent).default; + } +}); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +},{"./InteractionData":155,"./InteractionEvent":156,"./InteractionManager":157,"./InteractionTrackingData":158,"./interactiveTarget":160}],160:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +/** + * Default property values of interactive objects + * Used by {@link PIXI.interaction.InteractionManager} to automatically give all DisplayObjects these properties + * + * @private + * @name interactiveTarget + * @memberof PIXI.interaction + * @example + * function MyObject() {} + * + * Object.assign( + * core.DisplayObject.prototype, + * PIXI.interaction.interactiveTarget + * ); + */ +exports.default = { + + /** + * Enable interaction events for the DisplayObject. Touch, pointer and mouse + * events will not be emitted unless `interactive` is set to `true`. + * + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.on('tap', (event) => { + * //handle event + * }); + * @member {boolean} + * @memberof PIXI.DisplayObject# + */ + interactive: false, + + /** + * Determines if the children to the displayObject can be clicked/touched + * Setting this to false allows PixiJS to bypass a recursive `hitTest` function + * + * @member {boolean} + * @memberof PIXI.Container# + */ + interactiveChildren: true, + + /** + * Interaction shape. Children will be hit first, then this shape will be checked. + * Setting this will cause this shape to be checked in hit tests rather than the displayObject's bounds. + * + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.hitArea = new PIXI.Rectangle(0, 0, 100, 100); + * @member {PIXI.Rectangle|PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.RoundedRectangle} + * @memberof PIXI.DisplayObject# + */ + hitArea: null, + + /** + * If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive + * Setting this changes the 'cursor' property to `'pointer'`. + * + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.buttonMode = true; + * @member {boolean} + * @memberof PIXI.DisplayObject# + */ + get buttonMode() { + return this.cursor === 'pointer'; + }, + set buttonMode(value) { + if (value) { + this.cursor = 'pointer'; + } else if (this.cursor === 'pointer') { + this.cursor = null; + } + }, + + /** + * This defines what cursor mode is used when the mouse cursor + * is hovered over the displayObject. + * + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.cursor = 'wait'; + * @see https://developer.mozilla.org/en/docs/Web/CSS/cursor + * + * @member {string} + * @memberof PIXI.DisplayObject# + */ + cursor: null, + + /** + * Internal set of all active pointers, by identifier + * + * @member {Map} + * @memberof PIXI.DisplayObject# + * @private + */ + get trackedPointers() { + if (this._trackedPointers === undefined) this._trackedPointers = {}; + + return this._trackedPointers; + }, + + /** + * Map of all tracked pointers, by identifier. Use trackedPointers to access. + * + * @private + * @type {Map} + */ + _trackedPointers: undefined +}; + +},{}],161:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.parse = parse; + +exports.default = function () { + return function bitmapFontParser(resource, next) { + // skip if no data or not xml data + if (!resource.data || resource.type !== _resourceLoader.Resource.TYPE.XML) { + next(); + + return; + } + + // skip if not bitmap font data, using some silly duck-typing + if (resource.data.getElementsByTagName('page').length === 0 || resource.data.getElementsByTagName('info').length === 0 || resource.data.getElementsByTagName('info')[0].getAttribute('face') === null) { + next(); + + return; + } + + var xmlUrl = !resource.isDataUrl ? path.dirname(resource.url) : ''; + + if (resource.isDataUrl) { + if (xmlUrl === '.') { + xmlUrl = ''; + } + + if (this.baseUrl && xmlUrl) { + // if baseurl has a trailing slash then add one to xmlUrl so the replace works below + if (this.baseUrl.charAt(this.baseUrl.length - 1) === '/') { + xmlUrl += '/'; + } + } + } + + // remove baseUrl from xmlUrl + xmlUrl = xmlUrl.replace(this.baseUrl, ''); + + // if there is an xmlUrl now, it needs a trailing slash. Ensure that it does if the string isn't empty. + if (xmlUrl && xmlUrl.charAt(xmlUrl.length - 1) !== '/') { + xmlUrl += '/'; + } + + var textureUrl = xmlUrl + resource.data.getElementsByTagName('page')[0].getAttribute('file'); + + if (_core.utils.TextureCache[textureUrl]) { + // reuse existing texture + parse(resource, _core.utils.TextureCache[textureUrl]); + next(); + } else { + var loadOptions = { + crossOrigin: resource.crossOrigin, + loadType: _resourceLoader.Resource.LOAD_TYPE.IMAGE, + metadata: resource.metadata.imageMetadata, + parentResource: resource + }; + + // load the texture for the font + this.add(resource.name + '_image', textureUrl, loadOptions, function (res) { + parse(resource, res.texture); + next(); + }); + } + }; +}; + +var _path = require('path'); + +var path = _interopRequireWildcard(_path); + +var _core = require('../core'); + +var _resourceLoader = require('resource-loader'); + +var _extras = require('../extras'); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +/** + * Register a BitmapText font from loader resource. + * + * @function parseBitmapFontData + * @memberof PIXI.loaders + * @param {PIXI.loaders.Resource} resource - Loader resource. + * @param {PIXI.Texture} texture - Reference to texture. + */ +function parse(resource, texture) { + resource.bitmapFont = _extras.BitmapText.registerFont(resource.data, texture); +} + +},{"../core":65,"../extras":141,"path":25,"resource-loader":36}],162:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.shared = exports.Resource = exports.textureParser = exports.getResourcePath = exports.spritesheetParser = exports.parseBitmapFontData = exports.bitmapFontParser = exports.Loader = undefined; + +var _bitmapFontParser = require('./bitmapFontParser'); + +Object.defineProperty(exports, 'bitmapFontParser', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_bitmapFontParser).default; + } +}); +Object.defineProperty(exports, 'parseBitmapFontData', { + enumerable: true, + get: function get() { + return _bitmapFontParser.parse; + } +}); + +var _spritesheetParser = require('./spritesheetParser'); + +Object.defineProperty(exports, 'spritesheetParser', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_spritesheetParser).default; + } +}); +Object.defineProperty(exports, 'getResourcePath', { + enumerable: true, + get: function get() { + return _spritesheetParser.getResourcePath; + } +}); + +var _textureParser = require('./textureParser'); + +Object.defineProperty(exports, 'textureParser', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_textureParser).default; + } +}); + +var _resourceLoader = require('resource-loader'); + +Object.defineProperty(exports, 'Resource', { + enumerable: true, + get: function get() { + return _resourceLoader.Resource; + } +}); + +var _Application = require('../core/Application'); + +var _Application2 = _interopRequireDefault(_Application); + +var _loader = require('./loader'); + +var _loader2 = _interopRequireDefault(_loader); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +/** + * This namespace contains APIs which extends the {@link https://github.com/englercj/resource-loader resource-loader} module + * for loading assets, data, and other resources dynamically. + * @example + * const loader = new PIXI.loaders.Loader(); + * loader.add('bunny', 'data/bunny.png') + * .add('spaceship', 'assets/spritesheet.json'); + * loader.load((loader, resources) => { + * // resources.bunny + * // resources.spaceship + * }); + * @namespace PIXI.loaders + */ +exports.Loader = _loader2.default; + + +/** + * A premade instance of the loader that can be used to load resources. + * @name shared + * @memberof PIXI.loaders + * @type {PIXI.loaders.Loader} + */ +var shared = new _loader2.default(); + +shared.destroy = function () { + // protect destroying shared loader +}; + +exports.shared = shared; + +// Mixin the loader construction + +var AppPrototype = _Application2.default.prototype; + +AppPrototype._loader = null; + +/** + * Loader instance to help with asset loading. + * @name PIXI.Application#loader + * @type {PIXI.loaders.Loader} + */ +Object.defineProperty(AppPrototype, 'loader', { + get: function get() { + if (!this._loader) { + var sharedLoader = this._options.sharedLoader; + + this._loader = sharedLoader ? shared : new _loader2.default(); + } + + return this._loader; + } +}); + +// Override the destroy function +// making sure to destroy the current Loader +AppPrototype._parentDestroy = AppPrototype.destroy; +AppPrototype.destroy = function destroy(removeView) { + if (this._loader) { + this._loader.destroy(); + this._loader = null; + } + this._parentDestroy(removeView); +}; + +},{"../core/Application":43,"./bitmapFontParser":161,"./loader":163,"./spritesheetParser":164,"./textureParser":165,"resource-loader":36}],163:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _resourceLoader = require('resource-loader'); + +var _resourceLoader2 = _interopRequireDefault(_resourceLoader); + +var _blob = require('resource-loader/lib/middlewares/parsing/blob'); + +var _eventemitter = require('eventemitter3'); + +var _eventemitter2 = _interopRequireDefault(_eventemitter); + +var _textureParser = require('./textureParser'); + +var _textureParser2 = _interopRequireDefault(_textureParser); + +var _spritesheetParser = require('./spritesheetParser'); + +var _spritesheetParser2 = _interopRequireDefault(_spritesheetParser); + +var _bitmapFontParser = require('./bitmapFontParser'); + +var _bitmapFontParser2 = _interopRequireDefault(_bitmapFontParser); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * + * The new loader, extends Resource Loader by Chad Engler: https://github.com/englercj/resource-loader + * + * ```js + * const loader = PIXI.loader; // PixiJS exposes a premade instance for you to use. + * //or + * const loader = new PIXI.loaders.Loader(); // you can also create your own if you want + * + * const sprites = {}; + * + * // Chainable `add` to enqueue a resource + * loader.add('bunny', 'data/bunny.png') + * .add('spaceship', 'assets/spritesheet.json'); + * loader.add('scoreFont', 'assets/score.fnt'); + * + * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource. + * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc). + * loader.pre(cachingMiddleware); + * + * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource. + * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc). + * loader.use(parsingMiddleware); + * + * // The `load` method loads the queue of resources, and calls the passed in callback called once all + * // resources have loaded. + * loader.load((loader, resources) => { + * // resources is an object where the key is the name of the resource loaded and the value is the resource object. + * // They have a couple default properties: + * // - `url`: The URL that the resource was loaded from + * // - `error`: The error that happened when trying to load (if any) + * // - `data`: The raw data that was loaded + * // also may contain other properties based on the middleware that runs. + * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture); + * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture); + * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture); + * }); + * + * // throughout the process multiple signals can be dispatched. + * loader.onProgress.add(() => {}); // called once per loaded/errored file + * loader.onError.add(() => {}); // called once per errored file + * loader.onLoad.add(() => {}); // called once per loaded file + * loader.onComplete.add(() => {}); // called once when the queued resources all load. + * ``` + * + * @see https://github.com/englercj/resource-loader + * + * @class + * @extends module:resource-loader.ResourceLoader + * @memberof PIXI.loaders + */ +var Loader = function (_ResourceLoader) { + _inherits(Loader, _ResourceLoader); + + /** + * @param {string} [baseUrl=''] - The base url for all resources loaded by this loader. + * @param {number} [concurrency=10] - The number of resources to load concurrently. + */ + function Loader(baseUrl, concurrency) { + _classCallCheck(this, Loader); + + var _this = _possibleConstructorReturn(this, _ResourceLoader.call(this, baseUrl, concurrency)); + + _eventemitter2.default.call(_this); + + for (var i = 0; i < Loader._pixiMiddleware.length; ++i) { + _this.use(Loader._pixiMiddleware[i]()); + } + + // Compat layer, translate the new v2 signals into old v1 events. + _this.onStart.add(function (l) { + return _this.emit('start', l); + }); + _this.onProgress.add(function (l, r) { + return _this.emit('progress', l, r); + }); + _this.onError.add(function (e, l, r) { + return _this.emit('error', e, l, r); + }); + _this.onLoad.add(function (l, r) { + return _this.emit('load', l, r); + }); + _this.onComplete.add(function (l, r) { + return _this.emit('complete', l, r); + }); + return _this; + } + + /** + * Adds a default middleware to the PixiJS loader. + * + * @static + * @param {Function} fn - The middleware to add. + */ + + + Loader.addPixiMiddleware = function addPixiMiddleware(fn) { + Loader._pixiMiddleware.push(fn); + }; + + /** + * Destroy the loader, removes references. + */ + + + Loader.prototype.destroy = function destroy() { + this.removeAllListeners(); + this.reset(); + }; + + return Loader; +}(_resourceLoader2.default); + +// Copy EE3 prototype (mixin) + + +exports.default = Loader; +for (var k in _eventemitter2.default.prototype) { + Loader.prototype[k] = _eventemitter2.default.prototype[k]; +} + +Loader._pixiMiddleware = [ +// parse any blob into more usable objects (e.g. Image) +_blob.blobMiddlewareFactory, +// parse any Image objects into textures +_textureParser2.default, +// parse any spritesheet data into multiple textures +_spritesheetParser2.default, +// parse bitmap font data into multiple textures +_bitmapFontParser2.default]; + +// Add custom extentions +var Resource = _resourceLoader2.default.Resource; + +Resource.setExtensionXhrType('fnt', Resource.XHR_RESPONSE_TYPE.DOCUMENT); + +},{"./bitmapFontParser":161,"./spritesheetParser":164,"./textureParser":165,"eventemitter3":20,"resource-loader":36,"resource-loader/lib/middlewares/parsing/blob":37}],164:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +exports.default = function () { + return function spritesheetParser(resource, next) { + var imageResourceName = resource.name + '_image'; + + // skip if no data, its not json, it isn't spritesheet data, or the image resource already exists + if (!resource.data || resource.type !== _resourceLoader.Resource.TYPE.JSON || !resource.data.frames || this.resources[imageResourceName]) { + next(); + + return; + } + + var loadOptions = { + crossOrigin: resource.crossOrigin, + loadType: _resourceLoader.Resource.LOAD_TYPE.IMAGE, + metadata: resource.metadata.imageMetadata, + parentResource: resource + }; + + var resourcePath = getResourcePath(resource, this.baseUrl); + + // load the image for this sheet + this.add(imageResourceName, resourcePath, loadOptions, function onImageLoad(res) { + var spritesheet = new _core.Spritesheet(res.texture.baseTexture, resource.data, resource.url); + + spritesheet.parse(function () { + resource.spritesheet = spritesheet; + resource.textures = spritesheet.textures; + next(); + }); + }); + }; +}; + +exports.getResourcePath = getResourcePath; + +var _resourceLoader = require('resource-loader'); + +var _url = require('url'); + +var _url2 = _interopRequireDefault(_url); + +var _core = require('../core'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function getResourcePath(resource, baseUrl) { + // Prepend url path unless the resource image is a data url + if (resource.isDataUrl) { + return resource.data.meta.image; + } + + return _url2.default.resolve(resource.url.replace(baseUrl, ''), resource.data.meta.image); +} + +},{"../core":65,"resource-loader":36,"url":38}],165:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +exports.default = function () { + return function textureParser(resource, next) { + // create a new texture if the data is an Image object + if (resource.data && resource.type === _resourceLoader.Resource.TYPE.IMAGE) { + resource.texture = _Texture2.default.fromLoader(resource.data, resource.url, resource.name); + } + next(); + }; +}; + +var _resourceLoader = require('resource-loader'); + +var _Texture = require('../core/textures/Texture'); + +var _Texture2 = _interopRequireDefault(_Texture); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +},{"../core/textures/Texture":115,"resource-loader":36}],166:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _core = require('../core'); + +var core = _interopRequireWildcard(_core); + +var _TextureTransform = require('../extras/TextureTransform'); + +var _TextureTransform2 = _interopRequireDefault(_TextureTransform); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +var tempPoint = new core.Point(); +var tempPolygon = new core.Polygon(); + +/** + * Base mesh class + * @class + * @extends PIXI.Container + * @memberof PIXI.mesh + */ + +var Mesh = function (_core$Container) { + _inherits(Mesh, _core$Container); + + /** + * @param {PIXI.Texture} texture - The texture to use + * @param {Float32Array} [vertices] - if you want to specify the vertices + * @param {Float32Array} [uvs] - if you want to specify the uvs + * @param {Uint16Array} [indices] - if you want to specify the indices + * @param {number} [drawMode] - the drawMode, can be any of the Mesh.DRAW_MODES consts + */ + function Mesh(texture, vertices, uvs, indices, drawMode) { + _classCallCheck(this, Mesh); + + /** + * The texture of the Mesh + * + * @member {PIXI.Texture} + * @private + */ + var _this = _possibleConstructorReturn(this, _core$Container.call(this)); + + _this._texture = texture; + + /** + * The Uvs of the Mesh + * + * @member {Float32Array} + */ + _this.uvs = uvs || new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]); + + /** + * An array of vertices + * + * @member {Float32Array} + */ + _this.vertices = vertices || new Float32Array([0, 0, 100, 0, 100, 100, 0, 100]); + + /** + * An array containing the indices of the vertices + * + * @member {Uint16Array} + */ + // TODO auto generate this based on draw mode! + _this.indices = indices || new Uint16Array([0, 1, 3, 2]); + + /** + * Version of mesh uvs are dirty or not + * + * @member {number} + */ + _this.dirty = 0; + + /** + * Version of mesh indices + * + * @member {number} + */ + _this.indexDirty = 0; + + /** + * The blend mode to be applied to the sprite. Set to `PIXI.BLEND_MODES.NORMAL` to remove + * any blend mode. + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL + * @see PIXI.BLEND_MODES + */ + _this.blendMode = core.BLEND_MODES.NORMAL; + + /** + * Triangles in canvas mode are automatically antialiased, use this value to force triangles + * to overlap a bit with each other. + * + * @member {number} + */ + _this.canvasPadding = 0; + + /** + * The way the Mesh should be drawn, can be any of the {@link PIXI.mesh.Mesh.DRAW_MODES} consts + * + * @member {number} + * @see PIXI.mesh.Mesh.DRAW_MODES + */ + _this.drawMode = drawMode || Mesh.DRAW_MODES.TRIANGLE_MESH; + + /** + * The default shader that is used if a mesh doesn't have a more specific one. + * + * @member {PIXI.Shader} + */ + _this.shader = null; + + /** + * The tint applied to the mesh. This is a [r,g,b] value. A value of [1,1,1] will remove any + * tint effect. + * + * @member {number} + */ + _this.tintRgb = new Float32Array([1, 1, 1]); + + /** + * A map of renderer IDs to webgl render data + * + * @private + * @member {object} + */ + _this._glDatas = {}; + + /** + * transform that is applied to UV to get the texture coords + * its updated independently from texture uvTransform + * updates of uvs are tied to that thing + * + * @member {PIXI.extras.TextureTransform} + * @private + */ + _this._uvTransform = new _TextureTransform2.default(texture); + + /** + * whether or not upload uvTransform to shader + * if its false, then uvs should be pre-multiplied + * if you change it for generated mesh, please call 'refresh(true)' + * @member {boolean} + * @default false + */ + _this.uploadUvTransform = false; + + /** + * Plugin that is responsible for rendering this element. + * Allows to customize the rendering process without overriding '_renderWebGL' & '_renderCanvas' methods. + * @member {string} + * @default 'mesh' + */ + _this.pluginName = 'mesh'; + return _this; + } + + /** + * Renders the object using the WebGL renderer + * + * @private + * @param {PIXI.WebGLRenderer} renderer - a reference to the WebGL renderer + */ + + + Mesh.prototype._renderWebGL = function _renderWebGL(renderer) { + this.refresh(); + renderer.setObjectRenderer(renderer.plugins[this.pluginName]); + renderer.plugins[this.pluginName].render(this); + }; + + /** + * Renders the object using the Canvas renderer + * + * @private + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer. + */ + + + Mesh.prototype._renderCanvas = function _renderCanvas(renderer) { + this.refresh(); + renderer.plugins[this.pluginName].render(this); + }; + + /** + * When the texture is updated, this event will fire to update the scale and frame + * + * @private + */ + + + Mesh.prototype._onTextureUpdate = function _onTextureUpdate() { + this._uvTransform.texture = this._texture; + this.refresh(); + }; + + /** + * multiplies uvs only if uploadUvTransform is false + * call it after you change uvs manually + * make sure that texture is valid + */ + + + Mesh.prototype.multiplyUvs = function multiplyUvs() { + if (!this.uploadUvTransform) { + this._uvTransform.multiplyUvs(this.uvs); + } + }; + + /** + * Refreshes uvs for generated meshes (rope, plane) + * sometimes refreshes vertices too + * + * @param {boolean} [forceUpdate=false] if true, matrices will be updated any case + */ + + + Mesh.prototype.refresh = function refresh(forceUpdate) { + if (this._uvTransform.update(forceUpdate)) { + this._refresh(); + } + }; + + /** + * re-calculates mesh coords + * @protected + */ + + + Mesh.prototype._refresh = function _refresh() {} + /* empty */ + + + /** + * Returns the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account. + * + */ + ; + + Mesh.prototype._calculateBounds = function _calculateBounds() { + // TODO - we can cache local bounds and use them if they are dirty (like graphics) + this._bounds.addVertices(this.transform, this.vertices, 0, this.vertices.length); + }; + + /** + * Tests if a point is inside this mesh. Works only for TRIANGLE_MESH + * + * @param {PIXI.Point} point - the point to test + * @return {boolean} the result of the test + */ + + + Mesh.prototype.containsPoint = function containsPoint(point) { + if (!this.getBounds().contains(point.x, point.y)) { + return false; + } + + this.worldTransform.applyInverse(point, tempPoint); + + var vertices = this.vertices; + var points = tempPolygon.points; + var indices = this.indices; + var len = this.indices.length; + var step = this.drawMode === Mesh.DRAW_MODES.TRIANGLES ? 3 : 1; + + for (var i = 0; i + 2 < len; i += step) { + var ind0 = indices[i] * 2; + var ind1 = indices[i + 1] * 2; + var ind2 = indices[i + 2] * 2; + + points[0] = vertices[ind0]; + points[1] = vertices[ind0 + 1]; + points[2] = vertices[ind1]; + points[3] = vertices[ind1 + 1]; + points[4] = vertices[ind2]; + points[5] = vertices[ind2 + 1]; + + if (tempPolygon.contains(tempPoint.x, tempPoint.y)) { + return true; + } + } + + return false; + }; + + /** + * The texture that the mesh uses. + * + * @member {PIXI.Texture} + */ + + + _createClass(Mesh, [{ + key: 'texture', + get: function get() { + return this._texture; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (this._texture === value) { + return; + } + + this._texture = value; + + if (value) { + // wait for the texture to load + if (value.baseTexture.hasLoaded) { + this._onTextureUpdate(); + } else { + value.once('update', this._onTextureUpdate, this); + } + } + } + + /** + * The tint applied to the mesh. This is a hex value. A value of 0xFFFFFF will remove any tint effect. + * + * @member {number} + * @default 0xFFFFFF + */ + + }, { + key: 'tint', + get: function get() { + return core.utils.rgb2hex(this.tintRgb); + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.tintRgb = core.utils.hex2rgb(value, this.tintRgb); + } + }]); + + return Mesh; +}(core.Container); + +/** + * Different drawing buffer modes supported + * + * @static + * @constant + * @type {object} + * @property {number} TRIANGLE_MESH + * @property {number} TRIANGLES + */ + + +exports.default = Mesh; +Mesh.DRAW_MODES = { + TRIANGLE_MESH: 0, + TRIANGLES: 1 +}; + +},{"../core":65,"../extras/TextureTransform":136}],167:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _Plane2 = require('./Plane'); + +var _Plane3 = _interopRequireDefault(_Plane2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +var DEFAULT_BORDER_SIZE = 10; + +/** + * The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful + * for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically + * + *```js + * let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.fromImage('BoxWithRoundedCorners.png'), 15, 15, 15, 15); + * ``` + *
+ *      A                          B
+ *    +---+----------------------+---+
+ *  C | 1 |          2           | 3 |
+ *    +---+----------------------+---+
+ *    |   |                      |   |
+ *    | 4 |          5           | 6 |
+ *    |   |                      |   |
+ *    +---+----------------------+---+
+ *  D | 7 |          8           | 9 |
+ *    +---+----------------------+---+
+
+ *  When changing this objects width and/or height:
+ *     areas 1 3 7 and 9 will remain unscaled.
+ *     areas 2 and 8 will be stretched horizontally
+ *     areas 4 and 6 will be stretched vertically
+ *     area 5 will be stretched both horizontally and vertically
+ * 
+ * + * @class + * @extends PIXI.mesh.Plane + * @memberof PIXI.mesh + * + */ + +var NineSlicePlane = function (_Plane) { + _inherits(NineSlicePlane, _Plane); + + /** + * @param {PIXI.Texture} texture - The texture to use on the NineSlicePlane. + * @param {int} [leftWidth=10] size of the left vertical bar (A) + * @param {int} [topHeight=10] size of the top horizontal bar (C) + * @param {int} [rightWidth=10] size of the right vertical bar (B) + * @param {int} [bottomHeight=10] size of the bottom horizontal bar (D) + */ + function NineSlicePlane(texture, leftWidth, topHeight, rightWidth, bottomHeight) { + _classCallCheck(this, NineSlicePlane); + + var _this = _possibleConstructorReturn(this, _Plane.call(this, texture, 4, 4)); + + _this._origWidth = texture.orig.width; + _this._origHeight = texture.orig.height; + + /** + * The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane + * + * @member {number} + * @memberof PIXI.NineSlicePlane# + * @override + */ + _this._width = _this._origWidth; + + /** + * The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane + * + * @member {number} + * @memberof PIXI.NineSlicePlane# + * @override + */ + _this._height = _this._origHeight; + + /** + * The width of the left column (a) + * + * @member {number} + * @memberof PIXI.NineSlicePlane# + * @override + */ + _this.leftWidth = typeof leftWidth !== 'undefined' ? leftWidth : DEFAULT_BORDER_SIZE; + + /** + * The width of the right column (b) + * + * @member {number} + * @memberof PIXI.NineSlicePlane# + * @override + */ + _this.rightWidth = typeof rightWidth !== 'undefined' ? rightWidth : DEFAULT_BORDER_SIZE; + + /** + * The height of the top row (c) + * + * @member {number} + * @memberof PIXI.NineSlicePlane# + * @override + */ + _this.topHeight = typeof topHeight !== 'undefined' ? topHeight : DEFAULT_BORDER_SIZE; + + /** + * The height of the bottom row (d) + * + * @member {number} + * @memberof PIXI.NineSlicePlane# + * @override + */ + _this.bottomHeight = typeof bottomHeight !== 'undefined' ? bottomHeight : DEFAULT_BORDER_SIZE; + + _this.refresh(true); + return _this; + } + + /** + * Updates the horizontal vertices. + * + */ + + + NineSlicePlane.prototype.updateHorizontalVertices = function updateHorizontalVertices() { + var vertices = this.vertices; + + vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight; + vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - this._bottomHeight; + vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height; + }; + + /** + * Updates the vertical vertices. + * + */ + + + NineSlicePlane.prototype.updateVerticalVertices = function updateVerticalVertices() { + var vertices = this.vertices; + + vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth; + vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - this._rightWidth; + vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width; + }; + + /** + * Renders the object using the Canvas renderer + * + * @private + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer to render with. + */ + + + NineSlicePlane.prototype._renderCanvas = function _renderCanvas(renderer) { + var context = renderer.context; + + context.globalAlpha = this.worldAlpha; + + var transform = this.worldTransform; + var res = renderer.resolution; + + if (renderer.roundPixels) { + context.setTransform(transform.a * res, transform.b * res, transform.c * res, transform.d * res, transform.tx * res | 0, transform.ty * res | 0); + } else { + context.setTransform(transform.a * res, transform.b * res, transform.c * res, transform.d * res, transform.tx * res, transform.ty * res); + } + + var base = this._texture.baseTexture; + var textureSource = base.source; + var w = base.width; + var h = base.height; + + this.drawSegment(context, textureSource, w, h, 0, 1, 10, 11); + this.drawSegment(context, textureSource, w, h, 2, 3, 12, 13); + this.drawSegment(context, textureSource, w, h, 4, 5, 14, 15); + this.drawSegment(context, textureSource, w, h, 8, 9, 18, 19); + this.drawSegment(context, textureSource, w, h, 10, 11, 20, 21); + this.drawSegment(context, textureSource, w, h, 12, 13, 22, 23); + this.drawSegment(context, textureSource, w, h, 16, 17, 26, 27); + this.drawSegment(context, textureSource, w, h, 18, 19, 28, 29); + this.drawSegment(context, textureSource, w, h, 20, 21, 30, 31); + }; + + /** + * Renders one segment of the plane. + * to mimic the exact drawing behavior of stretching the image like WebGL does, we need to make sure + * that the source area is at least 1 pixel in size, otherwise nothing gets drawn when a slice size of 0 is used. + * + * @private + * @param {CanvasRenderingContext2D} context - The context to draw with. + * @param {CanvasImageSource} textureSource - The source to draw. + * @param {number} w - width of the texture + * @param {number} h - height of the texture + * @param {number} x1 - x index 1 + * @param {number} y1 - y index 1 + * @param {number} x2 - x index 2 + * @param {number} y2 - y index 2 + */ + + + NineSlicePlane.prototype.drawSegment = function drawSegment(context, textureSource, w, h, x1, y1, x2, y2) { + // otherwise you get weird results when using slices of that are 0 wide or high. + var uvs = this.uvs; + var vertices = this.vertices; + + var sw = (uvs[x2] - uvs[x1]) * w; + var sh = (uvs[y2] - uvs[y1]) * h; + var dw = vertices[x2] - vertices[x1]; + var dh = vertices[y2] - vertices[y1]; + + // make sure the source is at least 1 pixel wide and high, otherwise nothing will be drawn. + if (sw < 1) { + sw = 1; + } + + if (sh < 1) { + sh = 1; + } + + // make sure destination is at least 1 pixel wide and high, otherwise you get + // lines when rendering close to original size. + if (dw < 1) { + dw = 1; + } + + if (dh < 1) { + dh = 1; + } + + context.drawImage(textureSource, uvs[x1] * w, uvs[y1] * h, sw, sh, vertices[x1], vertices[y1], dw, dh); + }; + + /** + * The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane + * + * @member {number} + */ + + + /** + * Refreshes NineSlicePlane coords. All of them. + */ + NineSlicePlane.prototype._refresh = function _refresh() { + _Plane.prototype._refresh.call(this); + + var uvs = this.uvs; + var texture = this._texture; + + this._origWidth = texture.orig.width; + this._origHeight = texture.orig.height; + + var _uvw = 1.0 / this._origWidth; + var _uvh = 1.0 / this._origHeight; + + uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0; + uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0; + uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1; + uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1; + + uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth; + uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - _uvw * this._rightWidth; + uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight; + uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - _uvh * this._bottomHeight; + + this.updateHorizontalVertices(); + this.updateVerticalVertices(); + + this.dirty = true; + + this.multiplyUvs(); + }; + + _createClass(NineSlicePlane, [{ + key: 'width', + get: function get() { + return this._width; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._width = value; + this._refresh(); + } + + /** + * The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane + * + * @member {number} + */ + + }, { + key: 'height', + get: function get() { + return this._height; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._height = value; + this._refresh(); + } + + /** + * The width of the left column + * + * @member {number} + */ + + }, { + key: 'leftWidth', + get: function get() { + return this._leftWidth; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._leftWidth = value; + this._refresh(); + } + + /** + * The width of the right column + * + * @member {number} + */ + + }, { + key: 'rightWidth', + get: function get() { + return this._rightWidth; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._rightWidth = value; + this._refresh(); + } + + /** + * The height of the top row + * + * @member {number} + */ + + }, { + key: 'topHeight', + get: function get() { + return this._topHeight; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._topHeight = value; + this._refresh(); + } + + /** + * The height of the bottom row + * + * @member {number} + */ + + }, { + key: 'bottomHeight', + get: function get() { + return this._bottomHeight; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._bottomHeight = value; + this._refresh(); + } + }]); + + return NineSlicePlane; +}(_Plane3.default); + +exports.default = NineSlicePlane; + +},{"./Plane":168}],168:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _Mesh2 = require('./Mesh'); + +var _Mesh3 = _interopRequireDefault(_Mesh2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * The Plane allows you to draw a texture across several points and them manipulate these points + * + *```js + * for (let i = 0; i < 20; i++) { + * points.push(new PIXI.Point(i * 50, 0)); + * }; + * let Plane = new PIXI.Plane(PIXI.Texture.fromImage("snake.png"), points); + * ``` + * + * @class + * @extends PIXI.mesh.Mesh + * @memberof PIXI.mesh + * + */ +var Plane = function (_Mesh) { + _inherits(Plane, _Mesh); + + /** + * @param {PIXI.Texture} texture - The texture to use on the Plane. + * @param {number} verticesX - The number of vertices in the x-axis + * @param {number} verticesY - The number of vertices in the y-axis + */ + function Plane(texture, verticesX, verticesY) { + _classCallCheck(this, Plane); + + /** + * Tracker for if the Plane is ready to be drawn. Needed because Mesh ctor can + * call _onTextureUpdated which could call refresh too early. + * + * @member {boolean} + * @private + */ + var _this = _possibleConstructorReturn(this, _Mesh.call(this, texture)); + + _this._ready = true; + + _this.verticesX = verticesX || 10; + _this.verticesY = verticesY || 10; + + _this.drawMode = _Mesh3.default.DRAW_MODES.TRIANGLES; + _this.refresh(); + return _this; + } + + /** + * Refreshes plane coordinates + * + */ + + + Plane.prototype._refresh = function _refresh() { + var texture = this._texture; + var total = this.verticesX * this.verticesY; + var verts = []; + var colors = []; + var uvs = []; + var indices = []; + + var segmentsX = this.verticesX - 1; + var segmentsY = this.verticesY - 1; + + var sizeX = texture.width / segmentsX; + var sizeY = texture.height / segmentsY; + + for (var i = 0; i < total; i++) { + var x = i % this.verticesX; + var y = i / this.verticesX | 0; + + verts.push(x * sizeX, y * sizeY); + + uvs.push(x / segmentsX, y / segmentsY); + } + + // cons + + var totalSub = segmentsX * segmentsY; + + for (var _i = 0; _i < totalSub; _i++) { + var xpos = _i % segmentsX; + var ypos = _i / segmentsX | 0; + + var value = ypos * this.verticesX + xpos; + var value2 = ypos * this.verticesX + xpos + 1; + var value3 = (ypos + 1) * this.verticesX + xpos; + var value4 = (ypos + 1) * this.verticesX + xpos + 1; + + indices.push(value, value2, value3); + indices.push(value2, value4, value3); + } + + // console.log(indices) + this.vertices = new Float32Array(verts); + this.uvs = new Float32Array(uvs); + this.colors = new Float32Array(colors); + this.indices = new Uint16Array(indices); + this.indexDirty = true; + + this.multiplyUvs(); + }; + + /** + * Clear texture UVs when new texture is set + * + * @private + */ + + + Plane.prototype._onTextureUpdate = function _onTextureUpdate() { + _Mesh3.default.prototype._onTextureUpdate.call(this); + + // wait for the Plane ctor to finish before calling refresh + if (this._ready) { + this.refresh(); + } + }; + + return Plane; +}(_Mesh3.default); + +exports.default = Plane; + +},{"./Mesh":166}],169:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _Mesh2 = require('./Mesh'); + +var _Mesh3 = _interopRequireDefault(_Mesh2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * The rope allows you to draw a texture across several points and them manipulate these points + * + *```js + * for (let i = 0; i < 20; i++) { + * points.push(new PIXI.Point(i * 50, 0)); + * }; + * let rope = new PIXI.Rope(PIXI.Texture.fromImage("snake.png"), points); + * ``` + * + * @class + * @extends PIXI.mesh.Mesh + * @memberof PIXI.mesh + * + */ +var Rope = function (_Mesh) { + _inherits(Rope, _Mesh); + + /** + * @param {PIXI.Texture} texture - The texture to use on the rope. + * @param {PIXI.Point[]} points - An array of {@link PIXI.Point} objects to construct this rope. + */ + function Rope(texture, points) { + _classCallCheck(this, Rope); + + /** + * An array of points that determine the rope + * + * @member {PIXI.Point[]} + */ + var _this = _possibleConstructorReturn(this, _Mesh.call(this, texture)); + + _this.points = points; + + /** + * An array of vertices used to construct this rope. + * + * @member {Float32Array} + */ + _this.vertices = new Float32Array(points.length * 4); + + /** + * The WebGL Uvs of the rope. + * + * @member {Float32Array} + */ + _this.uvs = new Float32Array(points.length * 4); + + /** + * An array containing the color components + * + * @member {Float32Array} + */ + _this.colors = new Float32Array(points.length * 2); + + /** + * An array containing the indices of the vertices + * + * @member {Uint16Array} + */ + _this.indices = new Uint16Array(points.length * 2); + + /** + * refreshes vertices on every updateTransform + * @member {boolean} + * @default true + */ + _this.autoUpdate = true; + + _this.refresh(); + return _this; + } + + /** + * Refreshes + * + */ + + + Rope.prototype._refresh = function _refresh() { + var points = this.points; + + // if too little points, or texture hasn't got UVs set yet just move on. + if (points.length < 1 || !this._texture._uvs) { + return; + } + + // if the number of points has changed we will need to recreate the arraybuffers + if (this.vertices.length / 4 !== points.length) { + this.vertices = new Float32Array(points.length * 4); + this.uvs = new Float32Array(points.length * 4); + this.colors = new Float32Array(points.length * 2); + this.indices = new Uint16Array(points.length * 2); + } + + var uvs = this.uvs; + + var indices = this.indices; + var colors = this.colors; + + uvs[0] = 0; + uvs[1] = 0; + uvs[2] = 0; + uvs[3] = 1; + + colors[0] = 1; + colors[1] = 1; + + indices[0] = 0; + indices[1] = 1; + + var total = points.length; + + for (var i = 1; i < total; i++) { + // time to do some smart drawing! + var index = i * 4; + var amount = i / (total - 1); + + uvs[index] = amount; + uvs[index + 1] = 0; + + uvs[index + 2] = amount; + uvs[index + 3] = 1; + + index = i * 2; + colors[index] = 1; + colors[index + 1] = 1; + + index = i * 2; + indices[index] = index; + indices[index + 1] = index + 1; + } + + // ensure that the changes are uploaded + this.dirty++; + this.indexDirty++; + + this.multiplyUvs(); + this.refreshVertices(); + }; + + /** + * refreshes vertices of Rope mesh + */ + + + Rope.prototype.refreshVertices = function refreshVertices() { + var points = this.points; + + if (points.length < 1) { + return; + } + + var lastPoint = points[0]; + var nextPoint = void 0; + var perpX = 0; + var perpY = 0; + + // this.count -= 0.2; + + var vertices = this.vertices; + var total = points.length; + + for (var i = 0; i < total; i++) { + var point = points[i]; + var index = i * 4; + + if (i < points.length - 1) { + nextPoint = points[i + 1]; + } else { + nextPoint = point; + } + + perpY = -(nextPoint.x - lastPoint.x); + perpX = nextPoint.y - lastPoint.y; + + var ratio = (1 - i / (total - 1)) * 10; + + if (ratio > 1) { + ratio = 1; + } + + var perpLength = Math.sqrt(perpX * perpX + perpY * perpY); + var num = this._texture.height / 2; // (20 + Math.abs(Math.sin((i + this.count) * 0.3) * 50) )* ratio; + + perpX /= perpLength; + perpY /= perpLength; + + perpX *= num; + perpY *= num; + + vertices[index] = point.x + perpX; + vertices[index + 1] = point.y + perpY; + vertices[index + 2] = point.x - perpX; + vertices[index + 3] = point.y - perpY; + + lastPoint = point; + } + }; + + /** + * Updates the object transform for rendering + * + * @private + */ + + + Rope.prototype.updateTransform = function updateTransform() { + if (this.autoUpdate) { + this.refreshVertices(); + } + this.containerUpdateTransform(); + }; + + return Rope; +}(_Mesh3.default); + +exports.default = Rope; + +},{"./Mesh":166}],170:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _Mesh = require('../Mesh'); + +var _Mesh2 = _interopRequireDefault(_Mesh); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * Renderer dedicated to meshes. + * + * @class + * @private + * @memberof PIXI + */ +var MeshSpriteRenderer = function () { + /** + * @param {PIXI.CanvasRenderer} renderer - The renderer this downport works for + */ + function MeshSpriteRenderer(renderer) { + _classCallCheck(this, MeshSpriteRenderer); + + this.renderer = renderer; + } + + /** + * Renders the Mesh + * + * @param {PIXI.mesh.Mesh} mesh - the Mesh to render + */ + + + MeshSpriteRenderer.prototype.render = function render(mesh) { + var renderer = this.renderer; + var context = renderer.context; + + var transform = mesh.worldTransform; + var res = renderer.resolution; + + if (renderer.roundPixels) { + context.setTransform(transform.a * res, transform.b * res, transform.c * res, transform.d * res, transform.tx * res | 0, transform.ty * res | 0); + } else { + context.setTransform(transform.a * res, transform.b * res, transform.c * res, transform.d * res, transform.tx * res, transform.ty * res); + } + + renderer.setBlendMode(mesh.blendMode); + + if (mesh.drawMode === _Mesh2.default.DRAW_MODES.TRIANGLE_MESH) { + this._renderTriangleMesh(mesh); + } else { + this._renderTriangles(mesh); + } + }; + + /** + * Draws the object in Triangle Mesh mode + * + * @private + * @param {PIXI.mesh.Mesh} mesh - the Mesh to render + */ + + + MeshSpriteRenderer.prototype._renderTriangleMesh = function _renderTriangleMesh(mesh) { + // draw triangles!! + var length = mesh.vertices.length / 2; + + for (var i = 0; i < length - 2; i++) { + // draw some triangles! + var index = i * 2; + + this._renderDrawTriangle(mesh, index, index + 2, index + 4); + } + }; + + /** + * Draws the object in triangle mode using canvas + * + * @private + * @param {PIXI.mesh.Mesh} mesh - the current mesh + */ + + + MeshSpriteRenderer.prototype._renderTriangles = function _renderTriangles(mesh) { + // draw triangles!! + var indices = mesh.indices; + var length = indices.length; + + for (var i = 0; i < length; i += 3) { + // draw some triangles! + var index0 = indices[i] * 2; + var index1 = indices[i + 1] * 2; + var index2 = indices[i + 2] * 2; + + this._renderDrawTriangle(mesh, index0, index1, index2); + } + }; + + /** + * Draws one of the triangles that from the Mesh + * + * @private + * @param {PIXI.mesh.Mesh} mesh - the current mesh + * @param {number} index0 - the index of the first vertex + * @param {number} index1 - the index of the second vertex + * @param {number} index2 - the index of the third vertex + */ + + + MeshSpriteRenderer.prototype._renderDrawTriangle = function _renderDrawTriangle(mesh, index0, index1, index2) { + var context = this.renderer.context; + var uvs = mesh.uvs; + var vertices = mesh.vertices; + var texture = mesh._texture; + + if (!texture.valid) { + return; + } + + var base = texture.baseTexture; + var textureSource = base.source; + var textureWidth = base.width; + var textureHeight = base.height; + + var u0 = void 0; + var u1 = void 0; + var u2 = void 0; + var v0 = void 0; + var v1 = void 0; + var v2 = void 0; + + if (mesh.uploadUvTransform) { + var ut = mesh._uvTransform.mapCoord; + + u0 = (uvs[index0] * ut.a + uvs[index0 + 1] * ut.c + ut.tx) * base.width; + u1 = (uvs[index1] * ut.a + uvs[index1 + 1] * ut.c + ut.tx) * base.width; + u2 = (uvs[index2] * ut.a + uvs[index2 + 1] * ut.c + ut.tx) * base.width; + v0 = (uvs[index0] * ut.b + uvs[index0 + 1] * ut.d + ut.ty) * base.height; + v1 = (uvs[index1] * ut.b + uvs[index1 + 1] * ut.d + ut.ty) * base.height; + v2 = (uvs[index2] * ut.b + uvs[index2 + 1] * ut.d + ut.ty) * base.height; + } else { + u0 = uvs[index0] * base.width; + u1 = uvs[index1] * base.width; + u2 = uvs[index2] * base.width; + v0 = uvs[index0 + 1] * base.height; + v1 = uvs[index1 + 1] * base.height; + v2 = uvs[index2 + 1] * base.height; + } + + var x0 = vertices[index0]; + var x1 = vertices[index1]; + var x2 = vertices[index2]; + var y0 = vertices[index0 + 1]; + var y1 = vertices[index1 + 1]; + var y2 = vertices[index2 + 1]; + + if (mesh.canvasPadding > 0) { + var paddingX = mesh.canvasPadding / mesh.worldTransform.a; + var paddingY = mesh.canvasPadding / mesh.worldTransform.d; + var centerX = (x0 + x1 + x2) / 3; + var centerY = (y0 + y1 + y2) / 3; + + var normX = x0 - centerX; + var normY = y0 - centerY; + + var dist = Math.sqrt(normX * normX + normY * normY); + + x0 = centerX + normX / dist * (dist + paddingX); + y0 = centerY + normY / dist * (dist + paddingY); + + // + + normX = x1 - centerX; + normY = y1 - centerY; + + dist = Math.sqrt(normX * normX + normY * normY); + x1 = centerX + normX / dist * (dist + paddingX); + y1 = centerY + normY / dist * (dist + paddingY); + + normX = x2 - centerX; + normY = y2 - centerY; + + dist = Math.sqrt(normX * normX + normY * normY); + x2 = centerX + normX / dist * (dist + paddingX); + y2 = centerY + normY / dist * (dist + paddingY); + } + + context.save(); + context.beginPath(); + + context.moveTo(x0, y0); + context.lineTo(x1, y1); + context.lineTo(x2, y2); + + context.closePath(); + + context.clip(); + + // Compute matrix transform + var delta = u0 * v1 + v0 * u2 + u1 * v2 - v1 * u2 - v0 * u1 - u0 * v2; + var deltaA = x0 * v1 + v0 * x2 + x1 * v2 - v1 * x2 - v0 * x1 - x0 * v2; + var deltaB = u0 * x1 + x0 * u2 + u1 * x2 - x1 * u2 - x0 * u1 - u0 * x2; + var deltaC = u0 * v1 * x2 + v0 * x1 * u2 + x0 * u1 * v2 - x0 * v1 * u2 - v0 * u1 * x2 - u0 * x1 * v2; + var deltaD = y0 * v1 + v0 * y2 + y1 * v2 - v1 * y2 - v0 * y1 - y0 * v2; + var deltaE = u0 * y1 + y0 * u2 + u1 * y2 - y1 * u2 - y0 * u1 - u0 * y2; + var deltaF = u0 * v1 * y2 + v0 * y1 * u2 + y0 * u1 * v2 - y0 * v1 * u2 - v0 * u1 * y2 - u0 * y1 * v2; + + context.transform(deltaA / delta, deltaD / delta, deltaB / delta, deltaE / delta, deltaC / delta, deltaF / delta); + + context.drawImage(textureSource, 0, 0, textureWidth * base.resolution, textureHeight * base.resolution, 0, 0, textureWidth, textureHeight); + + context.restore(); + this.renderer.invalidateBlendMode(); + }; + + /** + * Renders a flat Mesh + * + * @private + * @param {PIXI.mesh.Mesh} mesh - The Mesh to render + */ + + + MeshSpriteRenderer.prototype.renderMeshFlat = function renderMeshFlat(mesh) { + var context = this.renderer.context; + var vertices = mesh.vertices; + var length = vertices.length / 2; + + // this.count++; + + context.beginPath(); + + for (var i = 1; i < length - 2; ++i) { + // draw some triangles! + var index = i * 2; + + var x0 = vertices[index]; + var y0 = vertices[index + 1]; + + var x1 = vertices[index + 2]; + var y1 = vertices[index + 3]; + + var x2 = vertices[index + 4]; + var y2 = vertices[index + 5]; + + context.moveTo(x0, y0); + context.lineTo(x1, y1); + context.lineTo(x2, y2); + } + + context.fillStyle = '#FF0000'; + context.fill(); + context.closePath(); + }; + + /** + * destroy the the renderer. + * + */ + + + MeshSpriteRenderer.prototype.destroy = function destroy() { + this.renderer = null; + }; + + return MeshSpriteRenderer; +}(); + +exports.default = MeshSpriteRenderer; + + +core.CanvasRenderer.registerPlugin('mesh', MeshSpriteRenderer); + +},{"../../core":65,"../Mesh":166}],171:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _Mesh = require('./Mesh'); + +Object.defineProperty(exports, 'Mesh', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Mesh).default; + } +}); + +var _MeshRenderer = require('./webgl/MeshRenderer'); + +Object.defineProperty(exports, 'MeshRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_MeshRenderer).default; + } +}); + +var _CanvasMeshRenderer = require('./canvas/CanvasMeshRenderer'); + +Object.defineProperty(exports, 'CanvasMeshRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_CanvasMeshRenderer).default; + } +}); + +var _Plane = require('./Plane'); + +Object.defineProperty(exports, 'Plane', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Plane).default; + } +}); + +var _NineSlicePlane = require('./NineSlicePlane'); + +Object.defineProperty(exports, 'NineSlicePlane', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_NineSlicePlane).default; + } +}); + +var _Rope = require('./Rope'); + +Object.defineProperty(exports, 'Rope', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Rope).default; + } +}); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +},{"./Mesh":166,"./NineSlicePlane":167,"./Plane":168,"./Rope":169,"./canvas/CanvasMeshRenderer":170,"./webgl/MeshRenderer":172}],172:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _pixiGlCore = require('pixi-gl-core'); + +var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); + +var _Mesh = require('../Mesh'); + +var _Mesh2 = _interopRequireDefault(_Mesh); + +var _path = require('path'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +var matrixIdentity = core.Matrix.IDENTITY; + +/** + * WebGL renderer plugin for tiling sprites + * + * @class + * @memberof PIXI + * @extends PIXI.ObjectRenderer + */ + +var MeshRenderer = function (_core$ObjectRenderer) { + _inherits(MeshRenderer, _core$ObjectRenderer); + + /** + * constructor for renderer + * + * @param {WebGLRenderer} renderer The renderer this tiling awesomeness works for. + */ + function MeshRenderer(renderer) { + _classCallCheck(this, MeshRenderer); + + var _this = _possibleConstructorReturn(this, _core$ObjectRenderer.call(this, renderer)); + + _this.shader = null; + return _this; + } + + /** + * Sets up the renderer context and necessary buffers. + * + * @private + */ + + + MeshRenderer.prototype.onContextChange = function onContextChange() { + var gl = this.renderer.gl; + + this.shader = new core.Shader(gl, 'attribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\n\r\nuniform mat3 projectionMatrix;\r\nuniform mat3 translationMatrix;\r\nuniform mat3 uTransform;\r\n\r\nvarying vec2 vTextureCoord;\r\n\r\nvoid main(void)\r\n{\r\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n\r\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\r\n}\r\n', 'varying vec2 vTextureCoord;\r\nuniform vec4 uColor;\r\n\r\nuniform sampler2D uSampler;\r\n\r\nvoid main(void)\r\n{\r\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;\r\n}\r\n'); + }; + + /** + * renders mesh + * + * @param {PIXI.mesh.Mesh} mesh mesh instance + */ + + + MeshRenderer.prototype.render = function render(mesh) { + var renderer = this.renderer; + var gl = renderer.gl; + var texture = mesh._texture; + + if (!texture.valid) { + return; + } + + var glData = mesh._glDatas[renderer.CONTEXT_UID]; + + if (!glData) { + renderer.bindVao(null); + + glData = { + shader: this.shader, + vertexBuffer: _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, mesh.vertices, gl.STREAM_DRAW), + uvBuffer: _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, mesh.uvs, gl.STREAM_DRAW), + indexBuffer: _pixiGlCore2.default.GLBuffer.createIndexBuffer(gl, mesh.indices, gl.STATIC_DRAW), + // build the vao object that will render.. + vao: null, + dirty: mesh.dirty, + indexDirty: mesh.indexDirty + }; + + // build the vao object that will render.. + glData.vao = new _pixiGlCore2.default.VertexArrayObject(gl).addIndex(glData.indexBuffer).addAttribute(glData.vertexBuffer, glData.shader.attributes.aVertexPosition, gl.FLOAT, false, 2 * 4, 0).addAttribute(glData.uvBuffer, glData.shader.attributes.aTextureCoord, gl.FLOAT, false, 2 * 4, 0); + + mesh._glDatas[renderer.CONTEXT_UID] = glData; + } + + renderer.bindVao(glData.vao); + + if (mesh.dirty !== glData.dirty) { + glData.dirty = mesh.dirty; + glData.uvBuffer.upload(mesh.uvs); + } + + if (mesh.indexDirty !== glData.indexDirty) { + glData.indexDirty = mesh.indexDirty; + glData.indexBuffer.upload(mesh.indices); + } + + glData.vertexBuffer.upload(mesh.vertices); + + renderer.bindShader(glData.shader); + + glData.shader.uniforms.uSampler = renderer.bindTexture(texture); + + renderer.state.setBlendMode(core.utils.correctBlendMode(mesh.blendMode, texture.baseTexture.premultipliedAlpha)); + + if (glData.shader.uniforms.uTransform) { + if (mesh.uploadUvTransform) { + glData.shader.uniforms.uTransform = mesh._uvTransform.mapCoord.toArray(true); + } else { + glData.shader.uniforms.uTransform = matrixIdentity.toArray(true); + } + } + glData.shader.uniforms.translationMatrix = mesh.worldTransform.toArray(true); + + glData.shader.uniforms.uColor = core.utils.premultiplyRgba(mesh.tintRgb, mesh.worldAlpha, glData.shader.uniforms.uColor, texture.baseTexture.premultipliedAlpha); + + var drawMode = mesh.drawMode === _Mesh2.default.DRAW_MODES.TRIANGLE_MESH ? gl.TRIANGLE_STRIP : gl.TRIANGLES; + + glData.vao.draw(drawMode, mesh.indices.length, 0); + }; + + return MeshRenderer; +}(core.ObjectRenderer); + +exports.default = MeshRenderer; + + +core.WebGLRenderer.registerPlugin('mesh', MeshRenderer); + +},{"../../core":65,"../Mesh":166,"path":25,"pixi-gl-core":7}],173:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _core = require('../core'); + +var core = _interopRequireWildcard(_core); + +var _utils = require('../core/utils'); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * The ParticleContainer class is a really fast version of the Container built solely for speed, + * so use when you need a lot of sprites or particles. The tradeoff of the ParticleContainer is that advanced + * functionality will not work. ParticleContainer implements only the basic object transform (position, scale, rotation). + * Any other functionality like tinting, masking, etc will not work on sprites in this batch. + * + * It's extremely easy to use : + * + * ```js + * let container = new ParticleContainer(); + * + * for (let i = 0; i < 100; ++i) + * { + * let sprite = new PIXI.Sprite.fromImage("myImage.png"); + * container.addChild(sprite); + * } + * ``` + * + * And here you have a hundred sprites that will be rendered at the speed of light. + * + * @class + * @extends PIXI.Container + * @memberof PIXI.particles + */ +var ParticleContainer = function (_core$Container) { + _inherits(ParticleContainer, _core$Container); + + /** + * @param {number} [maxSize=15000] - The maximum number of particles that can be renderer by the container. + * @param {object} [properties] - The properties of children that should be uploaded to the gpu and applied. + * @param {boolean} [properties.scale=false] - When true, scale be uploaded and applied. + * @param {boolean} [properties.position=true] - When true, position be uploaded and applied. + * @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied. + * @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied. + * @param {boolean} [properties.alpha=false] - When true, alpha be uploaded and applied. + * @param {number} [batchSize=15000] - Number of particles per batch. + */ + function ParticleContainer() { + var maxSize = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1500; + var properties = arguments[1]; + var batchSize = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 16384; + + _classCallCheck(this, ParticleContainer); + + // Making sure the batch size is valid + // 65535 is max vertex index in the index buffer (see ParticleRenderer) + // so max number of particles is 65536 / 4 = 16384 + var _this = _possibleConstructorReturn(this, _core$Container.call(this)); + + var maxBatchSize = 16384; + + if (batchSize > maxBatchSize) { + batchSize = maxBatchSize; + } + + if (batchSize > maxSize) { + batchSize = maxSize; + } + + /** + * Set properties to be dynamic (true) / static (false) + * + * @member {boolean[]} + * @private + */ + _this._properties = [false, true, false, false, false]; + + /** + * @member {number} + * @private + */ + _this._maxSize = maxSize; + + /** + * @member {number} + * @private + */ + _this._batchSize = batchSize; + + /** + * @member {object} + * @private + */ + _this._glBuffers = {}; + + /** + * @member {number} + * @private + */ + _this._bufferToUpdate = 0; + + /** + * @member {boolean} + * + */ + _this.interactiveChildren = false; + + /** + * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL` + * to reset the blend mode. + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL + * @see PIXI.BLEND_MODES + */ + _this.blendMode = core.BLEND_MODES.NORMAL; + + /** + * Used for canvas renderering. If true then the elements will be positioned at the + * nearest pixel. This provides a nice speed boost. + * + * @member {boolean} + * @default true; + */ + _this.roundPixels = true; + + /** + * The texture used to render the children. + * + * @readonly + * @member {BaseTexture} + */ + _this.baseTexture = null; + + _this.setProperties(properties); + + /** + * The tint applied to the container. + * This is a hex value. A value of 0xFFFFFF will remove any tint effect. + * + * @private + * @member {number} + * @default 0xFFFFFF + */ + _this._tint = 0; + _this.tintRgb = new Float32Array(4); + _this.tint = 0xFFFFFF; + return _this; + } + + /** + * Sets the private properties array to dynamic / static based on the passed properties object + * + * @param {object} properties - The properties to be uploaded + */ + + + ParticleContainer.prototype.setProperties = function setProperties(properties) { + if (properties) { + this._properties[0] = 'scale' in properties ? !!properties.scale : this._properties[0]; + this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1]; + this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2]; + this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3]; + this._properties[4] = 'alpha' in properties ? !!properties.alpha : this._properties[4]; + } + }; + + /** + * Updates the object transform for rendering + * + * @private + */ + + + ParticleContainer.prototype.updateTransform = function updateTransform() { + // TODO don't need to! + this.displayObjectUpdateTransform(); + // PIXI.Container.prototype.updateTransform.call( this ); + }; + + /** + * The tint applied to the container. This is a hex value. + * A value of 0xFFFFFF will remove any tint effect. + ** IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer. + * @member {number} + * @default 0xFFFFFF + */ + + + /** + * Renders the container using the WebGL renderer + * + * @private + * @param {PIXI.WebGLRenderer} renderer - The webgl renderer + */ + ParticleContainer.prototype.renderWebGL = function renderWebGL(renderer) { + var _this2 = this; + + if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { + return; + } + + if (!this.baseTexture) { + this.baseTexture = this.children[0]._texture.baseTexture; + if (!this.baseTexture.hasLoaded) { + this.baseTexture.once('update', function () { + return _this2.onChildrenChange(0); + }); + } + } + + renderer.setObjectRenderer(renderer.plugins.particle); + renderer.plugins.particle.render(this); + }; + + /** + * Set the flag that static data should be updated to true + * + * @private + * @param {number} smallestChildIndex - The smallest child index + */ + + + ParticleContainer.prototype.onChildrenChange = function onChildrenChange(smallestChildIndex) { + var bufferIndex = Math.floor(smallestChildIndex / this._batchSize); + + if (bufferIndex < this._bufferToUpdate) { + this._bufferToUpdate = bufferIndex; + } + }; + + /** + * Renders the object using the Canvas renderer + * + * @private + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer + */ + + + ParticleContainer.prototype.renderCanvas = function renderCanvas(renderer) { + if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { + return; + } + + var context = renderer.context; + var transform = this.worldTransform; + var isRotated = true; + + var positionX = 0; + var positionY = 0; + + var finalWidth = 0; + var finalHeight = 0; + + renderer.setBlendMode(this.blendMode); + + context.globalAlpha = this.worldAlpha; + + this.displayObjectUpdateTransform(); + + for (var i = 0; i < this.children.length; ++i) { + var child = this.children[i]; + + if (!child.visible) { + continue; + } + + var frame = child._texture.frame; + + context.globalAlpha = this.worldAlpha * child.alpha; + + if (child.rotation % (Math.PI * 2) === 0) { + // this is the fastest way to optimise! - if rotation is 0 then we can avoid any kind of setTransform call + if (isRotated) { + context.setTransform(transform.a, transform.b, transform.c, transform.d, transform.tx * renderer.resolution, transform.ty * renderer.resolution); + + isRotated = false; + } + + positionX = child.anchor.x * (-frame.width * child.scale.x) + child.position.x + 0.5; + positionY = child.anchor.y * (-frame.height * child.scale.y) + child.position.y + 0.5; + + finalWidth = frame.width * child.scale.x; + finalHeight = frame.height * child.scale.y; + } else { + if (!isRotated) { + isRotated = true; + } + + child.displayObjectUpdateTransform(); + + var childTransform = child.worldTransform; + + if (renderer.roundPixels) { + context.setTransform(childTransform.a, childTransform.b, childTransform.c, childTransform.d, childTransform.tx * renderer.resolution | 0, childTransform.ty * renderer.resolution | 0); + } else { + context.setTransform(childTransform.a, childTransform.b, childTransform.c, childTransform.d, childTransform.tx * renderer.resolution, childTransform.ty * renderer.resolution); + } + + positionX = child.anchor.x * -frame.width + 0.5; + positionY = child.anchor.y * -frame.height + 0.5; + + finalWidth = frame.width; + finalHeight = frame.height; + } + + var resolution = child._texture.baseTexture.resolution; + + context.drawImage(child._texture.baseTexture.source, frame.x * resolution, frame.y * resolution, frame.width * resolution, frame.height * resolution, positionX * renderer.resolution, positionY * renderer.resolution, finalWidth * renderer.resolution, finalHeight * renderer.resolution); + } + }; + + /** + * Destroys the container + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their + * destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the texture of the child sprite + * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the base texture of the child sprite + */ + + + ParticleContainer.prototype.destroy = function destroy(options) { + _core$Container.prototype.destroy.call(this, options); + + if (this._buffers) { + for (var i = 0; i < this._buffers.length; ++i) { + this._buffers[i].destroy(); + } + } + + this._properties = null; + this._buffers = null; + }; + + _createClass(ParticleContainer, [{ + key: 'tint', + get: function get() { + return this._tint; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._tint = value; + (0, _utils.hex2rgb)(value, this.tintRgb); + } + }]); + + return ParticleContainer; +}(core.Container); + +exports.default = ParticleContainer; + +},{"../core":65,"../core/utils":124}],174:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _ParticleContainer = require('./ParticleContainer'); + +Object.defineProperty(exports, 'ParticleContainer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_ParticleContainer).default; + } +}); + +var _ParticleRenderer = require('./webgl/ParticleRenderer'); + +Object.defineProperty(exports, 'ParticleRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_ParticleRenderer).default; + } +}); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +},{"./ParticleContainer":173,"./webgl/ParticleRenderer":176}],175:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _pixiGlCore = require('pixi-gl-core'); + +var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); + +var _createIndicesForQuads = require('../../core/utils/createIndicesForQuads'); + +var _createIndicesForQuads2 = _interopRequireDefault(_createIndicesForQuads); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original PixiJS version! + * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that + * they now share 4 bytes on the vertex buffer + * + * Heavily inspired by LibGDX's ParticleBuffer: + * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java + */ + +/** + * The particle buffer manages the static and dynamic buffers for a particle container. + * + * @class + * @private + * @memberof PIXI + */ +var ParticleBuffer = function () { + /** + * @param {WebGLRenderingContext} gl - The rendering context. + * @param {object} properties - The properties to upload. + * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic. + * @param {number} size - The size of the batch. + */ + function ParticleBuffer(gl, properties, dynamicPropertyFlags, size) { + _classCallCheck(this, ParticleBuffer); + + /** + * The current WebGL drawing context. + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + /** + * Size of a single vertex. + * + * @member {number} + */ + this.vertSize = 2; + + /** + * Size of a single vertex in bytes. + * + * @member {number} + */ + this.vertByteSize = this.vertSize * 4; + + /** + * The number of particles the buffer can hold + * + * @member {number} + */ + this.size = size; + + /** + * A list of the properties that are dynamic. + * + * @member {object[]} + */ + this.dynamicProperties = []; + + /** + * A list of the properties that are static. + * + * @member {object[]} + */ + this.staticProperties = []; + + for (var i = 0; i < properties.length; ++i) { + var property = properties[i]; + + // Make copy of properties object so that when we edit the offset it doesn't + // change all other instances of the object literal + property = { + attribute: property.attribute, + size: property.size, + uploadFunction: property.uploadFunction, + offset: property.offset + }; + + if (dynamicPropertyFlags[i]) { + this.dynamicProperties.push(property); + } else { + this.staticProperties.push(property); + } + } + + this.staticStride = 0; + this.staticBuffer = null; + this.staticData = null; + + this.dynamicStride = 0; + this.dynamicBuffer = null; + this.dynamicData = null; + + this.initBuffers(); + } + + /** + * Sets up the renderer context and necessary buffers. + * + * @private + */ + + + ParticleBuffer.prototype.initBuffers = function initBuffers() { + var gl = this.gl; + var dynamicOffset = 0; + + /** + * Holds the indices of the geometry (quads) to draw + * + * @member {Uint16Array} + */ + this.indices = (0, _createIndicesForQuads2.default)(this.size); + this.indexBuffer = _pixiGlCore2.default.GLBuffer.createIndexBuffer(gl, this.indices, gl.STATIC_DRAW); + + this.dynamicStride = 0; + + for (var i = 0; i < this.dynamicProperties.length; ++i) { + var property = this.dynamicProperties[i]; + + property.offset = dynamicOffset; + dynamicOffset += property.size; + this.dynamicStride += property.size; + } + + this.dynamicData = new Float32Array(this.size * this.dynamicStride * 4); + this.dynamicBuffer = _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, this.dynamicData, gl.STREAM_DRAW); + + // static // + var staticOffset = 0; + + this.staticStride = 0; + + for (var _i = 0; _i < this.staticProperties.length; ++_i) { + var _property = this.staticProperties[_i]; + + _property.offset = staticOffset; + staticOffset += _property.size; + this.staticStride += _property.size; + } + + this.staticData = new Float32Array(this.size * this.staticStride * 4); + this.staticBuffer = _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, this.staticData, gl.STATIC_DRAW); + + this.vao = new _pixiGlCore2.default.VertexArrayObject(gl).addIndex(this.indexBuffer); + + for (var _i2 = 0; _i2 < this.dynamicProperties.length; ++_i2) { + var _property2 = this.dynamicProperties[_i2]; + + this.vao.addAttribute(this.dynamicBuffer, _property2.attribute, gl.FLOAT, false, this.dynamicStride * 4, _property2.offset * 4); + } + + for (var _i3 = 0; _i3 < this.staticProperties.length; ++_i3) { + var _property3 = this.staticProperties[_i3]; + + this.vao.addAttribute(this.staticBuffer, _property3.attribute, gl.FLOAT, false, this.staticStride * 4, _property3.offset * 4); + } + }; + + /** + * Uploads the dynamic properties. + * + * @param {PIXI.DisplayObject[]} children - The children to upload. + * @param {number} startIndex - The index to start at. + * @param {number} amount - The number to upload. + */ + + + ParticleBuffer.prototype.uploadDynamic = function uploadDynamic(children, startIndex, amount) { + for (var i = 0; i < this.dynamicProperties.length; i++) { + var property = this.dynamicProperties[i]; + + property.uploadFunction(children, startIndex, amount, this.dynamicData, this.dynamicStride, property.offset); + } + + this.dynamicBuffer.upload(); + }; + + /** + * Uploads the static properties. + * + * @param {PIXI.DisplayObject[]} children - The children to upload. + * @param {number} startIndex - The index to start at. + * @param {number} amount - The number to upload. + */ + + + ParticleBuffer.prototype.uploadStatic = function uploadStatic(children, startIndex, amount) { + for (var i = 0; i < this.staticProperties.length; i++) { + var property = this.staticProperties[i]; + + property.uploadFunction(children, startIndex, amount, this.staticData, this.staticStride, property.offset); + } + + this.staticBuffer.upload(); + }; + + /** + * Destroys the ParticleBuffer. + * + */ + + + ParticleBuffer.prototype.destroy = function destroy() { + this.dynamicProperties = null; + this.dynamicData = null; + this.dynamicBuffer.destroy(); + + this.staticProperties = null; + this.staticData = null; + this.staticBuffer.destroy(); + }; + + return ParticleBuffer; +}(); + +exports.default = ParticleBuffer; + +},{"../../core/utils/createIndicesForQuads":122,"pixi-gl-core":7}],176:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _ParticleShader = require('./ParticleShader'); + +var _ParticleShader2 = _interopRequireDefault(_ParticleShader); + +var _ParticleBuffer = require('./ParticleBuffer'); + +var _ParticleBuffer2 = _interopRequireDefault(_ParticleBuffer); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original PixiJS version! + * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now + * share 4 bytes on the vertex buffer + * + * Heavily inspired by LibGDX's ParticleRenderer: + * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java + */ + +/** + * + * @class + * @private + * @memberof PIXI + */ +var ParticleRenderer = function (_core$ObjectRenderer) { + _inherits(ParticleRenderer, _core$ObjectRenderer); + + /** + * @param {PIXI.WebGLRenderer} renderer - The renderer this sprite batch works for. + */ + function ParticleRenderer(renderer) { + _classCallCheck(this, ParticleRenderer); + + // 65535 is max vertex index in the index buffer (see ParticleRenderer) + // so max number of particles is 65536 / 4 = 16384 + // and max number of element in the index buffer is 16384 * 6 = 98304 + // Creating a full index buffer, overhead is 98304 * 2 = 196Ko + // let numIndices = 98304; + + /** + * The default shader that is used if a sprite doesn't have a more specific one. + * + * @member {PIXI.Shader} + */ + var _this = _possibleConstructorReturn(this, _core$ObjectRenderer.call(this, renderer)); + + _this.shader = null; + + _this.indexBuffer = null; + + _this.properties = null; + + _this.tempMatrix = new core.Matrix(); + + _this.CONTEXT_UID = 0; + return _this; + } + + /** + * When there is a WebGL context change + * + * @private + */ + + + ParticleRenderer.prototype.onContextChange = function onContextChange() { + var gl = this.renderer.gl; + + this.CONTEXT_UID = this.renderer.CONTEXT_UID; + + // setup default shader + this.shader = new _ParticleShader2.default(gl); + + this.properties = [ + // verticesData + { + attribute: this.shader.attributes.aVertexPosition, + size: 2, + uploadFunction: this.uploadVertices, + offset: 0 + }, + // positionData + { + attribute: this.shader.attributes.aPositionCoord, + size: 2, + uploadFunction: this.uploadPosition, + offset: 0 + }, + // rotationData + { + attribute: this.shader.attributes.aRotation, + size: 1, + uploadFunction: this.uploadRotation, + offset: 0 + }, + // uvsData + { + attribute: this.shader.attributes.aTextureCoord, + size: 2, + uploadFunction: this.uploadUvs, + offset: 0 + }, + // alphaData + { + attribute: this.shader.attributes.aColor, + size: 1, + uploadFunction: this.uploadAlpha, + offset: 0 + }]; + }; + + /** + * Starts a new particle batch. + * + */ + + + ParticleRenderer.prototype.start = function start() { + this.renderer.bindShader(this.shader); + }; + + /** + * Renders the particle container object. + * + * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer + */ + + + ParticleRenderer.prototype.render = function render(container) { + var children = container.children; + var maxSize = container._maxSize; + var batchSize = container._batchSize; + var renderer = this.renderer; + var totalChildren = children.length; + + if (totalChildren === 0) { + return; + } else if (totalChildren > maxSize) { + totalChildren = maxSize; + } + + var buffers = container._glBuffers[renderer.CONTEXT_UID]; + + if (!buffers) { + buffers = container._glBuffers[renderer.CONTEXT_UID] = this.generateBuffers(container); + } + + var baseTexture = children[0]._texture.baseTexture; + + // if the uvs have not updated then no point rendering just yet! + this.renderer.setBlendMode(core.utils.correctBlendMode(container.blendMode, baseTexture.premultipliedAlpha)); + + var gl = renderer.gl; + + var m = container.worldTransform.copy(this.tempMatrix); + + m.prepend(renderer._activeRenderTarget.projectionMatrix); + + this.shader.uniforms.projectionMatrix = m.toArray(true); + + this.shader.uniforms.uColor = core.utils.premultiplyRgba(container.tintRgb, container.worldAlpha, this.shader.uniforms.uColor, baseTexture.premultipliedAlpha); + + // make sure the texture is bound.. + this.shader.uniforms.uSampler = renderer.bindTexture(baseTexture); + + // now lets upload and render the buffers.. + for (var i = 0, j = 0; i < totalChildren; i += batchSize, j += 1) { + var amount = totalChildren - i; + + if (amount > batchSize) { + amount = batchSize; + } + + var buffer = buffers[j]; + + // we always upload the dynamic + buffer.uploadDynamic(children, i, amount); + + // we only upload the static content when we have to! + if (container._bufferToUpdate === j) { + buffer.uploadStatic(children, i, amount); + container._bufferToUpdate = j + 1; + } + + // bind the buffer + renderer.bindVao(buffer.vao); + buffer.vao.draw(gl.TRIANGLES, amount * 6); + } + }; + + /** + * Creates one particle buffer for each child in the container we want to render and updates internal properties + * + * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer + * @return {PIXI.ParticleBuffer[]} The buffers + */ + + + ParticleRenderer.prototype.generateBuffers = function generateBuffers(container) { + var gl = this.renderer.gl; + var buffers = []; + var size = container._maxSize; + var batchSize = container._batchSize; + var dynamicPropertyFlags = container._properties; + + for (var i = 0; i < size; i += batchSize) { + buffers.push(new _ParticleBuffer2.default(gl, this.properties, dynamicPropertyFlags, batchSize)); + } + + return buffers; + }; + + /** + * Uploads the verticies. + * + * @param {PIXI.DisplayObject[]} children - the array of display objects to render + * @param {number} startIndex - the index to start from in the children array + * @param {number} amount - the amount of children that will have their vertices uploaded + * @param {number[]} array - The vertices to upload. + * @param {number} stride - Stride to use for iteration. + * @param {number} offset - Offset to start at. + */ + + + ParticleRenderer.prototype.uploadVertices = function uploadVertices(children, startIndex, amount, array, stride, offset) { + var w0 = 0; + var w1 = 0; + var h0 = 0; + var h1 = 0; + + for (var i = 0; i < amount; ++i) { + var sprite = children[startIndex + i]; + var texture = sprite._texture; + var sx = sprite.scale.x; + var sy = sprite.scale.y; + var trim = texture.trim; + var orig = texture.orig; + + if (trim) { + // if the sprite is trimmed and is not a tilingsprite then we need to add the + // extra space before transforming the sprite coords.. + w1 = trim.x - sprite.anchor.x * orig.width; + w0 = w1 + trim.width; + + h1 = trim.y - sprite.anchor.y * orig.height; + h0 = h1 + trim.height; + } else { + w0 = orig.width * (1 - sprite.anchor.x); + w1 = orig.width * -sprite.anchor.x; + + h0 = orig.height * (1 - sprite.anchor.y); + h1 = orig.height * -sprite.anchor.y; + } + + array[offset] = w1 * sx; + array[offset + 1] = h1 * sy; + + array[offset + stride] = w0 * sx; + array[offset + stride + 1] = h1 * sy; + + array[offset + stride * 2] = w0 * sx; + array[offset + stride * 2 + 1] = h0 * sy; + + array[offset + stride * 3] = w1 * sx; + array[offset + stride * 3 + 1] = h0 * sy; + + offset += stride * 4; + } + }; + + /** + * + * @param {PIXI.DisplayObject[]} children - the array of display objects to render + * @param {number} startIndex - the index to start from in the children array + * @param {number} amount - the amount of children that will have their positions uploaded + * @param {number[]} array - The vertices to upload. + * @param {number} stride - Stride to use for iteration. + * @param {number} offset - Offset to start at. + */ + + + ParticleRenderer.prototype.uploadPosition = function uploadPosition(children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; i++) { + var spritePosition = children[startIndex + i].position; + + array[offset] = spritePosition.x; + array[offset + 1] = spritePosition.y; + + array[offset + stride] = spritePosition.x; + array[offset + stride + 1] = spritePosition.y; + + array[offset + stride * 2] = spritePosition.x; + array[offset + stride * 2 + 1] = spritePosition.y; + + array[offset + stride * 3] = spritePosition.x; + array[offset + stride * 3 + 1] = spritePosition.y; + + offset += stride * 4; + } + }; + + /** + * + * @param {PIXI.DisplayObject[]} children - the array of display objects to render + * @param {number} startIndex - the index to start from in the children array + * @param {number} amount - the amount of children that will have their rotation uploaded + * @param {number[]} array - The vertices to upload. + * @param {number} stride - Stride to use for iteration. + * @param {number} offset - Offset to start at. + */ + + + ParticleRenderer.prototype.uploadRotation = function uploadRotation(children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; i++) { + var spriteRotation = children[startIndex + i].rotation; + + array[offset] = spriteRotation; + array[offset + stride] = spriteRotation; + array[offset + stride * 2] = spriteRotation; + array[offset + stride * 3] = spriteRotation; + + offset += stride * 4; + } + }; + + /** + * + * @param {PIXI.DisplayObject[]} children - the array of display objects to render + * @param {number} startIndex - the index to start from in the children array + * @param {number} amount - the amount of children that will have their rotation uploaded + * @param {number[]} array - The vertices to upload. + * @param {number} stride - Stride to use for iteration. + * @param {number} offset - Offset to start at. + */ + + + ParticleRenderer.prototype.uploadUvs = function uploadUvs(children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; ++i) { + var textureUvs = children[startIndex + i]._texture._uvs; + + if (textureUvs) { + array[offset] = textureUvs.x0; + array[offset + 1] = textureUvs.y0; + + array[offset + stride] = textureUvs.x1; + array[offset + stride + 1] = textureUvs.y1; + + array[offset + stride * 2] = textureUvs.x2; + array[offset + stride * 2 + 1] = textureUvs.y2; + + array[offset + stride * 3] = textureUvs.x3; + array[offset + stride * 3 + 1] = textureUvs.y3; + + offset += stride * 4; + } else { + // TODO you know this can be easier! + array[offset] = 0; + array[offset + 1] = 0; + + array[offset + stride] = 0; + array[offset + stride + 1] = 0; + + array[offset + stride * 2] = 0; + array[offset + stride * 2 + 1] = 0; + + array[offset + stride * 3] = 0; + array[offset + stride * 3 + 1] = 0; + + offset += stride * 4; + } + } + }; + + /** + * + * @param {PIXI.DisplayObject[]} children - the array of display objects to render + * @param {number} startIndex - the index to start from in the children array + * @param {number} amount - the amount of children that will have their rotation uploaded + * @param {number[]} array - The vertices to upload. + * @param {number} stride - Stride to use for iteration. + * @param {number} offset - Offset to start at. + */ + + + ParticleRenderer.prototype.uploadAlpha = function uploadAlpha(children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; i++) { + var spriteAlpha = children[startIndex + i].alpha; + + array[offset] = spriteAlpha; + array[offset + stride] = spriteAlpha; + array[offset + stride * 2] = spriteAlpha; + array[offset + stride * 3] = spriteAlpha; + + offset += stride * 4; + } + }; + + /** + * Destroys the ParticleRenderer. + * + */ + + + ParticleRenderer.prototype.destroy = function destroy() { + if (this.renderer.gl) { + this.renderer.gl.deleteBuffer(this.indexBuffer); + } + + _core$ObjectRenderer.prototype.destroy.call(this); + + this.shader.destroy(); + + this.indices = null; + this.tempMatrix = null; + }; + + return ParticleRenderer; +}(core.ObjectRenderer); + +exports.default = ParticleRenderer; + + +core.WebGLRenderer.registerPlugin('particle', ParticleRenderer); + +},{"../../core":65,"./ParticleBuffer":175,"./ParticleShader":177}],177:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _Shader2 = require('../../core/Shader'); + +var _Shader3 = _interopRequireDefault(_Shader2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * @class + * @extends PIXI.Shader + * @memberof PIXI + */ +var ParticleShader = function (_Shader) { + _inherits(ParticleShader, _Shader); + + /** + * @param {PIXI.Shader} gl - The webgl shader manager this shader works for. + */ + function ParticleShader(gl) { + _classCallCheck(this, ParticleShader); + + return _possibleConstructorReturn(this, _Shader.call(this, gl, + // vertex shader + ['attribute vec2 aVertexPosition;', 'attribute vec2 aTextureCoord;', 'attribute float aColor;', 'attribute vec2 aPositionCoord;', 'attribute vec2 aScale;', 'attribute float aRotation;', 'uniform mat3 projectionMatrix;', 'varying vec2 vTextureCoord;', 'varying float vColor;', 'void main(void){', ' vec2 v = aVertexPosition;', ' v.x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);', ' v.y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);', ' v = v + aPositionCoord;', ' gl_Position = vec4((projectionMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);', ' vTextureCoord = aTextureCoord;', ' vColor = aColor;', '}'].join('\n'), + // hello + ['varying vec2 vTextureCoord;', 'varying float vColor;', 'uniform sampler2D uSampler;', 'uniform vec4 uColor;', 'void main(void){', ' vec4 color = texture2D(uSampler, vTextureCoord) * vColor * uColor;', ' if (color.a == 0.0) discard;', ' gl_FragColor = color;', '}'].join('\n'))); + } + + return ParticleShader; +}(_Shader3.default); + +exports.default = ParticleShader; + +},{"../../core/Shader":44}],178:[function(require,module,exports){ +"use strict"; + +// References: +// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign + +if (!Math.sign) { + Math.sign = function mathSign(x) { + x = Number(x); + + if (x === 0 || isNaN(x)) { + return x; + } + + return x > 0 ? 1 : -1; + }; +} + +},{}],179:[function(require,module,exports){ +'use strict'; + +var _objectAssign = require('object-assign'); + +var _objectAssign2 = _interopRequireDefault(_objectAssign); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +if (!Object.assign) { + Object.assign = _objectAssign2.default; +} // References: +// https://github.com/sindresorhus/object-assign +// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign + +},{"object-assign":23}],180:[function(require,module,exports){ +'use strict'; + +require('./Object.assign'); + +require('./requestAnimationFrame'); + +require('./Math.sign'); + +if (!window.ArrayBuffer) { + window.ArrayBuffer = Array; +} + +if (!window.Float32Array) { + window.Float32Array = Array; +} + +if (!window.Uint32Array) { + window.Uint32Array = Array; +} + +if (!window.Uint16Array) { + window.Uint16Array = Array; +} + +},{"./Math.sign":178,"./Object.assign":179,"./requestAnimationFrame":181}],181:[function(require,module,exports){ +(function (global){ +'use strict'; + +// References: +// http://paulirish.com/2011/requestanimationframe-for-smart-animating/ +// https://gist.github.com/1579671 +// http://updates.html5rocks.com/2012/05/requestAnimationFrame-API-now-with-sub-millisecond-precision +// https://gist.github.com/timhall/4078614 +// https://github.com/Financial-Times/polyfill-service/tree/master/polyfills/requestAnimationFrame + +// Expected to be used with Browserfiy +// Browserify automatically detects the use of `global` and passes the +// correct reference of `global`, `self`, and finally `window` + +var ONE_FRAME_TIME = 16; + +// Date.now +if (!(Date.now && Date.prototype.getTime)) { + Date.now = function now() { + return new Date().getTime(); + }; +} + +// performance.now +if (!(global.performance && global.performance.now)) { + (function () { + var startTime = Date.now(); + + if (!global.performance) { + global.performance = {}; + } + + global.performance.now = function () { + return Date.now() - startTime; + }; + })(); +} + +// requestAnimationFrame +var lastTime = Date.now(); +var vendors = ['ms', 'moz', 'webkit', 'o']; + +for (var x = 0; x < vendors.length && !global.requestAnimationFrame; ++x) { + var p = vendors[x]; + + global.requestAnimationFrame = global[p + 'RequestAnimationFrame']; + global.cancelAnimationFrame = global[p + 'CancelAnimationFrame'] || global[p + 'CancelRequestAnimationFrame']; +} + +if (!global.requestAnimationFrame) { + global.requestAnimationFrame = function (callback) { + if (typeof callback !== 'function') { + throw new TypeError(callback + 'is not a function'); + } + + var currentTime = Date.now(); + var delay = ONE_FRAME_TIME + lastTime - currentTime; + + if (delay < 0) { + delay = 0; + } + + lastTime = currentTime; + + return setTimeout(function () { + lastTime = Date.now(); + callback(performance.now()); + }, delay); + }; +} + +if (!global.cancelAnimationFrame) { + global.cancelAnimationFrame = function (id) { + return clearTimeout(id); + }; +} + +}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {}) + +},{}],182:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _core = require('../core'); + +var core = _interopRequireWildcard(_core); + +var _CountLimiter = require('./limiters/CountLimiter'); + +var _CountLimiter2 = _interopRequireDefault(_CountLimiter); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +var SharedTicker = core.ticker.shared; + +/** + * Default number of uploads per frame using prepare plugin. + * + * @static + * @memberof PIXI.settings + * @name UPLOADS_PER_FRAME + * @type {number} + * @default 4 + */ +core.settings.UPLOADS_PER_FRAME = 4; + +/** + * The prepare manager provides functionality to upload content to the GPU. BasePrepare handles + * basic queuing functionality and is extended by {@link PIXI.prepare.WebGLPrepare} and {@link PIXI.prepare.CanvasPrepare} + * to provide preparation capabilities specific to their respective renderers. + * + * @example + * // Create a sprite + * const sprite = new PIXI.Sprite.fromImage('something.png'); + * + * // Load object into GPU + * app.renderer.plugins.prepare.upload(sprite, () => { + * + * //Texture(s) has been uploaded to GPU + * app.stage.addChild(sprite); + * + * }) + * + * @abstract + * @class + * @memberof PIXI.prepare + */ + +var BasePrepare = function () { + /** + * @param {PIXI.SystemRenderer} renderer - A reference to the current renderer + */ + function BasePrepare(renderer) { + var _this = this; + + _classCallCheck(this, BasePrepare); + + /** + * The limiter to be used to control how quickly items are prepared. + * @type {PIXI.prepare.CountLimiter|PIXI.prepare.TimeLimiter} + */ + this.limiter = new _CountLimiter2.default(core.settings.UPLOADS_PER_FRAME); + + /** + * Reference to the renderer. + * @type {PIXI.SystemRenderer} + * @protected + */ + this.renderer = renderer; + + /** + * The only real difference between CanvasPrepare and WebGLPrepare is what they pass + * to upload hooks. That different parameter is stored here. + * @type {PIXI.prepare.CanvasPrepare|PIXI.WebGLRenderer} + * @protected + */ + this.uploadHookHelper = null; + + /** + * Collection of items to uploads at once. + * @type {Array<*>} + * @private + */ + this.queue = []; + + /** + * Collection of additional hooks for finding assets. + * @type {Array} + * @private + */ + this.addHooks = []; + + /** + * Collection of additional hooks for processing assets. + * @type {Array} + * @private + */ + this.uploadHooks = []; + + /** + * Callback to call after completed. + * @type {Array} + * @private + */ + this.completes = []; + + /** + * If prepare is ticking (running). + * @type {boolean} + * @private + */ + this.ticking = false; + + /** + * 'bound' call for prepareItems(). + * @type {Function} + * @private + */ + this.delayedTick = function () { + // unlikely, but in case we were destroyed between tick() and delayedTick() + if (!_this.queue) { + return; + } + _this.prepareItems(); + }; + + // hooks to find the correct texture + this.registerFindHook(findText); + this.registerFindHook(findTextStyle); + this.registerFindHook(findMultipleBaseTextures); + this.registerFindHook(findBaseTexture); + this.registerFindHook(findTexture); + + // upload hooks + this.registerUploadHook(drawText); + this.registerUploadHook(calculateTextStyle); + } + + /** + * Upload all the textures and graphics to the GPU. + * + * @param {Function|PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text} item - + * Either the container or display object to search for items to upload, the items to upload themselves, + * or the callback function, if items have been added using `prepare.add`. + * @param {Function} [done] - Optional callback when all queued uploads have completed + */ + + + BasePrepare.prototype.upload = function upload(item, done) { + if (typeof item === 'function') { + done = item; + item = null; + } + + // If a display object, search for items + // that we could upload + if (item) { + this.add(item); + } + + // Get the items for upload from the display + if (this.queue.length) { + if (done) { + this.completes.push(done); + } + + if (!this.ticking) { + this.ticking = true; + SharedTicker.addOnce(this.tick, this, core.UPDATE_PRIORITY.UTILITY); + } + } else if (done) { + done(); + } + }; + + /** + * Handle tick update + * + * @private + */ + + + BasePrepare.prototype.tick = function tick() { + setTimeout(this.delayedTick, 0); + }; + + /** + * Actually prepare items. This is handled outside of the tick because it will take a while + * and we do NOT want to block the current animation frame from rendering. + * + * @private + */ + + + BasePrepare.prototype.prepareItems = function prepareItems() { + this.limiter.beginFrame(); + // Upload the graphics + while (this.queue.length && this.limiter.allowedToUpload()) { + var item = this.queue[0]; + var uploaded = false; + + if (item && !item._destroyed) { + for (var i = 0, len = this.uploadHooks.length; i < len; i++) { + if (this.uploadHooks[i](this.uploadHookHelper, item)) { + this.queue.shift(); + uploaded = true; + break; + } + } + } + + if (!uploaded) { + this.queue.shift(); + } + } + + // We're finished + if (!this.queue.length) { + this.ticking = false; + + var completes = this.completes.slice(0); + + this.completes.length = 0; + + for (var _i = 0, _len = completes.length; _i < _len; _i++) { + completes[_i](); + } + } else { + // if we are not finished, on the next rAF do this again + SharedTicker.addOnce(this.tick, this, core.UPDATE_PRIORITY.UTILITY); + } + }; + + /** + * Adds hooks for finding items. + * + * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array` + * function must return `true` if it was able to add item to the queue. + * @return {PIXI.BasePrepare} Instance of plugin for chaining. + */ + + + BasePrepare.prototype.registerFindHook = function registerFindHook(addHook) { + if (addHook) { + this.addHooks.push(addHook); + } + + return this; + }; + + /** + * Adds hooks for uploading items. + * + * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and + * function must return `true` if it was able to handle upload of item. + * @return {PIXI.BasePrepare} Instance of plugin for chaining. + */ + + + BasePrepare.prototype.registerUploadHook = function registerUploadHook(uploadHook) { + if (uploadHook) { + this.uploadHooks.push(uploadHook); + } + + return this; + }; + + /** + * Manually add an item to the uploading queue. + * + * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to + * add to the queue + * @return {PIXI.CanvasPrepare} Instance of plugin for chaining. + */ + + + BasePrepare.prototype.add = function add(item) { + // Add additional hooks for finding elements on special + // types of objects that + for (var i = 0, len = this.addHooks.length; i < len; i++) { + if (this.addHooks[i](item, this.queue)) { + break; + } + } + + // Get childen recursively + if (item instanceof core.Container) { + for (var _i2 = item.children.length - 1; _i2 >= 0; _i2--) { + this.add(item.children[_i2]); + } + } + + return this; + }; + + /** + * Destroys the plugin, don't use after this. + * + */ + + + BasePrepare.prototype.destroy = function destroy() { + if (this.ticking) { + SharedTicker.remove(this.tick, this); + } + this.ticking = false; + this.addHooks = null; + this.uploadHooks = null; + this.renderer = null; + this.completes = null; + this.queue = null; + this.limiter = null; + this.uploadHookHelper = null; + }; + + return BasePrepare; +}(); + +/** + * Built-in hook to find multiple textures from objects like AnimatedSprites. + * + * @private + * @param {PIXI.DisplayObject} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.Texture object was found. + */ + + +exports.default = BasePrepare; +function findMultipleBaseTextures(item, queue) { + var result = false; + + // Objects with mutliple textures + if (item && item._textures && item._textures.length) { + for (var i = 0; i < item._textures.length; i++) { + if (item._textures[i] instanceof core.Texture) { + var baseTexture = item._textures[i].baseTexture; + + if (queue.indexOf(baseTexture) === -1) { + queue.push(baseTexture); + result = true; + } + } + } + } + + return result; +} + +/** + * Built-in hook to find BaseTextures from Sprites. + * + * @private + * @param {PIXI.DisplayObject} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.Texture object was found. + */ +function findBaseTexture(item, queue) { + // Objects with textures, like Sprites/Text + if (item instanceof core.BaseTexture) { + if (queue.indexOf(item) === -1) { + queue.push(item); + } + + return true; + } + + return false; +} + +/** + * Built-in hook to find textures from objects. + * + * @private + * @param {PIXI.DisplayObject} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.Texture object was found. + */ +function findTexture(item, queue) { + if (item._texture && item._texture instanceof core.Texture) { + var texture = item._texture.baseTexture; + + if (queue.indexOf(texture) === -1) { + queue.push(texture); + } + + return true; + } + + return false; +} + +/** + * Built-in hook to draw PIXI.Text to its texture. + * + * @private + * @param {PIXI.WebGLRenderer|PIXI.CanvasPrepare} helper - Not used by this upload handler + * @param {PIXI.DisplayObject} item - Item to check + * @return {boolean} If item was uploaded. + */ +function drawText(helper, item) { + if (item instanceof core.Text) { + // updating text will return early if it is not dirty + item.updateText(true); + + return true; + } + + return false; +} + +/** + * Built-in hook to calculate a text style for a PIXI.Text object. + * + * @private + * @param {PIXI.WebGLRenderer|PIXI.CanvasPrepare} helper - Not used by this upload handler + * @param {PIXI.DisplayObject} item - Item to check + * @return {boolean} If item was uploaded. + */ +function calculateTextStyle(helper, item) { + if (item instanceof core.TextStyle) { + var font = item.toFontString(); + + core.TextMetrics.measureFont(font); + + return true; + } + + return false; +} + +/** + * Built-in hook to find Text objects. + * + * @private + * @param {PIXI.DisplayObject} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.Text object was found. + */ +function findText(item, queue) { + if (item instanceof core.Text) { + // push the text style to prepare it - this can be really expensive + if (queue.indexOf(item.style) === -1) { + queue.push(item.style); + } + // also push the text object so that we can render it (to canvas/texture) if needed + if (queue.indexOf(item) === -1) { + queue.push(item); + } + // also push the Text's texture for upload to GPU + var texture = item._texture.baseTexture; + + if (queue.indexOf(texture) === -1) { + queue.push(texture); + } + + return true; + } + + return false; +} + +/** + * Built-in hook to find TextStyle objects. + * + * @private + * @param {PIXI.TextStyle} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.TextStyle object was found. + */ +function findTextStyle(item, queue) { + if (item instanceof core.TextStyle) { + if (queue.indexOf(item) === -1) { + queue.push(item); + } + + return true; + } + + return false; +} + +},{"../core":65,"./limiters/CountLimiter":185}],183:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _BasePrepare2 = require('../BasePrepare'); + +var _BasePrepare3 = _interopRequireDefault(_BasePrepare2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +var CANVAS_START_SIZE = 16; + +/** + * The prepare manager provides functionality to upload content to the GPU + * This cannot be done directly for Canvas like in WebGL, but the effect can be achieved by drawing + * textures to an offline canvas. + * This draw call will force the texture to be moved onto the GPU. + * + * An instance of this class is automatically created by default, and can be found at renderer.plugins.prepare + * + * @class + * @extends PIXI.prepare.BasePrepare + * @memberof PIXI.prepare + */ + +var CanvasPrepare = function (_BasePrepare) { + _inherits(CanvasPrepare, _BasePrepare); + + /** + * @param {PIXI.CanvasRenderer} renderer - A reference to the current renderer + */ + function CanvasPrepare(renderer) { + _classCallCheck(this, CanvasPrepare); + + var _this = _possibleConstructorReturn(this, _BasePrepare.call(this, renderer)); + + _this.uploadHookHelper = _this; + + /** + * An offline canvas to render textures to + * @type {HTMLCanvasElement} + * @private + */ + _this.canvas = document.createElement('canvas'); + _this.canvas.width = CANVAS_START_SIZE; + _this.canvas.height = CANVAS_START_SIZE; + + /** + * The context to the canvas + * @type {CanvasRenderingContext2D} + * @private + */ + _this.ctx = _this.canvas.getContext('2d'); + + // Add textures to upload + _this.registerUploadHook(uploadBaseTextures); + return _this; + } + + /** + * Destroys the plugin, don't use after this. + * + */ + + + CanvasPrepare.prototype.destroy = function destroy() { + _BasePrepare.prototype.destroy.call(this); + this.ctx = null; + this.canvas = null; + }; + + return CanvasPrepare; +}(_BasePrepare3.default); + +/** + * Built-in hook to upload PIXI.Texture objects to the GPU. + * + * @private + * @param {*} prepare - Instance of CanvasPrepare + * @param {*} item - Item to check + * @return {boolean} If item was uploaded. + */ + + +exports.default = CanvasPrepare; +function uploadBaseTextures(prepare, item) { + if (item instanceof core.BaseTexture) { + var image = item.source; + + // Sometimes images (like atlas images) report a size of zero, causing errors on windows phone. + // So if the width or height is equal to zero then use the canvas size + // Otherwise use whatever is smaller, the image dimensions or the canvas dimensions. + var imageWidth = image.width === 0 ? prepare.canvas.width : Math.min(prepare.canvas.width, image.width); + var imageHeight = image.height === 0 ? prepare.canvas.height : Math.min(prepare.canvas.height, image.height); + + // Only a small subsections is required to be drawn to have the whole texture uploaded to the GPU + // A smaller draw can be faster. + prepare.ctx.drawImage(image, 0, 0, imageWidth, imageHeight, 0, 0, prepare.canvas.width, prepare.canvas.height); + + return true; + } + + return false; +} + +core.CanvasRenderer.registerPlugin('prepare', CanvasPrepare); + +},{"../../core":65,"../BasePrepare":182}],184:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _WebGLPrepare = require('./webgl/WebGLPrepare'); + +Object.defineProperty(exports, 'webgl', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_WebGLPrepare).default; + } +}); + +var _CanvasPrepare = require('./canvas/CanvasPrepare'); + +Object.defineProperty(exports, 'canvas', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_CanvasPrepare).default; + } +}); + +var _BasePrepare = require('./BasePrepare'); + +Object.defineProperty(exports, 'BasePrepare', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_BasePrepare).default; + } +}); + +var _CountLimiter = require('./limiters/CountLimiter'); + +Object.defineProperty(exports, 'CountLimiter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_CountLimiter).default; + } +}); + +var _TimeLimiter = require('./limiters/TimeLimiter'); + +Object.defineProperty(exports, 'TimeLimiter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TimeLimiter).default; + } +}); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +},{"./BasePrepare":182,"./canvas/CanvasPrepare":183,"./limiters/CountLimiter":185,"./limiters/TimeLimiter":186,"./webgl/WebGLPrepare":187}],185:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * CountLimiter limits the number of items handled by a {@link PIXI.prepare.BasePrepare} to a specified + * number of items per frame. + * + * @class + * @memberof PIXI + */ +var CountLimiter = function () { + /** + * @param {number} maxItemsPerFrame - The maximum number of items that can be prepared each frame. + */ + function CountLimiter(maxItemsPerFrame) { + _classCallCheck(this, CountLimiter); + + /** + * The maximum number of items that can be prepared each frame. + * @private + */ + this.maxItemsPerFrame = maxItemsPerFrame; + /** + * The number of items that can be prepared in the current frame. + * @type {number} + * @private + */ + this.itemsLeft = 0; + } + + /** + * Resets any counting properties to start fresh on a new frame. + */ + + + CountLimiter.prototype.beginFrame = function beginFrame() { + this.itemsLeft = this.maxItemsPerFrame; + }; + + /** + * Checks to see if another item can be uploaded. This should only be called once per item. + * @return {boolean} If the item is allowed to be uploaded. + */ + + + CountLimiter.prototype.allowedToUpload = function allowedToUpload() { + return this.itemsLeft-- > 0; + }; + + return CountLimiter; +}(); + +exports.default = CountLimiter; + +},{}],186:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * TimeLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified + * number of milliseconds per frame. + * + * @class + * @memberof PIXI + */ +var TimeLimiter = function () { + /** + * @param {number} maxMilliseconds - The maximum milliseconds that can be spent preparing items each frame. + */ + function TimeLimiter(maxMilliseconds) { + _classCallCheck(this, TimeLimiter); + + /** + * The maximum milliseconds that can be spent preparing items each frame. + * @private + */ + this.maxMilliseconds = maxMilliseconds; + /** + * The start time of the current frame. + * @type {number} + * @private + */ + this.frameStart = 0; + } + + /** + * Resets any counting properties to start fresh on a new frame. + */ + + + TimeLimiter.prototype.beginFrame = function beginFrame() { + this.frameStart = Date.now(); + }; + + /** + * Checks to see if another item can be uploaded. This should only be called once per item. + * @return {boolean} If the item is allowed to be uploaded. + */ + + + TimeLimiter.prototype.allowedToUpload = function allowedToUpload() { + return Date.now() - this.frameStart < this.maxMilliseconds; + }; + + return TimeLimiter; +}(); + +exports.default = TimeLimiter; + +},{}],187:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _BasePrepare2 = require('../BasePrepare'); + +var _BasePrepare3 = _interopRequireDefault(_BasePrepare2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * The prepare manager provides functionality to upload content to the GPU. + * + * An instance of this class is automatically created by default, and can be found at renderer.plugins.prepare + * + * @class + * @extends PIXI.prepare.BasePrepare + * @memberof PIXI.prepare + */ +var WebGLPrepare = function (_BasePrepare) { + _inherits(WebGLPrepare, _BasePrepare); + + /** + * @param {PIXI.WebGLRenderer} renderer - A reference to the current renderer + */ + function WebGLPrepare(renderer) { + _classCallCheck(this, WebGLPrepare); + + var _this = _possibleConstructorReturn(this, _BasePrepare.call(this, renderer)); + + _this.uploadHookHelper = _this.renderer; + + // Add textures and graphics to upload + _this.registerFindHook(findGraphics); + _this.registerUploadHook(uploadBaseTextures); + _this.registerUploadHook(uploadGraphics); + return _this; + } + + return WebGLPrepare; +}(_BasePrepare3.default); +/** + * Built-in hook to upload PIXI.Texture objects to the GPU. + * + * @private + * @param {PIXI.WebGLRenderer} renderer - instance of the webgl renderer + * @param {PIXI.DisplayObject} item - Item to check + * @return {boolean} If item was uploaded. + */ + + +exports.default = WebGLPrepare; +function uploadBaseTextures(renderer, item) { + if (item instanceof core.BaseTexture) { + // if the texture already has a GL texture, then the texture has been prepared or rendered + // before now. If the texture changed, then the changer should be calling texture.update() which + // reuploads the texture without need for preparing it again + if (!item._glTextures[renderer.CONTEXT_UID]) { + renderer.textureManager.updateTexture(item); + } + + return true; + } + + return false; +} + +/** + * Built-in hook to upload PIXI.Graphics to the GPU. + * + * @private + * @param {PIXI.WebGLRenderer} renderer - instance of the webgl renderer + * @param {PIXI.DisplayObject} item - Item to check + * @return {boolean} If item was uploaded. + */ +function uploadGraphics(renderer, item) { + if (item instanceof core.Graphics) { + // if the item is not dirty and already has webgl data, then it got prepared or rendered + // before now and we shouldn't waste time updating it again + if (item.dirty || item.clearDirty || !item._webGL[renderer.plugins.graphics.CONTEXT_UID]) { + renderer.plugins.graphics.updateGraphics(item); + } + + return true; + } + + return false; +} + +/** + * Built-in hook to find graphics. + * + * @private + * @param {PIXI.DisplayObject} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.Graphics object was found. + */ +function findGraphics(item, queue) { + if (item instanceof core.Graphics) { + queue.push(item); + + return true; + } + + return false; +} + +core.WebGLRenderer.registerPlugin('prepare', WebGLPrepare); + +},{"../../core":65,"../BasePrepare":182}],188:[function(require,module,exports){ +(function (global){ +'use strict'; + +exports.__esModule = true; +exports.loader = exports.prepare = exports.particles = exports.mesh = exports.loaders = exports.interaction = exports.filters = exports.extras = exports.extract = exports.accessibility = undefined; + +var _polyfill = require('./polyfill'); + +Object.keys(_polyfill).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + Object.defineProperty(exports, key, { + enumerable: true, + get: function get() { + return _polyfill[key]; + } + }); +}); + +var _core = require('./core'); + +Object.keys(_core).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + Object.defineProperty(exports, key, { + enumerable: true, + get: function get() { + return _core[key]; + } + }); +}); + +var _deprecation = require('./deprecation'); + +var _deprecation2 = _interopRequireDefault(_deprecation); + +var _accessibility = require('./accessibility'); + +var accessibility = _interopRequireWildcard(_accessibility); + +var _extract = require('./extract'); + +var extract = _interopRequireWildcard(_extract); + +var _extras = require('./extras'); + +var extras = _interopRequireWildcard(_extras); + +var _filters = require('./filters'); + +var filters = _interopRequireWildcard(_filters); + +var _interaction = require('./interaction'); + +var interaction = _interopRequireWildcard(_interaction); + +var _loaders = require('./loaders'); + +var loaders = _interopRequireWildcard(_loaders); + +var _mesh = require('./mesh'); + +var mesh = _interopRequireWildcard(_mesh); + +var _particles = require('./particles'); + +var particles = _interopRequireWildcard(_particles); + +var _prepare = require('./prepare'); + +var prepare = _interopRequireWildcard(_prepare); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +// export core +_core.utils.mixins.performMixins(); + +/** + * Alias for {@link PIXI.loaders.shared}. + * @name loader + * @memberof PIXI + * @type {PIXI.loader.Loader} + */ + + +// handle mixins now, after all code has been added, including deprecation + + +// export libs +// import polyfills. Done as an export to make sure polyfills are imported first +var loader = loaders.shared || null; + +exports.accessibility = accessibility; +exports.extract = extract; +exports.extras = extras; +exports.filters = filters; +exports.interaction = interaction; +exports.loaders = loaders; +exports.mesh = mesh; +exports.particles = particles; +exports.prepare = prepare; +exports.loader = loader; + +// Apply the deprecations + +if (typeof _deprecation2.default === 'function') { + (0, _deprecation2.default)(exports); +} + +// Always export PixiJS globally. +global.PIXI = exports; // eslint-disable-line + +}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {}) + +},{"./accessibility":42,"./core":65,"./deprecation":130,"./extract":132,"./extras":141,"./filters":152,"./interaction":159,"./loaders":162,"./mesh":171,"./particles":174,"./polyfill":180,"./prepare":184}]},{},[188])(188) +}); + + +//# sourceMappingURL=pixi.js.map diff --git a/www/js/main.js b/www/js/main.js new file mode 100644 index 0000000..6dcd07c --- /dev/null +++ b/www/js/main.js @@ -0,0 +1,9 @@ +//============================================================================= +// main.js +//============================================================================= + +PluginManager.setup($plugins); + +window.onload = function() { + SceneManager.run(Scene_Boot); +}; diff --git a/www/js/plugins.js b/www/js/plugins.js new file mode 100644 index 0000000..c9ef10b --- /dev/null +++ b/www/js/plugins.js @@ -0,0 +1,191 @@ +// Generated by RPG Maker. +// Do not edit this file directly. +var $plugins = [{ + "name": "Community_Basic", + "status": true, + "description": "基本的なパラメーターを設定するプラグインです。", + "parameters": { + "cacheLimit": "20", + "screenWidth": "1296", + "screenHeight": "816", + "changeWindowWidthTo": "", + "changeWindowHeightTo": "", + "renderingMode": "auto", + "alwaysDash": "off" + } +}, { + "name": "TitleCommandPosition", + "status": true, + "description": "タイトルコマンドウィンドウの位置を変更します。", + "parameters": { + "Offset X": "-200", + "Offset Y": "0", + "Width": "240", + "Background": "0" + } +}, { + "name": "BB_CenterSlide", + "status": true, + "description": "画面の中心点をずらすプラグイン", + "parameters": { + "Switch ID": "1", + "Center X": "-200", + "Center Y": "0" + } +}, { + "name": "YEP_MessageCore", + "status": true, + "description": "メッセージの表示方法や機能をカスタマイズすることができます。", + "parameters": { + "---一般---": "", + "Default Rows": "4", + "Default Width": "Graphics.boxWidth -575", + "Face Indent": "Window_Base._faceWidth + 24", + "Fast Forward": "Input.isPressed('pagedown')", + "Word Wrapping": "false", + "Description Wrap": "false", + "---フォント---": "", + "Font Name": "GameFont", + "Font Size": "28", + "Font Size Change": "12", + "Font Changed Max": "96", + "Font Changed Min": "12", + "---Name Box---": "", + "Name Box Buffer X": "-28", + "Name Box Buffer Y": "0", + "Name Box Padding": "this.standardPadding() * 4", + "Name Box Color": "0", + "Name Box Clear": "false", + "Name Box Added Text": "\\c[6]" + } +}, { + "name": "No Autoshadow", + "status": true, + "description": "ゲーム内で自動生成される影を非表示にします。", + "parameters": {} +}, { + "name": "MKR_PlayerMoveForbid", + "status": true, + "description": "(v1.0.5) プレイヤー移動禁止プラグイン", + "parameters": { + "Default_Move_Flag": "10", + "Default_Menu_Flag": "true", + "Enter Flag": "true" + } +}, { + "name": "NRP_ChangeCharacterSpeed", + "status": true, + "description": "v1.01 キャラクターの移動速度を細かく変更します。", + "parameters": { + "DefaultAlwaysDash": "false", + "PlayerSpeed": "5.000", + "PlusSpeedDash": "0.000", + "": "", + "PlayerBasicSpeedRate": "100", + "EventBasicSpeedRate": "100", + "": "", + "BoatSpeed": "", + "ShipSpeed": "", + "AirShipSpeed": "" + } +}, { + "name": "Lunatlazur_ActorNameWindow", + "status": true, + "description": "会話キャラクター名表示ウィンドウプラグイン", + "parameters": { + "テキストカラー": "0", + "水平位置": "0" + } +}, { + "name": "MenuCallCommon", + "status": true, + "description": "Xボタンorマウスの右クリックでメニュー画面を開くかわりにコモンイベントを動作させるプラグイン", + "parameters": { + "ComEvent": "1", + "ComCloseEvent": "2", + "ComSwitch": "1" + } +}, { + "name": "DTextPicture", + "status": true, + "description": "動的文字列ピクチャ生成プラグイン", + "parameters": { + "itemIconSwitchId": "0", + "lineSpacingVariableId": "0", + "frameWindowSkin": "", + "frameWindowPadding": "18", + "padCharacter": "0", + "prefixText": "" + } +}, { + "name": "FixImageLoading", + "status": true, + "description": "画像ロード時のチラつき防止プラグイン", + "parameters": {} +}, { + "name": "Torigoya_Tween", + "status": true, + "description": "[ベースプラグイン] Tweenアニメーション", + "parameters": {} +}, { + "name": "Torigoya_Achievement2", + "status": true, + "description": "実績プラグイン (v.1.8.1)", + "parameters": { + "base": "", + "baseAchievementData": "[\"{\\\"key\\\":\\\"1\\\",\\\"title\\\":\\\"胸囲ソムリエ\\\",\\\"description\\\":\\\"\\\\\\\"痴漢を許さない学院をつくる\\\\\\\\n※1F_大広間のバルコニーの男子生徒に話しかけて取得\\\\\\\"\\\",\\\"icon\\\":\\\"84\\\",\\\"hint\\\":\\\"\\\\\\\"1F_大広間のバルコニーにて…\\\\\\\"\\\",\\\"isSecret\\\":\\\"false\\\",\\\"note\\\":\\\"\\\"}\",\"{\\\"key\\\":\\\"2\\\",\\\"title\\\":\\\"絶景ポイント\\\",\\\"description\\\":\\\"\\\\\\\"その一瞬を、一生の思い出に\\\\\\\\n※1F_大広間の階段付近の男子生徒に話しかけて取得\\\\\\\"\\\",\\\"icon\\\":\\\"84\\\",\\\"hint\\\":\\\"\\\\\\\"1F_大広間の階段付近の男子生徒に話しかけると…\\\\\\\"\\\",\\\"isSecret\\\":\\\"false\\\",\\\"note\\\":\\\"\\\"}\",\"{\\\"key\\\":\\\"3\\\",\\\"title\\\":\\\"キチロボ\\\",\\\"description\\\":\\\"\\\\\\\"世界初の感情逆撫で捻くれロボット\\\\\\\\n※2F_実技教室にて一人、悩んでいる男子生徒に話しかけて取得\\\\\\\"\\\",\\\"icon\\\":\\\"84\\\",\\\"hint\\\":\\\"\\\\\\\"2F_実技教室にて一人、悩んでいる男子生徒がいるようだ…\\\\\\\\n※序章のみ出現\\\\\\\"\\\",\\\"isSecret\\\":\\\"false\\\",\\\"note\\\":\\\"\\\"}\",\"{\\\"key\\\":\\\"4\\\",\\\"title\\\":\\\"パンツの中身が知りたくて――。\\\",\\\"description\\\":\\\"\\\\\\\"「チンポのサイズが見たかった」と容疑を認めているという。\\\\\\\\n※B1_黒寮_共有トイレの男子生徒に話しかけて取得\\\\\\\"\\\",\\\"icon\\\":\\\"84\\\",\\\"hint\\\":\\\"\\\\\\\"B1_黒寮_共有トイレの男子生徒に話しかけると…\\\\\\\\n※憑依状態のみ\\\\\\\"\\\",\\\"isSecret\\\":\\\"false\\\",\\\"note\\\":\\\"\\\"}\",\"{\\\"key\\\":\\\"5\\\",\\\"title\\\":\\\"トイレのお馬鹿さん\\\",\\\"description\\\":\\\"\\\\\\\"憑依で変わる“ちょっといい♡”くらし\\\\\\\\n※1F_白寮_男子トイレの便器を調べて取得\\\\\\\"\\\",\\\"icon\\\":\\\"84\\\",\\\"hint\\\":\\\"\\\\\\\"1F_白寮_男子トイレの便器を調べると…\\\\\\\\n※憑依状態のみ\\\\\\\"\\\",\\\"isSecret\\\":\\\"false\\\",\\\"note\\\":\\\"\\\"}\",\"{\\\"key\\\":\\\"6\\\",\\\"title\\\":\\\"真実の鏡\\\",\\\"description\\\":\\\"\\\\\\\"鏡にうつしても、恥ずかしくない生き方を。\\\\\\\\n※1F_大広間の鏡を調べて取得\\\\\\\"\\\",\\\"icon\\\":\\\"84\\\",\\\"hint\\\":\\\"\\\\\\\"1F_大広間の鏡を調べると…\\\\\\\\n※憑依状態のみ\\\\\\\"\\\",\\\"isSecret\\\":\\\"false\\\",\\\"note\\\":\\\"\\\"}\",\"{\\\"key\\\":\\\"7\\\",\\\"title\\\":\\\"魔のティッシュ泥棒\\\",\\\"description\\\":\\\"\\\\\\\"あたしには、あたしの勝ち方がある。\\\\\\\\n※2F_実技教室の男子生徒に話しかけて取得\\\\\\\"\\\",\\\"icon\\\":\\\"84\\\",\\\"hint\\\":\\\"\\\\\\\"2F_実技教室の男子生徒に話しかけると…\\\\\\\\n※憑依状態のみ\\\\\\\"\\\",\\\"isSecret\\\":\\\"false\\\",\\\"note\\\":\\\"\\\"}\",\"{\\\"key\\\":\\\"8\\\",\\\"title\\\":\\\"アナル開発に使ったのはスライムだった件\\\",\\\"description\\\":\\\"\\\\\\\"ボク エロいスライムじゃないよ。\\\\\\\\n※B1_黒寮_共有トイレの個室でアナル開発して取得\\\\\\\"\\\",\\\"icon\\\":\\\"84\\\",\\\"hint\\\":\\\"\\\\\\\"B1_黒寮_共有トイレのとある個室で…\\\\\\\\n※憑依状態のみ\\\\\\\"\\\",\\\"isSecret\\\":\\\"false\\\",\\\"note\\\":\\\"\\\"}\",\"{\\\"key\\\":\\\"9\\\",\\\"title\\\":\\\"整体でイッた下卑\\\",\\\"description\\\":\\\"\\\\\\\"(あたしを)ご自由に使ってください\\\\\\\\n※B1_黒寮_秘密クラブでマッサージを受けて取得\\\\\\\"\\\",\\\"icon\\\":\\\"84\\\",\\\"hint\\\":\\\"\\\\\\\"B1_黒寮_秘密クラブでマッサージを受けると…\\\\\\\\n※憑依状態のみ\\\\\\\"\\\",\\\"isSecret\\\":\\\"false\\\",\\\"note\\\":\\\"\\\"}\"]", + "baseSaveSlot": "achievement", + "popup": "", + "popupEnable": "true", + "popupPosition": "leftUp", + "popupTopY": "10", + "popupAnimationType": "tween", + "popupWait": "2.50", + "popupWidth": "450", + "popupPadding": "10", + "popupTitleFontSize": "20", + "popupTitleColor": "1", + "popupMessage": "実績を獲得しました", + "popupMessageFontSize": "16", + "popupSound": "{\"soundName\":\"Saint5\",\"soundVolume\":\"25\"}", + "popupWindowImage": "Window", + "popupOpacity": "-1", + "titleMenu": "", + "titleMenuUseInTitle": "true", + "titleMenuUseInMenu": "true", + "titleMenuText": "実績", + "achievementMenu": "", + "achievementMenuHiddenTitle": "?????", + "achievementMenuHiddenIcon": "0", + "achievementMenuCancelMessage": "閉じる", + "advanced": "", + "advancedFontFace": "", + "advancedOverwritable": "false" + } +}, { + "name": "Foreground", + "status": true, + "description": "マップに合わせてスクロールする近景の設定(Ver1.0.1)", + "parameters": {} +}, { + "name": "MPP_MapLight", + "status": true, + "description": "MV専用:指定したマップのみ暗くし、灯りを表示するプラグイン", + "parameters": { + "Light Colors": "[\"255,255,255\",\"192,128,64\",\"32,32,32\",\"192,192,192\"]", + "Darkness Opacity": "255", + "Target Maps": "29" + } +}, { + "name": "FixApproachMove", + "status": true, + "description": "スイッチとセルフスイッチAがONのとき、特定イベントの「近づく」自律移動を「固定」にするプラグイン", + "parameters": { + "Switch ID": "10" + } +}, { + "name": "SelfSwitchController_MV", + "status": true, + "description": "(MV) Turn ON / OFF self switches (A–D) of any event via plugin commands.", + "parameters": {} +}]; diff --git a/www/js/plugins/BB_CenterSlide.js b/www/js/plugins/BB_CenterSlide.js new file mode 100644 index 0000000..e1b4c54 --- /dev/null +++ b/www/js/plugins/BB_CenterSlide.js @@ -0,0 +1,60 @@ +//============================================================================= +// BB_CenterSlide.js +//============================================================================= + +/*: + * @plugindesc 画面の中心点をずらすプラグイン + * @author ビービー + * + * @param Switch ID + * @desc 指定したスイッチIDがONの時に中心点をずらします。デフォルト:1 + * @default 1 + * + * @param Center X + * @desc 画面中心点をX方向にずらす数値です。デフォルト:0 + * @default 0 + * + * @param Center Y + * @desc 画面中心点をY方向にずらす数値です。デフォルト:0 + * @default 0 + * + * @help 画面の中心点をずらすプラグインです。 + * ※スイッチをONにしただけでは中心点をずらすことはできません。 + * 場所移動などでマップがリロードされるタイミングで中心点をずらします。 + * 画面切り替えなしでずらしたい場合は、場所移動を向きそのまま、フェードなしで + * 今いる場所を指定していただけるのがベストかと思います。 + * + * パラメータ + * Switch ID:指定したスイッチIDがONの時に中心点をずらします。デフォルト:1 + * Center X:画面中心点をX方向にずらす数値です。マイナス値で逆にずらせます。 + * Center Y:画面中心点をY方向にずらす数値です。マイナス値で逆にずらせます。 + * + */ + +(function() { + +// プラグインパラメータ管理 +var parameters = PluginManager.parameters('BB_CenterSlide'); +var BBcenterX = Number(parameters['Center X'] || 0); +var BBcenterY = Number(parameters['Center Y'] || 0); +var BBCSswitch = Number(parameters['Switch ID'] || 1); + +Game_Player.prototype.centerX = function() { + var x = BBcenterX; +  if($gameSwitches.value(BBCSswitch)){ + return (Graphics.width / $gameMap.tileWidth() - 1) / 2.0 + x; + }else{ + return (Graphics.width / $gameMap.tileWidth() - 1) / 2.0; + } +}; + +Game_Player.prototype.centerY = function() { + var y = BBcenterY; +  if($gameSwitches.value(BBCSswitch)){ +   return (Graphics.height / $gameMap.tileHeight() - 1) / 2.0 + y; + }else{ +   return (Graphics.height / $gameMap.tileHeight() - 1) / 2.0; + } +}; + +})(); \ No newline at end of file diff --git a/www/js/plugins/Community_Basic.js b/www/js/plugins/Community_Basic.js new file mode 100644 index 0000000..f85823d --- /dev/null +++ b/www/js/plugins/Community_Basic.js @@ -0,0 +1,137 @@ +/*: + * @plugindesc Plugin used to set basic parameters. + * @author RM CoreScript team + * + * @help This plugin does not provide plugin commands. + * +* @param cacheLimit + * @desc For setting the upper limit of image memory cache. (MPix) + * @default 10 + * + * @param screenWidth +* @desc For setting the screen width. + * @default 816 + * + * @param screenHeight + * @desc For setting the screen height. + * @default 624 + * + * @param changeWindowWidthTo + * @desc If set, change window width to this value + * + * @param changeWindowHeightTo + * @desc If set, change window height to this value + * + * @param renderingMode + * @desc Rendering mode (canvas/webgl/auto) + * @default auto + * + * @param alwaysDash + * @desc To set initial value as to whether the player always dashes. (on/off) + * @default off + */ + +/*:ja + * @plugindesc 基本的なパラメーターを設定するプラグインです。 + * @author RM CoreScript team + * + * @help このプラグインにはプラグインコマンドはありません。 + * + * @param cacheLimit + * @desc 画像のメモリへのキャッシュの上限値 (MPix) + * @default 10 + * + * @param screenWidth + * @desc 画面サイズの幅 + * @default 816 + * + * @param screenHeight + * @desc 画面サイズの高さ + * @default 624 + * + * @param changeWindowWidthTo + * @desc 値が設定された場合、ウインドウの幅を指定した値に変更 + * + * @param changeWindowHeightTo + * @desc 値が設定された場合、ウインドウの高さを指定した値に変更 + * + * @param renderingMode + * @desc レンダリングモード (canvas/webgl/auto) + * @default auto + * + * @param alwaysDash + * @desc プレイヤーが常時ダッシュするかどうかの初期値 (on/off) + * @default off + */ + +(function() { + function toNumber(str, def) { + return isNaN(str) ? def : +(str || def); + } + + var parameters = PluginManager.parameters('Community_Basic'); + var cacheLimit = toNumber(parameters['cacheLimit'], 10); + var screenWidth = toNumber(parameters['screenWidth'], 816); + var screenHeight = toNumber(parameters['screenHeight'], 624); + var renderingMode = parameters['renderingMode'].toLowerCase(); + var alwaysDash = parameters['alwaysDash'].toLowerCase() === 'on'; + var windowWidthTo = toNumber(parameters['changeWindowWidthTo'], 0); + var windowHeightTo = toNumber(parameters['changeWindowHeightTo'], 0); + + var windowWidth; + var windowHeight; + + if(windowWidthTo){ + windowWidth = windowWidthTo; + }else if(screenWidth !== SceneManager._screenWidth){ + windowWidth = screenWidth; + } + + if(windowHeightTo){ + windowHeight = windowHeightTo; + }else if(screenHeight !== SceneManager._screenHeight){ + windowHeight = screenHeight; + } + + + ImageCache.limit = cacheLimit * 1000 * 1000; + SceneManager._screenWidth = screenWidth; + SceneManager._screenHeight = screenHeight; + SceneManager._boxWidth = screenWidth; + SceneManager._boxHeight = screenHeight; + + SceneManager.preferableRendererType = function() { + if (Utils.isOptionValid('canvas')) { + return 'canvas'; + } else if (Utils.isOptionValid('webgl')) { + return 'webgl'; + } else if (renderingMode === 'canvas') { + return 'canvas'; + } else if (renderingMode === 'webgl') { + return 'webgl'; + } else { + return 'auto'; + } + }; + + var _ConfigManager_applyData = ConfigManager.applyData; + ConfigManager.applyData = function(config) { + _ConfigManager_applyData.apply(this, arguments); + if (config['alwaysDash'] === undefined) { + this.alwaysDash = alwaysDash; + } + }; + + + var _SceneManager_initNwjs = SceneManager.initNwjs; + SceneManager.initNwjs = function() { + _SceneManager_initNwjs.apply(this, arguments); + + if (Utils.isNwjs() && windowWidth && windowHeight) { + var dw = windowWidth - window.innerWidth; + var dh = windowHeight - window.innerHeight; + window.moveBy(-dw / 2, -dh / 2); + window.resizeBy(dw, dh); + } + }; +})(); \ No newline at end of file diff --git a/www/js/plugins/DTextPicture.js b/www/js/plugins/DTextPicture.js new file mode 100644 index 0000000..fa910ad --- /dev/null +++ b/www/js/plugins/DTextPicture.js @@ -0,0 +1,970 @@ +//============================================================================= +// DTextPicture.js +// ---------------------------------------------------------------------------- +// (C) 2015 Triacontane +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// Version +// 1.20.5 2023/06/01 フォント変更機能に「フォントロードプラグイン」が必要な旨の注意書きを追加 +// 1.20.4 2022/06/28 ウィンドウカーソルの矩形指定表示が指定したパラメータ通りに表示されていなかった問題を修正 +// 1.20.3 2021/04/29 プラグインコマンドでフォントサイズの指定に制御文字が使えなくなっていた問題を修正 +// 1.20.2 2021/02/09 NRP_EvalPluginCommand.jsと併用したとき、D_TEXTの制御文字を変換対象外にするよう修正 +// 1.20.1 2021/02/08 色調変更したピクチャを消去し、同一の番号で動的文字列ピクチャを作成したとき文字列ピクチャが表示されない場合がある問題を修正 +// 1.20.0 2020/07/11 すべての動的文字列ピクチャに付与される接頭辞テキストを指定できる機能を追加 +// 1.19.0 2020/04/09 フレームウィンドウに余白を指定できる機能を追加 +// 1.18.0 2020/04/05 制御文字\v[n, m]で埋められる文字をパラメータから指定できる機能を追加 +// 1.17.0 2020/02/07 背景ウィンドウのスキンを変更できる機能を追加し、ウィンドウビルダーに対応 +// 1.16.0 2020/02/01 複数行表示した場合の行間を指定できる機能を追加 +// 1.15.1 2019/12/29 YEP_PluginCmdSwVar.jsと併用したとき、変数のリアルタイム変換が効かなくなる競合を修正 +// 1.15.0 2019/10/21 カーソルのアクティブ状態を変更できるコマンドを追加 +// アイテム表示の制御文字でアイコン表示可否を変更できる設定を追加 +// 1.14.0 2019/01/13 背景ウィンドウにカーソル表示できる機能を追加 +// 1.13.0 2018/11/25 背景色のグラデーションを設定できる機能を追加 +// 1.12.0 2018/11/08 背景ウィンドウの透明度と文字列ピクチャの透明度を連動させるよう仕様変更 +// 1.11.1 2018/10/20 プラグイン等でGame_Variables.prototype.setValueを呼んだとき、変数の添え字に文字列型の数値を渡した場合も変数のリアルタイム表示が効くよう修正 +// 1.11.0 2018/10/13 公式プラグイン「TextDecoration.js」の設定を動的文字列に適用できる機能を追加 +// 1.10.1 2018/05/30 アウトラインカラー取得で0およびその他の文字列を指定したときに正しく色が設定されない問題を修正(by奏ねこまさん) +// 1.10.0 2017/02/12 アウトラインカラーをウィンドウカラー番号から指定できる機能を追加 +// 1.9.0 2017/08/20 ウィンドウつきピクチャが重なったときにウィンドウがピクチャの下に表示される問題を修正 +// 1.8.6 2017/06/28 フォント変更機能のヘルプが抜けていたので追加 +// 1.8.5 2017/06/12 変数がマイナス値のときのゼロ埋め表示が正しく表示されない問題を修正 +// 1.8.4 2017/05/10 プラグインを未適用のデータを読み込んだとき、最初の一回のみ動的文字列ピクチャが作成されない問題を修正 +// 1.8.3 2017/04/19 自動翻訳プラグインに一部対応 +// 1.8.2 2017/04/05 ピクチャの消去時にエラーが発生していた問題を修正 +// 1.8.1 2017/03/30 拡大率と原点に対応していなかった問題を修正 +// 1.8.0 2017/03/30 背景にウィンドウを表示できる機能を追加 +// 1.7.1 2017/03/20 1.7.0で末尾がイタリック体の場合に、傾き部分が見切れてしまう問題を修正 +// 1.7.0 2017/03/20 動的文字列を太字とイタリックにできる機能を追加 +// 複数行表示かつ制御文字でアイコンを指定した場合に高さが余分に計算されてしまう問題の修正 +// 1.6.2 2016/12/13 動的ピクチャに対して、ピクチャの表示とピクチャの色調変更を同フレームで行うと画像が消える問題の修正 +// 1.6.1 2016/11/03 一通りの競合対策 +// 1.6.0 2016/11/03 インストールされているフォントをピクチャのフォントとして利用できる機能を追加 +// 1.5.1 2016/10/27 1.5.0でアウトラインカラーを指定するとエラーになっていた現象を修正 +// 1.5.0 2016/10/23 制御文字で表示した変数の内容をリアルタイム更新できる機能を追加 +// 1.4.2 2016/07/02 スクリプトからダイレクトで実行した場合も制御文字が反映されるよう修正(ただし余分にエスケープする必要あり) +// 1.4.1 2016/06/29 制御文字「\{」で文字サイズを大きくした際、元のサイズに戻さないと正しいサイズで表示されない問題を修正 +// 1.4.0 2016/06/28 D_TEXT実行後に画像を指定してピクチャを表示した場合は画像を優先表示するよう仕様変更 +// 1.3.1 2016/06/07 描画文字が半角英数字のみかつフォントを未指定の場合に文字が描画されない不具合を修正 +// 1.3.0 2016/06/03 制御文字\oc[c] \ow[n]に対応 +// 1.2.2 2016/03/28 データベース情報を簡単に出力する制御文字を追加 +// 1.2.1 2016/01/29 コマンド「D_TEXT_SETTING」の実装が「D_TEST_SETTING」になっていたので修正(笑) +// 1.2.0 2016/01/27 複数行表示に対応 +// 文字列の揃えと背景色を設定する機能を追加 +// 変数をゼロ埋めして表示する機能を追加 +// 1.1.3 2015/12/10 戦闘画面でもピクチャを使用できるよう修正 +// 描画後にデバッグ画面等を開いて変数を修正した場合、再描画で変更が反映されてしまう問題を修正 +// 1.1.2 2015/11/07 描画文字列に半角スペースが含まれていた場合も問題なく実行できるよう修正 +// 1.1.0 2015/11/07 制御文字\C[n] \I[n] \{ \} に対応(\$と表示スピード制御系以外全部) +// 1.0.1 2015/11/07 RPGツクールMV(日本語版)に合わせてコメントの表記を変更 +// 1.0.0 2015/11/06 初版 +// ---------------------------------------------------------------------------- +// [Blog] : https://triacontane.blogspot.jp/ +// [Twitter]: https://twitter.com/triacontane/ +// [GitHub] : https://github.com/triacontane/ +//============================================================================= + +/*: + * @plugindesc 動的文字列ピクチャ生成プラグイン + * @author トリアコンタン + * + * @param itemIconSwitchId + * @text アイテムアイコンスイッチID + * @desc 指定した番号のスイッチがONのとき\ITEM[n]でアイコンが表示されます。指定しない場合、常に表示されます。 + * @default 0 + * @type switch + * + * @param lineSpacingVariableId + * @text 行間補正変数ID + * @desc 複数行表示の際の行間に、指定した変数の値の分だけ補正が掛かります。大きすぎる値を設定すると見切れる場合があります。 + * @default 0 + * @type variable + * + * @param frameWindowSkin + * @text フレームウィンドウスキン + * @desc フレームウィンドウのスキンファイル名です。ウィンドウビルダーを使っている場合は、指定する必要があります。 + * @default + * @require 1 + * @dir img/system/ + * @type file + * + * @param frameWindowPadding + * @text フレームウィンドウ余白 + * @desc フレームウィンドウの余白です。 + * @default 18 + * @type number + * + * @param padCharacter + * @text 埋め文字 + * @desc 数値描画時、指定桁数に満たないときに埋められる文字です。半角で1文字だけ指定してください。 + * @default 0 + * + * @param prefixText + * @text 接頭辞文字列 + * @desc すべての文字列ピクチャの前に挿入されるテキストです。主にデフォルトの制御文字などを指定します。 + * @default + * + * @help 指定した文字列でピクチャを動的に生成するコマンドを提供します。 + * 文字列には各種制御文字(\v[n]等)も使用可能で、制御文字で表示した変数の値が + * 変更されたときにリアルタイムでピクチャの内容を更新できます。 + * + * 以下の手順で表示します。 + * 1 : プラグインコマンド[D_TEXT]で描画したい文字列と引数を指定(下記の例参照) + * 2 : プラグインコマンド[D_TEXT_SETTING]で背景色や揃えを指定(任意) + * 3 : イベントコマンド「ピクチャの表示」で「画像」を未選択に指定。 + * ※ 1の時点ではピクチャは表示されないので必ずセットで呼び出してください。 + * ※ ピクチャ表示前にD_TEXTを複数回実行すると、複数行表示できます。 + * + * ※ ver1.4.0より、[D_TEXT]実行後に「ピクチャの表示」で「画像」を指定した場合は + * 動的文字列ピクチャ生成を保留として通常通り「画像」ピクチャが表示される + * ように挙動が変更になりました。 + * + * プラグインコマンド詳細 + * イベントコマンド「プラグインコマンド」から実行。 + * (引数の間は半角スペースで区切る) + * + * D_TEXT [描画文字列] [文字サイズ] : 動的文字列ピクチャ生成の準備 + * 例:D_TEXT テスト文字列 32 + * + * 表示後は通常のピクチャと同様に移動や回転、消去ができます。 + * また、変数やアクターの表示など制御文字にも対応しています。 + * + * D_TEXT_SETTING ALIGN [揃え] : 揃え(左揃え、中央揃え、右揃え)の設定 + * 0:左揃え 1:中央揃え 2:右揃え + * + * 例:D_TEXT_SETTING ALIGN 0 + * D_TEXT_SETTING ALIGN CENTER + * + * ※ 揃えの設定は複数行を指定したときに最も横幅の大きい行に合わせられます。 + *   よって単一行しか描画しないときは、この設定は機能しません。 + * + * D_TEXT_SETTING BG_COLOR [背景色] : 背景色の設定(CSSの色指定と同様の書式) + * + * 例:D_TEXT_SETTING BG_COLOR black + * D_TEXT_SETTING BG_COLOR #336699 + * D_TEXT_SETTING BG_COLOR rgba(255,255,255,0.5) + * + * 背景色のグラデーションをピクセル数で指定できます。 + * D_TEXT_SETTING BG_GRADATION_RIGHT [ピクセル数] + * D_TEXT_SETTING BG_GRADATION_LEFT [ピクセル数] + * + * 例:D_TEXT_SETTING BG_GRADATION_RIGHT 50 + *   D_TEXT_SETTING BG_GRADATION_LEFT 50 + * + * D_TEXT_SETTING REAL_TIME ON : 制御文字で表示した変数のリアルタイム表示 + * + * 例:D_TEXT_SETTING REAL_TIME ON + * + * リアルタイム表示を有効にしておくと、ピクチャの表示後に変数の値が変化したとき + * 自動でピクチャの内容も更新されます。 + * + * D_TEXT_SETTING WINDOW ON : 背景にウィンドウを表示する + * 例:D_TEXT_SETTING WINDOW ON + * + * D_TEXT_SETTING FONT [フォント名] : 描画で使用するフォントを指定した名称に変更 + * 例:D_TEXT_SETTING FONT MS P明朝 + * + * フォント変更機能を安全に利用するためには、別途公開している + * 「フォントロードプラグイン」が必要です。 + * + * これらの設定はD_TEXTと同様、ピクチャを表示する前に行ってください。 + * + * 対応制御文字一覧(イベントコマンド「文章の表示」と同一です) + * \V[n] + * \N[n] + * \P[n] + * \G + * \C[n] + * \I[n] + * \{ + * \} + * + * 専用制御文字 + * \V[n,m](m桁分のパラメータで指定した文字で埋めた変数の値) + * \item[n] n 番のアイテム情報(アイコン+名称) + * \weapon[n] n 番の武器情報(アイコン+名称) + * \armor[n] n 番の防具情報(アイコン+名称) + * \skill[n] n 番のスキル情報(アイコン+名称) + * \state[n] n 番のステート情報(アイコン+名称) + * \oc[c] アウトラインカラーを「c」に設定(※1) + * \ow[n] アウトライン幅を「n」に設定(例:\ow[5]) + * \f[b] フォントの太字化 + * \f[i] フォントのイタリック化 + * \f[n] フォントの太字とイタリックを通常に戻す + * + * ※1 アウトラインカラーの指定方法 + * \oc[red] 色名で指定 + * \oc[rgb(0,255,0)] カラーコードで指定 + * \oc[2] 文字色番号\c[n]と同様のもので指定 + * + * 背景にウィンドウを表示しているときにカーソルを表示します。 + * このコマンドは動的文字列ピクチャを表示後に実行してください。 + * D_TEXT_WINDOW_CURSOR 1 ON # ピクチャ[1]にウィンドウカーソルを表示 + * D_TEXT_WINDOW_CURSOR 2 OFF # ピクチャ[2]にウィンドウカーソルを消去 + * + * カーソルのアクティブ状態を変更するコマンドは以下の通りです。 + * D_TEXT_WINDOW_CURSOR_ACTIVE 2 ON # ピクチャ[1]のカーソルをアクティブ + * D_TEXT_WINDOW_CURSOR_ACTIVE 1 OFF # ピクチャ[1]のカーソルをストップ + * + * カーソル矩形の座標を指定する場合は以下の通りです。 + * D_TEXT_WINDOW_CURSOR 1 ON 0 0 100 100 # ピクチャ[1]に[0,0,100,100]のサイズの + * # ウィンドウカーソルを表示 + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ +(function() { + 'use strict'; + + var getCommandName = function(command) { + return (command || '').toUpperCase(); + }; + + var getArgNumber = function(arg, min, max) { + if (arguments.length < 2) min = -Infinity; + if (arguments.length < 3) max = Infinity; + return (parseInt(convertEscapeCharacters(arg.toString())) || 0).clamp(min, max); + }; + + var getArgString = function(arg, upperFlg) { + arg = convertEscapeCharacters(arg); + return upperFlg ? arg.toUpperCase() : arg; + }; + + var getArgBoolean = function(arg) { + return (arg || '').toUpperCase() === 'ON'; + }; + + var connectArgs = function(args, startIndex, endIndex) { + if (arguments.length < 2) startIndex = 0; + if (arguments.length < 3) endIndex = args.length; + var text = ''; + for (var i = startIndex; i < endIndex; i++) { + text += args[i]; + if (i < endIndex - 1) text += ' '; + } + return text; + }; + + var convertEscapeCharacters = function(text) { + if (text === undefined || text === null) text = ''; + var window = SceneManager.getHiddenWindow(); + return window ? window.convertEscapeCharacters(text) : text; + }; + + var getUsingVariables = function(text) { + var usingVariables = []; + + text = text.replace(/\\/g, '\x1b'); + text = text.replace(/\x1b\x1b/g, '\\'); + text = text.replace(/\x1bV\[(\d+),\s*(\d+)]/gi, function() { + var number = parseInt(arguments[1], 10); + usingVariables.push(number); + return $gameVariables.value(number); + }.bind(this)); + text = text.replace(/\x1bV\[(\d+)]/gi, function() { + var number = parseInt(arguments[1], 10); + usingVariables.push(number); + return $gameVariables.value(number); + }.bind(this)); + text = text.replace(/\x1bV\[(\d+)]/gi, function() { + var number = parseInt(arguments[1], 10); + usingVariables.push(number); + return $gameVariables.value(number); + }.bind(this)); + return usingVariables; + }; + + /** + * Create plugin parameter. param[paramName] ex. param.commandPrefix + * @param pluginName plugin name(EncounterSwitchConditions) + * @returns {Object} Created parameter + */ + var createPluginParameter = function(pluginName) { + var paramReplacer = function(key, value) { + if (value === 'null') { + return value; + } + if (value[0] === '"' && value[value.length - 1] === '"') { + return value; + } + try { + return JSON.parse(value); + } catch (e) { + return value; + } + }; + var parameter = JSON.parse(JSON.stringify(PluginManager.parameters(pluginName), paramReplacer)); + PluginManager.setParameters(pluginName, parameter); + return parameter; + }; + var textDecParam = createPluginParameter('TextDecoration'); + var param = createPluginParameter('DTextPicture'); + + //============================================================================= + // Game_Interpreter + // プラグインコマンド[D_TEXT]を追加定義します。 + //============================================================================= + if (PluginManager.parameters('NRP_EvalPluginCommand')) { + var _Game_Interpreter_command356 = Game_Interpreter.prototype.command356; + Game_Interpreter.prototype.command356 = function() { + this._argClone = this._params[0].split(" "); + this._argClone.shift(); + return _Game_Interpreter_command356.apply(this, arguments); + }; + } + + var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function(command, args) { + _Game_Interpreter_pluginCommand.apply(this, arguments); + if (this._argClone) { + args = this._argClone; + this._argClone = null; + } + this.pluginCommandDTextPicture(command, args); + }; + + // Resolve conflict for YEP_PluginCmdSwVar.js + var _Game_Interpreter_processPluginCommandSwitchVariables = Game_Interpreter.prototype.processPluginCommandSwitchVariables; + Game_Interpreter.prototype.processPluginCommandSwitchVariables = function() { + if (this._params[0].toUpperCase().indexOf('D_TEXT') >= 0) { + return; + } + _Game_Interpreter_processPluginCommandSwitchVariables.apply(this, arguments); + }; + + Game_Interpreter.textAlignMapper = { + LEFT: 0, CENTER: 1, RIGHT: 2, 左: 0, 中央: 1, 右: 2 + }; + + Game_Interpreter.prototype.pluginCommandDTextPicture = function(command, args) { + switch (getCommandName(command)) { + case 'D_TEXT' : + if (isNaN(convertEscapeCharacters(args[args.length - 1])) || args.length === 1) { + args.push($gameScreen.dTextSize || 28); + } + var fontSize = getArgNumber(args.pop()); + $gameScreen.setDTextPicture(connectArgs(args), fontSize); + break; + case 'D_TEXT_SETTING': + switch (getCommandName(args[0])) { + case 'ALIGN' : + $gameScreen.dTextAlign = isNaN(args[1]) ? + Game_Interpreter.textAlignMapper[getArgString(args[1], true)] : getArgNumber(args[1], 0, 2); + break; + case 'BG_COLOR' : + $gameScreen.dTextBackColor = getArgString(connectArgs(args, 1)); + break; + case 'BG_GRADATION_LEFT' : + $gameScreen.dTextGradationLeft = getArgNumber(args[1], 0); + break; + case 'BG_GRADATION_RIGHT' : + $gameScreen.dTextGradationRight = getArgNumber(args[1], 0); + break; + case 'FONT': + args.shift(); + $gameScreen.setDtextFont(getArgString(connectArgs(args))); + break; + case 'REAL_TIME' : + $gameScreen.dTextRealTime = getArgBoolean(args[1]); + break; + case 'WINDOW': + $gameScreen.dWindowFrame = getArgBoolean(args[1]); + break; + } + break; + case 'D_TEXT_WINDOW_CURSOR' : + var windowRect = null; + if (getArgBoolean(args[1])) { + windowRect = { + x : getArgNumber(args[2] || '', 0), + y : getArgNumber(args[3] || '', 0), + width : getArgNumber(args[4] || '', 0), + height: getArgNumber(args[5] || '', 0) + }; + } + $gameScreen.setDTextWindowCursor(getArgNumber(args[0], 0), windowRect); + break; + case 'D_TEXT_WINDOW_CURSOR_ACTIVE' : + $gameScreen.setDTextWindowCursorActive(getArgNumber(args[0], 0), getArgBoolean(args[1])); + break; + } + }; + + //============================================================================= + // Game_Variables + // 値を変更した変数の履歴を取得します。 + //============================================================================= + var _Game_Variables_setValue = Game_Variables.prototype.setValue; + Game_Variables.prototype.setValue = function(variableId, value) { + variableId = parseInt(variableId); + if (this.value(variableId) !== value) { + this._changedVariables = this.getChangedVariables(); + if (!this._changedVariables.contains(variableId)) { + this._changedVariables.push(variableId); + } + } + _Game_Variables_setValue.apply(this, arguments); + }; + + Game_Variables.prototype.getChangedVariables = function() { + return this._changedVariables || []; + }; + + Game_Variables.prototype.clearChangedVariables = function() { + return this._changedVariables = []; + }; + + //============================================================================= + // Game_Screen + // 動的ピクチャ用のプロパティを追加定義します。 + //============================================================================= + var _Game_Screen_clear = Game_Screen.prototype.clear; + Game_Screen.prototype.clear = function() { + _Game_Screen_clear.call(this); + this.clearDTextPicture(); + }; + + Game_Screen.prototype.clearDTextPicture = function() { + this.dTextValue = null; + this.dTextOriginal = null; + this.dTextRealTime = null; + this.dTextSize = 0; + this.dTextAlign = 0; + this.dTextBackColor = null; + this.dTextFont = null; + this.dUsingVariables = null; + this.dWindowFrame = null; + this.dTextGradationRight = 0; + this.dTextGradationLeft = 0; + }; + + Game_Screen.prototype.setDTextPicture = function(value, size) { + if (typeof TranslationManager !== 'undefined') { + TranslationManager.translateIfNeed(value, function(translatedText) { + value = translatedText; + }); + } + this.dUsingVariables = (this.dUsingVariables || []).concat(getUsingVariables(value)); + this.dTextValue = (this.dTextValue || '') + getArgString(value, false) + '\n'; + this.dTextOriginal = (this.dTextOriginal || '') + value + '\n'; + this.dTextSize = size; + }; + + Game_Screen.prototype.setDTextWindowCursor = function(pictureId, rect) { + var picture = this.picture(pictureId); + if (picture) { + picture.setWindowCursor(rect); + picture.setWindowCursorActive(true); + } + }; + + Game_Screen.prototype.setDTextWindowCursorActive = function(pictureId, value) { + var picture = this.picture(pictureId); + if (picture) { + picture.setWindowCursorActive(value); + } + }; + + Game_Screen.prototype.getDTextPictureInfo = function() { + var prefix = getArgString(param.prefixText) || ''; + return { + value : prefix + this.dTextValue, + size : this.dTextSize || 0, + align : this.dTextAlign || 0, + color : this.dTextBackColor, + font : this.dTextFont, + usingVariables: this.dUsingVariables, + realTime : this.dTextRealTime, + originalValue : prefix + this.dTextOriginal, + windowFrame : this.dWindowFrame, + gradationLeft : this.dTextGradationLeft, + gradationRight: this.dTextGradationRight, + }; + }; + + Game_Screen.prototype.isSettingDText = function() { + return !!this.dTextValue; + }; + + Game_Screen.prototype.setDtextFont = function(name) { + this.dTextFont = name; + }; + + var _Game_Screen_updatePictures = Game_Screen.prototype.updatePictures; + Game_Screen.prototype.updatePictures = function() { + _Game_Screen_updatePictures.apply(this, arguments); + $gameVariables.clearChangedVariables(); + }; + + //============================================================================= + // Game_Picture + // 動的ピクチャ用のプロパティを追加定義し、表示処理を動的ピクチャ対応に変更します。 + //============================================================================= + var _Game_Picture_initBasic = Game_Picture.prototype.initBasic; + Game_Picture.prototype.initBasic = function() { + _Game_Picture_initBasic.call(this); + this.dTextValue = null; + this.dTextInfo = null; + }; + + var _Game_Picture_show = Game_Picture.prototype.show; + Game_Picture.prototype.show = function(name, origin, x, y, scaleX, + scaleY, opacity, blendMode) { + if ($gameScreen.isSettingDText() && !name) { + arguments[0] = Date.now().toString(); + this.dTextInfo = $gameScreen.getDTextPictureInfo(); + $gameScreen.clearDTextPicture(); + } else { + this.dTextInfo = null; + } + _Game_Picture_show.apply(this, arguments); + }; + + var _Game_Picture_update = Game_Picture.prototype.update; + Game_Picture.prototype.update = function() { + _Game_Picture_update.apply(this, arguments); + if (this.dTextInfo && this.dTextInfo.realTime) { + this.updateDTextVariable(); + } + }; + + Game_Picture.prototype.updateDTextVariable = function() { + $gameVariables.getChangedVariables().forEach(function(variableId) { + if (this.dTextInfo.usingVariables.contains(variableId)) { + this._name = Date.now().toString(); + this.dTextInfo.value = getArgString(this.dTextInfo.originalValue, false); + } + }, this); + }; + + Game_Picture.prototype.setWindowCursor = function(rect) { + this._windowCursor = rect; + }; + + Game_Picture.prototype.getWindowCursor = function() { + return this._windowCursor; + }; + + Game_Picture.prototype.setWindowCursorActive = function(value) { + this._windowCursorActive = value; + }; + + Game_Picture.prototype.getWindowCursorActive = function() { + return this._windowCursorActive; + }; + + //============================================================================= + // SceneManager + // 文字描画用の隠しウィンドウを取得します。 + //============================================================================= + SceneManager.getHiddenWindow = function() { + if (!this._hiddenWindow) { + this._hiddenWindow = new Window_Hidden(1, 1, 1, 1); + } + return this._hiddenWindow; + }; + + SceneManager.getSpriteset = function() { + return this._scene._spriteset; + }; + + //============================================================================= + // Window_Base + // 文字列変換処理に追加制御文字を設定します。 + //============================================================================= + var _Window_Base_convertEscapeCharacters = Window_Base.prototype.convertEscapeCharacters; + Window_Base.prototype.convertEscapeCharacters = function(text) { + text = _Window_Base_convertEscapeCharacters.call(this, text); + text = text.replace(/\x1bV\[(\d+),\s*(\d+)]/gi, function() { + return this.getVariablePadCharacter($gameVariables.value(parseInt(arguments[1], 10)), arguments[2]); + }.bind(this)); + text = text.replace(/\x1bITEM\[(\d+)]/gi, function() { + var item = $dataItems[getArgNumber(arguments[1], 1, $dataItems.length)]; + return this.getItemInfoText(item); + }.bind(this)); + text = text.replace(/\x1bWEAPON\[(\d+)]/gi, function() { + var item = $dataWeapons[getArgNumber(arguments[1], 1, $dataWeapons.length)]; + return this.getItemInfoText(item); + }.bind(this)); + text = text.replace(/\x1bARMOR\[(\d+)]/gi, function() { + var item = $dataArmors[getArgNumber(arguments[1], 1, $dataArmors.length)]; + return this.getItemInfoText(item); + }.bind(this)); + text = text.replace(/\x1bSKILL\[(\d+)]/gi, function() { + var item = $dataSkills[getArgNumber(arguments[1], 1, $dataSkills.length)]; + return this.getItemInfoText(item); + }.bind(this)); + text = text.replace(/\x1bSTATE\[(\d+)]/gi, function() { + var item = $dataStates[getArgNumber(arguments[1], 1, $dataStates.length)]; + return this.getItemInfoText(item); + }.bind(this)); + return text; + }; + + Window_Base.prototype.getItemInfoText = function(item) { + if (!item) { + return ''; + } + return (this.isValidDTextIconSwitch() ? '\x1bi[' + item.iconIndex + ']' : '') + item.name; + }; + + Window_Base.prototype.isValidDTextIconSwitch = function() { + return !param.itemIconSwitchId || $gameSwitches.value(param.itemIconSwitchId); + }; + + Window_Base.prototype.getVariablePadCharacter = function(value, digit) { + var numText = String(Math.abs(value)); + var pad = String(param.padCharacter) || '0'; + while (numText.length < digit) { + numText = pad + numText; + } + return (value < 0 ? '-' : '') + numText; + }; + + //============================================================================= + // Sprite_Picture + // 画像の動的生成を追加定義します。 + //============================================================================= + var _Sprite_Picture_update = Sprite_Picture.prototype.update; + Sprite_Picture.prototype.update = function() { + _Sprite_Picture_update.apply(this, arguments); + if (this._frameWindow) { + this.updateFrameWindow(); + } + }; + + Sprite_Picture.prototype.updateFrameWindow = function() { + var padding = this._frameWindow.standardPadding(); + this._frameWindow.x = this.x - (this.anchor.x * this.width * this.scale.x) - padding; + this._frameWindow.y = this.y - (this.anchor.y * this.height * this.scale.y) - padding; + this._frameWindow.opacity = this.opacity; + if (!this.visible) { + this.removeFrameWindow(); + return; + } + if (!this._addFrameWindow) { + this.addFrameWindow(); + } + if (Graphics.frameCount % 2 === 0) { + this.adjustScaleFrameWindow(); + } + this.updateFrameWindowCursor(); + }; + + Sprite_Picture.prototype.updateFrameWindowCursor = function() { + var picture = this.picture(); + if (!picture) { + return; + } + var rect = picture.getWindowCursor(); + if (rect) { + var width = rect.width || this._frameWindow.contentsWidth(); + var height = rect.height || this._frameWindow.contentsHeight(); + this._frameWindow.setCursorRect(rect.x || 0, rect.y || 0, width, height); + this._frameWindow.active = picture.getWindowCursorActive(); + } else { + this._frameWindow.setCursorRect(0, 0, 0, 0); + } + }; + + Sprite_Picture.prototype.adjustScaleFrameWindow = function() { + var padding = this._frameWindow.standardPadding(); + var newFrameWidth = Math.floor(this.width * this.scale.x + padding * 2); + var newFrameHeight = Math.floor(this.height * this.scale.x + padding * 2); + if (this._frameWindow.width !== newFrameWidth || this._frameWindow.height !== newFrameHeight) { + this._frameWindow.move(this._frameWindow.x, this._frameWindow.y, newFrameWidth, newFrameHeight); + } + }; + + Sprite_Picture.prototype.addFrameWindow = function() { + var parent = this.parent; + if (parent) { + var index = parent.getChildIndex(this); + parent.addChildAt(this._frameWindow, index); + this._addFrameWindow = true; + } + }; + + Sprite_Picture.prototype.removeFrameWindow = function() { + var parent = this.parent; + if (parent) { + parent.removeChild(this._frameWindow); + this._frameWindow = null; + this._addFrameWindow = false; + } + }; + + var _Sprite_Picture_loadBitmap = Sprite_Picture.prototype.loadBitmap; + Sprite_Picture.prototype.loadBitmap = function() { + this.dTextInfo = this.picture().dTextInfo; + if (this.dTextInfo) { + this.makeDynamicBitmap(); + } else { + _Sprite_Picture_loadBitmap.apply(this, arguments); + } + }; + + Sprite_Picture.prototype.makeDynamicBitmap = function() { + this.textWidths = []; + this.hiddenWindow = SceneManager.getHiddenWindow(); + this.hiddenWindow.resetFontSettings(this.dTextInfo); + var bitmapVirtual = new Bitmap_Virtual(); + this._processText(bitmapVirtual); + this.hiddenWindow.resetFontSettings(this.dTextInfo); + this.bitmap = new Bitmap(bitmapVirtual.width, bitmapVirtual.height); + this.applyTextDecoration(); + this.bitmap.fontFace = this.hiddenWindow.contents.fontFace; + if (this.dTextInfo.color) { + this.bitmap.fillAll(this.dTextInfo.color); + var h = this.bitmap.height; + var w = this.bitmap.width; + var gradationLeft = this.dTextInfo.gradationLeft; + if (gradationLeft > 0) { + this.bitmap.clearRect(0, 0, gradationLeft, h); + this.bitmap.gradientFillRect(0, 0, gradationLeft, h, 'rgba(0, 0, 0, 0)', this.dTextInfo.color, false); + } + var gradationRight = this.dTextInfo.gradationRight; + if (gradationRight > 0) { + this.bitmap.clearRect(w - gradationRight, 0, gradationRight, h); + this.bitmap.gradientFillRect(w - gradationRight, 0, gradationRight, h, this.dTextInfo.color, 'rgba(0, 0, 0, 0)', false); + } + } + this._processText(this.bitmap); + this.setColorTone([0, 0, 0, 0]); + if (this._frameWindow) { + this.removeFrameWindow(); + } + if (this.dTextInfo.windowFrame) { + var scaleX = this.picture().scaleX() / 100; + var scaleY = this.picture().scaleY() / 100; + this.makeFrameWindow(bitmapVirtual.width * scaleX, bitmapVirtual.height * scaleY); + } + this.hiddenWindow = null; + }; + + Sprite_Picture.prototype.applyTextDecoration = function() { + if (textDecParam.Mode >= 0) { + this.bitmap.outlineColor = + 'rgba(%1,%2,%3,%4)'.format(textDecParam.Red, textDecParam.Green, textDecParam.Blue, textDecParam.Alpha / 255); + this.bitmap.decorationMode = textDecParam.Mode; + } + }; + + Sprite_Picture.prototype.makeFrameWindow = function(width, height) { + var padding = this.hiddenWindow.standardPadding(); + this._frameWindow = new Window_BackFrame(0, 0, width + padding * 2, height + padding * 2); + if (param.frameWindowSkin) { + this._frameWindow.windowskin = ImageManager.loadSystem(param.frameWindowSkin); + } + }; + + Sprite_Picture.prototype._processText = function(bitmap) { + var textState = {index: 0, x: 0, y: 0, text: this.dTextInfo.value, left: 0, line: -1, height: 0}; + this._processNewLine(textState, bitmap); + textState.height = this.hiddenWindow.calcTextHeight(textState, false); + textState.index = 0; + while (textState.text[textState.index]) { + this._processCharacter(textState, bitmap); + } + }; + + Sprite_Picture.prototype._processCharacter = function(textState, bitmap) { + if (textState.text[textState.index] === '\x1b') { + var code = this.hiddenWindow.obtainEscapeCode(textState); + switch (code) { + case 'C': + bitmap.textColor = this.hiddenWindow.textColor(this.hiddenWindow.obtainEscapeParam(textState)); + break; + case 'I': + this._processDrawIcon(this.hiddenWindow.obtainEscapeParam(textState), textState, bitmap); + break; + case '{': + this.hiddenWindow.makeFontBigger(); + break; + case '}': + this.hiddenWindow.makeFontSmaller(); + break; + case 'F': + switch (this.hiddenWindow.obtainEscapeParamString(textState).toUpperCase()) { + case 'I': + bitmap.fontItalic = true; + break; + case 'B': + bitmap.fontBoldFotDtext = true; + break; + case '/': + case 'N': + bitmap.fontItalic = false; + bitmap.fontBoldFotDtext = false; + break; + } + break; + case 'OC': + var colorCode = this.hiddenWindow.obtainEscapeParamString(textState); + var colorIndex = Number(colorCode); + if (!isNaN(colorIndex)) { + bitmap.outlineColor = this.hiddenWindow.textColor(colorIndex); + } else { + bitmap.outlineColor = colorCode; + } + break; + case 'OW': + bitmap.outlineWidth = this.hiddenWindow.obtainEscapeParam(textState); + break; + } + } else if (textState.text[textState.index] === '\n') { + this._processNewLine(textState, bitmap); + } else { + var c = textState.text[textState.index++]; + var w = this.hiddenWindow.textWidth(c); + + bitmap.fontSize = this.hiddenWindow.contents.fontSize; + bitmap.drawText(c, textState.x, textState.y, w * 2, textState.height, 'left'); + textState.x += w; + } + }; + + Sprite_Picture.prototype._processNewLine = function(textState, bitmap) { + if (bitmap instanceof Bitmap_Virtual) + this.textWidths[textState.line] = textState.x; + this.hiddenWindow.processNewLine(textState); + textState.line++; + if (bitmap instanceof Bitmap) + textState.x = (bitmap.width - this.textWidths[textState.line]) / 2 * this.dTextInfo.align; + }; + + Sprite_Picture.prototype._processDrawIcon = function(iconIndex, textState, bitmap) { + var iconBitmap = ImageManager.loadSystem('IconSet'); + var pw = Window_Base._iconWidth; + var ph = Window_Base._iconHeight; + var sx = iconIndex % 16 * pw; + var sy = Math.floor(iconIndex / 16) * ph; + bitmap.blt(iconBitmap, sx, sy, pw, ph, textState.x + 2, textState.y + (textState.height - ph) / 2); + textState.x += Window_Base._iconWidth + 4; + }; + + //============================================================================= + // Bitmap_Virtual + // サイズを計算するための仮想ビットマップクラス + //============================================================================= + function Bitmap_Virtual() { + this.initialize.apply(this, arguments); + } + + Bitmap_Virtual.prototype.initialize = function() { + this.window = SceneManager.getHiddenWindow(); + this.width = 0; + this.height = 0; + }; + + Bitmap_Virtual.prototype.drawText = function(text, x, y) { + var baseWidth = this.window.textWidth(text); + var fontSize = this.window.contents.fontSize; + if (this.fontItalic) { + baseWidth += Math.floor(fontSize / 6); + } + if (this.fontBoldFotDtext) { + baseWidth += 2; + } + this.width = Math.max(x + baseWidth, this.width); + this.height = Math.max(y + fontSize + 8, this.height); + }; + + Bitmap_Virtual.prototype.blt = function(source, sx, sy, sw, sh, dx, dy, dw, dh) { + this.width = Math.max(dx + (dw || sw), this.width); + this.height = Math.max(dy + (dh || sh), this.height); + }; + + //============================================================================= + // Window_BackFrame + // バックフレームウィンドウ + //============================================================================= + function Window_BackFrame() { + this.initialize.apply(this, arguments); + } + + Window_BackFrame.prototype.backOpacity = null; + + Window_BackFrame.prototype = Object.create(Window_Base.prototype); + Window_BackFrame.prototype.constructor = Window_BackFrame; + + Window_BackFrame.prototype.standardPadding = function() { + return param.frameWindowPadding; + }; + + + //============================================================================= + // Window_Hidden + // 文字描画用の隠しウィンドウ + //============================================================================= + function Window_Hidden() { + this.initialize.apply(this, arguments); + } + + Window_Hidden.prototype.backOpacity = null; + + Window_Hidden.prototype = Object.create(Window_Base.prototype); + Window_Hidden.prototype.constructor = Window_Hidden; + + Window_Hidden.prototype._createAllParts = function() { + this._windowBackSprite = {}; + this._windowSpriteContainer = {}; + this._windowContentsSprite = new Sprite(); + this.addChild(this._windowContentsSprite); + }; + + Window_Hidden.prototype._refreshAllParts = function() {}; + + Window_Hidden.prototype._refreshBack = function() {}; + + Window_Hidden.prototype._refreshFrame = function() {}; + + Window_Hidden.prototype._refreshCursor = function() {}; + + Window_Hidden.prototype._refreshArrows = function() {}; + + Window_Hidden.prototype._refreshPauseSign = function() {}; + + Window_Hidden.prototype.updateTransform = function() {}; + + Window_Hidden.prototype.resetFontSettings = function(dTextInfo) { + if (dTextInfo) { + var customFont = dTextInfo.font ? dTextInfo.font + ',' : ''; + this.contents.fontFace = customFont + this.standardFontFace(); + this.contents.fontSize = dTextInfo.size || this.standardFontSize(); + } else { + Window_Base.prototype.resetFontSettings.apply(this, arguments); + } + }; + + Window_Hidden.prototype.obtainEscapeParamString = function(textState) { + var arr = /^\[.+?]/.exec(textState.text.slice(textState.index)); + if (arr) { + textState.index += arr[0].length; + return arr[0].substring(1, arr[0].length - 1); + } else { + return ''; + } + }; + + var _Window_Hidden_calcTextHeight = Window_Hidden.prototype.calcTextHeight; + Window_Hidden.prototype.calcTextHeight = function(textState, all) { + var result = _Window_Hidden_calcTextHeight.apply(this, arguments); + if (param.lineSpacingVariableId) { + result += $gameVariables.value(param.lineSpacingVariableId); + } + return result; + }; + + //============================================================================= + // Bitmap + // 太字対応 + //============================================================================= + var _Bitmap__makeFontNameText = Bitmap.prototype._makeFontNameText; + Bitmap.prototype._makeFontNameText = function() { + return (this.fontBoldFotDtext ? 'bold ' : '') + _Bitmap__makeFontNameText.apply(this, arguments); + }; +})(); \ No newline at end of file diff --git a/www/js/plugins/EnemyBook.js b/www/js/plugins/EnemyBook.js new file mode 100644 index 0000000..7e0f059 --- /dev/null +++ b/www/js/plugins/EnemyBook.js @@ -0,0 +1,347 @@ +//============================================================================= +// EnemyBook.js +//============================================================================= + +/*: + * @plugindesc Displays detailed statuses of enemies. + * @author Yoji Ojima + * + * @param Unknown Data + * @desc The index name for an unknown enemy. + * @default ?????? + * + * @help + * + * Plugin Command: + * EnemyBook open # Open the enemy book screen + * EnemyBook add 3 # Add enemy #3 to the enemy book + * EnemyBook remove 4 # Remove enemy #4 from the enemy book + * EnemyBook complete # Complete the enemy book + * EnemyBook clear # Clear the enemy book + * + * Enemy Note: + * # Description text in the enemy book, line 1 + * # Description text in the enemy book, line 2 + * # This enemy does not appear in the enemy book + */ + +/*:ja + * @plugindesc モンスター図鑑です。敵キャラの詳細なステータスを表示します。 + * @author Yoji Ojima + * + * @param Unknown Data + * @desc 未確認の敵キャラの索引名です。 + * @default ?????? + * + * @help + * + * プラグインコマンド: + * EnemyBook open # 図鑑画面を開く + * EnemyBook add 3 # 敵キャラ3番を図鑑に追加 + * EnemyBook remove 4 # 敵キャラ4番を図鑑から削除 + * EnemyBook complete # 図鑑を完成させる + * EnemyBook clear # 図鑑をクリアする + * + * 敵キャラのメモ: + * # 説明1行目 + * # 説明2行目 + * # 図鑑に載せない場合 + */ + +(function() { + + var parameters = PluginManager.parameters('EnemyBook'); + var unknownData = String(parameters['Unknown Data'] || '??????'); + + var _Game_Interpreter_pluginCommand = + Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function(command, args) { + _Game_Interpreter_pluginCommand.call(this, command, args); + if (command === 'EnemyBook') { + switch (args[0]) { + case 'open': + SceneManager.push(Scene_EnemyBook); + break; + case 'add': + $gameSystem.addToEnemyBook(Number(args[1])); + break; + case 'remove': + $gameSystem.removeFromEnemyBook(Number(args[1])); + break; + case 'complete': + $gameSystem.completeEnemyBook(); + break; + case 'clear': + $gameSystem.clearEnemyBook(); + break; + } + } + }; + + Game_System.prototype.addToEnemyBook = function(enemyId) { + if (!this._enemyBookFlags) { + this.clearEnemyBook(); + } + this._enemyBookFlags[enemyId] = true; + }; + + Game_System.prototype.removeFromEnemyBook = function(enemyId) { + if (this._enemyBookFlags) { + this._enemyBookFlags[enemyId] = false; + } + }; + + Game_System.prototype.completeEnemyBook = function() { + this.clearEnemyBook(); + for (var i = 1; i < $dataEnemies.length; i++) { + this._enemyBookFlags[i] = true; + } + }; + + Game_System.prototype.clearEnemyBook = function() { + this._enemyBookFlags = []; + }; + + Game_System.prototype.isInEnemyBook = function(enemy) { + if (this._enemyBookFlags && enemy) { + return !!this._enemyBookFlags[enemy.id]; + } else { + return false; + } + }; + + var _Game_Troop_setup = Game_Troop.prototype.setup; + Game_Troop.prototype.setup = function(troopId) { + _Game_Troop_setup.call(this, troopId); + this.members().forEach(function(enemy) { + if (enemy.isAppeared()) { + $gameSystem.addToEnemyBook(enemy.enemyId()); + } + }, this); + }; + + var _Game_Enemy_appear = Game_Enemy.prototype.appear; + Game_Enemy.prototype.appear = function() { + _Game_Enemy_appear.call(this); + $gameSystem.addToEnemyBook(this._enemyId); + }; + + var _Game_Enemy_transform = Game_Enemy.prototype.transform; + Game_Enemy.prototype.transform = function(enemyId) { + _Game_Enemy_transform.call(this, enemyId); + $gameSystem.addToEnemyBook(enemyId); + }; + + function Scene_EnemyBook() { + this.initialize.apply(this, arguments); + } + + Scene_EnemyBook.prototype = Object.create(Scene_MenuBase.prototype); + Scene_EnemyBook.prototype.constructor = Scene_EnemyBook; + + Scene_EnemyBook.prototype.initialize = function() { + Scene_MenuBase.prototype.initialize.call(this); + }; + + Scene_EnemyBook.prototype.create = function() { + Scene_MenuBase.prototype.create.call(this); + this._indexWindow = new Window_EnemyBookIndex(0, 0); + this._indexWindow.setHandler('cancel', this.popScene.bind(this)); + var wy = this._indexWindow.height; + var ww = Graphics.boxWidth; + var wh = Graphics.boxHeight - wy; + this._statusWindow = new Window_EnemyBookStatus(0, wy, ww, wh); + this.addWindow(this._indexWindow); + this.addWindow(this._statusWindow); + this._indexWindow.setStatusWindow(this._statusWindow); + }; + + function Window_EnemyBookIndex() { + this.initialize.apply(this, arguments); + } + + Window_EnemyBookIndex.prototype = Object.create(Window_Selectable.prototype); + Window_EnemyBookIndex.prototype.constructor = Window_EnemyBookIndex; + + Window_EnemyBookIndex.lastTopRow = 0; + Window_EnemyBookIndex.lastIndex = 0; + + Window_EnemyBookIndex.prototype.initialize = function(x, y) { + var width = Graphics.boxWidth; + var height = this.fittingHeight(6); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this.refresh(); + this.setTopRow(Window_EnemyBookIndex.lastTopRow); + this.select(Window_EnemyBookIndex.lastIndex); + this.activate(); + }; + + Window_EnemyBookIndex.prototype.maxCols = function() { + return 3; + }; + + Window_EnemyBookIndex.prototype.maxItems = function() { + return this._list ? this._list.length : 0; + }; + + Window_EnemyBookIndex.prototype.setStatusWindow = function(statusWindow) { + this._statusWindow = statusWindow; + this.updateStatus(); + }; + + Window_EnemyBookIndex.prototype.update = function() { + Window_Selectable.prototype.update.call(this); + this.updateStatus(); + }; + + Window_EnemyBookIndex.prototype.updateStatus = function() { + if (this._statusWindow) { + var enemy = this._list[this.index()]; + this._statusWindow.setEnemy(enemy); + } + }; + + Window_EnemyBookIndex.prototype.refresh = function() { + this._list = []; + for (var i = 1; i < $dataEnemies.length; i++) { + var enemy = $dataEnemies[i]; + if (enemy.name && enemy.meta.book !== 'no') { + this._list.push(enemy); + } + } + this.createContents(); + this.drawAllItems(); + }; + + Window_EnemyBookIndex.prototype.drawItem = function(index) { + var enemy = this._list[index]; + var rect = this.itemRectForText(index); + var name; + if ($gameSystem.isInEnemyBook(enemy)) { + name = enemy.name; + } else { + name = unknownData; + } + this.drawText(name, rect.x, rect.y, rect.width); + }; + + Window_EnemyBookIndex.prototype.processCancel = function() { + Window_Selectable.prototype.processCancel.call(this); + Window_EnemyBookIndex.lastTopRow = this.topRow(); + Window_EnemyBookIndex.lastIndex = this.index(); + }; + + function Window_EnemyBookStatus() { + this.initialize.apply(this, arguments); + } + + Window_EnemyBookStatus.prototype = Object.create(Window_Base.prototype); + Window_EnemyBookStatus.prototype.constructor = Window_EnemyBookStatus; + + Window_EnemyBookStatus.prototype.initialize = function(x, y, width, height) { + Window_Base.prototype.initialize.call(this, x, y, width, height); + this._enemy = null; + this._enemySprite = new Sprite(); + this._enemySprite.anchor.x = 0.5; + this._enemySprite.anchor.y = 0.5; + this._enemySprite.x = width / 2 - 20; + this._enemySprite.y = height / 2; + this.addChildToBack(this._enemySprite); + this.refresh(); + }; + + Window_EnemyBookStatus.prototype.setEnemy = function(enemy) { + if (this._enemy !== enemy) { + this._enemy = enemy; + this.refresh(); + } + }; + + Window_EnemyBookStatus.prototype.update = function() { + Window_Base.prototype.update.call(this); + if (this._enemySprite.bitmap) { + var bitmapHeight = this._enemySprite.bitmap.height; + var contentsHeight = this.contents.height; + var scale = 1; + if (bitmapHeight > contentsHeight) { + scale = contentsHeight / bitmapHeight; + } + this._enemySprite.scale.x = scale; + this._enemySprite.scale.y = scale; + } + }; + + Window_EnemyBookStatus.prototype.refresh = function() { + var enemy = this._enemy; + var x = 0; + var y = 0; + var lineHeight = this.lineHeight(); + + this.contents.clear(); + + if (!enemy || !$gameSystem.isInEnemyBook(enemy)) { + this._enemySprite.bitmap = null; + return; + } + + var name = enemy.battlerName; + var hue = enemy.battlerHue; + var bitmap; + if ($gameSystem.isSideView()) { + bitmap = ImageManager.loadSvEnemy(name, hue); + } else { + bitmap = ImageManager.loadEnemy(name, hue); + } + this._enemySprite.bitmap = bitmap; + + this.resetTextColor(); + this.drawText(enemy.name, x, y); + + x = this.textPadding(); + y = lineHeight + this.textPadding(); + + for (var i = 0; i < 8; i++) { + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.param(i), x, y, 160); + this.resetTextColor(); + this.drawText(enemy.params[i], x + 160, y, 60, 'right'); + y += lineHeight; + } + + var rewardsWidth = 280; + x = this.contents.width - rewardsWidth; + y = lineHeight + this.textPadding(); + + this.resetTextColor(); + this.drawText(enemy.exp, x, y); + x += this.textWidth(enemy.exp) + 6; + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.expA, x, y); + x += this.textWidth(TextManager.expA + ' '); + + this.resetTextColor(); + this.drawText(enemy.gold, x, y); + x += this.textWidth(enemy.gold) + 6; + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.currencyUnit, x, y); + + x = this.contents.width - rewardsWidth; + y += lineHeight; + + for (var j = 0; j < enemy.dropItems.length; j++) { + var di = enemy.dropItems[j]; + if (di.kind > 0) { + var item = Game_Enemy.prototype.itemObject(di.kind, di.dataId); + this.drawItemName(item, x, y, rewardsWidth); + y += lineHeight; + } + } + + var descWidth = 480; + x = this.contents.width - descWidth; + y = this.textPadding() + lineHeight * 7; + this.drawTextEx(enemy.meta.desc1, x, y + lineHeight * 0, descWidth); + this.drawTextEx(enemy.meta.desc2, x, y + lineHeight * 1, descWidth); + }; + +})(); diff --git a/www/js/plugins/FixApproachMove.js b/www/js/plugins/FixApproachMove.js new file mode 100644 index 0000000..2ec6dd7 --- /dev/null +++ b/www/js/plugins/FixApproachMove.js @@ -0,0 +1,43 @@ +/*: + * @plugindesc スイッチとセルフスイッチAがONのとき、特定イベントの「近づく」自律移動を「固定」にするプラグイン + * @author 魚雷城 + * + * @param Switch ID + * @desc 条件となる通常スイッチのID(このスイッチがONのときに動作します) + * @default 1 + * + * @help + * イベントのメモ欄に と記載することで、 + * 「近づく」自律移動のイベントに対して、指定スイッチとセルフスイッチAがONなら + * 自律移動タイプが「固定」となり動かなくなります。 + * + * ◆ 使用手順 + * 1. プラグイン管理で有効化 + * 2. 対象イベントのメモ欄に を記述 + * 3. 通常スイッチがONかつ、そのイベントのセルフスイッチAがONのとき「固定」になります + */ + +(function () { + const parameters = PluginManager.parameters('FixApproachMoveWithSelfSwitch'); + const switchId = Number(parameters['Switch ID'] || 1); + + const _Game_Event_updateSelfMovement = Game_Event.prototype.updateSelfMovement; + Game_Event.prototype.updateSelfMovement = function () { + if (this.page()) { + const note = this.event().note; + const isFixApproach = note && note.includes(""); + const moveType = this.page().moveType; + + const keyA = [this._mapId, this._eventId, 'A']; + const isSelfSwitchAOn = $gameSelfSwitches.value(keyA); + + if (isFixApproach && moveType === 2) { // 2 = 近づく + if ($gameSwitches.value(switchId) && isSelfSwitchAOn) { + return; // スイッチとセルフスイッチAがONなら自律移動停止 + } + } + } + + _Game_Event_updateSelfMovement.call(this); + }; +})(); \ No newline at end of file diff --git a/www/js/plugins/FixImageLoading.js b/www/js/plugins/FixImageLoading.js new file mode 100644 index 0000000..8857574 --- /dev/null +++ b/www/js/plugins/FixImageLoading.js @@ -0,0 +1,71 @@ +//============================================================================= +// FixImageLoading.js +// ---------------------------------------------------------------------------- +// Copyright (c) 2015-2017 Triacontane +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// Version +// 2.0.1 2019/04/06 MoviePicture.jsとの競合を修正 +// 2.0.0 2017/06/09 本体ver1.5.0に合わせて再作成 +// 1.1.1 2016/11/20 ロード完了時にframeが更新されない不具合を修正 +// ロード中にframeが変更された場合に、ロード完了まで反映を遅らせる仕様を追加 +// 1.1.0 2016/11/16 liply_GC.jsとの競合を解消 by 奏 ねこま様 +// 1.0.0 2016/05/02 初版 +// ---------------------------------------------------------------------------- +// [Blog] : http://triacontane.blogspot.jp/ +// [Twitter]: https://twitter.com/triacontane/ +// [GitHub] : https://github.com/triacontane/ +//============================================================================= + +/*:ja + * @plugindesc 画像ロード時のチラつき防止プラグイン + * @author トリアコンタン + * + * @help キャッシュしていない画像を表示したときに + * 一瞬発生するチラつきを防止します。 + * 画像のロードが完了するまで以前に表示していた画像を残します。 + * + * 逆に画像を消したいときは明示的にピクチャの消去等を行ってから + * 表示してください。 + * + * このプラグインにはプラグインコマンドはありません。 + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ + +(function() { + 'use strict'; + + var _Sprite__renderCanvas = Sprite.prototype._renderCanvas; + Sprite.prototype._renderCanvas = function(renderer) { + _Sprite__renderCanvas.apply(this, arguments); + if (this.isExistLoadingBitmap()) { + this._renderCanvas_PIXI(renderer); + } + }; + + var _Sprite__renderWebGL = Sprite.prototype._renderWebGL; + Sprite.prototype._renderWebGL = function(renderer) { + _Sprite__renderWebGL.apply(this, arguments); + if (this.isExistLoadingBitmap()) { + if (this._isPicture) { + this._speedUpCustomBlendModes(renderer); + renderer.setObjectRenderer(renderer.plugins.picture); + if (!this.isVideoPicture || !this.isVideoPicture()) { + renderer.plugins.picture.render(this); + } + } else { + renderer.setObjectRenderer(renderer.plugins.sprite); + renderer.plugins.sprite.render(this); + } + } + }; + + Sprite.prototype.isExistLoadingBitmap = function() { + return this.bitmap && !this.bitmap.isReady(); + }; +})(); diff --git a/www/js/plugins/Foreground.js b/www/js/plugins/Foreground.js new file mode 100644 index 0000000..ea900ef --- /dev/null +++ b/www/js/plugins/Foreground.js @@ -0,0 +1,322 @@ +//============================================================================= +// Foreground.js (Ver1.0.1) +//============================================================================= +// [History] +// 2015.Nov. 7 1.0.0 First Release +// 2018.Sep.19 1.0.1 Fix bug when 'event command -> test' becomes error + +/*: + * @plugindesc display foreground tiling sprite(Ver1.0.1) + * @author Sasuke KANNAZUKI (thanks to Yoji Ojima) + * + * @noteParam fgName + * @noteRequire 1 + * @noteDir img/parallaxes/ + * @noteType file + * @noteData maps + * + * @help This plugin does not provide plugin commands. + * + * 'foreground' is like a parallax that displays over the map. + * put bitmap file at img/parallaxes. + * + * Map Note: + * write down following 5 settings at map's note. + * name is the string, file name of tiling sprite. + * if the name starts '!', it is regarded as "foreground zero". + * the filename is searched from img/parallaxes. + * number is the flag of loop x. 0:no 1:yes + * if this is not written on the note, it'll be 0(=no). + * number is the flag of loop y. 0:no 1:yes + * if this is not written on the note, it'll be 0(=no). + * number is x scroll speed. + * when it doesn't loop x, this is ignored. + * if this is not written on the note, it'll be 0. + * number is y scroll speed. + * when it doesn't loop y, this is ignored. + * if this is not written on the note, it'll be 0. + * + * Ex. + * + * + * + * + * [License] + * this plugin is released under MIT license. + * http://opensource.org/licenses/mit-license.php + */ + +/*:ja + * @plugindesc マップに合わせてスクロールする近景の設定(Ver1.0.1) + * @author 神無月サスケ (thanks to Yoji Ojima) + * + * @noteParam fgName + * @noteRequire 1 + * @noteDir img/parallaxes/ + * @noteType file + * @noteData maps + * + * @help このプラグインにプラグインコマンドはありません。 + * 近景(foreground)は、マップの上に表示される遠景のようなものです。 + * 使用する画像ファイルは、img/parallaxes に置いてください。 + * + * マップのメモ: + * 以下の5項目を書いてください(設定項目は、遠景と似ています)。 + * 前景として使うファイル名です(拡張子なし) + * 名前が '!'で始まる場合、遠景同様視差ゼロとなります。 + * ファイルは img/parallaxes に置いてください + * X座標にループするかどうか (0:no 1:yes)。 + * 省略時は0(=no)になります。 + * Y座標にループするかどうか (0:no 1:yes)。 + * 省略時は0(=no)になります。 + * X座標のスクロール速度です + * X座標にループしない場合は無視されます。 + * 省略時は0になります。 + * Y座標のスクロール速度です + * Y座標にループしない場合は無視されます。 + * 省略時は0になります。 + * + * 例: + * + * sample1.png が前景になり、斜め上にループします。 + * + * + * 視差ゼロで!sample1.png が表示されます。 + * + * ■ライセンス表記 + * このプラグインは MIT ライセンスで配布されます。 + * ご自由にお使いください。 + * http://opensource.org/licenses/mit-license.php + */ + +(function() { + // + // check zero foreground or not. + // + ImageManager.isZeroForeground = function(filename) { + return filename.charAt(0) === '!'; + }; + + // + // map initialization + // + var _Game_Map_initialize = Game_Map.prototype.initialize; + Game_Map.prototype.initialize = function() { + _Game_Map_initialize.call(this); + this.initForeground(); + }; + + Game_Map.prototype.initForeground = function(){ + this._foregroundDefined = true; + this._foregroundName = ''; + this._foregroundZero = false; + this._foregroundLoopX = false; + this._foregroundLoopY = false; + this._foregroundSx = 0; + this._foregroundSy = 0; + this._foregroundX = 0; + this._foregroundY = 0; + }; + + // + // if foreground is undefined, initialize it. + // + Game_Map.prototype.guardForeground = function(){ + if(!this._foregroundDefined){ + this.initForeground(); + } + }; + + // + // an accessor + // + Game_Map.prototype.foregroundName = function() { + this.guardForeground(); + return this._foregroundName; +}; + + // + // set foreground by reading map's note. + // + var _Game_Map_setup = Game_Map.prototype.setup; + Game_Map.prototype.setup = function(mapId) { + _Game_Map_setup.call(this, mapId); + this.setupForeground(); + }; + + Game_Map.prototype.setupForeground = function() { + if ($dataMap.meta) { + this._foregroundName = $dataMap.meta.fgName || ''; + this._foregroundZero = ImageManager.isZeroForeground( + this._foregroundName); + this._foregroundLoopX = !!$dataMap.meta.fgLoopX; + this._foregroundLoopY = !!$dataMap.meta.fgLoopY; + this._foregroundSx = Number($dataMap.meta.fgSx) || 0; + this._foregroundSy = Number($dataMap.meta.fgSy) || 0; + } + this._foregroundX = 0; + this._foregroundY = 0; + }; + + // + // to display foreground + // + var _Game_Map_setDisplayPos = Game_Map.prototype.setDisplayPos; + Game_Map.prototype.setDisplayPos = function(x, y) { + _Game_Map_setDisplayPos.call(this, x, y); + this.guardForeground(); + if (this.isLoopHorizontal()) { + this._foregroundX = x; + } else { + this._foregroundX = this._displayX; + } + if (this.isLoopVertical()) { + this._foregroundY = y; + } else { + this._foregroundY = this._displayY; + } + }; + + Game_Map.prototype.foregroundOx = function() { + this.guardForeground(); + if (this._foregroundZero) { + return this._foregroundX * this.tileWidth(); + } else if (this._foregroundLoopX) { + return this._foregroundX * this.tileWidth() / 2; + } else { + return 0; + } + }; + + Game_Map.prototype.foregroundOy = function() { + this.guardForeground(); + if (this._foregroundZero) { + return this._foregroundY * this.tileHeight(); + } else if (this._foregroundLoopY) { + return this._foregroundY * this.tileHeight() / 2; + } else { + return 0; + } + }; + + // + // to scroll foreground + // + var _Game_Map_scrollDown = Game_Map.prototype.scrollDown; + Game_Map.prototype.scrollDown = function(distance) { + var lastY = this._displayY; + _Game_Map_scrollDown.call(this, distance); + this.guardForeground(); + if (this.isLoopVertical()) { + if (this._foregroundLoopY) { + this._foregroundY += distance; + } + } else if (this.height() >= this.screenTileY()) { + var displayY = Math.min(lastY + distance, + this.height() - this.screenTileY()); + this._foregroundY += displayY - lastY; + } + }; + + var _Game_Map_scrollLeft = Game_Map.prototype.scrollLeft; + Game_Map.prototype.scrollLeft = function(distance) { + var lastX = this._displayX; + _Game_Map_scrollLeft.call(this, distance); + this.guardForeground(); + if (this.isLoopHorizontal()) { + if (this._foregroundLoopX) { + this._foregroundX -= distance; + } + } else if (this.width() >= this.screenTileX()) { + var displayX = Math.max(lastX - distance, 0); + this._foregroundX += displayX - lastX; + } + }; + + var _Game_Map_scrollRight = Game_Map.prototype.scrollRight; + Game_Map.prototype.scrollRight = function(distance) { + var lastX = this._displayX; + _Game_Map_scrollRight.call(this, distance); + this.guardForeground(); + if (this.isLoopHorizontal()) { + if (this._foregroundLoopX) { + this._foregroundX += distance; + } + } else if (this.width() >= this.screenTileX()) { + var displayX = Math.min(lastX + distance, + this.width() - this.screenTileX()); + this._foregroundX += displayX - lastX; + } + }; + + var _Game_Map_scrollUp = Game_Map.prototype.scrollUp; + Game_Map.prototype.scrollUp = function(distance) { + var lastY = this._displayY; + _Game_Map_scrollUp.call(this, distance); + this.guardForeground(); + if (this.isLoopVertical()) { + if (this._foregroundLoopY) { + this._foregroundY -= distance; + } + } else if (this.height() >= this.screenTileY()) { + var displayY = Math.max(lastY - distance, 0); + this._foregroundY += displayY - lastY; + } + }; + + // + // update foreground + // + var _Game_Map_update = Game_Map.prototype.update; + Game_Map.prototype.update = function(sceneActive) { + _Game_Map_update.call(this, sceneActive); + this.updateForeground(); + }; + + Game_Map.prototype.updateForeground = function() { + this.guardForeground(); + if (this._foregroundLoopX) { + this._foregroundX += this._foregroundSx / this.tileWidth() / 2; + } + if (this._foregroundLoopY) { + this._foregroundY += this._foregroundSy / this.tileHeight() / 2; + } + }; + + // + // sprites + // + var _Spriteset_Map_createLowerLayer = + Spriteset_Map.prototype.createLowerLayer; + Spriteset_Map.prototype.createLowerLayer = function() { + _Spriteset_Map_createLowerLayer.call(this); + this.createForeground(); + }; + + var _Spriteset_Map_update = Spriteset_Map.prototype.update; + Spriteset_Map.prototype.update = function() { + _Spriteset_Map_update.call(this); + this.updateForeground(); + }; + + Spriteset_Map.prototype.createForeground = function() { + this._foreground = new TilingSprite(); + this._foreground.move(0, 0, Graphics.width, Graphics.height); + // in order to display under the weather sprites: + this._baseSprite.removeChild(this._weather); + this._baseSprite.addChild(this._foreground); + this._baseSprite.addChild(this._weather); + }; + + Spriteset_Map.prototype.updateForeground = function() { + if (this._foregroundName !== $gameMap.foregroundName()) { + this._foregroundName = $gameMap.foregroundName(); + this._foreground.bitmap = ImageManager.loadParallax(this._foregroundName); + } + if (this._foreground.bitmap) { + this._foreground.origin.x = $gameMap.foregroundOx(); + this._foreground.origin.y = $gameMap.foregroundOy(); + } + }; + +})(); diff --git a/www/js/plugins/ItemBook.js b/www/js/plugins/ItemBook.js new file mode 100644 index 0000000..0ee0d9e --- /dev/null +++ b/www/js/plugins/ItemBook.js @@ -0,0 +1,383 @@ +//============================================================================= +// ItemBook.js +//============================================================================= + +/*: + * @plugindesc Displays detailed statuses of items. + * @author Yoji Ojima + * + * @param Unknown Data + * @desc The index name for an unknown item. + * @default ?????? + * + * @param Price Text + * @desc The text for "Price". + * @default Price + * + * @param Equip Text + * @desc The text for "Equip". + * @default Equip + * + * @param Type Text + * @desc The text for "Type". + * @default Type + * + * @help + * + * Plugin Command: + * ItemBook open # Open the item book screen + * ItemBook add weapon 3 # Add weapon #3 to the item book + * ItemBook add armor 4 # Add armor #4 to the item book + * ItemBook remove armor 5 # Remove armor #5 from the item book + * ItemBook remove item 6 # Remove item #6 from the item book + * ItemBook complete # Complete the item book + * ItemBook clear # Clear the item book + * + * Item (Weapon, Armor) Note: + * # This item does not appear in the item book + */ + +/*:ja + * @plugindesc アイテム図鑑です。アイテムの詳細なステータスを表示します。 + * @author Yoji Ojima + * + * @param Unknown Data + * @desc 未確認のアイテムの索引名です。 + * @default ?????? + * + * @param Price Text + * @desc 「価格」の文字列です。 + * @default 価格 + * + * @param Equip Text + * @desc 「装備」の文字列です。 + * @default 装備 + * + * @param Type Text + * @desc 「タイプ」の文字列です。 + * @default タイプ + * + * @help + * + * プラグインコマンド: + * ItemBook open # 図鑑画面を開く + * ItemBook add weapon 3 # 武器3番を図鑑に追加 + * ItemBook add armor 4 # 防具4番を図鑑に追加 + * ItemBook remove armor 5 # 防具5番を図鑑から削除 + * ItemBook remove item 6 # アイテム6番を図鑑から削除 + * ItemBook complete # 図鑑を完成させる + * ItemBook clear # 図鑑をクリアする + * + * アイテム(武器、防具)のメモ: + * # 図鑑に載せない場合 + */ + +(function() { + + var parameters = PluginManager.parameters('ItemBook'); + var unknownData = String(parameters['Unknown Data'] || '??????'); + var priceText = String(parameters['Price Text'] || 'Price'); + var equipText = String(parameters['Equip Text'] || 'Equip'); + var typeText = String(parameters['Type Text'] || 'Type'); + + var _Game_Interpreter_pluginCommand = + Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function(command, args) { + _Game_Interpreter_pluginCommand.call(this, command, args); + if (command === 'ItemBook') { + switch (args[0]) { + case 'open': + SceneManager.push(Scene_ItemBook); + break; + case 'add': + $gameSystem.addToItemBook(args[1], Number(args[2])); + break; + case 'remove': + $gameSystem.removeFromItemBook(args[1], Number(args[2])); + break; + case 'complete': + $gameSystem.completeItemBook(); + break; + case 'clear': + $gameSystem.clearItemBook(); + break; + } + } + }; + + Game_System.prototype.addToItemBook = function(type, dataId) { + if (!this._ItemBookFlags) { + this.clearItemBook(); + } + var typeIndex = this.itemBookTypeToIndex(type); + if (typeIndex >= 0) { + this._ItemBookFlags[typeIndex][dataId] = true; + } + }; + + Game_System.prototype.removeFromItemBook = function(type, dataId) { + if (this._ItemBookFlags) { + var typeIndex = this.itemBookTypeToIndex(type); + if (typeIndex >= 0) { + this._ItemBookFlags[typeIndex][dataId] = false; + } + } + }; + + Game_System.prototype.itemBookTypeToIndex = function(type) { + switch (type) { + case 'item': + return 0; + case 'weapon': + return 1; + case 'armor': + return 2; + default: + return -1; + } + }; + + Game_System.prototype.completeItemBook = function() { + var i; + this.clearItemBook(); + for (i = 1; i < $dataItems.length; i++) { + this._ItemBookFlags[0][i] = true; + } + for (i = 1; i < $dataWeapons.length; i++) { + this._ItemBookFlags[1][i] = true; + } + for (i = 1; i < $dataArmors.length; i++) { + this._ItemBookFlags[2][i] = true; + } + }; + + Game_System.prototype.clearItemBook = function() { + this._ItemBookFlags = [[], [], []]; + }; + + Game_System.prototype.isInItemBook = function(item) { + if (this._ItemBookFlags && item) { + var typeIndex = -1; + if (DataManager.isItem(item)) { + typeIndex = 0; + } else if (DataManager.isWeapon(item)) { + typeIndex = 1; + } else if (DataManager.isArmor(item)) { + typeIndex = 2; + } + if (typeIndex >= 0) { + return !!this._ItemBookFlags[typeIndex][item.id]; + } else { + return false; + } + } else { + return false; + } + }; + + var _Game_Party_gainItem = Game_Party.prototype.gainItem; + Game_Party.prototype.gainItem = function(item, amount, includeEquip) { + _Game_Party_gainItem.call(this, item, amount, includeEquip); + if (item && amount > 0) { + var type; + if (DataManager.isItem(item)) { + type = 'item'; + } else if (DataManager.isWeapon(item)) { + type = 'weapon'; + } else if (DataManager.isArmor(item)) { + type = 'armor'; + } + $gameSystem.addToItemBook(type, item.id); + } + }; + + function Scene_ItemBook() { + this.initialize.apply(this, arguments); + } + + Scene_ItemBook.prototype = Object.create(Scene_MenuBase.prototype); + Scene_ItemBook.prototype.constructor = Scene_ItemBook; + + Scene_ItemBook.prototype.initialize = function() { + Scene_MenuBase.prototype.initialize.call(this); + }; + + Scene_ItemBook.prototype.create = function() { + Scene_MenuBase.prototype.create.call(this); + this._indexWindow = new Window_ItemBookIndex(0, 0); + this._indexWindow.setHandler('cancel', this.popScene.bind(this)); + var wy = this._indexWindow.height; + var ww = Graphics.boxWidth; + var wh = Graphics.boxHeight - wy; + this._statusWindow = new Window_ItemBookStatus(0, wy, ww, wh); + this.addWindow(this._indexWindow); + this.addWindow(this._statusWindow); + this._indexWindow.setStatusWindow(this._statusWindow); + }; + + function Window_ItemBookIndex() { + this.initialize.apply(this, arguments); + } + + Window_ItemBookIndex.prototype = Object.create(Window_Selectable.prototype); + Window_ItemBookIndex.prototype.constructor = Window_ItemBookIndex; + + Window_ItemBookIndex.lastTopRow = 0; + Window_ItemBookIndex.lastIndex = 0; + + Window_ItemBookIndex.prototype.initialize = function(x, y) { + var width = Graphics.boxWidth; + var height = this.fittingHeight(6); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this.refresh(); + this.setTopRow(Window_ItemBookIndex.lastTopRow); + this.select(Window_ItemBookIndex.lastIndex); + this.activate(); + }; + + Window_ItemBookIndex.prototype.maxCols = function() { + return 3; + }; + + Window_ItemBookIndex.prototype.maxItems = function() { + return this._list ? this._list.length : 0; + }; + + Window_ItemBookIndex.prototype.setStatusWindow = function(statusWindow) { + this._statusWindow = statusWindow; + this.updateStatus(); + }; + + Window_ItemBookIndex.prototype.update = function() { + Window_Selectable.prototype.update.call(this); + this.updateStatus(); + }; + + Window_ItemBookIndex.prototype.updateStatus = function() { + if (this._statusWindow) { + var item = this._list[this.index()]; + this._statusWindow.setItem(item); + } + }; + + Window_ItemBookIndex.prototype.refresh = function() { + var i, item; + this._list = []; + for (i = 1; i < $dataItems.length; i++) { + item = $dataItems[i]; + if (item.name && item.itypeId === 1 && item.meta.book !== 'no') { + this._list.push(item); + } + } + for (i = 1; i < $dataWeapons.length; i++) { + item = $dataWeapons[i]; + if (item.name && item.meta.book !== 'no') { + this._list.push(item); + } + } + for (i = 1; i < $dataArmors.length; i++) { + item = $dataArmors[i]; + if (item.name && item.meta.book !== 'no') { + this._list.push(item); + } + } + this.createContents(); + this.drawAllItems(); + }; + + Window_ItemBookIndex.prototype.drawItem = function(index) { + var item = this._list[index]; + var rect = this.itemRect(index); + var width = rect.width - this.textPadding(); + if ($gameSystem.isInItemBook(item)) { + this.drawItemName(item, rect.x, rect.y, width); + } else { + var iw = Window_Base._iconWidth + 4; + this.drawText(unknownData, rect.x + iw, rect.y, width - iw); + } + }; + + Window_ItemBookIndex.prototype.processCancel = function() { + Window_Selectable.prototype.processCancel.call(this); + Window_ItemBookIndex.lastTopRow = this.topRow(); + Window_ItemBookIndex.lastIndex = this.index(); + }; + + function Window_ItemBookStatus() { + this.initialize.apply(this, arguments); + } + + Window_ItemBookStatus.prototype = Object.create(Window_Base.prototype); + Window_ItemBookStatus.prototype.constructor = Window_ItemBookStatus; + + Window_ItemBookStatus.prototype.initialize = function(x, y, width, height) { + Window_Base.prototype.initialize.call(this, x, y, width, height); + }; + + Window_ItemBookStatus.prototype.setItem = function(item) { + if (this._item !== item) { + this._item = item; + this.refresh(); + } + }; + + Window_ItemBookStatus.prototype.refresh = function() { + var item = this._item; + var x = 0; + var y = 0; + var lineHeight = this.lineHeight(); + + this.contents.clear(); + + if (!item || !$gameSystem.isInItemBook(item)) { + return; + } + + this.drawItemName(item, x, y); + + x = this.textPadding(); + y = lineHeight + this.textPadding(); + + var price = item.price > 0 ? item.price : '-'; + this.changeTextColor(this.systemColor()); + this.drawText(priceText, x, y, 120); + this.resetTextColor(); + this.drawText(price, x + 120, y, 120, 'right'); + y += lineHeight; + + if (DataManager.isWeapon(item) || DataManager.isArmor(item)) { + var etype = $dataSystem.equipTypes[item.etypeId]; + this.changeTextColor(this.systemColor()); + this.drawText(equipText, x, y, 120); + this.resetTextColor(); + this.drawText(etype, x + 120, y, 120, 'right'); + y += lineHeight; + + var type; + if (DataManager.isWeapon(item)) { + type = $dataSystem.weaponTypes[item.wtypeId]; + } else { + type = $dataSystem.armorTypes[item.atypeId]; + } + this.changeTextColor(this.systemColor()); + this.drawText(typeText, x, y, 120); + this.resetTextColor(); + this.drawText(type, x + 120, y, 120, 'right'); + + x = this.textPadding() + 300; + y = lineHeight + this.textPadding(); + for (var i = 2; i < 8; i++) { + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.param(i), x, y, 160); + this.resetTextColor(); + this.drawText(item.params[i], x + 160, y, 60, 'right'); + y += lineHeight; + } + } + + x = 0; + y = this.textPadding() * 2 + lineHeight * 7; + this.drawTextEx(item.description, x, y); + }; + +})(); diff --git a/www/js/plugins/Lunatlazur_ActorNameWindow.js b/www/js/plugins/Lunatlazur_ActorNameWindow.js new file mode 100644 index 0000000..9cf3f82 --- /dev/null +++ b/www/js/plugins/Lunatlazur_ActorNameWindow.js @@ -0,0 +1,244 @@ +//============================================================================= +// Lunatlazur_ActorNameWindow.js +// ---------------------------------------------------------------------------- +// Copyright (c) 2018 Taku Aoi +// This plugin is released under the zlib License. +// https://zlib.net/zlib_license.html +// ---------------------------------------------------------------------------- +// Version +// 1.1.0 2020-01-22 +// ---------------------------------------------------------------------------- +// [Web] : https://lunatlazur.com +// [Twitter]: https://twitter.com/aoitaku +// [GitHub] : https://github.com/lunatlazur +//============================================================================= +/*: + * @plugindesc Show actor name window + * @author Taku Aoi + * @help This plugin shows speaker's name window. + * + * Input the character name with \N format + * to display the speaker's name window. + * + * The same font as the message window is used for this window. + * + * Usage + * ===== + * + * This plugin has no plugin command. + * + * + * Changelog + * ========= + * + * 1.1.0 2020-01-22 + * ---------------- + * - Added option to specify horizontal position of name window. + * - Fixed the name not being displayed correctly on the backlog + * when using the backlog plugin. + * + * 1.0.1 2019-09-09 + * ---------------- + * - Fixed that the name window was not displayed correctly when + * the display position of the message window was not at the bottom. + * + * 1.0.0 2018-04-01 + * ---------------- + * - Published. + * + * + * @param textColor + * @desc Text color index for actor name window. + * @type number + * @default 1 + * + * @param horizontalPosition + * @desc Horizontal position for actor name window. + * @type number + * @default 0 + */ +/*:ja + * @plugindesc 会話キャラクター名表示ウィンドウプラグイン + * @author あおいたく + * @help このプラグインは名前ウィンドウを表示できるようにします。 + * + * `\N<キャラクター名>` 形式でメッセージ内にキャラクターの名前を記述することで + * メッセージウィンドウの上部に名前ウィンドウを表示するようになります。 + * + * 名前ウィンドウのフォントはメッセージウィンドウのものが使われます。 + * + * 使い方 + * ====== + * + * このプラグインにプラグインコマンドはありません。 + * + * + * 変更履歴 + * ======== + * + * 1.1.0 2020-01-22 + * ---------------- + * - 名前ウインドウの水平位置を指定するオプションを追加 + * - バックログプラグイン利用時、バックログ上で名前が正しく表示されないのを修正 + * + * 1.0.1 2019-09-09 + * ---------------- + * - メッセージウインドウの表示位置が下以外のときに、名前ウィンドウが正しく表示 + * されないのを修正 + * + * 1.0.0 2018-04-01 + * ---------------- + * - 公開 + * + * + * @param テキストカラー + * @desc 名前を表示するテキストの色番号を指定します。 + * @type number + * @default 1 + * + * @param 水平位置 + * @desc 名前を表示するウインドウの水平位置を画面左端からのpx単位で指定します。 + * @type number + * @default 0 + */ +(function () { + 'use strict'; + + const pluginName = 'Lunatlazur_ActorNameWindow'; + function getValue(params, ...names) { + let found = null; + names.forEach((name) => { + if (!!params[name]) { + found = params[name]; + } + }); + return found; + } + function asNumber(params, ...names) { + return parseInt(getValue(params, ...names), 10); + } + const parameters = PluginManager.parameters(pluginName); + const params = { + textColor: asNumber(parameters, 'テキストカラー', 'textColor'), + horizontalPosition: asNumber(parameters, '水平位置', 'horizontalPosition'), + }; + class Window_ActorName extends Window_Base { + constructor(_) { + super(); + this.initialize.apply(this, arguments); + } + initialize(parentWindow) { + this._parentWindow = parentWindow; + const x = params.horizontalPosition || 0; + super.initialize(x, 0, 240, this.windowHeight()); + this._padding = 4; + this._text = ''; + this._openness = 0; + this.deactivate(); + this.hide(); + } + standardFontFace() { + if (this._parentWindow) { + return this._parentWindow.standardFontFace(); + } + else { + return super.standardFontFace(); + } + } + windowWidth() { + this.resetFontSettings(); + return Math.ceil(this.textWidth(this._text) + this.padding * 2 + this.standardPadding() * 4); + } + windowHeight() { + return this.lineHeight() + this.padding * 2; + } + contentsWidth() { + return this.width - this.padding * 2; + } + contentsHeight() { + return this.lineHeight(); + } + update() { + super.update(); + if (this.active || this.isClosed() || this.isClosing()) { + return; + } + if (this._parentWindow.isClosing()) { + this._openness = this._parentWindow.openness; + } + this.close(); + } + setText(text) { + this._text = text; + this.refresh(); + } + refresh() { + this.width = this.windowWidth(); + this.createContents(); + this.contents.clear(); + this.resetFontSettings(); + this.changeTextColor(this.textColor(params.textColor)); + this.drawText(this._text, this.standardPadding() * 2, 0, this.contents.width); + } + updatePlacement() { + if (this._parentWindow.y === 0) { + this.y = this._parentWindow.y + this._parentWindow.windowHeight(); + } + else { + this.y = this._parentWindow.y - this.windowHeight(); + } + } + updateBackground() { + this.setBackgroundType(this._parentWindow._background); + } + processActorName(text) { + this.setText(''); + return text.replace(/\x1bN\<(.*?)\>/gi, (whole, ...args) => { + this.setText(args[0]); + this.show(); + this.open(); + this.activate(); + return ''; + }); + } + } + const Window_Message_createSubWindows = Window_Message.prototype.createSubWindows; + Window_Message.prototype.createSubWindows = function () { + Window_Message_createSubWindows.call(this); + this._nameWindow = new Window_ActorName(this); + }; + const Window_Message_subWindows = Window_Message.prototype.subWindows; + Window_Message.prototype.subWindows = function () { + return [...Window_Message_subWindows.call(this), this._nameWindow]; + }; + const Window_Message_startMessage = Window_Message.prototype.startMessage; + Window_Message.prototype.startMessage = function () { + this._nameWindow.deactivate(); + Window_Message_startMessage.call(this); + }; + const Window_Message_terminateMessage = Window_Message.prototype.terminateMessage; + Window_Message.prototype.terminateMessage = function () { + this._nameWindow.deactivate(); + Window_Message_terminateMessage.call(this); + }; + Window_Message.prototype.convertEscapeCharacters = function (text) { + text = Window_Base.prototype.convertEscapeCharacters.call(this, text); + text = this._nameWindow.processActorName(text); + return text; + }; + const Window_Message_updatePlacement = Window_Message.prototype.updatePlacement; + Window_Message.prototype.updatePlacement = function () { + Window_Message_updatePlacement.call(this); + if (this._nameWindow.active) { + this._nameWindow.updatePlacement(); + } + }; + const Window_Message_updateBackground = Window_Message.prototype.updateBackground; + Window_Message.prototype.updateBackground = function () { + Window_Message_updateBackground.call(this); + if (this._nameWindow.active) { + this._nameWindow.updateBackground(); + } + }; + +}()); \ No newline at end of file diff --git a/www/js/plugins/MKR_PlayerMoveForbid.js b/www/js/plugins/MKR_PlayerMoveForbid.js new file mode 100644 index 0000000..97acfb2 --- /dev/null +++ b/www/js/plugins/MKR_PlayerMoveForbid.js @@ -0,0 +1,188 @@ +//============================================================================== +// MKR_PlayerMoveForbid.js +//============================================================================== +// Copyright (c) 2016-2017 マンカインド +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ----------------------------------------------------------------------------- +// Version +// 1.0.5 2017/12/10 移動禁止の間、決定キーを動作させるかのフラグを追加 +// +// 1.0.4 2017/08/27 プラグインパラメータの指定方法を変更 +// +// 1.0.3 2017/05/24 メニュー開閉フラグが正常に動作していなかったため修正 +// +// 1.0.2 2017/02/19 移動禁止の間、メニュー開閉を行えるかのフラグを追加 +// +// 1.0.1 2016/09/04 未使用のコードを削除しファイル容量を小さくした。 +// デフォルト値の設定が不適切だったので修正。 +// +// 1.0.0 2016/09/04 初版公開。 +// ----------------------------------------------------------------------------- +// [Twitter] https://twitter.com/mankind_games/ +// [GitHub] https://github.com/mankindGames/ +// [Blog] http://mankind-games.blogspot.jp/ +//============================================================================== + +/*: + * + * @plugindesc (v1.0.5) プレイヤー移動禁止プラグイン + * @author マンカインド + * + * @help 指定された番号のスイッチがONの間、 + * プレイヤー操作によるキャラの移動を禁止します。 + * + * プラグインパラメーター[移動禁止スイッチ]にスイッチ番号を指定します。 + * 指定された番号のスイッチがONになっている間、 + * プレイヤー操作によるキャラの移動ができなくなります。 + * ([移動ルートの設定]コマンドなどで移動させることは可能です) + * + * [メニュー開閉制御]により、[移動禁止スイッチ]がONになっている間の + * メニュー開閉を制御できます。 + * + * [決定キー制御]により、[移動禁止スイッチ]がONになっている間の + * 決定キー/タッチ操作による動作(主にイベントの起動)を制御できます。 + * + * + * プラグインコマンド: + * ありません。 + * + * + * スクリプトコマンド: + * ありません。 + * + * + * 利用規約: + * ・作者に無断で本プラグインの改変、再配布が可能です。 + * (ただしヘッダーの著作権表示部分は残してください。) + * + * ・利用形態(フリーゲーム、商用ゲーム、R-18作品等)に制限はありません。 + * ご自由にお使いください。 + * + * ・本プラグインを使用したことにより発生した問題について作者は一切の責任を + * 負いません。 + * + * ・要望などがある場合、本プラグインのバージョンアップを行う + * 可能性がありますが、 + * バージョンアップにより本プラグインの仕様が変更される可能性があります。 + * ご了承ください。 + * + * + * @param Default_Move_Flag + * @text 移動禁止スイッチ + * @desc ONの間、プレイヤーの移動を禁止するスイッチ番号を指定します。(デフォルト:10) + * @type switch + * @default 10 + * + * @param Default_Menu_Flag + * @text メニュー開閉制御 + * @desc プレイヤーの移動を禁止している間、メニューの開閉を許可するかどうかを設定します。(デフォルト:許可する) + * @type boolean + * @on 許可する + * @off 許可しない + * @default true + * + * @param Enter Flag + * @text 決定キー制御 + * @desc プレイヤーの移動を禁止している間、決定キー/タッチ操作による動作を許可するかどうかを設定します。(デフォルト:許可する) + * @type boolean + * @on 許可する + * @off 許可しない + * @default true + * +*/ +(function () { + 'use strict'; + + const PN = "MKR_PlayerMoveForbid"; + + const CheckParam = function(type, param, def, min, max) { + let Parameters, regExp, value; + Parameters = PluginManager.parameters(PN); + + if(arguments.length < 4) { + min = -Infinity; + max = Infinity; + } + if(arguments.length < 5) { + max = Infinity; + } + if(param in Parameters) { + value = String(Parameters[param]); + } else { + throw new Error("[CheckParam] プラグインパラメーターがありません: " + param); + } + + switch(type) { + case "bool": + if(value == "") { + value = (def)? true : false; + } + value = value.toUpperCase() === "ON" || value.toUpperCase() === "TRUE" || value.toUpperCase() === "1"; + break; + case "switch": + if(value == "") { + value = (def != "")? def : value; + } + if(!value.match(/^(\d+)$/i)) { + throw new Error("[CheckParam] " + param + "の値がスイッチではありません: " + param + " : " + value); + } + break; + default: + throw new Error("[CheckParam] " + param + "のタイプが不正です: " + type); + break; + } + + return [value, type, def, min, max, param]; + } + + const Params = { + "MoveSwitch" : CheckParam("switch", "Default_Move_Flag", "10"), + "MenuFlg" : CheckParam("bool", "Default_Menu_Flag", true), + "EnterFlg" : CheckParam("bool", "Enter Flag", true), + }; + + + //========================================================================= + // Game_System + // ・メニュー開閉許可処理を再定義します。 + // + //========================================================================= + const _Game_System_isMenuEnabled = Game_System.prototype.isMenuEnabled; + Game_System.prototype.isMenuEnabled = function() { + return _Game_System_isMenuEnabled.call(this) + && ($gameSwitches.value(Params.MoveSwitch[0]) ? Params.MenuFlg[0] == true : true); + }; + + + //========================================================================= + // Game_Player + // ・プレイヤーの移動処理を再定義します。 + // + //========================================================================= + const _Game_Player_executeMove = Game_Player.prototype.executeMove; + Game_Player.prototype.executeMove = function(direction) { + if(!$gameSwitches.value(Params.MoveSwitch[0])) { + _Game_Player_executeMove.call(this, direction); + } + }; + + const _Game_Player_triggerButtonAction = Game_Player.prototype.triggerButtonAction; + Game_Player.prototype.triggerButtonAction = function() { + if($gameSwitches.value(Params.MoveSwitch[0]) && !Params.EnterFlg[0]) { + } else { + _Game_Player_triggerButtonAction.call(this); + } + return false; + }; + + const _Game_Player_triggerTouchAction = Game_Player.prototype.triggerTouchAction; + Game_Player.prototype.triggerTouchAction = function() { + if($gameSwitches.value(Params.MoveSwitch[0]) && !Params.EnterFlg[0]) { + } else { + _Game_Player_triggerTouchAction.call(this); + } + return false; + }; + +})(); \ No newline at end of file diff --git a/www/js/plugins/MPP_MapLight.js b/www/js/plugins/MPP_MapLight.js new file mode 100644 index 0000000..a753b60 --- /dev/null +++ b/www/js/plugins/MPP_MapLight.js @@ -0,0 +1,110 @@ +/*: + * @plugindesc MV専用:指定したマップのみ暗くし、灯りを表示するプラグイン + * @author 木星ペンギン(改変:魚雷城) + * + * @param Light Colors + * @desc 灯りの色をRGB形式で設定(例: ["255,255,255", "255,128,64"]) + * @default ["255,255,255"] + * + * @param Darkness Opacity + * @desc マップの暗さ(0〜255)。数値が大きいほど暗い。 + * @default 160 + * + * @param Target Maps + * @desc 暗くする対象マップIDをカンマ区切りで指定(例: 1,3,5) + * @default 1 + * + * @help + * プラグインコマンド: + * SetCharLight [キャラID] [半径] [色番号] [明滅幅] + * キャラに灯りを表示します。 + * キャラID -1: プレイヤー, 0以上: イベントID + */ + +(function() { + const parameters = PluginManager.parameters('MPP_MapLight'); + const lightColors = JSON.parse(parameters['Light Colors'] || '["255,255,255"]'); + const darknessOpacity = Number(parameters['Darkness Opacity'] || 160); + const targetMapIds = (parameters['Target Maps'] || '1').split(',').map(id => Number(id.trim())); + + const _lightData = {}; + + // プラグインコマンド処理 + const _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function(command, args) { + _Game_Interpreter_pluginCommand.call(this, command, args); + if (command === 'SetCharLight') { + const charId = Number(args[0]); + const radius = Number(args[1]); + const colorId = Number(args[2]); + const flick = Number(args[3]); + + _lightData[charId] = { + radius: radius, + color: lightColors[colorId - 1] || "255,255,255", + flick: flick + }; + } + }; + + // ライトレイヤー追加 + const _Spriteset_Map_createUpperLayer = Spriteset_Map.prototype.createUpperLayer; + Spriteset_Map.prototype.createUpperLayer = function() { + _Spriteset_Map_createUpperLayer.call(this); + this.createLightLayer(); + }; + + Spriteset_Map.prototype.createLightLayer = function() { + this._lightBitmap = new Bitmap(Graphics.width, Graphics.height); + this._lightSprite = new Sprite(this._lightBitmap); + this._lightSprite.blendMode = PIXI.BLEND_MODES.MULTIPLY; + this.addChild(this._lightSprite); + }; + + const _Spriteset_Map_update = Spriteset_Map.prototype.update; + Spriteset_Map.prototype.update = function() { + _Spriteset_Map_update.call(this); + this.updateLightLayer(); + }; + + Spriteset_Map.prototype.updateLightLayer = function() { + const bitmap = this._lightBitmap; + bitmap.clear(); + + // 対象外マップなら return(暗くしない) + if (!targetMapIds.includes($gameMap.mapId())) return; + + // 暗く塗る + bitmap.fillAll(`rgba(0, 0, 0, ${darknessOpacity / 255})`); + + // 灯りを描画 + for (const key in _lightData) { + const data = _lightData[key]; + let chara = null; + if (Number(key) === -1) { + chara = $gamePlayer; + } else { + chara = $gameMap.event(Number(key)); + } + if (chara) { + const x = chara.screenX(); + const y = chara.screenY(); + const r = data.radius * 48; + const color = data.color.split(',').map(Number); + const ctx = bitmap.context; + const gradient = ctx.createRadialGradient(x, y, 0, x, y, r); + gradient.addColorStop(0, `rgba(${color[0]},${color[1]},${color[2]},1.0)`); + gradient.addColorStop(1, `rgba(${color[0]},${color[1]},${color[2]},0.0)`); + + ctx.save(); + ctx.globalCompositeOperation = 'destination-out'; + ctx.fillStyle = gradient; + ctx.beginPath(); + ctx.arc(x, y, r, 0, Math.PI * 2, false); + ctx.fill(); + ctx.restore(); + bitmap._setDirty(); + } + } + }; +})(); diff --git a/www/js/plugins/MadeWithMv.js b/www/js/plugins/MadeWithMv.js new file mode 100644 index 0000000..fce27ea --- /dev/null +++ b/www/js/plugins/MadeWithMv.js @@ -0,0 +1,304 @@ +/*: + * NOTE: Images are stored in the img/system folder. + * + * @plugindesc Show a Splash Screen "Made with MV" and/or a Custom Splash Screen before going to main screen. + * @author Dan "Liquidize" Deptula + * + * @help This plugin does not provide plugin commands. + * + * @param Show Made With MV + * @desc Enabled/Disables showing the "Made with MV" splash screen. + * OFF - false ON - true + * Default: ON + * @default true + * + * @param Made with MV Image + * @desc The image to use when showing "Made with MV" + * Default: MadeWithMv + * @default MadeWithMv + * @require 1 + * @dir img/system/ + * @type file + * + * @param Show Custom Splash + * @desc Enabled/Disables showing the "Made with MV" splash screen. + * OFF - false ON - true + * Default: OFF + * @default false + * + * @param Custom Image + * @desc The image to use when showing "Made with MV" + * Default: + * @default + * @require 1 + * @dir img/system/ + * @type file + * + * @param Fade Out Time + * @desc The time it takes to fade out, in frames. + * Default: 120 + * @default 120 + * + * @param Fade In Time + * @desc The time it takes to fade in, in frames. + * Default: 120 + * @default 120 + * + * @param Wait Time + * @desc The time between fading in and out, in frames. + * Default: 160 + * @default 160 + * + */ +/*:ja + * メモ: イメージはimg/systemフォルダ内に保存されます。 + * + * @plugindesc メイン画面へ進む前に、"Made with MV"のスプラッシュ画面もしくはカスタマイズされたスプラッシュ画面を表示します。 + * @author Dan "Liquidize" Deptula + * + * @help このプラグインにはプラグインコマンドはありません。 + * + * @param Show Made With MV + * @desc "Made with MV"のスプラッシュ画面を表示できる/できないようにします。 + * OFF - false ON - true + * デフォルト: ON + * @default true + * + * @param Made with MV Image + * @desc "Made with MV"を表示する際に使用する画像 + * デフォルト: MadeWithMv + * @default MadeWithMv + * @require 1 + * @dir img/system/ + * @type file + * + * @param Show Custom Splash + * @desc "Made with MV"のスプラッシュ画面を表示できる/できないようにします。 + * OFF - false ON - true + * デフォルト: OFF + * @default false + * + * @param Custom Image + * @desc "Made with MV"を表示する際に使用する画像 + * デフォルト: + * @default + * @require 1 + * @dir img/system/ + * @type file + * + * @param Fade Out Time + * @desc フェードアウトに要する時間(フレーム数) + * デフォルト: 120 + * @default 120 + * + * @param Fade In Time + * @desc フェードインに要する時間(フレーム数) + * デフォルト: 120 + * @default 120 + * + * @param Wait Time + * @desc フェードインからフェードアウトまでに要する時間(フレーム数) + * デフォルト: 160 + * @default 160 + * + */ +var Liquidize = Liquidize || {}; +Liquidize.MadeWithMV = {}; +Liquidize.MadeWithMV.Parameters = PluginManager.parameters('MadeWithMv'); + +Liquidize.MadeWithMV.ShowMV = JSON.parse(Liquidize.MadeWithMV.Parameters["Show Made With MV"]); +Liquidize.MadeWithMV.MVImage = String(Liquidize.MadeWithMV.Parameters["Made with MV Image"]); +Liquidize.MadeWithMV.ShowCustom = JSON.parse(Liquidize.MadeWithMV.Parameters["Show Custom Splash"]); +Liquidize.MadeWithMV.CustomImage = String(Liquidize.MadeWithMV.Parameters["Custom Image"]); +Liquidize.MadeWithMV.FadeOutTime = Number(Liquidize.MadeWithMV.Parameters["Fade Out Time"]) || 120; +Liquidize.MadeWithMV.FadeInTime = Number(Liquidize.MadeWithMV.Parameters["Fade In Time"]) || 120; +Liquidize.MadeWithMV.WaitTime = Number(Liquidize.MadeWithMV.Parameters["Wait Time"]) || 160; + + +//----------------------------------------------------------------------------- +// Scene_Splash +// +// This is a constructor, implementation is done in the inner scope. + +function Scene_Splash() { + this.initialize.apply(this, arguments); +} + +(function() { + + //----------------------------------------------------------------------------- + // Scene_Boot + // + // The scene class for dealing with the game boot. + + var _Scene_Boot_loadSystemImages = Scene_Boot.prototype.loadSystemImages; + Scene_Boot.prototype.loadSystemImages = function() { + _Scene_Boot_loadSystemImages.call(this); + if (Liquidize.MadeWithMV.ShowMV) { + ImageManager.loadSystem(Liquidize.MadeWithMV.MVImage); + } + if (Liquidize.MadeWithMV.ShowCustom) { + ImageManager.loadSystem(Liquidize.MadeWithMV.CustomImage); + } + }; + + var _Scene_Boot_start = Scene_Boot.prototype.start; + Scene_Boot.prototype.start = function() { + if ((Liquidize.MadeWithMV.ShowMV || Liquidize.MadeWithMV.ShowCustom) && !DataManager.isBattleTest() && !DataManager.isEventTest()) { + SceneManager.goto(Scene_Splash); + } else { + _Scene_Boot_start.call(this); + } + }; + + //----------------------------------------------------------------------------- + // Scene_Splash + // + // The scene class for dealing with the splash screens. + + Scene_Splash.prototype = Object.create(Scene_Base.prototype); + Scene_Splash.prototype.constructor = Scene_Splash; + + Scene_Splash.prototype.initialize = function() { + Scene_Base.prototype.initialize.call(this); + this._mvSplash = null; + this._customSplash = null; + this._mvWaitTime = Liquidize.MadeWithMV.WaitTime; + this._customWaitTime = Liquidize.MadeWithMV.WaitTime; + this._mvFadeOut = false; + this._mvFadeIn = false; + this._customFadeOut = false; + this._customFadeIn = false; + }; + + Scene_Splash.prototype.create = function() { + Scene_Base.prototype.create.call(this); + this.createSplashes(); + }; + + Scene_Splash.prototype.start = function() { + Scene_Base.prototype.start.call(this); + SceneManager.clearStack(); + if (this._mvSplash != null) { + this.centerSprite(this._mvSplash); + } + if (this._customSplash != null) { + this.centerSprite(this._customSplash); + } + }; + + Scene_Splash.prototype.update = function() { + if (Liquidize.MadeWithMV.ShowMV) { + if (!this._mvFadeIn) { + this.startFadeIn(Liquidize.MadeWithMV.FadeInTime, false); + this._mvFadeIn = true; + } else { + if (this._mvWaitTime > 0 && this._mvFadeOut == false) { + this._mvWaitTime--; + } else { + if (this._mvFadeOut == false) { + this._mvFadeOut = true; + this.startFadeOut(Liquidize.MadeWithMV.FadeOutTime, false); + } + } + } + } + + if (Liquidize.MadeWithMV.ShowCustom) { + if (Liquidize.MadeWithMV.ShowMV && this._mvFadeOut == true) { + if (!this._customFadeIn && this._fadeDuration == 0) { + this._customSplash.opacity = 255; + this._customWaitTime = Liquidize.MadeWithMV.WaitTime; + this.startFadeIn(Liquidize.MadeWithMV.FadeInTime, false); + this._customFadeIn = true; + } else { + if (this._customWaitTime > 0 && this._customFadeOut == false) { + this._customWaitTime--; + } else { + if (this._customFadeOut == false) { + this._customFadeOut = true; + this.startFadeOut(Liquidize.MadeWithMV.FadeOutTime, false); + } + } + } + } else if (!Liquidize.MadeWithMV.ShowMV) { + if (!this._customFadeIn) { + this._customSplash.opacity = 255; + this.startFadeIn(Liquidize.MadeWithMV.FadeInTime, false); + this._customFadeIn = true; + } else { + if (this._customWaitTime > 0 && this._customFadeOut == false) { + this._customWaitTime--; + } else { + if (this._customFadeOut == false) { + this._customFadeOut = true; + this.startFadeOut(Liquidize.MadeWithMV.FadeOutTime, false); + } + } + } + } + } + + if (Liquidize.MadeWithMV.ShowCustom) { + if (Liquidize.MadeWithMV.ShowMV && this._mvFadeOut == true && this._customFadeOut == true) { + this.gotoTitleOrTest(); + } else if (!Liquidize.MadeWithMV.ShowMV && this._customFadeOut == true) { + this.gotoTitleOrTest(); + } + } else { + if (this._mvFadeOut == true) { + this.gotoTitleOrTest(); + } + } + + Scene_Base.prototype.update.call(this); + }; + + Scene_Splash.prototype.createSplashes = function() { + if (Liquidize.MadeWithMV.ShowMV) { + this._mvSplash = new Sprite(ImageManager.loadSystem(Liquidize.MadeWithMV.MVImage)); + this.addChild(this._mvSplash); + } + if (Liquidize.MadeWithMV.ShowCustom) { + this._customSplash = new Sprite(ImageManager.loadSystem(Liquidize.MadeWithMV.CustomImage)); + this._customSplash.opacity = 0; + this.addChild(this._customSplash); + } + }; + + Scene_Splash.prototype.centerSprite = function(sprite) { + sprite.x = Graphics.width / 2; + sprite.y = Graphics.height / 2; + sprite.anchor.x = 0.5; + sprite.anchor.y = 0.5; + }; + + Scene_Splash.prototype.gotoTitleOrTest = function() { + Scene_Base.prototype.start.call(this); + SoundManager.preloadImportantSounds(); + if (DataManager.isBattleTest()) { + DataManager.setupBattleTest(); + SceneManager.goto(Scene_Battle); + } else if (DataManager.isEventTest()) { + DataManager.setupEventTest(); + SceneManager.goto(Scene_Map); + } else { + this.checkPlayerLocation(); + DataManager.setupNewGame(); + SceneManager.goto(Scene_Title); + Window_TitleCommand.initCommandPosition(); + } + this.updateDocumentTitle(); + }; + + Scene_Splash.prototype.updateDocumentTitle = function() { + document.title = $dataSystem.gameTitle; + }; + + Scene_Splash.prototype.checkPlayerLocation = function() { + if ($dataSystem.startMapId === 0) { + throw new Error('Player\'s starting position is not set'); + } + }; + +})(); \ No newline at end of file diff --git a/www/js/plugins/MenuCallCommon.js b/www/js/plugins/MenuCallCommon.js new file mode 100644 index 0000000..2ebc693 --- /dev/null +++ b/www/js/plugins/MenuCallCommon.js @@ -0,0 +1,58 @@ +//============================================================================= +// MenuCallCommon.js +//============================================================================= + +/*: + * @plugindesc Xボタンorマウスの右クリックでメニュー画面を開くかわりにコモンイベントを動作させるプラグイン + * @author のん Twitter : non_non_cha + * + * @param ComEvent + * @desc 開くためのコモンイベント + * @default 1 + * + * @param ComCloseEvent + * @desc 閉じるためのコモンイベント + * @default 1 + * + * @param ComSwitch + * @desc 開閉するために使うスイッチ番号 + * @default 1 + * + * @help + * + * Xボタンorマウスの右クリックでメニュー画面を + * 開くかわりにコモンイベントを動作させるプラグイン + * 自作メニューとか作成したい場合にすごく便利。 + * 閉じたいときはスイッチをONに。 + * そうじゃない場合はOFFにしてください。 + * メニュー→アイテムの時のようなメニューからサブメニューに転移するときは + * メニュー禁止を押してもらえればいけるはず。 + */ + +(function() { + + var parameters = PluginManager.parameters('MenuCallCommon'); + var Noncha_ComEvent = Number(parameters['ComEvent'] || 1); + var Noncha_ComCloseEvent = Number(parameters['ComCloseEvent'] || 1); + var Noncha_ComSwitch = Number(parameters['ComSwitch'] || 1); + +Scene_Map.prototype.updateCallMenu = function() { + if (this.isMenuEnabled()) { + if (this.isMenuCalled()) { + this.menuCalling = true; + } + if (this.menuCalling && !$gamePlayer.isMoving()) { + if(!$gameSwitches._data[Noncha_ComSwitch] == true){ + $gameTemp.reserveCommonEvent(Noncha_ComEvent); + this.menuCalling = false; + }else if(!$gameSwitches._data[Noncha_ComSwitch] == false){ + $gameTemp.reserveCommonEvent(Noncha_ComCloseEvent); + this.menuCalling = false; + } + } + } else { + this.menuCalling = false; + } +}; + +})(); diff --git a/www/js/plugins/MessageWindowHidden.js b/www/js/plugins/MessageWindowHidden.js new file mode 100644 index 0000000..0c02838 --- /dev/null +++ b/www/js/plugins/MessageWindowHidden.js @@ -0,0 +1,367 @@ +//============================================================================= +// MessageWindowHidden.js +// ---------------------------------------------------------------------------- +// (C)2015 Triacontane +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// Version +// 2.6.1 2020/05/21 トリガースイッチと連動無効スイッチの状態によってエラーが起きうる記述を修正 +// 2.6.0 2020/05/20 ピクチャの連動を無効にできるスイッチを追加 +// 2.5.1 2020/05/19 2.3.0の仕様変更で連動表示ピクチャの透明度が復元できない問題を修正 +// 2.5.0 2020/05/17 指定したスイッチに連動させてウィンドウの表示/非表示を切り替える機能を追加 +// 2.4.0 2020/05/08 選択肢表示中でもウィンドウを隠せるよう設定を追加 +// 2.3.0 2019/10/22 ウィンドウを表示状態にもどしたとき、連動ピクチャは、もともと表示していた不透明度を復元するよう仕様変更 +// 2.2.0 2019/06/09 メッセージウィンドウと逆に連動して指定したピクチャの表示/非表示が自動で切り替わる機能を追加 +// 2.1.0 2018/10/10 戦闘中にプラグインを無効化できる機能を追加。 +// 2.0.0 2018/03/31 消去するトリガーを複数指定できる機能を追加。パラメータの指定方法を見直し。 +// 1.4.0 2018/03/10 指定したスイッチがONの間はウィンドウ消去を無効化できる機能を追加 +// 1.3.2 2017/08/02 ponidog_BackLog_utf8.jsとの競合を解消 +// 1.3.1 2017/07/03 古いYEP_MessageCore.jsのネーム表示ウィンドウが再表示できない不具合の修正(by DarkPlasmaさま) +// 1.3.0 2017/03/16 連動して非表示にできるピクチャを複数指定できる機能を追加 +// 1.2.1 2017/02/07 端末依存の記述を削除 +// 1.2.0 2016/01/02 メッセージウィンドウと連動して指定したピクチャの表示/非表示が自動で切り替わる機能を追加 +// 1.1.0 2016/08/25 選択肢の表示中はウィンドウを非表示にできないよう仕様変更 +// 1.0.4 2016/07/22 YEP_MessageCore.jsのネーム表示ウィンドウと連携する機能を追加 +// 1.0.3 2016/01/24 メッセージウィンドウが表示されていないときも非表示にできてしまう現象の修正 +// 1.0.2 2016/01/02 競合対策 +// 1.0.1 2015/12/31 コメント追加+英語対応(仕様に変化なし) +// 1.0.0 2015/12/30 初版 +// ---------------------------------------------------------------------------- +// [Blog] : https://triacontane.blogspot.jp/ +// [Twitter]: https://twitter.com/triacontane/ +// [GitHub] : https://github.com/triacontane/ +//============================================================================= + +/*: + * @plugindesc Erase message window + * @author triacontane + * + * @param triggerButton + * @desc Trigger buttons + * (light_click or shift or control) + * @default ["light_click"] + * @type combo[] + * @option light_click + * @option shift + * @option control + * @option tab + * @option pageup + * @option pagedown + * @option debug + * + * @param triggerSwitch + * @desc The window will be erased in conjunction with the specified switch. + * @default 0 + * @type switch + * + * @param linkPictureNumbers + * @desc Picture number of window show/hide + * @default [] + * @type number[] + * + * @param linkShowPictureNumbers + * @desc Picture number of window show/hide + * @default [] + * @type number[] + * + * @param disableLinkSwitchId + * @desc 指定した番号のスイッチがONのとき、ピクチャの連動が無効になります。 + * @default 0 + * @type switch + * + * @param disableSwitchId + * @desc 指定した番号のスイッチがONのとき、プラグインの機能が無効になります。 + * @default 0 + * @type switch + * + * @param disableInBattle + * @desc trueのとき、戦闘中にプラグインの機能を無効にします。 + * @default false + * @type boolean + * + * @param disableInChoice + * @desc 選択肢の表示中はウィンドウを非表示にできなくなります。 + * @default true + * @type boolean + * + * @help Erase message window (and restore) when triggered + * + * This plugin is released under the MIT License. + */ +/*:ja + * @plugindesc メッセージウィンドウ一時消去プラグイン + * @author トリアコンタン + * + * @param triggerButton + * @text ボタン名称 + * @desc ウィンドウを消去するボタンです。(複数登録可能) プラグイン等で入力可能なボタンを追加した場合は直接入力 + * @default ["右クリック"] + * @type combo[] + * @option 右クリック + * @option shift + * @option control + * @option tab + * @option pageup + * @option pagedown + * @option debug + * + * @param triggerSwitch + * @text トリガースイッチ + * @desc 指定したスイッチに連動させてウィンドウを消去します。並列処理などを使ってON/OFFを適切に管理してください。 + * @default 0 + * @type switch + * + * @param linkPictureNumbers + * @text 連動ピクチャ番号 + * @desc ウィンドウ消去時に連動して不透明度を[0]にするピクチャの番号です。 + * @default [] + * @type number[] + * + * @param linkShowPictureNumbers + * @text 連動表示ピクチャ番号 + * @desc ウィンドウ消去時に連動して不透明度を[255]にするピクチャの番号です。 + * @default [] + * @type number[] + * + * @param disableLinkSwitchId + * @text 連動ピクチャ無効スイッチ + * @desc 指定した番号のスイッチがONのとき、ピクチャの連動が無効になります。 + * @default 0 + * @type switch + * + * @param disableSwitchId + * @text 無効スイッチ + * @desc 指定した番号のスイッチがONのとき、プラグイン全体の機能が無効になります。 + * @default 0 + * @type switch + * + * @param disableInBattle + * @text 戦闘中無効化 + * @desc trueのとき、戦闘中にプラグインの機能を無効にします。 + * @default false + * @type boolean + * + * @param disableInChoice + * @text 選択肢表示中は無効 + * @desc 選択肢の表示中はウィンドウを非表示にできなくなります。 + * @default true + * @type boolean + * + * @help メッセージウィンドウを表示中に指定したボタンを押下することで + * メッセージウィンドウを消去します。もう一度押すと戻ります。 + * + * ウィンドウ消去時に連動して不透明度を[0]にするピクチャを指定することができます。 + * 背景に特定のピクチャを使用している場合などに指定してください。 + * 再表示すると不透明度は、ウィンドウ非表示まえの不透明度で復元されます。 + * + * ver2.0.0よりパラメータの指定方法が一部変更になりました。 + * 以前のバージョンを使っていた方は再設定をお願いします。 + * + * このプラグインにはプラグインコマンドはありません。 + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ +(function() { + 'use strict'; + + /** + * Create plugin parameter. param[paramName] ex. param.commandPrefix + * @param pluginName plugin name(EncounterSwitchConditions) + * @returns {Object} Created parameter + */ + var createPluginParameter = function(pluginName) { + var paramReplacer = function(key, value) { + if (value === 'null') { + return value; + } + if (value[0] === '"' && value[value.length - 1] === '"') { + return value; + } + try { + return JSON.parse(value); + } catch (e) { + return value; + } + }; + var parameter = JSON.parse(JSON.stringify(PluginManager.parameters(pluginName), paramReplacer)); + PluginManager.setParameters(pluginName, parameter); + return parameter; + }; + var param = createPluginParameter('MessageWindowHidden'); + + //============================================================================= + // Game_Picture + // メッセージウィンドウの表示可否と連動します。 + //============================================================================= + Game_Picture.prototype.linkWithMessageWindow = function(opacity) { + this._opacity = opacity; + this._targetOpacity = opacity; + }; + + //============================================================================= + // Window_Message + // 指定されたボタン押下時にウィンドウとサブウィンドウを非表示にします。 + //============================================================================= + var _Window_Message_updateWait = Window_Message.prototype.updateWait; + Window_Message.prototype.updateWait = function() { + if (!this.isClosed() && this.isTriggeredHidden() && this.isEnableInChoice()) { + if (!this.isHidden()) { + this.hideAllWindow(); + } else { + this.showAllWindow(); + } + } + var wait = _Window_Message_updateWait.apply(this, arguments); + if (this.isHidden() && this.visible) { + this.hideAllWindow(); + } + return wait; + }; + + Window_Message.prototype.isEnableInChoice = function() { + return !(param.disableInChoice && $gameMessage.isChoice()); + }; + + Window_Message.prototype.hideAllWindow = function() { + this.hide(); + this.subWindows().forEach(function(subWindow) { + this.hideSubWindow(subWindow); + }.bind(this)); + if (this.hasNameWindow() && !this.nameWindowIsSubWindow()) this.hideSubWindow(this._nameWindow); + this._originalPictureOpacities = {}; + this.linkPictures(0, param.linkPictureNumbers); + this.linkPictures(255, param.linkShowPictureNumbers); + this._hideByMessageWindowHidden = true; + }; + + Window_Message.prototype.showAllWindow = function() { + this.show(); + this.subWindows().forEach(function(subWindow) { + this.showSubWindow(subWindow); + }.bind(this)); + if (this.hasNameWindow() && !this.nameWindowIsSubWindow()) this.showSubWindow(this._nameWindow); + this.linkPictures(null, param.linkShowPictureNumbers); + this.linkPictures(null, param.linkPictureNumbers); + this._hideByMessageWindowHidden = false; + }; + + Window_Message.prototype.isHidden = function() { + return this._hideByMessageWindowHidden; + }; + + Window_Message.prototype.linkPictures = function(opacity, pictureNumbers) { + if (!pictureNumbers || $gameSwitches.value(param.disableLinkSwitchId)) { + return; + } + pictureNumbers.forEach(function(pictureId) { + this.linkPicture(opacity, pictureId); + }, this); + }; + + Window_Message.prototype.linkPicture = function(opacity, pictureId) { + var picture = $gameScreen.picture(pictureId); + if (!picture) { + return; + } + if (opacity === null) { + if (!this._originalPictureOpacities.hasOwnProperty(pictureId)) { + return; + } + opacity = this._originalPictureOpacities[pictureId]; + } else { + this._originalPictureOpacities[pictureId] = picture.opacity(); + } + picture.linkWithMessageWindow(opacity); + }; + + Window_Message.prototype.hideSubWindow = function(subWindow) { + subWindow.prevVisible = subWindow.visible; + subWindow.hide(); + }; + + Window_Message.prototype.showSubWindow = function(subWindow) { + if (subWindow.prevVisible) subWindow.show(); + subWindow.prevVisible = undefined; + }; + + Window_Message.prototype.hasNameWindow = function() { + return this._nameWindow && typeof Window_NameBox !== 'undefined'; + }; + + // 古いYEP_MessageCore.jsでは、ネーム表示ウィンドウはsubWindowsに含まれる + Window_Message.prototype.nameWindowIsSubWindow = function() { + return this.subWindows().filter(function(subWindow) { + return subWindow === this._nameWindow; + }, this).length > 0; + }; + + Window_Message.prototype.disableWindowHidden = function () { + return (param.disableSwitchId > 0 && $gameSwitches.value(param.disableSwitchId)) || + (param.disableInBattle && $gameParty.inBattle()); + }; + + Window_Message.prototype.isTriggeredHidden = function() { + if (this.disableWindowHidden()) { + return false; + } + if (param.triggerSwitch > 0 && this.isTriggeredHiddenSwitch()) { + return true; + } + return param.triggerButton.some(function(button) { + switch (button) { + case '': + case '右クリック': + case 'light_click': + return TouchInput.isCancelled(); + case 'ok': + return false; + default: + return Input.isTriggered(button); + } + }); + }; + + Window_Message.prototype.isTriggeredHiddenSwitch = function() { + var triggerSwitch = $gameSwitches.value(param.triggerSwitch); + if (triggerSwitch && !this.isHidden()) { + return true; + } + if (!triggerSwitch && this.isHidden()) { + return true; + } + return false; + }; + + var _Window_Message_updateInput = Window_Message.prototype.updateInput; + Window_Message.prototype.updateInput = function() { + if (this.isHidden()) return true; + return _Window_Message_updateInput.apply(this, arguments); + }; + + //============================================================================= + // Window_ChoiceList、Window_NumberInput、Window_EventItem + // 非表示の間は更新を停止します。 + //============================================================================= + var _Window_ChoiceList_update = Window_ChoiceList.prototype.update; + Window_ChoiceList.prototype.update = function() { + if (!this.visible) return; + _Window_ChoiceList_update.apply(this, arguments); + }; + + var _Window_NumberInput_update = Window_NumberInput.prototype.update; + Window_NumberInput.prototype.update = function() { + if (!this.visible) return; + _Window_NumberInput_update.apply(this, arguments); + }; + + var _Window_EventItem_update = Window_EventItem.prototype.update; + Window_EventItem.prototype.update = function() { + if (!this.visible) return; + _Window_EventItem_update.apply(this, arguments); + }; +})(); + diff --git a/www/js/plugins/NRP_ChangeCharacterSpeed.js b/www/js/plugins/NRP_ChangeCharacterSpeed.js new file mode 100644 index 0000000..d837787 --- /dev/null +++ b/www/js/plugins/NRP_ChangeCharacterSpeed.js @@ -0,0 +1,597 @@ +//============================================================================= +// NRP_ChangeCharacterSpeed.js +//============================================================================= +/*: + * @target MV MZ + * @plugindesc v1.01 Change the character's movement speed in detail. + * @author Takeshi Sunagawa (http://newrpg.seesaa.net/) + * @url http://newrpg.seesaa.net/article/481254085.html + * + * @help Change the character's movement speed in detail. + * This includes players, events, and various vehicles. + * + * [Main Features] + * - Allows you to set speeds that cannot be specified normally. + *  Speeds in the middle or beyond the limit, for example. + * - Set from plugin command or notes field. + * - Can change the default value of Always Dash to On. + * - Set the initial speed of the player and vehicles. + * - Can change the speed when dashing. + * + * [Usage] + * Set each speed from the plugin parameters. + * The initial value of the movement speed will be changed. + * + * However, if you change the value of , + * a multiplier will be applied to all movement speeds. + * Please use the method that is most convenient for you. + * + * [Setting Notes] + * The following can be specified as events note. + * + * + * Set the event speed to 3.5. + * In other words, it is between standard speed and 1/2 times speed. + * + * [Plugin commands for MZ] + * Specify the target and speed using "ChangeSpeed". + * You can target a player or each events. + * You can target multiple events at the same time. + * + * For example, if the target is "1,2,3", + * you can specify them one by one, + * and if the target is "1~5", you can specify them all at once. + * There is an example in the combo box, so please use it. + * + * [Plugin commands for MV] + * > nrp.changecharacterspeed.speed 3.5 + * + * Change the speed of the target to 3.5. + * If this is all you do, the target will be "this event". + * If you want to specify the target, + * set the following options in front of it. + * + * > nrp.changecharacterspeed.target 1 + * + * Event ID=1 is the target of the speed change. + * If 0, it is this event; if -1, it is the player. + * In addition, you can specify multiple events. + * "1,2,3" specifies one by one, and "1~5" specifies all at once. + * + * ◆Example + * nrp.changecharacterspeed.target 1~10 + * nrp.changecharacterspeed.speed 3.5 + * + * Change the speed of events with event IDs from 1 to 10 to 3.5. + * + * [Terms] + * There are no restrictions. + * Modification, redistribution freedom, commercial availability, + * and rights indication are also optional. + * The author is not responsible, + * but will deal with defects to the extent possible. + * + * @command ChangeSpeed + * @desc Changes the character's speed. + * + * @arg Target + * @desc Specify the target to change the movement speed. + * You can specify multiple targets. + * @type combo + * @default 0 #This Event + * @option 0 #This Event + * @option -1 #Player + * @option 1,2,3 #Multiple + * @option 1~3 #Range + * @option this._eventId + 1 #EventID+1 + * + * @arg Speed + * @desc This is the movement speed to be changed. 4 is the standard speed. + * @type number + * @decimals 3 + * @default 4 + * + * + * @param DefaultAlwaysDash + * @desc Turn on the default value for Always On Dash in Options. + * @type boolean + * + * @param PlayerSpeed + * @desc The movement speed of the player when walking. The initial value is 4. + * @type number + * @decimals 3 + * + * @param PlusSpeedDash + * @desc The speed that the player adds when dashing. The default value is 1. If 0, disable dash. + * @type number + * @decimals 3 + * + * @param + * + * @param PlayerBasicSpeedRate + * @desc Changes the player's base speed to 100 as standard. + * This changes the overall speed. + * @type number + * @default 100 + * + * @param EventBasicSpeedRate + * @desc Changes the basic speed of the events to 100 as standard. + * This changes the overall speed. + * @type number + * @default 100 + * + * @param + * + * @param BoatSpeed + * @desc The boat's movement speed. The initial value is 4. + * @type number + * @decimals 3 + * + * @param ShipSpeed + * @desc The ship's movement speed. The initial value is 5. + * @type number + * @decimals 3 + * + * @param AirShipSpeed + * @desc The airship's movement speed. The default value is 6. + * @type number + * @decimals 3 + */ + +/*:ja + * @target MV MZ + * @plugindesc v1.01 キャラクターの移動速度を細かく変更します。 + * @author 砂川赳(http://newrpg.seesaa.net/) + * @url http://newrpg.seesaa.net/article/481254085.html + * + * @help キャラクターの移動速度を細かく変更できます。 + * プレイヤー、イベント、各種乗り物が対象です。 + * + * ■主な機能 + * ・通常では指定できない速度を設定可能。 + *  中間の速度や限界を超えた速度など。 + * ・プラグインコマンドやメモ欄から設定。 + * ・常時ダッシュの初期値をオンに変更可能。 + * ・プレイヤーや乗り物の初期速度を設定。 + * ・ダッシュ時の速度を変更可能。 + * + * ■使用方法 + * プラグインパラメータより各速度を設定してください。 + * 移動速度の初期値が変更されます。 + * + * ただし、<基本速度>の値を変更した場合は、 + * 全ての移動速度に対して倍率がかかります。 + * 使いやすい方法をご利用ください。 + * + * ■メモ欄の指定 + * 以下をイベントのメモ欄に指定できます。 + * + * + * イベントの速度を3.5にします。 + * つまり、標準速と1/2倍速の中間です。 + * + * ■MZ用プラグインコマンド + * 『速度の変更』により対象と速度を指定してください。 + * プレイヤーや各イベントを対象にできます。 + * 同時に複数のイベントを対象とすることも可能です。 + * + * 例えば、対象を"1,2,3"とすると一つずつ指定できます。 + * また、"1~5"で一括指定となります。 + * ※コンボボックスに例があるのでご利用ください。 + * + * ■MV用プラグインコマンド + * > nrp.changecharacterspeed.speed 3.5 + * + * 速度を3.5に変更します。 + * これだけだと対象は『このイベント』になります。 + * 対象を指定したい場合は、以下のオプションを事前に設定します。 + * + * > nrp.changecharacterspeed.target 1 + * + * イベントID=1を速度変更の対象とします。 + * 0ならばこのイベント、-1ならばプレイヤーです。 + * さらに複数指定も可能です。 + * "1,2,3"で一つずつ指定。"1~5"で一括指定となります。 + * + * ◆例 + * nrp.changecharacterspeed.target 1~10 + * nrp.changecharacterspeed.speed 3.5 + * + * イベントIDが1~10までのイベントの速度を3.5に変更します。 + * + * ■利用規約 + * 特に制約はありません。 + * 改変、再配布自由、商用可、権利表示も任意です。 + * 作者は責任を負いませんが、不具合については可能な範囲で対応します。 + * + * @command ChangeSpeed + * @text 速度の変更 + * @desc キャラクターの速度を変更します。 + * + * @arg Target + * @text 対象 + * @desc 移動速度を変更する対象を指定します。 + * 複数指定も可能です。 + * @type combo + * @default 0 #このイベント + * @option 0 #このイベント + * @option -1 #プレイヤー + * @option 1,2,3 #複数指定 + * @option 1~3 #範囲指定 + * @option this._eventId + 1 #イベントID+1 + * + * @arg Speed + * @text 移動速度 + * @desc 変更する移動速度です。4が標準速になります。 + * 小数も指定可能です。 + * @type number + * @decimals 3 + * @default 4 + * + * + * @param DefaultAlwaysDash + * @text 常時ダッシュの初期値 + * @desc オプション画面にある常時ダッシュの初期値をオンにします。 + * @type boolean + * + * @param PlayerSpeed + * @text プレイヤーの移動速度 + * @desc プレイヤーの歩行時の移動速度です。初期値は4です。 + * 小数も指定可能です。 + * @type number + * @decimals 3 + * + * @param PlusSpeedDash + * @text ダッシュ時の加算速度 + * @desc プレイヤーがダッシュ時に加算される速度です。初期値は1です。 + * 小数も指定可能です。0ならダッシュ無効化。 + * @type number + * @decimals 3 + * + * @param + * @text <基本速度> + * + * @param PlayerBasicSpeedRate + * @parent + * @text プレイヤーの基本速度% + * @desc プレイヤーの基本速度を100を標準として変更します。 + * こちらは全体の速度を変更します。 + * @type number + * @default 100 + * + * @param EventBasicSpeedRate + * @parent + * @text イベントの基本速度% + * @desc イベントの基本速度を100を標準として変更します。 + * こちらは全体の速度を変更します。 + * @type number + * @default 100 + * + * @param + * @text <乗り物> + * + * @param BoatSpeed + * @parent + * @text 小型船の移動速度 + * @desc 小型船の移動速度です。初期値は4です。 + * 小数も指定可能です。 + * @type number + * @decimals 3 + * + * @param ShipSpeed + * @parent + * @text 大型船の移動速度 + * @desc 大型船の移動速度です。初期値は5です。 + * 小数も指定可能です。 + * @type number + * @decimals 3 + * + * @param AirShipSpeed + * @parent + * @text 飛行船の移動速度 + * @desc 飛行船の移動速度です。初期値は6です。 + * 小数も指定可能です。 + * @type number + * @decimals 3 + */ +(function() { +"use strict"; + +function toBoolean(val, def) { + // 空白なら初期値を返す + if (val === "" || val === undefined) { + return def; + + // 既にboolean型なら、そのまま返す + } else if (typeof val === "boolean") { + return val; + } + // 文字列ならboolean型に変換して返す + return val.toLowerCase() == "true"; +} +function toNumber(str, def) { + if (str == undefined || str == "") { + return def; + } + return isNaN(str) ? def : +(str || def); +} +function setDefault(str, def) { + return str ? str : def; +} + +const PLUGIN_NAME = "NRP_ChangeCharacterSpeed"; +const parameters = PluginManager.parameters(PLUGIN_NAME); +const pDefaultAlwaysDash = toBoolean(parameters["DefaultAlwaysDash"]); +const pPlayerSpeed = toNumber(parameters["PlayerSpeed"]); +const pPlusSpeedDash = toNumber(parameters["PlusSpeedDash"]); +const pPlayerBasicSpeedRate = toNumber(parameters["PlayerBasicSpeedRate"]); +const pEventBasicSpeedRate = toNumber(parameters["EventBasicSpeedRate"]); +const pBoatSpeed = toNumber(parameters["BoatSpeed"]); +const pShipSpeed = toNumber(parameters["ShipSpeed"]); +const pAirShipSpeed = toNumber(parameters["AirShipSpeed"]); + +/** + * ●プラグインコマンドの値を取得する。 + */ + function getCommandValue(value) { + if (value === undefined) { + return value; + } + // #以降は注釈扱いなので除去 + // さらに前後の空白を除去する。 + return value.split("#")[0].trim(); +} + +/** + * ●引数を元に対象の配列を取得する。 + * ※bindによってinterpreterをthisに渡して用いる。 + */ +function makeTargets(targetId) { + const targets = []; + // カンマ区切りでループ + for (let id of targetId.split(",")) { + // 空白除去 + id = id.trim(); + // 1~5というように範囲指定の場合 + // ※~が存在する。 + if (id.indexOf("~") >= 0) { + const idRange = id.split("~"); + const idRangeStart = eval(idRange[0]); + const idRangeEnd = eval(idRange[1]); + + // IDの指定範囲で実行 + // 開始のほうが終了より大きい場合は反対に実行 + if (idRangeEnd < idRangeStart) { + for (let i = idRangeStart; i >= idRangeEnd; i--) { + const evalId = eval(i); + if (this.character(evalId)) { + targets.push(this.character(evalId)); + } + } + } else { + for (let i = idRangeStart; i <= idRangeEnd; i++) { + const evalId = eval(i); + if (this.character(evalId)) { + targets.push(this.character(evalId)); + } + } + } + + // 通常時 + } else { + const evalId = eval(id); + if (this.character(evalId)) { + targets.push(this.character(evalId)); + } + } + } + return targets; +} + +//---------------------------------------- +// MZ用プラグインコマンド +//---------------------------------------- + +// MVには存在しないため、空で定義しておかないとエラーになる。 +if (!PluginManager.registerCommand) { + PluginManager.registerCommand = function() {} +} + +/** + * ●移動速度の変更 + */ +PluginManager.registerCommand(PLUGIN_NAME, "ChangeSpeed", function(args) { + const targetId = setDefault(getCommandValue(args.Target), "0"); + const speed = toNumber(getCommandValue(args.Speed), 4); + + // 対象を生成 + // ※bindによってthisをメソッドに渡す。 + const targets = makeTargets.bind(this)(targetId); + // 対象が取得できなければ処理しない。 + if (targets.length == 0) { + return; + } + + // 速度変更 + for (const target of targets) { + target.setMoveSpeed(speed); + } +}); + +//---------------------------------------- +// MV用のプラグインコマンド +//---------------------------------------- + +// 旧MVプラグインコマンド用 +let plTarget; + +/** + * ●MV用の旧式プラグインコマンド + */ +const _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; +Game_Interpreter.prototype.pluginCommand = function(command, args) { + _Game_Interpreter_pluginCommand.call(this, command, args); + + // 小文字化してから判定 + const lowerCommand = command.toLowerCase(); + + // 速度を変更 + if (lowerCommand === "nrp.changecharacterspeed.speed") { + const speed = toNumber(args[0], 4); + const targetId = setDefault(plTarget, "0"); + + // 設定したらクリア + plTarget = undefined; + + // 対象を生成 + // ※bindによってthisをメソッドに渡す。 + const targets = makeTargets.bind(this)(targetId); + // 対象が取得できなければ処理しない。 + if (targets.length == 0) { + return; + } + + // 速度変更 + for (const target of targets) { + target.setMoveSpeed(speed); + } + + // 対象の設定 + } else if (lowerCommand === "nrp.changecharacterspeed.target") { + // 引数が空白で区切られていた時のため連結しておく。 + plTarget = getCommandValue(String(args.join(" "))); + } +}; + +/** + * ●ページ設定開始 + */ +const _Game_Event_setupPageSettings = Game_Event.prototype.setupPageSettings; +Game_Event.prototype.setupPageSettings = function() { + _Game_Event_setupPageSettings.apply(this, arguments); + + // 速度の設定があれば反映 + const speed = this.event().meta.MoveSpeed; + if (speed) { + this.setMoveSpeed(toNumber(speed)); + } +}; + +/** + * ●乗り物の速度初期化 + */ +const _Game_Vehicle_initMoveSpeed = Game_Vehicle.prototype.initMoveSpeed; +Game_Vehicle.prototype.initMoveSpeed = function() { + // 小型船 + if (this.isBoat() && pBoatSpeed) { + this.setMoveSpeed(pBoatSpeed); + return; + + // 大型船 + } else if (this.isShip() && pShipSpeed) { + this.setMoveSpeed(pShipSpeed); + return; + + // 飛行船 + } else if (this.isAirship() && pAirShipSpeed) { + this.setMoveSpeed(pAirShipSpeed); + return; + } + + // 該当の設定がない場合はデフォルト + _Game_Vehicle_initMoveSpeed.apply(this, arguments); +}; + +/** + * ●プレイヤーの速度が設定されている場合 + */ +if (pPlayerSpeed) { + /** + * ●プレイヤーの速度初期値を設定 + */ + const _Game_Player_initMembers = Game_Player.prototype.initMembers; + Game_Player.prototype.initMembers = function() { + _Game_Player_initMembers.apply(this, arguments); + + this._moveSpeed = pPlayerSpeed; + }; + + /** + * ●乗り物を降りる + */ + const _Game_Player_getOffVehicle = Game_Player.prototype.getOffVehicle; + Game_Player.prototype.getOffVehicle = function() { + const ret = _Game_Player_getOffVehicle.apply(this, arguments); + + // 速度を設定値へ戻す。 + if (ret) { + this.setMoveSpeed(pPlayerSpeed); + } + + return ret; + }; +} + +/** + * ●ダッシュ時の加算速度が設定されている場合 + */ +if (pPlusSpeedDash !== undefined) { + /** + * ●ダッシュを考慮した実移動速度の取得 + */ + Game_CharacterBase.prototype.realMoveSpeed = function() { + return this._moveSpeed + (this.isDashing() ? pPlusSpeedDash : 0); + }; +} + +// プレイヤーの基本速度変更 +if (pPlayerBasicSpeedRate && pPlayerBasicSpeedRate != 100) { + Game_Player.prototype.distancePerFrame = function() { + const ret = Game_CharacterBase.prototype.distancePerFrame.apply(this, arguments); + + return ret * pPlayerBasicSpeedRate / 100; + }; + + // 仲間も合わせて変更 + Game_Follower.prototype.distancePerFrame = function() { + const ret = Game_CharacterBase.prototype.distancePerFrame.apply(this, arguments); + + return ret * pPlayerBasicSpeedRate / 100; + }; +} + +// イベントの基本速度変更 +if (pEventBasicSpeedRate && pEventBasicSpeedRate != 100) { + Game_Event.prototype.distancePerFrame = function() { + const ret = Game_CharacterBase.prototype.distancePerFrame.apply(this, arguments); + + return ret * pEventBasicSpeedRate / 100; + }; +} + +/** + * ●常時ダッシュの初期値 + */ +if (pDefaultAlwaysDash) { + ConfigManager.alwaysDash = true; + + const _ConfigManager_applyData = ConfigManager.applyData; + ConfigManager.applyData = function(config) { + _ConfigManager_applyData.apply(this, arguments); + this.alwaysDash = this.readFlag(config, "alwaysDash", true); + }; + + // MV対応 + // ※MVはreadFlagの挙動が異なるのでMZに合わせる + if (Utils.RPGMAKER_NAME == "MV") { + ConfigManager.readFlag = function(config, name, defaultValue) { + if (name in config) { + return !!config[name]; + } else { + return defaultValue; + } + }; + } +} + +})(); \ No newline at end of file diff --git a/www/js/plugins/No Autoshadow.js b/www/js/plugins/No Autoshadow.js new file mode 100644 index 0000000..235c6e2 --- /dev/null +++ b/www/js/plugins/No Autoshadow.js @@ -0,0 +1,20 @@ +//============================================================================= +// No Auto Shadows +// Version: 1.0 +//============================================================================= + /*: + * @plugindesc Removes automatic shadows from displaying in game. + * @author Archeia + */ + /*:ja + * @plugindesc ゲーム内で自動生成される影を非表示にします。 + * @author Archeia + */ + //============================================================================= + //============================================================================================== + // ** Tilemap + //============================================================================================== + //============================================================================================== + // * Draw Shadows + //============================================================================================== + Tilemap.prototype._drawShadow = function(bitmap, shadowBits, dx, dy) { }; diff --git a/www/js/plugins/SelfSwitchController_MV.js b/www/js/plugins/SelfSwitchController_MV.js new file mode 100644 index 0000000..354b9b9 --- /dev/null +++ b/www/js/plugins/SelfSwitchController_MV.js @@ -0,0 +1,101 @@ +//============================================================================= +// SelfSwitchController_Private_MV.js +//============================================================================= +// RPG Maker MV Plugin +// Control Self Switches (ON / OFF) +//============================================================================= +/*: + * @plugindesc (MV) Turn ON / OFF self switches (A–D) of any event via plugin commands. + * + * @help + * ----------------------------------------------------------------------------- + * Plugin Commands (RPG Maker MV) + * ----------------------------------------------------------------------------- + * + * ■ OFF (delete / reset) self switches + * SS_OFF mapId eventId [switchId] + * + * mapId : 0 = all maps, -1 = current map, 1+ = specific map ID + * eventId : 0 = all events, 1+ = specific event ID + * switchId: A / B / C / D (optional; omit = all) + * + * ■ ON (set) a self switch + * SS_ON mapId eventId switchId + * + * mapId : -1 = current map, 1+ = specific map ID + * eventId : 1+ = specific event ID + * switchId: A / B / C / D + * + * ----------------------------------------------------------------------------- + * Notes: + * - Map refresh is requested after each operation. + * - OFF removes the key from $gameSelfSwitches. + */ +(function() { + 'use strict'; + + var CMD_SS_OFF = 'SS_OFF'; + var CMD_SS_ON = 'SS_ON'; + + function toNumber(value, defaultValue) { + var n = parseInt(value, 10); + return isNaN(n) ? defaultValue : n; + } + + function normalizeSwitchLetter(letter) { + letter = (letter || '').toString().trim().toUpperCase(); + return ['A', 'B', 'C', 'D'].includes(letter) ? letter : ''; + } + + function turnOffSelfSwitches(targetMapId, targetEventId, targetSwitch) { + if (targetMapId < 0) targetMapId = $gameMap.mapId(); + + var data = $gameSelfSwitches._data; + for (var key in data) { + if (!data.hasOwnProperty(key)) continue; + + var parts = key.split(','); + var mapId = toNumber(parts[0], 0); + var eventId = toNumber(parts[1], 0); + var letter = parts[2]; + + var mapMatch = (targetMapId === 0) || (mapId === targetMapId); + var eventMatch = (targetEventId === 0) || (eventId === targetEventId); + var switchMatch = (targetSwitch === '') || (letter === targetSwitch); + + if (mapMatch && eventMatch && switchMatch) { + delete data[key]; + } + } + $gameMap.requestRefresh(); + } + + function turnOnSelfSwitch(targetMapId, targetEventId, switchLetter) { + if (targetMapId < 0) targetMapId = $gameMap.mapId(); + + if (targetMapId > 0 && targetEventId > 0 && switchLetter) { + $gameSelfSwitches.setValue([targetMapId, targetEventId, switchLetter], true); + $gameMap.requestRefresh(); + } + } + + var _pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function(command, args) { + _pluginCommand.call(this, command, args); + + var cmd = (command || '').toUpperCase(); + if (cmd === CMD_SS_OFF) { + turnOffSelfSwitches( + toNumber(args[0], 0), + toNumber(args[1], 0), + normalizeSwitchLetter(args[2]) + ); + } else if (cmd === CMD_SS_ON) { + turnOnSelfSwitch( + toNumber(args[0], -1), + toNumber(args[1], 0), + normalizeSwitchLetter(args[2]) + ); + } + }; +})(); \ No newline at end of file diff --git a/www/js/plugins/TitleCommandPosition.js b/www/js/plugins/TitleCommandPosition.js new file mode 100644 index 0000000..09a7e02 --- /dev/null +++ b/www/js/plugins/TitleCommandPosition.js @@ -0,0 +1,72 @@ +//============================================================================= +// TitleCommandPosition.js +//============================================================================= + +/*: + * @plugindesc Changes the position of the title command window. + * @author Yoji Ojima + * + * @param Offset X + * @desc The offset value for the x coordinate. + * @default 0 + * + * @param Offset Y + * @desc The offset value for the y coordinate. + * @default 0 + * + * @param Width + * @desc The width of the command window. + * @default 240 + * + * @param Background + * @desc The background type. 0: Normal, 1: Dim, 2: Transparent + * @default 0 + * + * @help This plugin does not provide plugin commands. + */ + +/*:ja + * @plugindesc タイトルコマンドウィンドウの位置を変更します。 + * @author Yoji Ojima + * + * @param Offset X + * @desc X座標のオフセット値です。 + * @default 0 + * + * @param Offset Y + * @desc Y座標のオフセット値です。 + * @default 0 + * + * @param Width + * @desc コマンドウィンドウの幅です。 + * @default 240 + * + * @param Background + * @desc 背景タイプです。0: 通常、1: 暗くする、2: 透明 + * @default 0 + * + * @help このプラグインには、プラグインコマンドはありません。 + */ + +(function() { + + var parameters = PluginManager.parameters('TitleCommandPosition'); + var offsetX = Number(parameters['Offset X'] || 0); + var offsetY = Number(parameters['Offset Y'] || 0); + var width = Number(parameters['Width'] || 240); + var background = Number(parameters['Background'] || 0); + + var _Window_TitleCommand_updatePlacement = + Window_TitleCommand.prototype.updatePlacement; + Window_TitleCommand.prototype.updatePlacement = function() { + _Window_TitleCommand_updatePlacement.call(this); + this.x += offsetX; + this.y += offsetY; + this.setBackgroundType(background); + }; + + Window_TitleCommand.prototype.windowWidth = function() { + return width; + }; + +})(); diff --git a/www/js/plugins/Torigoya_Achievement.js b/www/js/plugins/Torigoya_Achievement.js new file mode 100644 index 0000000..90072b4 --- /dev/null +++ b/www/js/plugins/Torigoya_Achievement.js @@ -0,0 +1,874 @@ +/*---------------------------------------------------------------------------* + * Torigoya_Achievement.js + *---------------------------------------------------------------------------* + * 2020/06/06 ru_shalm + * http://torigoya.hatenadiary.jp/ + *---------------------------------------------------------------------------*/ + +/*: + * @plugindesc コモンイベントの注釈で実績システムさん + * @author ru_shalm + * + * @param ■ 基本 + * + * @param Common Event ID + * @type common_event + * @desc 実績の注釈を記述するコモンイベントのID + * @default 1 + * + * @param Storage Key + * @type string + * @desc 【Web公開用】保存キー名。1つのWebサイトで複数のゲームを公開する場合は、それぞれ別の名前にしてください。 + * @default Achievement: Game + * + * @param ■ ポップアップ表示 + * + * @param Use Popup + * @type select + * @option ON + * @option OFF + * @desc ポップアップ表示のON/OFF + * ON: 表示する OFF: 表示しない (default: ON) + * @default ON + * + * @param Popup Position + * @type select + * @option left + * @option right + * @desc メッセージを表示する場所 + * left: 左上 right: 右上 + * @default left + * + * @param Popup Message + * @type string + * @desc 獲得時に表示するメッセージ + * @default 実績を獲得しました + * + * @param Popup Wait + * @type number + * @decimals 2 + * @min 0 + * @desc ポップアップの表示時間(秒) + * (フェードイン/アウトの時間は含みません) + * @default 2.00 + * + * @param Popup Width + * @type number + * @min 200 + * @desc ポップアップ表示の横幅(px) + * 最低200以上で設定してください + * @default 250 + * + * @param Popup Padding + * @type number + * @min 10 + * @desc ポップアップ表示の余白 + * @default 10 + * + * @param Popup TitleFontSize + * @type number + * @min 16 + * @desc 獲得した実績名の文字サイズ + * @default 16 + * + * @param Popup MessageFontSize + * @type number + * @min 16 + * @desc 獲得時に表示するメッセージの文字サイズ + * @default 12 + * + * @param Popup Sound + * @desc 獲得時に再生する効果音(SE)の名前 + * 空欄の場合は再生しません + * @default Saint5 + * @require 1 + * @dir audio/se/ + * @type file + * + * @param Popup Window Image + * @desc ポップアップ表示に使用するウィンドウ画像のファイル名 (default: Window) + * @default Window + * @require 1 + * @dir img/system/ + * @type file + * + * @param Popup Opacity + * @desc ポップアップ表示ウィンドウの背景の透明度(0〜255) + * -1の場合はデフォルトの透明度を使用します。 + * @type number + * @min -1 + * @max 255 + * @default -1 + * + * @param ■ タイトル/メニュー + * + * @param Use Title + * @type select + * @option ON + * @option OFF + * @desc タイトル画面に項目を表示するか + * ON: 表示する OFF: 表示しない (default: ON) + * @default OFF + * + * @param Use Menu + * @type select + * @option ON + * @option OFF + * @desc メニュー画面に項目を表示するか + * ON: 表示する OFF: 表示しない (default: ON) + * @default ON + * + * @param Menu Text + * @type string + * @desc タイトル/メニューに表示する際の項目名 + * @default 実績 + * + * @param ■ 実績画面 + * + * @param List Hidden Title + * @type string + * @desc シークレット実績のタイトル + * @default ????? + * + * @param List Hidden Description + * @type string + * @desc シークレット実績の説明文 + * @default (未獲得) + * + * @param List Hidden Icon + * @type number + * @min 0 + * @desc シークレット実績のアイコンID + * @default 0 + * + * @param List Cancel Message + * @type string + * @desc 実績画面を閉じるボタンのテキスト。 + * 空欄の場合は閉じるボタンを表示しません + * @default 閉じる + * + * @param ■ 上級者向け設定 + * + * @param Use Global Save + * @type select + * @option ON + * @option OFF + * @desc 全セーブデータで実績を共有するか? OFFにした場合、タイトル画面に実績メニューを置くことはできません + * ON: する OFF: しない (default: ON) + * @default OFF + * + * @param Overridable + * @type select + * @option ON + * @option OFF + * @desc 同じ実績を何度でも取得できるようにします + * ON: する OFF: しない (default: OFF) + * @default OFF + * + * @help + * 実績・トロフィー的なシステムを定義します。 + * 実績の項目はコモンイベントに記述することで追加できます。 + * + * 使用方法の詳細はブログをご確認ください。 + * http://torigoya.hatenadiary.jp/entry/achievement_mv + * + * ------------------------------------------------------------ + * ■ プラグインコマンド + * ------------------------------------------------------------ + * + * ● 実績ID:1番を解除します + * 実績 1 + * + * ● 実績画面を表示 + * 実績表示 + */ + +(function (global) { + 'use strict'; + + var Achievement = { + name: 'Torigoya_Achievement' + }; + Achievement.settings = (function () { + var parameters = PluginManager.parameters(Achievement.name); + return { + commonEventID: Number(parameters['Common Event ID'] || 1), + storageKey: String(parameters['Storage Key'] || 'Achievement-Game'), + usePopup: String(parameters['Use Popup'] || 'ON') === 'ON', + popupPosition: String(parameters['Popup Position'] || 'left'), + popupWidth: Number(parameters['Popup Width'] || 250), + popupTitleFontSize: Number(parameters['Popup TitleFontSize'] || 16), + popupMessageFontSize: Number(parameters['Popup MessageFontSize'] || 12), + popupMessage: String(parameters['Popup Message'] || '実績を獲得しました'), + popupPadding: Number(parameters['Popup Padding'] || 10), + popupSound: String(parameters['Popup Sound'] || ''), + popupWait: Number(parameters['Popup Wait'] || 0.75), + popupWindowImage: String(parameters['Popup Window Image'] || 'Window'), + popupOpacity: Number(parameters['Popup Opacity'] === undefined ? -1 : parameters['Popup Opacity']), + listHiddenTitle: String(parameters['List Hidden Title'] || '?????'), + listHiddenDescription: String(parameters['List Hidden Description'] || ''), + listHiddenIcon: Number(parameters['List Hidden Icon'] || 0), + listCancel: String(parameters['List Cancel Message']), + useTitle: String(parameters['Use Title'] || 'ON') === 'ON', + useMenu: String(parameters['Use Menu'] || 'ON') === 'ON', + menuText: String(parameters['Menu Text'] || '実績'), + useGlobalSave: String(parameters['Use Global Save'] || 'ON') === 'ON', + overridable: String(parameters['Overridable'] || 'OFF') === 'ON' + }; + })(); + + // ------------------------------------------------------------------------- + // Constant + + // 内部処理用に使うユニークなスロット名 + // 実際のファイル名/キー名は設定のものを使う + Achievement.saveSlotID = 'Torigoya Achievement'; + + // ------------------------------------------------------------------------- + // AchievementItem + + var AchievementItem = (function () { + function AchievementItem() { + this.id = 0; + this.icon = 0; + this.title = ''; + this.description = ''; + this.isSecret = false; + this.secretTitle = ''; + this.secretDescription = ''; + + if (arguments.length === 1) { + var obj = arguments[0]; + Object.keys(obj).forEach(function (key) { + this[key] = obj[key]; + }.bind(this)); + } else { + // 互換維持 + this.id = arguments[0]; + this.icon = arguments[1]; + this.title = arguments[2]; + this.description = arguments[3]; + this.isSecret = !!arguments[4]; + } + } + + AchievementItem.parse = function (array) { + var id, icon, title, description = '', secret = false, + secretTitle = '', secretDescription = ''; + array.forEach(function (line) { + var match; + if (!id && (match = line.match(/^\s*id:\s*(\d+)/))) { + id = ~~match[1]; + } else if (!icon && (match = line.match(/^\s*icon:\s*(\d+)/))) { + icon = ~~match[1]; + } else if (!title && (match = line.match(/^\s*title:\s*(.+)\s*$/))) { + title = match[1]; + } else if (match = line.match(/^\s*secret:\s*(.+)\s*$/)) { + secret = (match[1] === 'true'); + } else if (match = line.match(/^\s*secretTitle:\s*(.+)\s*$/)) { + secretTitle = match[1]; + } else if (match = line.match(/^\s*secretText:\s*(.+)\s*$/)) { + secretDescription = match[1]; + } else { + description += line + '\n'; + } + }); + return new AchievementItem({ + id: id, + icon: icon, + title: title, + description: description, + isSecret: !!secret, + secretTitle: secretTitle, + secretDescription: secretDescription + }); + }; + + return AchievementItem; + })(); + + // ------------------------------------------------------------------------- + // AchievementParser + + Achievement.loadFromCommonEvent = function (commonEventID) { + var event = new Game_CommonEvent(commonEventID); + + var list = event.list(); + var result = []; + var isRouting = false; + for (var i = 0; i < list.length; ++i) { + if (isRouting && list[i].code === 408) { + result[result.length - 1].push(list[i].parameters[0]); + } else if (list[i].code === 108 && list[i].parameters[0].indexOf('id:') === 0) { + result.push([list[i].parameters[0]]); + isRouting = true; + } else { + isRouting = false; + } + } + + var achievements = []; + result.forEach(function (array, i) { + var item = AchievementItem.parse(array); + + // merge + for (var j = 0; j < achievements.length; ++j) { + var prevItem = achievements[j]; + if (prevItem.id !== item.id) continue; + + Object.keys(item).forEach(function (key) { + if (!item[key]) return; + prevItem[key] = item[key]; + }); + return; + } + + achievements.push(item); + }); + + return achievements.sort(function (a, b) { + return a.id - b.id; + }); + }; + + // ------------------------------------------------------------------------- + // AchievementManager + + var AchievementManager = (function () { + function AchievementManager() { + this._achievements = []; + this._callbacks = []; + } + + AchievementManager.prototype.getRawAchievements = function () { + return this._achievements; + }; + + AchievementManager.prototype.setRawAchievements = function (achievements) { + this._achievements = achievements; + }; + + AchievementManager.prototype.data = function (id) { + // Array#find + for (var i = 0; i < this._items.length; ++i) { + if (this._items[i].id === id) return this._items[i]; + } + return null; + }; + + AchievementManager.prototype.allData = function () { + return this._items; + }; + + AchievementManager.prototype.init = function () { + this._items = Achievement.loadFromCommonEvent(Achievement.settings.commonEventID); + this.load(); + }; + + AchievementManager.prototype.getUnlockedCount = function () { + var self = this; + return this._items.map(function (item) { + return item.id; + }).filter(function (id) { + return self.isUnlocked(id); + }).length; + }; + + AchievementManager.prototype.isUnlocked = function (id) { + return !!this._achievements[id]; + }; + + AchievementManager.prototype.isAllUnlocked = function () { + var args = Array.prototype.slice.call(arguments); + var self = this; + return args.map(function (n) { + return parseInt(n, 10); + }).every(function (id) { + return self._achievements[id]; + }); + }; + + AchievementManager.prototype.unlock = function (id) { + if (!this.data(id)) return; + if (!Achievement.settings.overridable && this._achievements[id]) return; + this._achievements[id] = Date.now(); + this.save(); + this.notify(id); + }; + + AchievementManager.prototype.remove = function (id) { + if (!this._achievements[id]) return; + this._achievements[id] = undefined; + this.save(); + }; + + AchievementManager.prototype.on = function (callback) { + this._callbacks.push(callback); + }; + + AchievementManager.prototype.off = function (callback) { + this._callbacks = this._callbacks.filter(function (n) { + return n !== callback; + }); + }; + + AchievementManager.prototype.notify = function (id) { + var data = this.data(id); + this._callbacks.forEach(function (callback) { + callback(data); + }.bind(this)); + }; + + AchievementManager.prototype.load = function () { + if (!Achievement.settings.useGlobalSave) return; + + this._achievements = this._loadAchievements(); + }; + + AchievementManager.prototype.save = function () { + if (!Achievement.settings.useGlobalSave) return; + + StorageManager.save(Achievement.saveSlotID, JSON.stringify({ + achievements: this._achievements + })); + }; + + AchievementManager.prototype.clear = function () { + this._achievements = []; + + if (!Achievement.settings.useGlobalSave) return; + StorageManager.save(Achievement.saveSlotID, JSON.stringify({ + achievements: [] + })); + }; + + AchievementManager.prototype._loadAchievements = function () { + try { + var json = StorageManager.load(Achievement.saveSlotID); + var obj = JSON.parse(json); + return obj.achievements || []; + } catch (_e) { + return []; + } + }; + + return new AchievementManager(); + })(); + + Achievement.Manager = AchievementManager; + + // 非システムセーブ向け + if (!Achievement.settings.useGlobalSave) { + var upstream_DataManager_createGameObjects = DataManager.createGameObjects; + DataManager.createGameObjects = function () { + upstream_DataManager_createGameObjects.apply(this); + Achievement.Manager.clear(); + }; + + var upstream_DataManager_makeSaveContents = DataManager.makeSaveContents; + DataManager.makeSaveContents = function () { + var contents = upstream_DataManager_makeSaveContents.apply(this); + contents.torigoyaAchievements = Achievement.Manager.getRawAchievements(); + return contents; + }; + + var upstream_DataManager_extractSaveContents = DataManager.extractSaveContents; + DataManager.extractSaveContents = function (contents) { + upstream_DataManager_extractSaveContents.apply(this, arguments); + Achievement.Manager.setRawAchievements(contents.torigoyaAchievements || []); + }; + } + + // ------------------------------------------------------------------------- + // AchievementPopupManager + + var AchievementPopupManager = (function () { + function AchievementPopupManager() { + this.reset(); + } + + AchievementPopupManager.prototype.init = function () { + Torigoya.Achievement.Manager.on(this.onNotify.bind(this)); + this.reset(); + }; + + AchievementPopupManager.prototype.reset = function () { + this._stacks = []; + }; + + AchievementPopupManager.prototype.onNotify = function (item) { + var window = new Window_AchievementPopup(item); + SceneManager._scene.addChild(window); // 行儀悪い + + var isLeft = Achievement.settings.popupPosition === 'left'; + var x = isLeft ? 10 : Graphics.width - window.width - 10; + var y = (function () { + var y = 10; + for (var i = 0; i < this._stacks.length; ++i) { + if (this._stacks[i].y !== y) return y; + y += window.height + 10; + } + return y; + }.bind(this))(); + + var originalOpacity = window.opacity; + var originalBackOpacity = window.backOpacity; + Torigoya.Tween.create(window, { + x: x + window.width * (isLeft ? -1 : 1), + y: y, + opacity: 0, + backOpacity: 0, + contentsOpacity: 0 + }) + .to({ + x: x, + opacity: originalOpacity, + backOpacity: originalBackOpacity, + contentsOpacity: 255 + }, 30, Torigoya.Tween.Easing.easeOutCircular) + .wait(Math.floor(Achievement.settings.popupWait * 60)) + .to({ + y: y - window.height, + opacity: 0, + backOpacity: 0, + contentsOpacity: 0 + }, 30, Torigoya.Tween.Easing.easeInCircular) + .onComplete(function () { + this._stacks = this._stacks.filter(function (stack) { + return window !== stack; + }); + if (window.parent) { + window.parent.removeChild(window); + } + }.bind(this)) + .start(); + + this._stacks.push(window); + this._stacks.sort(function (a, b) { + return a.y - b.y; + }); + + // 効果音の再生 + if (Achievement.settings.popupSound.length > 0) { + AudioManager.playSe({ + name: Achievement.settings.popupSound, + pan: 0, + pitch: 100, + volume: 90 + }); + } + }; + + return new AchievementPopupManager(); + })(); + + Achievement.PopupManager = AchievementPopupManager; + + // ------------------------------------------------------------------------- + // Window_AchievementPopup + + function Window_AchievementPopup() { + this.initialize.apply(this, arguments); + } + + Window_AchievementPopup.prototype = Object.create(Window_Base.prototype); + Window_AchievementPopup.prototype.constructor = Window_AchievementPopup; + + Window_AchievementPopup.prototype.initialize = function (item) { + Window_Base.prototype.initialize.call(this, 0, 0, this.windowWidth(), this.windowHeight()); + this.item = item; + this.refresh(); + }; + + Window_AchievementPopup.prototype.windowWidth = function () { + return Achievement.settings.popupWidth; + }; + + Window_AchievementPopup.prototype.windowHeight = function () { + return this.standardFontSize() + this.messageFontSize() + this.standardPadding() * 2 + 5; // FIXME + }; + + Window_AchievementPopup.prototype.standardFontSize = function () { + return Achievement.settings.popupTitleFontSize; + }; + + Window_AchievementPopup.prototype.messageFontSize = function () { + return Achievement.settings.popupMessageFontSize; + }; + + Window_AchievementPopup.prototype.lineHeight = function () { + return this.standardFontSize(); + }; + + Window_AchievementPopup.prototype.standardPadding = function () { + return Achievement.settings.popupPadding; + }; + + Window_AchievementPopup.prototype.refresh = function () { + this.contents.clear(); + this.drawIcon(this.item.icon, 0, 0); + this.drawTitle(); + this.drawMessage(); + }; + + Window_AchievementPopup.prototype.drawTitle = function () { + this.resetFontSettings(); + this.drawTextEx('\\c[1]' + this.item.title, 40, 0); + }; + + Window_AchievementPopup.prototype.drawMessage = function () { + var textWidth = this.windowWidth() - this.standardPadding() * 2 - 40; + var y = this.standardFontSize() + 5; + this.resetTextColor(); + this.contents.fontSize = this.messageFontSize(); + this.contents.drawText(Achievement.settings.popupMessage, 40, y, textWidth, this.messageFontSize(), 'left'); + }; + + Window_AchievementPopup.prototype.calcTextHeight = function () { + return this.contents.fontSize; + }; + + Window_AchievementPopup.prototype.loadWindowskin = function () { + this.windowskin = ImageManager.loadSystem(Achievement.settings.popupWindowImage); + }; + + Window_AchievementPopup.prototype.standardBackOpacity = function () { + return Achievement.settings.popupOpacity === -1 ? + Window_Base.prototype.standardBackOpacity.call(this) : Achievement.settings.popupOpacity; + }; + + Achievement.Window_AchievementPopup = Window_AchievementPopup; + + // ------------------------------------------------------------------------- + // Window_AchievementPopup + + function Window_AchievementList() { + this.initialize.apply(this, arguments); + } + + Window_AchievementList.prototype = Object.create(Window_Selectable.prototype); + Window_AchievementList.prototype.constructor = Window_AchievementList; + + Window_AchievementList.prototype.initialize = function (x, y, width, height) { + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this.makeItemList(); + this.refresh(); + }; + + Window_AchievementList.prototype.maxItems = function () { + return this._data ? this._data.length : []; + }; + + Window_AchievementList.prototype.item = function () { + return this._data[this.index()]; + }; + + Window_AchievementList.prototype.refresh = function () { + this.contents.clear(); + this.drawAllItems(); + }; + + Window_AchievementList.prototype.makeItemList = function () { + this._data = AchievementManager.allData().map(function (achievement) { + var unlocked = AchievementManager.isUnlocked(achievement.id); + if (!unlocked && achievement.isSecret) { + return { + title: achievement.secretTitle || Achievement.settings.listHiddenTitle, + description: achievement.secretDescription || Achievement.settings.listHiddenDescription, + icon: Achievement.settings.listHiddenIcon, + unlocked: unlocked + }; + } else if (unlocked) { + return { + title: achievement.title, + description: achievement.description, + icon: achievement.icon, + unlocked: unlocked + }; + } else { + return { + title: achievement.secretTitle || achievement.title, + description: achievement.secretDescription || achievement.description, + icon: achievement.icon, + unlocked: unlocked + }; + } + }); + if (Achievement.settings.listCancel) this._data.push(null); + }; + + Window_AchievementList.prototype.drawItem = function (index) { + var item = this._data[index]; + var rect = this.itemRect(index); + var iconBoxWidth = Window_Base._iconWidth + 4; + if (item) { + this.changePaintOpacity(item.unlocked); + this.drawIcon(item.icon, rect.x, rect.y); + this.drawText(item.title, rect.x + iconBoxWidth, rect.y, rect.width - iconBoxWidth, 'left'); + this.changePaintOpacity(true); + } else { + this.changePaintOpacity(true); + this.drawText(Achievement.settings.listCancel, rect.x, rect.y, rect.width, 'center'); + } + }; + + Window_AchievementList.prototype.updateHelp = function () { + this._helpWindow.clear(); + this.setHelpWindowItem(this.item()); + }; + + Window_AchievementList.prototype.processOk = function () { + if (this.item()) return; + this.playOkSound(); + this.updateInputData(); + this.deactivate(); + this.callOkHandler(); + }; + + Achievement.Window_AchievementList = Window_AchievementList; + + // ------------------------------------------------------------------------- + // Scene_Achievement + + function Scene_Achievement() { + this.initialize.apply(this, arguments); + } + + Scene_Achievement.prototype = Object.create(Scene_MenuBase.prototype); + Scene_Achievement.prototype.constructor = Scene_Achievement; + + Scene_Achievement.prototype.initialize = function () { + Scene_MenuBase.prototype.initialize.call(this); + }; + + Scene_Achievement.prototype.create = function () { + Scene_MenuBase.prototype.create.call(this); + this.createHelpWindow(); + this.createAchievementWindow(); + }; + + Scene_Achievement.prototype.createAchievementWindow = function () { + this._achievementWindow = new Window_AchievementList(0, this._helpWindow.y + this._helpWindow.height, Graphics.boxWidth, Graphics.boxHeight - this._helpWindow.y - this._helpWindow.height); + this._achievementWindow.setHelpWindow(this._helpWindow); + this._achievementWindow.select(0); + this._achievementWindow.activate(); + this._achievementWindow.setHandler('ok', this.popScene.bind(this)); + this._achievementWindow.setHandler('cancel', this.popScene.bind(this)); + this.addWindow(this._achievementWindow); + }; + + Achievement.Scene_Achievement = Scene_Achievement; + + // ------------------------------------------------------------------------- + // 保存周り + + var upstream_StorageManager_localFilePath = StorageManager.localFilePath; + StorageManager.localFilePath = function (savefileId) { + if (savefileId === Achievement.saveSlotID) { + return this.localFileDirectoryPath() + 'achievements.rpgsave'; + } + return upstream_StorageManager_localFilePath.apply(this, arguments); + }; + + var upstream_StorageManager_webStorageKey = StorageManager.webStorageKey; + StorageManager.webStorageKey = function (savefileId) { + if (savefileId === Achievement.saveSlotID) { + return Achievement.settings.storageKey; + } + return upstream_StorageManager_webStorageKey.apply(this, arguments); + }; + + // ------------------------------------------------------------------------- + // 起動時初期化処理 + + var upstream_loadSystemWindowImage = Scene_Boot.prototype.loadSystemWindowImage; + Scene_Boot.prototype.loadSystemWindowImage = function () { + upstream_loadSystemWindowImage.apply(this); + ImageManager.reserveSystem(Achievement.settings.popupWindowImage); + }; + + var upstream_Scene_Boot_start = Scene_Boot.prototype.start; + Scene_Boot.prototype.start = function () { + AchievementManager.init(); + upstream_Scene_Boot_start.apply(this); + if (Achievement.settings.usePopup && global.Torigoya.Tween) { + AchievementPopupManager.init(); + } + }; + + // ------------------------------------------------------------------------- + // タイトル画面への追加 + + if (Achievement.settings.useTitle && Achievement.settings.useGlobalSave) { + var upstream_Window_TitleCommand_makeCommandList = Window_TitleCommand.prototype.makeCommandList; + Window_TitleCommand.prototype.makeCommandList = function () { + upstream_Window_TitleCommand_makeCommandList.apply(this); + this.addCommand(Achievement.settings.menuText, 'achievement'); + }; + + var upstream_Scene_Title_createCommandWindow = Scene_Title.prototype.createCommandWindow; + Scene_Title.prototype.createCommandWindow = function () { + upstream_Scene_Title_createCommandWindow.apply(this); + this._commandWindow.setHandler('achievement', this.torigoyaAchievement_commandAchievement.bind(this)); + }; + } + + Scene_Title.prototype.torigoyaAchievement_commandAchievement = function () { + this._commandWindow.close(); + SceneManager.push(Scene_Achievement); + }; + + // ------------------------------------------------------------------------- + // メニュー画面への追加 + + if (Achievement.settings.useMenu) { + var upstream_Window_MenuCommand_addOriginalCommands = Window_MenuCommand.prototype.addOriginalCommands; + Window_MenuCommand.prototype.addOriginalCommands = function () { + upstream_Window_MenuCommand_addOriginalCommands.apply(this); + this.addCommand(Achievement.settings.menuText, 'achievement'); + }; + + var upstream_Scene_Menu_createCommandWindow = Scene_Menu.prototype.createCommandWindow; + Scene_Menu.prototype.createCommandWindow = function () { + upstream_Scene_Menu_createCommandWindow.apply(this); + this._commandWindow.setHandler('achievement', this.torigoyaAchievement_commandAchievement.bind(this)); + }; + } + + Scene_Menu.prototype.torigoyaAchievement_commandAchievement = function () { + SceneManager.push(Scene_Achievement); + }; + + // ------------------------------------------------------------------------- + // プラグインコマンド + + var upstream_Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + switch (command) { + case 'Achievement': + case '実績': + var achievementID = ~~Number(args[0]); + AchievementManager.unlock(achievementID); + return; + case 'RemoveAchievement': + case '実績消去': + case '実績削除': + var achievementID = ~~Number(args[0]); + AchievementManager.remove(achievementID); + return; + case 'ShowAchievement': + case '実績表示': + SceneManager.push(Scene_Achievement); + return; + case 'ResetAchievement': + case '実績リセット': + AchievementManager.clear(); + return; + } + upstream_Game_Interpreter_pluginCommand.apply(this, arguments); + }; + + // ------------------------------------------------------------------------- + global.Torigoya = (global.Torigoya || {}); + global.Torigoya.Achievement = Achievement; +})(this); diff --git a/www/js/plugins/Torigoya_Achievement2.js b/www/js/plugins/Torigoya_Achievement2.js new file mode 100644 index 0000000..a63e06b --- /dev/null +++ b/www/js/plugins/Torigoya_Achievement2.js @@ -0,0 +1,1288 @@ +/*---------------------------------------------------------------------------* + * Torigoya_Achievement2.js v.1.8.1 + *---------------------------------------------------------------------------* + * Build Date: 2024/06/23 17:08:07 (JST) + *---------------------------------------------------------------------------* + * Ruたん ( @ru_shalm ) + * https://torigoya-plugin.rutan.dev + *---------------------------------------------------------------------------*/ + +/*: + * @target MV + * @plugindesc 実績プラグイン (v.1.8.1) + * @version 1.8.1 + * @author Ruたん(ru_shalm) + * @license public domain + * @url https://raw.githubusercontent.com/rutan/torigoya-rpg-maker-plugin/gh-pages/Torigoya_Achievement2.js + * + * @help 実績プラグイン (v.1.8.1) + * https://torigoya-plugin.rutan.dev + * + * 実績・トロフィー的なシステムを定義します。 + * 使用方法の詳細は以下の記事をご確認ください。 + * https://torigoya-plugin.rutan.dev/system/achievement2/ + * + * ------------------------------------------------------------ + * ■ 設定方法 + * ------------------------------------------------------------ + * + * このプラグインの設定から実績を登録してください。 + * ここでの並び順の順番で画面に表示されます。 + * (並び順は後から並び替えても問題ありません) + * + * ------------------------------------------------------------ + * ■ ゲーム中に実績を獲得する + * ------------------------------------------------------------ + * + * プラグインコマンドに以下のように入力してください + * + * 実績 ここに管理ID + * + * ※ここに管理IDの部分に、プラグイン設定画面で登録した管理IDを指定してください + * + * ------------------------------------------------------------ + * ■ その他の使い方・アドオンについて + * ------------------------------------------------------------ + * 以下の記事をご確認ください。 + * https://torigoya-plugin.rutan.dev/system/achievement2/ + * + * @param base + * @text ■ 基本設定 + * @type string + * + * @param baseAchievementData + * @text 実績情報の登録 + * @parent base + * @type struct[] + * @default [] + * + * @param baseSaveSlot + * @text セーブデータのスロット名 + * @parent base + * @type string + * @default achievement + * + * @param popup + * @text ■ ポップアップ設定 + * @type string + * + * @param popupEnable + * @text ポップアップ表示のON/OFF + * @desc 実績を獲得した時にポップアップ表示を行うか? + * @parent popup + * @type boolean + * @on 表示する + * @off 表示しない + * @default true + * + * @param popupPosition + * @text 表示位置 + * @desc 実績獲得ポップアップの表示位置 + * @parent popup + * @type select + * @option 左上 + * @value leftUp + * @option 右上 + * @value rightUp + * @default leftUp + * + * @param popupTopY + * @text 表示位置: 上端 + * @desc 実績獲得ポップアップ表示位置の上端 + * @parent popup + * @type number + * @min 0 + * @decimals 0 + * @default 10 + * + * @param popupAnimationType + * @text アニメーション + * @desc 実績獲得ポップアップのアニメーション方法。 + * 「なめらか」は Torigoya_FrameTween が必要です。 + * @parent popup + * @type select + * @option なめらか + * @value tween + * @option その場に表示 + * @value open + * @default tween + * + * @param popupWait + * @text 表示時間 + * @desc 実績獲得ポップアップの表示時間(秒) + * ※アニメーションの時間は含みません + * @parent popup + * @type number + * @min 0 + * @decimals 2 + * @default 1.25 + * + * @param popupWidth + * @text ポップアップの横幅 + * @desc 実績獲得ポップアップの横幅(px) + * 小さすぎると文字がはみ出します + * @parent popup + * @type number + * @min 200 + * @decimals 0 + * @default 300 + * + * @param popupPadding + * @text ポップアップの余白 + * @desc 実績獲得ポップアップの余白サイズ + * @parent popup + * @type number + * @min 0 + * @decimals 0 + * @default 10 + * + * @param popupTitleFontSize + * @text 実績名の文字サイズ + * @desc 実績獲得ポップアップに表示される + * 取得した実績名の文字サイズ + * @parent popup + * @type number + * @min 16 + * @decimals 0 + * @default 20 + * + * @param popupTitleColor + * @text 実績名の文字の色番号 + * @desc 実績名の文字表示に使用する色 + * ※\c[数字] ←の数字欄に入れる数字 + * @parent popup + * @type number + * @min 0 + * @decimals 0 + * @default 1 + * + * @param popupMessage + * @text メッセージの内容 + * @desc 実績獲得ポップアップに表示される + * 獲得メッセージの内容 + * @parent popup + * @type string + * @default 実績を獲得しました + * + * @param popupMessageFontSize + * @text メッセージの文字サイズ + * @desc 実績獲得ポップアップに表示される + * 獲得メッセージの文字サイズ + * @parent popup + * @type number + * @min 12 + * @decimals 0 + * @default 16 + * + * @param popupSound + * @text 効果音 + * @desc 実績獲得時に再生する効果音の設定 + * @parent popup + * @type struct + * @default {"soundName":"Saint5","soundVolume":"90"} + * + * @param popupWindowImage + * @text ウィンドウ画像 + * @desc 実績獲得ポップアップのウィンドウ画像 + * @parent popup + * @type file + * @dir img/system + * @default Window + * @require 1 + * + * @param popupOpacity + * @text ウィンドウ背景の透明度 + * @desc ウィンドウ背景の透明度(0~255) + * -1の場合はデフォルトの透明度を使用します。 + * @parent popup + * @type number + * @min -1 + * @max 255 + * @decimals 0 + * @default -1 + * + * @param titleMenu + * @text ■ タイトル / メニュー画面設定 + * @type string + * + * @param titleMenuUseInTitle + * @text タイトル画面に表示 + * @desc タイトル画面に実績メニューを表示するか? + * @parent titleMenu + * @type boolean + * @on 表示する + * @off 表示しない + * @default true + * + * @param titleMenuUseInMenu + * @text メニュー画面に表示 + * @desc メニュー画面に実績メニューを表示するか? + * @parent titleMenu + * @type boolean + * @on 表示する + * @off 表示しない + * @default true + * + * @param titleMenuText + * @text 項目名 + * @desc タイトルやメニューに表示する際の + * 実績メニューの項目名 + * @parent titleMenu + * @type string + * @default 実績 + * + * @param achievementMenu + * @text ■ 実績画面設定 + * @type string + * + * @param achievementMenuHiddenTitle + * @text 未獲得実績の表示名 + * @desc 実績画面で未取得の実績の欄に + * 表示する名前 + * @parent achievementMenu + * @type string + * @default ????? + * + * @param achievementMenuHiddenIcon + * @text 未獲得実績のアイコンID + * @desc 実績画面で未取得の実績の欄に + * 表示するアイコンのID + * @parent achievementMenu + * @type number + * @decimals 0 + * @default 0 + * + * @param advanced + * @text ■ 上級者向け設定 + * @type string + * + * @param advancedFontFace + * @text ポップアップのフォント + * @desc 実績獲得ポップアップ表示のフォント名を指定します。 + * 空欄の場合は他のウィンドウと同じフォントを使用します。 + * @parent advanced + * @type string + * + * @param advancedOverwritable + * @text 獲得済み実績の再取得 + * @desc 既に獲得済みの実績でも再取得できるようにします + * @parent advanced + * @type boolean + * @on する + * @off しない + * @default false + * + * @param achievementMenuCancelMessage + * @text 閉じるボタンのテキスト + * @desc 実績画面を閉じるボタンのテキスト。 + * 空欄の場合は閉じるボタンを表示しません。 + * @parent achievementMenu + * @type string + * @default 閉じる + */ + +/*~struct~Sound: + * @param soundName + * @text 効果音ファイル名 + * @desc 実績獲得ポップアップ表示時に再生する効果音ファイル。 + * 空っぽの場合は効果音なしになります。 + * @type file + * @dir audio/se + * @default Saint5 + * @require 1 + * + * @param soundVolume + * @text 効果音の音量 + * @desc 実績獲得ポップアップ表示時に再生する効果音の音量 + * @type number + * @min 0 + * @max 100 + * @decimals 0 + * @default 90 + */ + +/*~struct~Achievement: + * @param key + * @text 管理ID + * @desc 実績獲得時に指定する名前(例: ゲームクリア) + * 数字でも日本語でもOK / 他の実績と被るのはNG + * @type string + * + * @param title + * @text 表示名 + * @desc 実績に画面に表示するときの実績名 + * (例:激闘の果てに魔王を倒した…ッ!) + * @type string + * + * @param description + * @text 実績の説明文 + * @desc 実績に画面に表示する説明文(2行程度) + * @type note + * + * @param icon + * @text 実績のアイコンID + * @desc 実績に使用するアイコンの番号。 + * @type number + * @decimals 0 + * @default 0 + * + * @param hint + * @text 実績獲得のヒント + * @desc 未取得の場合に取得方法を表示できます(2行程度) + * 空欄の場合は通常の説明文を表示します + * @type note + * + * @param isSecret + * @text 秘密実績フラグ + * @desc この実績の存在を秘密にします。 + * 未獲得の場合に一覧に表示されなくなります。 + * @type boolean + * @on 秘密にする + * @off 秘密にしない + * @default false + * + * @param note + * @text メモ + * @desc メモ欄です。 + * ツクールのメモ欄同様に使えます。 + * @type note + */ + +(function () { + 'use strict'; + + /** + * PromiseLike かどうかを判定する + * @param obj + */ + function isThenable(obj) { + return obj && typeof obj['then'] === 'function'; + } + + /** + * プラグインのファイル名を取得 + */ + function getPluginName() { + const cs = document.currentScript; + return cs ? cs.src.split('/').pop().replace(/\.js$/, '') : 'Torigoya_Achievement2'; + } + + function parseBooleanParam(value, defaultValue) { + if (value === undefined) return defaultValue; + return String(value).toLowerCase() === 'true'; + } + function parseIntegerParam(value, defaultValue) { + if (value === undefined || value === '') return defaultValue; + const intValue = Number.parseInt(String(value), 10); + return isNaN(intValue) ? defaultValue : intValue; + } + function parseNumberParam(value, defaultValue) { + if (value === undefined || value === '') return defaultValue; + const floatValue = Number.parseFloat(String(value)); + return isNaN(floatValue) ? defaultValue : floatValue; + } + function parseStringParam(value, defaultValue) { + if (value === undefined) return defaultValue; + return String(value); + } + function parseNoteStringParam(value, defaultValue) { + if (value === undefined) return defaultValue; + const str = String(value); + return str.startsWith('"') ? JSON.parse(str) : str; + } + function parseStructObjectParam(value, defaultValue) { + if (value === undefined || value === '') return defaultValue; + if (typeof value === 'string') return JSON.parse(value); + return value; + } + + const Torigoya = (window.Torigoya = window.Torigoya || {}); + + function readStructSound(parameters) { + parameters = typeof parameters === 'string' ? JSON.parse(parameters) : parameters; + return { + soundName: parseStringParam(parameters['soundName'], 'Saint5'), + soundVolume: parseIntegerParam(parameters['soundVolume'], 90), + }; + } + function readStructAchievement(parameters) { + parameters = typeof parameters === 'string' ? JSON.parse(parameters) : parameters; + return { + key: parseStringParam(parameters['key'], ''), + title: parseStringParam(parameters['title'], ''), + description: parseNoteStringParam(parameters['description'], ''), + icon: parseIntegerParam(parameters['icon'], 0), + hint: parseNoteStringParam(parameters['hint'], ''), + isSecret: parseBooleanParam(parameters['isSecret'], false), + note: parseNoteStringParam(parameters['note'], ''), + }; + } + function readParameter() { + const parameters = PluginManager.parameters(getPluginName()); + return { + version: '1.8.1', + base: parseStringParam(parameters['base'], ''), + baseAchievementData: parseStructObjectParam(parameters['baseAchievementData'], []).map( + readStructAchievement, + ), + baseSaveSlot: parseStringParam(parameters['baseSaveSlot'], 'achievement'), + popup: parseStringParam(parameters['popup'], ''), + popupEnable: parseBooleanParam(parameters['popupEnable'], true), + popupPosition: parseStringParam(parameters['popupPosition'], 'leftUp'), + popupTopY: parseIntegerParam(parameters['popupTopY'], 10), + popupAnimationType: parseStringParam(parameters['popupAnimationType'], 'tween'), + popupWait: parseNumberParam(parameters['popupWait'], 1.25), + popupWidth: parseIntegerParam(parameters['popupWidth'], 300), + popupPadding: parseIntegerParam(parameters['popupPadding'], 10), + popupTitleFontSize: parseIntegerParam(parameters['popupTitleFontSize'], 20), + popupTitleColor: parseIntegerParam(parameters['popupTitleColor'], 1), + popupMessage: parseStringParam(parameters['popupMessage'], '実績を獲得しました'), + popupMessageFontSize: parseIntegerParam(parameters['popupMessageFontSize'], 16), + popupSound: readStructSound( + parseStructObjectParam(parameters['popupSound'], { + soundName: 'Saint5', + soundVolume: 90, + }), + ), + popupWindowImage: parseStringParam(parameters['popupWindowImage'], 'Window'), + popupOpacity: parseIntegerParam(parameters['popupOpacity'], -1), + titleMenu: parseStringParam(parameters['titleMenu'], ''), + titleMenuUseInTitle: parseBooleanParam(parameters['titleMenuUseInTitle'], true), + titleMenuUseInMenu: parseBooleanParam(parameters['titleMenuUseInMenu'], true), + titleMenuText: parseStringParam(parameters['titleMenuText'], '実績'), + achievementMenu: parseStringParam(parameters['achievementMenu'], ''), + achievementMenuHiddenTitle: parseStringParam(parameters['achievementMenuHiddenTitle'], '?????'), + achievementMenuHiddenIcon: parseIntegerParam(parameters['achievementMenuHiddenIcon'], 0), + advanced: parseStringParam(parameters['advanced'], ''), + advancedFontFace: parseStringParam(parameters['advancedFontFace'], ''), + advancedOverwritable: parseBooleanParam(parameters['advancedOverwritable'], false), + achievementMenuCancelMessage: parseStringParam(parameters['achievementMenuCancelMessage'], '閉じる'), + }; + } + + class AchievementManager { + get achievements() { + return this._achievements; + } + get unlockInfo() { + return this._unlockInfo; + } + get options() { + return this._options; + } + + /** + * 生成 + * @param options + */ + constructor(options = {}) { + this._options = options; + this._achievements = []; + this._unlockInfo = new Map(); + this._handlers = []; + this._isReady = false; + } + + /** + * 初期化処理 + */ + init() { + if (this.options.onInit) { + const result = this.options.onInit(this); + if (isThenable(result)) { + result.then(() => (this._isReady = true)); + } else { + this._isReady = true; + } + } else { + this._isReady = true; + } + } + + /** + * 初期化完了 + * @returns {*} + */ + isReady() { + return this._isReady; + } + + /** + * 実績マスター情報の登録 + */ + setAchievements(achievements) { + this._achievements = achievements.map((achievement) => { + if (achievement.note) { + DataManager.extractMetadata(achievement); + } else { + achievement.meta = {}; + } + return achievement; + }); + } + + /** + * 獲得済み実績の保存 + * @returns {Promise} + */ + save() { + if (this.options.onSave) { + const result = this.options.onSave(this); + return isThenable(result) ? result : Promise.resolve(); + } + return Promise.resolve(); + } + + /** + * 実績リストを取得 + * @returns {{unlockInfo: any, achievement: *}[]} + */ + data() { + return this._achievements.map((achievement) => ({ + achievement, + unlockInfo: this.unlockInfo.get(achievement.key) || null, + })); + } + + /** + * 指定キーの実績情報を取得 + * @param {string} key 取得する実績のキー + * @returns {Achievement|null} + */ + getAchievement(key) { + key = this.normalizeKey(key); + return this._achievements.find((achievement) => achievement.key === key) || null; + } + + /** + * 獲得済み実績の件数を取得 + * @returns {number} + */ + getUnlockedCount() { + return this.unlockInfo.size; + } + + /** + * 実績獲得情報の取得 + * @param {string} key 取得するする実績のキー + * @returns {any | null} + */ + getUnlockInfo(key) { + key = this.normalizeKey(key); + return this.unlockInfo.get(`${key}`) || null; + } + + /** + * 指定キーの実績が獲得済みであるか? + * @param {string} key 確認する実績のキー + * @returns {boolean} + */ + isUnlocked() { + return Array.from(arguments).every((key) => { + key = this.normalizeKey(key); + return this.unlockInfo.has(key); + }); + } + + /** + * すべての実績が獲得済みであるか? + * @returns {boolean} + */ + isAllUnlocked() { + return this.achievements.every((achievement) => { + return this.unlockInfo.has(achievement.key); + }); + } + + /** + * 指定キーの実績が獲得可能であるか? + * @param {string} key 確認する実績のキー + * @returns {boolean} + */ + isUnlockable(key) { + key = this.normalizeKey(key); + if (!this.getAchievement(key)) return false; + if (!this.options.overwritable && this.unlockInfo.has(key)) return false; + return true; + } + + /** + * 指定キーの実績を獲得する + * @param {string} key 獲得する実績のキー + * @returns {boolean} 実績獲得処理が実行されたか + */ + unlock(key) { + key = this.normalizeKey(key); + if (!this.isUnlockable(key)) return false; + this.unlockInfo.set(key, this.makeUnlockData(key)); + this.notify(key); + this.save(); + return true; + } + + /** + * 実績獲得情報を生成する + * ※アドオンプラグイン等で再定義・加工される想定 + * @param {string} _key 獲得する実績のキー + * @returns {{date: number}} + */ + makeUnlockData(_key) { + return { + date: Date.now(), + }; + } + + /** + * 指定キーの実績獲得イベントの通知 + * @param {string} key 獲得した実績のキー + */ + notify(key) { + key = this.normalizeKey(key); + const achievement = this.getAchievement(key); + if (!achievement) return; + const unlockInfo = this.unlockInfo.get(key); + if (!unlockInfo) return; + this._handlers.forEach((handler) => { + handler({ + achievement, + unlockInfo, + }); + }); + } + + /** + * 指定キーの実績を削除する + * @param key + */ + remove(key) { + key = `${key}`; + this.unlockInfo.delete(key); + } + + /** + * 全実績を削除する + * @note 削除後にセーブ処理を呼び出す + */ + clear() { + this.resetData(); + this.save(); + } + + /** + * 実績データのリセット + */ + resetData() { + this.unlockInfo.clear(); + } + + /** + * 実績獲得通知イベントの購読開始 + * @param {Handler} handler + */ + on(handler) { + this._handlers.push(handler); + } + + /** + * 実績獲得通知イベントの購読解除 + * @param {Handler} handler + */ + off(handler) { + this._handlers = this._handlers.filter((h) => h !== handler); + } + + /** + * @callback Handler + * @param {{achievement: any, unlockInfo: any}} responseCode + */ + + /** + * keyの文字列化 + * @param key + * @returns {string} + * @private + */ + normalizeKey(key) { + return typeof key === 'string' ? key : `${key}`; + } + + /** + * 保存したいデータの出力 + */ + createSaveContents() { + return { + unlockInfo: Array.from(this.unlockInfo.entries()), + }; + } + + /** + * データのインポート + * @param data + */ + extractSaveContents(data) { + try { + this.resetData(); + data.unlockInfo.forEach(([key, value]) => { + if (!this.getAchievement(key)) return; + this.unlockInfo.set(key, value); + }); + } catch (e) { + console.error(e); + } + } + } + + class AchievementPopupManager { + get options() { + return this._options; + } + + /** + * 生成 + * @param {AchievementManager} manager + * @param {any} options + */ + constructor(manager, options = {}) { + this._manager = manager; + this._options = options; + this._stacks = []; + this._stackAnimations = []; + this._soundAnimator = null; + } + + /** + * 初期化処理 + */ + init() { + this._manager.on(this.onNotify.bind(this)); + } + + /** + * リセット処理 + */ + reset() { + this._stackAnimations.forEach((tween) => { + tween.abort(); + }); + this._stacks.forEach(this.destroyPopupWindow.bind(this)); + this._stacks.length = 0; + this._stackAnimations.length = 0; + } + + /** + * 通知処理 + * @param {{achievement: Achievement, unlockInfo: any}} data + */ + onNotify(data) { + const popupWindow = this._options.createPopupWindow(data); + const isLeftUp = this._options.popupPosition === 'leftUp'; + const x = isLeftUp ? this.leftX() : this.rightX() - popupWindow.width; + const y = (() => { + let y = this.topY(); + for (let i = 0; i < this._stacks.length; ++i) { + const target = this._stacks[i]; + if (Math.abs(target.y - y) > (target.height + popupWindow.height) / 2) continue; + y += popupWindow.y + popupWindow.height + 10; + } + return y; + })(); + if (this._options.popupAnimationType === 'tween' && (Torigoya.FrameTween || Torigoya.Tween)) { + this._showWithTween(popupWindow, x, y); + } else { + this._showWithoutTween(popupWindow, x, y); + } + } + + /** + * Tweenを使った表示処理 + * @param popupWindow + * @param x + * @param y + * @private + */ + _showWithTween(popupWindow, x, y) { + const isLeftUp = this._options.popupPosition === 'leftUp'; + const originalOpacity = popupWindow.opacity; + const originalBackOpacity = popupWindow.backOpacity; + const Easing = (Torigoya.FrameTween || Torigoya.Tween).Easing; + const tween = (Torigoya.FrameTween || Torigoya.Tween) + .create(popupWindow, { + x: x + popupWindow.width * (isLeftUp ? -1 : 1), + y, + opacity: 0, + backOpacity: 0, + contentsOpacity: 0, + }) + .to( + { + x: x, + opacity: originalOpacity, + backOpacity: originalBackOpacity, + contentsOpacity: 255, + }, + 30, + Easing.easeOutCircular, + ) + .wait(Math.floor(this._options.popupWait * 60)) + .to( + { + y: y - popupWindow.height, + opacity: 0, + backOpacity: 0, + contentsOpacity: 0, + }, + 30, + Easing.easeInCircular, + ) + .call(() => { + this._stacks = this._stacks.filter((stack) => popupWindow !== stack); + this.destroyPopupWindow(popupWindow); + }); + tween.start(); + this._stacks.push(popupWindow); + this._stacks.sort((a, b) => a.y - b.y); + this._stackAnimations.push(tween); + if (this._soundAnimator) { + this._soundAnimator.abort(); + this._soundAnimator = null; + } + this._soundAnimator = (Torigoya.FrameTween || Torigoya.Tween) + .create({}) + .wait(1) + .call(() => { + this._options.playSe(); + }); + this._soundAnimator.start(); + } + + /** + * Tweenを使わない表示処理 + * @param popupWindow + * @param x + * @param y + * @private + */ + _showWithoutTween(popupWindow, x, y) { + popupWindow.x = x; + popupWindow.y = y; + popupWindow.openness = 0; + popupWindow.open(); + setTimeout(() => { + popupWindow.close(); + this._stacks = this._stacks.filter((stack) => popupWindow !== stack); + setTimeout(() => { + if (popupWindow.parent) popupWindow.parent.removeChild(popupWindow); + }, 500); + }, this._options.popupWait * 1000); + this._stacks.push(popupWindow); + this._stacks.sort((a, b) => a.y - b.y); + this._options.playSe(); + } + + /** + * 一番左端 + * @returns {number} + */ + leftX() { + return 10; + } + + /** + * 一番右端 + * @returns {number} + */ + rightX() { + return Graphics.width - 10; + } + + /** + * 表示Y座標:上端 + * @returns {number} + */ + topY() { + return this._options.topY === undefined ? 10 : this._options.topY; + } + + /** + * ポップアップウィンドウの廃棄処理 + * @param popupWindow + */ + destroyPopupWindow(popupWindow) { + if (popupWindow.parent) popupWindow.parent.removeChild(popupWindow); + if (typeof popupWindow.destroy === 'function') popupWindow.destroy(); + } + } + + function convertItemForWindow(achievementItem) { + if (!achievementItem || !achievementItem.achievement) return null; + if (achievementItem.unlockInfo) { + return { + name: achievementItem.achievement.title, + iconIndex: achievementItem.achievement.icon, + description: achievementItem.achievement.description, + note: '', + meta: {}, + }; + } else { + return { + name: Torigoya.Achievement2.parameter.achievementMenuHiddenTitle, + iconIndex: Torigoya.Achievement2.parameter.achievementMenuHiddenIcon, + description: achievementItem.achievement.hint || achievementItem.achievement.description || '', + note: '', + meta: {}, + }; + } + } + + Torigoya.Achievement2 = { + name: getPluginName(), + parameter: readParameter(), + // 内部処理用に使うユニークなスロット名(≠localStorageのキー) + saveSlotID: 'Torigoya Achievement2', + }; + + // ------------------------------------------------------------------------- + // Utils + Torigoya.Achievement2.convertItemForWindow = convertItemForWindow; + + // ------------------------------------------------------------------------- + // 実績マネージャ + + Torigoya.Achievement2.Manager = new AchievementManager({ + onInit(manager) { + manager.setAchievements(Torigoya.Achievement2.parameter.baseAchievementData); + try { + const obj = JSON.parse(StorageManager.load(Torigoya.Achievement2.saveSlotID)); + manager.extractSaveContents(obj); + } catch (_e) { + manager.resetData(); + } + }, + onSave(manager) { + StorageManager.save(Torigoya.Achievement2.saveSlotID, JSON.stringify(manager.createSaveContents())); + }, + overwritable: Torigoya.Achievement2.parameter.advancedOverwritable, + }); + + // ------------------------------------------------------------------------- + // 実績ポップアップ表示マネージャ + + Torigoya.Achievement2.PopupManager = new AchievementPopupManager(Torigoya.Achievement2.Manager, { + popupPosition: Torigoya.Achievement2.parameter.popupPosition, + popupWait: Torigoya.Achievement2.parameter.popupWait, + popupAnimationType: Torigoya.Achievement2.parameter.popupAnimationType, + topY: Torigoya.Achievement2.parameter.popupTopY, + createPopupWindow(item) { + const popupWindow = new Window_AchievementPopup(item); + SceneManager._scene.addChild(popupWindow); // 行儀悪い + + return popupWindow; + }, + playSe() { + const name = Torigoya.Achievement2.parameter.popupSound.soundName; + if (!name) return; + AudioManager.playSe({ + name, + pan: 0, + pitch: 100, + volume: Torigoya.Achievement2.parameter.popupSound.soundVolume, + }); + }, + }); + + // ------------------------------------------------------------------------- + // 実績ポップアップウィンドウ + + class Window_AchievementPopup extends Window_Base { + initialize(item) { + super.initialize(0, 0, this.windowWidth(), this.windowHeight()); + this._item = item; + this.refresh(); + } + windowWidth() { + return Torigoya.Achievement2.parameter.popupWidth; + } + windowHeight() { + return this.standardFontSize() + this.messageFontSize() + this.standardPadding() * 2 + 5; + } + standardFontFace() { + return Torigoya.Achievement2.parameter.advancedFontFace || super.standardFontFace(); + } + standardFontSize() { + return Torigoya.Achievement2.parameter.popupTitleFontSize; + } + messageFontSize() { + return Torigoya.Achievement2.parameter.popupMessageFontSize; + } + lineHeight() { + return this.standardFontSize(); + } + standardPadding() { + return Torigoya.Achievement2.parameter.popupPadding; + } + refresh() { + this.contents.clear(); + this.drawIcon(this._item.achievement.icon, 0, 0); + this.drawTitle(); + this.drawMessage(); + } + drawTitle() { + this.resetFontSettings(); + this.drawTextEx( + `\\c[${Torigoya.Achievement2.parameter.popupTitleColor}]` + this._item.achievement.title, + 40, + 0, + ); + } + drawMessage() { + const textWidth = this.windowWidth() - this.standardPadding() * 2 - 40; + const y = this.standardFontSize() + 5; + this.resetTextColor(); + this.contents.fontSize = this.messageFontSize(); + this.contents.drawText( + Torigoya.Achievement2.parameter.popupMessage, + 40, + y, + textWidth, + this.messageFontSize(), + 'left', + ); + } + calcTextHeight() { + return this.contents.fontSize; + } + loadWindowskin() { + this.windowskin = ImageManager.loadSystem(Torigoya.Achievement2.parameter.popupWindowImage); + } + standardBackOpacity() { + return Torigoya.Achievement2.parameter.popupOpacity === -1 + ? super.standardBackOpacity() + : Torigoya.Achievement2.parameter.popupOpacity; + } + } + Torigoya.Achievement2.Window_AchievementPopup = Window_AchievementPopup; + + // ------------------------------------------------------------------------- + // 実績一覧ウィンドウ + + class Window_AchievementList extends Window_Selectable { + initialize(x, y, width, height) { + super.initialize(x, y, width, height); + this._data = []; + this._isLaunchInTitle = false; + this.refresh(); + } + isLaunchInTitle() { + return this._isLaunchInTitle; + } + setIsLaunchInTitle(value) { + this._isLaunchInTitle = !!value; + } + isRequireCancel() { + return !!Torigoya.Achievement2.parameter.achievementMenuCancelMessage; + } + maxItems() { + return (this._data ? this._data.length : 0) + (this.isRequireCancel() ? 1 : 0); + } + item() { + return this._data ? this._data[this.index()] : null; + } + makeItemList() { + this._data = Torigoya.Achievement2.Manager.data().filter((param) => this.isVisibleItem(param)); + } + isCurrentItemEnabled() { + return !this.item(); + } + isVisibleItem({ achievement, unlockInfo }) { + if (unlockInfo) return true; + return !achievement.isSecret; + } + drawItem(index) { + const achievementItem = this._data[index]; + const rect = this.itemRect(index); + this.resetFontSettings(); + if (achievementItem) { + const item = Torigoya.Achievement2.convertItemForWindow(achievementItem); + const iconWidth = Window_Base._iconWidth + 4; + this.changePaintOpacity(!!achievementItem.unlockInfo); + this.drawIcon(item.iconIndex, rect.x, rect.y); + this.drawText(item.name, rect.x + iconWidth, rect.y, rect.width - iconWidth, 'left'); + } else { + this.changePaintOpacity(true); + this.drawText( + Torigoya.Achievement2.parameter.achievementMenuCancelMessage, + rect.x, + rect.y, + rect.width, + 'center', + ); + } + } + refresh() { + this.makeItemList(); + this.createContents(); + this.drawAllItems(); + } + updateHelp() { + const item = this.item(); + this.setHelpWindowItem(Torigoya.Achievement2.convertItemForWindow(item)); + } + playBuzzerSound() { + // nothing to do + } + } + Torigoya.Achievement2.Window_AchievementList = Window_AchievementList; + + // ------------------------------------------------------------------------- + // 実績表示シーン + + class Scene_Achievement extends Scene_MenuBase { + create() { + super.create(); + this.createHelpWindow(); + const rect = this.listWindowRect(); + this._listWindow = new Window_AchievementList(rect.x, rect.y, rect.width, rect.height); + this._listWindow.setHandler('ok', this.onListOk.bind(this)); + this._listWindow.setHandler('cancel', this.onListCancel.bind(this)); + this._listWindow.setHelpWindow(this._helpWindow); + this.addWindow(this._listWindow); + } + listWindowRect() { + const wx = 0; + const wy = this._helpWindow.y + this._helpWindow.height; + const ww = Graphics.boxWidth; + const wh = Graphics.boxHeight - wy; + return new Rectangle(wx, wy, ww, wh); + } + prepare(params) { + this._isLaunchInTitle = !!params.isLaunchInTitle; + } + start() { + super.start(); + this._listWindow.setIsLaunchInTitle(this._isLaunchInTitle); + this._listWindow.select(0); + this._listWindow.activate(); + } + onListOk() { + this.onListCancel(); + } + onListCancel() { + this.popScene(); + } + isLaunchInTitle() { + return this._isLaunchInTitle; + } + } + Torigoya.Achievement2.Scene_Achievement = Scene_Achievement; + (() => { + // ------------------------------------------------------------------------- + // 保存系処理 + + const upstream_StorageManager_localFilePath = StorageManager.localFilePath; + StorageManager.localFilePath = function (savefileId) { + if (savefileId === Torigoya.Achievement2.saveSlotID) { + return `${this.localFileDirectoryPath()}achievements.rpgsave`; + } + return upstream_StorageManager_localFilePath.apply(this, arguments); + }; + const upstream_StorageManager_webStorageKey = StorageManager.webStorageKey; + StorageManager.webStorageKey = function (savefileId) { + if (savefileId === Torigoya.Achievement2.saveSlotID) { + return Torigoya.Achievement2.parameter.baseSaveSlot; + } + return upstream_StorageManager_webStorageKey.apply(this, arguments); + }; + + // ------------------------------------------------------------------------- + // タイトル画面への追加 + + if (Torigoya.Achievement2.parameter.titleMenuUseInTitle) { + const upstream_Window_TitleCommand_makeCommandList = Window_TitleCommand.prototype.makeCommandList; + Window_TitleCommand.prototype.makeCommandList = function () { + upstream_Window_TitleCommand_makeCommandList.apply(this); + this.addCommand(Torigoya.Achievement2.parameter.titleMenuText, 'Torigoya_Achievement', true); + }; + const upstream_Scene_Title_createCommandWindow = Scene_Title.prototype.createCommandWindow; + Scene_Title.prototype.createCommandWindow = function () { + upstream_Scene_Title_createCommandWindow.apply(this); + this._commandWindow.setHandler('Torigoya_Achievement', this.commandTorigoyaAchievement.bind(this)); + }; + Scene_Title.prototype.commandTorigoyaAchievement = function () { + this._commandWindow.close(); + SceneManager.push(Torigoya.Achievement2.Scene_Achievement); + SceneManager.prepareNextScene({ + isLaunchInTitle: true, + }); + }; + } + + // ------------------------------------------------------------------------- + // メニュー画面への追加 + + if (Torigoya.Achievement2.parameter.titleMenuUseInMenu) { + const upstream_Window_MenuCommand_addOriginalCommands = Window_MenuCommand.prototype.addOriginalCommands; + Window_MenuCommand.prototype.addOriginalCommands = function () { + upstream_Window_MenuCommand_addOriginalCommands.apply(this); + this.addCommand(Torigoya.Achievement2.parameter.titleMenuText, 'Torigoya_Achievement', true); + }; + const upstream_Scene_Menu_createCommandWindow = Scene_Menu.prototype.createCommandWindow; + Scene_Menu.prototype.createCommandWindow = function () { + upstream_Scene_Menu_createCommandWindow.apply(this); + this._commandWindow.setHandler('Torigoya_Achievement', this.commandTorigoyaAchievement.bind(this)); + }; + Scene_Menu.prototype.commandTorigoyaAchievement = function () { + SceneManager.push(Torigoya.Achievement2.Scene_Achievement); + }; + } + + // ------------------------------------------------------------------------- + // 起動処理 + + const upstream_Scene_Boot_create = Scene_Boot.prototype.create; + Scene_Boot.prototype.create = function () { + upstream_Scene_Boot_create.apply(this); + ImageManager.reserveSystem(Torigoya.Achievement2.parameter.popupWindowImage); + Torigoya.Achievement2.Manager.init(); + }; + const upstream_Scene_Boot_start = Scene_Boot.prototype.start; + Scene_Boot.prototype.start = function () { + upstream_Scene_Boot_start.apply(this); + if (Torigoya.Achievement2.parameter.popupEnable) { + Torigoya.Achievement2.PopupManager.init(); + } + }; + const upstream_Scene_Boot_isReady = Scene_Boot.prototype.isReady; + Scene_Boot.prototype.isReady = function () { + return upstream_Scene_Boot_isReady.apply(this) && Torigoya.Achievement2.Manager.isReady(); + }; + + // ------------------------------------------------------------------------- + // プラグインコマンド + + const upstream_Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + switch (command) { + case 'Achievement': + case 'GetAchievement': + case '実績': + case '実績獲得': + Torigoya.Achievement2.Manager.unlock(`${args[0]}`.trim()); + return; + case 'RemoveAchievement': + case '実績消去': + case '実績削除': + Torigoya.Achievement2.Manager.remove(`${args[0]}`.trim()); + return; + case 'ShowAchievement': + case '実績表示': + SceneManager.push(Torigoya.Achievement2.Scene_Achievement); + return; + case 'ResetAchievement': + case '実績リセット': + Torigoya.Achievement2.Manager.clear(); + return; + } + upstream_Game_Interpreter_pluginCommand.apply(this, arguments); + }; + })(); +})(); diff --git a/www/js/plugins/Torigoya_Tween.js b/www/js/plugins/Torigoya_Tween.js new file mode 100644 index 0000000..f5770c2 --- /dev/null +++ b/www/js/plugins/Torigoya_Tween.js @@ -0,0 +1,249 @@ +/*---------------------------------------------------------------------------* + * Torigoya_Tween.js + *---------------------------------------------------------------------------* + * 2019/08/09 ru_shalm + * http://torigoya.hatenadiary.jp/ + *---------------------------------------------------------------------------*/ + +/*: + * @plugindesc [Base] Tween-animation Engine + * @author ru_shalm + * @help + * This plugin is a base-plugin for Torigoya plugins. + */ + +/*:ja + * @plugindesc [ベースプラグイン] Tweenアニメーション + * @author ru_shalm + * @help + * このプラグインはベースプラグインです。 + * このプラグインを導入しただけでは特に何も起きません。 + */ + +(function (global) { + 'use strict'; + + var Tween = { + name: 'Torigoya_Tween' + }; + + // ------------------------------------------------------------------------- + // Animator + + function Animator() { + this.initialize.apply(this, arguments); + } + + Animator.prototype.initialize = function (obj, initialParams) { + this._obj = obj; + this._stack = []; + this._reset(); + if (initialParams) { + var keys = Object.keys(initialParams); + for (var i = 0; i < keys.length; ++i) { + this._obj[keys[i]] = initialParams[keys[i]]; + } + } + }; + + Animator.prototype.to = function (finishParams, duration, easingFunc) { + this._stack.push({ + finishParams: finishParams, + duration: duration, + easingFunc: easingFunc || Tween.Easing.linear + }); + return this; + }; + + Animator.prototype.wait = function (duration) { + this._stack.push({ + finishParams: {}, + easingFunc: Tween.Easing.linear, + duration: duration + }); + return this; + }; + + Animator.prototype.call = function (callback) { + this._stack.push({ + callback: callback + }); + return this; + }; + + Animator.prototype.onComplete = function (func) { + this._callback = func; + return this; + }; + + Animator.prototype.start = function () { + if (this.__init()) Tween.$animatorList.push(this); + return this; + }; + + Animator.prototype.abort = function () { + this._stack.length = 0; + this._timer = this._duration + 1; + this._callback = null; + this._aborted = true; + return this; + }; + + Animator.prototype._reset = function () { + this._finishParams = {}; + this._easingFunc = null; + this._callback = null; + this._duration = 0; + this._timer = 0; + this._aborted = false; + }; + + Animator.prototype.__init = function () { + var item = this._stack.shift(); + + while (item && item.callback) { + item.callback(); + item = this._stack.shift(); + } + + if (item) { + this._startParams = {}; + this._finishParams = item.finishParams; + this._easingFunc = item.easingFunc; + this._duration = item.duration; + this._timer = 0; + var keys = Object.keys(this._finishParams); + for (var i = 0; i < keys.length; ++i) { + this._startParams[keys[i]] = this._obj[keys[i]]; + } + return true; + } else { + if (this._callback) Tween.$callbackList.push(this._callback); + return false; + } + }; + + Animator.prototype.__update = function () { + if (this._aborted) return false; + + this._timer++; + if (this._timer < this._duration) { + var n = this._easingFunc(this._timer / this._duration); + var keys = Object.keys(this._finishParams); + for (var i = 0; i < keys.length; ++i) { + var key = keys[i]; + this._obj[key] = this._startParams[key] + (this._finishParams[key] - this._startParams[key]) * n; + } + } else { + var keys = Object.keys(this._finishParams); + for (var i = 0; i < keys.length; ++i) { + var key = keys[i]; + this._obj[key] = this._finishParams[key]; + } + } + return (this._timer < this._duration) ? true : this.__init(); + }; + + Tween.Animator = Animator; + + // ------------------------------------------------------------------------- + // Easing functions + + Tween.Easing = { + linear: function (n) { + return n; + }, + easeInSine: function (n) { + return 1 - Math.cos(n * Math.PI / 2); + }, + easeOutSine: function (n) { + return Math.sin(n * Math.PI / 2); + }, + easeInOutSine: function (n) { + return (1 - Math.cos(n * Math.PI)) / 2; + }, + easeInQuad: function (n) { + return n * n; + }, + easeOutQuad: function (n) { + return n * (2 - n); + }, + easeInOutQuad: function (n) { + n *= 2; + if (n < 1) { + return n * n / 2; + } else { + --n; + return (1 + n * (2 - n)) / 2; + } + }, + easeInCubic: function (n) { + return n * n * n; + }, + easeOutCubic: function (n) { + --n; + return (n * n * n + 1); + }, + easeInOutCubic: function (n) { + n *= 2; + if (n < 1) { + return n * n * n / 2; + } else { + n -= 2; + return (n * n * n + 2) / 2; + } + }, + easeInCircular: function (n) { + return 1 - Math.sqrt(1 - n * n); + }, + easeOutCircular: function (n) { + n--; + return Math.sqrt(1 - n * n); + }, + easeInOutCircular: function (n) { + n *= 2; + if (n < 1) { + return -(Math.sqrt(1 - n * n) - 1) / 2; + } else { + n -= 2; + return (Math.sqrt(1 - n * n) + 1) / 2; + } + } + }; + + // ------------------------------------------------------------------------- + // Manager + + Tween.create = function (obj, initialParams) { + return new Tween.Animator(obj, initialParams); + }; + + Tween.$animatorList = []; + Tween.$callbackList = []; + + Tween.__update = function () { + if (Tween.$animatorList.length > 0) { + Tween.$animatorList = Tween.$animatorList.filter(function (tween) { + return tween.__update(); + }); + } + while (Tween.$callbackList.length > 0) { + Tween.$callbackList.shift()(); + } + }; + + // ------------------------------------------------------------------------- + // Alias + + (function () { + var upstream_updateScene = SceneManager.updateScene; + SceneManager.updateScene = function () { + upstream_updateScene.apply(this); + if (this._scene) Tween.__update(); + }; + })(); + + // ------------------------------------------------------------------------- + global.Torigoya = (global.Torigoya || {}); + global.Torigoya.Tween = Tween; +})(this); diff --git a/www/js/plugins/YEP_MessageCore.js b/www/js/plugins/YEP_MessageCore.js new file mode 100644 index 0000000..54536a3 --- /dev/null +++ b/www/js/plugins/YEP_MessageCore.js @@ -0,0 +1,1365 @@ +//============================================================================= +// Yanfly Engine Plugins - Message Core +// YEP_MessageCore.js +//============================================================================= + +var Imported = Imported || {}; +Imported.YEP_MessageCore = true; + +var Yanfly = Yanfly || {}; +Yanfly.Message = Yanfly.Message || {}; + +//============================================================================= + /*: + * @plugindesc v1.02 Adds more features to the Message Window to customized + * the way your messages appear and functions. + * @author Yanfly Engine Plugins + * + * @param ---General--- + * @default + * + * @param Default Rows + * @desc This is default amount of rows the message box will have. + * Default: 4 + * @default 4 + * + * @param Default Width + * @desc This is default width for the message box in pixels. + * Default: Graphics.boxWidth + * @default Graphics.boxWidth + * + * @param Face Indent + * @desc If using a face graphic, this is how much text indents by. + * Default: Window_Base._faceWidth + 24 + * @default Window_Base._faceWidth + 24 + * + * @param Fast Forward + * @desc Using this will enable a fast forward button to skip forward + * quickly. If you don't wish to use this, use 'false' instead. + * @default Input.isPressed('pagedown') + * + * @param Word Wrapping + * @desc Use this to enable or disable word wrapping by default. + * OFF - false ON - true + * @default false + * + * @param Description Wrap + * @desc Use this to enable or disable word wrapping for descriptions. + * OFF - false ON - true + * @default false + * + * @param ---Font--- + * @default + * + * @param Font Name + * @desc This is the default font used for the Message Window. + * Default: GameFont + * @default GameFont + * + * @param Font Size + * @desc This is the default font size used for the Message Window. + * Default: 28 + * @default 28 + * + * @param Font Size Change + * @desc Whenever \{ and \} are used, they adjust by this value. + * Default: 12 + * @default 12 + * + * @param Font Changed Max + * @desc This is the maximum size achieved by \{. + * Default: 96 + * @default 96 + * + * @param Font Changed Min + * @desc This is the minimum size achieved by \{. + * Default: 12 + * @default 12 + * + * @param ---Name Box--- + * @default + * + * @param Name Box Buffer X + * @desc This is the buffer for the x location of the Name Box. + * @default -28 + * + * @param Name Box Buffer Y + * @desc This is the buffer for the y location of the Name Box. + * @default 0 + * + * @param Name Box Padding + * @desc This is the value for the padding of the Name Box. + * @default this.standardPadding() * 4 + * + * @param Name Box Color + * @desc This is the text color used for the Name Box. + * @default 0 + * + * @param Name Box Clear + * @desc Do you wish for the Name Box window to be clear? + * NO - false YES - true + * @default false + * + * @param Name Box Added Text + * @desc This text is always added whenever the name box is used. + * This can be used to automatically set up colors. + * @default \c[6] + * + * @help + * ============================================================================ + * Introduction + * ============================================================================ + * + * While RPG Maker MV Ace certainly improved the message system a whole lot, it + * wouldn't hurt to add in a few more features, such as name windows, + * converting textcodes to write out the icons and/or names of items, weapons, + * armours, and* more in quicker fashion. This script also gives the developer + * the ability to adjust the size of the message window during the game, give + * it a separate font, and to give the player a text fast-forward feature. + * + * ============================================================================ + * Word Wrapping + * ============================================================================ + * + * Word wrapping is now possible through the message system. You can enable and + * disable Word wrap using Plugin Commands. While using word wrap, if the word + * is to extend past the message window's area, it will automatically go to the + * following line. That said, word wrap will disable the editor's line breaks + * and will require you to use the ones provided by the plugin: + * + *
or is text code to apply a line break. Use this before or + * after a part in which you wish to start a new line. + * + * Keep in mind word wrapping is mostly for message windows. However, in other + * places that you'd like to see word wrapping, such as item descriptions, + * insert at the beginning of the text to enable it. + * + * ============================================================================ + * Text Codes + * ============================================================================ + * + * By using certain text codes in your messages, you can have the game replace + * them with the following: + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * Text Code Function + * \V[n] Replaced by the value of the nth variable. + * \N[n] Replaced by the name of the nth actor. + * \P[n] Replaced by the name of the nth party member. + * \G Replaced by the currency unit. + * \C[n] Draw the subsequent text in the nth color. + * \I[n] Draw the nth icon. + * \{ Increases the text size by one step. + * \} Decreases the text size by one step. + * \\ Replaced with the backslash character. + * \$ Opens the gold window. + * \. Waits 1/4th seconds. + * \| Waits 1 second. + * \! Waits for button input. + * \> Display remaining text on same line all at once. + * \< Cancel the effect that displays text all at once. + * \^ Do not wait for input after displaying text. + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * Wait: Effect: + * \w[x] - Waits x frames (60 frames = 1 second). Message window only. + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * NameWindow: Effect: + * \n - Creates a name box with x string. Left side. *Note + * \nc - Creates a name box with x string. Centered. *Note + * \nr - Creates a name box with x string. Right side. *Note + * + * *Note: Works for message window only. + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * Line Break Effect: + *
- If using word wrap mode, this will cause a line break. + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * Position: Effect: + * \px[x] - Sets x position of text to x. + * \py[x] - Sets y position of text to y. + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * Outline: Effect: + * \oc[x] - Sets outline colour to x. + * \ow[x] - Sets outline width to x. + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * Font: Effect: + * \fr - Resets all font changes. + * \fs[x] - Changes font size to x. + * \fn - Changes font name to x. + * \fb - Toggles font boldness. + * \fi - Toggles font italic. + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * Actor: Effect: + * \af[x] - Shows face of actor x. *Note + * \ac[x] - Writes out actor's class name. + * \an[x] - Writes out actor's nickname. + * + * *Note: Works for message window only. + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * Party: Effect: + * \pf[x] - Shows face of party member x. *Note + * \pc[x] - Writes out party member x's class name. + * \pn[x] - Writes out party member x's nickname. + * + * *Note: Works for message window only. + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * Names: Effect: + * \nc[x] - Writes out class x's name. + * \ni[x] - Writes out item x's name. + * \nw[x] - Writes out weapon x's name. + * \na[x] - Writes out armour x's name. + * \ns[x] - Writes out skill x's name. + * \nt[x] - Writes out state x's name. + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * Icon Names: Effect: + * \ii[x] - Writes out item x's name including icon. + * \iw[x] - Writes out weapon x's name including icon. + * \ia[x] - Writes out armour x's name including icon. + * \is[x] - Writes out skill x's name including icon. + * \it[x] - Writes out state x's name including icon. + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * And those are the text codes added with this script. Keep in mind that some + * of these text codes only work for the Message Window. Otherwise, they'll + * work for help descriptions, actor biographies, and others. + * + * ============================================================================ + * Plugin Commands + * ============================================================================ + * + * The following are some plugin commands you can use through the Event Editor + * to change various aspects about the Message system. + * + * Plugin Comand + * MessageRows 6 = Changes the Message Rows displayed to 6. If you + * are using continuous Show Text events, this will + * continue displaying the following lines's texts + * until it hits the row limit. Anything after that + * is cut off until the next message starts to avoid + * accidental overlap. + * + * MessageWidth 400 = Changes the Message Window Width to 400 pixels. + * This will cut off any words that are shown too + * far to the right so adjust accordingly! + * + * EnableWordWrap = Enables wordwrapping. If a word extends past the + * window size, it will automatically move onto the + * next line. Keep in mind, you will need to use + * \br to perform line breaks. + * + * DisableWordWrap = This disables wordwrapping. Line breaks will be + * automatic at points where a new line is started + * in the editor. + * + * ============================================================================ + * Changelog + * ============================================================================ + * + * Version 1.02: + * - Namebox Window's overlap feature that's in every MV window is now disabled + * to allow for overlapping with main message window. + * - Updated window positioning for Branch Choices, Number Input, and Item + * Selection windows. + * + * Version 1.01: + * - Added 'Description Wrap' into the parameters to allow for all item + * descriptions to be automatically processed with word wrapping. + * + * Version 1.00: + * - Finished plugin! + */ + /*:ja + * @plugindesc メッセージの表示方法や機能をカスタマイズすることができます。 + * @author Yanfly Engine Plugins + * + * @param ---一般--- + * @default + * + * @param Default Rows + * @desc メッセージボックスに表示されるデフォルトの行数を指定します。 + * Default: 4 + * @default 4 + * + * @param Default Width + * @desc メッセージボックスの幅をピクセルで指定します。 + * Default: Graphics.boxWidth + * @default Graphics.boxWidth + * + * @param Face Indent + * @desc 顔グラフィックを使っている時の、テキストインデント値を指定します。 + * Default: Window_Base._faceWidth + 24 + * @default Window_Base._faceWidth + 24 + * + * @param Fast Forward + * @desc 早送りボタンを導入することができます。不要な場合は 'false' を記入してください。 + * @default Input.isPressed('pagedown') + * + * @param Word Wrapping + * @desc ワードラップ機能の ON/OFF を決定します。 + * OFF - false ON - true + * @default false + * + * @param Description Wrap + * @desc 詳細の欄でのワードラップ機能の ON/OFF を決定します。 + * OFF - false ON - true + * @default false + * + * @param ---フォント--- + * @default + * + * @param Font Name + * @desc メッセージウィンドウに使われるデフォルトのフォントを指定します。 + * Default: GameFont + * @default GameFont + * + * @param Font Size + * @desc メッセージウィンドウに使われるデフォルトのフォントサイズを指定します。 + * Default: 28 + * @default 28 + * + * @param Font Size Change + * @desc \{ と \} が使われた際、このフォントサイズを適用します。 + * Default: 12 + * @default 12 + * + * @param Font Changed Max + * @desc \{ によって生じるフォントの最大サイズを指定します。 + * Default: 96 + * @default 96 + * + * @param Font Changed Min + * @desc \{ によって生じるフォントの最小サイズを指定します。 + * Default: 12 + * @default 12 + * + * @param ---Name Box--- + * @default + * + * @param Name Box Buffer X + * @desc ネームボックスのバッファを指定します (x軸) + * @default -28 + * + * @param Name Box Buffer Y + * @desc ネームボックスのバッファを指定します (y軸) + * @default 0 + * + * @param Name Box Padding + * @desc ネームボックスのパディング値を指定します。 + * @default this.standardPadding() * 4 + * + * @param Name Box Color + * @desc ネームボックスに使われるテキスト色を指定します。 + * @default 0 + * + * @param Name Box Clear + * @desc ネームボックスを空欄にしますか? + * NO - false YES - true + * @default false + * + * @param Name Box Added Text + * @desc ネームボックスが使われる際には必ずこのテキストが追加されます。自動的にカラー設定をしたい場合などに使われます。 + * @default \c[6] + * + * @help + * ============================================================================ + * Introduction + * ============================================================================ + * + * RPGツクールMVではメッセージシステムが強化されましたが、このプラグインを使えば + * 更にアイテム・武器・防具・衣装の名前や、アイコンのテキストコードの + * 変換を容易に行なうことができます。 + * + * またこのスクリプトでは、ゲーム中にメッセージウィンドウのサイズを最適化したり、 + * セパレートフォントや、テキストの早送り機能を提供します。 + * + * ============================================================================ + * Word Wrapping + * ============================================================================ + * + * ワードラップ機能は、メッセージシステム上で使うことができます。 + * プラグインコマンドを用いて、有効/無効の切り替えを行ってください。 + * ワードラップを使うことで、メッセージウィンドウ外へはみ出た文章を、自動的に + * 次の行に折り返します。この際、エディターの改行入力は無効化され、プラグイン + * による改行が優先されます。 + * + *
もしくはというテキストコードを使って、改行を行います。 + * 新しい行を始めたい部分の前、もしくは後にこのコードを入力してください。 + * + * ワードラップ機能は、メッセージウィンドウ向けの機能ですが、 + * アイテム詳細など、それ以外の部分にもこの機能を用いたい場合、 + * そのテキストの先頭にと挿入すれば、利用することができます。 + * + * ============================================================================ + * Text Codes + * ============================================================================ + * + * メッセージ内で特定のテキストコードを使うことで、下記のような置き換えを + * 行うことができます。 + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * Text Code Function + * \V[n] n 番目の変数の値と置き換えられます。 + * \N[n] n 番目のアクター名と置き換えられます。 + * \P[n] n 番目のパーティメンバー名と置き換えられます。 + * \G 通貨単位と置き換えられます。 + * \C[n] 続くテキストを、n 番目のカラーで表示します。 + * \I[n] n 番目のアイコンを表示します。 + * \{ テキストサイズを一段階大きくします。 + * \} テキストサイズを一段階小さくします。 + * \\ \のキャラクターと置き換えられます。 + * \$ 所持金ウィンドウを開きます。 + * \. 1/4 秒の間をあけます。 + * \| 1 秒の間をあけます。 + * \! ボタンインプットを待ちます。 + * \> 同じラインの残りのテキストを一気に表示します。 + * \< 上記のエフェクトをキャンセルします。 + * \^ テキスト表示後にインプットを待たなくなります。 + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * Wait: Effect: + * \w[x] - x フレーム分の間をあけます (60フレーム = 1秒) + * メッセージウィンドウ限定の機能です。 + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * NameWindow: Effect: + * \n - 左揃えで x の文字列でネームボックスを作成します。 *注 + * \nc - 中央揃えで x の文字列でネームボックスを作成します。 *注 + * \nr - 右揃えで x の文字列でネームボックスを作成します。 *注 + * + * *注 : メッセージウィンドウのみに有効 + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * Line Break Effect: + *
- ワードラップモードで改行を行います。 + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * Position: Effect: + * \px[x] - テキストのx方向の位置を指定します。 + * \py[x] - テキストのy方向の位置を指定します。 + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * Outline: Effect: + * \oc[x] - アウトラインの色を x にします。 + * \ow[x] - アウトラインの幅を x にします。 + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * Font: Effect: + * \fr - 全てのフォント変更をリセットします。 + * \fs[x] - フォントサイズを x に変更します。 + * \fn - フォント名を x に変更します。 + * \fb - ボールド設定を切り替えます。 + * \fi - イタリック設定を切り替えます。 + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * Actor: Effect: + * \af[x] - アクター x の顔を表示します。(注) + * \ac[x] - アクターの職業名を表示します。 + * \an[x] - アクターのニックネームを表示します。 + * + * 注 : メッセージウィンドウのみで有効 + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * Party: Effect: + * \pf[x] - パーティメンバー x の顔を表示します。(注) + * \pc[x] - パーティメンバー x の職業名を表示します。 + * \pn[x] - パーティメンバー x のニックネームを表示します。 + * + * 注 : メッセージウィンドウのみで有効 + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * Names: Effect: + * \nc[x] - 職業 x の名前を表示します。 + * \ni[x] - アイテム x の名前を表示します。 + * \nw[x] - 武器 x の名前を表示します。 + * \na[x] - 防具 x の名前を表示します。 + * \ns[x] - スキル x の名前を表示します。 + * \nt[x] - ステート x の名前を表示します。 + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * Icon Names: Effect: + * \ii[x] - アイテム x の名前とアイコンを表示します。 + * \iw[x] - 武器 x の名前とアイコンを表示します。 + * \ia[x] - 防具 x の名前とアイコンを表示します。 + * \is[x] - スキル x の名前とアイコンを表示します。 + * \it[x] - ステート x の名前とアイコンを表示します。 + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * これらはスクリプトと共に加えられたテキストコードです。これらのコードは、 + * メッセージウィンドウにのみ働くものであることに気を付けてください。またそれ + * 以外にも、ヘルプの詳細、アクタープロフィールなどにも有効です。 + * + * ============================================================================ + * Plugin Commands + * ============================================================================ + * + * イベントエディタを通して下記のプラグインコマンドを用いることで、メッセージ + * システムの様々な要素を変更することができます。 + * + * プラグインコマンド + * MessageRows 6 = 表示されるメッセージの列を6にします。もし + * [文章の表示]を継続的に使っている場合、行の + * リミットに到達するまで、あとに続く文章を表示し + * 続けます。それ以降の文章については、重複回避 + * のためにカットされます。 + * + * MessageWidth 400 = メッセージウィンドウの幅を400ピクセルに変更します。 + * 右側に寄りすぎている文字は、適宜カットされ調整が + * 行われます。 + * + * EnableWordWrap = ワードラップを有効にします。文がウィンドウサイズ + * を超えてしまった時に、自動的に次の行に進みます + * 改行する際は '\br'を挿入してください。 + * + * DisableWordWrap = ワードラップを無効にします。エディタ内で新しい文 + * が始まった地点で、自動的に改行されます。 + * + * ============================================================================ + * Changelog + * ============================================================================ + * + * Version 1.02: + * - Namebox Window's overlap feature that's in every MV window is now disabled + * to allow for overlapping with main message window. + * - Updated window positioning for Branch Choices, Number Input, and Item + * Selection windows. + * + * Version 1.01: + * - Added 'Description Wrap' into the parameters to allow for all item + * descriptions to be automatically processed with word wrapping. + * + * Version 1.00: + * - Finished plugin! + */ + +//============================================================================= + +//============================================================================= +// Parameter Variables +//============================================================================= + +Yanfly.Parameters = PluginManager.parameters('YEP_MessageCore'); +Yanfly.Param = Yanfly.Param || {}; + +Yanfly.Param.MSGDefaultRows = String(Yanfly.Parameters['Default Rows']); +Yanfly.Param.MSGDefaultWidth = String(Yanfly.Parameters['Default Width']); +Yanfly.Param.MSGFaceIndent = String(Yanfly.Parameters['Face Indent']); +Yanfly.Param.MSGFastForward = String(Yanfly.Parameters['Fast Forward']); +Yanfly.Param.MSGWordWrap = String(Yanfly.Parameters['Word Wrapping']); +Yanfly.Param.MSGDescWrap = String(Yanfly.Parameters['Description Wrap']); +Yanfly.Param.MSGFontName = String(Yanfly.Parameters['Font Name']); +Yanfly.Param.MSGFontSize = Number(Yanfly.Parameters['Font Size']); +Yanfly.Param.MSGFontSizeChange = String(Yanfly.Parameters['Font Size Change']); +Yanfly.Param.MSGFontChangeMax = String(Yanfly.Parameters['Font Changed Max']); +Yanfly.Param.MSGFontChangeMin = String(Yanfly.Parameters['Font Changed Min']); +Yanfly.Param.MSGNameBoxBufferX = String(Yanfly.Parameters['Name Box Buffer X']); +Yanfly.Param.MSGNameBoxBufferY = String(Yanfly.Parameters['Name Box Buffer Y']); +Yanfly.Param.MSGNameBoxPadding = String(Yanfly.Parameters['Name Box Padding']); +Yanfly.Param.MSGNameBoxColor = Number(Yanfly.Parameters['Name Box Color']); +Yanfly.Param.MSGNameBoxClear = String(Yanfly.Parameters['Name Box Clear']); +Yanfly.Param.MSGNameBoxText = String(Yanfly.Parameters['Name Box Added Text']); + +//============================================================================= +// Bitmap +//============================================================================= + +Yanfly.Message.Bitmap_initialize = Bitmap.prototype.initialize; +Bitmap.prototype.initialize = function(width, height) { + Yanfly.Message.Bitmap_initialize.call(this, width, height); + this.fontBold = false; +}; + +Yanfly.Message.Bitmap_makeFontNameText = Bitmap.prototype._makeFontNameText; +Bitmap.prototype._makeFontNameText = function() { + if (this.fontBold) return 'Bold ' + this.fontSize + 'px ' + this.fontFace; + return Yanfly.Message.Bitmap_makeFontNameText.call(this); +}; + +//============================================================================= +// Game_System +//============================================================================= + +Yanfly.Message.Game_System_initialize = Game_System.prototype.initialize; +Game_System.prototype.initialize = function() { + Yanfly.Message.Game_System_initialize.call(this); + this.initMessageSystem(); +}; + +Game_System.prototype.initMessageSystem = function() { + this._wordWrap = eval(Yanfly.Param.MSGWordWrap); +}; + +Game_System.prototype.messageRows = function() { + var rows = eval(this._messageRows) || eval(Yanfly.Param.MSGDefaultRows); + return Math.max(1, parseInt(rows)); +}; + +Game_System.prototype.messageWidth = function() { + return eval(this._messageWidth) || eval(Yanfly.Param.MSGDefaultWidth); +}; + +Game_System.prototype.wordWrap = function() { + if (this._wordWrap === undefined) this.initMessageSystem(); + return this._wordWrap; +}; + +Game_System.prototype.setWordWrap = function(state) { + if (this._wordWrap === undefined) this.initMessageSystem(); + this._wordWrap = state; +}; + +//============================================================================= +// Game_Message +//============================================================================= + +Game_Message.prototype.addText = function(text) { + if ($gameSystem.wordWrap()) text = '' + text; + this.add(text); +}; + +//============================================================================= +// Game_Interpreter +//============================================================================= + +Yanfly.Message.Game_Interpreter_pluginCommand = + Game_Interpreter.prototype.pluginCommand; +Game_Interpreter.prototype.pluginCommand = function(command, args) { + Yanfly.Message.Game_Interpreter_pluginCommand.call(this, command, args); + if (command === 'MessageRows') $gameSystem._messageRows = args[0]; + if (command === 'MessageWidth') $gameSystem._messageWidth = args[0]; + if (command === 'EnableWordWrap') $gameSystem.setWordWrap(true); + if (command === 'DisableWordWrap') $gameSystem.setWordWrap(false); +}; + +Game_Interpreter.prototype.command101 = function() { + if (!$gameMessage.isBusy()) { + $gameMessage.setFaceImage(this._params[0], this._params[1]); + $gameMessage.setBackground(this._params[2]); + $gameMessage.setPositionType(this._params[3]); + while (this.isContinueMessageString()) { + this._index++; + if (this._list[this._index].code === 401) { + $gameMessage.addText(this.currentCommand().parameters[0]); + } + if ($gameMessage._texts.length >= $gameSystem.messageRows()) break; + } + switch (this.nextEventCode()) { + case 102: + this._index++; + this.setupChoices(this.currentCommand().parameters); + break; + case 103: + this._index++; + this.setupNumInput(this.currentCommand().parameters); + break; + case 104: + this._index++; + this.setupItemChoice(this.currentCommand().parameters); + break; + } + this._index++; + this.setWaitMode('message'); + } + return false; +}; + +Game_Interpreter.prototype.isContinueMessageString = function() { + if (this.nextEventCode() === 101 && $gameSystem.messageRows() > 4) { + return true; + } else { + return this.nextEventCode() === 401; + } +}; + +//============================================================================= +// Window_Base +//============================================================================= + +Yanfly.Message.Window_Base_resetFontSettings = + Window_Base.prototype.resetFontSettings; +Window_Base.prototype.resetFontSettings = function() { + Yanfly.Message.Window_Base_resetFontSettings.call(this); + this.contents.fontBold = false; + this.contents.fontItalic = false; + this.contents.outlineColor = 'rgba(0, 0, 0, 0.5)'; + this.contents.outlineWidth = 4; +}; + +Window_Base.prototype.textWidthEx = function(text) { + return this.drawTextEx(text, 0, this.contents.height); +}; + +Yanfly.Message.Window_Base_convertEscapeCharacters = + Window_Base.prototype.convertEscapeCharacters; +Window_Base.prototype.convertEscapeCharacters = function(text) { + text = this.setWordWrap(text); + text = Yanfly.Message.Window_Base_convertEscapeCharacters.call(this, text); + text = this.convertExtraEscapeCharacters(text); + return text; +}; + +Window_Base.prototype.setWordWrap = function(text) { + this._wordWrap = false; + if (text.match(/<(?:WordWrap)>/i)) { + this._wordWrap = true; + text = text.replace(/<(?:WordWrap)>/gi, '\n'); + } + if (this._wordWrap) { + text = text.replace(/[\n\r]+/g, ''); + text = text.replace(/<(?:BR|line break)>/gi, '\n'); + } + return text; +}; + +Window_Base.prototype.convertExtraEscapeCharacters = function(text) { + // \AC[n] + text = text.replace(/\x1bAC\[(\d+)\]/gi, function() { + return this.actorClassName(parseInt(arguments[1])); + }.bind(this)); + // \AN[n] + text = text.replace(/\x1bAN\[(\d+)\]/gi, function() { + return this.actorNickname(parseInt(arguments[1])); + }.bind(this)); + // \PC[n] + text = text.replace(/\x1bPC\[(\d+)\]/gi, function() { + return this.partyClassName(parseInt(arguments[1])); + }.bind(this)); + // \PN[n] + text = text.replace(/\x1bPN\[(\d+)\]/gi, function() { + return this.partyNickname(parseInt(arguments[1])); + }.bind(this)); + // \NC[n] + text = text.replace(/\x1bNC\[(\d+)\]/gi, function() { + return $dataClasses[parseInt(arguments[1])].name; + }.bind(this)); + // \NI[n] + text = text.replace(/\x1bNI\[(\d+)\]/gi, function() { + return $dataItems[parseInt(arguments[1])].name; + }.bind(this)); + // \NW[n] + text = text.replace(/\x1bNW\[(\d+)\]/gi, function() { + return $dataWeapons[parseInt(arguments[1])].name; + }.bind(this)); + // \NA[n] + text = text.replace(/\x1bNA\[(\d+)\]/gi, function() { + return $dataArmors[parseInt(arguments[1])].name; + }.bind(this)); + // \NE[n] + text = text.replace(/\x1bNE\[(\d+)\]/gi, function() { + return $dataEnemies[parseInt(arguments[1])].name; + }.bind(this)); + // \NS[n] + text = text.replace(/\x1bNS\[(\d+)\]/gi, function() { + return $dataSkills[parseInt(arguments[1])].name; + }.bind(this)); + // \NT[n] + text = text.replace(/\x1bNT\[(\d+)\]/gi, function() { + return $dataStates[parseInt(arguments[1])].name; + }.bind(this)); + // \II[n] + text = text.replace(/\x1bII\[(\d+)\]/gi, function() { + return this.escapeIconItem(arguments[1], $dataItems); + }.bind(this)); + // \IW[n] + text = text.replace(/\x1bIW\[(\d+)\]/gi, function() { + return this.escapeIconItem(arguments[1], $dataWeapons); + }.bind(this)); + // \IA[n] + text = text.replace(/\x1bIA\[(\d+)\]/gi, function() { + return this.escapeIconItem(arguments[1], $dataArmors); + }.bind(this)); + // \IS[n] + text = text.replace(/\x1bIS\[(\d+)\]/gi, function() { + return this.escapeIconItem(arguments[1], $dataSkills); + }.bind(this)); + // \IT[n] + text = text.replace(/\x1bIT\[(\d+)\]/gi, function() { + return this.escapeIconItem(arguments[1], $dataStates); + }.bind(this)); + // Finish + return text; +}; + +Window_Base.prototype.actorClassName = function(n) { + var actor = n >= 1 ? $gameActors.actor(n) : null; + return actor ? actor.currentClass().name : ''; +}; + +Window_Base.prototype.actorNickname = function(n) { + var actor = n >= 1 ? $gameActors.actor(n) : null; + return actor ? actor.nickname() : ''; +}; + +Window_Base.prototype.partyClassName = function(n) { + var actor = n >= 1 ? $gameParty.members()[n - 1] : null; + return actor ? actor.currentClass().name : ''; +}; + +Window_Base.prototype.partyNickname = function(n) { + var actor = n >= 1 ? $gameParty.members()[n - 1] : null; + return actor ? actor.nickname() : ''; +}; + +Window_Base.prototype.escapeIconItem = function(n, database) { + return '\x1bI[' + database[n].iconIndex + ']' + database[n].name; +}; + +Window_Base.prototype.obtainEscapeString = function(textState) { + var arr = /^\<(.*)\>/.exec(textState.text.slice(textState.index)); + if (arr) { + textState.index += arr[0].length; + return String(arr[0].slice(1, arr[0].length - 1)); + } else { + return ''; + } +}; + +Yanfly.Message.Window_Base_processEscapeCharacter = + Window_Base.prototype.processEscapeCharacter; +Window_Base.prototype.processEscapeCharacter = function(code, textState) { + switch (code) { + case 'FR': + this.resetFontSettings(); + break; + case 'FS': + this.contents.fontSize = this.obtainEscapeParam(textState); + break; + case 'FN': + var name = this.obtainEscapeString(textState); + this.contents.fontFace = name; + break; + case 'FB': + this.contents.fontBold = !this.contents.fontBold; + break; + case 'FI': + this.contents.fontItalic = !this.contents.fontItalic; + break; + case 'OC': + var id = this.obtainEscapeParam(textState); + this.contents.outlineColor = this.textColor(id); + break; + case 'OW': + this.contents.outlineWidth = this.obtainEscapeParam(textState); + break; + case 'PX': + textState.x = this.obtainEscapeParam(textState); + break; + case 'PY': + textState.y = this.obtainEscapeParam(textState); + break; + break; + default: + Yanfly.Message.Window_Base_processEscapeCharacter.call(this, + code, textState); + break; + } +}; + +Window_Base.prototype.makeFontBigger = function() { + var size = this.contents.fontSize + eval(Yanfly.Param.MSGFontSizeChange); + this.contents.fontSize = Math.min(size, Yanfly.Param.MSGFontChangeMax); +}; + +Window_Base.prototype.makeFontSmaller = function() { + var size = this.contents.fontSize - eval(Yanfly.Param.MSGFontSizeChange); + this.contents.fontSize = Math.max(size, Yanfly.Param.MSGFontChangeMin); +}; + +Yanfly.Message.Window_Base_processNormalCharacter = + Window_Base.prototype.processNormalCharacter; +Window_Base.prototype.processNormalCharacter = function(textState) { + if (this.checkWordWrap(textState)) return this.processNewLine(textState); + Yanfly.Message.Window_Base_processNormalCharacter.call(this, textState); +}; + +Window_Base.prototype.checkWordWrap = function(textState) { + if (!textState) return false; + if (!this._wordWrap) return false; + if (textState.text[textState.index] === ' ') { + var nextSpace = textState.text.indexOf(' ', textState.index + 1); + var nextBreak = textState.text.indexOf('\n', textState.index + 1); + if (nextSpace < 0) nextSpace = textState.text.length + 1; + if (nextBreak > 0) nextSpace = Math.min(nextSpace, nextBreak); + var word = textState.text.substring(textState.index, nextSpace); + var size = this.textWidth(word); + } + return (size + textState.x > this.contents.width); +}; + +Window_Base.prototype.saveCurrentWindowSettings = function(){ + this._saveFontFace = this.contents.fontFace; + this._saveFontSize = this.contents.fontSize; + this._savetextColor = this.contents.textColor; + this._saveFontBold = this.contents.fontBold; + this._saveFontItalic = this.contents.fontItalic; + this._saveOutlineColor = this.contents.outlineColor; + this._saveOutlineWidth = this.contents.outlineWidth; +}; + +Window_Base.prototype.restoreCurrentWindowSettings = function(){ + this.contents.fontFace = this._saveFontFace; + this.contents.fontSize = this._saveFontSize; + this.contents.textColor = this._savetextColor; + this.contents.fontBold = this._saveFontBold; + this.contents.fontItalic = this._saveFontItalic; + this.contents.outlineColor = this._saveOutlineColor; + this.contents.outlineWidth = this._saveOutlineWidth; +}; + +Window_Base.prototype.clearCurrentWindowSettings = function(){ + this._saveFontFace = undefined; + this._saveFontSize = undefined; + this._savetextColor = undefined; + this._saveFontBold = undefined; + this._saveFontItalic = undefined; + this._saveOutlineColor = undefined; + this._saveOutlineWidth = undefined; +}; + +Window_Base.prototype.textWidthExCheck = function(text) { + var setting = this._wordWrap; + this._wordWrap = false; + this.saveCurrentWindowSettings(); + this._checkWordWrapMode = true; + var value = this.drawTextEx(text, 0, this.contents.height); + this._checkWordWrapMode = false; + this.restoreCurrentWindowSettings(); + this.clearCurrentWindowSettings(); + this._wordWrap = setting; + return value; +}; + +//============================================================================= +// Window_Help +//============================================================================= + +Yanfly.Message.Window_Help_setItem = Window_Help.prototype.setItem; +Window_Help.prototype.setItem = function(item) { + if (eval(Yanfly.Param.MSGDescWrap)) { + this.setText(item ? '' + item.description : ''); + } else { + Yanfly.Message.Window_Help_setItem.call(this, item); + } +}; + +//============================================================================= +// Window_ChoiceList +//============================================================================= + +Window_ChoiceList.prototype.standardFontFace = function() { + return Yanfly.Param.MSGFontName; +}; + +Window_ChoiceList.prototype.standardFontSize = function() { + return Yanfly.Param.MSGFontSize; +}; + +Yanfly.Message.Window_ChoiceList_updatePlacement = + Window_ChoiceList.prototype.updatePlacement; +Window_ChoiceList.prototype.updatePlacement = function() { + Yanfly.Message.Window_ChoiceList_updatePlacement.call(this); + var messagePosType = $gameMessage.positionType(); + if (messagePosType === 0) { + this.y = this._messageWindow.height; + } else if (messagePosType === 2) { + this.y = Graphics.boxHeight - this._messageWindow.height - this.height; + } +}; + +//============================================================================= +// Window_NumberInput +//============================================================================= + +Yanfly.Message.Window_NumberInput_updatePlacement = + Window_NumberInput.prototype.updatePlacement; +Window_NumberInput.prototype.updatePlacement = function() { + Yanfly.Message.Window_NumberInput_updatePlacement.call(this); + var messagePosType = $gameMessage.positionType(); + if (messagePosType === 0) { + this.y = this._messageWindow.height; + } else if (messagePosType === 1) { + if (messageY >= Graphics.boxHeight / 2) { + this.y = messageY - this.height; + } else { + this.y = messageY + this._messageWindow.height; + } + } else if (messagePosType === 2) { + this.y = Graphics.boxHeight - this._messageWindow.height - this.height; + } +}; + +//============================================================================= +// Window_EventItem +//============================================================================= + +Yanfly.Message.Window_EventItem_updatePlacement = + Window_EventItem.prototype.updatePlacement; +Window_EventItem.prototype.updatePlacement = function() { + Yanfly.Message.Window_EventItem_updatePlacement.call(this); + var messagePosType = $gameMessage.positionType(); + if (messagePosType === 0) { + this.y = Graphics.boxHeight - this.height; + } else if (messagePosType === 2) { + this.y = 0; + } +}; + +//============================================================================= +// Window_ScrollText +//============================================================================= + +Window_ScrollText.prototype.standardFontFace = function() { + return Yanfly.Param.MSGFontName; +}; + +Window_ScrollText.prototype.standardFontSize = function() { + return Yanfly.Param.MSGFontSize; +}; + +//============================================================================= +// Window_NameBox +//============================================================================= + +Yanfly.DisableWebGLMask = false; + +function Window_NameBox() { + this.initialize.apply(this, arguments); +} + +Window_NameBox.prototype = Object.create(Window_Base.prototype); +Window_NameBox.prototype.constructor = Window_NameBox; + +Window_NameBox.prototype.initialize = function(parentWindow) { + this._parentWindow = parentWindow; + this._ignoreMask = true + Window_Base.prototype.initialize.call(this, 0, 0, 240, this.windowHeight()); + this._text = ''; + this._openness = 0; + this._closeCounter = 0; + this.deactivate(); + if (eval(Yanfly.Param.MSGNameBoxClear)) { + this.backOpacity = 0; + this.opacity = 0; + } +}; + +Yanfly.Message.WindowLayer_webglMaskWindow = + WindowLayer.prototype._webglMaskWindow; +WindowLayer.prototype._webglMaskWindow = function(renderSession, win) { + if (win._ignoreMask) return; + Yanfly.Message.WindowLayer_webglMaskWindow.call(this, renderSession, win); +}; + +Window_NameBox.prototype.windowWidth = function() { + this.resetFontSettings(); + var dw = this.textWidthEx(this._text); + dw += this.padding * 2; + return dw + eval(Yanfly.Param.MSGNameBoxPadding); +}; + +Window_NameBox.prototype.textWidthEx = function(text) { + return this.drawTextEx(text, 0, this.contents.height); +}; + +Window_NameBox.prototype.calcNormalCharacter = function(textState) { + return this.textWidth(textState.text[textState.index++]); +}; + +Window_NameBox.prototype.windowHeight = function() { + return this.fittingHeight(1); +}; + +Window_NameBox.prototype.standardFontFace = function() { + return Yanfly.Param.MSGFontName; +}; + +Window_NameBox.prototype.standardFontSize = function() { + return Yanfly.Param.MSGFontSize; +}; + +Window_NameBox.prototype.update = function() { + Window_Base.prototype.update.call(this); + if (this.active) return; + if (this.isClosed()) return; + if (this.isClosing()) return; + if (this._closeCounter-- > 0) return; + this.close(); +}; + +Window_NameBox.prototype.refresh = function(text, position) { + this._text = Yanfly.Param.MSGNameBoxText + text; + this._position = position; + this.width = this.windowWidth(); + this.createContents(); + this.contents.clear(); + this.resetFontSettings(); + this.changeTextColor(this.textColor(Yanfly.Param.MSGNameBoxColor)); + var padding = eval(Yanfly.Param.MSGNameBoxPadding) / 2; + this.drawTextEx(this._text, padding, 0, this.contents.width); + this._parentWindow.adjustWindowSettings(); + this._parentWindow.updatePlacement(); + this.adjustPositionX(); + this.adjustPositionY(); + this.open(); + this.activate(); + this._closeCounter = 4; + return ''; +}; + +Window_NameBox.prototype.adjustPositionX = function() { + if (this._position === 1) { + this.x = this._parentWindow.x; + this.x += eval(Yanfly.Param.MSGNameBoxBufferX); + } else if (this._position === 2) { + this.x = this._parentWindow.x; + this.x += this._parentWindow.width * 3 / 10; + this.x -= this.width / 2; + } else if (this._position === 3) { + this.x = this._parentWindow.x; + this.x += this._parentWindow.width / 2; + this.x -= this.width / 2; + } else if (this._position === 4) { + this.x = this._parentWindow.x; + this.x += this._parentWindow.width * 7 / 10; + this.x -= this.width / 2; + } else { + this.x = this._parentWindow.x + this._parentWindow.width; + this.x -= this.width; + this.x -= eval(Yanfly.Param.MSGNameBoxBufferX); + } + this.x = this.x.clamp(0, Graphics.boxWidth - this.width); +}; + +Window_NameBox.prototype.adjustPositionY = function() { + if ($gameMessage.positionType() === 0) { + this.y = this._parentWindow.y + this._parentWindow.height; + this.y -= eval(Yanfly.Param.MSGNameBoxBufferY); + } else { + this.y = this._parentWindow.y; + this.y -= this.height; + this.y += eval(Yanfly.Param.MSGNameBoxBufferY); + } +}; + +//============================================================================= +// Window_Message +//============================================================================= + +Yanfly.Message.Window_Message_subWindows = Window_Message.prototype.subWindows; +Window_Message.prototype.subWindows = function() { + var subWindows = Yanfly.Message.Window_Message_subWindows.call(this); + subWindows = subWindows.concat([this._nameWindow]); + return subWindows; +}; + +Yanfly.Message.Window_Message_createSubWindows = + Window_Message.prototype.createSubWindows; +Window_Message.prototype.createSubWindows = function() { + Yanfly.Message.Window_Message_createSubWindows.call(this); + this._nameWindow = new Window_NameBox(this); + Yanfly.nameWindow = this._nameWindow; +}; + +Window_Message.prototype.numVisibleRows = function() { + return $gameSystem.messageRows(); +}; + +Window_Message.prototype.windowWidth = function() { + return $gameSystem.messageWidth(); +}; + +Window_Message.prototype.adjustWindowSettings = function() { + this.width = this.windowWidth(); + this.height = Math.min(this.windowHeight(), Graphics.boxHeight); + if (Math.abs(Graphics.boxHeight - this.height) < this.lineHeight()) { + this.height = Graphics.boxHeight; + } + this.createContents(); + this.x = (Graphics.boxWidth - this.width) / 2; +}; + +Yanfly.Message.Window_Message_startMessage = + Window_Message.prototype.startMessage; +Window_Message.prototype.startMessage = function() { + this._nameWindow.deactivate(); + Yanfly.Message.Window_Message_startMessage.call(this); +}; + +Yanfly.Message.Window_Message_terminateMessage = + Window_Message.prototype.terminateMessage; +Window_Message.prototype.terminateMessage = function() { + this._nameWindow.deactivate(); + Yanfly.Message.Window_Message_terminateMessage.call(this); +}; + +Yanfly.Message.Window_Message_newPage = + Window_Message.prototype.newPage; +Window_Message.prototype.newPage = function(textState) { + this.adjustWindowSettings(); + Yanfly.Message.Window_Message_newPage.call(this, textState); +}; + +Window_Message.prototype.standardFontFace = function() { + return Yanfly.Param.MSGFontName; +}; + +Window_Message.prototype.standardFontSize = function() { + return Yanfly.Param.MSGFontSize; +}; + +Window_Message.prototype.newLineX = function() { + if ($gameMessage.faceName() === '') { + return 0; + } else { + return eval(Yanfly.Param.MSGFaceIndent); + } +}; + +Window_Message.prototype.isFastForward = function() { + return eval(Yanfly.Param.MSGFastForward); +}; + +Yanfly.Message.Window_Message_updateInput = + Window_Message.prototype.updateInput; +Window_Message.prototype.updateInput = function() { + if (this.pause && this.isFastForward()) { + if (!this._textState) { + this.pause = false; + this.terminateMessage(); + } + } + return Yanfly.Message.Window_Message_updateInput.call(this); +}; + +Yanfly.Message.Window_Message_updateShowFast = + Window_Message.prototype.updateShowFast; +Window_Message.prototype.updateShowFast = function() { + if (this.isFastForward()) this._showFast = true; + Yanfly.Message.Window_Message_updateShowFast.call(this); +}; + +Yanfly.Message.Window_Message_updateWait = + Window_Message.prototype.updateWait; +Window_Message.prototype.updateWait = function() { + if (this.isFastForward()) return false; + return Yanfly.Message.Window_Message_updateWait.call(this); +}; + +Yanfly.Message.Window_Message_startWait = + Window_Message.prototype.startWait; +Window_Message.prototype.startWait = function(count) { + if (this._checkWordWrapMode) return; + Yanfly.Message.Window_Message_startWait.call(this, count); + if (this.isFastForward()) this._waitCount = 0; +}; + +Yanfly.Message.Window_Message_startPause = + Window_Message.prototype.startPause; +Window_Message.prototype.startPause = function() { + if (this._checkWordWrapMode) return; + Yanfly.Message.Window_Message_startPause.call(this); +}; + +Window_Message.prototype.convertEscapeCharacters = function(text) { + text = Window_Base.prototype.convertEscapeCharacters.call(this, text); + text = this.convertNameBox(text); + text = this.convertMessageCharacters(text); + return text; +}; + +Window_Message.prototype.convertNameBox = function(text) { + text = text.replace(/\x1bN\<(.*)\>/gi, function() { + return Yanfly.nameWindow.refresh(arguments[1], 1); + }, this); + text = text.replace(/\x1bN1\<(.*)\>/gi, function() { + return Yanfly.nameWindow.refresh(arguments[1], 1); + }, this); + text = text.replace(/\x1bN2\<(.*)\>/gi, function() { + return Yanfly.nameWindow.refresh(arguments[1], 2); + }, this); + text = text.replace(/\x1bN3\<(.*)\>/gi, function() { + return Yanfly.nameWindow.refresh(arguments[1], 3); + }, this); + text = text.replace(/\x1bNC\<(.*)\>/gi, function() { + return Yanfly.nameWindow.refresh(arguments[1], 3); + }, this); + text = text.replace(/\x1bN4\<(.*)\>/gi, function() { + return Yanfly.nameWindow.refresh(arguments[1], 4); + }, this); + text = text.replace(/\x1bN5\<(.*)\>/gi, function() { + return Yanfly.nameWindow.refresh(arguments[1], 5); + }, this); + text = text.replace(/\x1bNR\<(.*)\>/gi, function() { + return Yanfly.nameWindow.refresh(arguments[1], 5); + }, this); + return text; +}; + +Window_Message.prototype.convertMessageCharacters = function(text) { + text = text.replace(/\x1bAF\[(\d+)\]/gi, function() { + var i = parseInt(arguments[1]) + return this.convertActorFace($gameActors.actor(i)); + }.bind(this)); + text = text.replace(/\x1bPF\[(\d+)\]/gi, function() { + var i = parseInt(arguments[1]) + return this.convertActorFace($gameParty.members()[i - 1]); + }.bind(this)); + return text; +}; + +Window_Message.prototype.convertActorFace = function(actor) { + $gameMessage.setFaceImage(actor.faceName(), actor.faceIndex()); + return ''; +}; + +Yanfly.Message.Window_Message_processEscapeCharacter = + Window_Message.prototype.processEscapeCharacter; +Window_Message.prototype.processEscapeCharacter = function(code, textState) { + switch (code) { + case '!': + if (!this.isFastForward()) this.startPause(); + break; + case 'W': + this.startWait(this.obtainEscapeParam(textState)); + default: + Yanfly.Message.Window_Message_processEscapeCharacter.call(this, + code, textState); + break; + } +}; + +//============================================================================= +// End of File +//============================================================================= diff --git a/www/js/rpg_core.js b/www/js/rpg_core.js new file mode 100644 index 0000000..76d38e3 --- /dev/null +++ b/www/js/rpg_core.js @@ -0,0 +1,9321 @@ +//============================================================================= +// rpg_core.js v1.6.2 +//============================================================================= + +//----------------------------------------------------------------------------- +/** + * This is not a class, but contains some methods that will be added to the + * standard Javascript objects. + * + * @class JsExtensions + */ +function JsExtensions() { + throw new Error('This is not a class'); +} + +/** + * Returns a number whose value is limited to the given range. + * + * @method Number.prototype.clamp + * @param {Number} min The lower boundary + * @param {Number} max The upper boundary + * @return {Number} A number in the range (min, max) + */ +Number.prototype.clamp = function(min, max) { + return Math.min(Math.max(this, min), max); +}; + +/** + * Returns a modulo value which is always positive. + * + * @method Number.prototype.mod + * @param {Number} n The divisor + * @return {Number} A modulo value + */ +Number.prototype.mod = function(n) { + return ((this % n) + n) % n; +}; + +/** + * Replaces %1, %2 and so on in the string to the arguments. + * + * @method String.prototype.format + * @param {Any} ...args The objects to format + * @return {String} A formatted string + */ +String.prototype.format = function() { + var args = arguments; + return this.replace(/%([0-9]+)/g, function(s, n) { + return args[Number(n) - 1]; + }); +}; + +/** + * Makes a number string with leading zeros. + * + * @method String.prototype.padZero + * @param {Number} length The length of the output string + * @return {String} A string with leading zeros + */ +String.prototype.padZero = function(length){ + var s = this; + while (s.length < length) { + s = '0' + s; + } + return s; +}; + +/** + * Makes a number string with leading zeros. + * + * @method Number.prototype.padZero + * @param {Number} length The length of the output string + * @return {String} A string with leading zeros + */ +Number.prototype.padZero = function(length){ + return String(this).padZero(length); +}; + +Object.defineProperties(Array.prototype, { + /** + * Checks whether the two arrays are same. + * + * @method Array.prototype.equals + * @param {Array} array The array to compare to + * @return {Boolean} True if the two arrays are same + */ + equals: { + enumerable: false, + value: function(array) { + if (!array || this.length !== array.length) { + return false; + } + for (var i = 0; i < this.length; i++) { + if (this[i] instanceof Array && array[i] instanceof Array) { + if (!this[i].equals(array[i])) { + return false; + } + } else if (this[i] !== array[i]) { + return false; + } + } + return true; + } + }, + /** + * Makes a shallow copy of the array. + * + * @method Array.prototype.clone + * @return {Array} A shallow copy of the array + */ + clone: { + enumerable: false, + value: function() { + return this.slice(0); + } + }, + /** + * Checks whether the array contains a given element. + * + * @method Array.prototype.contains + * @param {Any} element The element to search for + * @return {Boolean} True if the array contains a given element + */ + contains : { + enumerable: false, + value: function(element) { + return this.indexOf(element) >= 0; + } + } +}); + +/** + * Checks whether the string contains a given string. + * + * @method String.prototype.contains + * @param {String} string The string to search for + * @return {Boolean} True if the string contains a given string + */ +String.prototype.contains = function(string) { + return this.indexOf(string) >= 0; +}; + +/** + * Generates a random integer in the range (0, max-1). + * + * @static + * @method Math.randomInt + * @param {Number} max The upper boundary (excluded) + * @return {Number} A random integer + */ +Math.randomInt = function(max) { + return Math.floor(max * Math.random()); +}; + +//----------------------------------------------------------------------------- +/** + * The static class that defines utility methods. + * + * @class Utils + */ +function Utils() { + throw new Error('This is a static class'); +} + +/** + * The name of the RPG Maker. 'MV' in the current version. + * + * @static + * @property RPGMAKER_NAME + * @type String + * @final + */ +Utils.RPGMAKER_NAME = 'MV'; + +/** + * The version of the RPG Maker. + * + * @static + * @property RPGMAKER_VERSION + * @type String + * @final + */ +Utils.RPGMAKER_VERSION = "1.6.1"; + +/** + * Checks whether the option is in the query string. + * + * @static + * @method isOptionValid + * @param {String} name The option name + * @return {Boolean} True if the option is in the query string + */ +Utils.isOptionValid = function(name) { + if (location.search.slice(1).split('&').contains(name)) {return 1;}; + if (typeof nw !== "undefined" && nw.App.argv.length > 0 && nw.App.argv[0].split('&').contains(name)) {return 1;}; + return 0; +}; + +/** + * Checks whether the platform is NW.js. + * + * @static + * @method isNwjs + * @return {Boolean} True if the platform is NW.js + */ +Utils.isNwjs = function() { + return typeof require === 'function' && typeof process === 'object'; +}; + +/** + * Checks whether the platform is a mobile device. + * + * @static + * @method isMobileDevice + * @return {Boolean} True if the platform is a mobile device + */ +Utils.isMobileDevice = function() { + var r = /Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i; + return !!navigator.userAgent.match(r); +}; + +/** + * Checks whether the browser is Mobile Safari. + * + * @static + * @method isMobileSafari + * @return {Boolean} True if the browser is Mobile Safari + */ +Utils.isMobileSafari = function() { + var agent = navigator.userAgent; + return !!(agent.match(/iPhone|iPad|iPod/) && agent.match(/AppleWebKit/) && + !agent.match('CriOS')); +}; + +/** + * Checks whether the browser is Android Chrome. + * + * @static + * @method isAndroidChrome + * @return {Boolean} True if the browser is Android Chrome + */ +Utils.isAndroidChrome = function() { + var agent = navigator.userAgent; + return !!(agent.match(/Android/) && agent.match(/Chrome/)); +}; + +/** + * Checks whether the browser can read files in the game folder. + * + * @static + * @method canReadGameFiles + * @return {Boolean} True if the browser can read files in the game folder + */ +Utils.canReadGameFiles = function() { + var scripts = document.getElementsByTagName('script'); + var lastScript = scripts[scripts.length - 1]; + var xhr = new XMLHttpRequest(); + try { + xhr.open('GET', lastScript.src); + xhr.overrideMimeType('text/javascript'); + xhr.send(); + return true; + } catch (e) { + return false; + } +}; + +/** + * Makes a CSS color string from RGB values. + * + * @static + * @method rgbToCssColor + * @param {Number} r The red value in the range (0, 255) + * @param {Number} g The green value in the range (0, 255) + * @param {Number} b The blue value in the range (0, 255) + * @return {String} CSS color string + */ +Utils.rgbToCssColor = function(r, g, b) { + r = Math.round(r); + g = Math.round(g); + b = Math.round(b); + return 'rgb(' + r + ',' + g + ',' + b + ')'; +}; + +Utils._id = 1; +Utils.generateRuntimeId = function(){ + return Utils._id++; +}; + +Utils._supportPassiveEvent = null; +/** + * Test this browser support passive event feature + * + * @static + * @method isSupportPassiveEvent + * @return {Boolean} this browser support passive event or not + */ +Utils.isSupportPassiveEvent = function() { + if (typeof Utils._supportPassiveEvent === "boolean") { + return Utils._supportPassiveEvent; + } + // test support passive event + // https://github.com/WICG/EventListenerOptions/blob/gh-pages/explainer.md#feature-detection + var passive = false; + var options = Object.defineProperty({}, "passive", { + get: function() { passive = true; } + }); + window.addEventListener("test", null, options); + Utils._supportPassiveEvent = passive; + return passive; +} + +//----------------------------------------------------------------------------- +/** + * The resource class. Allows to be collected as a garbage if not use for some time or ticks + * + * @class CacheEntry + * @constructor + * @param {ResourceManager} resource manager + * @param {string} key, url of the resource + * @param {string} item - Bitmap, HTML5Audio, WebAudio - whatever you want to store in the cache + */ +function CacheEntry(cache, key, item) { + this.cache = cache; + this.key = key; + this.item = item; + this.cached = false; + this.touchTicks = 0; + this.touchSeconds = 0; + this.ttlTicks = 0; + this.ttlSeconds = 0; + this.freedByTTL = false; +} + +/** + * frees the resource + */ +CacheEntry.prototype.free = function (byTTL) { + this.freedByTTL = byTTL || false; + if (this.cached) { + this.cached = false; + delete this.cache._inner[this.key]; + } +}; + +/** + * Allocates the resource + * @returns {CacheEntry} + */ +CacheEntry.prototype.allocate = function () { + if (!this.cached) { + this.cache._inner[this.key] = this; + this.cached = true; + } + this.touch(); + return this; +}; + +/** + * Sets the time to live + * @param {number} ticks TTL in ticks, 0 if not set + * @param {number} time TTL in seconds, 0 if not set + * @returns {CacheEntry} + */ +CacheEntry.prototype.setTimeToLive = function (ticks, seconds) { + this.ttlTicks = ticks || 0; + this.ttlSeconds = seconds || 0; + return this; +}; + +CacheEntry.prototype.isStillAlive = function () { + var cache = this.cache; + return ((this.ttlTicks == 0) || (this.touchTicks + this.ttlTicks < cache.updateTicks )) && + ((this.ttlSeconds == 0) || (this.touchSeconds + this.ttlSeconds < cache.updateSeconds )); +}; + +/** + * makes sure that resource wont freed by Time To Live + * if resource was already freed by TTL, put it in cache again + */ +CacheEntry.prototype.touch = function () { + var cache = this.cache; + if (this.cached) { + this.touchTicks = cache.updateTicks; + this.touchSeconds = cache.updateSeconds; + } else if (this.freedByTTL) { + this.freedByTTL = false; + if (!cache._inner[this.key]) { + cache._inner[this.key] = this; + } + } +}; + +/** + * Cache for images, audio, or any other kind of resource + * @param manager + * @constructor + */ +function CacheMap(manager) { + this.manager = manager; + this._inner = {}; + this._lastRemovedEntries = {}; + this.updateTicks = 0; + this.lastCheckTTL = 0; + this.delayCheckTTL = 100.0; + this.updateSeconds = Date.now(); +} + +/** + * checks ttl of all elements and removes dead ones + */ +CacheMap.prototype.checkTTL = function () { + var cache = this._inner; + var temp = this._lastRemovedEntries; + if (!temp) { + temp = []; + this._lastRemovedEntries = temp; + } + for (var key in cache) { + var entry = cache[key]; + if (!entry.isStillAlive()) { + temp.push(entry); + } + } + for (var i = 0; i < temp.length; i++) { + temp[i].free(true); + } + temp.length = 0; +}; + +/** + * cache item + * @param key url of cache element + * @returns {*|null} + */ +CacheMap.prototype.getItem = function (key) { + var entry = this._inner[key]; + if (entry) { + return entry.item; + } + return null; +}; + +CacheMap.prototype.clear = function () { + var keys = Object.keys(this._inner); + for (var i = 0; i < keys.length; i++) { + this._inner[keys[i]].free(); + } +}; + +CacheMap.prototype.setItem = function (key, item) { + return new CacheEntry(this, key, item).allocate(); +}; + +CacheMap.prototype.update = function(ticks, delta) { + this.updateTicks += ticks; + this.updateSeconds += delta; + if (this.updateSeconds >= this.delayCheckTTL + this.lastCheckTTL) { + this.lastCheckTTL = this.updateSeconds; + this.checkTTL(); + } +}; + +function ImageCache(){ + this.initialize.apply(this, arguments); +} + +ImageCache.limit = 10 * 1000 * 1000; + +ImageCache.prototype.initialize = function(){ + this._items = {}; +}; + +ImageCache.prototype.add = function(key, value){ + this._items[key] = { + bitmap: value, + touch: Date.now(), + key: key + }; + + this._truncateCache(); +}; + +ImageCache.prototype.get = function(key){ + if(this._items[key]){ + var item = this._items[key]; + item.touch = Date.now(); + return item.bitmap; + } + + return null; +}; + +ImageCache.prototype.reserve = function(key, value, reservationId){ + if(!this._items[key]){ + this._items[key] = { + bitmap: value, + touch: Date.now(), + key: key + }; + } + + this._items[key].reservationId = reservationId; +}; + +ImageCache.prototype.releaseReservation = function(reservationId){ + var items = this._items; + + Object.keys(items) + .map(function(key){return items[key];}) + .forEach(function(item){ + if(item.reservationId === reservationId){ + delete item.reservationId; + } + }); +}; + +ImageCache.prototype._truncateCache = function(){ + var items = this._items; + var sizeLeft = ImageCache.limit; + + Object.keys(items).map(function(key){ + return items[key]; + }).sort(function(a, b){ + return b.touch - a.touch; + }).forEach(function(item){ + if(sizeLeft > 0 || this._mustBeHeld(item)){ + var bitmap = item.bitmap; + sizeLeft -= bitmap.width * bitmap.height; + }else{ + delete items[item.key]; + } + }.bind(this)); +}; + +ImageCache.prototype._mustBeHeld = function(item){ + // request only is weak so It's purgeable + if(item.bitmap.isRequestOnly()) return false; + // reserved item must be held + if(item.reservationId) return true; + // not ready bitmap must be held (because of checking isReady()) + if(!item.bitmap.isReady()) return true; + // then the item may purgeable + return false; +}; + +ImageCache.prototype.isReady = function(){ + var items = this._items; + return !Object.keys(items).some(function(key){ + return !items[key].bitmap.isRequestOnly() && !items[key].bitmap.isReady(); + }); +}; + +ImageCache.prototype.getErrorBitmap = function(){ + var items = this._items; + var bitmap = null; + if(Object.keys(items).some(function(key){ + if(items[key].bitmap.isError()){ + bitmap = items[key].bitmap; + return true; + } + return false; + })) { + return bitmap; + } + + return null; +}; +function RequestQueue(){ + this.initialize.apply(this, arguments); +} + +RequestQueue.prototype.initialize = function(){ + this._queue = []; +}; + +RequestQueue.prototype.enqueue = function(key, value){ + this._queue.push({ + key: key, + value: value, + }); +}; + +RequestQueue.prototype.update = function(){ + if(this._queue.length === 0) return; + + var top = this._queue[0]; + if(top.value.isRequestReady()){ + this._queue.shift(); + if(this._queue.length !== 0){ + this._queue[0].value.startRequest(); + } + }else{ + top.value.startRequest(); + } +}; + +RequestQueue.prototype.raisePriority = function(key){ + for(var n = 0; n < this._queue.length; n++){ + var item = this._queue[n]; + if(item.key === key){ + this._queue.splice(n, 1); + this._queue.unshift(item); + break; + } + } +}; + +RequestQueue.prototype.clear = function(){ + this._queue.splice(0); +}; +//----------------------------------------------------------------------------- +/** + * The point class. + * + * @class Point + * @constructor + * @param {Number} x The x coordinate + * @param {Number} y The y coordinate + */ +function Point() { + this.initialize.apply(this, arguments); +} + +Point.prototype = Object.create(PIXI.Point.prototype); +Point.prototype.constructor = Point; + +Point.prototype.initialize = function(x, y) { + PIXI.Point.call(this, x, y); +}; + +/** + * The x coordinate. + * + * @property x + * @type Number + */ + +/** + * The y coordinate. + * + * @property y + * @type Number + */ + +//----------------------------------------------------------------------------- +/** + * The rectangle class. + * + * @class Rectangle + * @constructor + * @param {Number} x The x coordinate for the upper-left corner + * @param {Number} y The y coordinate for the upper-left corner + * @param {Number} width The width of the rectangle + * @param {Number} height The height of the rectangle + */ +function Rectangle() { + this.initialize.apply(this, arguments); +} + +Rectangle.prototype = Object.create(PIXI.Rectangle.prototype); +Rectangle.prototype.constructor = Rectangle; + +Rectangle.prototype.initialize = function(x, y, width, height) { + PIXI.Rectangle.call(this, x, y, width, height); +}; + +/** + * @static + * @property emptyRectangle + * @type Rectangle + * @private + */ +Rectangle.emptyRectangle = new Rectangle(0, 0, 0, 0); + +/** + * The x coordinate for the upper-left corner. + * + * @property x + * @type Number + */ + +/** + * The y coordinate for the upper-left corner. + * + * @property y + * @type Number + */ + +/** + * The width of the rectangle. + * + * @property width + * @type Number + */ + +/** + * The height of the rectangle. + * + * @property height + * @type Number + */ + +//----------------------------------------------------------------------------- +/** + * The basic object that represents an image. + * + * @class Bitmap + * @constructor + * @param {Number} width The width of the bitmap + * @param {Number} height The height of the bitmap + */ +function Bitmap() { + this.initialize.apply(this, arguments); +} + +//for iOS. img consumes memory. so reuse it. +Bitmap._reuseImages = []; + + +/** + * Bitmap states(Bitmap._loadingState): + * + * none: + * Empty Bitmap + * + * pending: + * Url requested, but pending to load until startRequest called + * + * purged: + * Url request completed and purged. + * + * requesting: + * Requesting supplied URI now. + * + * requestCompleted: + * Request completed + * + * decrypting: + * requesting encrypted data from supplied URI or decrypting it. + * + * decryptCompleted: + * Decrypt completed + * + * loaded: + * loaded. isReady() === true, so It's usable. + * + * error: + * error occurred + * + */ + + +Bitmap.prototype._createCanvas = function(width, height){ + this.__canvas = this.__canvas || document.createElement('canvas'); + this.__context = this.__canvas.getContext('2d'); + + this.__canvas.width = Math.max(width || 0, 1); + this.__canvas.height = Math.max(height || 0, 1); + + if(this._image){ + var w = Math.max(this._image.width || 0, 1); + var h = Math.max(this._image.height || 0, 1); + this.__canvas.width = w; + this.__canvas.height = h; + this._createBaseTexture(this._canvas); + + this.__context.drawImage(this._image, 0, 0); + } + + this._setDirty(); +}; + +Bitmap.prototype._createBaseTexture = function(source){ + this.__baseTexture = new PIXI.BaseTexture(source); + this.__baseTexture.mipmap = false; + this.__baseTexture.width = source.width; + this.__baseTexture.height = source.height; + + if (this._smooth) { + this._baseTexture.scaleMode = PIXI.SCALE_MODES.LINEAR; + } else { + this._baseTexture.scaleMode = PIXI.SCALE_MODES.NEAREST; + } +}; + +Bitmap.prototype._clearImgInstance = function(){ + this._image.src = ""; + this._image.onload = null; + this._image.onerror = null; + this._errorListener = null; + this._loadListener = null; + + Bitmap._reuseImages.push(this._image); + this._image = null; +}; + +// +//We don't want to waste memory, so creating canvas is deferred. +// +Object.defineProperties(Bitmap.prototype, { + _canvas: { + get: function(){ + if(!this.__canvas)this._createCanvas(); + return this.__canvas; + } + }, + _context: { + get: function(){ + if(!this.__context)this._createCanvas(); + return this.__context; + } + }, + + _baseTexture: { + get: function(){ + if(!this.__baseTexture) this._createBaseTexture(this._image || this.__canvas); + return this.__baseTexture; + } + } +}); + +Bitmap.prototype._renewCanvas = function(){ + var newImage = this._image; + if(newImage && this.__canvas && (this.__canvas.width < newImage.width || this.__canvas.height < newImage.height)){ + this._createCanvas(); + } +}; + +Bitmap.prototype.initialize = function(width, height) { + if(!this._defer){ + this._createCanvas(width, height); + } + + this._image = null; + this._url = ''; + this._paintOpacity = 255; + this._smooth = false; + this._loadListeners = []; + this._loadingState = 'none'; + this._decodeAfterRequest = false; + + /** + * Cache entry, for images. In all cases _url is the same as cacheEntry.key + * @type CacheEntry + */ + this.cacheEntry = null; + + /** + * The face name of the font. + * + * @property fontFace + * @type String + */ + this.fontFace = 'GameFont'; + + /** + * The size of the font in pixels. + * + * @property fontSize + * @type Number + */ + this.fontSize = 28; + + /** + * Whether the font is italic. + * + * @property fontItalic + * @type Boolean + */ + this.fontItalic = false; + + /** + * The color of the text in CSS format. + * + * @property textColor + * @type String + */ + this.textColor = '#ffffff'; + + /** + * The color of the outline of the text in CSS format. + * + * @property outlineColor + * @type String + */ + this.outlineColor = 'rgba(0, 0, 0, 0.5)'; + + /** + * The width of the outline of the text. + * + * @property outlineWidth + * @type Number + */ + this.outlineWidth = 4; +}; + +/** + * Loads a image file and returns a new bitmap object. + * + * @static + * @method load + * @param {String} url The image url of the texture + * @return Bitmap + */ +Bitmap.load = function(url) { + var bitmap = Object.create(Bitmap.prototype); + bitmap._defer = true; + bitmap.initialize(); + + bitmap._decodeAfterRequest = true; + bitmap._requestImage(url); + + return bitmap; +}; + +/** + * Takes a snapshot of the game screen and returns a new bitmap object. + * + * @static + * @method snap + * @param {Stage} stage The stage object + * @return Bitmap + */ +Bitmap.snap = function(stage) { + var width = Graphics.width; + var height = Graphics.height; + var bitmap = new Bitmap(width, height); + var context = bitmap._context; + var renderTexture = PIXI.RenderTexture.create(width, height); + if (stage) { + Graphics._renderer.render(stage, renderTexture); + stage.worldTransform.identity(); + var canvas = null; + if (Graphics.isWebGL()) { + canvas = Graphics._renderer.extract.canvas(renderTexture); + } else { + canvas = renderTexture.baseTexture._canvasRenderTarget.canvas; + } + context.drawImage(canvas, 0, 0); + } else { + + } + renderTexture.destroy({ destroyBase: true }); + bitmap._setDirty(); + return bitmap; +}; + +/** + * Checks whether the bitmap is ready to render. + * + * @method isReady + * @return {Boolean} True if the bitmap is ready to render + */ +Bitmap.prototype.isReady = function() { + return this._loadingState === 'loaded' || this._loadingState === 'none'; +}; + +/** + * Checks whether a loading error has occurred. + * + * @method isError + * @return {Boolean} True if a loading error has occurred + */ +Bitmap.prototype.isError = function() { + return this._loadingState === 'error'; +}; + +/** + * touch the resource + * @method touch + */ +Bitmap.prototype.touch = function() { + if (this.cacheEntry) { + this.cacheEntry.touch(); + } +}; + +/** + * [read-only] The url of the image file. + * + * @property url + * @type String + */ +Object.defineProperty(Bitmap.prototype, 'url', { + get: function() { + return this._url; + }, + configurable: true +}); + +/** + * [read-only] The base texture that holds the image. + * + * @property baseTexture + * @type PIXI.BaseTexture + */ +Object.defineProperty(Bitmap.prototype, 'baseTexture', { + get: function() { + return this._baseTexture; + }, + configurable: true +}); + +/** + * [read-only] The bitmap canvas. + * + * @property canvas + * @type HTMLCanvasElement + */ +Object.defineProperty(Bitmap.prototype, 'canvas', { + get: function() { + return this._canvas; + }, + configurable: true +}); + +/** + * [read-only] The 2d context of the bitmap canvas. + * + * @property context + * @type CanvasRenderingContext2D + */ +Object.defineProperty(Bitmap.prototype, 'context', { + get: function() { + return this._context; + }, + configurable: true +}); + +/** + * [read-only] The width of the bitmap. + * + * @property width + * @type Number + */ +Object.defineProperty(Bitmap.prototype, 'width', { + get: function() { + if(this.isReady()){ + return this._image? this._image.width: this._canvas.width; + } + + return 0; + }, + configurable: true +}); + +/** + * [read-only] The height of the bitmap. + * + * @property height + * @type Number + */ +Object.defineProperty(Bitmap.prototype, 'height', { + get: function() { + if(this.isReady()){ + return this._image? this._image.height: this._canvas.height; + } + + return 0; + }, + configurable: true +}); + +/** + * [read-only] The rectangle of the bitmap. + * + * @property rect + * @type Rectangle + */ +Object.defineProperty(Bitmap.prototype, 'rect', { + get: function() { + return new Rectangle(0, 0, this.width, this.height); + }, + configurable: true +}); + +/** + * Whether the smooth scaling is applied. + * + * @property smooth + * @type Boolean + */ +Object.defineProperty(Bitmap.prototype, 'smooth', { + get: function() { + return this._smooth; + }, + set: function(value) { + if (this._smooth !== value) { + this._smooth = value; + if(this.__baseTexture){ + if (this._smooth) { + this._baseTexture.scaleMode = PIXI.SCALE_MODES.LINEAR; + } else { + this._baseTexture.scaleMode = PIXI.SCALE_MODES.NEAREST; + } + } + } + }, + configurable: true +}); + +/** + * The opacity of the drawing object in the range (0, 255). + * + * @property paintOpacity + * @type Number + */ +Object.defineProperty(Bitmap.prototype, 'paintOpacity', { + get: function() { + return this._paintOpacity; + }, + set: function(value) { + if (this._paintOpacity !== value) { + this._paintOpacity = value; + this._context.globalAlpha = this._paintOpacity / 255; + } + }, + configurable: true +}); + +/** + * Resizes the bitmap. + * + * @method resize + * @param {Number} width The new width of the bitmap + * @param {Number} height The new height of the bitmap + */ +Bitmap.prototype.resize = function(width, height) { + width = Math.max(width || 0, 1); + height = Math.max(height || 0, 1); + this._canvas.width = width; + this._canvas.height = height; + this._baseTexture.width = width; + this._baseTexture.height = height; +}; + +/** + * Performs a block transfer. + * + * @method blt + * @param {Bitmap} source The bitmap to draw + * @param {Number} sx The x coordinate in the source + * @param {Number} sy The y coordinate in the source + * @param {Number} sw The width of the source image + * @param {Number} sh The height of the source image + * @param {Number} dx The x coordinate in the destination + * @param {Number} dy The y coordinate in the destination + * @param {Number} [dw=sw] The width to draw the image in the destination + * @param {Number} [dh=sh] The height to draw the image in the destination + */ +Bitmap.prototype.blt = function(source, sx, sy, sw, sh, dx, dy, dw, dh) { + dw = dw || sw; + dh = dh || sh; + if (sx >= 0 && sy >= 0 && sw > 0 && sh > 0 && dw > 0 && dh > 0 && + sx + sw <= source.width && sy + sh <= source.height) { + this._context.globalCompositeOperation = 'source-over'; + this._context.drawImage(source._canvas, sx, sy, sw, sh, dx, dy, dw, dh); + this._setDirty(); + } +}; + +/** + * Performs a block transfer, using assumption that original image was not modified (no hue) + * + * @method blt + * @param {Bitmap} source The bitmap to draw + * @param {Number} sx The x coordinate in the source + * @param {Number} sy The y coordinate in the source + * @param {Number} sw The width of the source image + * @param {Number} sh The height of the source image + * @param {Number} dx The x coordinate in the destination + * @param {Number} dy The y coordinate in the destination + * @param {Number} [dw=sw] The width to draw the image in the destination + * @param {Number} [dh=sh] The height to draw the image in the destination + */ +Bitmap.prototype.bltImage = function(source, sx, sy, sw, sh, dx, dy, dw, dh) { + dw = dw || sw; + dh = dh || sh; + if (sx >= 0 && sy >= 0 && sw > 0 && sh > 0 && dw > 0 && dh > 0 && + sx + sw <= source.width && sy + sh <= source.height) { + this._context.globalCompositeOperation = 'source-over'; + this._context.drawImage(source._image, sx, sy, sw, sh, dx, dy, dw, dh); + this._setDirty(); + } +}; + +/** + * Returns pixel color at the specified point. + * + * @method getPixel + * @param {Number} x The x coordinate of the pixel in the bitmap + * @param {Number} y The y coordinate of the pixel in the bitmap + * @return {String} The pixel color (hex format) + */ +Bitmap.prototype.getPixel = function(x, y) { + var data = this._context.getImageData(x, y, 1, 1).data; + var result = '#'; + for (var i = 0; i < 3; i++) { + result += data[i].toString(16).padZero(2); + } + return result; +}; + +/** + * Returns alpha pixel value at the specified point. + * + * @method getAlphaPixel + * @param {Number} x The x coordinate of the pixel in the bitmap + * @param {Number} y The y coordinate of the pixel in the bitmap + * @return {String} The alpha value + */ +Bitmap.prototype.getAlphaPixel = function(x, y) { + var data = this._context.getImageData(x, y, 1, 1).data; + return data[3]; +}; + +/** + * Clears the specified rectangle. + * + * @method clearRect + * @param {Number} x The x coordinate for the upper-left corner + * @param {Number} y The y coordinate for the upper-left corner + * @param {Number} width The width of the rectangle to clear + * @param {Number} height The height of the rectangle to clear + */ +Bitmap.prototype.clearRect = function(x, y, width, height) { + this._context.clearRect(x, y, width, height); + this._setDirty(); +}; + +/** + * Clears the entire bitmap. + * + * @method clear + */ +Bitmap.prototype.clear = function() { + this.clearRect(0, 0, this.width, this.height); +}; + +/** + * Fills the specified rectangle. + * + * @method fillRect + * @param {Number} x The x coordinate for the upper-left corner + * @param {Number} y The y coordinate for the upper-left corner + * @param {Number} width The width of the rectangle to fill + * @param {Number} height The height of the rectangle to fill + * @param {String} color The color of the rectangle in CSS format + */ +Bitmap.prototype.fillRect = function(x, y, width, height, color) { + var context = this._context; + context.save(); + context.fillStyle = color; + context.fillRect(x, y, width, height); + context.restore(); + this._setDirty(); +}; + +/** + * Fills the entire bitmap. + * + * @method fillAll + * @param {String} color The color of the rectangle in CSS format + */ +Bitmap.prototype.fillAll = function(color) { + this.fillRect(0, 0, this.width, this.height, color); +}; + +/** + * Draws the rectangle with a gradation. + * + * @method gradientFillRect + * @param {Number} x The x coordinate for the upper-left corner + * @param {Number} y The y coordinate for the upper-left corner + * @param {Number} width The width of the rectangle to fill + * @param {Number} height The height of the rectangle to fill + * @param {String} color1 The gradient starting color + * @param {String} color2 The gradient ending color + * @param {Boolean} vertical Wether the gradient should be draw as vertical or not + */ +Bitmap.prototype.gradientFillRect = function(x, y, width, height, color1, + color2, vertical) { + var context = this._context; + var grad; + if (vertical) { + grad = context.createLinearGradient(x, y, x, y + height); + } else { + grad = context.createLinearGradient(x, y, x + width, y); + } + grad.addColorStop(0, color1); + grad.addColorStop(1, color2); + context.save(); + context.fillStyle = grad; + context.fillRect(x, y, width, height); + context.restore(); + this._setDirty(); +}; + +/** + * Draw a bitmap in the shape of a circle + * + * @method drawCircle + * @param {Number} x The x coordinate based on the circle center + * @param {Number} y The y coordinate based on the circle center + * @param {Number} radius The radius of the circle + * @param {String} color The color of the circle in CSS format + */ +Bitmap.prototype.drawCircle = function(x, y, radius, color) { + var context = this._context; + context.save(); + context.fillStyle = color; + context.beginPath(); + context.arc(x, y, radius, 0, Math.PI * 2, false); + context.fill(); + context.restore(); + this._setDirty(); +}; + +/** + * Draws the outline text to the bitmap. + * + * @method drawText + * @param {String} text The text that will be drawn + * @param {Number} x The x coordinate for the left of the text + * @param {Number} y The y coordinate for the top of the text + * @param {Number} maxWidth The maximum allowed width of the text + * @param {Number} lineHeight The height of the text line + * @param {String} align The alignment of the text + */ +Bitmap.prototype.drawText = function(text, x, y, maxWidth, lineHeight, align) { + // Note: Firefox has a bug with textBaseline: Bug 737852 + // So we use 'alphabetic' here. + if (text !== undefined) { + var tx = x; + var ty = y + lineHeight - (lineHeight - this.fontSize * 0.7) / 2; + var context = this._context; + var alpha = context.globalAlpha; + maxWidth = maxWidth || 0xffffffff; + if (align === 'center') { + tx += maxWidth / 2; + } + if (align === 'right') { + tx += maxWidth; + } + context.save(); + context.font = this._makeFontNameText(); + context.textAlign = align; + context.textBaseline = 'alphabetic'; + context.globalAlpha = 1; + this._drawTextOutline(text, tx, ty, maxWidth); + context.globalAlpha = alpha; + this._drawTextBody(text, tx, ty, maxWidth); + context.restore(); + this._setDirty(); + } +}; + +/** + * Returns the width of the specified text. + * + * @method measureTextWidth + * @param {String} text The text to be measured + * @return {Number} The width of the text in pixels + */ +Bitmap.prototype.measureTextWidth = function(text) { + var context = this._context; + context.save(); + context.font = this._makeFontNameText(); + var width = context.measureText(text).width; + context.restore(); + return width; +}; + +/** + * Changes the color tone of the entire bitmap. + * + * @method adjustTone + * @param {Number} r The red strength in the range (-255, 255) + * @param {Number} g The green strength in the range (-255, 255) + * @param {Number} b The blue strength in the range (-255, 255) + */ +Bitmap.prototype.adjustTone = function(r, g, b) { + if ((r || g || b) && this.width > 0 && this.height > 0) { + var context = this._context; + var imageData = context.getImageData(0, 0, this.width, this.height); + var pixels = imageData.data; + for (var i = 0; i < pixels.length; i += 4) { + pixels[i + 0] += r; + pixels[i + 1] += g; + pixels[i + 2] += b; + } + context.putImageData(imageData, 0, 0); + this._setDirty(); + } +}; + +/** + * Rotates the hue of the entire bitmap. + * + * @method rotateHue + * @param {Number} offset The hue offset in 360 degrees + */ +Bitmap.prototype.rotateHue = function(offset) { + function rgbToHsl(r, g, b) { + var cmin = Math.min(r, g, b); + var cmax = Math.max(r, g, b); + var h = 0; + var s = 0; + var l = (cmin + cmax) / 2; + var delta = cmax - cmin; + + if (delta > 0) { + if (r === cmax) { + h = 60 * (((g - b) / delta + 6) % 6); + } else if (g === cmax) { + h = 60 * ((b - r) / delta + 2); + } else { + h = 60 * ((r - g) / delta + 4); + } + s = delta / (255 - Math.abs(2 * l - 255)); + } + return [h, s, l]; + } + + function hslToRgb(h, s, l) { + var c = (255 - Math.abs(2 * l - 255)) * s; + var x = c * (1 - Math.abs((h / 60) % 2 - 1)); + var m = l - c / 2; + var cm = c + m; + var xm = x + m; + + if (h < 60) { + return [cm, xm, m]; + } else if (h < 120) { + return [xm, cm, m]; + } else if (h < 180) { + return [m, cm, xm]; + } else if (h < 240) { + return [m, xm, cm]; + } else if (h < 300) { + return [xm, m, cm]; + } else { + return [cm, m, xm]; + } + } + + if (offset && this.width > 0 && this.height > 0) { + offset = ((offset % 360) + 360) % 360; + var context = this._context; + var imageData = context.getImageData(0, 0, this.width, this.height); + var pixels = imageData.data; + for (var i = 0; i < pixels.length; i += 4) { + var hsl = rgbToHsl(pixels[i + 0], pixels[i + 1], pixels[i + 2]); + var h = (hsl[0] + offset) % 360; + var s = hsl[1]; + var l = hsl[2]; + var rgb = hslToRgb(h, s, l); + pixels[i + 0] = rgb[0]; + pixels[i + 1] = rgb[1]; + pixels[i + 2] = rgb[2]; + } + context.putImageData(imageData, 0, 0); + this._setDirty(); + } +}; + +/** + * Applies a blur effect to the bitmap. + * + * @method blur + */ +Bitmap.prototype.blur = function() { + for (var i = 0; i < 2; i++) { + var w = this.width; + var h = this.height; + var canvas = this._canvas; + var context = this._context; + var tempCanvas = document.createElement('canvas'); + var tempContext = tempCanvas.getContext('2d'); + tempCanvas.width = w + 2; + tempCanvas.height = h + 2; + tempContext.drawImage(canvas, 0, 0, w, h, 1, 1, w, h); + tempContext.drawImage(canvas, 0, 0, w, 1, 1, 0, w, 1); + tempContext.drawImage(canvas, 0, 0, 1, h, 0, 1, 1, h); + tempContext.drawImage(canvas, 0, h - 1, w, 1, 1, h + 1, w, 1); + tempContext.drawImage(canvas, w - 1, 0, 1, h, w + 1, 1, 1, h); + context.save(); + context.fillStyle = 'black'; + context.fillRect(0, 0, w, h); + context.globalCompositeOperation = 'lighter'; + context.globalAlpha = 1 / 9; + for (var y = 0; y < 3; y++) { + for (var x = 0; x < 3; x++) { + context.drawImage(tempCanvas, x, y, w, h, 0, 0, w, h); + } + } + context.restore(); + } + this._setDirty(); +}; + +/** + * Add a callback function that will be called when the bitmap is loaded. + * + * @method addLoadListener + * @param {Function} listner The callback function + */ +Bitmap.prototype.addLoadListener = function(listner) { + if (!this.isReady()) { + this._loadListeners.push(listner); + } else { + listner(this); + } +}; + +/** + * @method _makeFontNameText + * @private + */ +Bitmap.prototype._makeFontNameText = function() { + return (this.fontItalic ? 'Italic ' : '') + + this.fontSize + 'px ' + this.fontFace; +}; + +/** + * @method _drawTextOutline + * @param {String} text + * @param {Number} tx + * @param {Number} ty + * @param {Number} maxWidth + * @private + */ +Bitmap.prototype._drawTextOutline = function(text, tx, ty, maxWidth) { + var context = this._context; + context.strokeStyle = this.outlineColor; + context.lineWidth = this.outlineWidth; + context.lineJoin = 'round'; + context.strokeText(text, tx, ty, maxWidth); +}; + +/** + * @method _drawTextBody + * @param {String} text + * @param {Number} tx + * @param {Number} ty + * @param {Number} maxWidth + * @private + */ +Bitmap.prototype._drawTextBody = function(text, tx, ty, maxWidth) { + var context = this._context; + context.fillStyle = this.textColor; + context.fillText(text, tx, ty, maxWidth); +}; + +/** + * @method _onLoad + * @private + */ +Bitmap.prototype._onLoad = function() { + this._image.removeEventListener('load', this._loadListener); + this._image.removeEventListener('error', this._errorListener); + + this._renewCanvas(); + + switch(this._loadingState){ + case 'requesting': + this._loadingState = 'requestCompleted'; + if(this._decodeAfterRequest){ + this.decode(); + }else{ + this._loadingState = 'purged'; + this._clearImgInstance(); + } + break; + + case 'decrypting': + window.URL.revokeObjectURL(this._image.src); + this._loadingState = 'decryptCompleted'; + if(this._decodeAfterRequest){ + this.decode(); + }else{ + this._loadingState = 'purged'; + this._clearImgInstance(); + } + break; + } +}; + +Bitmap.prototype.decode = function(){ + switch(this._loadingState){ + case 'requestCompleted': case 'decryptCompleted': + this._loadingState = 'loaded'; + + if(!this.__canvas) this._createBaseTexture(this._image); + this._setDirty(); + this._callLoadListeners(); + break; + + case 'requesting': case 'decrypting': + this._decodeAfterRequest = true; + if (!this._loader) { + this._loader = ResourceHandler.createLoader(this._url, this._requestImage.bind(this, this._url), this._onError.bind(this)); + this._image.removeEventListener('error', this._errorListener); + this._image.addEventListener('error', this._errorListener = this._loader); + } + break; + + case 'pending': case 'purged': case 'error': + this._decodeAfterRequest = true; + this._requestImage(this._url); + break; + } +}; + +/** + * @method _callLoadListeners + * @private + */ +Bitmap.prototype._callLoadListeners = function() { + while (this._loadListeners.length > 0) { + var listener = this._loadListeners.shift(); + listener(this); + } +}; + +/** + * @method _onError + * @private + */ +Bitmap.prototype._onError = function() { + this._image.removeEventListener('load', this._loadListener); + this._image.removeEventListener('error', this._errorListener); + this._loadingState = 'error'; +}; + +/** + * @method _setDirty + * @private + */ +Bitmap.prototype._setDirty = function() { + this._dirty = true; +}; + +/** + * updates texture is bitmap was dirty + * @method checkDirty + */ +Bitmap.prototype.checkDirty = function() { + if (this._dirty) { + this._baseTexture.update(); + this._dirty = false; + } +}; + +Bitmap.request = function(url){ + var bitmap = Object.create(Bitmap.prototype); + bitmap._defer = true; + bitmap.initialize(); + + bitmap._url = url; + bitmap._loadingState = 'pending'; + + return bitmap; +}; + +Bitmap.prototype._requestImage = function(url){ + if(Bitmap._reuseImages.length !== 0){ + this._image = Bitmap._reuseImages.pop(); + }else{ + this._image = new Image(); + } + + if (this._decodeAfterRequest && !this._loader) { + this._loader = ResourceHandler.createLoader(url, this._requestImage.bind(this, url), this._onError.bind(this)); + } + + this._image = new Image(); + this._url = url; + this._loadingState = 'requesting'; + + if(!Decrypter.checkImgIgnore(url) && Decrypter.hasEncryptedImages) { + this._loadingState = 'decrypting'; + Decrypter.decryptImg(url, this); + } else { + this._image.src = url; + + this._image.addEventListener('load', this._loadListener = Bitmap.prototype._onLoad.bind(this)); + this._image.addEventListener('error', this._errorListener = this._loader || Bitmap.prototype._onError.bind(this)); + } +}; + +Bitmap.prototype.isRequestOnly = function(){ + return !(this._decodeAfterRequest || this.isReady()); +}; + +Bitmap.prototype.isRequestReady = function(){ + return this._loadingState !== 'pending' && + this._loadingState !== 'requesting' && + this._loadingState !== 'decrypting'; +}; + +Bitmap.prototype.startRequest = function(){ + if(this._loadingState === 'pending'){ + this._decodeAfterRequest = false; + this._requestImage(this._url); + } +}; + +//----------------------------------------------------------------------------- +/** + * The static class that carries out graphics processing. + * + * @class Graphics + */ +function Graphics() { + throw new Error('This is a static class'); +} + +Graphics._cssFontLoading = document.fonts && document.fonts.ready; +Graphics._fontLoaded = null; +Graphics._videoVolume = 1; + +/** + * Initializes the graphics system. + * + * @static + * @method initialize + * @param {Number} width The width of the game screen + * @param {Number} height The height of the game screen + * @param {String} type The type of the renderer. + * 'canvas', 'webgl', or 'auto'. + */ +Graphics.initialize = function(width, height, type) { + this._width = width || 800; + this._height = height || 600; + this._rendererType = type || 'auto'; + this._boxWidth = this._width; + this._boxHeight = this._height; + + this._scale = 1; + this._realScale = 1; + + this._errorShowed = false; + this._errorPrinter = null; + this._canvas = null; + this._video = null; + this._videoUnlocked = false; + this._videoLoading = false; + this._upperCanvas = null; + this._renderer = null; + this._fpsMeter = null; + this._modeBox = null; + this._skipCount = 0; + this._maxSkip = 3; + this._rendered = false; + this._loadingImage = null; + this._loadingCount = 0; + this._fpsMeterToggled = false; + this._stretchEnabled = this._defaultStretchMode(); + + this._canUseDifferenceBlend = false; + this._canUseSaturationBlend = false; + this._hiddenCanvas = null; + + this._testCanvasBlendModes(); + this._modifyExistingElements(); + this._updateRealScale(); + this._createAllElements(); + this._disableTextSelection(); + this._disableContextMenu(); + this._setupEventHandlers(); + this._setupCssFontLoading(); +}; + + +Graphics._setupCssFontLoading = function(){ + if(Graphics._cssFontLoading){ + document.fonts.ready.then(function(fonts){ + Graphics._fontLoaded = fonts; + }).catch(function(error){ + SceneManager.onError(error); + }); + } +}; + +Graphics.canUseCssFontLoading = function(){ + return !!this._cssFontLoading; +}; + +/** + * The total frame count of the game screen. + * + * @static + * @property frameCount + * @type Number + */ +Graphics.frameCount = 0; + +/** + * The alias of PIXI.blendModes.NORMAL. + * + * @static + * @property BLEND_NORMAL + * @type Number + * @final + */ +Graphics.BLEND_NORMAL = 0; + +/** + * The alias of PIXI.blendModes.ADD. + * + * @static + * @property BLEND_ADD + * @type Number + * @final + */ +Graphics.BLEND_ADD = 1; + +/** + * The alias of PIXI.blendModes.MULTIPLY. + * + * @static + * @property BLEND_MULTIPLY + * @type Number + * @final + */ +Graphics.BLEND_MULTIPLY = 2; + +/** + * The alias of PIXI.blendModes.SCREEN. + * + * @static + * @property BLEND_SCREEN + * @type Number + * @final + */ +Graphics.BLEND_SCREEN = 3; + +/** + * Marks the beginning of each frame for FPSMeter. + * + * @static + * @method tickStart + */ +Graphics.tickStart = function() { + if (this._fpsMeter) { + this._fpsMeter.tickStart(); + } +}; + +/** + * Marks the end of each frame for FPSMeter. + * + * @static + * @method tickEnd + */ +Graphics.tickEnd = function() { + if (this._fpsMeter && this._rendered) { + this._fpsMeter.tick(); + } +}; + +/** + * Renders the stage to the game screen. + * + * @static + * @method render + * @param {Stage} stage The stage object to be rendered + */ +Graphics.render = function(stage) { + if (this._skipCount <= 0) { + var startTime = Date.now(); + if (stage) { + this._renderer.render(stage); + if (this._renderer.gl && this._renderer.gl.flush) { + this._renderer.gl.flush(); + } + } + var endTime = Date.now(); + var elapsed = endTime - startTime; + this._skipCount = Math.min(Math.floor(elapsed / 15), this._maxSkip); + this._rendered = true; + } else { + this._skipCount--; + this._rendered = false; + } + this.frameCount++; +}; + +/** + * Checks whether the renderer type is WebGL. + * + * @static + * @method isWebGL + * @return {Boolean} True if the renderer type is WebGL + */ +Graphics.isWebGL = function() { + return this._renderer && this._renderer.type === PIXI.RENDERER_TYPE.WEBGL; +}; + +/** + * Checks whether the current browser supports WebGL. + * + * @static + * @method hasWebGL + * @return {Boolean} True if the current browser supports WebGL. + */ +Graphics.hasWebGL = function() { + try { + var canvas = document.createElement('canvas'); + return !!(canvas.getContext('webgl') || canvas.getContext('experimental-webgl')); + } catch (e) { + return false; + } +}; + +/** + * Checks whether the canvas blend mode 'difference' is supported. + * + * @static + * @method canUseDifferenceBlend + * @return {Boolean} True if the canvas blend mode 'difference' is supported + */ +Graphics.canUseDifferenceBlend = function() { + return this._canUseDifferenceBlend; +}; + +/** + * Checks whether the canvas blend mode 'saturation' is supported. + * + * @static + * @method canUseSaturationBlend + * @return {Boolean} True if the canvas blend mode 'saturation' is supported + */ +Graphics.canUseSaturationBlend = function() { + return this._canUseSaturationBlend; +}; + +/** + * Sets the source of the "Now Loading" image. + * + * @static + * @method setLoadingImage + */ +Graphics.setLoadingImage = function(src) { + this._loadingImage = new Image(); + this._loadingImage.src = src; +}; + +/** + * Initializes the counter for displaying the "Now Loading" image. + * + * @static + * @method startLoading + */ +Graphics.startLoading = function() { + this._loadingCount = 0; +}; + +/** + * Increments the loading counter and displays the "Now Loading" image if necessary. + * + * @static + * @method updateLoading + */ +Graphics.updateLoading = function() { + this._loadingCount++; + this._paintUpperCanvas(); + this._upperCanvas.style.opacity = 1; +}; + +/** + * Erases the "Now Loading" image. + * + * @static + * @method endLoading + */ +Graphics.endLoading = function() { + this._clearUpperCanvas(); + this._upperCanvas.style.opacity = 0; +}; + +/** + * Displays the loading error text to the screen. + * + * @static + * @method printLoadingError + * @param {String} url The url of the resource failed to load + */ +Graphics.printLoadingError = function(url) { + if (this._errorPrinter && !this._errorShowed) { + this._errorPrinter.innerHTML = this._makeErrorHtml('Loading Error', 'Failed to load: ' + url); + var button = document.createElement('button'); + button.innerHTML = 'Retry'; + button.style.fontSize = '24px'; + button.style.color = '#ffffff'; + button.style.backgroundColor = '#000000'; + button.onmousedown = button.ontouchstart = function(event) { + ResourceHandler.retry(); + event.stopPropagation(); + }; + this._errorPrinter.appendChild(button); + this._loadingCount = -Infinity; + } +}; + +/** + * Erases the loading error text. + * + * @static + * @method eraseLoadingError + */ +Graphics.eraseLoadingError = function() { + if (this._errorPrinter && !this._errorShowed) { + this._errorPrinter.innerHTML = ''; + this.startLoading(); + } +}; + +/** + * Displays the error text to the screen. + * + * @static + * @method printError + * @param {String} name The name of the error + * @param {String} message The message of the error + */ +Graphics.printError = function(name, message) { + this._errorShowed = true; + if (this._errorPrinter) { + this._errorPrinter.innerHTML = this._makeErrorHtml(name, message); + } + this._applyCanvasFilter(); + this._clearUpperCanvas(); +}; + +/** + * Shows the FPSMeter element. + * + * @static + * @method showFps + */ +Graphics.showFps = function() { + if (this._fpsMeter) { + this._fpsMeter.show(); + this._modeBox.style.opacity = 1; + } +}; + +/** + * Hides the FPSMeter element. + * + * @static + * @method hideFps + */ +Graphics.hideFps = function() { + if (this._fpsMeter) { + this._fpsMeter.hide(); + this._modeBox.style.opacity = 0; + } +}; + +/** + * Loads a font file. + * + * @static + * @method loadFont + * @param {String} name The face name of the font + * @param {String} url The url of the font file + */ +Graphics.loadFont = function(name, url) { + var style = document.createElement('style'); + var head = document.getElementsByTagName('head'); + var rule = '@font-face { font-family: "' + name + '"; src: url("' + url + '"); }'; + style.type = 'text/css'; + head.item(0).appendChild(style); + style.sheet.insertRule(rule, 0); + this._createFontLoader(name); +}; + +/** + * Checks whether the font file is loaded. + * + * @static + * @method isFontLoaded + * @param {String} name The face name of the font + * @return {Boolean} True if the font file is loaded + */ +Graphics.isFontLoaded = function(name) { + if (Graphics._cssFontLoading) { + if(Graphics._fontLoaded){ + return Graphics._fontLoaded.check('10px "'+name+'"'); + } + + return false; + } else { + if (!this._hiddenCanvas) { + this._hiddenCanvas = document.createElement('canvas'); + } + var context = this._hiddenCanvas.getContext('2d'); + var text = 'abcdefghijklmnopqrstuvwxyz'; + var width1, width2; + context.font = '40px ' + name + ', sans-serif'; + width1 = context.measureText(text).width; + context.font = '40px sans-serif'; + width2 = context.measureText(text).width; + return width1 !== width2; + } +}; + +/** + * Starts playback of a video. + * + * @static + * @method playVideo + * @param {String} src + */ +Graphics.playVideo = function(src) { + this._videoLoader = ResourceHandler.createLoader(null, this._playVideo.bind(this, src), this._onVideoError.bind(this)); + this._playVideo(src); +}; + +/** + * @static + * @method _playVideo + * @param {String} src + * @private + */ +Graphics._playVideo = function(src) { + this._video.src = src; + this._video.onloadeddata = this._onVideoLoad.bind(this); + this._video.onerror = this._videoLoader; + this._video.onended = this._onVideoEnd.bind(this); + this._video.load(); + this._videoLoading = true; +}; + +/** + * Checks whether the video is playing. + * + * @static + * @method isVideoPlaying + * @return {Boolean} True if the video is playing + */ +Graphics.isVideoPlaying = function() { + return this._videoLoading || this._isVideoVisible(); +}; + +/** + * Checks whether the browser can play the specified video type. + * + * @static + * @method canPlayVideoType + * @param {String} type The video type to test support for + * @return {Boolean} True if the browser can play the specified video type + */ +Graphics.canPlayVideoType = function(type) { + return this._video && this._video.canPlayType(type); +}; + +/** + * Sets volume of a video. + * + * @static + * @method setVideoVolume + * @param {Number} value + */ +Graphics.setVideoVolume = function(value) { + this._videoVolume = value; + if (this._video) { + this._video.volume = this._videoVolume; + } +}; + +/** + * Converts an x coordinate on the page to the corresponding + * x coordinate on the canvas area. + * + * @static + * @method pageToCanvasX + * @param {Number} x The x coordinate on the page to be converted + * @return {Number} The x coordinate on the canvas area + */ +Graphics.pageToCanvasX = function(x) { + if (this._canvas) { + var left = this._canvas.offsetLeft; + return Math.round((x - left) / this._realScale); + } else { + return 0; + } +}; + +/** + * Converts a y coordinate on the page to the corresponding + * y coordinate on the canvas area. + * + * @static + * @method pageToCanvasY + * @param {Number} y The y coordinate on the page to be converted + * @return {Number} The y coordinate on the canvas area + */ +Graphics.pageToCanvasY = function(y) { + if (this._canvas) { + var top = this._canvas.offsetTop; + return Math.round((y - top) / this._realScale); + } else { + return 0; + } +}; + +/** + * Checks whether the specified point is inside the game canvas area. + * + * @static + * @method isInsideCanvas + * @param {Number} x The x coordinate on the canvas area + * @param {Number} y The y coordinate on the canvas area + * @return {Boolean} True if the specified point is inside the game canvas area + */ +Graphics.isInsideCanvas = function(x, y) { + return (x >= 0 && x < this._width && y >= 0 && y < this._height); +}; + +/** + * Calls pixi.js garbage collector + */ +Graphics.callGC = function() { + if (Graphics.isWebGL()) { + Graphics._renderer.textureGC.run(); + } +}; + + +/** + * The width of the game screen. + * + * @static + * @property width + * @type Number + */ +Object.defineProperty(Graphics, 'width', { + get: function() { + return this._width; + }, + set: function(value) { + if (this._width !== value) { + this._width = value; + this._updateAllElements(); + } + }, + configurable: true +}); + +/** + * The height of the game screen. + * + * @static + * @property height + * @type Number + */ +Object.defineProperty(Graphics, 'height', { + get: function() { + return this._height; + }, + set: function(value) { + if (this._height !== value) { + this._height = value; + this._updateAllElements(); + } + }, + configurable: true +}); + +/** + * The width of the window display area. + * + * @static + * @property boxWidth + * @type Number + */ +Object.defineProperty(Graphics, 'boxWidth', { + get: function() { + return this._boxWidth; + }, + set: function(value) { + this._boxWidth = value; + }, + configurable: true +}); + +/** + * The height of the window display area. + * + * @static + * @property boxHeight + * @type Number + */ +Object.defineProperty(Graphics, 'boxHeight', { + get: function() { + return this._boxHeight; + }, + set: function(value) { + this._boxHeight = value; + }, + configurable: true +}); + +/** + * The zoom scale of the game screen. + * + * @static + * @property scale + * @type Number + */ +Object.defineProperty(Graphics, 'scale', { + get: function() { + return this._scale; + }, + set: function(value) { + if (this._scale !== value) { + this._scale = value; + this._updateAllElements(); + } + }, + configurable: true +}); + +/** + * @static + * @method _createAllElements + * @private + */ +Graphics._createAllElements = function() { + this._createErrorPrinter(); + this._createCanvas(); + this._createVideo(); + this._createUpperCanvas(); + this._createRenderer(); + this._createFPSMeter(); + this._createModeBox(); + this._createGameFontLoader(); +}; + +/** + * @static + * @method _updateAllElements + * @private + */ +Graphics._updateAllElements = function() { + this._updateRealScale(); + this._updateErrorPrinter(); + this._updateCanvas(); + this._updateVideo(); + this._updateUpperCanvas(); + this._updateRenderer(); + this._paintUpperCanvas(); +}; + +/** + * @static + * @method _updateRealScale + * @private + */ +Graphics._updateRealScale = function() { + if (this._stretchEnabled) { + var h = window.innerWidth / this._width; + var v = window.innerHeight / this._height; + if (h >= 1 && h - 0.01 <= 1) h = 1; + if (v >= 1 && v - 0.01 <= 1) v = 1; + this._realScale = Math.min(h, v); + } else { + this._realScale = this._scale; + } +}; + +/** + * @static + * @method _makeErrorHtml + * @param {String} name + * @param {String} message + * @return {String} + * @private + */ +Graphics._makeErrorHtml = function(name, message) { + return ('' + name + '
' + + '' + message + '
'); +}; + +/** + * @static + * @method _defaultStretchMode + * @private + */ +Graphics._defaultStretchMode = function() { + return Utils.isNwjs() || Utils.isMobileDevice(); +}; + +/** + * @static + * @method _testCanvasBlendModes + * @private + */ +Graphics._testCanvasBlendModes = function() { + var canvas, context, imageData1, imageData2; + canvas = document.createElement('canvas'); + canvas.width = 1; + canvas.height = 1; + context = canvas.getContext('2d'); + context.globalCompositeOperation = 'source-over'; + context.fillStyle = 'white'; + context.fillRect(0, 0, 1, 1); + context.globalCompositeOperation = 'difference'; + context.fillStyle = 'white'; + context.fillRect(0, 0, 1, 1); + imageData1 = context.getImageData(0, 0, 1, 1); + context.globalCompositeOperation = 'source-over'; + context.fillStyle = 'black'; + context.fillRect(0, 0, 1, 1); + context.globalCompositeOperation = 'saturation'; + context.fillStyle = 'white'; + context.fillRect(0, 0, 1, 1); + imageData2 = context.getImageData(0, 0, 1, 1); + this._canUseDifferenceBlend = imageData1.data[0] === 0; + this._canUseSaturationBlend = imageData2.data[0] === 0; +}; + +/** + * @static + * @method _modifyExistingElements + * @private + */ +Graphics._modifyExistingElements = function() { + var elements = document.getElementsByTagName('*'); + for (var i = 0; i < elements.length; i++) { + if (elements[i].style.zIndex > 0) { + elements[i].style.zIndex = 0; + } + } +}; + +/** + * @static + * @method _createErrorPrinter + * @private + */ +Graphics._createErrorPrinter = function() { + this._errorPrinter = document.createElement('p'); + this._errorPrinter.id = 'ErrorPrinter'; + this._updateErrorPrinter(); + document.body.appendChild(this._errorPrinter); +}; + +/** + * @static + * @method _updateErrorPrinter + * @private + */ +Graphics._updateErrorPrinter = function() { + this._errorPrinter.width = this._width * 0.9; + this._errorPrinter.height = 40; + this._errorPrinter.style.textAlign = 'center'; + this._errorPrinter.style.textShadow = '1px 1px 3px #000'; + this._errorPrinter.style.fontSize = '20px'; + this._errorPrinter.style.zIndex = 99; + this._centerElement(this._errorPrinter); +}; + +/** + * @static + * @method _createCanvas + * @private + */ +Graphics._createCanvas = function() { + this._canvas = document.createElement('canvas'); + this._canvas.id = 'GameCanvas'; + this._updateCanvas(); + document.body.appendChild(this._canvas); +}; + +/** + * @static + * @method _updateCanvas + * @private + */ +Graphics._updateCanvas = function() { + this._canvas.width = this._width; + this._canvas.height = this._height; + this._canvas.style.zIndex = 1; + this._centerElement(this._canvas); +}; + +/** + * @static + * @method _createVideo + * @private + */ +Graphics._createVideo = function() { + this._video = document.createElement('video'); + this._video.id = 'GameVideo'; + this._video.style.opacity = 0; + this._video.setAttribute('playsinline', ''); + this._video.volume = this._videoVolume; + this._updateVideo(); + makeVideoPlayableInline(this._video); + document.body.appendChild(this._video); +}; + +/** + * @static + * @method _updateVideo + * @private + */ +Graphics._updateVideo = function() { + this._video.width = this._width; + this._video.height = this._height; + this._video.style.zIndex = 2; + this._centerElement(this._video); +}; + +/** + * @static + * @method _createUpperCanvas + * @private + */ +Graphics._createUpperCanvas = function() { + this._upperCanvas = document.createElement('canvas'); + this._upperCanvas.id = 'UpperCanvas'; + this._updateUpperCanvas(); + document.body.appendChild(this._upperCanvas); +}; + +/** + * @static + * @method _updateUpperCanvas + * @private + */ +Graphics._updateUpperCanvas = function() { + this._upperCanvas.width = this._width; + this._upperCanvas.height = this._height; + this._upperCanvas.style.zIndex = 3; + this._centerElement(this._upperCanvas); +}; + +/** + * @static + * @method _clearUpperCanvas + * @private + */ +Graphics._clearUpperCanvas = function() { + var context = this._upperCanvas.getContext('2d'); + context.clearRect(0, 0, this._width, this._height); +}; + +/** + * @static + * @method _paintUpperCanvas + * @private + */ +Graphics._paintUpperCanvas = function() { + this._clearUpperCanvas(); + if (this._loadingImage && this._loadingCount >= 20) { + var context = this._upperCanvas.getContext('2d'); + var dx = (this._width - this._loadingImage.width) / 2; + var dy = (this._height - this._loadingImage.height) / 2; + var alpha = ((this._loadingCount - 20) / 30).clamp(0, 1); + context.save(); + context.globalAlpha = alpha; + context.drawImage(this._loadingImage, dx, dy); + context.restore(); + } +}; + +/** + * @static + * @method _createRenderer + * @private + */ +Graphics._createRenderer = function() { + PIXI.dontSayHello = true; + var width = this._width; + var height = this._height; + var options = { view: this._canvas }; + try { + switch (this._rendererType) { + case 'canvas': + this._renderer = new PIXI.CanvasRenderer(width, height, options); + break; + case 'webgl': + this._renderer = new PIXI.WebGLRenderer(width, height, options); + break; + default: + this._renderer = PIXI.autoDetectRenderer(width, height, options); + break; + } + + if(this._renderer && this._renderer.textureGC) + this._renderer.textureGC.maxIdle = 1; + + } catch (e) { + this._renderer = null; + } +}; + +/** + * @static + * @method _updateRenderer + * @private + */ +Graphics._updateRenderer = function() { + if (this._renderer) { + this._renderer.resize(this._width, this._height); + } +}; + +/** + * @static + * @method _createFPSMeter + * @private + */ +Graphics._createFPSMeter = function() { + var options = { graph: 1, decimals: 0, theme: 'transparent', toggleOn: null }; + this._fpsMeter = new FPSMeter(options); + this._fpsMeter.hide(); +}; + +/** + * @static + * @method _createModeBox + * @private + */ +Graphics._createModeBox = function() { + var box = document.createElement('div'); + box.id = 'modeTextBack'; + box.style.position = 'absolute'; + box.style.left = '5px'; + box.style.top = '5px'; + box.style.width = '119px'; + box.style.height = '58px'; + box.style.background = 'rgba(0,0,0,0.2)'; + box.style.zIndex = 9; + box.style.opacity = 0; + + var text = document.createElement('div'); + text.id = 'modeText'; + text.style.position = 'absolute'; + text.style.left = '0px'; + text.style.top = '41px'; + text.style.width = '119px'; + text.style.fontSize = '12px'; + text.style.fontFamily = 'monospace'; + text.style.color = 'white'; + text.style.textAlign = 'center'; + text.style.textShadow = '1px 1px 0 rgba(0,0,0,0.5)'; + text.innerHTML = this.isWebGL() ? 'WebGL mode' : 'Canvas mode'; + + document.body.appendChild(box); + box.appendChild(text); + + this._modeBox = box; +}; + +/** + * @static + * @method _createGameFontLoader + * @private + */ +Graphics._createGameFontLoader = function() { + this._createFontLoader('GameFont'); +}; + +/** + * @static + * @method _createFontLoader + * @param {String} name + * @private + */ +Graphics._createFontLoader = function(name) { + var div = document.createElement('div'); + var text = document.createTextNode('.'); + div.style.fontFamily = name; + div.style.fontSize = '0px'; + div.style.color = 'transparent'; + div.style.position = 'absolute'; + div.style.margin = 'auto'; + div.style.top = '0px'; + div.style.left = '0px'; + div.style.width = '1px'; + div.style.height = '1px'; + div.appendChild(text); + document.body.appendChild(div); +}; + +/** + * @static + * @method _centerElement + * @param {HTMLElement} element + * @private + */ +Graphics._centerElement = function(element) { + var width = element.width * this._realScale; + var height = element.height * this._realScale; + element.style.position = 'absolute'; + element.style.margin = 'auto'; + element.style.top = 0; + element.style.left = 0; + element.style.right = 0; + element.style.bottom = 0; + element.style.width = width + 'px'; + element.style.height = height + 'px'; +}; + +/** + * @static + * @method _disableTextSelection + * @private + */ +Graphics._disableTextSelection = function() { + var body = document.body; + body.style.userSelect = 'none'; + body.style.webkitUserSelect = 'none'; + body.style.msUserSelect = 'none'; + body.style.mozUserSelect = 'none'; +}; + +/** + * @static + * @method _disableContextMenu + * @private + */ +Graphics._disableContextMenu = function() { + var elements = document.body.getElementsByTagName('*'); + var oncontextmenu = function() { return false; }; + for (var i = 0; i < elements.length; i++) { + elements[i].oncontextmenu = oncontextmenu; + } +}; + +/** + * @static + * @method _applyCanvasFilter + * @private + */ +Graphics._applyCanvasFilter = function() { + if (this._canvas) { + this._canvas.style.opacity = 0.5; + this._canvas.style.filter = 'blur(8px)'; + this._canvas.style.webkitFilter = 'blur(8px)'; + } +}; + +/** + * @static + * @method _onVideoLoad + * @private + */ +Graphics._onVideoLoad = function() { + this._video.play(); + this._updateVisibility(true); + this._videoLoading = false; +}; + +/** + * @static + * @method _onVideoError + * @private + */ +Graphics._onVideoError = function() { + this._updateVisibility(false); + this._videoLoading = false; +}; + +/** + * @static + * @method _onVideoEnd + * @private + */ +Graphics._onVideoEnd = function() { + this._updateVisibility(false); +}; + +/** + * @static + * @method _updateVisibility + * @param {Boolean} videoVisible + * @private + */ +Graphics._updateVisibility = function(videoVisible) { + this._video.style.opacity = videoVisible ? 1 : 0; + this._canvas.style.opacity = videoVisible ? 0 : 1; +}; + +/** + * @static + * @method _isVideoVisible + * @return {Boolean} + * @private + */ +Graphics._isVideoVisible = function() { + return this._video.style.opacity > 0; +}; + +/** + * @static + * @method _setupEventHandlers + * @private + */ +Graphics._setupEventHandlers = function() { + window.addEventListener('resize', this._onWindowResize.bind(this)); + document.addEventListener('keydown', this._onKeyDown.bind(this)); + document.addEventListener('keydown', this._onTouchEnd.bind(this)); + document.addEventListener('mousedown', this._onTouchEnd.bind(this)); + document.addEventListener('touchend', this._onTouchEnd.bind(this)); +}; + +/** + * @static + * @method _onWindowResize + * @private + */ +Graphics._onWindowResize = function() { + this._updateAllElements(); +}; + +/** + * @static + * @method _onKeyDown + * @param {KeyboardEvent} event + * @private + */ +Graphics._onKeyDown = function(event) { + if (!event.ctrlKey && !event.altKey) { + switch (event.keyCode) { + case 113: // F2 + event.preventDefault(); + this._switchFPSMeter(); + break; + case 114: // F3 + event.preventDefault(); + this._switchStretchMode(); + break; + case 115: // F4 + event.preventDefault(); + this._switchFullScreen(); + break; + } + } +}; + +/** + * @static + * @method _onTouchEnd + * @param {TouchEvent} event + * @private + */ +Graphics._onTouchEnd = function(event) { + if (!this._videoUnlocked) { + this._video.play(); + this._videoUnlocked = true; + } + if (this._isVideoVisible() && this._video.paused) { + this._video.play(); + } +}; + +/** + * @static + * @method _switchFPSMeter + * @private + */ +Graphics._switchFPSMeter = function() { + if (this._fpsMeter.isPaused) { + this.showFps(); + this._fpsMeter.showFps(); + this._fpsMeterToggled = false; + } else if (!this._fpsMeterToggled) { + this._fpsMeter.showDuration(); + this._fpsMeterToggled = true; + } else { + this.hideFps(); + } +}; + +/** + * @static + * @method _switchStretchMode + * @return {Boolean} + * @private + */ +Graphics._switchStretchMode = function() { + this._stretchEnabled = !this._stretchEnabled; + this._updateAllElements(); +}; + +/** + * @static + * @method _switchFullScreen + * @private + */ +Graphics._switchFullScreen = function() { + if (this._isFullScreen()) { + this._requestFullScreen(); + } else { + this._cancelFullScreen(); + } +}; + +/** + * @static + * @method _isFullScreen + * @return {Boolean} + * @private + */ +Graphics._isFullScreen = function() { + return ((document.fullScreenElement && document.fullScreenElement !== null) || + (!document.mozFullScreen && !document.webkitFullscreenElement && + !document.msFullscreenElement)); +}; + +/** + * @static + * @method _requestFullScreen + * @private + */ +Graphics._requestFullScreen = function() { + var element = document.body; + if (element.requestFullScreen) { + element.requestFullScreen(); + } else if (element.mozRequestFullScreen) { + element.mozRequestFullScreen(); + } else if (element.webkitRequestFullScreen) { + element.webkitRequestFullScreen(Element.ALLOW_KEYBOARD_INPUT); + } else if (element.msRequestFullscreen) { + element.msRequestFullscreen(); + } +}; + +/** + * @static + * @method _cancelFullScreen + * @private + */ +Graphics._cancelFullScreen = function() { + if (document.cancelFullScreen) { + document.cancelFullScreen(); + } else if (document.mozCancelFullScreen) { + document.mozCancelFullScreen(); + } else if (document.webkitCancelFullScreen) { + document.webkitCancelFullScreen(); + } else if (document.msExitFullscreen) { + document.msExitFullscreen(); + } +}; + +//----------------------------------------------------------------------------- +/** + * The static class that handles input data from the keyboard and gamepads. + * + * @class Input + */ +function Input() { + throw new Error('This is a static class'); +} + +/** + * Initializes the input system. + * + * @static + * @method initialize + */ +Input.initialize = function() { + this.clear(); + this._wrapNwjsAlert(); + this._setupEventHandlers(); +}; + +/** + * The wait time of the key repeat in frames. + * + * @static + * @property keyRepeatWait + * @type Number + */ +Input.keyRepeatWait = 24; + +/** + * The interval of the key repeat in frames. + * + * @static + * @property keyRepeatInterval + * @type Number + */ +Input.keyRepeatInterval = 6; + +/** + * A hash table to convert from a virtual key code to a mapped key name. + * + * @static + * @property keyMapper + * @type Object + */ +Input.keyMapper = { + 9: 'tab', // tab + 13: 'ok', // enter + 16: 'shift', // shift + 17: 'control', // control + 18: 'control', // alt + 27: 'escape', // escape + 32: 'ok', // space + 33: 'pageup', // pageup + 34: 'pagedown', // pagedown + 37: 'left', // left arrow + 38: 'up', // up arrow + 39: 'right', // right arrow + 40: 'down', // down arrow + 45: 'escape', // insert + 81: 'pageup', // Q + 87: 'pagedown', // W + 88: 'escape', // X + 90: 'ok', // Z + 96: 'escape', // numpad 0 + 98: 'down', // numpad 2 + 100: 'left', // numpad 4 + 102: 'right', // numpad 6 + 104: 'up', // numpad 8 + 120: 'debug' // F9 +}; + +/** + * A hash table to convert from a gamepad button to a mapped key name. + * + * @static + * @property gamepadMapper + * @type Object + */ +Input.gamepadMapper = { + 0: 'ok', // A + 1: 'cancel', // B + 2: 'shift', // X + 3: 'menu', // Y + 4: 'pageup', // LB + 5: 'pagedown', // RB + 12: 'up', // D-pad up + 13: 'down', // D-pad down + 14: 'left', // D-pad left + 15: 'right', // D-pad right +}; + +/** + * Clears all the input data. + * + * @static + * @method clear + */ +Input.clear = function() { + this._currentState = {}; + this._previousState = {}; + this._gamepadStates = []; + this._latestButton = null; + this._pressedTime = 0; + this._dir4 = 0; + this._dir8 = 0; + this._preferredAxis = ''; + this._date = 0; +}; + +/** + * Updates the input data. + * + * @static + * @method update + */ +Input.update = function() { + this._pollGamepads(); + if (this._currentState[this._latestButton]) { + this._pressedTime++; + } else { + this._latestButton = null; + } + for (var name in this._currentState) { + if (this._currentState[name] && !this._previousState[name]) { + this._latestButton = name; + this._pressedTime = 0; + this._date = Date.now(); + } + this._previousState[name] = this._currentState[name]; + } + this._updateDirection(); +}; + +/** + * Checks whether a key is currently pressed down. + * + * @static + * @method isPressed + * @param {String} keyName The mapped name of the key + * @return {Boolean} True if the key is pressed + */ +Input.isPressed = function(keyName) { + if (this._isEscapeCompatible(keyName) && this.isPressed('escape')) { + return true; + } else { + return !!this._currentState[keyName]; + } +}; + +/** + * Checks whether a key is just pressed. + * + * @static + * @method isTriggered + * @param {String} keyName The mapped name of the key + * @return {Boolean} True if the key is triggered + */ +Input.isTriggered = function(keyName) { + if (this._isEscapeCompatible(keyName) && this.isTriggered('escape')) { + return true; + } else { + return this._latestButton === keyName && this._pressedTime === 0; + } +}; + +/** + * Checks whether a key is just pressed or a key repeat occurred. + * + * @static + * @method isRepeated + * @param {String} keyName The mapped name of the key + * @return {Boolean} True if the key is repeated + */ +Input.isRepeated = function(keyName) { + if (this._isEscapeCompatible(keyName) && this.isRepeated('escape')) { + return true; + } else { + return (this._latestButton === keyName && + (this._pressedTime === 0 || + (this._pressedTime >= this.keyRepeatWait && + this._pressedTime % this.keyRepeatInterval === 0))); + } +}; + +/** + * Checks whether a key is kept depressed. + * + * @static + * @method isLongPressed + * @param {String} keyName The mapped name of the key + * @return {Boolean} True if the key is long-pressed + */ +Input.isLongPressed = function(keyName) { + if (this._isEscapeCompatible(keyName) && this.isLongPressed('escape')) { + return true; + } else { + return (this._latestButton === keyName && + this._pressedTime >= this.keyRepeatWait); + } +}; + +/** + * [read-only] The four direction value as a number of the numpad, or 0 for neutral. + * + * @static + * @property dir4 + * @type Number + */ +Object.defineProperty(Input, 'dir4', { + get: function() { + return this._dir4; + }, + configurable: true +}); + +/** + * [read-only] The eight direction value as a number of the numpad, or 0 for neutral. + * + * @static + * @property dir8 + * @type Number + */ +Object.defineProperty(Input, 'dir8', { + get: function() { + return this._dir8; + }, + configurable: true +}); + +/** + * [read-only] The time of the last input in milliseconds. + * + * @static + * @property date + * @type Number + */ +Object.defineProperty(Input, 'date', { + get: function() { + return this._date; + }, + configurable: true +}); + +/** + * @static + * @method _wrapNwjsAlert + * @private + */ +Input._wrapNwjsAlert = function() { + if (Utils.isNwjs()) { + var _alert = window.alert; + window.alert = function() { + var gui = require('nw.gui'); + var win = gui.Window.get(); + _alert.apply(this, arguments); + win.focus(); + Input.clear(); + }; + } +}; + +/** + * @static + * @method _setupEventHandlers + * @private + */ +Input._setupEventHandlers = function() { + document.addEventListener('keydown', this._onKeyDown.bind(this)); + document.addEventListener('keyup', this._onKeyUp.bind(this)); + window.addEventListener('blur', this._onLostFocus.bind(this)); +}; + +/** + * @static + * @method _onKeyDown + * @param {KeyboardEvent} event + * @private + */ +Input._onKeyDown = function(event) { + if (this._shouldPreventDefault(event.keyCode)) { + event.preventDefault(); + } + if (event.keyCode === 144) { // Numlock + this.clear(); + } + var buttonName = this.keyMapper[event.keyCode]; + if (ResourceHandler.exists() && buttonName === 'ok') { + ResourceHandler.retry(); + } else if (buttonName) { + this._currentState[buttonName] = true; + } +}; + +/** + * @static + * @method _shouldPreventDefault + * @param {Number} keyCode + * @private + */ +Input._shouldPreventDefault = function(keyCode) { + switch (keyCode) { + case 8: // backspace + case 33: // pageup + case 34: // pagedown + case 37: // left arrow + case 38: // up arrow + case 39: // right arrow + case 40: // down arrow + return true; + } + return false; +}; + +/** + * @static + * @method _onKeyUp + * @param {KeyboardEvent} event + * @private + */ +Input._onKeyUp = function(event) { + var buttonName = this.keyMapper[event.keyCode]; + if (buttonName) { + this._currentState[buttonName] = false; + } + if (event.keyCode === 0) { // For QtWebEngine on OS X + this.clear(); + } +}; + +/** + * @static + * @method _onLostFocus + * @private + */ +Input._onLostFocus = function() { + this.clear(); +}; + +/** + * @static + * @method _pollGamepads + * @private + */ +Input._pollGamepads = function() { + if (navigator.getGamepads) { + var gamepads = navigator.getGamepads(); + if (gamepads) { + for (var i = 0; i < gamepads.length; i++) { + var gamepad = gamepads[i]; + if (gamepad && gamepad.connected) { + this._updateGamepadState(gamepad); + } + } + } + } +}; + +/** + * @static + * @method _updateGamepadState + * @param {Gamepad} gamepad + * @param {Number} index + * @private + */ +Input._updateGamepadState = function(gamepad) { + var lastState = this._gamepadStates[gamepad.index] || []; + var newState = []; + var buttons = gamepad.buttons; + var axes = gamepad.axes; + var threshold = 0.5; + newState[12] = false; + newState[13] = false; + newState[14] = false; + newState[15] = false; + for (var i = 0; i < buttons.length; i++) { + newState[i] = buttons[i].pressed; + } + if (axes[1] < -threshold) { + newState[12] = true; // up + } else if (axes[1] > threshold) { + newState[13] = true; // down + } + if (axes[0] < -threshold) { + newState[14] = true; // left + } else if (axes[0] > threshold) { + newState[15] = true; // right + } + for (var j = 0; j < newState.length; j++) { + if (newState[j] !== lastState[j]) { + var buttonName = this.gamepadMapper[j]; + if (buttonName) { + this._currentState[buttonName] = newState[j]; + } + } + } + this._gamepadStates[gamepad.index] = newState; +}; + +/** + * @static + * @method _updateDirection + * @private + */ +Input._updateDirection = function() { + var x = this._signX(); + var y = this._signY(); + + this._dir8 = this._makeNumpadDirection(x, y); + + if (x !== 0 && y !== 0) { + if (this._preferredAxis === 'x') { + y = 0; + } else { + x = 0; + } + } else if (x !== 0) { + this._preferredAxis = 'y'; + } else if (y !== 0) { + this._preferredAxis = 'x'; + } + + this._dir4 = this._makeNumpadDirection(x, y); +}; + +/** + * @static + * @method _signX + * @private + */ +Input._signX = function() { + var x = 0; + + if (this.isPressed('left')) { + x--; + } + if (this.isPressed('right')) { + x++; + } + return x; +}; + +/** + * @static + * @method _signY + * @private + */ +Input._signY = function() { + var y = 0; + + if (this.isPressed('up')) { + y--; + } + if (this.isPressed('down')) { + y++; + } + return y; +}; + +/** + * @static + * @method _makeNumpadDirection + * @param {Number} x + * @param {Number} y + * @return {Number} + * @private + */ +Input._makeNumpadDirection = function(x, y) { + if (x !== 0 || y !== 0) { + return 5 - y * 3 + x; + } + return 0; +}; + +/** + * @static + * @method _isEscapeCompatible + * @param {String} keyName + * @return {Boolean} + * @private + */ +Input._isEscapeCompatible = function(keyName) { + return keyName === 'cancel' || keyName === 'menu'; +}; + +//----------------------------------------------------------------------------- +/** + * The static class that handles input data from the mouse and touchscreen. + * + * @class TouchInput + */ +function TouchInput() { + throw new Error('This is a static class'); +} + +/** + * Initializes the touch system. + * + * @static + * @method initialize + */ +TouchInput.initialize = function() { + this.clear(); + this._setupEventHandlers(); +}; + +/** + * The wait time of the pseudo key repeat in frames. + * + * @static + * @property keyRepeatWait + * @type Number + */ +TouchInput.keyRepeatWait = 24; + +/** + * The interval of the pseudo key repeat in frames. + * + * @static + * @property keyRepeatInterval + * @type Number + */ +TouchInput.keyRepeatInterval = 6; + +/** + * Clears all the touch data. + * + * @static + * @method clear + */ +TouchInput.clear = function() { + this._mousePressed = false; + this._screenPressed = false; + this._pressedTime = 0; + this._events = {}; + this._events.triggered = false; + this._events.cancelled = false; + this._events.moved = false; + this._events.released = false; + this._events.wheelX = 0; + this._events.wheelY = 0; + this._triggered = false; + this._cancelled = false; + this._moved = false; + this._released = false; + this._wheelX = 0; + this._wheelY = 0; + this._x = 0; + this._y = 0; + this._date = 0; +}; + +/** + * Updates the touch data. + * + * @static + * @method update + */ +TouchInput.update = function() { + this._triggered = this._events.triggered; + this._cancelled = this._events.cancelled; + this._moved = this._events.moved; + this._released = this._events.released; + this._wheelX = this._events.wheelX; + this._wheelY = this._events.wheelY; + this._events.triggered = false; + this._events.cancelled = false; + this._events.moved = false; + this._events.released = false; + this._events.wheelX = 0; + this._events.wheelY = 0; + if (this.isPressed()) { + this._pressedTime++; + } +}; + +/** + * Checks whether the mouse button or touchscreen is currently pressed down. + * + * @static + * @method isPressed + * @return {Boolean} True if the mouse button or touchscreen is pressed + */ +TouchInput.isPressed = function() { + return this._mousePressed || this._screenPressed; +}; + +/** + * Checks whether the left mouse button or touchscreen is just pressed. + * + * @static + * @method isTriggered + * @return {Boolean} True if the mouse button or touchscreen is triggered + */ +TouchInput.isTriggered = function() { + return this._triggered; +}; + +/** + * Checks whether the left mouse button or touchscreen is just pressed + * or a pseudo key repeat occurred. + * + * @static + * @method isRepeated + * @return {Boolean} True if the mouse button or touchscreen is repeated + */ +TouchInput.isRepeated = function() { + return (this.isPressed() && + (this._triggered || + (this._pressedTime >= this.keyRepeatWait && + this._pressedTime % this.keyRepeatInterval === 0))); +}; + +/** + * Checks whether the left mouse button or touchscreen is kept depressed. + * + * @static + * @method isLongPressed + * @return {Boolean} True if the left mouse button or touchscreen is long-pressed + */ +TouchInput.isLongPressed = function() { + return this.isPressed() && this._pressedTime >= this.keyRepeatWait; +}; + +/** + * Checks whether the right mouse button is just pressed. + * + * @static + * @method isCancelled + * @return {Boolean} True if the right mouse button is just pressed + */ +TouchInput.isCancelled = function() { + return this._cancelled; +}; + +/** + * Checks whether the mouse or a finger on the touchscreen is moved. + * + * @static + * @method isMoved + * @return {Boolean} True if the mouse or a finger on the touchscreen is moved + */ +TouchInput.isMoved = function() { + return this._moved; +}; + +/** + * Checks whether the left mouse button or touchscreen is released. + * + * @static + * @method isReleased + * @return {Boolean} True if the mouse button or touchscreen is released + */ +TouchInput.isReleased = function() { + return this._released; +}; + +/** + * [read-only] The horizontal scroll amount. + * + * @static + * @property wheelX + * @type Number + */ +Object.defineProperty(TouchInput, 'wheelX', { + get: function() { + return this._wheelX; + }, + configurable: true +}); + +/** + * [read-only] The vertical scroll amount. + * + * @static + * @property wheelY + * @type Number + */ +Object.defineProperty(TouchInput, 'wheelY', { + get: function() { + return this._wheelY; + }, + configurable: true +}); + +/** + * [read-only] The x coordinate on the canvas area of the latest touch event. + * + * @static + * @property x + * @type Number + */ +Object.defineProperty(TouchInput, 'x', { + get: function() { + return this._x; + }, + configurable: true +}); + +/** + * [read-only] The y coordinate on the canvas area of the latest touch event. + * + * @static + * @property y + * @type Number + */ +Object.defineProperty(TouchInput, 'y', { + get: function() { + return this._y; + }, + configurable: true +}); + +/** + * [read-only] The time of the last input in milliseconds. + * + * @static + * @property date + * @type Number + */ +Object.defineProperty(TouchInput, 'date', { + get: function() { + return this._date; + }, + configurable: true +}); + +/** + * @static + * @method _setupEventHandlers + * @private + */ +TouchInput._setupEventHandlers = function() { + var isSupportPassive = Utils.isSupportPassiveEvent(); + document.addEventListener('mousedown', this._onMouseDown.bind(this)); + document.addEventListener('mousemove', this._onMouseMove.bind(this)); + document.addEventListener('mouseup', this._onMouseUp.bind(this)); + document.addEventListener('wheel', this._onWheel.bind(this)); + document.addEventListener('touchstart', this._onTouchStart.bind(this), isSupportPassive ? {passive: false} : false); + document.addEventListener('touchmove', this._onTouchMove.bind(this), isSupportPassive ? {passive: false} : false); + document.addEventListener('touchend', this._onTouchEnd.bind(this)); + document.addEventListener('touchcancel', this._onTouchCancel.bind(this)); + document.addEventListener('pointerdown', this._onPointerDown.bind(this)); +}; + +/** + * @static + * @method _onMouseDown + * @param {MouseEvent} event + * @private + */ +TouchInput._onMouseDown = function(event) { + if (event.button === 0) { + this._onLeftButtonDown(event); + } else if (event.button === 1) { + this._onMiddleButtonDown(event); + } else if (event.button === 2) { + this._onRightButtonDown(event); + } +}; + +/** + * @static + * @method _onLeftButtonDown + * @param {MouseEvent} event + * @private + */ +TouchInput._onLeftButtonDown = function(event) { + var x = Graphics.pageToCanvasX(event.pageX); + var y = Graphics.pageToCanvasY(event.pageY); + if (Graphics.isInsideCanvas(x, y)) { + this._mousePressed = true; + this._pressedTime = 0; + this._onTrigger(x, y); + } +}; + +/** + * @static + * @method _onMiddleButtonDown + * @param {MouseEvent} event + * @private + */ +TouchInput._onMiddleButtonDown = function(event) { +}; + +/** + * @static + * @method _onRightButtonDown + * @param {MouseEvent} event + * @private + */ +TouchInput._onRightButtonDown = function(event) { + var x = Graphics.pageToCanvasX(event.pageX); + var y = Graphics.pageToCanvasY(event.pageY); + if (Graphics.isInsideCanvas(x, y)) { + this._onCancel(x, y); + } +}; + +/** + * @static + * @method _onMouseMove + * @param {MouseEvent} event + * @private + */ +TouchInput._onMouseMove = function(event) { + if (this._mousePressed) { + var x = Graphics.pageToCanvasX(event.pageX); + var y = Graphics.pageToCanvasY(event.pageY); + this._onMove(x, y); + } +}; + +/** + * @static + * @method _onMouseUp + * @param {MouseEvent} event + * @private + */ +TouchInput._onMouseUp = function(event) { + if (event.button === 0) { + var x = Graphics.pageToCanvasX(event.pageX); + var y = Graphics.pageToCanvasY(event.pageY); + this._mousePressed = false; + this._onRelease(x, y); + } +}; + +/** + * @static + * @method _onWheel + * @param {WheelEvent} event + * @private + */ +TouchInput._onWheel = function(event) { + this._events.wheelX += event.deltaX; + this._events.wheelY += event.deltaY; + event.preventDefault(); +}; + +/** + * @static + * @method _onTouchStart + * @param {TouchEvent} event + * @private + */ +TouchInput._onTouchStart = function(event) { + for (var i = 0; i < event.changedTouches.length; i++) { + var touch = event.changedTouches[i]; + var x = Graphics.pageToCanvasX(touch.pageX); + var y = Graphics.pageToCanvasY(touch.pageY); + if (Graphics.isInsideCanvas(x, y)) { + this._screenPressed = true; + this._pressedTime = 0; + if (event.touches.length >= 2) { + this._onCancel(x, y); + } else { + this._onTrigger(x, y); + } + event.preventDefault(); + } + } + if (window.cordova || window.navigator.standalone) { + event.preventDefault(); + } +}; + +/** + * @static + * @method _onTouchMove + * @param {TouchEvent} event + * @private + */ +TouchInput._onTouchMove = function(event) { + for (var i = 0; i < event.changedTouches.length; i++) { + var touch = event.changedTouches[i]; + var x = Graphics.pageToCanvasX(touch.pageX); + var y = Graphics.pageToCanvasY(touch.pageY); + this._onMove(x, y); + } +}; + +/** + * @static + * @method _onTouchEnd + * @param {TouchEvent} event + * @private + */ +TouchInput._onTouchEnd = function(event) { + for (var i = 0; i < event.changedTouches.length; i++) { + var touch = event.changedTouches[i]; + var x = Graphics.pageToCanvasX(touch.pageX); + var y = Graphics.pageToCanvasY(touch.pageY); + this._screenPressed = false; + this._onRelease(x, y); + } +}; + +/** + * @static + * @method _onTouchCancel + * @param {TouchEvent} event + * @private + */ +TouchInput._onTouchCancel = function(event) { + this._screenPressed = false; +}; + +/** + * @static + * @method _onPointerDown + * @param {PointerEvent} event + * @private + */ +TouchInput._onPointerDown = function(event) { + if (event.pointerType === 'touch' && !event.isPrimary) { + var x = Graphics.pageToCanvasX(event.pageX); + var y = Graphics.pageToCanvasY(event.pageY); + if (Graphics.isInsideCanvas(x, y)) { + // For Microsoft Edge + this._onCancel(x, y); + event.preventDefault(); + } + } +}; + +/** + * @static + * @method _onTrigger + * @param {Number} x + * @param {Number} y + * @private + */ +TouchInput._onTrigger = function(x, y) { + this._events.triggered = true; + this._x = x; + this._y = y; + this._date = Date.now(); +}; + +/** + * @static + * @method _onCancel + * @param {Number} x + * @param {Number} y + * @private + */ +TouchInput._onCancel = function(x, y) { + this._events.cancelled = true; + this._x = x; + this._y = y; +}; + +/** + * @static + * @method _onMove + * @param {Number} x + * @param {Number} y + * @private + */ +TouchInput._onMove = function(x, y) { + this._events.moved = true; + this._x = x; + this._y = y; +}; + +/** + * @static + * @method _onRelease + * @param {Number} x + * @param {Number} y + * @private + */ +TouchInput._onRelease = function(x, y) { + this._events.released = true; + this._x = x; + this._y = y; +}; + +//----------------------------------------------------------------------------- +/** + * The basic object that is rendered to the game screen. + * + * @class Sprite + * @constructor + * @param {Bitmap} bitmap The image for the sprite + */ +function Sprite() { + this.initialize.apply(this, arguments); +} + +Sprite.prototype = Object.create(PIXI.Sprite.prototype); +Sprite.prototype.constructor = Sprite; + +Sprite.voidFilter = new PIXI.filters.VoidFilter(); + +Sprite.prototype.initialize = function(bitmap) { + var texture = new PIXI.Texture(new PIXI.BaseTexture()); + + PIXI.Sprite.call(this, texture); + + this._bitmap = null; + this._frame = new Rectangle(); + this._realFrame = new Rectangle(); + this._blendColor = [0, 0, 0, 0]; + this._colorTone = [0, 0, 0, 0]; + this._canvas = null; + this._context = null; + this._tintTexture = null; + + /** + * use heavy renderer that will reduce border artifacts and apply advanced blendModes + * @type {boolean} + * @private + */ + this._isPicture = false; + + this.spriteId = Sprite._counter++; + this.opaque = false; + + this.bitmap = bitmap; +}; + +// Number of the created objects. +Sprite._counter = 0; + +/** + * The image for the sprite. + * + * @property bitmap + * @type Bitmap + */ +Object.defineProperty(Sprite.prototype, 'bitmap', { + get: function() { + return this._bitmap; + }, + set: function(value) { + if (this._bitmap !== value) { + this._bitmap = value; + + if(value){ + this._refreshFrame = true; + value.addLoadListener(this._onBitmapLoad.bind(this)); + }else{ + this._refreshFrame = false; + this.texture.frame = Rectangle.emptyRectangle; + } + } + }, + configurable: true +}); + +/** + * The width of the sprite without the scale. + * + * @property width + * @type Number + */ +Object.defineProperty(Sprite.prototype, 'width', { + get: function() { + return this._frame.width; + }, + set: function(value) { + this._frame.width = value; + this._refresh(); + }, + configurable: true +}); + +/** + * The height of the sprite without the scale. + * + * @property height + * @type Number + */ +Object.defineProperty(Sprite.prototype, 'height', { + get: function() { + return this._frame.height; + }, + set: function(value) { + this._frame.height = value; + this._refresh(); + }, + configurable: true +}); + +/** + * The opacity of the sprite (0 to 255). + * + * @property opacity + * @type Number + */ +Object.defineProperty(Sprite.prototype, 'opacity', { + get: function() { + return this.alpha * 255; + }, + set: function(value) { + this.alpha = value.clamp(0, 255) / 255; + }, + configurable: true +}); + +/** + * Updates the sprite for each frame. + * + * @method update + */ +Sprite.prototype.update = function() { + this.children.forEach(function(child) { + if (child.update) { + child.update(); + } + }); +}; + +/** + * Sets the x and y at once. + * + * @method move + * @param {Number} x The x coordinate of the sprite + * @param {Number} y The y coordinate of the sprite + */ +Sprite.prototype.move = function(x, y) { + this.x = x; + this.y = y; +}; + +/** + * Sets the rectagle of the bitmap that the sprite displays. + * + * @method setFrame + * @param {Number} x The x coordinate of the frame + * @param {Number} y The y coordinate of the frame + * @param {Number} width The width of the frame + * @param {Number} height The height of the frame + */ +Sprite.prototype.setFrame = function(x, y, width, height) { + this._refreshFrame = false; + var frame = this._frame; + if (x !== frame.x || y !== frame.y || + width !== frame.width || height !== frame.height) { + frame.x = x; + frame.y = y; + frame.width = width; + frame.height = height; + this._refresh(); + } +}; + +/** + * Gets the blend color for the sprite. + * + * @method getBlendColor + * @return {Array} The blend color [r, g, b, a] + */ +Sprite.prototype.getBlendColor = function() { + return this._blendColor.clone(); +}; + +/** + * Sets the blend color for the sprite. + * + * @method setBlendColor + * @param {Array} color The blend color [r, g, b, a] + */ +Sprite.prototype.setBlendColor = function(color) { + if (!(color instanceof Array)) { + throw new Error('Argument must be an array'); + } + if (!this._blendColor.equals(color)) { + this._blendColor = color.clone(); + this._refresh(); + } +}; + +/** + * Gets the color tone for the sprite. + * + * @method getColorTone + * @return {Array} The color tone [r, g, b, gray] + */ +Sprite.prototype.getColorTone = function() { + return this._colorTone.clone(); +}; + +/** + * Sets the color tone for the sprite. + * + * @method setColorTone + * @param {Array} tone The color tone [r, g, b, gray] + */ +Sprite.prototype.setColorTone = function(tone) { + if (!(tone instanceof Array)) { + throw new Error('Argument must be an array'); + } + if (!this._colorTone.equals(tone)) { + this._colorTone = tone.clone(); + this._refresh(); + } +}; + +/** + * @method _onBitmapLoad + * @private + */ +Sprite.prototype._onBitmapLoad = function(bitmapLoaded) { + if(bitmapLoaded === this._bitmap){ + if (this._refreshFrame && this._bitmap) { + this._refreshFrame = false; + this._frame.width = this._bitmap.width; + this._frame.height = this._bitmap.height; + } + } + + this._refresh(); +}; + +/** + * @method _refresh + * @private + */ +Sprite.prototype._refresh = function() { + var frameX = Math.floor(this._frame.x); + var frameY = Math.floor(this._frame.y); + var frameW = Math.floor(this._frame.width); + var frameH = Math.floor(this._frame.height); + var bitmapW = this._bitmap ? this._bitmap.width : 0; + var bitmapH = this._bitmap ? this._bitmap.height : 0; + var realX = frameX.clamp(0, bitmapW); + var realY = frameY.clamp(0, bitmapH); + var realW = (frameW - realX + frameX).clamp(0, bitmapW - realX); + var realH = (frameH - realY + frameY).clamp(0, bitmapH - realY); + + this._realFrame.x = realX; + this._realFrame.y = realY; + this._realFrame.width = realW; + this._realFrame.height = realH; + this.pivot.x = frameX - realX; + this.pivot.y = frameY - realY; + + if (realW > 0 && realH > 0) { + if (this._needsTint()) { + this._createTinter(realW, realH); + this._executeTint(realX, realY, realW, realH); + this._tintTexture.update(); + this.texture.baseTexture = this._tintTexture; + this.texture.frame = new Rectangle(0, 0, realW, realH); + } else { + if (this._bitmap) { + this.texture.baseTexture = this._bitmap.baseTexture; + } + this.texture.frame = this._realFrame; + } + } else if (this._bitmap) { + this.texture.frame = Rectangle.emptyRectangle; + } else { + this.texture.baseTexture.width = Math.max(this.texture.baseTexture.width, this._frame.x + this._frame.width); + this.texture.baseTexture.height = Math.max(this.texture.baseTexture.height, this._frame.y + this._frame.height); + this.texture.frame = this._frame; + } + this.texture._updateID++; +}; + +/** + * @method _isInBitmapRect + * @param {Number} x + * @param {Number} y + * @param {Number} w + * @param {Number} h + * @return {Boolean} + * @private + */ +Sprite.prototype._isInBitmapRect = function(x, y, w, h) { + return (this._bitmap && x + w > 0 && y + h > 0 && + x < this._bitmap.width && y < this._bitmap.height); +}; + +/** + * @method _needsTint + * @return {Boolean} + * @private + */ +Sprite.prototype._needsTint = function() { + var tone = this._colorTone; + return tone[0] || tone[1] || tone[2] || tone[3] || this._blendColor[3] > 0; +}; + +/** + * @method _createTinter + * @param {Number} w + * @param {Number} h + * @private + */ +Sprite.prototype._createTinter = function(w, h) { + if (!this._canvas) { + this._canvas = document.createElement('canvas'); + this._context = this._canvas.getContext('2d'); + } + + this._canvas.width = w; + this._canvas.height = h; + + if (!this._tintTexture) { + this._tintTexture = new PIXI.BaseTexture(this._canvas); + } + + this._tintTexture.width = w; + this._tintTexture.height = h; + this._tintTexture.scaleMode = this._bitmap.baseTexture.scaleMode; +}; + +/** + * @method _executeTint + * @param {Number} x + * @param {Number} y + * @param {Number} w + * @param {Number} h + * @private + */ +Sprite.prototype._executeTint = function(x, y, w, h) { + var context = this._context; + var tone = this._colorTone; + var color = this._blendColor; + + context.globalCompositeOperation = 'copy'; + context.drawImage(this._bitmap.canvas, x, y, w, h, 0, 0, w, h); + + if (Graphics.canUseSaturationBlend()) { + var gray = Math.max(0, tone[3]); + context.globalCompositeOperation = 'saturation'; + context.fillStyle = 'rgba(255,255,255,' + gray / 255 + ')'; + context.fillRect(0, 0, w, h); + } + + var r1 = Math.max(0, tone[0]); + var g1 = Math.max(0, tone[1]); + var b1 = Math.max(0, tone[2]); + context.globalCompositeOperation = 'lighter'; + context.fillStyle = Utils.rgbToCssColor(r1, g1, b1); + context.fillRect(0, 0, w, h); + + if (Graphics.canUseDifferenceBlend()) { + context.globalCompositeOperation = 'difference'; + context.fillStyle = 'white'; + context.fillRect(0, 0, w, h); + + var r2 = Math.max(0, -tone[0]); + var g2 = Math.max(0, -tone[1]); + var b2 = Math.max(0, -tone[2]); + context.globalCompositeOperation = 'lighter'; + context.fillStyle = Utils.rgbToCssColor(r2, g2, b2); + context.fillRect(0, 0, w, h); + + context.globalCompositeOperation = 'difference'; + context.fillStyle = 'white'; + context.fillRect(0, 0, w, h); + } + + var r3 = Math.max(0, color[0]); + var g3 = Math.max(0, color[1]); + var b3 = Math.max(0, color[2]); + var a3 = Math.max(0, color[3]); + context.globalCompositeOperation = 'source-atop'; + context.fillStyle = Utils.rgbToCssColor(r3, g3, b3); + context.globalAlpha = a3 / 255; + context.fillRect(0, 0, w, h); + + context.globalCompositeOperation = 'destination-in'; + context.globalAlpha = 1; + context.drawImage(this._bitmap.canvas, x, y, w, h, 0, 0, w, h); +}; + +Sprite.prototype._renderCanvas_PIXI = PIXI.Sprite.prototype._renderCanvas; +Sprite.prototype._renderWebGL_PIXI = PIXI.Sprite.prototype._renderWebGL; + +/** + * @method _renderCanvas + * @param {Object} renderer + * @private + */ +Sprite.prototype._renderCanvas = function(renderer) { + if (this.bitmap) { + this.bitmap.touch(); + } + if(this.bitmap && !this.bitmap.isReady()){ + return; + } + + if (this.texture.frame.width > 0 && this.texture.frame.height > 0) { + this._renderCanvas_PIXI(renderer); + } +}; + +/** + * checks if we need to speed up custom blendmodes + * @param renderer + * @private + */ +Sprite.prototype._speedUpCustomBlendModes = function(renderer) { + var picture = renderer.plugins.picture; + var blend = this.blendMode; + if (renderer.renderingToScreen && renderer._activeRenderTarget.root) { + if (picture.drawModes[blend]) { + var stage = renderer._lastObjectRendered; + var f = stage._filters; + if (!f || !f[0]) { + setTimeout(function () { + var f = stage._filters; + if (!f || !f[0]) { + stage.filters = [Sprite.voidFilter]; + stage.filterArea = new PIXI.Rectangle(0, 0, Graphics.width, Graphics.height); + } + }, 0); + } + } + } +}; + +/** + * @method _renderWebGL + * @param {Object} renderer + * @private + */ +Sprite.prototype._renderWebGL = function(renderer) { + if (this.bitmap) { + this.bitmap.touch(); + } + if(this.bitmap && !this.bitmap.isReady()){ + return; + } + if (this.texture.frame.width > 0 && this.texture.frame.height > 0) { + if (this._bitmap) { + this._bitmap.checkDirty(); + } + + //copy of pixi-v4 internal code + this.calculateVertices(); + + if (this.pluginName === 'sprite' && this._isPicture) { + // use heavy renderer, which reduces artifacts and applies corrent blendMode, + // but does not use multitexture optimization + this._speedUpCustomBlendModes(renderer); + renderer.setObjectRenderer(renderer.plugins.picture); + renderer.plugins.picture.render(this); + } else { + // use pixi super-speed renderer + renderer.setObjectRenderer(renderer.plugins[this.pluginName]); + renderer.plugins[this.pluginName].render(this); + } + } +}; + +// The important members from Pixi.js + +/** + * The visibility of the sprite. + * + * @property visible + * @type Boolean + */ + +/** + * The x coordinate of the sprite. + * + * @property x + * @type Number + */ + +/** + * The y coordinate of the sprite. + * + * @property y + * @type Number + */ + +/** + * The origin point of the sprite. (0,0) to (1,1). + * + * @property anchor + * @type Point + */ + +/** + * The scale factor of the sprite. + * + * @property scale + * @type Point + */ + +/** + * The rotation of the sprite in radians. + * + * @property rotation + * @type Number + */ + +/** + * The blend mode to be applied to the sprite. + * + * @property blendMode + * @type Number + */ + +/** + * Sets the filters for the sprite. + * + * @property filters + * @type Array + */ + +/** + * [read-only] The array of children of the sprite. + * + * @property children + * @type Array + */ + +/** + * [read-only] The object that contains the sprite. + * + * @property parent + * @type Object + */ + +/** + * Adds a child to the container. + * + * @method addChild + * @param {Object} child The child to add + * @return {Object} The child that was added + */ + +/** + * Adds a child to the container at a specified index. + * + * @method addChildAt + * @param {Object} child The child to add + * @param {Number} index The index to place the child in + * @return {Object} The child that was added + */ + +/** + * Removes a child from the container. + * + * @method removeChild + * @param {Object} child The child to remove + * @return {Object} The child that was removed + */ + +/** + * Removes a child from the specified index position. + * + * @method removeChildAt + * @param {Number} index The index to get the child from + * @return {Object} The child that was removed + */ + +//----------------------------------------------------------------------------- +/** + * The tilemap which displays 2D tile-based game map. + * + * @class Tilemap + * @constructor + */ +function Tilemap() { + this.initialize.apply(this, arguments); +} + +Tilemap.prototype = Object.create(PIXI.Container.prototype); +Tilemap.prototype.constructor = Tilemap; + +Tilemap.prototype.initialize = function() { + PIXI.Container.call(this); + + this._margin = 20; + this._width = Graphics.width + this._margin * 2; + this._height = Graphics.height + this._margin * 2; + this._tileWidth = 48; + this._tileHeight = 48; + this._mapWidth = 0; + this._mapHeight = 0; + this._mapData = null; + this._layerWidth = 0; + this._layerHeight = 0; + this._lastTiles = []; + + /** + * The bitmaps used as a tileset. + * + * @property bitmaps + * @type Array + */ + this.bitmaps = []; + + /** + * The origin point of the tilemap for scrolling. + * + * @property origin + * @type Point + */ + this.origin = new Point(); + + /** + * The tileset flags. + * + * @property flags + * @type Array + */ + this.flags = []; + + /** + * The animation count for autotiles. + * + * @property animationCount + * @type Number + */ + this.animationCount = 0; + + /** + * Whether the tilemap loops horizontal. + * + * @property horizontalWrap + * @type Boolean + */ + this.horizontalWrap = false; + + /** + * Whether the tilemap loops vertical. + * + * @property verticalWrap + * @type Boolean + */ + this.verticalWrap = false; + + this._createLayers(); + this.refresh(); +}; + +/** + * The width of the screen in pixels. + * + * @property width + * @type Number + */ +Object.defineProperty(Tilemap.prototype, 'width', { + get: function() { + return this._width; + }, + set: function(value) { + if (this._width !== value) { + this._width = value; + this._createLayers(); + } + } +}); + +/** + * The height of the screen in pixels. + * + * @property height + * @type Number + */ +Object.defineProperty(Tilemap.prototype, 'height', { + get: function() { + return this._height; + }, + set: function(value) { + if (this._height !== value) { + this._height = value; + this._createLayers(); + } + } +}); + +/** + * The width of a tile in pixels. + * + * @property tileWidth + * @type Number + */ +Object.defineProperty(Tilemap.prototype, 'tileWidth', { + get: function() { + return this._tileWidth; + }, + set: function(value) { + if (this._tileWidth !== value) { + this._tileWidth = value; + this._createLayers(); + } + } +}); + +/** + * The height of a tile in pixels. + * + * @property tileHeight + * @type Number + */ +Object.defineProperty(Tilemap.prototype, 'tileHeight', { + get: function() { + return this._tileHeight; + }, + set: function(value) { + if (this._tileHeight !== value) { + this._tileHeight = value; + this._createLayers(); + } + } +}); + +/** + * Sets the tilemap data. + * + * @method setData + * @param {Number} width The width of the map in number of tiles + * @param {Number} height The height of the map in number of tiles + * @param {Array} data The one dimensional array for the map data + */ +Tilemap.prototype.setData = function(width, height, data) { + this._mapWidth = width; + this._mapHeight = height; + this._mapData = data; +}; + +/** + * Checks whether the tileset is ready to render. + * + * @method isReady + * @type Boolean + * @return {Boolean} True if the tilemap is ready + */ +Tilemap.prototype.isReady = function() { + for (var i = 0; i < this.bitmaps.length; i++) { + if (this.bitmaps[i] && !this.bitmaps[i].isReady()) { + return false; + } + } + return true; +}; + +/** + * Updates the tilemap for each frame. + * + * @method update + */ +Tilemap.prototype.update = function() { + this.animationCount++; + this.animationFrame = Math.floor(this.animationCount / 30); + this.children.forEach(function(child) { + if (child.update) { + child.update(); + } + }); + for (var i=0; i= tableEdgeVirtualId) { + this._drawTableEdge(this._lowerBitmap, upperTileId1, dx, dy); + } else { + this._drawTile(this._lowerBitmap, lowerTileId, dx, dy); + } + } + this._writeLastTiles(0, lx, ly, lowerTiles); + } + + var lastUpperTiles = this._readLastTiles(1, lx, ly); + if (!upperTiles.equals(lastUpperTiles)) { + this._upperBitmap.clearRect(dx, dy, this._tileWidth, this._tileHeight); + for (var j = 0; j < upperTiles.length; j++) { + this._drawTile(this._upperBitmap, upperTiles[j], dx, dy); + } + this._writeLastTiles(1, lx, ly, upperTiles); + } +}; + +/** + * @method _readLastTiles + * @param {Number} i + * @param {Number} x + * @param {Number} y + * @private + */ +Tilemap.prototype._readLastTiles = function(i, x, y) { + var array1 = this._lastTiles[i]; + if (array1) { + var array2 = array1[y]; + if (array2) { + var tiles = array2[x]; + if (tiles) { + return tiles; + } + } + } + return []; +}; + +/** + * @method _writeLastTiles + * @param {Number} i + * @param {Number} x + * @param {Number} y + * @param {Array} tiles + * @private + */ +Tilemap.prototype._writeLastTiles = function(i, x, y, tiles) { + var array1 = this._lastTiles[i]; + if (!array1) { + array1 = this._lastTiles[i] = []; + } + var array2 = array1[y]; + if (!array2) { + array2 = array1[y] = []; + } + array2[x] = tiles; +}; + +/** + * @method _drawTile + * @param {Bitmap} bitmap + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ +Tilemap.prototype._drawTile = function(bitmap, tileId, dx, dy) { + if (Tilemap.isVisibleTile(tileId)) { + if (Tilemap.isAutotile(tileId)) { + this._drawAutotile(bitmap, tileId, dx, dy); + } else { + this._drawNormalTile(bitmap, tileId, dx, dy); + } + } +}; + +/** + * @method _drawNormalTile + * @param {Bitmap} bitmap + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ +Tilemap.prototype._drawNormalTile = function(bitmap, tileId, dx, dy) { + var setNumber = 0; + + if (Tilemap.isTileA5(tileId)) { + setNumber = 4; + } else { + setNumber = 5 + Math.floor(tileId / 256); + } + + var w = this._tileWidth; + var h = this._tileHeight; + var sx = (Math.floor(tileId / 128) % 2 * 8 + tileId % 8) * w; + var sy = (Math.floor(tileId % 256 / 8) % 16) * h; + + var source = this.bitmaps[setNumber]; + if (source) { + bitmap.bltImage(source, sx, sy, w, h, dx, dy, w, h); + } +}; + +/** + * @method _drawAutotile + * @param {Bitmap} bitmap + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ +Tilemap.prototype._drawAutotile = function(bitmap, tileId, dx, dy) { + var autotileTable = Tilemap.FLOOR_AUTOTILE_TABLE; + var kind = Tilemap.getAutotileKind(tileId); + var shape = Tilemap.getAutotileShape(tileId); + var tx = kind % 8; + var ty = Math.floor(kind / 8); + var bx = 0; + var by = 0; + var setNumber = 0; + var isTable = false; + + if (Tilemap.isTileA1(tileId)) { + var waterSurfaceIndex = [0, 1, 2, 1][this.animationFrame % 4]; + setNumber = 0; + if (kind === 0) { + bx = waterSurfaceIndex * 2; + by = 0; + } else if (kind === 1) { + bx = waterSurfaceIndex * 2; + by = 3; + } else if (kind === 2) { + bx = 6; + by = 0; + } else if (kind === 3) { + bx = 6; + by = 3; + } else { + bx = Math.floor(tx / 4) * 8; + by = ty * 6 + Math.floor(tx / 2) % 2 * 3; + if (kind % 2 === 0) { + bx += waterSurfaceIndex * 2; + } + else { + bx += 6; + autotileTable = Tilemap.WATERFALL_AUTOTILE_TABLE; + by += this.animationFrame % 3; + } + } + } else if (Tilemap.isTileA2(tileId)) { + setNumber = 1; + bx = tx * 2; + by = (ty - 2) * 3; + isTable = this._isTableTile(tileId); + } else if (Tilemap.isTileA3(tileId)) { + setNumber = 2; + bx = tx * 2; + by = (ty - 6) * 2; + autotileTable = Tilemap.WALL_AUTOTILE_TABLE; + } else if (Tilemap.isTileA4(tileId)) { + setNumber = 3; + bx = tx * 2; + by = Math.floor((ty - 10) * 2.5 + (ty % 2 === 1 ? 0.5 : 0)); + if (ty % 2 === 1) { + autotileTable = Tilemap.WALL_AUTOTILE_TABLE; + } + } + + var table = autotileTable[shape]; + var source = this.bitmaps[setNumber]; + + if (table && source) { + var w1 = this._tileWidth / 2; + var h1 = this._tileHeight / 2; + for (var i = 0; i < 4; i++) { + var qsx = table[i][0]; + var qsy = table[i][1]; + var sx1 = (bx * 2 + qsx) * w1; + var sy1 = (by * 2 + qsy) * h1; + var dx1 = dx + (i % 2) * w1; + var dy1 = dy + Math.floor(i / 2) * h1; + if (isTable && (qsy === 1 || qsy === 5)) { + var qsx2 = qsx; + var qsy2 = 3; + if (qsy === 1) { + qsx2 = [0,3,2,1][qsx]; + } + var sx2 = (bx * 2 + qsx2) * w1; + var sy2 = (by * 2 + qsy2) * h1; + bitmap.bltImage(source, sx2, sy2, w1, h1, dx1, dy1, w1, h1); + dy1 += h1/2; + bitmap.bltImage(source, sx1, sy1, w1, h1/2, dx1, dy1, w1, h1/2); + } else { + bitmap.bltImage(source, sx1, sy1, w1, h1, dx1, dy1, w1, h1); + } + } + } +}; + +/** + * @method _drawTableEdge + * @param {Bitmap} bitmap + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ +Tilemap.prototype._drawTableEdge = function(bitmap, tileId, dx, dy) { + if (Tilemap.isTileA2(tileId)) { + var autotileTable = Tilemap.FLOOR_AUTOTILE_TABLE; + var kind = Tilemap.getAutotileKind(tileId); + var shape = Tilemap.getAutotileShape(tileId); + var tx = kind % 8; + var ty = Math.floor(kind / 8); + var setNumber = 1; + var bx = tx * 2; + var by = (ty - 2) * 3; + var table = autotileTable[shape]; + + if (table) { + var source = this.bitmaps[setNumber]; + var w1 = this._tileWidth / 2; + var h1 = this._tileHeight / 2; + for (var i = 0; i < 2; i++) { + var qsx = table[2 + i][0]; + var qsy = table[2 + i][1]; + var sx1 = (bx * 2 + qsx) * w1; + var sy1 = (by * 2 + qsy) * h1 + h1/2; + var dx1 = dx + (i % 2) * w1; + var dy1 = dy + Math.floor(i / 2) * h1; + bitmap.bltImage(source, sx1, sy1, w1, h1/2, dx1, dy1, w1, h1/2); + } + } + } +}; + +/** + * @method _drawShadow + * @param {Bitmap} bitmap + * @param {Number} shadowBits + * @param {Number} dx + * @param {Number} dy + * @private + */ +Tilemap.prototype._drawShadow = function(bitmap, shadowBits, dx, dy) { + if (shadowBits & 0x0f) { + var w1 = this._tileWidth / 2; + var h1 = this._tileHeight / 2; + var color = 'rgba(0,0,0,0.5)'; + for (var i = 0; i < 4; i++) { + if (shadowBits & (1 << i)) { + var dx1 = dx + (i % 2) * w1; + var dy1 = dy + Math.floor(i / 2) * h1; + bitmap.fillRect(dx1, dy1, w1, h1, color); + } + } + } +}; + +/** + * @method _readMapData + * @param {Number} x + * @param {Number} y + * @param {Number} z + * @return {Number} + * @private + */ +Tilemap.prototype._readMapData = function(x, y, z) { + if (this._mapData) { + var width = this._mapWidth; + var height = this._mapHeight; + if (this.horizontalWrap) { + x = x.mod(width); + } + if (this.verticalWrap) { + y = y.mod(height); + } + if (x >= 0 && x < width && y >= 0 && y < height) { + return this._mapData[(z * height + y) * width + x] || 0; + } else { + return 0; + } + } else { + return 0; + } +}; + +/** + * @method _isHigherTile + * @param {Number} tileId + * @return {Boolean} + * @private + */ +Tilemap.prototype._isHigherTile = function(tileId) { + return this.flags[tileId] & 0x10; +}; + +/** + * @method _isTableTile + * @param {Number} tileId + * @return {Boolean} + * @private + */ +Tilemap.prototype._isTableTile = function(tileId) { + return Tilemap.isTileA2(tileId) && (this.flags[tileId] & 0x80); +}; + +/** + * @method _isOverpassPosition + * @param {Number} mx + * @param {Number} my + * @return {Boolean} + * @private + */ +Tilemap.prototype._isOverpassPosition = function(mx, my) { + return false; +}; + +/** + * @method _sortChildren + * @private + */ +Tilemap.prototype._sortChildren = function() { + this.children.sort(this._compareChildOrder.bind(this)); +}; + +/** + * @method _compareChildOrder + * @param {Object} a + * @param {Object} b + * @private + */ +Tilemap.prototype._compareChildOrder = function(a, b) { + if (a.z !== b.z) { + return a.z - b.z; + } else if (a.y !== b.y) { + return a.y - b.y; + } else { + return a.spriteId - b.spriteId; + } +}; + +// Tile type checkers + +Tilemap.TILE_ID_B = 0; +Tilemap.TILE_ID_C = 256; +Tilemap.TILE_ID_D = 512; +Tilemap.TILE_ID_E = 768; +Tilemap.TILE_ID_A5 = 1536; +Tilemap.TILE_ID_A1 = 2048; +Tilemap.TILE_ID_A2 = 2816; +Tilemap.TILE_ID_A3 = 4352; +Tilemap.TILE_ID_A4 = 5888; +Tilemap.TILE_ID_MAX = 8192; + +Tilemap.isVisibleTile = function(tileId) { + return tileId > 0 && tileId < this.TILE_ID_MAX; +}; + +Tilemap.isAutotile = function(tileId) { + return tileId >= this.TILE_ID_A1; +}; + +Tilemap.getAutotileKind = function(tileId) { + return Math.floor((tileId - this.TILE_ID_A1) / 48); +}; + +Tilemap.getAutotileShape = function(tileId) { + return (tileId - this.TILE_ID_A1) % 48; +}; + +Tilemap.makeAutotileId = function(kind, shape) { + return this.TILE_ID_A1 + kind * 48 + shape; +}; + +Tilemap.isSameKindTile = function(tileID1, tileID2) { + if (this.isAutotile(tileID1) && this.isAutotile(tileID2)) { + return this.getAutotileKind(tileID1) === this.getAutotileKind(tileID2); + } else { + return tileID1 === tileID2; + } +}; + +Tilemap.isTileA1 = function(tileId) { + return tileId >= this.TILE_ID_A1 && tileId < this.TILE_ID_A2; +}; + +Tilemap.isTileA2 = function(tileId) { + return tileId >= this.TILE_ID_A2 && tileId < this.TILE_ID_A3; +}; + +Tilemap.isTileA3 = function(tileId) { + return tileId >= this.TILE_ID_A3 && tileId < this.TILE_ID_A4; +}; + +Tilemap.isTileA4 = function(tileId) { + return tileId >= this.TILE_ID_A4 && tileId < this.TILE_ID_MAX; +}; + +Tilemap.isTileA5 = function(tileId) { + return tileId >= this.TILE_ID_A5 && tileId < this.TILE_ID_A1; +}; + +Tilemap.isWaterTile = function(tileId) { + if (this.isTileA1(tileId)) { + return !(tileId >= this.TILE_ID_A1 + 96 && tileId < this.TILE_ID_A1 + 192); + } else { + return false; + } +}; + +Tilemap.isWaterfallTile = function(tileId) { + if (tileId >= this.TILE_ID_A1 + 192 && tileId < this.TILE_ID_A2) { + return this.getAutotileKind(tileId) % 2 === 1; + } else { + return false; + } +}; + +Tilemap.isGroundTile = function(tileId) { + return this.isTileA1(tileId) || this.isTileA2(tileId) || this.isTileA5(tileId); +}; + +Tilemap.isShadowingTile = function(tileId) { + return this.isTileA3(tileId) || this.isTileA4(tileId); +}; + +Tilemap.isRoofTile = function(tileId) { + return this.isTileA3(tileId) && this.getAutotileKind(tileId) % 16 < 8; +}; + +Tilemap.isWallTopTile = function(tileId) { + return this.isTileA4(tileId) && this.getAutotileKind(tileId) % 16 < 8; +}; + +Tilemap.isWallSideTile = function(tileId) { + return (this.isTileA3(tileId) || this.isTileA4(tileId)) && + this.getAutotileKind(tileId) % 16 >= 8; +}; + +Tilemap.isWallTile = function(tileId) { + return this.isWallTopTile(tileId) || this.isWallSideTile(tileId); +}; + +Tilemap.isFloorTypeAutotile = function(tileId) { + return (this.isTileA1(tileId) && !this.isWaterfallTile(tileId)) || + this.isTileA2(tileId) || this.isWallTopTile(tileId); +}; + +Tilemap.isWallTypeAutotile = function(tileId) { + return this.isRoofTile(tileId) || this.isWallSideTile(tileId); +}; + +Tilemap.isWaterfallTypeAutotile = function(tileId) { + return this.isWaterfallTile(tileId); +}; + +// Autotile shape number to coordinates of tileset images + +Tilemap.FLOOR_AUTOTILE_TABLE = [ + [[2,4],[1,4],[2,3],[1,3]],[[2,0],[1,4],[2,3],[1,3]], + [[2,4],[3,0],[2,3],[1,3]],[[2,0],[3,0],[2,3],[1,3]], + [[2,4],[1,4],[2,3],[3,1]],[[2,0],[1,4],[2,3],[3,1]], + [[2,4],[3,0],[2,3],[3,1]],[[2,0],[3,0],[2,3],[3,1]], + [[2,4],[1,4],[2,1],[1,3]],[[2,0],[1,4],[2,1],[1,3]], + [[2,4],[3,0],[2,1],[1,3]],[[2,0],[3,0],[2,1],[1,3]], + [[2,4],[1,4],[2,1],[3,1]],[[2,0],[1,4],[2,1],[3,1]], + [[2,4],[3,0],[2,1],[3,1]],[[2,0],[3,0],[2,1],[3,1]], + [[0,4],[1,4],[0,3],[1,3]],[[0,4],[3,0],[0,3],[1,3]], + [[0,4],[1,4],[0,3],[3,1]],[[0,4],[3,0],[0,3],[3,1]], + [[2,2],[1,2],[2,3],[1,3]],[[2,2],[1,2],[2,3],[3,1]], + [[2,2],[1,2],[2,1],[1,3]],[[2,2],[1,2],[2,1],[3,1]], + [[2,4],[3,4],[2,3],[3,3]],[[2,4],[3,4],[2,1],[3,3]], + [[2,0],[3,4],[2,3],[3,3]],[[2,0],[3,4],[2,1],[3,3]], + [[2,4],[1,4],[2,5],[1,5]],[[2,0],[1,4],[2,5],[1,5]], + [[2,4],[3,0],[2,5],[1,5]],[[2,0],[3,0],[2,5],[1,5]], + [[0,4],[3,4],[0,3],[3,3]],[[2,2],[1,2],[2,5],[1,5]], + [[0,2],[1,2],[0,3],[1,3]],[[0,2],[1,2],[0,3],[3,1]], + [[2,2],[3,2],[2,3],[3,3]],[[2,2],[3,2],[2,1],[3,3]], + [[2,4],[3,4],[2,5],[3,5]],[[2,0],[3,4],[2,5],[3,5]], + [[0,4],[1,4],[0,5],[1,5]],[[0,4],[3,0],[0,5],[1,5]], + [[0,2],[3,2],[0,3],[3,3]],[[0,2],[1,2],[0,5],[1,5]], + [[0,4],[3,4],[0,5],[3,5]],[[2,2],[3,2],[2,5],[3,5]], + [[0,2],[3,2],[0,5],[3,5]],[[0,0],[1,0],[0,1],[1,1]] +]; + +Tilemap.WALL_AUTOTILE_TABLE = [ + [[2,2],[1,2],[2,1],[1,1]],[[0,2],[1,2],[0,1],[1,1]], + [[2,0],[1,0],[2,1],[1,1]],[[0,0],[1,0],[0,1],[1,1]], + [[2,2],[3,2],[2,1],[3,1]],[[0,2],[3,2],[0,1],[3,1]], + [[2,0],[3,0],[2,1],[3,1]],[[0,0],[3,0],[0,1],[3,1]], + [[2,2],[1,2],[2,3],[1,3]],[[0,2],[1,2],[0,3],[1,3]], + [[2,0],[1,0],[2,3],[1,3]],[[0,0],[1,0],[0,3],[1,3]], + [[2,2],[3,2],[2,3],[3,3]],[[0,2],[3,2],[0,3],[3,3]], + [[2,0],[3,0],[2,3],[3,3]],[[0,0],[3,0],[0,3],[3,3]] +]; + +Tilemap.WATERFALL_AUTOTILE_TABLE = [ + [[2,0],[1,0],[2,1],[1,1]],[[0,0],[1,0],[0,1],[1,1]], + [[2,0],[3,0],[2,1],[3,1]],[[0,0],[3,0],[0,1],[3,1]] +]; + +// The important members from Pixi.js + +/** + * [read-only] The array of children of the tilemap. + * + * @property children + * @type Array + */ + +/** + * [read-only] The object that contains the tilemap. + * + * @property parent + * @type Object + */ + +/** + * Adds a child to the container. + * + * @method addChild + * @param {Object} child The child to add + * @return {Object} The child that was added + */ + +/** + * Adds a child to the container at a specified index. + * + * @method addChildAt + * @param {Object} child The child to add + * @param {Number} index The index to place the child in + * @return {Object} The child that was added + */ + +/** + * Removes a child from the container. + * + * @method removeChild + * @param {Object} child The child to remove + * @return {Object} The child that was removed + */ + +/** + * Removes a child from the specified index position. + * + * @method removeChildAt + * @param {Number} index The index to get the child from + * @return {Object} The child that was removed + */ + +//----------------------------------------------------------------------------- +/** + * The tilemap which displays 2D tile-based game map using shaders + * + * @class Tilemap + * @constructor + */ +function ShaderTilemap() { + Tilemap.apply(this, arguments); + this.roundPixels = true; +} + +ShaderTilemap.prototype = Object.create(Tilemap.prototype); +ShaderTilemap.prototype.constructor = ShaderTilemap; + +// we need this constant for some platforms (Samsung S4, S5, Tab4, HTC One H8) +PIXI.glCore.VertexArrayObject.FORCE_NATIVE = true; +PIXI.settings.GC_MODE = PIXI.GC_MODES.AUTO; +PIXI.tilemap.TileRenderer.SCALE_MODE = PIXI.SCALE_MODES.NEAREST; +PIXI.tilemap.TileRenderer.DO_CLEAR = true; + +/** + * Uploads animation state in renderer + * + * @method _hackRenderer + * @private + */ +ShaderTilemap.prototype._hackRenderer = function(renderer) { + var af = this.animationFrame % 4; + if (af==3) af = 1; + renderer.plugins.tilemap.tileAnim[0] = af * this._tileWidth; + renderer.plugins.tilemap.tileAnim[1] = (this.animationFrame % 3) * this._tileHeight; + return renderer; +}; + +/** + * PIXI render method + * + * @method renderCanvas + * @param {Object} pixi renderer + */ +ShaderTilemap.prototype.renderCanvas = function(renderer) { + this._hackRenderer(renderer); + PIXI.Container.prototype.renderCanvas.call(this, renderer); +}; + + +/** + * PIXI render method + * + * @method renderWebGL + * @param {Object} pixi renderer + */ +ShaderTilemap.prototype.renderWebGL = function(renderer) { + this._hackRenderer(renderer); + PIXI.Container.prototype.renderWebGL.call(this, renderer); +}; + +/** + * Forces to repaint the entire tilemap AND update bitmaps list if needed + * + * @method refresh + */ +ShaderTilemap.prototype.refresh = function() { + if (this._lastBitmapLength !== this.bitmaps.length) { + this._lastBitmapLength = this.bitmaps.length; + this.refreshTileset(); + }; + this._needsRepaint = true; +}; + +/** + * Call after you update tileset + * + * @method updateBitmaps + */ +ShaderTilemap.prototype.refreshTileset = function() { + var bitmaps = this.bitmaps.map(function(x) { return x._baseTexture ? new PIXI.Texture(x._baseTexture) : x; } ); + this.lowerLayer.setBitmaps(bitmaps); + this.upperLayer.setBitmaps(bitmaps); +}; + +/** + * @method updateTransform + * @private + */ +ShaderTilemap.prototype.updateTransform = function() { + if (this.roundPixels) { + var ox = Math.floor(this.origin.x); + var oy = Math.floor(this.origin.y); + } else { + ox = this.origin.x; + oy = this.origin.y; + } + var startX = Math.floor((ox - this._margin) / this._tileWidth); + var startY = Math.floor((oy - this._margin) / this._tileHeight); + this._updateLayerPositions(startX, startY); + if (this._needsRepaint || + this._lastStartX !== startX || this._lastStartY !== startY) { + this._lastStartX = startX; + this._lastStartY = startY; + this._paintAllTiles(startX, startY); + this._needsRepaint = false; + } + this._sortChildren(); + PIXI.Container.prototype.updateTransform.call(this); +}; + +/** + * @method _createLayers + * @private + */ +ShaderTilemap.prototype._createLayers = function() { + var width = this._width; + var height = this._height; + var margin = this._margin; + var tileCols = Math.ceil(width / this._tileWidth) + 1; + var tileRows = Math.ceil(height / this._tileHeight) + 1; + var layerWidth = this._layerWidth = tileCols * this._tileWidth; + var layerHeight = this._layerHeight = tileRows * this._tileHeight; + this._needsRepaint = true; + + if (!this.lowerZLayer) { + //@hackerham: create layers only in initialization. Doesn't depend on width/height + this.addChild(this.lowerZLayer = new PIXI.tilemap.ZLayer(this, 0)); + this.addChild(this.upperZLayer = new PIXI.tilemap.ZLayer(this, 4)); + + var parameters = PluginManager.parameters('ShaderTilemap'); + var useSquareShader = Number(parameters.hasOwnProperty('squareShader') ? parameters['squareShader'] : 0); + + this.lowerZLayer.addChild(this.lowerLayer = new PIXI.tilemap.CompositeRectTileLayer(0, [], useSquareShader)); + this.lowerLayer.shadowColor = new Float32Array([0.0, 0.0, 0.0, 0.5]); + this.upperZLayer.addChild(this.upperLayer = new PIXI.tilemap.CompositeRectTileLayer(4, [], useSquareShader)); + } +}; + +/** + * @method _updateLayerPositions + * @param {Number} startX + * @param {Number} startY + * @private + */ +ShaderTilemap.prototype._updateLayerPositions = function(startX, startY) { + if (this.roundPixels) { + var ox = Math.floor(this.origin.x); + var oy = Math.floor(this.origin.y); + } else { + ox = this.origin.x; + oy = this.origin.y; + } + this.lowerZLayer.position.x = startX * this._tileWidth - ox; + this.lowerZLayer.position.y = startY * this._tileHeight - oy; + this.upperZLayer.position.x = startX * this._tileWidth - ox; + this.upperZLayer.position.y = startY * this._tileHeight - oy; +}; + +/** + * @method _paintAllTiles + * @param {Number} startX + * @param {Number} startY + * @private + */ +ShaderTilemap.prototype._paintAllTiles = function(startX, startY) { + this.lowerZLayer.clear(); + this.upperZLayer.clear(); + var tileCols = Math.ceil(this._width / this._tileWidth) + 1; + var tileRows = Math.ceil(this._height / this._tileHeight) + 1; + for (var y = 0; y < tileRows; y++) { + for (var x = 0; x < tileCols; x++) { + this._paintTiles(startX, startY, x, y); + } + } +}; + +/** + * @method _paintTiles + * @param {Number} startX + * @param {Number} startY + * @param {Number} x + * @param {Number} y + * @private + */ +ShaderTilemap.prototype._paintTiles = function(startX, startY, x, y) { + var mx = startX + x; + var my = startY + y; + var dx = x * this._tileWidth, dy = y * this._tileHeight; + var tileId0 = this._readMapData(mx, my, 0); + var tileId1 = this._readMapData(mx, my, 1); + var tileId2 = this._readMapData(mx, my, 2); + var tileId3 = this._readMapData(mx, my, 3); + var shadowBits = this._readMapData(mx, my, 4); + var upperTileId1 = this._readMapData(mx, my - 1, 1); + var lowerLayer = this.lowerLayer.children[0]; + var upperLayer = this.upperLayer.children[0]; + + if (this._isHigherTile(tileId0)) { + this._drawTile(upperLayer, tileId0, dx, dy); + } else { + this._drawTile(lowerLayer, tileId0, dx, dy); + } + if (this._isHigherTile(tileId1)) { + this._drawTile(upperLayer, tileId1, dx, dy); + } else { + this._drawTile(lowerLayer, tileId1, dx, dy); + } + + this._drawShadow(lowerLayer, shadowBits, dx, dy); + if (this._isTableTile(upperTileId1) && !this._isTableTile(tileId1)) { + if (!Tilemap.isShadowingTile(tileId0)) { + this._drawTableEdge(lowerLayer, upperTileId1, dx, dy); + } + } + + if (this._isOverpassPosition(mx, my)) { + this._drawTile(upperLayer, tileId2, dx, dy); + this._drawTile(upperLayer, tileId3, dx, dy); + } else { + if (this._isHigherTile(tileId2)) { + this._drawTile(upperLayer, tileId2, dx, dy); + } else { + this._drawTile(lowerLayer, tileId2, dx, dy); + } + if (this._isHigherTile(tileId3)) { + this._drawTile(upperLayer, tileId3, dx, dy); + } else { + this._drawTile(lowerLayer, tileId3, dx, dy); + } + } +}; + +/** + * @method _drawTile + * @param {Array} layers + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ +ShaderTilemap.prototype._drawTile = function(layer, tileId, dx, dy) { + if (Tilemap.isVisibleTile(tileId)) { + if (Tilemap.isAutotile(tileId)) { + this._drawAutotile(layer, tileId, dx, dy); + } else { + this._drawNormalTile(layer, tileId, dx, dy); + } + } +}; + +/** + * @method _drawNormalTile + * @param {Array} layers + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ +ShaderTilemap.prototype._drawNormalTile = function(layer, tileId, dx, dy) { + var setNumber = 0; + + if (Tilemap.isTileA5(tileId)) { + setNumber = 4; + } else { + setNumber = 5 + Math.floor(tileId / 256); + } + + var w = this._tileWidth; + var h = this._tileHeight; + var sx = (Math.floor(tileId / 128) % 2 * 8 + tileId % 8) * w; + var sy = (Math.floor(tileId % 256 / 8) % 16) * h; + + layer.addRect(setNumber, sx, sy, dx, dy, w, h); +}; + +/** + * @method _drawAutotile + * @param {Array} layers + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ +ShaderTilemap.prototype._drawAutotile = function(layer, tileId, dx, dy) { + var autotileTable = Tilemap.FLOOR_AUTOTILE_TABLE; + var kind = Tilemap.getAutotileKind(tileId); + var shape = Tilemap.getAutotileShape(tileId); + var tx = kind % 8; + var ty = Math.floor(kind / 8); + var bx = 0; + var by = 0; + var setNumber = 0; + var isTable = false; + var animX = 0, animY = 0; + + if (Tilemap.isTileA1(tileId)) { + setNumber = 0; + if (kind === 0) { + animX = 2; + by = 0; + } else if (kind === 1) { + animX = 2; + by = 3; + } else if (kind === 2) { + bx = 6; + by = 0; + } else if (kind === 3) { + bx = 6; + by = 3; + } else { + bx = Math.floor(tx / 4) * 8; + by = ty * 6 + Math.floor(tx / 2) % 2 * 3; + if (kind % 2 === 0) { + animX = 2; + } + else { + bx += 6; + autotileTable = Tilemap.WATERFALL_AUTOTILE_TABLE; + animY = 1; + } + } + } else if (Tilemap.isTileA2(tileId)) { + setNumber = 1; + bx = tx * 2; + by = (ty - 2) * 3; + isTable = this._isTableTile(tileId); + } else if (Tilemap.isTileA3(tileId)) { + setNumber = 2; + bx = tx * 2; + by = (ty - 6) * 2; + autotileTable = Tilemap.WALL_AUTOTILE_TABLE; + } else if (Tilemap.isTileA4(tileId)) { + setNumber = 3; + bx = tx * 2; + by = Math.floor((ty - 10) * 2.5 + (ty % 2 === 1 ? 0.5 : 0)); + if (ty % 2 === 1) { + autotileTable = Tilemap.WALL_AUTOTILE_TABLE; + } + } + + var table = autotileTable[shape]; + var w1 = this._tileWidth / 2; + var h1 = this._tileHeight / 2; + for (var i = 0; i < 4; i++) { + var qsx = table[i][0]; + var qsy = table[i][1]; + var sx1 = (bx * 2 + qsx) * w1; + var sy1 = (by * 2 + qsy) * h1; + var dx1 = dx + (i % 2) * w1; + var dy1 = dy + Math.floor(i / 2) * h1; + if (isTable && (qsy === 1 || qsy === 5)) { + var qsx2 = qsx; + var qsy2 = 3; + if (qsy === 1) { + //qsx2 = [0, 3, 2, 1][qsx]; + qsx2 = (4-qsx)%4; + } + var sx2 = (bx * 2 + qsx2) * w1; + var sy2 = (by * 2 + qsy2) * h1; + layer.addRect(setNumber, sx2, sy2, dx1, dy1, w1, h1, animX, animY); + layer.addRect(setNumber, sx1, sy1, dx1, dy1+h1/2, w1, h1/2, animX, animY); + } else { + layer.addRect(setNumber, sx1, sy1, dx1, dy1, w1, h1, animX, animY); + } + } +}; + +/** + * @method _drawTableEdge + * @param {Array} layers + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ +ShaderTilemap.prototype._drawTableEdge = function(layer, tileId, dx, dy) { + if (Tilemap.isTileA2(tileId)) { + var autotileTable = Tilemap.FLOOR_AUTOTILE_TABLE; + var kind = Tilemap.getAutotileKind(tileId); + var shape = Tilemap.getAutotileShape(tileId); + var tx = kind % 8; + var ty = Math.floor(kind / 8); + var setNumber = 1; + var bx = tx * 2; + var by = (ty - 2) * 3; + var table = autotileTable[shape]; + var w1 = this._tileWidth / 2; + var h1 = this._tileHeight / 2; + for (var i = 0; i < 2; i++) { + var qsx = table[2 + i][0]; + var qsy = table[2 + i][1]; + var sx1 = (bx * 2 + qsx) * w1; + var sy1 = (by * 2 + qsy) * h1 + h1 / 2; + var dx1 = dx + (i % 2) * w1; + var dy1 = dy + Math.floor(i / 2) * h1; + layer.addRect(setNumber, sx1, sy1, dx1, dy1, w1, h1/2); + } + } +}; + +/** + * @method _drawShadow + * @param {Number} shadowBits + * @param {Number} dx + * @param {Number} dy + * @private + */ +ShaderTilemap.prototype._drawShadow = function(layer, shadowBits, dx, dy) { + if (shadowBits & 0x0f) { + var w1 = this._tileWidth / 2; + var h1 = this._tileHeight / 2; + for (var i = 0; i < 4; i++) { + if (shadowBits & (1 << i)) { + var dx1 = dx + (i % 2) * w1; + var dy1 = dy + Math.floor(i / 2) * h1; + layer.addRect(-1, 0, 0, dx1, dy1, w1, h1); + } + } + } +}; +//----------------------------------------------------------------------------- +/** + * The sprite object for a tiling image. + * + * @class TilingSprite + * @constructor + * @param {Bitmap} bitmap The image for the tiling sprite + */ +function TilingSprite() { + this.initialize.apply(this, arguments); +} + +TilingSprite.prototype = Object.create(PIXI.extras.PictureTilingSprite.prototype); +TilingSprite.prototype.constructor = TilingSprite; + +TilingSprite.prototype.initialize = function(bitmap) { + var texture = new PIXI.Texture(new PIXI.BaseTexture()); + + PIXI.extras.PictureTilingSprite.call(this, texture); + + this._bitmap = null; + this._width = 0; + this._height = 0; + this._frame = new Rectangle(); + this.spriteId = Sprite._counter++; + /** + * The origin point of the tiling sprite for scrolling. + * + * @property origin + * @type Point + */ + this.origin = new Point(); + + this.bitmap = bitmap; +}; + +TilingSprite.prototype._renderCanvas_PIXI = PIXI.extras.PictureTilingSprite.prototype._renderCanvas; +TilingSprite.prototype._renderWebGL_PIXI = PIXI.extras.PictureTilingSprite.prototype._renderWebGL; + +/** + * @method _renderCanvas + * @param {Object} renderer + * @private + */ +TilingSprite.prototype._renderCanvas = function(renderer) { + if (this._bitmap) { + this._bitmap.touch(); + } + if (this.texture.frame.width > 0 && this.texture.frame.height > 0) { + this._renderCanvas_PIXI(renderer); + } +}; + +/** + * @method _renderWebGL + * @param {Object} renderer + * @private + */ +TilingSprite.prototype._renderWebGL = function(renderer) { + if (this._bitmap) { + this._bitmap.touch(); + } + if (this.texture.frame.width > 0 && this.texture.frame.height > 0) { + if (this._bitmap) { + this._bitmap.checkDirty(); + } + this._renderWebGL_PIXI(renderer); + } +}; + +/** + * The image for the tiling sprite. + * + * @property bitmap + * @type Bitmap + */ +Object.defineProperty(TilingSprite.prototype, 'bitmap', { + get: function() { + return this._bitmap; + }, + set: function(value) { + if (this._bitmap !== value) { + this._bitmap = value; + if (this._bitmap) { + this._bitmap.addLoadListener(this._onBitmapLoad.bind(this)); + } else { + this.texture.frame = Rectangle.emptyRectangle; + } + } + }, + configurable: true +}); + +/** + * The opacity of the tiling sprite (0 to 255). + * + * @property opacity + * @type Number + */ +Object.defineProperty(TilingSprite.prototype, 'opacity', { + get: function() { + return this.alpha * 255; + }, + set: function(value) { + this.alpha = value.clamp(0, 255) / 255; + }, + configurable: true +}); + +/** + * Updates the tiling sprite for each frame. + * + * @method update + */ +TilingSprite.prototype.update = function() { + this.children.forEach(function(child) { + if (child.update) { + child.update(); + } + }); +}; + +/** + * Sets the x, y, width, and height all at once. + * + * @method move + * @param {Number} x The x coordinate of the tiling sprite + * @param {Number} y The y coordinate of the tiling sprite + * @param {Number} width The width of the tiling sprite + * @param {Number} height The height of the tiling sprite + */ +TilingSprite.prototype.move = function(x, y, width, height) { + this.x = x || 0; + this.y = y || 0; + this._width = width || 0; + this._height = height || 0; +}; + +/** + * Specifies the region of the image that the tiling sprite will use. + * + * @method setFrame + * @param {Number} x The x coordinate of the frame + * @param {Number} y The y coordinate of the frame + * @param {Number} width The width of the frame + * @param {Number} height The height of the frame + */ +TilingSprite.prototype.setFrame = function(x, y, width, height) { + this._frame.x = x; + this._frame.y = y; + this._frame.width = width; + this._frame.height = height; + this._refresh(); +}; + +/** + * @method updateTransform + * @private + */ +TilingSprite.prototype.updateTransform = function() { + this.tilePosition.x = Math.round(-this.origin.x); + this.tilePosition.y = Math.round(-this.origin.y); + this.updateTransformTS(); +}; + +TilingSprite.prototype.updateTransformTS = PIXI.extras.TilingSprite.prototype.updateTransform; + +/** + * @method _onBitmapLoad + * @private + */ +TilingSprite.prototype._onBitmapLoad = function() { + this.texture.baseTexture = this._bitmap.baseTexture; + this._refresh(); +}; + +/** + * @method _refresh + * @private + */ +TilingSprite.prototype._refresh = function() { + var frame = this._frame.clone(); + if (frame.width === 0 && frame.height === 0 && this._bitmap) { + frame.width = this._bitmap.width; + frame.height = this._bitmap.height; + } + this.texture.frame = frame; + this.texture._updateID++; + this.tilingTexture = null; +}; + + +TilingSprite.prototype._speedUpCustomBlendModes = Sprite.prototype._speedUpCustomBlendModes; + +/** + * @method _renderWebGL + * @param {Object} renderer + * @private + */ +TilingSprite.prototype._renderWebGL = function(renderer) { + if (this._bitmap) { + this._bitmap.touch(); + this._bitmap.checkDirty(); + } + + this._speedUpCustomBlendModes(renderer); + + this._renderWebGL_PIXI(renderer); +}; + +// The important members from Pixi.js + +/** + * The visibility of the tiling sprite. + * + * @property visible + * @type Boolean + */ + +/** + * The x coordinate of the tiling sprite. + * + * @property x + * @type Number + */ + +/** + * The y coordinate of the tiling sprite. + * + * @property y + * @type Number + */ + +//----------------------------------------------------------------------------- +/** + * The sprite which covers the entire game screen. + * + * @class ScreenSprite + * @constructor + */ +function ScreenSprite() { + this.initialize.apply(this, arguments); +} + +ScreenSprite.prototype = Object.create(PIXI.Container.prototype); +ScreenSprite.prototype.constructor = ScreenSprite; + +ScreenSprite.prototype.initialize = function () { + PIXI.Container.call(this); + + this._graphics = new PIXI.Graphics(); + this.addChild(this._graphics); + this.opacity = 0; + + this._red = -1; + this._green = -1; + this._blue = -1; + this._colorText = ''; + this.setBlack(); +}; + +/** + * The opacity of the sprite (0 to 255). + * + * @property opacity + * @type Number + */ +Object.defineProperty(ScreenSprite.prototype, 'opacity', { + get: function () { + return this.alpha * 255; + }, + set: function (value) { + this.alpha = value.clamp(0, 255) / 255; + }, + configurable: true +}); + +ScreenSprite.YEPWarned = false; +ScreenSprite.warnYep = function () { + if (!ScreenSprite.YEPWarned) { + console.log("Deprecation warning. Please update YEP_CoreEngine. ScreenSprite is not a sprite, it has graphics inside."); + ScreenSprite.YEPWarned = true; + } +}; + +Object.defineProperty(ScreenSprite.prototype, 'anchor', { + get: function () { + ScreenSprite.warnYep(); + this.scale.x = 1; + this.scale.y = 1; + return {x: 0, y: 0}; + }, + set: function (value) { + this.alpha = value.clamp(0, 255) / 255; + }, + configurable: true +}); + +Object.defineProperty(ScreenSprite.prototype, 'blendMode', { + get: function () { + return this._graphics.blendMode; + }, + set: function (value) { + this._graphics.blendMode = value; + }, + configurable: true +}); + +/** + * Sets black to the color of the screen sprite. + * + * @method setBlack + */ +ScreenSprite.prototype.setBlack = function () { + this.setColor(0, 0, 0); +}; + +/** + * Sets white to the color of the screen sprite. + * + * @method setWhite + */ +ScreenSprite.prototype.setWhite = function () { + this.setColor(255, 255, 255); +}; + +/** + * Sets the color of the screen sprite by values. + * + * @method setColor + * @param {Number} r The red value in the range (0, 255) + * @param {Number} g The green value in the range (0, 255) + * @param {Number} b The blue value in the range (0, 255) + */ +ScreenSprite.prototype.setColor = function (r, g, b) { + if (this._red !== r || this._green !== g || this._blue !== b) { + r = Math.round(r || 0).clamp(0, 255); + g = Math.round(g || 0).clamp(0, 255); + b = Math.round(b || 0).clamp(0, 255); + this._red = r; + this._green = g; + this._blue = b; + this._colorText = Utils.rgbToCssColor(r, g, b); + + var graphics = this._graphics; + graphics.clear(); + var intColor = (r << 16) | (g << 8) | b; + graphics.beginFill(intColor, 1); + //whole screen with zoom. BWAHAHAHAHA + graphics.drawRect(-Graphics.width * 5, -Graphics.height * 5, Graphics.width * 10, Graphics.height * 10); + } +}; + +//----------------------------------------------------------------------------- +/** + * The window in the game. + * + * @class Window + * @constructor + */ +function Window() { + this.initialize.apply(this, arguments); +} + +Window.prototype = Object.create(PIXI.Container.prototype); +Window.prototype.constructor = Window; + +Window.prototype.initialize = function() { + PIXI.Container.call(this); + + this._isWindow = true; + this._windowskin = null; + this._width = 0; + this._height = 0; + this._cursorRect = new Rectangle(); + this._openness = 255; + this._animationCount = 0; + + this._padding = 18; + this._margin = 4; + this._colorTone = [0, 0, 0]; + + this._windowSpriteContainer = null; + this._windowBackSprite = null; + this._windowCursorSprite = null; + this._windowFrameSprite = null; + this._windowContentsSprite = null; + this._windowArrowSprites = []; + this._windowPauseSignSprite = null; + + this._createAllParts(); + + /** + * The origin point of the window for scrolling. + * + * @property origin + * @type Point + */ + this.origin = new Point(); + + /** + * The active state for the window. + * + * @property active + * @type Boolean + */ + this.active = true; + + /** + * The visibility of the down scroll arrow. + * + * @property downArrowVisible + * @type Boolean + */ + this.downArrowVisible = false; + + /** + * The visibility of the up scroll arrow. + * + * @property upArrowVisible + * @type Boolean + */ + this.upArrowVisible = false; + + /** + * The visibility of the pause sign. + * + * @property pause + * @type Boolean + */ + this.pause = false; +}; + +/** + * The image used as a window skin. + * + * @property windowskin + * @type Bitmap + */ +Object.defineProperty(Window.prototype, 'windowskin', { + get: function() { + return this._windowskin; + }, + set: function(value) { + if (this._windowskin !== value) { + this._windowskin = value; + this._windowskin.addLoadListener(this._onWindowskinLoad.bind(this)); + } + }, + configurable: true +}); + +/** + * The bitmap used for the window contents. + * + * @property contents + * @type Bitmap + */ +Object.defineProperty(Window.prototype, 'contents', { + get: function() { + return this._windowContentsSprite.bitmap; + }, + set: function(value) { + this._windowContentsSprite.bitmap = value; + }, + configurable: true +}); + +/** + * The width of the window in pixels. + * + * @property width + * @type Number + */ +Object.defineProperty(Window.prototype, 'width', { + get: function() { + return this._width; + }, + set: function(value) { + this._width = value; + this._refreshAllParts(); + }, + configurable: true +}); + +/** + * The height of the window in pixels. + * + * @property height + * @type Number + */ +Object.defineProperty(Window.prototype, 'height', { + get: function() { + return this._height; + }, + set: function(value) { + this._height = value; + this._refreshAllParts(); + }, + configurable: true +}); + +/** + * The size of the padding between the frame and contents. + * + * @property padding + * @type Number + */ +Object.defineProperty(Window.prototype, 'padding', { + get: function() { + return this._padding; + }, + set: function(value) { + this._padding = value; + this._refreshAllParts(); + }, + configurable: true +}); + +/** + * The size of the margin for the window background. + * + * @property margin + * @type Number + */ +Object.defineProperty(Window.prototype, 'margin', { + get: function() { + return this._margin; + }, + set: function(value) { + this._margin = value; + this._refreshAllParts(); + }, + configurable: true +}); + +/** + * The opacity of the window without contents (0 to 255). + * + * @property opacity + * @type Number + */ +Object.defineProperty(Window.prototype, 'opacity', { + get: function() { + return this._windowSpriteContainer.alpha * 255; + }, + set: function(value) { + this._windowSpriteContainer.alpha = value.clamp(0, 255) / 255; + }, + configurable: true +}); + +/** + * The opacity of the window background (0 to 255). + * + * @property backOpacity + * @type Number + */ +Object.defineProperty(Window.prototype, 'backOpacity', { + get: function() { + return this._windowBackSprite.alpha * 255; + }, + set: function(value) { + this._windowBackSprite.alpha = value.clamp(0, 255) / 255; + }, + configurable: true +}); + +/** + * The opacity of the window contents (0 to 255). + * + * @property contentsOpacity + * @type Number + */ +Object.defineProperty(Window.prototype, 'contentsOpacity', { + get: function() { + return this._windowContentsSprite.alpha * 255; + }, + set: function(value) { + this._windowContentsSprite.alpha = value.clamp(0, 255) / 255; + }, + configurable: true +}); + +/** + * The openness of the window (0 to 255). + * + * @property openness + * @type Number + */ +Object.defineProperty(Window.prototype, 'openness', { + get: function() { + return this._openness; + }, + set: function(value) { + if (this._openness !== value) { + this._openness = value.clamp(0, 255); + this._windowSpriteContainer.scale.y = this._openness / 255; + this._windowSpriteContainer.y = this.height / 2 * (1 - this._openness / 255); + } + }, + configurable: true +}); + +/** + * Updates the window for each frame. + * + * @method update + */ +Window.prototype.update = function() { + if (this.active) { + this._animationCount++; + } + this.children.forEach(function(child) { + if (child.update) { + child.update(); + } + }); +}; + +/** + * Sets the x, y, width, and height all at once. + * + * @method move + * @param {Number} x The x coordinate of the window + * @param {Number} y The y coordinate of the window + * @param {Number} width The width of the window + * @param {Number} height The height of the window + */ +Window.prototype.move = function(x, y, width, height) { + this.x = x || 0; + this.y = y || 0; + if (this._width !== width || this._height !== height) { + this._width = width || 0; + this._height = height || 0; + this._refreshAllParts(); + } +}; + +/** + * Returns true if the window is completely open (openness == 255). + * + * @method isOpen + */ +Window.prototype.isOpen = function() { + return this._openness >= 255; +}; + +/** + * Returns true if the window is completely closed (openness == 0). + * + * @method isClosed + */ +Window.prototype.isClosed = function() { + return this._openness <= 0; +}; + +/** + * Sets the position of the command cursor. + * + * @method setCursorRect + * @param {Number} x The x coordinate of the cursor + * @param {Number} y The y coordinate of the cursor + * @param {Number} width The width of the cursor + * @param {Number} height The height of the cursor + */ +Window.prototype.setCursorRect = function(x, y, width, height) { + var cx = Math.floor(x || 0); + var cy = Math.floor(y || 0); + var cw = Math.floor(width || 0); + var ch = Math.floor(height || 0); + var rect = this._cursorRect; + if (rect.x !== cx || rect.y !== cy || rect.width !== cw || rect.height !== ch) { + this._cursorRect.x = cx; + this._cursorRect.y = cy; + this._cursorRect.width = cw; + this._cursorRect.height = ch; + this._refreshCursor(); + } +}; + +/** + * Changes the color of the background. + * + * @method setTone + * @param {Number} r The red value in the range (-255, 255) + * @param {Number} g The green value in the range (-255, 255) + * @param {Number} b The blue value in the range (-255, 255) + */ +Window.prototype.setTone = function(r, g, b) { + var tone = this._colorTone; + if (r !== tone[0] || g !== tone[1] || b !== tone[2]) { + this._colorTone = [r, g, b]; + this._refreshBack(); + } +}; + +/** + * Adds a child between the background and contents. + * + * @method addChildToBack + * @param {Object} child The child to add + * @return {Object} The child that was added + */ +Window.prototype.addChildToBack = function(child) { + var containerIndex = this.children.indexOf(this._windowSpriteContainer); + return this.addChildAt(child, containerIndex + 1); +}; + +/** + * @method updateTransform + * @private + */ +Window.prototype.updateTransform = function() { + this._updateCursor(); + this._updateArrows(); + this._updatePauseSign(); + this._updateContents(); + PIXI.Container.prototype.updateTransform.call(this); +}; + +/** + * @method _createAllParts + * @private + */ +Window.prototype._createAllParts = function() { + this._windowSpriteContainer = new PIXI.Container(); + this._windowBackSprite = new Sprite(); + this._windowCursorSprite = new Sprite(); + this._windowFrameSprite = new Sprite(); + this._windowContentsSprite = new Sprite(); + this._downArrowSprite = new Sprite(); + this._upArrowSprite = new Sprite(); + this._windowPauseSignSprite = new Sprite(); + this._windowBackSprite.bitmap = new Bitmap(1, 1); + this._windowBackSprite.alpha = 192 / 255; + this.addChild(this._windowSpriteContainer); + this._windowSpriteContainer.addChild(this._windowBackSprite); + this._windowSpriteContainer.addChild(this._windowFrameSprite); + this.addChild(this._windowCursorSprite); + this.addChild(this._windowContentsSprite); + this.addChild(this._downArrowSprite); + this.addChild(this._upArrowSprite); + this.addChild(this._windowPauseSignSprite); +}; + +/** + * @method _onWindowskinLoad + * @private + */ +Window.prototype._onWindowskinLoad = function() { + this._refreshAllParts(); +}; + +/** + * @method _refreshAllParts + * @private + */ +Window.prototype._refreshAllParts = function() { + this._refreshBack(); + this._refreshFrame(); + this._refreshCursor(); + this._refreshContents(); + this._refreshArrows(); + this._refreshPauseSign(); +}; + +/** + * @method _refreshBack + * @private + */ +Window.prototype._refreshBack = function() { + var m = this._margin; + var w = this._width - m * 2; + var h = this._height - m * 2; + var bitmap = new Bitmap(w, h); + + this._windowBackSprite.bitmap = bitmap; + this._windowBackSprite.setFrame(0, 0, w, h); + this._windowBackSprite.move(m, m); + + if (w > 0 && h > 0 && this._windowskin) { + var p = 96; + bitmap.blt(this._windowskin, 0, 0, p, p, 0, 0, w, h); + for (var y = 0; y < h; y += p) { + for (var x = 0; x < w; x += p) { + bitmap.blt(this._windowskin, 0, p, p, p, x, y, p, p); + } + } + var tone = this._colorTone; + bitmap.adjustTone(tone[0], tone[1], tone[2]); + } +}; + +/** + * @method _refreshFrame + * @private + */ +Window.prototype._refreshFrame = function() { + var w = this._width; + var h = this._height; + var m = 24; + var bitmap = new Bitmap(w, h); + + this._windowFrameSprite.bitmap = bitmap; + this._windowFrameSprite.setFrame(0, 0, w, h); + + if (w > 0 && h > 0 && this._windowskin) { + var skin = this._windowskin; + var p = 96; + var q = 96; + bitmap.blt(skin, p+m, 0+0, p-m*2, m, m, 0, w-m*2, m); + bitmap.blt(skin, p+m, 0+q-m, p-m*2, m, m, h-m, w-m*2, m); + bitmap.blt(skin, p+0, 0+m, m, p-m*2, 0, m, m, h-m*2); + bitmap.blt(skin, p+q-m, 0+m, m, p-m*2, w-m, m, m, h-m*2); + bitmap.blt(skin, p+0, 0+0, m, m, 0, 0, m, m); + bitmap.blt(skin, p+q-m, 0+0, m, m, w-m, 0, m, m); + bitmap.blt(skin, p+0, 0+q-m, m, m, 0, h-m, m, m); + bitmap.blt(skin, p+q-m, 0+q-m, m, m, w-m, h-m, m, m); + } +}; + +/** + * @method _refreshCursor + * @private + */ +Window.prototype._refreshCursor = function() { + var pad = this._padding; + var x = this._cursorRect.x + pad - this.origin.x; + var y = this._cursorRect.y + pad - this.origin.y; + var w = this._cursorRect.width; + var h = this._cursorRect.height; + var m = 4; + var x2 = Math.max(x, pad); + var y2 = Math.max(y, pad); + var ox = x - x2; + var oy = y - y2; + var w2 = Math.min(w, this._width - pad - x2); + var h2 = Math.min(h, this._height - pad - y2); + var bitmap = new Bitmap(w2, h2); + + this._windowCursorSprite.bitmap = bitmap; + this._windowCursorSprite.setFrame(0, 0, w2, h2); + this._windowCursorSprite.move(x2, y2); + + if (w > 0 && h > 0 && this._windowskin) { + var skin = this._windowskin; + var p = 96; + var q = 48; + bitmap.blt(skin, p+m, p+m, q-m*2, q-m*2, ox+m, oy+m, w-m*2, h-m*2); + bitmap.blt(skin, p+m, p+0, q-m*2, m, ox+m, oy+0, w-m*2, m); + bitmap.blt(skin, p+m, p+q-m, q-m*2, m, ox+m, oy+h-m, w-m*2, m); + bitmap.blt(skin, p+0, p+m, m, q-m*2, ox+0, oy+m, m, h-m*2); + bitmap.blt(skin, p+q-m, p+m, m, q-m*2, ox+w-m, oy+m, m, h-m*2); + bitmap.blt(skin, p+0, p+0, m, m, ox+0, oy+0, m, m); + bitmap.blt(skin, p+q-m, p+0, m, m, ox+w-m, oy+0, m, m); + bitmap.blt(skin, p+0, p+q-m, m, m, ox+0, oy+h-m, m, m); + bitmap.blt(skin, p+q-m, p+q-m, m, m, ox+w-m, oy+h-m, m, m); + } +}; + +/** + * @method _refreshContents + * @private + */ +Window.prototype._refreshContents = function() { + this._windowContentsSprite.move(this.padding, this.padding); +}; + +/** + * @method _refreshArrows + * @private + */ +Window.prototype._refreshArrows = function() { + var w = this._width; + var h = this._height; + var p = 24; + var q = p/2; + var sx = 96+p; + var sy = 0+p; + this._downArrowSprite.bitmap = this._windowskin; + this._downArrowSprite.anchor.x = 0.5; + this._downArrowSprite.anchor.y = 0.5; + this._downArrowSprite.setFrame(sx+q, sy+q+p, p, q); + this._downArrowSprite.move(w/2, h-q); + this._upArrowSprite.bitmap = this._windowskin; + this._upArrowSprite.anchor.x = 0.5; + this._upArrowSprite.anchor.y = 0.5; + this._upArrowSprite.setFrame(sx+q, sy, p, q); + this._upArrowSprite.move(w/2, q); +}; + +/** + * @method _refreshPauseSign + * @private + */ +Window.prototype._refreshPauseSign = function() { + var sx = 144; + var sy = 96; + var p = 24; + this._windowPauseSignSprite.bitmap = this._windowskin; + this._windowPauseSignSprite.anchor.x = 0.5; + this._windowPauseSignSprite.anchor.y = 1; + this._windowPauseSignSprite.move(this._width / 2, this._height); + this._windowPauseSignSprite.setFrame(sx, sy, p, p); + this._windowPauseSignSprite.alpha = 0; +}; + +/** + * @method _updateCursor + * @private + */ +Window.prototype._updateCursor = function() { + var blinkCount = this._animationCount % 40; + var cursorOpacity = this.contentsOpacity; + if (this.active) { + if (blinkCount < 20) { + cursorOpacity -= blinkCount * 8; + } else { + cursorOpacity -= (40 - blinkCount) * 8; + } + } + this._windowCursorSprite.alpha = cursorOpacity / 255; + this._windowCursorSprite.visible = this.isOpen(); +}; + +/** + * @method _updateContents + * @private + */ +Window.prototype._updateContents = function() { + var w = this._width - this._padding * 2; + var h = this._height - this._padding * 2; + if (w > 0 && h > 0) { + this._windowContentsSprite.setFrame(this.origin.x, this.origin.y, w, h); + this._windowContentsSprite.visible = this.isOpen(); + } else { + this._windowContentsSprite.visible = false; + } +}; + +/** + * @method _updateArrows + * @private + */ +Window.prototype._updateArrows = function() { + this._downArrowSprite.visible = this.isOpen() && this.downArrowVisible; + this._upArrowSprite.visible = this.isOpen() && this.upArrowVisible; +}; + +/** + * @method _updatePauseSign + * @private + */ +Window.prototype._updatePauseSign = function() { + var sprite = this._windowPauseSignSprite; + var x = Math.floor(this._animationCount / 16) % 2; + var y = Math.floor(this._animationCount / 16 / 2) % 2; + var sx = 144; + var sy = 96; + var p = 24; + if (!this.pause) { + sprite.alpha = 0; + } else if (sprite.alpha < 1) { + sprite.alpha = Math.min(sprite.alpha + 0.1, 1); + } + sprite.setFrame(sx+x*p, sy+y*p, p, p); + sprite.visible = this.isOpen(); +}; + +// The important members from Pixi.js + +/** + * The visibility of the window. + * + * @property visible + * @type Boolean + */ + +/** + * The x coordinate of the window. + * + * @property x + * @type Number + */ + +/** + * The y coordinate of the window. + * + * @property y + * @type Number + */ + +/** + * [read-only] The array of children of the window. + * + * @property children + * @type Array + */ + +/** + * [read-only] The object that contains the window. + * + * @property parent + * @type Object + */ + +/** + * Adds a child to the container. + * + * @method addChild + * @param {Object} child The child to add + * @return {Object} The child that was added + */ + +/** + * Adds a child to the container at a specified index. + * + * @method addChildAt + * @param {Object} child The child to add + * @param {Number} index The index to place the child in + * @return {Object} The child that was added + */ + +/** + * Removes a child from the container. + * + * @method removeChild + * @param {Object} child The child to remove + * @return {Object} The child that was removed + */ + +/** + * Removes a child from the specified index position. + * + * @method removeChildAt + * @param {Number} index The index to get the child from + * @return {Object} The child that was removed + */ + +//----------------------------------------------------------------------------- +/** + * The layer which contains game windows. + * + * @class WindowLayer + * @constructor + */ +function WindowLayer() { + this.initialize.apply(this, arguments); +} + +WindowLayer.prototype = Object.create(PIXI.Container.prototype); +WindowLayer.prototype.constructor = WindowLayer; + +WindowLayer.prototype.initialize = function() { + PIXI.Container.call(this); + this._width = 0; + this._height = 0; + this._tempCanvas = null; + this._translationMatrix = [1, 0, 0, 0, 1, 0, 0, 0, 1]; + + this._windowMask = new PIXI.Graphics(); + this._windowMask.beginFill(0xffffff, 1); + this._windowMask.drawRect(0, 0, 0, 0); + this._windowMask.endFill(); + this._windowRect = this._windowMask.graphicsData[0].shape; + + this._renderSprite = null; + this.filterArea = new PIXI.Rectangle(); + this.filters = [WindowLayer.voidFilter]; + + //temporary fix for memory leak bug + this.on('removed', this.onRemoveAsAChild); +}; + +WindowLayer.prototype.onRemoveAsAChild = function() { + this.removeChildren(); +} + +WindowLayer.voidFilter = new PIXI.filters.VoidFilter(); + +/** + * The width of the window layer in pixels. + * + * @property width + * @type Number + */ +Object.defineProperty(WindowLayer.prototype, 'width', { + get: function() { + return this._width; + }, + set: function(value) { + this._width = value; + }, + configurable: true +}); + +/** + * The height of the window layer in pixels. + * + * @property height + * @type Number + */ +Object.defineProperty(WindowLayer.prototype, 'height', { + get: function() { + return this._height; + }, + set: function(value) { + this._height = value; + }, + configurable: true +}); + +/** + * Sets the x, y, width, and height all at once. + * + * @method move + * @param {Number} x The x coordinate of the window layer + * @param {Number} y The y coordinate of the window layer + * @param {Number} width The width of the window layer + * @param {Number} height The height of the window layer + */ +WindowLayer.prototype.move = function(x, y, width, height) { + this.x = x; + this.y = y; + this.width = width; + this.height = height; +}; + +/** + * Updates the window layer for each frame. + * + * @method update + */ +WindowLayer.prototype.update = function() { + this.children.forEach(function(child) { + if (child.update) { + child.update(); + } + }); +}; + +/** + * @method _renderCanvas + * @param {Object} renderSession + * @private + */ +WindowLayer.prototype.renderCanvas = function(renderer) { + if (!this.visible || !this.renderable) { + return; + } + + if (!this._tempCanvas) { + this._tempCanvas = document.createElement('canvas'); + } + + this._tempCanvas.width = Graphics.width; + this._tempCanvas.height = Graphics.height; + + var realCanvasContext = renderer.context; + var context = this._tempCanvas.getContext('2d'); + + context.save(); + context.clearRect(0, 0, Graphics.width, Graphics.height); + context.beginPath(); + context.rect(this.x, this.y, this.width, this.height); + context.closePath(); + context.clip(); + + renderer.context = context; + + for (var i = 0; i < this.children.length; i++) { + var child = this.children[i]; + if (child._isWindow && child.visible && child.openness > 0) { + this._canvasClearWindowRect(renderer, child); + context.save(); + child.renderCanvas(renderer); + context.restore(); + } + } + + context.restore(); + + renderer.context = realCanvasContext; + renderer.context.setTransform(1, 0, 0, 1, 0, 0); + renderer.context.globalCompositeOperation = 'source-over'; + renderer.context.globalAlpha = 1; + renderer.context.drawImage(this._tempCanvas, 0, 0); + + for (var j = 0; j < this.children.length; j++) { + if (!this.children[j]._isWindow) { + this.children[j].renderCanvas(renderer); + } + } +}; + +/** + * @method _canvasClearWindowRect + * @param {Object} renderSession + * @param {Window} window + * @private + */ +WindowLayer.prototype._canvasClearWindowRect = function(renderSession, window) { + var rx = this.x + window.x; + var ry = this.y + window.y + window.height / 2 * (1 - window._openness / 255); + var rw = window.width; + var rh = window.height * window._openness / 255; + renderSession.context.clearRect(rx, ry, rw, rh); +}; + +/** + * @method _renderWebGL + * @param {Object} renderSession + * @private + */ +WindowLayer.prototype.renderWebGL = function(renderer) { + if (!this.visible || !this.renderable) { + return; + } + + if (this.children.length==0) { + return; + } + + renderer.flush(); + this.filterArea.copy(this); + renderer.filterManager.pushFilter(this, this.filters); + renderer.currentRenderer.start(); + + var shift = new PIXI.Point(); + var rt = renderer._activeRenderTarget; + var projectionMatrix = rt.projectionMatrix; + shift.x = Math.round((projectionMatrix.tx + 1) / 2 * rt.sourceFrame.width); + shift.y = Math.round((projectionMatrix.ty + 1) / 2 * rt.sourceFrame.height); + + for (var i = 0; i < this.children.length; i++) { + var child = this.children[i]; + if (child._isWindow && child.visible && child.openness > 0) { + this._maskWindow(child, shift); + renderer.maskManager.pushScissorMask(this, this._windowMask); + renderer.clear(); + renderer.maskManager.popScissorMask(); + renderer.currentRenderer.start(); + child.renderWebGL(renderer); + renderer.currentRenderer.flush(); + } + } + + renderer.flush(); + renderer.filterManager.popFilter(); + renderer.maskManager.popScissorMask(); + + for (var j = 0; j < this.children.length; j++) { + if (!this.children[j]._isWindow) { + this.children[j].renderWebGL(renderer); + } + } +}; + +/** + * @method _maskWindow + * @param {Window} window + * @private + */ +WindowLayer.prototype._maskWindow = function(window, shift) { + this._windowMask._currentBounds = null; + this._windowMask.boundsDirty = true; + var rect = this._windowRect; + rect.x = this.x + shift.x + window.x; + rect.y = this.x + shift.y + window.y + window.height / 2 * (1 - window._openness / 255); + rect.width = window.width; + rect.height = window.height * window._openness / 255; +}; + +// The important members from Pixi.js + +/** + * The x coordinate of the window layer. + * + * @property x + * @type Number + */ + +/** + * The y coordinate of the window layer. + * + * @property y + * @type Number + */ + +/** + * [read-only] The array of children of the window layer. + * + * @property children + * @type Array + */ + +/** + * [read-only] The object that contains the window layer. + * + * @property parent + * @type Object + */ + +/** + * Adds a child to the container. + * + * @method addChild + * @param {Object} child The child to add + * @return {Object} The child that was added + */ + +/** + * Adds a child to the container at a specified index. + * + * @method addChildAt + * @param {Object} child The child to add + * @param {Number} index The index to place the child in + * @return {Object} The child that was added + */ + +/** + * Removes a child from the container. + * + * @method removeChild + * @param {Object} child The child to remove + * @return {Object} The child that was removed + */ + +/** + * Removes a child from the specified index position. + * + * @method removeChildAt + * @param {Number} index The index to get the child from + * @return {Object} The child that was removed + */ + +//----------------------------------------------------------------------------- +/** + * The weather effect which displays rain, storm, or snow. + * + * @class Weather + * @constructor + */ +function Weather() { + this.initialize.apply(this, arguments); +} + +Weather.prototype = Object.create(PIXI.Container.prototype); +Weather.prototype.constructor = Weather; + +Weather.prototype.initialize = function() { + PIXI.Container.call(this); + + this._width = Graphics.width; + this._height = Graphics.height; + this._sprites = []; + + this._createBitmaps(); + this._createDimmer(); + + /** + * The type of the weather in ['none', 'rain', 'storm', 'snow']. + * + * @property type + * @type String + */ + this.type = 'none'; + + /** + * The power of the weather in the range (0, 9). + * + * @property power + * @type Number + */ + this.power = 0; + + /** + * The origin point of the weather for scrolling. + * + * @property origin + * @type Point + */ + this.origin = new Point(); +}; + +/** + * Updates the weather for each frame. + * + * @method update + */ +Weather.prototype.update = function() { + this._updateDimmer(); + this._updateAllSprites(); +}; + +/** + * @method _createBitmaps + * @private + */ +Weather.prototype._createBitmaps = function() { + this._rainBitmap = new Bitmap(1, 60); + this._rainBitmap.fillAll('white'); + this._stormBitmap = new Bitmap(2, 100); + this._stormBitmap.fillAll('white'); + this._snowBitmap = new Bitmap(9, 9); + this._snowBitmap.drawCircle(4, 4, 4, 'white'); +}; + +/** + * @method _createDimmer + * @private + */ +Weather.prototype._createDimmer = function() { + this._dimmerSprite = new ScreenSprite(); + this._dimmerSprite.setColor(80, 80, 80); + this.addChild(this._dimmerSprite); +}; + +/** + * @method _updateDimmer + * @private + */ +Weather.prototype._updateDimmer = function() { + this._dimmerSprite.opacity = Math.floor(this.power * 6); +}; + +/** + * @method _updateAllSprites + * @private + */ +Weather.prototype._updateAllSprites = function() { + var maxSprites = Math.floor(this.power * 10); + while (this._sprites.length < maxSprites) { + this._addSprite(); + } + while (this._sprites.length > maxSprites) { + this._removeSprite(); + } + this._sprites.forEach(function(sprite) { + this._updateSprite(sprite); + sprite.x = sprite.ax - this.origin.x; + sprite.y = sprite.ay - this.origin.y; + }, this); +}; + +/** + * @method _addSprite + * @private + */ +Weather.prototype._addSprite = function() { + var sprite = new Sprite(this.viewport); + sprite.opacity = 0; + this._sprites.push(sprite); + this.addChild(sprite); +}; + +/** + * @method _removeSprite + * @private + */ +Weather.prototype._removeSprite = function() { + this.removeChild(this._sprites.pop()); +}; + +/** + * @method _updateSprite + * @param {Sprite} sprite + * @private + */ +Weather.prototype._updateSprite = function(sprite) { + switch (this.type) { + case 'rain': + this._updateRainSprite(sprite); + break; + case 'storm': + this._updateStormSprite(sprite); + break; + case 'snow': + this._updateSnowSprite(sprite); + break; + } + if (sprite.opacity < 40) { + this._rebornSprite(sprite); + } +}; + +/** + * @method _updateRainSprite + * @param {Sprite} sprite + * @private + */ +Weather.prototype._updateRainSprite = function(sprite) { + sprite.bitmap = this._rainBitmap; + sprite.rotation = Math.PI / 16; + sprite.ax -= 6 * Math.sin(sprite.rotation); + sprite.ay += 6 * Math.cos(sprite.rotation); + sprite.opacity -= 6; +}; + +/** + * @method _updateStormSprite + * @param {Sprite} sprite + * @private + */ +Weather.prototype._updateStormSprite = function(sprite) { + sprite.bitmap = this._stormBitmap; + sprite.rotation = Math.PI / 8; + sprite.ax -= 8 * Math.sin(sprite.rotation); + sprite.ay += 8 * Math.cos(sprite.rotation); + sprite.opacity -= 8; +}; + +/** + * @method _updateSnowSprite + * @param {Sprite} sprite + * @private + */ +Weather.prototype._updateSnowSprite = function(sprite) { + sprite.bitmap = this._snowBitmap; + sprite.rotation = Math.PI / 16; + sprite.ax -= 3 * Math.sin(sprite.rotation); + sprite.ay += 3 * Math.cos(sprite.rotation); + sprite.opacity -= 3; +}; + +/** + * @method _rebornSprite + * @param {Sprite} sprite + * @private + */ +Weather.prototype._rebornSprite = function(sprite) { + sprite.ax = Math.randomInt(Graphics.width + 100) - 100 + this.origin.x; + sprite.ay = Math.randomInt(Graphics.height + 200) - 200 + this.origin.y; + sprite.opacity = 160 + Math.randomInt(60); +}; + +//----------------------------------------------------------------------------- +/** + * The color matrix filter for WebGL. + * + * @class ToneFilter + * @extends PIXI.Filter + * @constructor + */ +function ToneFilter() { + PIXI.filters.ColorMatrixFilter.call(this); +} + +ToneFilter.prototype = Object.create(PIXI.filters.ColorMatrixFilter.prototype); +ToneFilter.prototype.constructor = ToneFilter; + +/** + * Changes the hue. + * + * @method adjustHue + * @param {Number} value The hue value in the range (-360, 360) + */ +ToneFilter.prototype.adjustHue = function(value) { + this.hue(value, true); +}; + +/** + * Changes the saturation. + * + * @method adjustSaturation + * @param {Number} value The saturation value in the range (-255, 255) + */ +ToneFilter.prototype.adjustSaturation = function(value) { + value = (value || 0).clamp(-255, 255) / 255; + this.saturate(value, true); +}; + +/** + * Changes the tone. + * + * @method adjustTone + * @param {Number} r The red strength in the range (-255, 255) + * @param {Number} g The green strength in the range (-255, 255) + * @param {Number} b The blue strength in the range (-255, 255) + */ +ToneFilter.prototype.adjustTone = function(r, g, b) { + r = (r || 0).clamp(-255, 255) / 255; + g = (g || 0).clamp(-255, 255) / 255; + b = (b || 0).clamp(-255, 255) / 255; + + if (r !== 0 || g !== 0 || b !== 0) { + var matrix = [ + 1, 0, 0, r, 0, + 0, 1, 0, g, 0, + 0, 0, 1, b, 0, + 0, 0, 0, 1, 0 + ]; + + this._loadMatrix(matrix, true); + } +}; + +//----------------------------------------------------------------------------- +/** + * The sprite which changes the screen color in 2D canvas mode. + * + * @class ToneSprite + * @constructor + */ +function ToneSprite() { + this.initialize.apply(this, arguments); +} + +ToneSprite.prototype = Object.create(PIXI.Container.prototype); +ToneSprite.prototype.constructor = ToneSprite; + +ToneSprite.prototype.initialize = function() { + PIXI.Container.call(this); + this.clear(); +}; + +/** + * Clears the tone. + * + * @method reset + */ +ToneSprite.prototype.clear = function() { + this._red = 0; + this._green = 0; + this._blue = 0; + this._gray = 0; +}; + +/** + * Sets the tone. + * + * @method setTone + * @param {Number} r The red strength in the range (-255, 255) + * @param {Number} g The green strength in the range (-255, 255) + * @param {Number} b The blue strength in the range (-255, 255) + * @param {Number} gray The grayscale level in the range (0, 255) + */ +ToneSprite.prototype.setTone = function(r, g, b, gray) { + this._red = Math.round(r || 0).clamp(-255, 255); + this._green = Math.round(g || 0).clamp(-255, 255); + this._blue = Math.round(b || 0).clamp(-255, 255); + this._gray = Math.round(gray || 0).clamp(0, 255); +}; + +/** + * @method _renderCanvas + * @param {Object} renderSession + * @private + */ +ToneSprite.prototype._renderCanvas = function(renderer) { + if (this.visible) { + var context = renderer.context; + var t = this.worldTransform; + var r = renderer.resolution; + var width = Graphics.width; + var height = Graphics.height; + context.save(); + context.setTransform(t.a, t.b, t.c, t.d, t.tx * r, t.ty * r); + if (Graphics.canUseSaturationBlend() && this._gray > 0) { + context.globalCompositeOperation = 'saturation'; + context.globalAlpha = this._gray / 255; + context.fillStyle = '#ffffff'; + context.fillRect(0, 0, width, height); + } + context.globalAlpha = 1; + var r1 = Math.max(0, this._red); + var g1 = Math.max(0, this._green); + var b1 = Math.max(0, this._blue); + if (r1 || g1 || b1) { + context.globalCompositeOperation = 'lighter'; + context.fillStyle = Utils.rgbToCssColor(r1, g1, b1); + context.fillRect(0, 0, width, height); + } + if (Graphics.canUseDifferenceBlend()) { + var r2 = Math.max(0, -this._red); + var g2 = Math.max(0, -this._green); + var b2 = Math.max(0, -this._blue); + if (r2 || g2 || b2) { + context.globalCompositeOperation = 'difference'; + context.fillStyle = '#ffffff'; + context.fillRect(0, 0, width, height); + context.globalCompositeOperation = 'lighter'; + context.fillStyle = Utils.rgbToCssColor(r2, g2, b2); + context.fillRect(0, 0, width, height); + context.globalCompositeOperation = 'difference'; + context.fillStyle = '#ffffff'; + context.fillRect(0, 0, width, height); + } + } + context.restore(); + } +}; + +/** + * @method _renderWebGL + * @param {Object} renderSession + * @private + */ +ToneSprite.prototype._renderWebGL = function(renderer) { + // Not supported +}; + +//----------------------------------------------------------------------------- +/** + * The root object of the display tree. + * + * @class Stage + * @constructor + */ +function Stage() { + this.initialize.apply(this, arguments); +} + +Stage.prototype = Object.create(PIXI.Container.prototype); +Stage.prototype.constructor = Stage; + +Stage.prototype.initialize = function() { + PIXI.Container.call(this); + + // The interactive flag causes a memory leak. + this.interactive = false; +}; + +/** + * [read-only] The array of children of the stage. + * + * @property children + * @type Array + */ + +/** + * Adds a child to the container. + * + * @method addChild + * @param {Object} child The child to add + * @return {Object} The child that was added + */ + +/** + * Adds a child to the container at a specified index. + * + * @method addChildAt + * @param {Object} child The child to add + * @param {Number} index The index to place the child in + * @return {Object} The child that was added + */ + +/** + * Removes a child from the container. + * + * @method removeChild + * @param {Object} child The child to remove + * @return {Object} The child that was removed + */ + +/** + * Removes a child from the specified index position. + * + * @method removeChildAt + * @param {Number} index The index to get the child from + * @return {Object} The child that was removed + */ + +//----------------------------------------------------------------------------- +/** + * The audio object of Web Audio API. + * + * @class WebAudio + * @constructor + * @param {String} url The url of the audio file + */ +function WebAudio() { + this.initialize.apply(this, arguments); +} + +WebAudio._standAlone = (function(top){ + return !top.ResourceHandler; +})(this); + +WebAudio.prototype.initialize = function(url) { + if (!WebAudio._initialized) { + WebAudio.initialize(); + } + this.clear(); + + if(!WebAudio._standAlone){ + this._loader = ResourceHandler.createLoader(url, this._load.bind(this, url), function() { + this._hasError = true; + }.bind(this)); + } + this._load(url); + this._url = url; +}; + +WebAudio._masterVolume = 1; +WebAudio._context = null; +WebAudio._masterGainNode = null; +WebAudio._initialized = false; +WebAudio._unlocked = false; + +/** + * Initializes the audio system. + * + * @static + * @method initialize + * @param {Boolean} noAudio Flag for the no-audio mode + * @return {Boolean} True if the audio system is available + */ +WebAudio.initialize = function(noAudio) { + if (!this._initialized) { + if (!noAudio) { + this._createContext(); + this._detectCodecs(); + this._createMasterGainNode(); + this._setupEventHandlers(); + } + this._initialized = true; + } + return !!this._context; +}; + +/** + * Checks whether the browser can play ogg files. + * + * @static + * @method canPlayOgg + * @return {Boolean} True if the browser can play ogg files + */ +WebAudio.canPlayOgg = function() { + if (!this._initialized) { + this.initialize(); + } + return !!this._canPlayOgg; +}; + +/** + * Checks whether the browser can play m4a files. + * + * @static + * @method canPlayM4a + * @return {Boolean} True if the browser can play m4a files + */ +WebAudio.canPlayM4a = function() { + if (!this._initialized) { + this.initialize(); + } + return !!this._canPlayM4a; +}; + +/** + * Sets the master volume of the all audio. + * + * @static + * @method setMasterVolume + * @param {Number} value Master volume (min: 0, max: 1) + */ +WebAudio.setMasterVolume = function(value) { + this._masterVolume = value; + if (this._masterGainNode) { + this._masterGainNode.gain.setValueAtTime(this._masterVolume, this._context.currentTime); + } +}; + +/** + * @static + * @method _createContext + * @private + */ +WebAudio._createContext = function() { + try { + if (typeof AudioContext !== 'undefined') { + this._context = new AudioContext(); + } else if (typeof webkitAudioContext !== 'undefined') { + this._context = new webkitAudioContext(); + } + } catch (e) { + this._context = null; + } +}; + +/** + * @static + * @method _detectCodecs + * @private + */ +WebAudio._detectCodecs = function() { + var audio = document.createElement('audio'); + if (audio.canPlayType) { + this._canPlayOgg = audio.canPlayType('audio/ogg'); + this._canPlayM4a = audio.canPlayType('audio/mp4'); + } +}; + +/** + * @static + * @method _createMasterGainNode + * @private + */ +WebAudio._createMasterGainNode = function() { + var context = WebAudio._context; + if (context) { + this._masterGainNode = context.createGain(); + this._masterGainNode.gain.setValueAtTime(this._masterVolume, context.currentTime); + this._masterGainNode.connect(context.destination); + } +}; + +/** + * @static + * @method _setupEventHandlers + * @private + */ +WebAudio._setupEventHandlers = function() { + var resumeHandler = function() { + var context = WebAudio._context; + if (context && context.state === "suspended" && typeof context.resume === "function") { + context.resume().then(function() { + WebAudio._onTouchStart(); + }) + } else { + WebAudio._onTouchStart(); + } + }; + document.addEventListener("keydown", resumeHandler); + document.addEventListener("mousedown", resumeHandler); + document.addEventListener("touchend", resumeHandler); + document.addEventListener('touchstart', this._onTouchStart.bind(this)); + document.addEventListener('visibilitychange', this._onVisibilityChange.bind(this)); +}; + +/** + * @static + * @method _onTouchStart + * @private + */ +WebAudio._onTouchStart = function() { + var context = WebAudio._context; + if (context && !this._unlocked) { + // Unlock Web Audio on iOS + var node = context.createBufferSource(); + node.start(0); + this._unlocked = true; + } +}; + +/** + * @static + * @method _onVisibilityChange + * @private + */ +WebAudio._onVisibilityChange = function() { + if (document.visibilityState === 'hidden') { + this._onHide(); + } else { + this._onShow(); + } +}; + +/** + * @static + * @method _onHide + * @private + */ +WebAudio._onHide = function() { + if (this._shouldMuteOnHide()) { + this._fadeOut(1); + } +}; + +/** + * @static + * @method _onShow + * @private + */ +WebAudio._onShow = function() { + if (this._shouldMuteOnHide()) { + this._fadeIn(0.5); + } +}; + +/** + * @static + * @method _shouldMuteOnHide + * @private + */ +WebAudio._shouldMuteOnHide = function() { + return Utils.isMobileDevice(); +}; + +/** + * @static + * @method _fadeIn + * @param {Number} duration + * @private + */ +WebAudio._fadeIn = function(duration) { + if (this._masterGainNode) { + var gain = this._masterGainNode.gain; + var currentTime = WebAudio._context.currentTime; + gain.setValueAtTime(0, currentTime); + gain.linearRampToValueAtTime(this._masterVolume, currentTime + duration); + } +}; + +/** + * @static + * @method _fadeOut + * @param {Number} duration + * @private + */ +WebAudio._fadeOut = function(duration) { + if (this._masterGainNode) { + var gain = this._masterGainNode.gain; + var currentTime = WebAudio._context.currentTime; + gain.setValueAtTime(this._masterVolume, currentTime); + gain.linearRampToValueAtTime(0, currentTime + duration); + } +}; + +/** + * Clears the audio data. + * + * @method clear + */ +WebAudio.prototype.clear = function() { + this.stop(); + this._buffer = null; + this._sourceNode = null; + this._gainNode = null; + this._pannerNode = null; + this._totalTime = 0; + this._sampleRate = 0; + this._loopStart = 0; + this._loopLength = 0; + this._startTime = 0; + this._volume = 1; + this._pitch = 1; + this._pan = 0; + this._endTimer = null; + this._loadListeners = []; + this._stopListeners = []; + this._hasError = false; + this._autoPlay = false; +}; + +/** + * [read-only] The url of the audio file. + * + * @property url + * @type String + */ +Object.defineProperty(WebAudio.prototype, 'url', { + get: function() { + return this._url; + }, + configurable: true +}); + +/** + * The volume of the audio. + * + * @property volume + * @type Number + */ +Object.defineProperty(WebAudio.prototype, 'volume', { + get: function() { + return this._volume; + }, + set: function(value) { + this._volume = value; + if (this._gainNode) { + this._gainNode.gain.setValueAtTime(this._volume, WebAudio._context.currentTime); + } + }, + configurable: true +}); + +/** + * The pitch of the audio. + * + * @property pitch + * @type Number + */ +Object.defineProperty(WebAudio.prototype, 'pitch', { + get: function() { + return this._pitch; + }, + set: function(value) { + if (this._pitch !== value) { + this._pitch = value; + if (this.isPlaying()) { + this.play(this._sourceNode.loop, 0); + } + } + }, + configurable: true +}); + +/** + * The pan of the audio. + * + * @property pan + * @type Number + */ +Object.defineProperty(WebAudio.prototype, 'pan', { + get: function() { + return this._pan; + }, + set: function(value) { + this._pan = value; + this._updatePanner(); + }, + configurable: true +}); + +/** + * Checks whether the audio data is ready to play. + * + * @method isReady + * @return {Boolean} True if the audio data is ready to play + */ +WebAudio.prototype.isReady = function() { + return !!this._buffer; +}; + +/** + * Checks whether a loading error has occurred. + * + * @method isError + * @return {Boolean} True if a loading error has occurred + */ +WebAudio.prototype.isError = function() { + return this._hasError; +}; + +/** + * Checks whether the audio is playing. + * + * @method isPlaying + * @return {Boolean} True if the audio is playing + */ +WebAudio.prototype.isPlaying = function() { + return !!this._sourceNode; +}; + +/** + * Plays the audio. + * + * @method play + * @param {Boolean} loop Whether the audio data play in a loop + * @param {Number} offset The start position to play in seconds + */ +WebAudio.prototype.play = function(loop, offset) { + if (this.isReady()) { + offset = offset || 0; + this._startPlaying(loop, offset); + } else if (WebAudio._context) { + this._autoPlay = true; + this.addLoadListener(function() { + if (this._autoPlay) { + this.play(loop, offset); + } + }.bind(this)); + } +}; + +/** + * Stops the audio. + * + * @method stop + */ +WebAudio.prototype.stop = function() { + this._autoPlay = false; + this._removeEndTimer(); + this._removeNodes(); + if (this._stopListeners) { + while (this._stopListeners.length > 0) { + var listner = this._stopListeners.shift(); + listner(); + } + } +}; + +/** + * Performs the audio fade-in. + * + * @method fadeIn + * @param {Number} duration Fade-in time in seconds + */ +WebAudio.prototype.fadeIn = function(duration) { + if (this.isReady()) { + if (this._gainNode) { + var gain = this._gainNode.gain; + var currentTime = WebAudio._context.currentTime; + gain.setValueAtTime(0, currentTime); + gain.linearRampToValueAtTime(this._volume, currentTime + duration); + } + } else if (this._autoPlay) { + this.addLoadListener(function() { + this.fadeIn(duration); + }.bind(this)); + } +}; + +/** + * Performs the audio fade-out. + * + * @method fadeOut + * @param {Number} duration Fade-out time in seconds + */ +WebAudio.prototype.fadeOut = function(duration) { + if (this._gainNode) { + var gain = this._gainNode.gain; + var currentTime = WebAudio._context.currentTime; + gain.setValueAtTime(this._volume, currentTime); + gain.linearRampToValueAtTime(0, currentTime + duration); + } + this._autoPlay = false; +}; + +/** + * Gets the seek position of the audio. + * + * @method seek + */ +WebAudio.prototype.seek = function() { + if (WebAudio._context) { + var pos = (WebAudio._context.currentTime - this._startTime) * this._pitch; + if (this._loopLength > 0) { + while (pos >= this._loopStart + this._loopLength) { + pos -= this._loopLength; + } + } + return pos; + } else { + return 0; + } +}; + +/** + * Add a callback function that will be called when the audio data is loaded. + * + * @method addLoadListener + * @param {Function} listner The callback function + */ +WebAudio.prototype.addLoadListener = function(listner) { + this._loadListeners.push(listner); +}; + +/** + * Add a callback function that will be called when the playback is stopped. + * + * @method addStopListener + * @param {Function} listner The callback function + */ +WebAudio.prototype.addStopListener = function(listner) { + this._stopListeners.push(listner); +}; + +/** + * @method _load + * @param {String} url + * @private + */ +WebAudio.prototype._load = function(url) { + if (WebAudio._context) { + var xhr = new XMLHttpRequest(); + if(Decrypter.hasEncryptedAudio) url = Decrypter.extToEncryptExt(url); + xhr.open('GET', url); + xhr.responseType = 'arraybuffer'; + xhr.onload = function() { + if (xhr.status < 400) { + this._onXhrLoad(xhr); + } + }.bind(this); + xhr.onerror = this._loader || function(){this._hasError = true;}.bind(this); + xhr.send(); + } +}; + +/** + * @method _onXhrLoad + * @param {XMLHttpRequest} xhr + * @private + */ +WebAudio.prototype._onXhrLoad = function(xhr) { + var array = xhr.response; + if(Decrypter.hasEncryptedAudio) array = Decrypter.decryptArrayBuffer(array); + this._readLoopComments(new Uint8Array(array)); + WebAudio._context.decodeAudioData(array, function(buffer) { + this._buffer = buffer; + this._totalTime = buffer.duration; + if (this._loopLength > 0 && this._sampleRate > 0) { + this._loopStart /= this._sampleRate; + this._loopLength /= this._sampleRate; + } else { + this._loopStart = 0; + this._loopLength = this._totalTime; + } + this._onLoad(); + }.bind(this)); +}; + +/** + * @method _startPlaying + * @param {Boolean} loop + * @param {Number} offset + * @private + */ +WebAudio.prototype._startPlaying = function(loop, offset) { + if (this._loopLength > 0) { + while (offset >= this._loopStart + this._loopLength) { + offset -= this._loopLength; + } + } + this._removeEndTimer(); + this._removeNodes(); + this._createNodes(); + this._connectNodes(); + this._sourceNode.loop = loop; + this._sourceNode.start(0, offset); + this._startTime = WebAudio._context.currentTime - offset / this._pitch; + this._createEndTimer(); +}; + +/** + * @method _createNodes + * @private + */ +WebAudio.prototype._createNodes = function() { + var context = WebAudio._context; + this._sourceNode = context.createBufferSource(); + this._sourceNode.buffer = this._buffer; + this._sourceNode.loopStart = this._loopStart; + this._sourceNode.loopEnd = this._loopStart + this._loopLength; + this._sourceNode.playbackRate.setValueAtTime(this._pitch, context.currentTime); + this._gainNode = context.createGain(); + this._gainNode.gain.setValueAtTime(this._volume, context.currentTime); + this._pannerNode = context.createPanner(); + this._pannerNode.panningModel = 'equalpower'; + this._updatePanner(); +}; + +/** + * @method _connectNodes + * @private + */ +WebAudio.prototype._connectNodes = function() { + this._sourceNode.connect(this._gainNode); + this._gainNode.connect(this._pannerNode); + this._pannerNode.connect(WebAudio._masterGainNode); +}; + +/** + * @method _removeNodes + * @private + */ +WebAudio.prototype._removeNodes = function() { + if (this._sourceNode) { + this._sourceNode.stop(0); + this._sourceNode = null; + this._gainNode = null; + this._pannerNode = null; + } +}; + +/** + * @method _createEndTimer + * @private + */ +WebAudio.prototype._createEndTimer = function() { + if (this._sourceNode && !this._sourceNode.loop) { + var endTime = this._startTime + this._totalTime / this._pitch; + var delay = endTime - WebAudio._context.currentTime; + this._endTimer = setTimeout(function() { + this.stop(); + }.bind(this), delay * 1000); + } +}; + +/** + * @method _removeEndTimer + * @private + */ +WebAudio.prototype._removeEndTimer = function() { + if (this._endTimer) { + clearTimeout(this._endTimer); + this._endTimer = null; + } +}; + +/** + * @method _updatePanner + * @private + */ +WebAudio.prototype._updatePanner = function() { + if (this._pannerNode) { + var x = this._pan; + var z = 1 - Math.abs(x); + this._pannerNode.setPosition(x, 0, z); + } +}; + +/** + * @method _onLoad + * @private + */ +WebAudio.prototype._onLoad = function() { + while (this._loadListeners.length > 0) { + var listner = this._loadListeners.shift(); + listner(); + } +}; + +/** + * @method _readLoopComments + * @param {Uint8Array} array + * @private + */ +WebAudio.prototype._readLoopComments = function(array) { + this._readOgg(array); + this._readMp4(array); +}; + +/** + * @method _readOgg + * @param {Uint8Array} array + * @private + */ +WebAudio.prototype._readOgg = function(array) { + var index = 0; + while (index < array.length) { + if (this._readFourCharacters(array, index) === 'OggS') { + index += 26; + var vorbisHeaderFound = false; + var numSegments = array[index++]; + var segments = []; + for (var i = 0; i < numSegments; i++) { + segments.push(array[index++]); + } + for (i = 0; i < numSegments; i++) { + if (this._readFourCharacters(array, index + 1) === 'vorb') { + var headerType = array[index]; + if (headerType === 1) { + this._sampleRate = this._readLittleEndian(array, index + 12); + } else if (headerType === 3) { + this._readMetaData(array, index, segments[i]); + } + vorbisHeaderFound = true; + } + index += segments[i]; + } + if (!vorbisHeaderFound) { + break; + } + } else { + break; + } + } +}; + +/** + * @method _readMp4 + * @param {Uint8Array} array + * @private + */ +WebAudio.prototype._readMp4 = function(array) { + if (this._readFourCharacters(array, 4) === 'ftyp') { + var index = 0; + while (index < array.length) { + var size = this._readBigEndian(array, index); + var name = this._readFourCharacters(array, index + 4); + if (name === 'moov') { + index += 8; + } else { + if (name === 'mvhd') { + this._sampleRate = this._readBigEndian(array, index + 20); + } + if (name === 'udta' || name === 'meta') { + this._readMetaData(array, index, size); + } + index += size; + if (size <= 1) { + break; + } + } + } + } +}; + +/** + * @method _readMetaData + * @param {Uint8Array} array + * @param {Number} index + * @param {Number} size + * @private + */ +WebAudio.prototype._readMetaData = function(array, index, size) { + for (var i = index; i < index + size - 10; i++) { + if (this._readFourCharacters(array, i) === 'LOOP') { + var text = ''; + while (array[i] > 0) { + text += String.fromCharCode(array[i++]); + } + if (text.match(/LOOPSTART=([0-9]+)/)) { + this._loopStart = parseInt(RegExp.$1); + } + if (text.match(/LOOPLENGTH=([0-9]+)/)) { + this._loopLength = parseInt(RegExp.$1); + } + if (text == 'LOOPSTART' || text == 'LOOPLENGTH') { + var text2 = ''; + i += 16; + while (array[i] > 0) { + text2 += String.fromCharCode(array[i++]); + } + if (text == 'LOOPSTART') { + this._loopStart = parseInt(text2); + } else { + this._loopLength = parseInt(text2); + } + } + } + } +}; + +/** + * @method _readLittleEndian + * @param {Uint8Array} array + * @param {Number} index + * @private + */ +WebAudio.prototype._readLittleEndian = function(array, index) { + return (array[index + 3] * 0x1000000 + array[index + 2] * 0x10000 + + array[index + 1] * 0x100 + array[index + 0]); +}; + +/** + * @method _readBigEndian + * @param {Uint8Array} array + * @param {Number} index + * @private + */ +WebAudio.prototype._readBigEndian = function(array, index) { + return (array[index + 0] * 0x1000000 + array[index + 1] * 0x10000 + + array[index + 2] * 0x100 + array[index + 3]); +}; + +/** + * @method _readFourCharacters + * @param {Uint8Array} array + * @param {Number} index + * @private + */ +WebAudio.prototype._readFourCharacters = function(array, index) { + var string = ''; + for (var i = 0; i < 4; i++) { + string += String.fromCharCode(array[index + i]); + } + return string; +}; + +//----------------------------------------------------------------------------- +/** + * The static class that handles HTML5 Audio. + * + * @class Html5Audio + * @constructor + */ +function Html5Audio() { + throw new Error('This is a static class'); +} + +Html5Audio._initialized = false; +Html5Audio._unlocked = false; +Html5Audio._audioElement = null; +Html5Audio._gainTweenInterval = null; +Html5Audio._tweenGain = 0; +Html5Audio._tweenTargetGain = 0; +Html5Audio._tweenGainStep = 0; +Html5Audio._staticSePath = null; + +/** + * Sets up the Html5 Audio. + * + * @static + * @method setup + * @param {String} url The url of the audio file + */ +Html5Audio.setup = function (url) { + if (!this._initialized) { + this.initialize(); + } + this.clear(); + + if(Decrypter.hasEncryptedAudio && this._audioElement.src) { + window.URL.revokeObjectURL(this._audioElement.src); + } + this._url = url; +}; + +/** + * Initializes the audio system. + * + * @static + * @method initialize + * @return {Boolean} True if the audio system is available + */ +Html5Audio.initialize = function () { + if (!this._initialized) { + if (!this._audioElement) { + try { + this._audioElement = new Audio(); + } catch (e) { + this._audioElement = null; + } + } + if (!!this._audioElement) this._setupEventHandlers(); + this._initialized = true; + } + return !!this._audioElement; +}; + +/** + * @static + * @method _setupEventHandlers + * @private + */ +Html5Audio._setupEventHandlers = function () { + document.addEventListener('touchstart', this._onTouchStart.bind(this)); + document.addEventListener('visibilitychange', this._onVisibilityChange.bind(this)); + this._audioElement.addEventListener("loadeddata", this._onLoadedData.bind(this)); + this._audioElement.addEventListener("error", this._onError.bind(this)); + this._audioElement.addEventListener("ended", this._onEnded.bind(this)); +}; + +/** + * @static + * @method _onTouchStart + * @private + */ +Html5Audio._onTouchStart = function () { + if (this._audioElement && !this._unlocked) { + if (this._isLoading) { + this._load(this._url); + this._unlocked = true; + } else { + if (this._staticSePath) { + this._audioElement.src = this._staticSePath; + this._audioElement.volume = 0; + this._audioElement.loop = false; + this._audioElement.play(); + this._unlocked = true; + } + } + } +}; + +/** + * @static + * @method _onVisibilityChange + * @private + */ +Html5Audio._onVisibilityChange = function () { + if (document.visibilityState === 'hidden') { + this._onHide(); + } else { + this._onShow(); + } +}; + +/** + * @static + * @method _onLoadedData + * @private + */ +Html5Audio._onLoadedData = function () { + this._buffered = true; + if (this._unlocked) this._onLoad(); +}; + +/** + * @static + * @method _onError + * @private + */ +Html5Audio._onError = function () { + this._hasError = true; +}; + +/** + * @static + * @method _onEnded + * @private + */ +Html5Audio._onEnded = function () { + if (!this._audioElement.loop) { + this.stop(); + } +}; + +/** + * @static + * @method _onHide + * @private + */ +Html5Audio._onHide = function () { + this._audioElement.volume = 0; + this._tweenGain = 0; +}; + +/** + * @static + * @method _onShow + * @private + */ +Html5Audio._onShow = function () { + this.fadeIn(0.5); +}; + +/** + * Clears the audio data. + * + * @static + * @method clear + */ +Html5Audio.clear = function () { + this.stop(); + this._volume = 1; + this._loadListeners = []; + this._hasError = false; + this._autoPlay = false; + this._isLoading = false; + this._buffered = false; +}; + +/** + * Set the URL of static se. + * + * @static + * @param {String} url + */ +Html5Audio.setStaticSe = function (url) { + if (!this._initialized) { + this.initialize(); + this.clear(); + } + this._staticSePath = url; +}; + +/** + * [read-only] The url of the audio file. + * + * @property url + * @type String + */ +Object.defineProperty(Html5Audio, 'url', { + get: function () { + return Html5Audio._url; + }, + configurable: true +}); + +/** + * The volume of the audio. + * + * @property volume + * @type Number + */ +Object.defineProperty(Html5Audio, 'volume', { + get: function () { + return Html5Audio._volume; + }.bind(this), + set: function (value) { + Html5Audio._volume = value; + if (Html5Audio._audioElement) { + Html5Audio._audioElement.volume = this._volume; + } + }, + configurable: true +}); + +/** + * Checks whether the audio data is ready to play. + * + * @static + * @method isReady + * @return {Boolean} True if the audio data is ready to play + */ +Html5Audio.isReady = function () { + return this._buffered; +}; + +/** + * Checks whether a loading error has occurred. + * + * @static + * @method isError + * @return {Boolean} True if a loading error has occurred + */ +Html5Audio.isError = function () { + return this._hasError; +}; + +/** + * Checks whether the audio is playing. + * + * @static + * @method isPlaying + * @return {Boolean} True if the audio is playing + */ +Html5Audio.isPlaying = function () { + return !this._audioElement.paused; +}; + +/** + * Plays the audio. + * + * @static + * @method play + * @param {Boolean} loop Whether the audio data play in a loop + * @param {Number} offset The start position to play in seconds + */ +Html5Audio.play = function (loop, offset) { + if (this.isReady()) { + offset = offset || 0; + this._startPlaying(loop, offset); + } else if (Html5Audio._audioElement) { + this._autoPlay = true; + this.addLoadListener(function () { + if (this._autoPlay) { + this.play(loop, offset); + if (this._gainTweenInterval) { + clearInterval(this._gainTweenInterval); + this._gainTweenInterval = null; + } + } + }.bind(this)); + if (!this._isLoading) this._load(this._url); + } +}; + +/** + * Stops the audio. + * + * @static + * @method stop + */ +Html5Audio.stop = function () { + if (this._audioElement) this._audioElement.pause(); + this._autoPlay = false; + if (this._tweenInterval) { + clearInterval(this._tweenInterval); + this._tweenInterval = null; + this._audioElement.volume = 0; + } +}; + +/** + * Performs the audio fade-in. + * + * @static + * @method fadeIn + * @param {Number} duration Fade-in time in seconds + */ +Html5Audio.fadeIn = function (duration) { + if (this.isReady()) { + if (this._audioElement) { + this._tweenTargetGain = this._volume; + this._tweenGain = 0; + this._startGainTween(duration); + } + } else if (this._autoPlay) { + this.addLoadListener(function () { + this.fadeIn(duration); + }.bind(this)); + } +}; + +/** + * Performs the audio fade-out. + * + * @static + * @method fadeOut + * @param {Number} duration Fade-out time in seconds + */ +Html5Audio.fadeOut = function (duration) { + if (this._audioElement) { + this._tweenTargetGain = 0; + this._tweenGain = this._volume; + this._startGainTween(duration); + } +}; + +/** + * Gets the seek position of the audio. + * + * @static + * @method seek + */ +Html5Audio.seek = function () { + if (this._audioElement) { + return this._audioElement.currentTime; + } else { + return 0; + } +}; + +/** + * Add a callback function that will be called when the audio data is loaded. + * + * @static + * @method addLoadListener + * @param {Function} listner The callback function + */ +Html5Audio.addLoadListener = function (listner) { + this._loadListeners.push(listner); +}; + +/** + * @static + * @method _load + * @param {String} url + * @private + */ +Html5Audio._load = function (url) { + if (this._audioElement) { + this._isLoading = true; + this._audioElement.src = url; + this._audioElement.load(); + } +}; + +/** + * @static + * @method _startPlaying + * @param {Boolean} loop + * @param {Number} offset + * @private + */ +Html5Audio._startPlaying = function (loop, offset) { + this._audioElement.loop = loop; + if (this._gainTweenInterval) { + clearInterval(this._gainTweenInterval); + this._gainTweenInterval = null; + } + if (this._audioElement) { + this._audioElement.volume = this._volume; + this._audioElement.currentTime = offset; + this._audioElement.play(); + } +}; + +/** + * @static + * @method _onLoad + * @private + */ +Html5Audio._onLoad = function () { + this._isLoading = false; + while (this._loadListeners.length > 0) { + var listener = this._loadListeners.shift(); + listener(); + } +}; + +/** + * @static + * @method _startGainTween + * @params {Number} duration + * @private + */ +Html5Audio._startGainTween = function (duration) { + this._audioElement.volume = this._tweenGain; + if (this._gainTweenInterval) { + clearInterval(this._gainTweenInterval); + this._gainTweenInterval = null; + } + this._tweenGainStep = (this._tweenTargetGain - this._tweenGain) / (60 * duration); + this._gainTweenInterval = setInterval(function () { + Html5Audio._applyTweenValue(Html5Audio._tweenTargetGain); + }, 1000 / 60); +}; + +/** + * @static + * @method _applyTweenValue + * @param {Number} volume + * @private + */ +Html5Audio._applyTweenValue = function (volume) { + Html5Audio._tweenGain += Html5Audio._tweenGainStep; + if (Html5Audio._tweenGain < 0 && Html5Audio._tweenGainStep < 0) { + Html5Audio._tweenGain = 0; + } + else if (Html5Audio._tweenGain > volume && Html5Audio._tweenGainStep > 0) { + Html5Audio._tweenGain = volume; + } + + if (Math.abs(Html5Audio._tweenTargetGain - Html5Audio._tweenGain) < 0.01) { + Html5Audio._tweenGain = Html5Audio._tweenTargetGain; + clearInterval(Html5Audio._gainTweenInterval); + Html5Audio._gainTweenInterval = null; + } + + Html5Audio._audioElement.volume = Html5Audio._tweenGain; +}; + +//----------------------------------------------------------------------------- +/** + * The static class that handles JSON with object information. + * + * @class JsonEx + */ +function JsonEx() { + throw new Error('This is a static class'); +} + +/** + * The maximum depth of objects. + * + * @static + * @property maxDepth + * @type Number + * @default 100 + */ +JsonEx.maxDepth = 100; + +JsonEx._id = 1; +JsonEx._generateId = function(){ + return JsonEx._id++; +}; + +/** + * Converts an object to a JSON string with object information. + * + * @static + * @method stringify + * @param {Object} object The object to be converted + * @return {String} The JSON string + */ +JsonEx.stringify = function(object) { + var circular = []; + JsonEx._id = 1; + var json = JSON.stringify(this._encode(object, circular, 0)); + this._cleanMetadata(object); + this._restoreCircularReference(circular); + + return json; +}; + +JsonEx._restoreCircularReference = function(circulars){ + circulars.forEach(function(circular){ + var key = circular[0]; + var value = circular[1]; + var content = circular[2]; + + value[key] = content; + }); +}; + +/** + * Parses a JSON string and reconstructs the corresponding object. + * + * @static + * @method parse + * @param {String} json The JSON string + * @return {Object} The reconstructed object + */ +JsonEx.parse = function(json) { + var circular = []; + var registry = {}; + var contents = this._decode(JSON.parse(json), circular, registry); + this._cleanMetadata(contents); + this._linkCircularReference(contents, circular, registry); + + return contents; +}; + +JsonEx._linkCircularReference = function(contents, circulars, registry){ + circulars.forEach(function(circular){ + var key = circular[0]; + var value = circular[1]; + var id = circular[2]; + + value[key] = registry[id]; + }); +}; + +JsonEx._cleanMetadata = function(object){ + if(!object) return; + + delete object['@']; + delete object['@c']; + + if(typeof object === 'object'){ + Object.keys(object).forEach(function(key){ + var value = object[key]; + if(typeof value === 'object'){ + JsonEx._cleanMetadata(value); + } + }); + } +}; + + +/** + * Makes a deep copy of the specified object. + * + * @static + * @method makeDeepCopy + * @param {Object} object The object to be copied + * @return {Object} The copied object + */ +JsonEx.makeDeepCopy = function(object) { + return this.parse(this.stringify(object)); +}; + +/** + * @static + * @method _encode + * @param {Object} value + * @param {Array} circular + * @param {Number} depth + * @return {Object} + * @private + */ +JsonEx._encode = function(value, circular, depth) { + depth = depth || 0; + if (++depth >= this.maxDepth) { + throw new Error('Object too deep'); + } + var type = Object.prototype.toString.call(value); + if (type === '[object Object]' || type === '[object Array]') { + value['@c'] = JsonEx._generateId(); + + var constructorName = this._getConstructorName(value); + if (constructorName !== 'Object' && constructorName !== 'Array') { + value['@'] = constructorName; + } + for (var key in value) { + if (value.hasOwnProperty(key) && !key.match(/^@./)) { + if(value[key] && typeof value[key] === 'object'){ + if(value[key]['@c']){ + circular.push([key, value, value[key]]); + value[key] = {'@r': value[key]['@c']}; + }else{ + value[key] = this._encode(value[key], circular, depth + 1); + + if(value[key] instanceof Array){ + //wrap array + circular.push([key, value, value[key]]); + + value[key] = { + '@c': value[key]['@c'], + '@a': value[key] + }; + } + } + }else{ + value[key] = this._encode(value[key], circular, depth + 1); + } + } + } + } + depth--; + return value; +}; + +/** + * @static + * @method _decode + * @param {Object} value + * @param {Array} circular + * @param {Object} registry + * @return {Object} + * @private + */ +JsonEx._decode = function(value, circular, registry) { + var type = Object.prototype.toString.call(value); + if (type === '[object Object]' || type === '[object Array]') { + registry[value['@c']] = value; + + if (value['@']) { + var constructor = window[value['@']]; + if (constructor) { + value = this._resetPrototype(value, constructor.prototype); + } + } + for (var key in value) { + if (value.hasOwnProperty(key)) { + if(value[key] && value[key]['@a']){ + //object is array wrapper + var body = value[key]['@a']; + body['@c'] = value[key]['@c']; + value[key] = body; + } + if(value[key] && value[key]['@r']){ + //object is reference + circular.push([key, value, value[key]['@r']]) + } + value[key] = this._decode(value[key], circular, registry); + } + } + } + return value; +}; + +/** + * @static + * @method _getConstructorName + * @param {Object} value + * @return {String} + * @private + */ +JsonEx._getConstructorName = function(value) { + var name = value.constructor.name; + if (name === undefined) { + var func = /^\s*function\s*([A-Za-z0-9_$]*)/; + name = func.exec(value.constructor)[1]; + } + return name; +}; + +/** + * @static + * @method _resetPrototype + * @param {Object} value + * @param {Object} prototype + * @return {Object} + * @private + */ +JsonEx._resetPrototype = function(value, prototype) { + if (Object.setPrototypeOf !== undefined) { + Object.setPrototypeOf(value, prototype); + } else if ('__proto__' in value) { + value.__proto__ = prototype; + } else { + var newValue = Object.create(prototype); + for (var key in value) { + if (value.hasOwnProperty(key)) { + newValue[key] = value[key]; + } + } + value = newValue; + } + return value; +}; + + +function Decrypter() { + throw new Error('This is a static class'); +} + +Decrypter.hasEncryptedImages = false; +Decrypter.hasEncryptedAudio = false; +Decrypter._requestImgFile = []; +Decrypter._headerlength = 16; +Decrypter._xhrOk = 400; +Decrypter._encryptionKey = ""; +Decrypter._ignoreList = [ + "img/system/Window.png" +]; +Decrypter.SIGNATURE = "5250474d56000000"; +Decrypter.VER = "000301"; +Decrypter.REMAIN = "0000000000"; + +Decrypter.checkImgIgnore = function(url){ + for(var cnt = 0; cnt < this._ignoreList.length; cnt++) { + if(url === this._ignoreList[cnt]) return true; + } + return false; +}; + +Decrypter.decryptImg = function(url, bitmap) { + url = this.extToEncryptExt(url); + + var requestFile = new XMLHttpRequest(); + requestFile.open("GET", url); + requestFile.responseType = "arraybuffer"; + requestFile.send(); + + requestFile.onload = function () { + if(this.status < Decrypter._xhrOk) { + var arrayBuffer = Decrypter.decryptArrayBuffer(requestFile.response); + bitmap._image.src = Decrypter.createBlobUrl(arrayBuffer); + bitmap._image.addEventListener('load', bitmap._loadListener = Bitmap.prototype._onLoad.bind(bitmap)); + bitmap._image.addEventListener('error', bitmap._errorListener = bitmap._loader || Bitmap.prototype._onError.bind(bitmap)); + } + }; + + requestFile.onerror = function () { + if (bitmap._loader) { + bitmap._loader(); + } else { + bitmap._onError(); + } + }; +}; + +Decrypter.decryptHTML5Audio = function(url, bgm, pos) { + var requestFile = new XMLHttpRequest(); + requestFile.open("GET", url); + requestFile.responseType = "arraybuffer"; + requestFile.send(); + + requestFile.onload = function () { + if(this.status < Decrypter._xhrOk) { + var arrayBuffer = Decrypter.decryptArrayBuffer(requestFile.response); + var url = Decrypter.createBlobUrl(arrayBuffer); + AudioManager.createDecryptBuffer(url, bgm, pos); + } + }; +}; + +Decrypter.cutArrayHeader = function(arrayBuffer, length) { + return arrayBuffer.slice(length); +}; + +Decrypter.decryptArrayBuffer = function(arrayBuffer) { + if (!arrayBuffer) return null; + var header = new Uint8Array(arrayBuffer, 0, this._headerlength); + + var i; + var ref = this.SIGNATURE + this.VER + this.REMAIN; + var refBytes = new Uint8Array(16); + for (i = 0; i < this._headerlength; i++) { + refBytes[i] = parseInt("0x" + ref.substr(i * 2, 2), 16); + } + for (i = 0; i < this._headerlength; i++) { + if (header[i] !== refBytes[i]) { + throw new Error("Header is wrong"); + } + } + + arrayBuffer = this.cutArrayHeader(arrayBuffer, Decrypter._headerlength); + var view = new DataView(arrayBuffer); + this.readEncryptionkey(); + if (arrayBuffer) { + var byteArray = new Uint8Array(arrayBuffer); + for (i = 0; i < this._headerlength; i++) { + byteArray[i] = byteArray[i] ^ parseInt(Decrypter._encryptionKey[i], 16); + view.setUint8(i, byteArray[i]); + } + } + + return arrayBuffer; +}; + +Decrypter.createBlobUrl = function(arrayBuffer){ + var blob = new Blob([arrayBuffer]); + return window.URL.createObjectURL(blob); +}; + +Decrypter.extToEncryptExt = function(url) { + var ext = url.split('.').pop(); + var encryptedExt = ext; + + if(ext === "ogg") encryptedExt = ".rpgmvo"; + else if(ext === "m4a") encryptedExt = ".rpgmvm"; + else if(ext === "png") encryptedExt = ".rpgmvp"; + else encryptedExt = ext; + + return url.slice(0, url.lastIndexOf(ext) - 1) + encryptedExt; +}; + +Decrypter.readEncryptionkey = function(){ + this._encryptionKey = $dataSystem.encryptionKey.split(/(.{2})/).filter(Boolean); +}; + +//----------------------------------------------------------------------------- +/** + * The static class that handles resource loading. + * + * @class ResourceHandler + */ +function ResourceHandler() { + throw new Error('This is a static class'); +} + +ResourceHandler._reloaders = []; +ResourceHandler._defaultRetryInterval = [500, 1000, 3000]; + +ResourceHandler.createLoader = function(url, retryMethod, resignMethod, retryInterval) { + retryInterval = retryInterval || this._defaultRetryInterval; + var reloaders = this._reloaders; + var retryCount = 0; + return function() { + if (retryCount < retryInterval.length) { + setTimeout(retryMethod, retryInterval[retryCount]); + retryCount++; + } else { + if (resignMethod) { + resignMethod(); + } + if (url) { + if (reloaders.length === 0) { + Graphics.printLoadingError(url); + SceneManager.stop(); + } + reloaders.push(function() { + retryCount = 0; + retryMethod(); + }); + } + } + }; +}; + +ResourceHandler.exists = function() { + return this._reloaders.length > 0; +}; + +ResourceHandler.retry = function() { + if (this._reloaders.length > 0) { + Graphics.eraseLoadingError(); + SceneManager.resume(); + this._reloaders.forEach(function(reloader) { + reloader(); + }); + this._reloaders.length = 0; + } +}; \ No newline at end of file diff --git a/www/js/rpg_managers.js b/www/js/rpg_managers.js new file mode 100644 index 0000000..eb72cdc --- /dev/null +++ b/www/js/rpg_managers.js @@ -0,0 +1,2839 @@ +//============================================================================= +// rpg_managers.js v1.6.2 +//============================================================================= + +//----------------------------------------------------------------------------- +// DataManager +// +// The static class that manages the database and game objects. + +function DataManager() { + throw new Error('This is a static class'); +} + +var $dataActors = null; +var $dataClasses = null; +var $dataSkills = null; +var $dataItems = null; +var $dataWeapons = null; +var $dataArmors = null; +var $dataEnemies = null; +var $dataTroops = null; +var $dataStates = null; +var $dataAnimations = null; +var $dataTilesets = null; +var $dataCommonEvents = null; +var $dataSystem = null; +var $dataMapInfos = null; +var $dataMap = null; +var $gameTemp = null; +var $gameSystem = null; +var $gameScreen = null; +var $gameTimer = null; +var $gameMessage = null; +var $gameSwitches = null; +var $gameVariables = null; +var $gameSelfSwitches = null; +var $gameActors = null; +var $gameParty = null; +var $gameTroop = null; +var $gameMap = null; +var $gamePlayer = null; +var $testEvent = null; + +DataManager._globalId = 'RPGMV'; +DataManager._lastAccessedId = 1; +DataManager._errorUrl = null; + +DataManager._databaseFiles = [ + { name: '$dataActors', src: 'Actors.json' }, + { name: '$dataClasses', src: 'Classes.json' }, + { name: '$dataSkills', src: 'Skills.json' }, + { name: '$dataItems', src: 'Items.json' }, + { name: '$dataWeapons', src: 'Weapons.json' }, + { name: '$dataArmors', src: 'Armors.json' }, + { name: '$dataEnemies', src: 'Enemies.json' }, + { name: '$dataTroops', src: 'Troops.json' }, + { name: '$dataStates', src: 'States.json' }, + { name: '$dataAnimations', src: 'Animations.json' }, + { name: '$dataTilesets', src: 'Tilesets.json' }, + { name: '$dataCommonEvents', src: 'CommonEvents.json' }, + { name: '$dataSystem', src: 'System.json' }, + { name: '$dataMapInfos', src: 'MapInfos.json' } +]; + +DataManager.loadDatabase = function() { + var test = this.isBattleTest() || this.isEventTest(); + var prefix = test ? 'Test_' : ''; + for (var i = 0; i < this._databaseFiles.length; i++) { + var name = this._databaseFiles[i].name; + var src = this._databaseFiles[i].src; + this.loadDataFile(name, prefix + src); + } + if (this.isEventTest()) { + this.loadDataFile('$testEvent', prefix + 'Event.json'); + } +}; + +DataManager.loadDataFile = function(name, src) { + var xhr = new XMLHttpRequest(); + var url = 'data/' + src; + xhr.open('GET', url); + xhr.overrideMimeType('application/json'); + xhr.onload = function() { + if (xhr.status < 400) { + window[name] = JSON.parse(xhr.responseText); + DataManager.onLoad(window[name]); + } + }; + xhr.onerror = this._mapLoader || function() { + DataManager._errorUrl = DataManager._errorUrl || url; + }; + window[name] = null; + xhr.send(); +}; + +DataManager.isDatabaseLoaded = function() { + this.checkError(); + for (var i = 0; i < this._databaseFiles.length; i++) { + if (!window[this._databaseFiles[i].name]) { + return false; + } + } + return true; +}; + +DataManager.loadMapData = function(mapId) { + if (mapId > 0) { + var filename = 'Map%1.json'.format(mapId.padZero(3)); + this._mapLoader = ResourceHandler.createLoader('data/' + filename, this.loadDataFile.bind(this, '$dataMap', filename)); + this.loadDataFile('$dataMap', filename); + } else { + this.makeEmptyMap(); + } +}; + +DataManager.makeEmptyMap = function() { + $dataMap = {}; + $dataMap.data = []; + $dataMap.events = []; + $dataMap.width = 100; + $dataMap.height = 100; + $dataMap.scrollType = 3; +}; + +DataManager.isMapLoaded = function() { + this.checkError(); + return !!$dataMap; +}; + +DataManager.onLoad = function(object) { + var array; + if (object === $dataMap) { + this.extractMetadata(object); + array = object.events; + } else { + array = object; + } + if (Array.isArray(array)) { + for (var i = 0; i < array.length; i++) { + var data = array[i]; + if (data && data.note !== undefined) { + this.extractMetadata(data); + } + } + } + if (object === $dataSystem) { + Decrypter.hasEncryptedImages = !!object.hasEncryptedImages; + Decrypter.hasEncryptedAudio = !!object.hasEncryptedAudio; + Scene_Boot.loadSystemImages(); + } +}; + +DataManager.extractMetadata = function(data) { + var re = /<([^<>:]+)(:?)([^>]*)>/g; + data.meta = {}; + for (;;) { + var match = re.exec(data.note); + if (match) { + if (match[2] === ':') { + data.meta[match[1]] = match[3]; + } else { + data.meta[match[1]] = true; + } + } else { + break; + } + } +}; + +DataManager.checkError = function() { + if (DataManager._errorUrl) { + throw new Error('Failed to load: ' + DataManager._errorUrl); + } +}; + +DataManager.isBattleTest = function() { + return Utils.isOptionValid('btest'); +}; + +DataManager.isEventTest = function() { + return Utils.isOptionValid('etest'); +}; + +DataManager.isSkill = function(item) { + return item && $dataSkills.contains(item); +}; + +DataManager.isItem = function(item) { + return item && $dataItems.contains(item); +}; + +DataManager.isWeapon = function(item) { + return item && $dataWeapons.contains(item); +}; + +DataManager.isArmor = function(item) { + return item && $dataArmors.contains(item); +}; + +DataManager.createGameObjects = function() { + $gameTemp = new Game_Temp(); + $gameSystem = new Game_System(); + $gameScreen = new Game_Screen(); + $gameTimer = new Game_Timer(); + $gameMessage = new Game_Message(); + $gameSwitches = new Game_Switches(); + $gameVariables = new Game_Variables(); + $gameSelfSwitches = new Game_SelfSwitches(); + $gameActors = new Game_Actors(); + $gameParty = new Game_Party(); + $gameTroop = new Game_Troop(); + $gameMap = new Game_Map(); + $gamePlayer = new Game_Player(); +}; + +DataManager.setupNewGame = function() { + this.createGameObjects(); + this.selectSavefileForNewGame(); + $gameParty.setupStartingMembers(); + $gamePlayer.reserveTransfer($dataSystem.startMapId, + $dataSystem.startX, $dataSystem.startY); + Graphics.frameCount = 0; +}; + +DataManager.setupBattleTest = function() { + this.createGameObjects(); + $gameParty.setupBattleTest(); + BattleManager.setup($dataSystem.testTroopId, true, false); + BattleManager.setBattleTest(true); + BattleManager.playBattleBgm(); +}; + +DataManager.setupEventTest = function() { + this.createGameObjects(); + this.selectSavefileForNewGame(); + $gameParty.setupStartingMembers(); + $gamePlayer.reserveTransfer(-1, 8, 6); + $gamePlayer.setTransparent(false); +}; + +DataManager.loadGlobalInfo = function() { + var json; + try { + json = StorageManager.load(0); + } catch (e) { + console.error(e); + return []; + } + if (json) { + var globalInfo = JSON.parse(json); + for (var i = 1; i <= this.maxSavefiles(); i++) { + if (!StorageManager.exists(i)) { + delete globalInfo[i]; + } + } + return globalInfo; + } else { + return []; + } +}; + +DataManager.saveGlobalInfo = function(info) { + StorageManager.save(0, JSON.stringify(info)); +}; + +DataManager.isThisGameFile = function(savefileId) { + var globalInfo = this.loadGlobalInfo(); + if (globalInfo && globalInfo[savefileId]) { + if (StorageManager.isLocalMode()) { + return true; + } else { + var savefile = globalInfo[savefileId]; + return (savefile.globalId === this._globalId && + savefile.title === $dataSystem.gameTitle); + } + } else { + return false; + } +}; + +DataManager.isAnySavefileExists = function() { + var globalInfo = this.loadGlobalInfo(); + if (globalInfo) { + for (var i = 1; i < globalInfo.length; i++) { + if (this.isThisGameFile(i)) { + return true; + } + } + } + return false; +}; + +DataManager.latestSavefileId = function() { + var globalInfo = this.loadGlobalInfo(); + var savefileId = 1; + var timestamp = 0; + if (globalInfo) { + for (var i = 1; i < globalInfo.length; i++) { + if (this.isThisGameFile(i) && globalInfo[i].timestamp > timestamp) { + timestamp = globalInfo[i].timestamp; + savefileId = i; + } + } + } + return savefileId; +}; + +DataManager.loadAllSavefileImages = function() { + var globalInfo = this.loadGlobalInfo(); + if (globalInfo) { + for (var i = 1; i < globalInfo.length; i++) { + if (this.isThisGameFile(i)) { + var info = globalInfo[i]; + this.loadSavefileImages(info); + } + } + } +}; + +DataManager.loadSavefileImages = function(info) { + if (info.characters) { + for (var i = 0; i < info.characters.length; i++) { + ImageManager.reserveCharacter(info.characters[i][0]); + } + } + if (info.faces) { + for (var j = 0; j < info.faces.length; j++) { + ImageManager.reserveFace(info.faces[j][0]); + } + } +}; + +DataManager.maxSavefiles = function() { + return 20; +}; + +DataManager.saveGame = function(savefileId) { + try { + StorageManager.backup(savefileId); + return this.saveGameWithoutRescue(savefileId); + } catch (e) { + console.error(e); + try { + StorageManager.remove(savefileId); + StorageManager.restoreBackup(savefileId); + } catch (e2) { + } + return false; + } +}; + +DataManager.loadGame = function(savefileId) { + try { + return this.loadGameWithoutRescue(savefileId); + } catch (e) { + console.error(e); + return false; + } +}; + +DataManager.loadSavefileInfo = function(savefileId) { + var globalInfo = this.loadGlobalInfo(); + return (globalInfo && globalInfo[savefileId]) ? globalInfo[savefileId] : null; +}; + +DataManager.lastAccessedSavefileId = function() { + return this._lastAccessedId; +}; + +DataManager.saveGameWithoutRescue = function(savefileId) { + var json = JsonEx.stringify(this.makeSaveContents()); + if (json.length >= 200000) { + console.warn('Save data too big!'); + } + StorageManager.save(savefileId, json); + this._lastAccessedId = savefileId; + var globalInfo = this.loadGlobalInfo() || []; + globalInfo[savefileId] = this.makeSavefileInfo(); + this.saveGlobalInfo(globalInfo); + return true; +}; + +DataManager.loadGameWithoutRescue = function(savefileId) { + var globalInfo = this.loadGlobalInfo(); + if (this.isThisGameFile(savefileId)) { + var json = StorageManager.load(savefileId); + this.createGameObjects(); + this.extractSaveContents(JsonEx.parse(json)); + this._lastAccessedId = savefileId; + return true; + } else { + return false; + } +}; + +DataManager.selectSavefileForNewGame = function() { + var globalInfo = this.loadGlobalInfo(); + this._lastAccessedId = 1; + if (globalInfo) { + var numSavefiles = Math.max(0, globalInfo.length - 1); + if (numSavefiles < this.maxSavefiles()) { + this._lastAccessedId = numSavefiles + 1; + } else { + var timestamp = Number.MAX_VALUE; + for (var i = 1; i < globalInfo.length; i++) { + if (!globalInfo[i]) { + this._lastAccessedId = i; + break; + } + if (globalInfo[i].timestamp < timestamp) { + timestamp = globalInfo[i].timestamp; + this._lastAccessedId = i; + } + } + } + } +}; + +DataManager.makeSavefileInfo = function() { + var info = {}; + info.globalId = this._globalId; + info.title = $dataSystem.gameTitle; + info.characters = $gameParty.charactersForSavefile(); + info.faces = $gameParty.facesForSavefile(); + info.playtime = $gameSystem.playtimeText(); + info.timestamp = Date.now(); + return info; +}; + +DataManager.makeSaveContents = function() { + // A save data does not contain $gameTemp, $gameMessage, and $gameTroop. + var contents = {}; + contents.system = $gameSystem; + contents.screen = $gameScreen; + contents.timer = $gameTimer; + contents.switches = $gameSwitches; + contents.variables = $gameVariables; + contents.selfSwitches = $gameSelfSwitches; + contents.actors = $gameActors; + contents.party = $gameParty; + contents.map = $gameMap; + contents.player = $gamePlayer; + return contents; +}; + +DataManager.extractSaveContents = function(contents) { + $gameSystem = contents.system; + $gameScreen = contents.screen; + $gameTimer = contents.timer; + $gameSwitches = contents.switches; + $gameVariables = contents.variables; + $gameSelfSwitches = contents.selfSwitches; + $gameActors = contents.actors; + $gameParty = contents.party; + $gameMap = contents.map; + $gamePlayer = contents.player; +}; + +//----------------------------------------------------------------------------- +// ConfigManager +// +// The static class that manages the configuration data. + +function ConfigManager() { + throw new Error('This is a static class'); +} + +ConfigManager.alwaysDash = false; +ConfigManager.commandRemember = false; + +Object.defineProperty(ConfigManager, 'bgmVolume', { + get: function() { + return AudioManager._bgmVolume; + }, + set: function(value) { + AudioManager.bgmVolume = value; + }, + configurable: true +}); + +Object.defineProperty(ConfigManager, 'bgsVolume', { + get: function() { + return AudioManager.bgsVolume; + }, + set: function(value) { + AudioManager.bgsVolume = value; + }, + configurable: true +}); + +Object.defineProperty(ConfigManager, 'meVolume', { + get: function() { + return AudioManager.meVolume; + }, + set: function(value) { + AudioManager.meVolume = value; + }, + configurable: true +}); + +Object.defineProperty(ConfigManager, 'seVolume', { + get: function() { + return AudioManager.seVolume; + }, + set: function(value) { + AudioManager.seVolume = value; + }, + configurable: true +}); + +ConfigManager.load = function() { + var json; + var config = {}; + try { + json = StorageManager.load(-1); + } catch (e) { + console.error(e); + } + if (json) { + config = JSON.parse(json); + } + this.applyData(config); +}; + +ConfigManager.save = function() { + StorageManager.save(-1, JSON.stringify(this.makeData())); +}; + +ConfigManager.makeData = function() { + var config = {}; + config.alwaysDash = this.alwaysDash; + config.commandRemember = this.commandRemember; + config.bgmVolume = this.bgmVolume; + config.bgsVolume = this.bgsVolume; + config.meVolume = this.meVolume; + config.seVolume = this.seVolume; + return config; +}; + +ConfigManager.applyData = function(config) { + this.alwaysDash = this.readFlag(config, 'alwaysDash'); + this.commandRemember = this.readFlag(config, 'commandRemember'); + this.bgmVolume = this.readVolume(config, 'bgmVolume'); + this.bgsVolume = this.readVolume(config, 'bgsVolume'); + this.meVolume = this.readVolume(config, 'meVolume'); + this.seVolume = this.readVolume(config, 'seVolume'); +}; + +ConfigManager.readFlag = function(config, name) { + return !!config[name]; +}; + +ConfigManager.readVolume = function(config, name) { + var value = config[name]; + if (value !== undefined) { + return Number(value).clamp(0, 100); + } else { + return 100; + } +}; + +//----------------------------------------------------------------------------- +// StorageManager +// +// The static class that manages storage for saving game data. + +function StorageManager() { + throw new Error('This is a static class'); +} + +StorageManager.save = function(savefileId, json) { + if (this.isLocalMode()) { + this.saveToLocalFile(savefileId, json); + } else { + this.saveToWebStorage(savefileId, json); + } +}; + +StorageManager.load = function(savefileId) { + if (this.isLocalMode()) { + return this.loadFromLocalFile(savefileId); + } else { + return this.loadFromWebStorage(savefileId); + } +}; + +StorageManager.exists = function(savefileId) { + if (this.isLocalMode()) { + return this.localFileExists(savefileId); + } else { + return this.webStorageExists(savefileId); + } +}; + +StorageManager.remove = function(savefileId) { + if (this.isLocalMode()) { + this.removeLocalFile(savefileId); + } else { + this.removeWebStorage(savefileId); + } +}; + +StorageManager.backup = function(savefileId) { + if (this.exists(savefileId)) { + if (this.isLocalMode()) { + var data = this.loadFromLocalFile(savefileId); + var compressed = LZString.compressToBase64(data); + var fs = require('fs'); + var dirPath = this.localFileDirectoryPath(); + var filePath = this.localFilePath(savefileId) + ".bak"; + if (!fs.existsSync(dirPath)) { + fs.mkdirSync(dirPath); + } + fs.writeFileSync(filePath, compressed); + } else { + var data = this.loadFromWebStorage(savefileId); + var compressed = LZString.compressToBase64(data); + var key = this.webStorageKey(savefileId) + "bak"; + localStorage.setItem(key, compressed); + } + } +}; + +StorageManager.backupExists = function(savefileId) { + if (this.isLocalMode()) { + return this.localFileBackupExists(savefileId); + } else { + return this.webStorageBackupExists(savefileId); + } +}; + +StorageManager.cleanBackup = function(savefileId) { + if (this.backupExists(savefileId)) { + if (this.isLocalMode()) { + var fs = require('fs'); + var dirPath = this.localFileDirectoryPath(); + var filePath = this.localFilePath(savefileId); + fs.unlinkSync(filePath + ".bak"); + } else { + var key = this.webStorageKey(savefileId); + localStorage.removeItem(key + "bak"); + } + } +}; + +StorageManager.restoreBackup = function(savefileId) { + if (this.backupExists(savefileId)) { + if (this.isLocalMode()) { + var data = this.loadFromLocalBackupFile(savefileId); + var compressed = LZString.compressToBase64(data); + var fs = require('fs'); + var dirPath = this.localFileDirectoryPath(); + var filePath = this.localFilePath(savefileId); + if (!fs.existsSync(dirPath)) { + fs.mkdirSync(dirPath); + } + fs.writeFileSync(filePath, compressed); + fs.unlinkSync(filePath + ".bak"); + } else { + var data = this.loadFromWebStorageBackup(savefileId); + var compressed = LZString.compressToBase64(data); + var key = this.webStorageKey(savefileId); + localStorage.setItem(key, compressed); + localStorage.removeItem(key + "bak"); + } + } +}; + +StorageManager.isLocalMode = function() { + return Utils.isNwjs(); +}; + +StorageManager.saveToLocalFile = function(savefileId, json) { + var data = LZString.compressToBase64(json); + var fs = require('fs'); + var dirPath = this.localFileDirectoryPath(); + var filePath = this.localFilePath(savefileId); + if (!fs.existsSync(dirPath)) { + fs.mkdirSync(dirPath); + } + fs.writeFileSync(filePath, data); +}; + +StorageManager.loadFromLocalFile = function(savefileId) { + var data = null; + var fs = require('fs'); + var filePath = this.localFilePath(savefileId); + if (fs.existsSync(filePath)) { + data = fs.readFileSync(filePath, { encoding: 'utf8' }); + } + return LZString.decompressFromBase64(data); +}; + +StorageManager.loadFromLocalBackupFile = function(savefileId) { + var data = null; + var fs = require('fs'); + var filePath = this.localFilePath(savefileId) + ".bak"; + if (fs.existsSync(filePath)) { + data = fs.readFileSync(filePath, { encoding: 'utf8' }); + } + return LZString.decompressFromBase64(data); +}; + +StorageManager.localFileBackupExists = function(savefileId) { + var fs = require('fs'); + return fs.existsSync(this.localFilePath(savefileId) + ".bak"); +}; + +StorageManager.localFileExists = function(savefileId) { + var fs = require('fs'); + return fs.existsSync(this.localFilePath(savefileId)); +}; + +StorageManager.removeLocalFile = function(savefileId) { + var fs = require('fs'); + var filePath = this.localFilePath(savefileId); + if (fs.existsSync(filePath)) { + fs.unlinkSync(filePath); + } +}; + +StorageManager.saveToWebStorage = function(savefileId, json) { + var key = this.webStorageKey(savefileId); + var data = LZString.compressToBase64(json); + localStorage.setItem(key, data); +}; + +StorageManager.loadFromWebStorage = function(savefileId) { + var key = this.webStorageKey(savefileId); + var data = localStorage.getItem(key); + return LZString.decompressFromBase64(data); +}; + +StorageManager.loadFromWebStorageBackup = function(savefileId) { + var key = this.webStorageKey(savefileId) + "bak"; + var data = localStorage.getItem(key); + return LZString.decompressFromBase64(data); +}; + +StorageManager.webStorageBackupExists = function(savefileId) { + var key = this.webStorageKey(savefileId) + "bak"; + return !!localStorage.getItem(key); +}; + +StorageManager.webStorageExists = function(savefileId) { + var key = this.webStorageKey(savefileId); + return !!localStorage.getItem(key); +}; + +StorageManager.removeWebStorage = function(savefileId) { + var key = this.webStorageKey(savefileId); + localStorage.removeItem(key); +}; + +StorageManager.localFileDirectoryPath = function() { + var path = require('path'); + + var base = path.dirname(process.mainModule.filename); + return path.join(base, 'save/'); +}; + +StorageManager.localFilePath = function(savefileId) { + var name; + if (savefileId < 0) { + name = 'config.rpgsave'; + } else if (savefileId === 0) { + name = 'global.rpgsave'; + } else { + name = 'file%1.rpgsave'.format(savefileId); + } + return this.localFileDirectoryPath() + name; +}; + +StorageManager.webStorageKey = function(savefileId) { + if (savefileId < 0) { + return 'RPG Config'; + } else if (savefileId === 0) { + return 'RPG Global'; + } else { + return 'RPG File%1'.format(savefileId); + } +}; + +//----------------------------------------------------------------------------- +// ImageManager +// +// The static class that loads images, creates bitmap objects and retains them. + +function ImageManager() { + throw new Error('This is a static class'); +} + +ImageManager.cache = new CacheMap(ImageManager); + +ImageManager._imageCache = new ImageCache(); +ImageManager._requestQueue = new RequestQueue(); +ImageManager._systemReservationId = Utils.generateRuntimeId(); + +ImageManager._generateCacheKey = function(path, hue){ + return path + ':' + hue; +}; + +ImageManager.loadAnimation = function(filename, hue) { + return this.loadBitmap('img/animations/', filename, hue, true); +}; + +ImageManager.loadBattleback1 = function(filename, hue) { + return this.loadBitmap('img/battlebacks1/', filename, hue, true); +}; + +ImageManager.loadBattleback2 = function(filename, hue) { + return this.loadBitmap('img/battlebacks2/', filename, hue, true); +}; + +ImageManager.loadEnemy = function(filename, hue) { + return this.loadBitmap('img/enemies/', filename, hue, true); +}; + +ImageManager.loadCharacter = function(filename, hue) { + return this.loadBitmap('img/characters/', filename, hue, false); +}; + +ImageManager.loadFace = function(filename, hue) { + return this.loadBitmap('img/faces/', filename, hue, true); +}; + +ImageManager.loadParallax = function(filename, hue) { + return this.loadBitmap('img/parallaxes/', filename, hue, true); +}; + +ImageManager.loadPicture = function(filename, hue) { + return this.loadBitmap('img/pictures/', filename, hue, true); +}; + +ImageManager.loadSvActor = function(filename, hue) { + return this.loadBitmap('img/sv_actors/', filename, hue, false); +}; + +ImageManager.loadSvEnemy = function(filename, hue) { + return this.loadBitmap('img/sv_enemies/', filename, hue, true); +}; + +ImageManager.loadSystem = function(filename, hue) { + return this.loadBitmap('img/system/', filename, hue, false); +}; + +ImageManager.loadTileset = function(filename, hue) { + return this.loadBitmap('img/tilesets/', filename, hue, false); +}; + +ImageManager.loadTitle1 = function(filename, hue) { + return this.loadBitmap('img/titles1/', filename, hue, true); +}; + +ImageManager.loadTitle2 = function(filename, hue) { + return this.loadBitmap('img/titles2/', filename, hue, true); +}; + +ImageManager.loadBitmap = function(folder, filename, hue, smooth) { + if (filename) { + var path = folder + encodeURIComponent(filename) + '.png'; + var bitmap = this.loadNormalBitmap(path, hue || 0); + bitmap.smooth = smooth; + return bitmap; + } else { + return this.loadEmptyBitmap(); + } +}; + +ImageManager.loadEmptyBitmap = function() { + var empty = this._imageCache.get('empty'); + if(!empty){ + empty = new Bitmap(); + this._imageCache.add('empty', empty); + this._imageCache.reserve('empty', empty, this._systemReservationId); + } + + return empty; +}; + +ImageManager.loadNormalBitmap = function(path, hue) { + var key = this._generateCacheKey(path, hue); + var bitmap = this._imageCache.get(key); + if (!bitmap) { + bitmap = Bitmap.load(decodeURIComponent(path)); + bitmap.addLoadListener(function() { + bitmap.rotateHue(hue); + }); + this._imageCache.add(key, bitmap); + }else if(!bitmap.isReady()){ + bitmap.decode(); + } + + return bitmap; +}; + +ImageManager.clear = function() { + this._imageCache = new ImageCache(); +}; + +ImageManager.isReady = function() { + return this._imageCache.isReady(); +}; + +ImageManager.isObjectCharacter = function(filename) { + var sign = filename.match(/^[\!\$]+/); + return sign && sign[0].contains('!'); +}; + +ImageManager.isBigCharacter = function(filename) { + var sign = filename.match(/^[\!\$]+/); + return sign && sign[0].contains('$'); +}; + +ImageManager.isZeroParallax = function(filename) { + return filename.charAt(0) === '!'; +}; + + +ImageManager.reserveAnimation = function(filename, hue, reservationId) { + return this.reserveBitmap('img/animations/', filename, hue, true, reservationId); +}; + +ImageManager.reserveBattleback1 = function(filename, hue, reservationId) { + return this.reserveBitmap('img/battlebacks1/', filename, hue, true, reservationId); +}; + +ImageManager.reserveBattleback2 = function(filename, hue, reservationId) { + return this.reserveBitmap('img/battlebacks2/', filename, hue, true, reservationId); +}; + +ImageManager.reserveEnemy = function(filename, hue, reservationId) { + return this.reserveBitmap('img/enemies/', filename, hue, true, reservationId); +}; + +ImageManager.reserveCharacter = function(filename, hue, reservationId) { + return this.reserveBitmap('img/characters/', filename, hue, false, reservationId); +}; + +ImageManager.reserveFace = function(filename, hue, reservationId) { + return this.reserveBitmap('img/faces/', filename, hue, true, reservationId); +}; + +ImageManager.reserveParallax = function(filename, hue, reservationId) { + return this.reserveBitmap('img/parallaxes/', filename, hue, true, reservationId); +}; + +ImageManager.reservePicture = function(filename, hue, reservationId) { + return this.reserveBitmap('img/pictures/', filename, hue, true, reservationId); +}; + +ImageManager.reserveSvActor = function(filename, hue, reservationId) { + return this.reserveBitmap('img/sv_actors/', filename, hue, false, reservationId); +}; + +ImageManager.reserveSvEnemy = function(filename, hue, reservationId) { + return this.reserveBitmap('img/sv_enemies/', filename, hue, true, reservationId); +}; + +ImageManager.reserveSystem = function(filename, hue, reservationId) { + return this.reserveBitmap('img/system/', filename, hue, false, reservationId || this._systemReservationId); +}; + +ImageManager.reserveTileset = function(filename, hue, reservationId) { + return this.reserveBitmap('img/tilesets/', filename, hue, false, reservationId); +}; + +ImageManager.reserveTitle1 = function(filename, hue, reservationId) { + return this.reserveBitmap('img/titles1/', filename, hue, true, reservationId); +}; + +ImageManager.reserveTitle2 = function(filename, hue, reservationId) { + return this.reserveBitmap('img/titles2/', filename, hue, true, reservationId); +}; + +ImageManager.reserveBitmap = function(folder, filename, hue, smooth, reservationId) { + if (filename) { + var path = folder + encodeURIComponent(filename) + '.png'; + var bitmap = this.reserveNormalBitmap(path, hue || 0, reservationId || this._defaultReservationId); + bitmap.smooth = smooth; + return bitmap; + } else { + return this.loadEmptyBitmap(); + } +}; + +ImageManager.reserveNormalBitmap = function(path, hue, reservationId){ + var bitmap = this.loadNormalBitmap(path, hue); + this._imageCache.reserve(this._generateCacheKey(path, hue), bitmap, reservationId); + + return bitmap; +}; + +ImageManager.releaseReservation = function(reservationId){ + this._imageCache.releaseReservation(reservationId); +}; + +ImageManager.setDefaultReservationId = function(reservationId){ + this._defaultReservationId = reservationId; +}; + + +ImageManager.requestAnimation = function(filename, hue) { + return this.requestBitmap('img/animations/', filename, hue, true); +}; + +ImageManager.requestBattleback1 = function(filename, hue) { + return this.requestBitmap('img/battlebacks1/', filename, hue, true); +}; + +ImageManager.requestBattleback2 = function(filename, hue) { + return this.requestBitmap('img/battlebacks2/', filename, hue, true); +}; + +ImageManager.requestEnemy = function(filename, hue) { + return this.requestBitmap('img/enemies/', filename, hue, true); +}; + +ImageManager.requestCharacter = function(filename, hue) { + return this.requestBitmap('img/characters/', filename, hue, false); +}; + +ImageManager.requestFace = function(filename, hue) { + return this.requestBitmap('img/faces/', filename, hue, true); +}; + +ImageManager.requestParallax = function(filename, hue) { + return this.requestBitmap('img/parallaxes/', filename, hue, true); +}; + +ImageManager.requestPicture = function(filename, hue) { + return this.requestBitmap('img/pictures/', filename, hue, true); +}; + +ImageManager.requestSvActor = function(filename, hue) { + return this.requestBitmap('img/sv_actors/', filename, hue, false); +}; + +ImageManager.requestSvEnemy = function(filename, hue) { + return this.requestBitmap('img/sv_enemies/', filename, hue, true); +}; + +ImageManager.requestSystem = function(filename, hue) { + return this.requestBitmap('img/system/', filename, hue, false); +}; + +ImageManager.requestTileset = function(filename, hue) { + return this.requestBitmap('img/tilesets/', filename, hue, false); +}; + +ImageManager.requestTitle1 = function(filename, hue) { + return this.requestBitmap('img/titles1/', filename, hue, true); +}; + +ImageManager.requestTitle2 = function(filename, hue) { + return this.requestBitmap('img/titles2/', filename, hue, true); +}; + +ImageManager.requestBitmap = function(folder, filename, hue, smooth) { + if (filename) { + var path = folder + encodeURIComponent(filename) + '.png'; + var bitmap = this.requestNormalBitmap(path, hue || 0); + bitmap.smooth = smooth; + return bitmap; + } else { + return this.loadEmptyBitmap(); + } +}; + +ImageManager.requestNormalBitmap = function(path, hue){ + var key = this._generateCacheKey(path, hue); + var bitmap = this._imageCache.get(key); + if(!bitmap){ + bitmap = Bitmap.request(path); + bitmap.addLoadListener(function(){ + bitmap.rotateHue(hue); + }); + this._imageCache.add(key, bitmap); + this._requestQueue.enqueue(key, bitmap); + }else{ + this._requestQueue.raisePriority(key); + } + + return bitmap; +}; + +ImageManager.update = function(){ + this._requestQueue.update(); +}; + +ImageManager.clearRequest = function(){ + this._requestQueue.clear(); +}; + +//----------------------------------------------------------------------------- +// AudioManager +// +// The static class that handles BGM, BGS, ME and SE. + +function AudioManager() { + throw new Error('This is a static class'); +} + +AudioManager._masterVolume = 1; // (min: 0, max: 1) +AudioManager._bgmVolume = 100; +AudioManager._bgsVolume = 100; +AudioManager._meVolume = 100; +AudioManager._seVolume = 100; +AudioManager._currentBgm = null; +AudioManager._currentBgs = null; +AudioManager._bgmBuffer = null; +AudioManager._bgsBuffer = null; +AudioManager._meBuffer = null; +AudioManager._seBuffers = []; +AudioManager._staticBuffers = []; +AudioManager._replayFadeTime = 0.5; +AudioManager._path = 'audio/'; +AudioManager._blobUrl = null; + +Object.defineProperty(AudioManager, 'masterVolume', { + get: function() { + return this._masterVolume; + }, + set: function(value) { + this._masterVolume = value; + WebAudio.setMasterVolume(this._masterVolume); + Graphics.setVideoVolume(this._masterVolume); + }, + configurable: true +}); + +Object.defineProperty(AudioManager, 'bgmVolume', { + get: function() { + return this._bgmVolume; + }, + set: function(value) { + this._bgmVolume = value; + this.updateBgmParameters(this._currentBgm); + }, + configurable: true +}); + +Object.defineProperty(AudioManager, 'bgsVolume', { + get: function() { + return this._bgsVolume; + }, + set: function(value) { + this._bgsVolume = value; + this.updateBgsParameters(this._currentBgs); + }, + configurable: true +}); + +Object.defineProperty(AudioManager, 'meVolume', { + get: function() { + return this._meVolume; + }, + set: function(value) { + this._meVolume = value; + this.updateMeParameters(this._currentMe); + }, + configurable: true +}); + +Object.defineProperty(AudioManager, 'seVolume', { + get: function() { + return this._seVolume; + }, + set: function(value) { + this._seVolume = value; + }, + configurable: true +}); + +AudioManager.playBgm = function(bgm, pos) { + if (this.isCurrentBgm(bgm)) { + this.updateBgmParameters(bgm); + } else { + this.stopBgm(); + if (bgm.name) { + if(Decrypter.hasEncryptedAudio && this.shouldUseHtml5Audio()){ + this.playEncryptedBgm(bgm, pos); + } + else { + this._bgmBuffer = this.createBuffer('bgm', bgm.name); + this.updateBgmParameters(bgm); + if (!this._meBuffer) { + this._bgmBuffer.play(true, pos || 0); + } + } + } + } + this.updateCurrentBgm(bgm, pos); +}; + +AudioManager.playEncryptedBgm = function(bgm, pos) { + var ext = this.audioFileExt(); + var url = this._path + 'bgm/' + encodeURIComponent(bgm.name) + ext; + url = Decrypter.extToEncryptExt(url); + Decrypter.decryptHTML5Audio(url, bgm, pos); +}; + +AudioManager.createDecryptBuffer = function(url, bgm, pos){ + this._blobUrl = url; + this._bgmBuffer = this.createBuffer('bgm', bgm.name); + this.updateBgmParameters(bgm); + if (!this._meBuffer) { + this._bgmBuffer.play(true, pos || 0); + } + this.updateCurrentBgm(bgm, pos); +}; + +AudioManager.replayBgm = function(bgm) { + if (this.isCurrentBgm(bgm)) { + this.updateBgmParameters(bgm); + } else { + this.playBgm(bgm, bgm.pos); + if (this._bgmBuffer) { + this._bgmBuffer.fadeIn(this._replayFadeTime); + } + } +}; + +AudioManager.isCurrentBgm = function(bgm) { + return (this._currentBgm && this._bgmBuffer && + this._currentBgm.name === bgm.name); +}; + +AudioManager.updateBgmParameters = function(bgm) { + this.updateBufferParameters(this._bgmBuffer, this._bgmVolume, bgm); +}; + +AudioManager.updateCurrentBgm = function(bgm, pos) { + this._currentBgm = { + name: bgm.name, + volume: bgm.volume, + pitch: bgm.pitch, + pan: bgm.pan, + pos: pos + }; +}; + +AudioManager.stopBgm = function() { + if (this._bgmBuffer) { + this._bgmBuffer.stop(); + this._bgmBuffer = null; + this._currentBgm = null; + } +}; + +AudioManager.fadeOutBgm = function(duration) { + if (this._bgmBuffer && this._currentBgm) { + this._bgmBuffer.fadeOut(duration); + this._currentBgm = null; + } +}; + +AudioManager.fadeInBgm = function(duration) { + if (this._bgmBuffer && this._currentBgm) { + this._bgmBuffer.fadeIn(duration); + } +}; + +AudioManager.playBgs = function(bgs, pos) { + if (this.isCurrentBgs(bgs)) { + this.updateBgsParameters(bgs); + } else { + this.stopBgs(); + if (bgs.name) { + this._bgsBuffer = this.createBuffer('bgs', bgs.name); + this.updateBgsParameters(bgs); + this._bgsBuffer.play(true, pos || 0); + } + } + this.updateCurrentBgs(bgs, pos); +}; + +AudioManager.replayBgs = function(bgs) { + if (this.isCurrentBgs(bgs)) { + this.updateBgsParameters(bgs); + } else { + this.playBgs(bgs, bgs.pos); + if (this._bgsBuffer) { + this._bgsBuffer.fadeIn(this._replayFadeTime); + } + } +}; + +AudioManager.isCurrentBgs = function(bgs) { + return (this._currentBgs && this._bgsBuffer && + this._currentBgs.name === bgs.name); +}; + +AudioManager.updateBgsParameters = function(bgs) { + this.updateBufferParameters(this._bgsBuffer, this._bgsVolume, bgs); +}; + +AudioManager.updateCurrentBgs = function(bgs, pos) { + this._currentBgs = { + name: bgs.name, + volume: bgs.volume, + pitch: bgs.pitch, + pan: bgs.pan, + pos: pos + }; +}; + +AudioManager.stopBgs = function() { + if (this._bgsBuffer) { + this._bgsBuffer.stop(); + this._bgsBuffer = null; + this._currentBgs = null; + } +}; + +AudioManager.fadeOutBgs = function(duration) { + if (this._bgsBuffer && this._currentBgs) { + this._bgsBuffer.fadeOut(duration); + this._currentBgs = null; + } +}; + +AudioManager.fadeInBgs = function(duration) { + if (this._bgsBuffer && this._currentBgs) { + this._bgsBuffer.fadeIn(duration); + } +}; + +AudioManager.playMe = function(me) { + this.stopMe(); + if (me.name) { + if (this._bgmBuffer && this._currentBgm) { + this._currentBgm.pos = this._bgmBuffer.seek(); + this._bgmBuffer.stop(); + } + this._meBuffer = this.createBuffer('me', me.name); + this.updateMeParameters(me); + this._meBuffer.play(false); + this._meBuffer.addStopListener(this.stopMe.bind(this)); + } +}; + +AudioManager.updateMeParameters = function(me) { + this.updateBufferParameters(this._meBuffer, this._meVolume, me); +}; + +AudioManager.fadeOutMe = function(duration) { + if (this._meBuffer) { + this._meBuffer.fadeOut(duration); + } +}; + +AudioManager.stopMe = function() { + if (this._meBuffer) { + this._meBuffer.stop(); + this._meBuffer = null; + if (this._bgmBuffer && this._currentBgm && !this._bgmBuffer.isPlaying()) { + this._bgmBuffer.play(true, this._currentBgm.pos); + this._bgmBuffer.fadeIn(this._replayFadeTime); + } + } +}; + +AudioManager.playSe = function(se) { + if (se.name) { + this._seBuffers = this._seBuffers.filter(function(audio) { + return audio.isPlaying(); + }); + var buffer = this.createBuffer('se', se.name); + this.updateSeParameters(buffer, se); + buffer.play(false); + this._seBuffers.push(buffer); + } +}; + +AudioManager.updateSeParameters = function(buffer, se) { + this.updateBufferParameters(buffer, this._seVolume, se); +}; + +AudioManager.stopSe = function() { + this._seBuffers.forEach(function(buffer) { + buffer.stop(); + }); + this._seBuffers = []; +}; + +AudioManager.playStaticSe = function(se) { + if (se.name) { + this.loadStaticSe(se); + for (var i = 0; i < this._staticBuffers.length; i++) { + var buffer = this._staticBuffers[i]; + if (buffer._reservedSeName === se.name) { + buffer.stop(); + this.updateSeParameters(buffer, se); + buffer.play(false); + break; + } + } + } +}; + +AudioManager.loadStaticSe = function(se) { + if (se.name && !this.isStaticSe(se)) { + var buffer = this.createBuffer('se', se.name); + buffer._reservedSeName = se.name; + this._staticBuffers.push(buffer); + if (this.shouldUseHtml5Audio()) { + Html5Audio.setStaticSe(buffer._url); + } + } +}; + +AudioManager.isStaticSe = function(se) { + for (var i = 0; i < this._staticBuffers.length; i++) { + var buffer = this._staticBuffers[i]; + if (buffer._reservedSeName === se.name) { + return true; + } + } + return false; +}; + +AudioManager.stopAll = function() { + this.stopMe(); + this.stopBgm(); + this.stopBgs(); + this.stopSe(); +}; + +AudioManager.saveBgm = function() { + if (this._currentBgm) { + var bgm = this._currentBgm; + return { + name: bgm.name, + volume: bgm.volume, + pitch: bgm.pitch, + pan: bgm.pan, + pos: this._bgmBuffer ? this._bgmBuffer.seek() : 0 + }; + } else { + return this.makeEmptyAudioObject(); + } +}; + +AudioManager.saveBgs = function() { + if (this._currentBgs) { + var bgs = this._currentBgs; + return { + name: bgs.name, + volume: bgs.volume, + pitch: bgs.pitch, + pan: bgs.pan, + pos: this._bgsBuffer ? this._bgsBuffer.seek() : 0 + }; + } else { + return this.makeEmptyAudioObject(); + } +}; + +AudioManager.makeEmptyAudioObject = function() { + return { name: '', volume: 0, pitch: 0 }; +}; + +AudioManager.createBuffer = function(folder, name) { + var ext = this.audioFileExt(); + var url = this._path + folder + '/' + encodeURIComponent(name) + ext; + if (this.shouldUseHtml5Audio() && folder === 'bgm') { + if(this._blobUrl) Html5Audio.setup(this._blobUrl); + else Html5Audio.setup(url); + return Html5Audio; + } else { + return new WebAudio(url); + } +}; + +AudioManager.updateBufferParameters = function(buffer, configVolume, audio) { + if (buffer && audio) { + buffer.volume = configVolume * (audio.volume || 0) / 10000; + buffer.pitch = (audio.pitch || 0) / 100; + buffer.pan = (audio.pan || 0) / 100; + } +}; + +AudioManager.audioFileExt = function() { + if (WebAudio.canPlayOgg() && !Utils.isMobileDevice()) { + return '.ogg'; + } else { + return '.m4a'; + } +}; + +AudioManager.shouldUseHtml5Audio = function() { + // The only case where we wanted html5audio was android/ no encrypt + // Atsuma-ru asked to force webaudio there too, so just return false for ALL // return Utils.isAndroidChrome() && !Decrypter.hasEncryptedAudio; + return false; +}; + +AudioManager.checkErrors = function() { + this.checkWebAudioError(this._bgmBuffer); + this.checkWebAudioError(this._bgsBuffer); + this.checkWebAudioError(this._meBuffer); + this._seBuffers.forEach(function(buffer) { + this.checkWebAudioError(buffer); + }.bind(this)); + this._staticBuffers.forEach(function(buffer) { + this.checkWebAudioError(buffer); + }.bind(this)); +}; + +AudioManager.checkWebAudioError = function(webAudio) { + if (webAudio && webAudio.isError()) { + throw new Error('Failed to load: ' + webAudio.url); + } +}; + +//----------------------------------------------------------------------------- +// SoundManager +// +// The static class that plays sound effects defined in the database. + +function SoundManager() { + throw new Error('This is a static class'); +} + +SoundManager.preloadImportantSounds = function() { + this.loadSystemSound(0); + this.loadSystemSound(1); + this.loadSystemSound(2); + this.loadSystemSound(3); +}; + +SoundManager.loadSystemSound = function(n) { + if ($dataSystem) { + AudioManager.loadStaticSe($dataSystem.sounds[n]); + } +}; + +SoundManager.playSystemSound = function(n) { + if ($dataSystem) { + AudioManager.playStaticSe($dataSystem.sounds[n]); + } +}; + +SoundManager.playCursor = function() { + this.playSystemSound(0); +}; + +SoundManager.playOk = function() { + this.playSystemSound(1); +}; + +SoundManager.playCancel = function() { + this.playSystemSound(2); +}; + +SoundManager.playBuzzer = function() { + this.playSystemSound(3); +}; + +SoundManager.playEquip = function() { + this.playSystemSound(4); +}; + +SoundManager.playSave = function() { + this.playSystemSound(5); +}; + +SoundManager.playLoad = function() { + this.playSystemSound(6); +}; + +SoundManager.playBattleStart = function() { + this.playSystemSound(7); +}; + +SoundManager.playEscape = function() { + this.playSystemSound(8); +}; + +SoundManager.playEnemyAttack = function() { + this.playSystemSound(9); +}; + +SoundManager.playEnemyDamage = function() { + this.playSystemSound(10); +}; + +SoundManager.playEnemyCollapse = function() { + this.playSystemSound(11); +}; + +SoundManager.playBossCollapse1 = function() { + this.playSystemSound(12); +}; + +SoundManager.playBossCollapse2 = function() { + this.playSystemSound(13); +}; + +SoundManager.playActorDamage = function() { + this.playSystemSound(14); +}; + +SoundManager.playActorCollapse = function() { + this.playSystemSound(15); +}; + +SoundManager.playRecovery = function() { + this.playSystemSound(16); +}; + +SoundManager.playMiss = function() { + this.playSystemSound(17); +}; + +SoundManager.playEvasion = function() { + this.playSystemSound(18); +}; + +SoundManager.playMagicEvasion = function() { + this.playSystemSound(19); +}; + +SoundManager.playReflection = function() { + this.playSystemSound(20); +}; + +SoundManager.playShop = function() { + this.playSystemSound(21); +}; + +SoundManager.playUseItem = function() { + this.playSystemSound(22); +}; + +SoundManager.playUseSkill = function() { + this.playSystemSound(23); +}; + +//----------------------------------------------------------------------------- +// TextManager +// +// The static class that handles terms and messages. + +function TextManager() { + throw new Error('This is a static class'); +} + +TextManager.basic = function(basicId) { + return $dataSystem.terms.basic[basicId] || ''; +}; + +TextManager.param = function(paramId) { + return $dataSystem.terms.params[paramId] || ''; +}; + +TextManager.command = function(commandId) { + return $dataSystem.terms.commands[commandId] || ''; +}; + +TextManager.message = function(messageId) { + return $dataSystem.terms.messages[messageId] || ''; +}; + +TextManager.getter = function(method, param) { + return { + get: function() { + return this[method](param); + }, + configurable: true + }; +}; + +Object.defineProperty(TextManager, 'currencyUnit', { + get: function() { return $dataSystem.currencyUnit; }, + configurable: true +}); + +Object.defineProperties(TextManager, { + level : TextManager.getter('basic', 0), + levelA : TextManager.getter('basic', 1), + hp : TextManager.getter('basic', 2), + hpA : TextManager.getter('basic', 3), + mp : TextManager.getter('basic', 4), + mpA : TextManager.getter('basic', 5), + tp : TextManager.getter('basic', 6), + tpA : TextManager.getter('basic', 7), + exp : TextManager.getter('basic', 8), + expA : TextManager.getter('basic', 9), + fight : TextManager.getter('command', 0), + escape : TextManager.getter('command', 1), + attack : TextManager.getter('command', 2), + guard : TextManager.getter('command', 3), + item : TextManager.getter('command', 4), + skill : TextManager.getter('command', 5), + equip : TextManager.getter('command', 6), + status : TextManager.getter('command', 7), + formation : TextManager.getter('command', 8), + save : TextManager.getter('command', 9), + gameEnd : TextManager.getter('command', 10), + options : TextManager.getter('command', 11), + weapon : TextManager.getter('command', 12), + armor : TextManager.getter('command', 13), + keyItem : TextManager.getter('command', 14), + equip2 : TextManager.getter('command', 15), + optimize : TextManager.getter('command', 16), + clear : TextManager.getter('command', 17), + newGame : TextManager.getter('command', 18), + continue_ : TextManager.getter('command', 19), + toTitle : TextManager.getter('command', 21), + cancel : TextManager.getter('command', 22), + buy : TextManager.getter('command', 24), + sell : TextManager.getter('command', 25), + alwaysDash : TextManager.getter('message', 'alwaysDash'), + commandRemember : TextManager.getter('message', 'commandRemember'), + bgmVolume : TextManager.getter('message', 'bgmVolume'), + bgsVolume : TextManager.getter('message', 'bgsVolume'), + meVolume : TextManager.getter('message', 'meVolume'), + seVolume : TextManager.getter('message', 'seVolume'), + possession : TextManager.getter('message', 'possession'), + expTotal : TextManager.getter('message', 'expTotal'), + expNext : TextManager.getter('message', 'expNext'), + saveMessage : TextManager.getter('message', 'saveMessage'), + loadMessage : TextManager.getter('message', 'loadMessage'), + file : TextManager.getter('message', 'file'), + partyName : TextManager.getter('message', 'partyName'), + emerge : TextManager.getter('message', 'emerge'), + preemptive : TextManager.getter('message', 'preemptive'), + surprise : TextManager.getter('message', 'surprise'), + escapeStart : TextManager.getter('message', 'escapeStart'), + escapeFailure : TextManager.getter('message', 'escapeFailure'), + victory : TextManager.getter('message', 'victory'), + defeat : TextManager.getter('message', 'defeat'), + obtainExp : TextManager.getter('message', 'obtainExp'), + obtainGold : TextManager.getter('message', 'obtainGold'), + obtainItem : TextManager.getter('message', 'obtainItem'), + levelUp : TextManager.getter('message', 'levelUp'), + obtainSkill : TextManager.getter('message', 'obtainSkill'), + useItem : TextManager.getter('message', 'useItem'), + criticalToEnemy : TextManager.getter('message', 'criticalToEnemy'), + criticalToActor : TextManager.getter('message', 'criticalToActor'), + actorDamage : TextManager.getter('message', 'actorDamage'), + actorRecovery : TextManager.getter('message', 'actorRecovery'), + actorGain : TextManager.getter('message', 'actorGain'), + actorLoss : TextManager.getter('message', 'actorLoss'), + actorDrain : TextManager.getter('message', 'actorDrain'), + actorNoDamage : TextManager.getter('message', 'actorNoDamage'), + actorNoHit : TextManager.getter('message', 'actorNoHit'), + enemyDamage : TextManager.getter('message', 'enemyDamage'), + enemyRecovery : TextManager.getter('message', 'enemyRecovery'), + enemyGain : TextManager.getter('message', 'enemyGain'), + enemyLoss : TextManager.getter('message', 'enemyLoss'), + enemyDrain : TextManager.getter('message', 'enemyDrain'), + enemyNoDamage : TextManager.getter('message', 'enemyNoDamage'), + enemyNoHit : TextManager.getter('message', 'enemyNoHit'), + evasion : TextManager.getter('message', 'evasion'), + magicEvasion : TextManager.getter('message', 'magicEvasion'), + magicReflection : TextManager.getter('message', 'magicReflection'), + counterAttack : TextManager.getter('message', 'counterAttack'), + substitute : TextManager.getter('message', 'substitute'), + buffAdd : TextManager.getter('message', 'buffAdd'), + debuffAdd : TextManager.getter('message', 'debuffAdd'), + buffRemove : TextManager.getter('message', 'buffRemove'), + actionFailure : TextManager.getter('message', 'actionFailure'), +}); + +//----------------------------------------------------------------------------- +// SceneManager +// +// The static class that manages scene transitions. + +function SceneManager() { + throw new Error('This is a static class'); +} + +/* + * Gets the current time in ms without on iOS Safari. + * @private + */ +SceneManager._getTimeInMsWithoutMobileSafari = function() { + return performance.now(); +}; + +SceneManager._scene = null; +SceneManager._nextScene = null; +SceneManager._stack = []; +SceneManager._stopped = false; +SceneManager._sceneStarted = false; +SceneManager._exiting = false; +SceneManager._previousClass = null; +SceneManager._backgroundBitmap = null; +SceneManager._screenWidth = 816; +SceneManager._screenHeight = 624; +SceneManager._boxWidth = 816; +SceneManager._boxHeight = 624; +SceneManager._deltaTime = 1.0 / 60.0; +if (!Utils.isMobileSafari()) SceneManager._currentTime = SceneManager._getTimeInMsWithoutMobileSafari(); +SceneManager._accumulator = 0.0; + +SceneManager.run = function(sceneClass) { + try { + this.initialize(); + this.goto(sceneClass); + this.requestUpdate(); + } catch (e) { + this.catchException(e); + } +}; + +SceneManager.initialize = function() { + this.initGraphics(); + this.checkFileAccess(); + this.initAudio(); + this.initInput(); + this.initNwjs(); + this.checkPluginErrors(); + this.setupErrorHandlers(); +}; + +SceneManager.initGraphics = function() { + var type = this.preferableRendererType(); + Graphics.initialize(this._screenWidth, this._screenHeight, type); + Graphics.boxWidth = this._boxWidth; + Graphics.boxHeight = this._boxHeight; + Graphics.setLoadingImage('img/system/Loading.png'); + if (Utils.isOptionValid('showfps')) { + Graphics.showFps(); + } + if (type === 'webgl') { + this.checkWebGL(); + } +}; + +SceneManager.preferableRendererType = function() { + if (Utils.isOptionValid('canvas')) { + return 'canvas'; + } else if (Utils.isOptionValid('webgl')) { + return 'webgl'; + } else { + return 'auto'; + } +}; + +SceneManager.shouldUseCanvasRenderer = function() { + return Utils.isMobileDevice(); +}; + +SceneManager.checkWebGL = function() { + if (!Graphics.hasWebGL()) { + throw new Error('Your browser does not support WebGL.'); + } +}; + +SceneManager.checkFileAccess = function() { + if (!Utils.canReadGameFiles()) { + throw new Error('Your browser does not allow to read local files.'); + } +}; + +SceneManager.initAudio = function() { + var noAudio = Utils.isOptionValid('noaudio'); + if (!WebAudio.initialize(noAudio) && !noAudio) { + throw new Error('Your browser does not support Web Audio API.'); + } +}; + +SceneManager.initInput = function() { + Input.initialize(); + TouchInput.initialize(); +}; + +SceneManager.initNwjs = function() { + if (Utils.isNwjs()) { + var gui = require('nw.gui'); + var win = gui.Window.get(); + if (process.platform === 'darwin' && !win.menu) { + var menubar = new gui.Menu({ type: 'menubar' }); + var option = { hideEdit: true, hideWindow: true }; + menubar.createMacBuiltin('Game', option); + win.menu = menubar; + } + } +}; + +SceneManager.checkPluginErrors = function() { + PluginManager.checkErrors(); +}; + +SceneManager.setupErrorHandlers = function() { + window.addEventListener('error', this.onError.bind(this)); + document.addEventListener('keydown', this.onKeyDown.bind(this)); +}; + +SceneManager.requestUpdate = function() { + if (!this._stopped) { + requestAnimationFrame(this.update.bind(this)); + } +}; + +SceneManager.update = function() { + try { + this.tickStart(); + if (Utils.isMobileSafari()) { + this.updateInputData(); + } + this.updateManagers(); + this.updateMain(); + this.tickEnd(); + } catch (e) { + this.catchException(e); + } +}; + +SceneManager.terminate = function() { + window.close(); +}; + +SceneManager.onError = function(e) { + console.error(e.message); + console.error(e.filename, e.lineno); + try { + this.stop(); + Graphics.printError('Error', e.message); + AudioManager.stopAll(); + } catch (e2) { + } +}; + +SceneManager.onKeyDown = function(event) { + if (!event.ctrlKey && !event.altKey) { + switch (event.keyCode) { + case 116: // F5 + if (Utils.isNwjs()) { + location.reload(); + } + break; + case 119: // F8 + if (Utils.isNwjs() && Utils.isOptionValid('test')) { + require('nw.gui').Window.get().showDevTools(); + } + break; + } + } +}; + +SceneManager.catchException = function(e) { + if (e instanceof Error) { + Graphics.printError(e.name, e.message); + console.error(e.stack); + } else { + Graphics.printError('UnknownError', e); + } + AudioManager.stopAll(); + this.stop(); +}; + +SceneManager.tickStart = function() { + Graphics.tickStart(); +}; + +SceneManager.tickEnd = function() { + Graphics.tickEnd(); +}; + +SceneManager.updateInputData = function() { + Input.update(); + TouchInput.update(); +}; + +SceneManager.updateMain = function() { + if (Utils.isMobileSafari()) { + this.changeScene(); + this.updateScene(); + } else { + var newTime = this._getTimeInMsWithoutMobileSafari(); + var fTime = (newTime - this._currentTime) / 1000; + if (fTime > 0.25) fTime = 0.25; + this._currentTime = newTime; + this._accumulator += fTime; + while (this._accumulator >= this._deltaTime) { + this.updateInputData(); + this.changeScene(); + this.updateScene(); + this._accumulator -= this._deltaTime; + } + } + this.renderScene(); + this.requestUpdate(); +}; + +SceneManager.updateManagers = function() { + ImageManager.update(); +}; + +SceneManager.changeScene = function() { + if (this.isSceneChanging() && !this.isCurrentSceneBusy()) { + if (this._scene) { + this._scene.terminate(); + this._scene.detachReservation(); + this._previousClass = this._scene.constructor; + } + this._scene = this._nextScene; + if (this._scene) { + this._scene.attachReservation(); + this._scene.create(); + this._nextScene = null; + this._sceneStarted = false; + this.onSceneCreate(); + } + if (this._exiting) { + this.terminate(); + } + } +}; + +SceneManager.updateScene = function() { + if (this._scene) { + if (!this._sceneStarted && this._scene.isReady()) { + this._scene.start(); + this._sceneStarted = true; + this.onSceneStart(); + } + if (this.isCurrentSceneStarted()) { + this._scene.update(); + } + } +}; + +SceneManager.renderScene = function() { + if (this.isCurrentSceneStarted()) { + Graphics.render(this._scene); + } else if (this._scene) { + this.onSceneLoading(); + } +}; + +SceneManager.onSceneCreate = function() { + Graphics.startLoading(); +}; + +SceneManager.onSceneStart = function() { + Graphics.endLoading(); +}; + +SceneManager.onSceneLoading = function() { + Graphics.updateLoading(); +}; + +SceneManager.isSceneChanging = function() { + return this._exiting || !!this._nextScene; +}; + +SceneManager.isCurrentSceneBusy = function() { + return this._scene && this._scene.isBusy(); +}; + +SceneManager.isCurrentSceneStarted = function() { + return this._scene && this._sceneStarted; +}; + +SceneManager.isNextScene = function(sceneClass) { + return this._nextScene && this._nextScene.constructor === sceneClass; +}; + +SceneManager.isPreviousScene = function(sceneClass) { + return this._previousClass === sceneClass; +}; + +SceneManager.goto = function(sceneClass) { + if (sceneClass) { + this._nextScene = new sceneClass(); + } + if (this._scene) { + this._scene.stop(); + } +}; + +SceneManager.push = function(sceneClass) { + this._stack.push(this._scene.constructor); + this.goto(sceneClass); +}; + +SceneManager.pop = function() { + if (this._stack.length > 0) { + this.goto(this._stack.pop()); + } else { + this.exit(); + } +}; + +SceneManager.exit = function() { + this.goto(null); + this._exiting = true; +}; + +SceneManager.clearStack = function() { + this._stack = []; +}; + +SceneManager.stop = function() { + this._stopped = true; +}; + +SceneManager.prepareNextScene = function() { + this._nextScene.prepare.apply(this._nextScene, arguments); +}; + +SceneManager.snap = function() { + return Bitmap.snap(this._scene); +}; + +SceneManager.snapForBackground = function() { + this._backgroundBitmap = this.snap(); + this._backgroundBitmap.blur(); +}; + +SceneManager.backgroundBitmap = function() { + return this._backgroundBitmap; +}; + +SceneManager.resume = function() { + this._stopped = false; + this.requestUpdate(); + if (!Utils.isMobileSafari()) { + this._currentTime = this._getTimeInMsWithoutMobileSafari(); + this._accumulator = 0; + } +}; + +//----------------------------------------------------------------------------- +// BattleManager +// +// The static class that manages battle progress. + +function BattleManager() { + throw new Error('This is a static class'); +} + +BattleManager.setup = function(troopId, canEscape, canLose) { + this.initMembers(); + this._canEscape = canEscape; + this._canLose = canLose; + $gameTroop.setup(troopId); + $gameScreen.onBattleStart(); + this.makeEscapeRatio(); +}; + +BattleManager.initMembers = function() { + this._phase = 'init'; + this._canEscape = false; + this._canLose = false; + this._battleTest = false; + this._eventCallback = null; + this._preemptive = false; + this._surprise = false; + this._actorIndex = -1; + this._actionForcedBattler = null; + this._mapBgm = null; + this._mapBgs = null; + this._actionBattlers = []; + this._subject = null; + this._action = null; + this._targets = []; + this._logWindow = null; + this._statusWindow = null; + this._spriteset = null; + this._escapeRatio = 0; + this._escaped = false; + this._rewards = {}; + this._turnForced = false; +}; + +BattleManager.isBattleTest = function() { + return this._battleTest; +}; + +BattleManager.setBattleTest = function(battleTest) { + this._battleTest = battleTest; +}; + +BattleManager.setEventCallback = function(callback) { + this._eventCallback = callback; +}; + +BattleManager.setLogWindow = function(logWindow) { + this._logWindow = logWindow; +}; + +BattleManager.setStatusWindow = function(statusWindow) { + this._statusWindow = statusWindow; +}; + +BattleManager.setSpriteset = function(spriteset) { + this._spriteset = spriteset; +}; + +BattleManager.onEncounter = function() { + this._preemptive = (Math.random() < this.ratePreemptive()); + this._surprise = (Math.random() < this.rateSurprise() && !this._preemptive); +}; + +BattleManager.ratePreemptive = function() { + return $gameParty.ratePreemptive($gameTroop.agility()); +}; + +BattleManager.rateSurprise = function() { + return $gameParty.rateSurprise($gameTroop.agility()); +}; + +BattleManager.saveBgmAndBgs = function() { + this._mapBgm = AudioManager.saveBgm(); + this._mapBgs = AudioManager.saveBgs(); +}; + +BattleManager.playBattleBgm = function() { + AudioManager.playBgm($gameSystem.battleBgm()); + AudioManager.stopBgs(); +}; + +BattleManager.playVictoryMe = function() { + AudioManager.playMe($gameSystem.victoryMe()); +}; + +BattleManager.playDefeatMe = function() { + AudioManager.playMe($gameSystem.defeatMe()); +}; + +BattleManager.replayBgmAndBgs = function() { + if (this._mapBgm) { + AudioManager.replayBgm(this._mapBgm); + } else { + AudioManager.stopBgm(); + } + if (this._mapBgs) { + AudioManager.replayBgs(this._mapBgs); + } +}; + +BattleManager.makeEscapeRatio = function() { + this._escapeRatio = 0.5 * $gameParty.agility() / $gameTroop.agility(); +}; + +BattleManager.update = function() { + if (!this.isBusy() && !this.updateEvent()) { + switch (this._phase) { + case 'start': + this.startInput(); + break; + case 'turn': + this.updateTurn(); + break; + case 'action': + this.updateAction(); + break; + case 'turnEnd': + this.updateTurnEnd(); + break; + case 'battleEnd': + this.updateBattleEnd(); + break; + } + } +}; + +BattleManager.updateEvent = function() { + switch (this._phase) { + case 'start': + case 'turn': + case 'turnEnd': + if (this.isActionForced()) { + this.processForcedAction(); + return true; + } else { + return this.updateEventMain(); + } + } + return this.checkAbort(); +}; + +BattleManager.updateEventMain = function() { + $gameTroop.updateInterpreter(); + $gameParty.requestMotionRefresh(); + if ($gameTroop.isEventRunning() || this.checkBattleEnd()) { + return true; + } + $gameTroop.setupBattleEvent(); + if ($gameTroop.isEventRunning() || SceneManager.isSceneChanging()) { + return true; + } + return false; +}; + +BattleManager.isBusy = function() { + return ($gameMessage.isBusy() || this._spriteset.isBusy() || + this._logWindow.isBusy()); +}; + +BattleManager.isInputting = function() { + return this._phase === 'input'; +}; + +BattleManager.isInTurn = function() { + return this._phase === 'turn'; +}; + +BattleManager.isTurnEnd = function() { + return this._phase === 'turnEnd'; +}; + +BattleManager.isAborting = function() { + return this._phase === 'aborting'; +}; + +BattleManager.isBattleEnd = function() { + return this._phase === 'battleEnd'; +}; + +BattleManager.canEscape = function() { + return this._canEscape; +}; + +BattleManager.canLose = function() { + return this._canLose; +}; + +BattleManager.isEscaped = function() { + return this._escaped; +}; + +BattleManager.actor = function() { + return this._actorIndex >= 0 ? $gameParty.members()[this._actorIndex] : null; +}; + +BattleManager.clearActor = function() { + this.changeActor(-1, ''); +}; + +BattleManager.changeActor = function(newActorIndex, lastActorActionState) { + var lastActor = this.actor(); + this._actorIndex = newActorIndex; + var newActor = this.actor(); + if (lastActor) { + lastActor.setActionState(lastActorActionState); + } + if (newActor) { + newActor.setActionState('inputting'); + } +}; + +BattleManager.startBattle = function() { + this._phase = 'start'; + $gameSystem.onBattleStart(); + $gameParty.onBattleStart(); + $gameTroop.onBattleStart(); + this.displayStartMessages(); +}; + +BattleManager.displayStartMessages = function() { + $gameTroop.enemyNames().forEach(function(name) { + $gameMessage.add(TextManager.emerge.format(name)); + }); + if (this._preemptive) { + $gameMessage.add(TextManager.preemptive.format($gameParty.name())); + } else if (this._surprise) { + $gameMessage.add(TextManager.surprise.format($gameParty.name())); + } +}; + +BattleManager.startInput = function() { + this._phase = 'input'; + $gameParty.makeActions(); + $gameTroop.makeActions(); + this.clearActor(); + if (this._surprise || !$gameParty.canInput()) { + this.startTurn(); + } +}; + +BattleManager.inputtingAction = function() { + return this.actor() ? this.actor().inputtingAction() : null; +}; + +BattleManager.selectNextCommand = function() { + do { + if (!this.actor() || !this.actor().selectNextCommand()) { + this.changeActor(this._actorIndex + 1, 'waiting'); + if (this._actorIndex >= $gameParty.size()) { + this.startTurn(); + break; + } + } + } while (!this.actor().canInput()); +}; + +BattleManager.selectPreviousCommand = function() { + do { + if (!this.actor() || !this.actor().selectPreviousCommand()) { + this.changeActor(this._actorIndex - 1, 'undecided'); + if (this._actorIndex < 0) { + return; + } + } + } while (!this.actor().canInput()); +}; + +BattleManager.refreshStatus = function() { + this._statusWindow.refresh(); +}; + +BattleManager.startTurn = function() { + this._phase = 'turn'; + this.clearActor(); + $gameTroop.increaseTurn(); + this.makeActionOrders(); + $gameParty.requestMotionRefresh(); + this._logWindow.startTurn(); +}; + +BattleManager.updateTurn = function() { + $gameParty.requestMotionRefresh(); + if (!this._subject) { + this._subject = this.getNextSubject(); + } + if (this._subject) { + this.processTurn(); + } else { + this.endTurn(); + } +}; + +BattleManager.processTurn = function() { + var subject = this._subject; + var action = subject.currentAction(); + if (action) { + action.prepare(); + if (action.isValid()) { + this.startAction(); + } + subject.removeCurrentAction(); + } else { + subject.onAllActionsEnd(); + this.refreshStatus(); + this._logWindow.displayAutoAffectedStatus(subject); + this._logWindow.displayCurrentState(subject); + this._logWindow.displayRegeneration(subject); + this._subject = this.getNextSubject(); + } +}; + +BattleManager.endTurn = function() { + this._phase = 'turnEnd'; + this._preemptive = false; + this._surprise = false; + this.allBattleMembers().forEach(function(battler) { + battler.onTurnEnd(); + this.refreshStatus(); + this._logWindow.displayAutoAffectedStatus(battler); + this._logWindow.displayRegeneration(battler); + }, this); + if (this.isForcedTurn()) { + this._turnForced = false; + } +}; + +BattleManager.isForcedTurn = function () { + return this._turnForced; +}; + +BattleManager.updateTurnEnd = function() { + this.startInput(); +}; + +BattleManager.getNextSubject = function() { + for (;;) { + var battler = this._actionBattlers.shift(); + if (!battler) { + return null; + } + if (battler.isBattleMember() && battler.isAlive()) { + return battler; + } + } +}; + +BattleManager.allBattleMembers = function() { + return $gameParty.members().concat($gameTroop.members()); +}; + +BattleManager.makeActionOrders = function() { + var battlers = []; + if (!this._surprise) { + battlers = battlers.concat($gameParty.members()); + } + if (!this._preemptive) { + battlers = battlers.concat($gameTroop.members()); + } + battlers.forEach(function(battler) { + battler.makeSpeed(); + }); + battlers.sort(function(a, b) { + return b.speed() - a.speed(); + }); + this._actionBattlers = battlers; +}; + +BattleManager.startAction = function() { + var subject = this._subject; + var action = subject.currentAction(); + var targets = action.makeTargets(); + this._phase = 'action'; + this._action = action; + this._targets = targets; + subject.useItem(action.item()); + this._action.applyGlobal(); + this.refreshStatus(); + this._logWindow.startAction(subject, action, targets); +}; + +BattleManager.updateAction = function() { + var target = this._targets.shift(); + if (target) { + this.invokeAction(this._subject, target); + } else { + this.endAction(); + } +}; + +BattleManager.endAction = function() { + this._logWindow.endAction(this._subject); + this._phase = 'turn'; +}; + +BattleManager.invokeAction = function(subject, target) { + this._logWindow.push('pushBaseLine'); + if (Math.random() < this._action.itemCnt(target)) { + this.invokeCounterAttack(subject, target); + } else if (Math.random() < this._action.itemMrf(target)) { + this.invokeMagicReflection(subject, target); + } else { + this.invokeNormalAction(subject, target); + } + subject.setLastTarget(target); + this._logWindow.push('popBaseLine'); + this.refreshStatus(); +}; + +BattleManager.invokeNormalAction = function(subject, target) { + var realTarget = this.applySubstitute(target); + this._action.apply(realTarget); + this._logWindow.displayActionResults(subject, realTarget); +}; + +BattleManager.invokeCounterAttack = function(subject, target) { + var action = new Game_Action(target); + action.setAttack(); + action.apply(subject); + this._logWindow.displayCounter(target); + this._logWindow.displayActionResults(target, subject); +}; + +BattleManager.invokeMagicReflection = function(subject, target) { + this._action._reflectionTarget = target; + this._logWindow.displayReflection(target); + this._action.apply(subject); + this._logWindow.displayActionResults(target, subject); +}; + +BattleManager.applySubstitute = function(target) { + if (this.checkSubstitute(target)) { + var substitute = target.friendsUnit().substituteBattler(); + if (substitute && target !== substitute) { + this._logWindow.displaySubstitute(substitute, target); + return substitute; + } + } + return target; +}; + +BattleManager.checkSubstitute = function(target) { + return target.isDying() && !this._action.isCertainHit(); +}; + +BattleManager.isActionForced = function() { + return !!this._actionForcedBattler; +}; + +BattleManager.forceAction = function(battler) { + this._actionForcedBattler = battler; + var index = this._actionBattlers.indexOf(battler); + if (index >= 0) { + this._actionBattlers.splice(index, 1); + } +}; + +BattleManager.processForcedAction = function() { + if (this._actionForcedBattler) { + this._turnForced = true; + this._subject = this._actionForcedBattler; + this._actionForcedBattler = null; + this.startAction(); + this._subject.removeCurrentAction(); + } +}; + +BattleManager.abort = function() { + this._phase = 'aborting'; +}; + +BattleManager.checkBattleEnd = function() { + if (this._phase) { + if (this.checkAbort()) { + return true; + } else if ($gameParty.isAllDead()) { + this.processDefeat(); + return true; + } else if ($gameTroop.isAllDead()) { + this.processVictory(); + return true; + } + } + return false; +}; + +BattleManager.checkAbort = function() { + if ($gameParty.isEmpty() || this.isAborting()) { + SoundManager.playEscape(); + this._escaped = true; + this.processAbort(); + } + return false; +}; + +BattleManager.processVictory = function() { + $gameParty.removeBattleStates(); + $gameParty.performVictory(); + this.playVictoryMe(); + this.replayBgmAndBgs(); + this.makeRewards(); + this.displayVictoryMessage(); + this.displayRewards(); + this.gainRewards(); + this.endBattle(0); +}; + +BattleManager.processEscape = function() { + $gameParty.performEscape(); + SoundManager.playEscape(); + var success = this._preemptive ? true : (Math.random() < this._escapeRatio); + if (success) { + this.displayEscapeSuccessMessage(); + this._escaped = true; + this.processAbort(); + } else { + this.displayEscapeFailureMessage(); + this._escapeRatio += 0.1; + $gameParty.clearActions(); + this.startTurn(); + } + return success; +}; + +BattleManager.processAbort = function() { + $gameParty.removeBattleStates(); + this.replayBgmAndBgs(); + this.endBattle(1); +}; + +BattleManager.processDefeat = function() { + this.displayDefeatMessage(); + this.playDefeatMe(); + if (this._canLose) { + this.replayBgmAndBgs(); + } else { + AudioManager.stopBgm(); + } + this.endBattle(2); +}; + +BattleManager.endBattle = function(result) { + this._phase = 'battleEnd'; + if (this._eventCallback) { + this._eventCallback(result); + } + if (result === 0) { + $gameSystem.onBattleWin(); + } else if (this._escaped) { + $gameSystem.onBattleEscape(); + } +}; + +BattleManager.updateBattleEnd = function() { + if (this.isBattleTest()) { + AudioManager.stopBgm(); + SceneManager.exit(); + } else if (!this._escaped && $gameParty.isAllDead()) { + if (this._canLose) { + $gameParty.reviveBattleMembers(); + SceneManager.pop(); + } else { + SceneManager.goto(Scene_Gameover); + } + } else { + SceneManager.pop(); + } + this._phase = null; +}; + +BattleManager.makeRewards = function() { + this._rewards = {}; + this._rewards.gold = $gameTroop.goldTotal(); + this._rewards.exp = $gameTroop.expTotal(); + this._rewards.items = $gameTroop.makeDropItems(); +}; + +BattleManager.displayVictoryMessage = function() { + $gameMessage.add(TextManager.victory.format($gameParty.name())); +}; + +BattleManager.displayDefeatMessage = function() { + $gameMessage.add(TextManager.defeat.format($gameParty.name())); +}; + +BattleManager.displayEscapeSuccessMessage = function() { + $gameMessage.add(TextManager.escapeStart.format($gameParty.name())); +}; + +BattleManager.displayEscapeFailureMessage = function() { + $gameMessage.add(TextManager.escapeStart.format($gameParty.name())); + $gameMessage.add('\\.' + TextManager.escapeFailure); +}; + +BattleManager.displayRewards = function() { + this.displayExp(); + this.displayGold(); + this.displayDropItems(); +}; + +BattleManager.displayExp = function() { + var exp = this._rewards.exp; + if (exp > 0) { + var text = TextManager.obtainExp.format(exp, TextManager.exp); + $gameMessage.add('\\.' + text); + } +}; + +BattleManager.displayGold = function() { + var gold = this._rewards.gold; + if (gold > 0) { + $gameMessage.add('\\.' + TextManager.obtainGold.format(gold)); + } +}; + +BattleManager.displayDropItems = function() { + var items = this._rewards.items; + if (items.length > 0) { + $gameMessage.newPage(); + items.forEach(function(item) { + $gameMessage.add(TextManager.obtainItem.format(item.name)); + }); + } +}; + +BattleManager.gainRewards = function() { + this.gainExp(); + this.gainGold(); + this.gainDropItems(); +}; + +BattleManager.gainExp = function() { + var exp = this._rewards.exp; + $gameParty.allMembers().forEach(function(actor) { + actor.gainExp(exp); + }); +}; + +BattleManager.gainGold = function() { + $gameParty.gainGold(this._rewards.gold); +}; + +BattleManager.gainDropItems = function() { + var items = this._rewards.items; + items.forEach(function(item) { + $gameParty.gainItem(item, 1); + }); +}; + +//----------------------------------------------------------------------------- +// PluginManager +// +// The static class that manages the plugins. + +function PluginManager() { + throw new Error('This is a static class'); +} + +PluginManager._path = 'js/plugins/'; +PluginManager._scripts = []; +PluginManager._errorUrls = []; +PluginManager._parameters = {}; + +PluginManager.setup = function(plugins) { + plugins.forEach(function(plugin) { + if (plugin.status && !this._scripts.contains(plugin.name)) { + this.setParameters(plugin.name, plugin.parameters); + this.loadScript(plugin.name + '.js'); + this._scripts.push(plugin.name); + } + }, this); +}; + +PluginManager.checkErrors = function() { + var url = this._errorUrls.shift(); + if (url) { + throw new Error('Failed to load: ' + url); + } +}; + +PluginManager.parameters = function(name) { + return this._parameters[name.toLowerCase()] || {}; +}; + +PluginManager.setParameters = function(name, parameters) { + this._parameters[name.toLowerCase()] = parameters; +}; + +PluginManager.loadScript = function(name) { + var url = this._path + name; + var script = document.createElement('script'); + script.type = 'text/javascript'; + script.src = url; + script.async = false; + script.onerror = this.onError.bind(this); + script._url = url; + document.body.appendChild(script); +}; + +PluginManager.onError = function(e) { + this._errorUrls.push(e.target._url); +}; diff --git a/www/js/rpg_objects.js b/www/js/rpg_objects.js new file mode 100644 index 0000000..57a7eb2 --- /dev/null +++ b/www/js/rpg_objects.js @@ -0,0 +1,10641 @@ +//============================================================================= +// rpg_objects.js v1.6.2 +//============================================================================= + +//----------------------------------------------------------------------------- +// Game_Temp +// +// The game object class for temporary data that is not included in save data. + +function Game_Temp() { + this.initialize.apply(this, arguments); +} + +Game_Temp.prototype.initialize = function() { + this._isPlaytest = Utils.isOptionValid('test'); + this._commonEventId = 0; + this._destinationX = null; + this._destinationY = null; +}; + +Game_Temp.prototype.isPlaytest = function() { + return this._isPlaytest; +}; + +Game_Temp.prototype.reserveCommonEvent = function(commonEventId) { + this._commonEventId = commonEventId; +}; + +Game_Temp.prototype.clearCommonEvent = function() { + this._commonEventId = 0; +}; + +Game_Temp.prototype.isCommonEventReserved = function() { + return this._commonEventId > 0; +}; + +Game_Temp.prototype.reservedCommonEvent = function() { + return $dataCommonEvents[this._commonEventId]; +}; + +Game_Temp.prototype.setDestination = function(x, y) { + this._destinationX = x; + this._destinationY = y; +}; + +Game_Temp.prototype.clearDestination = function() { + this._destinationX = null; + this._destinationY = null; +}; + +Game_Temp.prototype.isDestinationValid = function() { + return this._destinationX !== null; +}; + +Game_Temp.prototype.destinationX = function() { + return this._destinationX; +}; + +Game_Temp.prototype.destinationY = function() { + return this._destinationY; +}; + +//----------------------------------------------------------------------------- +// Game_System +// +// The game object class for the system data. + +function Game_System() { + this.initialize.apply(this, arguments); +} + +Game_System.prototype.initialize = function() { + this._saveEnabled = true; + this._menuEnabled = true; + this._encounterEnabled = true; + this._formationEnabled = true; + this._battleCount = 0; + this._winCount = 0; + this._escapeCount = 0; + this._saveCount = 0; + this._versionId = 0; + this._framesOnSave = 0; + this._bgmOnSave = null; + this._bgsOnSave = null; + this._windowTone = null; + this._battleBgm = null; + this._victoryMe = null; + this._defeatMe = null; + this._savedBgm = null; + this._walkingBgm = null; +}; + +Game_System.prototype.isJapanese = function() { + return $dataSystem.locale.match(/^ja/); +}; + +Game_System.prototype.isChinese = function() { + return $dataSystem.locale.match(/^zh/); +}; + +Game_System.prototype.isKorean = function() { + return $dataSystem.locale.match(/^ko/); +}; + +Game_System.prototype.isCJK = function() { + return $dataSystem.locale.match(/^(ja|zh|ko)/); +}; + +Game_System.prototype.isRussian = function() { + return $dataSystem.locale.match(/^ru/); +}; + +Game_System.prototype.isSideView = function() { + return $dataSystem.optSideView; +}; + +Game_System.prototype.isSaveEnabled = function() { + return this._saveEnabled; +}; + +Game_System.prototype.disableSave = function() { + this._saveEnabled = false; +}; + +Game_System.prototype.enableSave = function() { + this._saveEnabled = true; +}; + +Game_System.prototype.isMenuEnabled = function() { + return this._menuEnabled; +}; + +Game_System.prototype.disableMenu = function() { + this._menuEnabled = false; +}; + +Game_System.prototype.enableMenu = function() { + this._menuEnabled = true; +}; + +Game_System.prototype.isEncounterEnabled = function() { + return this._encounterEnabled; +}; + +Game_System.prototype.disableEncounter = function() { + this._encounterEnabled = false; +}; + +Game_System.prototype.enableEncounter = function() { + this._encounterEnabled = true; +}; + +Game_System.prototype.isFormationEnabled = function() { + return this._formationEnabled; +}; + +Game_System.prototype.disableFormation = function() { + this._formationEnabled = false; +}; + +Game_System.prototype.enableFormation = function() { + this._formationEnabled = true; +}; + +Game_System.prototype.battleCount = function() { + return this._battleCount; +}; + +Game_System.prototype.winCount = function() { + return this._winCount; +}; + +Game_System.prototype.escapeCount = function() { + return this._escapeCount; +}; + +Game_System.prototype.saveCount = function() { + return this._saveCount; +}; + +Game_System.prototype.versionId = function() { + return this._versionId; +}; + +Game_System.prototype.windowTone = function() { + return this._windowTone || $dataSystem.windowTone; +}; + +Game_System.prototype.setWindowTone = function(value) { + this._windowTone = value; +}; + +Game_System.prototype.battleBgm = function() { + return this._battleBgm || $dataSystem.battleBgm; +}; + +Game_System.prototype.setBattleBgm = function(value) { + this._battleBgm = value; +}; + +Game_System.prototype.victoryMe = function() { + return this._victoryMe || $dataSystem.victoryMe; +}; + +Game_System.prototype.setVictoryMe = function(value) { + this._victoryMe = value; +}; + +Game_System.prototype.defeatMe = function() { + return this._defeatMe || $dataSystem.defeatMe; +}; + +Game_System.prototype.setDefeatMe = function(value) { + this._defeatMe = value; +}; + +Game_System.prototype.onBattleStart = function() { + this._battleCount++; +}; + +Game_System.prototype.onBattleWin = function() { + this._winCount++; +}; + +Game_System.prototype.onBattleEscape = function() { + this._escapeCount++; +}; + +Game_System.prototype.onBeforeSave = function() { + this._saveCount++; + this._versionId = $dataSystem.versionId; + this._framesOnSave = Graphics.frameCount; + this._bgmOnSave = AudioManager.saveBgm(); + this._bgsOnSave = AudioManager.saveBgs(); +}; + +Game_System.prototype.onAfterLoad = function() { + Graphics.frameCount = this._framesOnSave; + AudioManager.playBgm(this._bgmOnSave); + AudioManager.playBgs(this._bgsOnSave); +}; + +Game_System.prototype.playtime = function() { + return Math.floor(Graphics.frameCount / 60); +}; + +Game_System.prototype.playtimeText = function() { + var hour = Math.floor(this.playtime() / 60 / 60); + var min = Math.floor(this.playtime() / 60) % 60; + var sec = this.playtime() % 60; + return hour.padZero(2) + ':' + min.padZero(2) + ':' + sec.padZero(2); +}; + +Game_System.prototype.saveBgm = function() { + this._savedBgm = AudioManager.saveBgm(); +}; + +Game_System.prototype.replayBgm = function() { + if (this._savedBgm) { + AudioManager.replayBgm(this._savedBgm); + } +}; + +Game_System.prototype.saveWalkingBgm = function() { + this._walkingBgm = AudioManager.saveBgm(); +}; + +Game_System.prototype.replayWalkingBgm = function() { + if (this._walkingBgm) { + AudioManager.playBgm(this._walkingBgm); + } +}; + +Game_System.prototype.saveWalkingBgm2 = function() { + this._walkingBgm = $dataMap.bgm; +}; + +//----------------------------------------------------------------------------- +// Game_Timer +// +// The game object class for the timer. + +function Game_Timer() { + this.initialize.apply(this, arguments); +} + +Game_Timer.prototype.initialize = function() { + this._frames = 0; + this._working = false; +}; + +Game_Timer.prototype.update = function(sceneActive) { + if (sceneActive && this._working && this._frames > 0) { + this._frames--; + if (this._frames === 0) { + this.onExpire(); + } + } +}; + +Game_Timer.prototype.start = function(count) { + this._frames = count; + this._working = true; +}; + +Game_Timer.prototype.stop = function() { + this._working = false; +}; + +Game_Timer.prototype.isWorking = function() { + return this._working; +}; + +Game_Timer.prototype.seconds = function() { + return Math.floor(this._frames / 60); +}; + +Game_Timer.prototype.onExpire = function() { + BattleManager.abort(); +}; + +//----------------------------------------------------------------------------- +// Game_Message +// +// The game object class for the state of the message window that displays text +// or selections, etc. + +function Game_Message() { + this.initialize.apply(this, arguments); +} + +Game_Message.prototype.initialize = function() { + this.clear(); +}; + +Game_Message.prototype.clear = function() { + this._texts = []; + this._choices = []; + this._faceName = ''; + this._faceIndex = 0; + this._background = 0; + this._positionType = 2; + this._choiceDefaultType = 0; + this._choiceCancelType = 0; + this._choiceBackground = 0; + this._choicePositionType = 2; + this._numInputVariableId = 0; + this._numInputMaxDigits = 0; + this._itemChoiceVariableId = 0; + this._itemChoiceItypeId = 0; + this._scrollMode = false; + this._scrollSpeed = 2; + this._scrollNoFast = false; + this._choiceCallback = null; +}; + +Game_Message.prototype.choices = function() { + return this._choices; +}; + +Game_Message.prototype.faceName = function() { + return this._faceName; +}; + +Game_Message.prototype.faceIndex = function() { + return this._faceIndex; +}; + +Game_Message.prototype.background = function() { + return this._background; +}; + +Game_Message.prototype.positionType = function() { + return this._positionType; +}; + +Game_Message.prototype.choiceDefaultType = function() { + return this._choiceDefaultType; +}; + +Game_Message.prototype.choiceCancelType = function() { + return this._choiceCancelType; +}; + +Game_Message.prototype.choiceBackground = function() { + return this._choiceBackground; +}; + +Game_Message.prototype.choicePositionType = function() { + return this._choicePositionType; +}; + +Game_Message.prototype.numInputVariableId = function() { + return this._numInputVariableId; +}; + +Game_Message.prototype.numInputMaxDigits = function() { + return this._numInputMaxDigits; +}; + +Game_Message.prototype.itemChoiceVariableId = function() { + return this._itemChoiceVariableId; +}; + +Game_Message.prototype.itemChoiceItypeId = function() { + return this._itemChoiceItypeId; +}; + +Game_Message.prototype.scrollMode = function() { + return this._scrollMode; +}; + +Game_Message.prototype.scrollSpeed = function() { + return this._scrollSpeed; +}; + +Game_Message.prototype.scrollNoFast = function() { + return this._scrollNoFast; +}; + +Game_Message.prototype.add = function(text) { + this._texts.push(text); +}; + +Game_Message.prototype.setFaceImage = function(faceName, faceIndex) { + this._faceName = faceName; + this._faceIndex = faceIndex; +}; + +Game_Message.prototype.setBackground = function(background) { + this._background = background; +}; + +Game_Message.prototype.setPositionType = function(positionType) { + this._positionType = positionType; +}; + +Game_Message.prototype.setChoices = function(choices, defaultType, cancelType) { + this._choices = choices; + this._choiceDefaultType = defaultType; + this._choiceCancelType = cancelType; +}; + +Game_Message.prototype.setChoiceBackground = function(background) { + this._choiceBackground = background; +}; + +Game_Message.prototype.setChoicePositionType = function(positionType) { + this._choicePositionType = positionType; +}; + +Game_Message.prototype.setNumberInput = function(variableId, maxDigits) { + this._numInputVariableId = variableId; + this._numInputMaxDigits = maxDigits; +}; + +Game_Message.prototype.setItemChoice = function(variableId, itemType) { + this._itemChoiceVariableId = variableId; + this._itemChoiceItypeId = itemType; +}; + +Game_Message.prototype.setScroll = function(speed, noFast) { + this._scrollMode = true; + this._scrollSpeed = speed; + this._scrollNoFast = noFast; +}; + +Game_Message.prototype.setChoiceCallback = function(callback) { + this._choiceCallback = callback; +}; + +Game_Message.prototype.onChoice = function(n) { + if (this._choiceCallback) { + this._choiceCallback(n); + this._choiceCallback = null; + } +}; + +Game_Message.prototype.hasText = function() { + return this._texts.length > 0; +}; + +Game_Message.prototype.isChoice = function() { + return this._choices.length > 0; +}; + +Game_Message.prototype.isNumberInput = function() { + return this._numInputVariableId > 0; +}; + +Game_Message.prototype.isItemChoice = function() { + return this._itemChoiceVariableId > 0; +}; + +Game_Message.prototype.isBusy = function() { + return (this.hasText() || this.isChoice() || + this.isNumberInput() || this.isItemChoice()); +}; + +Game_Message.prototype.newPage = function() { + if (this._texts.length > 0) { + this._texts[this._texts.length - 1] += '\f'; + } +}; + +Game_Message.prototype.allText = function() { + return this._texts.join('\n'); +}; + +//----------------------------------------------------------------------------- +// Game_Switches +// +// The game object class for switches. + +function Game_Switches() { + this.initialize.apply(this, arguments); +} + +Game_Switches.prototype.initialize = function() { + this.clear(); +}; + +Game_Switches.prototype.clear = function() { + this._data = []; +}; + +Game_Switches.prototype.value = function(switchId) { + return !!this._data[switchId]; +}; + +Game_Switches.prototype.setValue = function(switchId, value) { + if (switchId > 0 && switchId < $dataSystem.switches.length) { + this._data[switchId] = value; + this.onChange(); + } +}; + +Game_Switches.prototype.onChange = function() { + $gameMap.requestRefresh(); +}; + +//----------------------------------------------------------------------------- +// Game_Variables +// +// The game object class for variables. + +function Game_Variables() { + this.initialize.apply(this, arguments); +} + +Game_Variables.prototype.initialize = function() { + this.clear(); +}; + +Game_Variables.prototype.clear = function() { + this._data = []; +}; + +Game_Variables.prototype.value = function(variableId) { + return this._data[variableId] || 0; +}; + +Game_Variables.prototype.setValue = function(variableId, value) { + if (variableId > 0 && variableId < $dataSystem.variables.length) { + if (typeof value === 'number') { + value = Math.floor(value); + } + this._data[variableId] = value; + this.onChange(); + } +}; + +Game_Variables.prototype.onChange = function() { + $gameMap.requestRefresh(); +}; + +//----------------------------------------------------------------------------- +// Game_SelfSwitches +// +// The game object class for self switches. + +function Game_SelfSwitches() { + this.initialize.apply(this, arguments); +} + +Game_SelfSwitches.prototype.initialize = function() { + this.clear(); +}; + +Game_SelfSwitches.prototype.clear = function() { + this._data = {}; +}; + +Game_SelfSwitches.prototype.value = function(key) { + return !!this._data[key]; +}; + +Game_SelfSwitches.prototype.setValue = function(key, value) { + if (value) { + this._data[key] = true; + } else { + delete this._data[key]; + } + this.onChange(); +}; + +Game_SelfSwitches.prototype.onChange = function() { + $gameMap.requestRefresh(); +}; + +//----------------------------------------------------------------------------- +// Game_Screen +// +// The game object class for screen effect data, such as changes in color tone +// and flashes. + +function Game_Screen() { + this.initialize.apply(this, arguments); +} + +Game_Screen.prototype.initialize = function() { + this.clear(); +}; + +Game_Screen.prototype.clear = function() { + this.clearFade(); + this.clearTone(); + this.clearFlash(); + this.clearShake(); + this.clearZoom(); + this.clearWeather(); + this.clearPictures(); +}; + +Game_Screen.prototype.onBattleStart = function() { + this.clearFade(); + this.clearFlash(); + this.clearShake(); + this.clearZoom(); + this.eraseBattlePictures(); +}; + +Game_Screen.prototype.brightness = function() { + return this._brightness; +}; + +Game_Screen.prototype.tone = function() { + return this._tone; +}; + +Game_Screen.prototype.flashColor = function() { + return this._flashColor; +}; + +Game_Screen.prototype.shake = function() { + return this._shake; +}; + +Game_Screen.prototype.zoomX = function() { + return this._zoomX; +}; + +Game_Screen.prototype.zoomY = function() { + return this._zoomY; +}; + +Game_Screen.prototype.zoomScale = function() { + return this._zoomScale; +}; + +Game_Screen.prototype.weatherType = function() { + return this._weatherType; +}; + +Game_Screen.prototype.weatherPower = function() { + return this._weatherPower; +}; + +Game_Screen.prototype.picture = function(pictureId) { + var realPictureId = this.realPictureId(pictureId); + return this._pictures[realPictureId]; +}; + +Game_Screen.prototype.realPictureId = function(pictureId) { + if ($gameParty.inBattle()) { + return pictureId + this.maxPictures(); + } else { + return pictureId; + } +}; + +Game_Screen.prototype.clearFade = function() { + this._brightness = 255; + this._fadeOutDuration = 0; + this._fadeInDuration = 0; +}; + +Game_Screen.prototype.clearTone = function() { + this._tone = [0, 0, 0, 0]; + this._toneTarget = [0, 0, 0, 0]; + this._toneDuration = 0; +}; + +Game_Screen.prototype.clearFlash = function() { + this._flashColor = [0, 0, 0, 0]; + this._flashDuration = 0; +}; + +Game_Screen.prototype.clearShake = function() { + this._shakePower = 0; + this._shakeSpeed = 0; + this._shakeDuration = 0; + this._shakeDirection = 1; + this._shake = 0; +}; + +Game_Screen.prototype.clearZoom = function() { + this._zoomX = 0; + this._zoomY = 0; + this._zoomScale = 1; + this._zoomScaleTarget = 1; + this._zoomDuration = 0; +}; + +Game_Screen.prototype.clearWeather = function() { + this._weatherType = 'none'; + this._weatherPower = 0; + this._weatherPowerTarget = 0; + this._weatherDuration = 0; +}; + +Game_Screen.prototype.clearPictures = function() { + this._pictures = []; +}; + +Game_Screen.prototype.eraseBattlePictures = function() { + this._pictures = this._pictures.slice(0, this.maxPictures() + 1); +}; + +Game_Screen.prototype.maxPictures = function() { + return 100; +}; + +Game_Screen.prototype.startFadeOut = function(duration) { + this._fadeOutDuration = duration; + this._fadeInDuration = 0; +}; + +Game_Screen.prototype.startFadeIn = function(duration) { + this._fadeInDuration = duration; + this._fadeOutDuration = 0; +}; + +Game_Screen.prototype.startTint = function(tone, duration) { + this._toneTarget = tone.clone(); + this._toneDuration = duration; + if (this._toneDuration === 0) { + this._tone = this._toneTarget.clone(); + } +}; + +Game_Screen.prototype.startFlash = function(color, duration) { + this._flashColor = color.clone(); + this._flashDuration = duration; +}; + +Game_Screen.prototype.startShake = function(power, speed, duration) { + this._shakePower = power; + this._shakeSpeed = speed; + this._shakeDuration = duration; +}; + +Game_Screen.prototype.startZoom = function(x, y, scale, duration) { + this._zoomX = x; + this._zoomY = y; + this._zoomScaleTarget = scale; + this._zoomDuration = duration; +}; + +Game_Screen.prototype.setZoom = function(x, y, scale) { + this._zoomX = x; + this._zoomY = y; + this._zoomScale = scale; +}; + +Game_Screen.prototype.changeWeather = function(type, power, duration) { + if (type !== 'none' || duration === 0) { + this._weatherType = type; + } + this._weatherPowerTarget = type === 'none' ? 0 : power; + this._weatherDuration = duration; + if (duration === 0) { + this._weatherPower = this._weatherPowerTarget; + } +}; + +Game_Screen.prototype.update = function() { + this.updateFadeOut(); + this.updateFadeIn(); + this.updateTone(); + this.updateFlash(); + this.updateShake(); + this.updateZoom(); + this.updateWeather(); + this.updatePictures(); +}; + +Game_Screen.prototype.updateFadeOut = function() { + if (this._fadeOutDuration > 0) { + var d = this._fadeOutDuration; + this._brightness = (this._brightness * (d - 1)) / d; + this._fadeOutDuration--; + } +}; + +Game_Screen.prototype.updateFadeIn = function() { + if (this._fadeInDuration > 0) { + var d = this._fadeInDuration; + this._brightness = (this._brightness * (d - 1) + 255) / d; + this._fadeInDuration--; + } +}; + +Game_Screen.prototype.updateTone = function() { + if (this._toneDuration > 0) { + var d = this._toneDuration; + for (var i = 0; i < 4; i++) { + this._tone[i] = (this._tone[i] * (d - 1) + this._toneTarget[i]) / d; + } + this._toneDuration--; + } +}; + +Game_Screen.prototype.updateFlash = function() { + if (this._flashDuration > 0) { + var d = this._flashDuration; + this._flashColor[3] *= (d - 1) / d; + this._flashDuration--; + } +}; + +Game_Screen.prototype.updateShake = function() { + if (this._shakeDuration > 0 || this._shake !== 0) { + var delta = (this._shakePower * this._shakeSpeed * this._shakeDirection) / 10; + if (this._shakeDuration <= 1 && this._shake * (this._shake + delta) < 0) { + this._shake = 0; + } else { + this._shake += delta; + } + if (this._shake > this._shakePower * 2) { + this._shakeDirection = -1; + } + if (this._shake < - this._shakePower * 2) { + this._shakeDirection = 1; + } + this._shakeDuration--; + } +}; + +Game_Screen.prototype.updateZoom = function() { + if (this._zoomDuration > 0) { + var d = this._zoomDuration; + var t = this._zoomScaleTarget; + this._zoomScale = (this._zoomScale * (d - 1) + t) / d; + this._zoomDuration--; + } +}; + +Game_Screen.prototype.updateWeather = function() { + if (this._weatherDuration > 0) { + var d = this._weatherDuration; + var t = this._weatherPowerTarget; + this._weatherPower = (this._weatherPower * (d - 1) + t) / d; + this._weatherDuration--; + if (this._weatherDuration === 0 && this._weatherPowerTarget === 0) { + this._weatherType = 'none'; + } + } +}; + +Game_Screen.prototype.updatePictures = function() { + this._pictures.forEach(function(picture) { + if (picture) { + picture.update(); + } + }); +}; + +Game_Screen.prototype.startFlashForDamage = function() { + this.startFlash([255, 0, 0, 128], 8); +}; + +Game_Screen.prototype.showPicture = function(pictureId, name, origin, x, y, + scaleX, scaleY, opacity, blendMode) { + var realPictureId = this.realPictureId(pictureId); + var picture = new Game_Picture(); + picture.show(name, origin, x, y, scaleX, scaleY, opacity, blendMode); + this._pictures[realPictureId] = picture; +}; + +Game_Screen.prototype.movePicture = function(pictureId, origin, x, y, scaleX, + scaleY, opacity, blendMode, duration) { + var picture = this.picture(pictureId); + if (picture) { + picture.move(origin, x, y, scaleX, scaleY, opacity, blendMode, duration); + } +}; + +Game_Screen.prototype.rotatePicture = function(pictureId, speed) { + var picture = this.picture(pictureId); + if (picture) { + picture.rotate(speed); + } +}; + +Game_Screen.prototype.tintPicture = function(pictureId, tone, duration) { + var picture = this.picture(pictureId); + if (picture) { + picture.tint(tone, duration); + } +}; + +Game_Screen.prototype.erasePicture = function(pictureId) { + var realPictureId = this.realPictureId(pictureId); + this._pictures[realPictureId] = null; +}; + +//----------------------------------------------------------------------------- +// Game_Picture +// +// The game object class for a picture. + +function Game_Picture() { + this.initialize.apply(this, arguments); +} + +Game_Picture.prototype.initialize = function() { + this.initBasic(); + this.initTarget(); + this.initTone(); + this.initRotation(); +}; + +Game_Picture.prototype.name = function() { + return this._name; +}; + +Game_Picture.prototype.origin = function() { + return this._origin; +}; + +Game_Picture.prototype.x = function() { + return this._x; +}; + +Game_Picture.prototype.y = function() { + return this._y; +}; + +Game_Picture.prototype.scaleX = function() { + return this._scaleX; +}; + +Game_Picture.prototype.scaleY = function() { + return this._scaleY; +}; + +Game_Picture.prototype.opacity = function() { + return this._opacity; +}; + +Game_Picture.prototype.blendMode = function() { + return this._blendMode; +}; + +Game_Picture.prototype.tone = function() { + return this._tone; +}; + +Game_Picture.prototype.angle = function() { + return this._angle; +}; + +Game_Picture.prototype.initBasic = function() { + this._name = ''; + this._origin = 0; + this._x = 0; + this._y = 0; + this._scaleX = 100; + this._scaleY = 100; + this._opacity = 255; + this._blendMode = 0; +}; + +Game_Picture.prototype.initTarget = function() { + this._targetX = this._x; + this._targetY = this._y; + this._targetScaleX = this._scaleX; + this._targetScaleY = this._scaleY; + this._targetOpacity = this._opacity; + this._duration = 0; +}; + +Game_Picture.prototype.initTone = function() { + this._tone = null; + this._toneTarget = null; + this._toneDuration = 0; +}; + +Game_Picture.prototype.initRotation = function() { + this._angle = 0; + this._rotationSpeed = 0; +}; + +Game_Picture.prototype.show = function(name, origin, x, y, scaleX, + scaleY, opacity, blendMode) { + this._name = name; + this._origin = origin; + this._x = x; + this._y = y; + this._scaleX = scaleX; + this._scaleY = scaleY; + this._opacity = opacity; + this._blendMode = blendMode; + this.initTarget(); + this.initTone(); + this.initRotation(); +}; + +Game_Picture.prototype.move = function(origin, x, y, scaleX, scaleY, + opacity, blendMode, duration) { + this._origin = origin; + this._targetX = x; + this._targetY = y; + this._targetScaleX = scaleX; + this._targetScaleY = scaleY; + this._targetOpacity = opacity; + this._blendMode = blendMode; + this._duration = duration; +}; + +Game_Picture.prototype.rotate = function(speed) { + this._rotationSpeed = speed; +}; + +Game_Picture.prototype.tint = function(tone, duration) { + if (!this._tone) { + this._tone = [0, 0, 0, 0]; + } + this._toneTarget = tone.clone(); + this._toneDuration = duration; + if (this._toneDuration === 0) { + this._tone = this._toneTarget.clone(); + } +}; + +Game_Picture.prototype.erase = function() { + this._name = ''; + this._origin = 0; + this.initTarget(); + this.initTone(); + this.initRotation(); +}; + +Game_Picture.prototype.update = function() { + this.updateMove(); + this.updateTone(); + this.updateRotation(); +}; + +Game_Picture.prototype.updateMove = function() { + if (this._duration > 0) { + var d = this._duration; + this._x = (this._x * (d - 1) + this._targetX) / d; + this._y = (this._y * (d - 1) + this._targetY) / d; + this._scaleX = (this._scaleX * (d - 1) + this._targetScaleX) / d; + this._scaleY = (this._scaleY * (d - 1) + this._targetScaleY) / d; + this._opacity = (this._opacity * (d - 1) + this._targetOpacity) / d; + this._duration--; + } +}; + +Game_Picture.prototype.updateTone = function() { + if (this._toneDuration > 0) { + var d = this._toneDuration; + for (var i = 0; i < 4; i++) { + this._tone[i] = (this._tone[i] * (d - 1) + this._toneTarget[i]) / d; + } + this._toneDuration--; + } +}; + +Game_Picture.prototype.updateRotation = function() { + if (this._rotationSpeed !== 0) { + this._angle += this._rotationSpeed / 2; + } +}; + +//----------------------------------------------------------------------------- +// Game_Item +// +// The game object class for handling skills, items, weapons, and armor. It is +// required because save data should not include the database object itself. + +function Game_Item() { + this.initialize.apply(this, arguments); +} + +Game_Item.prototype.initialize = function(item) { + this._dataClass = ''; + this._itemId = 0; + if (item) { + this.setObject(item); + } +}; + +Game_Item.prototype.isSkill = function() { + return this._dataClass === 'skill'; +}; + +Game_Item.prototype.isItem = function() { + return this._dataClass === 'item'; +}; + +Game_Item.prototype.isUsableItem = function() { + return this.isSkill() || this.isItem(); +}; + +Game_Item.prototype.isWeapon = function() { + return this._dataClass === 'weapon'; +}; + +Game_Item.prototype.isArmor = function() { + return this._dataClass === 'armor'; +}; + +Game_Item.prototype.isEquipItem = function() { + return this.isWeapon() || this.isArmor(); +}; + +Game_Item.prototype.isNull = function() { + return this._dataClass === ''; +}; + +Game_Item.prototype.itemId = function() { + return this._itemId; +}; + +Game_Item.prototype.object = function() { + if (this.isSkill()) { + return $dataSkills[this._itemId]; + } else if (this.isItem()) { + return $dataItems[this._itemId]; + } else if (this.isWeapon()) { + return $dataWeapons[this._itemId]; + } else if (this.isArmor()) { + return $dataArmors[this._itemId]; + } else { + return null; + } +}; + +Game_Item.prototype.setObject = function(item) { + if (DataManager.isSkill(item)) { + this._dataClass = 'skill'; + } else if (DataManager.isItem(item)) { + this._dataClass = 'item'; + } else if (DataManager.isWeapon(item)) { + this._dataClass = 'weapon'; + } else if (DataManager.isArmor(item)) { + this._dataClass = 'armor'; + } else { + this._dataClass = ''; + } + this._itemId = item ? item.id : 0; +}; + +Game_Item.prototype.setEquip = function(isWeapon, itemId) { + this._dataClass = isWeapon ? 'weapon' : 'armor'; + this._itemId = itemId; +}; + +//----------------------------------------------------------------------------- +// Game_Action +// +// The game object class for a battle action. + +function Game_Action() { + this.initialize.apply(this, arguments); +} + +Game_Action.EFFECT_RECOVER_HP = 11; +Game_Action.EFFECT_RECOVER_MP = 12; +Game_Action.EFFECT_GAIN_TP = 13; +Game_Action.EFFECT_ADD_STATE = 21; +Game_Action.EFFECT_REMOVE_STATE = 22; +Game_Action.EFFECT_ADD_BUFF = 31; +Game_Action.EFFECT_ADD_DEBUFF = 32; +Game_Action.EFFECT_REMOVE_BUFF = 33; +Game_Action.EFFECT_REMOVE_DEBUFF = 34; +Game_Action.EFFECT_SPECIAL = 41; +Game_Action.EFFECT_GROW = 42; +Game_Action.EFFECT_LEARN_SKILL = 43; +Game_Action.EFFECT_COMMON_EVENT = 44; +Game_Action.SPECIAL_EFFECT_ESCAPE = 0; +Game_Action.HITTYPE_CERTAIN = 0; +Game_Action.HITTYPE_PHYSICAL = 1; +Game_Action.HITTYPE_MAGICAL = 2; + +Game_Action.prototype.initialize = function(subject, forcing) { + this._subjectActorId = 0; + this._subjectEnemyIndex = -1; + this._forcing = forcing || false; + this.setSubject(subject); + this.clear(); +}; + +Game_Action.prototype.clear = function() { + this._item = new Game_Item(); + this._targetIndex = -1; +}; + +Game_Action.prototype.setSubject = function(subject) { + if (subject.isActor()) { + this._subjectActorId = subject.actorId(); + this._subjectEnemyIndex = -1; + } else { + this._subjectEnemyIndex = subject.index(); + this._subjectActorId = 0; + } +}; + +Game_Action.prototype.subject = function() { + if (this._subjectActorId > 0) { + return $gameActors.actor(this._subjectActorId); + } else { + return $gameTroop.members()[this._subjectEnemyIndex]; + } +}; + +Game_Action.prototype.friendsUnit = function() { + return this.subject().friendsUnit(); +}; + +Game_Action.prototype.opponentsUnit = function() { + return this.subject().opponentsUnit(); +}; + +Game_Action.prototype.setEnemyAction = function(action) { + if (action) { + this.setSkill(action.skillId); + } else { + this.clear(); + } +}; + +Game_Action.prototype.setAttack = function() { + this.setSkill(this.subject().attackSkillId()); +}; + +Game_Action.prototype.setGuard = function() { + this.setSkill(this.subject().guardSkillId()); +}; + +Game_Action.prototype.setSkill = function(skillId) { + this._item.setObject($dataSkills[skillId]); +}; + +Game_Action.prototype.setItem = function(itemId) { + this._item.setObject($dataItems[itemId]); +}; + +Game_Action.prototype.setItemObject = function(object) { + this._item.setObject(object); +}; + +Game_Action.prototype.setTarget = function(targetIndex) { + this._targetIndex = targetIndex; +}; + +Game_Action.prototype.item = function() { + return this._item.object(); +}; + +Game_Action.prototype.isSkill = function() { + return this._item.isSkill(); +}; + +Game_Action.prototype.isItem = function() { + return this._item.isItem(); +}; + +Game_Action.prototype.numRepeats = function() { + var repeats = this.item().repeats; + if (this.isAttack()) { + repeats += this.subject().attackTimesAdd(); + } + return Math.floor(repeats); +}; + +Game_Action.prototype.checkItemScope = function(list) { + return list.contains(this.item().scope); +}; + +Game_Action.prototype.isForOpponent = function() { + return this.checkItemScope([1, 2, 3, 4, 5, 6]); +}; + +Game_Action.prototype.isForFriend = function() { + return this.checkItemScope([7, 8, 9, 10, 11]); +}; + +Game_Action.prototype.isForDeadFriend = function() { + return this.checkItemScope([9, 10]); +}; + +Game_Action.prototype.isForUser = function() { + return this.checkItemScope([11]); +}; + +Game_Action.prototype.isForOne = function() { + return this.checkItemScope([1, 3, 7, 9, 11]); +}; + +Game_Action.prototype.isForRandom = function() { + return this.checkItemScope([3, 4, 5, 6]); +}; + +Game_Action.prototype.isForAll = function() { + return this.checkItemScope([2, 8, 10]); +}; + +Game_Action.prototype.needsSelection = function() { + return this.checkItemScope([1, 7, 9]); +}; + +Game_Action.prototype.numTargets = function() { + return this.isForRandom() ? this.item().scope - 2 : 0; +}; + +Game_Action.prototype.checkDamageType = function(list) { + return list.contains(this.item().damage.type); +}; + +Game_Action.prototype.isHpEffect = function() { + return this.checkDamageType([1, 3, 5]); +}; + +Game_Action.prototype.isMpEffect = function() { + return this.checkDamageType([2, 4, 6]); +}; + +Game_Action.prototype.isDamage = function() { + return this.checkDamageType([1, 2]); +}; + +Game_Action.prototype.isRecover = function() { + return this.checkDamageType([3, 4]); +}; + +Game_Action.prototype.isDrain = function() { + return this.checkDamageType([5, 6]); +}; + +Game_Action.prototype.isHpRecover = function() { + return this.checkDamageType([3]); +}; + +Game_Action.prototype.isMpRecover = function() { + return this.checkDamageType([4]); +}; + +Game_Action.prototype.isCertainHit = function() { + return this.item().hitType === Game_Action.HITTYPE_CERTAIN; +}; + +Game_Action.prototype.isPhysical = function() { + return this.item().hitType === Game_Action.HITTYPE_PHYSICAL; +}; + +Game_Action.prototype.isMagical = function() { + return this.item().hitType === Game_Action.HITTYPE_MAGICAL; +}; + +Game_Action.prototype.isAttack = function() { + return this.item() === $dataSkills[this.subject().attackSkillId()]; +}; + +Game_Action.prototype.isGuard = function() { + return this.item() === $dataSkills[this.subject().guardSkillId()]; +}; + +Game_Action.prototype.isMagicSkill = function() { + if (this.isSkill()) { + return $dataSystem.magicSkills.contains(this.item().stypeId); + } else { + return false; + } +}; + +Game_Action.prototype.decideRandomTarget = function() { + var target; + if (this.isForDeadFriend()) { + target = this.friendsUnit().randomDeadTarget(); + } else if (this.isForFriend()) { + target = this.friendsUnit().randomTarget(); + } else { + target = this.opponentsUnit().randomTarget(); + } + if (target) { + this._targetIndex = target.index(); + } else { + this.clear(); + } +}; + +Game_Action.prototype.setConfusion = function() { + this.setAttack(); +}; + +Game_Action.prototype.prepare = function() { + if (this.subject().isConfused() && !this._forcing) { + this.setConfusion(); + } +}; + +Game_Action.prototype.isValid = function() { + return (this._forcing && this.item()) || this.subject().canUse(this.item()); +}; + +Game_Action.prototype.speed = function() { + var agi = this.subject().agi; + var speed = agi + Math.randomInt(Math.floor(5 + agi / 4)); + if (this.item()) { + speed += this.item().speed; + } + if (this.isAttack()) { + speed += this.subject().attackSpeed(); + } + return speed; +}; + +Game_Action.prototype.makeTargets = function() { + var targets = []; + if (!this._forcing && this.subject().isConfused()) { + targets = [this.confusionTarget()]; + } else if (this.isForOpponent()) { + targets = this.targetsForOpponents(); + } else if (this.isForFriend()) { + targets = this.targetsForFriends(); + } + return this.repeatTargets(targets); +}; + +Game_Action.prototype.repeatTargets = function(targets) { + var repeatedTargets = []; + var repeats = this.numRepeats(); + for (var i = 0; i < targets.length; i++) { + var target = targets[i]; + if (target) { + for (var j = 0; j < repeats; j++) { + repeatedTargets.push(target); + } + } + } + return repeatedTargets; +}; + +Game_Action.prototype.confusionTarget = function() { + switch (this.subject().confusionLevel()) { + case 1: + return this.opponentsUnit().randomTarget(); + case 2: + if (Math.randomInt(2) === 0) { + return this.opponentsUnit().randomTarget(); + } + return this.friendsUnit().randomTarget(); + default: + return this.friendsUnit().randomTarget(); + } +}; + +Game_Action.prototype.targetsForOpponents = function() { + var targets = []; + var unit = this.opponentsUnit(); + if (this.isForRandom()) { + for (var i = 0; i < this.numTargets(); i++) { + targets.push(unit.randomTarget()); + } + } else if (this.isForOne()) { + if (this._targetIndex < 0) { + targets.push(unit.randomTarget()); + } else { + targets.push(unit.smoothTarget(this._targetIndex)); + } + } else { + targets = unit.aliveMembers(); + } + return targets; +}; + +Game_Action.prototype.targetsForFriends = function() { + var targets = []; + var unit = this.friendsUnit(); + if (this.isForUser()) { + return [this.subject()]; + } else if (this.isForDeadFriend()) { + if (this.isForOne()) { + targets.push(unit.smoothDeadTarget(this._targetIndex)); + } else { + targets = unit.deadMembers(); + } + } else if (this.isForOne()) { + if (this._targetIndex < 0) { + targets.push(unit.randomTarget()); + } else { + targets.push(unit.smoothTarget(this._targetIndex)); + } + } else { + targets = unit.aliveMembers(); + } + return targets; +}; + +Game_Action.prototype.evaluate = function() { + var value = 0; + this.itemTargetCandidates().forEach(function(target) { + var targetValue = this.evaluateWithTarget(target); + if (this.isForAll()) { + value += targetValue; + } else if (targetValue > value) { + value = targetValue; + this._targetIndex = target.index(); + } + }, this); + value *= this.numRepeats(); + if (value > 0) { + value += Math.random(); + } + return value; +}; + +Game_Action.prototype.itemTargetCandidates = function() { + if (!this.isValid()) { + return []; + } else if (this.isForOpponent()) { + return this.opponentsUnit().aliveMembers(); + } else if (this.isForUser()) { + return [this.subject()]; + } else if (this.isForDeadFriend()) { + return this.friendsUnit().deadMembers(); + } else { + return this.friendsUnit().aliveMembers(); + } +}; + +Game_Action.prototype.evaluateWithTarget = function(target) { + if (this.isHpEffect()) { + var value = this.makeDamageValue(target, false); + if (this.isForOpponent()) { + return value / Math.max(target.hp, 1); + } else { + var recovery = Math.min(-value, target.mhp - target.hp); + return recovery / target.mhp; + } + } +}; + +Game_Action.prototype.testApply = function(target) { + return (this.isForDeadFriend() === target.isDead() && + ($gameParty.inBattle() || this.isForOpponent() || + (this.isHpRecover() && target.hp < target.mhp) || + (this.isMpRecover() && target.mp < target.mmp) || + (this.hasItemAnyValidEffects(target)))); +}; + +Game_Action.prototype.hasItemAnyValidEffects = function(target) { + return this.item().effects.some(function(effect) { + return this.testItemEffect(target, effect); + }, this); +}; + +Game_Action.prototype.testItemEffect = function(target, effect) { + switch (effect.code) { + case Game_Action.EFFECT_RECOVER_HP: + return target.hp < target.mhp || effect.value1 < 0 || effect.value2 < 0; + case Game_Action.EFFECT_RECOVER_MP: + return target.mp < target.mmp || effect.value1 < 0 || effect.value2 < 0; + case Game_Action.EFFECT_ADD_STATE: + return !target.isStateAffected(effect.dataId); + case Game_Action.EFFECT_REMOVE_STATE: + return target.isStateAffected(effect.dataId); + case Game_Action.EFFECT_ADD_BUFF: + return !target.isMaxBuffAffected(effect.dataId); + case Game_Action.EFFECT_ADD_DEBUFF: + return !target.isMaxDebuffAffected(effect.dataId); + case Game_Action.EFFECT_REMOVE_BUFF: + return target.isBuffAffected(effect.dataId); + case Game_Action.EFFECT_REMOVE_DEBUFF: + return target.isDebuffAffected(effect.dataId); + case Game_Action.EFFECT_LEARN_SKILL: + return target.isActor() && !target.isLearnedSkill(effect.dataId); + default: + return true; + } +}; + +Game_Action.prototype.itemCnt = function(target) { + if (this.isPhysical() && target.canMove()) { + return target.cnt; + } else { + return 0; + } +}; + +Game_Action.prototype.itemMrf = function(target) { + if (this.isMagical()) { + return target.mrf; + } else { + return 0; + } +}; + +Game_Action.prototype.itemHit = function(target) { + if (this.isPhysical()) { + return this.item().successRate * 0.01 * this.subject().hit; + } else { + return this.item().successRate * 0.01; + } +}; + +Game_Action.prototype.itemEva = function(target) { + if (this.isPhysical()) { + return target.eva; + } else if (this.isMagical()) { + return target.mev; + } else { + return 0; + } +}; + +Game_Action.prototype.itemCri = function(target) { + return this.item().damage.critical ? this.subject().cri * (1 - target.cev) : 0; +}; + +Game_Action.prototype.apply = function(target) { + var result = target.result(); + this.subject().clearResult(); + result.clear(); + result.used = this.testApply(target); + result.missed = (result.used && Math.random() >= this.itemHit(target)); + result.evaded = (!result.missed && Math.random() < this.itemEva(target)); + result.physical = this.isPhysical(); + result.drain = this.isDrain(); + if (result.isHit()) { + if (this.item().damage.type > 0) { + result.critical = (Math.random() < this.itemCri(target)); + var value = this.makeDamageValue(target, result.critical); + this.executeDamage(target, value); + } + this.item().effects.forEach(function(effect) { + this.applyItemEffect(target, effect); + }, this); + this.applyItemUserEffect(target); + } +}; + +Game_Action.prototype.makeDamageValue = function(target, critical) { + var item = this.item(); + var baseValue = this.evalDamageFormula(target); + var value = baseValue * this.calcElementRate(target); + if (this.isPhysical()) { + value *= target.pdr; + } + if (this.isMagical()) { + value *= target.mdr; + } + if (baseValue < 0) { + value *= target.rec; + } + if (critical) { + value = this.applyCritical(value); + } + value = this.applyVariance(value, item.damage.variance); + value = this.applyGuard(value, target); + value = Math.round(value); + return value; +}; + +Game_Action.prototype.evalDamageFormula = function(target) { + try { + var item = this.item(); + var a = this.subject(); + var b = target; + var v = $gameVariables._data; + var sign = ([3, 4].contains(item.damage.type) ? -1 : 1); + var value = Math.max(eval(item.damage.formula), 0) * sign; + if (isNaN(value)) value = 0; + return value; + } catch (e) { + return 0; + } +}; + +Game_Action.prototype.calcElementRate = function(target) { + if (this.item().damage.elementId < 0) { + return this.elementsMaxRate(target, this.subject().attackElements()); + } else { + return target.elementRate(this.item().damage.elementId); + } +}; + +Game_Action.prototype.elementsMaxRate = function(target, elements) { + if (elements.length > 0) { + return Math.max.apply(null, elements.map(function(elementId) { + return target.elementRate(elementId); + }, this)); + } else { + return 1; + } +}; + +Game_Action.prototype.applyCritical = function(damage) { + return damage * 3; +}; + +Game_Action.prototype.applyVariance = function(damage, variance) { + var amp = Math.floor(Math.max(Math.abs(damage) * variance / 100, 0)); + var v = Math.randomInt(amp + 1) + Math.randomInt(amp + 1) - amp; + return damage >= 0 ? damage + v : damage - v; +}; + +Game_Action.prototype.applyGuard = function(damage, target) { + return damage / (damage > 0 && target.isGuard() ? 2 * target.grd : 1); +}; + +Game_Action.prototype.executeDamage = function(target, value) { + var result = target.result(); + if (value === 0) { + result.critical = false; + } + if (this.isHpEffect()) { + this.executeHpDamage(target, value); + } + if (this.isMpEffect()) { + this.executeMpDamage(target, value); + } +}; + +Game_Action.prototype.executeHpDamage = function(target, value) { + if (this.isDrain()) { + value = Math.min(target.hp, value); + } + this.makeSuccess(target); + target.gainHp(-value); + if (value > 0) { + target.onDamage(value); + } + this.gainDrainedHp(value); +}; + +Game_Action.prototype.executeMpDamage = function(target, value) { + if (!this.isMpRecover()) { + value = Math.min(target.mp, value); + } + if (value !== 0) { + this.makeSuccess(target); + } + target.gainMp(-value); + this.gainDrainedMp(value); +}; + +Game_Action.prototype.gainDrainedHp = function(value) { + if (this.isDrain()) { + var gainTarget = this.subject(); + if (this._reflectionTarget !== undefined) { + gainTarget = this._reflectionTarget; + } + gainTarget.gainHp(value); + } +}; + +Game_Action.prototype.gainDrainedMp = function(value) { + if (this.isDrain()) { + var gainTarget = this.subject(); + if (this._reflectionTarget !== undefined) { + gainTarget = this._reflectionTarget; + } + gainTarget.gainMp(value); + } +}; + +Game_Action.prototype.applyItemEffect = function(target, effect) { + switch (effect.code) { + case Game_Action.EFFECT_RECOVER_HP: + this.itemEffectRecoverHp(target, effect); + break; + case Game_Action.EFFECT_RECOVER_MP: + this.itemEffectRecoverMp(target, effect); + break; + case Game_Action.EFFECT_GAIN_TP: + this.itemEffectGainTp(target, effect); + break; + case Game_Action.EFFECT_ADD_STATE: + this.itemEffectAddState(target, effect); + break; + case Game_Action.EFFECT_REMOVE_STATE: + this.itemEffectRemoveState(target, effect); + break; + case Game_Action.EFFECT_ADD_BUFF: + this.itemEffectAddBuff(target, effect); + break; + case Game_Action.EFFECT_ADD_DEBUFF: + this.itemEffectAddDebuff(target, effect); + break; + case Game_Action.EFFECT_REMOVE_BUFF: + this.itemEffectRemoveBuff(target, effect); + break; + case Game_Action.EFFECT_REMOVE_DEBUFF: + this.itemEffectRemoveDebuff(target, effect); + break; + case Game_Action.EFFECT_SPECIAL: + this.itemEffectSpecial(target, effect); + break; + case Game_Action.EFFECT_GROW: + this.itemEffectGrow(target, effect); + break; + case Game_Action.EFFECT_LEARN_SKILL: + this.itemEffectLearnSkill(target, effect); + break; + case Game_Action.EFFECT_COMMON_EVENT: + this.itemEffectCommonEvent(target, effect); + break; + } +}; + +Game_Action.prototype.itemEffectRecoverHp = function(target, effect) { + var value = (target.mhp * effect.value1 + effect.value2) * target.rec; + if (this.isItem()) { + value *= this.subject().pha; + } + value = Math.floor(value); + if (value !== 0) { + target.gainHp(value); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectRecoverMp = function(target, effect) { + var value = (target.mmp * effect.value1 + effect.value2) * target.rec; + if (this.isItem()) { + value *= this.subject().pha; + } + value = Math.floor(value); + if (value !== 0) { + target.gainMp(value); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectGainTp = function(target, effect) { + var value = Math.floor(effect.value1); + if (value !== 0) { + target.gainTp(value); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectAddState = function(target, effect) { + if (effect.dataId === 0) { + this.itemEffectAddAttackState(target, effect); + } else { + this.itemEffectAddNormalState(target, effect); + } +}; + +Game_Action.prototype.itemEffectAddAttackState = function(target, effect) { + this.subject().attackStates().forEach(function(stateId) { + var chance = effect.value1; + chance *= target.stateRate(stateId); + chance *= this.subject().attackStatesRate(stateId); + chance *= this.lukEffectRate(target); + if (Math.random() < chance) { + target.addState(stateId); + this.makeSuccess(target); + } + }.bind(this), target); +}; + +Game_Action.prototype.itemEffectAddNormalState = function(target, effect) { + var chance = effect.value1; + if (!this.isCertainHit()) { + chance *= target.stateRate(effect.dataId); + chance *= this.lukEffectRate(target); + } + if (Math.random() < chance) { + target.addState(effect.dataId); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectRemoveState = function(target, effect) { + var chance = effect.value1; + if (Math.random() < chance) { + target.removeState(effect.dataId); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectAddBuff = function(target, effect) { + target.addBuff(effect.dataId, effect.value1); + this.makeSuccess(target); +}; + +Game_Action.prototype.itemEffectAddDebuff = function(target, effect) { + var chance = target.debuffRate(effect.dataId) * this.lukEffectRate(target); + if (Math.random() < chance) { + target.addDebuff(effect.dataId, effect.value1); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectRemoveBuff = function(target, effect) { + if (target.isBuffAffected(effect.dataId)) { + target.removeBuff(effect.dataId); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectRemoveDebuff = function(target, effect) { + if (target.isDebuffAffected(effect.dataId)) { + target.removeBuff(effect.dataId); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectSpecial = function(target, effect) { + if (effect.dataId === Game_Action.SPECIAL_EFFECT_ESCAPE) { + target.escape(); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectGrow = function(target, effect) { + target.addParam(effect.dataId, Math.floor(effect.value1)); + this.makeSuccess(target); +}; + +Game_Action.prototype.itemEffectLearnSkill = function(target, effect) { + if (target.isActor()) { + target.learnSkill(effect.dataId); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectCommonEvent = function(target, effect) { +}; + +Game_Action.prototype.makeSuccess = function(target) { + target.result().success = true; +}; + +Game_Action.prototype.applyItemUserEffect = function(target) { + var value = Math.floor(this.item().tpGain * this.subject().tcr); + this.subject().gainSilentTp(value); +}; + +Game_Action.prototype.lukEffectRate = function(target) { + return Math.max(1.0 + (this.subject().luk - target.luk) * 0.001, 0.0); +}; + +Game_Action.prototype.applyGlobal = function() { + this.item().effects.forEach(function(effect) { + if (effect.code === Game_Action.EFFECT_COMMON_EVENT) { + $gameTemp.reserveCommonEvent(effect.dataId); + } + }, this); +}; + +//----------------------------------------------------------------------------- +// Game_ActionResult +// +// The game object class for a result of a battle action. For convinience, all +// member variables in this class are public. + +function Game_ActionResult() { + this.initialize.apply(this, arguments); +} + +Game_ActionResult.prototype.initialize = function() { + this.clear(); +}; + +Game_ActionResult.prototype.clear = function() { + this.used = false; + this.missed = false; + this.evaded = false; + this.physical = false; + this.drain = false; + this.critical = false; + this.success = false; + this.hpAffected = false; + this.hpDamage = 0; + this.mpDamage = 0; + this.tpDamage = 0; + this.addedStates = []; + this.removedStates = []; + this.addedBuffs = []; + this.addedDebuffs = []; + this.removedBuffs = []; +}; + +Game_ActionResult.prototype.addedStateObjects = function() { + return this.addedStates.map(function(id) { + return $dataStates[id]; + }); +}; + +Game_ActionResult.prototype.removedStateObjects = function() { + return this.removedStates.map(function(id) { + return $dataStates[id]; + }); +}; + +Game_ActionResult.prototype.isStatusAffected = function() { + return (this.addedStates.length > 0 || this.removedStates.length > 0 || + this.addedBuffs.length > 0 || this.addedDebuffs.length > 0 || + this.removedBuffs.length > 0); +}; + +Game_ActionResult.prototype.isHit = function() { + return this.used && !this.missed && !this.evaded; +}; + +Game_ActionResult.prototype.isStateAdded = function(stateId) { + return this.addedStates.contains(stateId); +}; + +Game_ActionResult.prototype.pushAddedState = function(stateId) { + if (!this.isStateAdded(stateId)) { + this.addedStates.push(stateId); + } +}; + +Game_ActionResult.prototype.isStateRemoved = function(stateId) { + return this.removedStates.contains(stateId); +}; + +Game_ActionResult.prototype.pushRemovedState = function(stateId) { + if (!this.isStateRemoved(stateId)) { + this.removedStates.push(stateId); + } +}; + +Game_ActionResult.prototype.isBuffAdded = function(paramId) { + return this.addedBuffs.contains(paramId); +}; + +Game_ActionResult.prototype.pushAddedBuff = function(paramId) { + if (!this.isBuffAdded(paramId)) { + this.addedBuffs.push(paramId); + } +}; + +Game_ActionResult.prototype.isDebuffAdded = function(paramId) { + return this.addedDebuffs.contains(paramId); +}; + +Game_ActionResult.prototype.pushAddedDebuff = function(paramId) { + if (!this.isDebuffAdded(paramId)) { + this.addedDebuffs.push(paramId); + } +}; + +Game_ActionResult.prototype.isBuffRemoved = function(paramId) { + return this.removedBuffs.contains(paramId); +}; + +Game_ActionResult.prototype.pushRemovedBuff = function(paramId) { + if (!this.isBuffRemoved(paramId)) { + this.removedBuffs.push(paramId); + } +}; + +//----------------------------------------------------------------------------- +// Game_BattlerBase +// +// The superclass of Game_Battler. It mainly contains parameters calculation. + +function Game_BattlerBase() { + this.initialize.apply(this, arguments); +} + +Game_BattlerBase.TRAIT_ELEMENT_RATE = 11; +Game_BattlerBase.TRAIT_DEBUFF_RATE = 12; +Game_BattlerBase.TRAIT_STATE_RATE = 13; +Game_BattlerBase.TRAIT_STATE_RESIST = 14; +Game_BattlerBase.TRAIT_PARAM = 21; +Game_BattlerBase.TRAIT_XPARAM = 22; +Game_BattlerBase.TRAIT_SPARAM = 23; +Game_BattlerBase.TRAIT_ATTACK_ELEMENT = 31; +Game_BattlerBase.TRAIT_ATTACK_STATE = 32; +Game_BattlerBase.TRAIT_ATTACK_SPEED = 33; +Game_BattlerBase.TRAIT_ATTACK_TIMES = 34; +Game_BattlerBase.TRAIT_STYPE_ADD = 41; +Game_BattlerBase.TRAIT_STYPE_SEAL = 42; +Game_BattlerBase.TRAIT_SKILL_ADD = 43; +Game_BattlerBase.TRAIT_SKILL_SEAL = 44; +Game_BattlerBase.TRAIT_EQUIP_WTYPE = 51; +Game_BattlerBase.TRAIT_EQUIP_ATYPE = 52; +Game_BattlerBase.TRAIT_EQUIP_LOCK = 53; +Game_BattlerBase.TRAIT_EQUIP_SEAL = 54; +Game_BattlerBase.TRAIT_SLOT_TYPE = 55; +Game_BattlerBase.TRAIT_ACTION_PLUS = 61; +Game_BattlerBase.TRAIT_SPECIAL_FLAG = 62; +Game_BattlerBase.TRAIT_COLLAPSE_TYPE = 63; +Game_BattlerBase.TRAIT_PARTY_ABILITY = 64; +Game_BattlerBase.FLAG_ID_AUTO_BATTLE = 0; +Game_BattlerBase.FLAG_ID_GUARD = 1; +Game_BattlerBase.FLAG_ID_SUBSTITUTE = 2; +Game_BattlerBase.FLAG_ID_PRESERVE_TP = 3; +Game_BattlerBase.ICON_BUFF_START = 32; +Game_BattlerBase.ICON_DEBUFF_START = 48; + +Object.defineProperties(Game_BattlerBase.prototype, { + // Hit Points + hp: { get: function() { return this._hp; }, configurable: true }, + // Magic Points + mp: { get: function() { return this._mp; }, configurable: true }, + // Tactical Points + tp: { get: function() { return this._tp; }, configurable: true }, + // Maximum Hit Points + mhp: { get: function() { return this.param(0); }, configurable: true }, + // Maximum Magic Points + mmp: { get: function() { return this.param(1); }, configurable: true }, + // ATtacK power + atk: { get: function() { return this.param(2); }, configurable: true }, + // DEFense power + def: { get: function() { return this.param(3); }, configurable: true }, + // Magic ATtack power + mat: { get: function() { return this.param(4); }, configurable: true }, + // Magic DeFense power + mdf: { get: function() { return this.param(5); }, configurable: true }, + // AGIlity + agi: { get: function() { return this.param(6); }, configurable: true }, + // LUcK + luk: { get: function() { return this.param(7); }, configurable: true }, + // HIT rate + hit: { get: function() { return this.xparam(0); }, configurable: true }, + // EVAsion rate + eva: { get: function() { return this.xparam(1); }, configurable: true }, + // CRItical rate + cri: { get: function() { return this.xparam(2); }, configurable: true }, + // Critical EVasion rate + cev: { get: function() { return this.xparam(3); }, configurable: true }, + // Magic EVasion rate + mev: { get: function() { return this.xparam(4); }, configurable: true }, + // Magic ReFlection rate + mrf: { get: function() { return this.xparam(5); }, configurable: true }, + // CouNTer attack rate + cnt: { get: function() { return this.xparam(6); }, configurable: true }, + // Hp ReGeneration rate + hrg: { get: function() { return this.xparam(7); }, configurable: true }, + // Mp ReGeneration rate + mrg: { get: function() { return this.xparam(8); }, configurable: true }, + // Tp ReGeneration rate + trg: { get: function() { return this.xparam(9); }, configurable: true }, + // TarGet Rate + tgr: { get: function() { return this.sparam(0); }, configurable: true }, + // GuaRD effect rate + grd: { get: function() { return this.sparam(1); }, configurable: true }, + // RECovery effect rate + rec: { get: function() { return this.sparam(2); }, configurable: true }, + // PHArmacology + pha: { get: function() { return this.sparam(3); }, configurable: true }, + // Mp Cost Rate + mcr: { get: function() { return this.sparam(4); }, configurable: true }, + // Tp Charge Rate + tcr: { get: function() { return this.sparam(5); }, configurable: true }, + // Physical Damage Rate + pdr: { get: function() { return this.sparam(6); }, configurable: true }, + // Magical Damage Rate + mdr: { get: function() { return this.sparam(7); }, configurable: true }, + // Floor Damage Rate + fdr: { get: function() { return this.sparam(8); }, configurable: true }, + // EXperience Rate + exr: { get: function() { return this.sparam(9); }, configurable: true } +}); + +Game_BattlerBase.prototype.initialize = function() { + this.initMembers(); +}; + +Game_BattlerBase.prototype.initMembers = function() { + this._hp = 1; + this._mp = 0; + this._tp = 0; + this._hidden = false; + this.clearParamPlus(); + this.clearStates(); + this.clearBuffs(); +}; + +Game_BattlerBase.prototype.clearParamPlus = function() { + this._paramPlus = [0,0,0,0,0,0,0,0]; +}; + +Game_BattlerBase.prototype.clearStates = function() { + this._states = []; + this._stateTurns = {}; +}; + +Game_BattlerBase.prototype.eraseState = function(stateId) { + var index = this._states.indexOf(stateId); + if (index >= 0) { + this._states.splice(index, 1); + } + delete this._stateTurns[stateId]; +}; + +Game_BattlerBase.prototype.isStateAffected = function(stateId) { + return this._states.contains(stateId); +}; + +Game_BattlerBase.prototype.isDeathStateAffected = function() { + return this.isStateAffected(this.deathStateId()); +}; + +Game_BattlerBase.prototype.deathStateId = function() { + return 1; +}; + +Game_BattlerBase.prototype.resetStateCounts = function(stateId) { + var state = $dataStates[stateId]; + var variance = 1 + Math.max(state.maxTurns - state.minTurns, 0); + this._stateTurns[stateId] = state.minTurns + Math.randomInt(variance); +}; + +Game_BattlerBase.prototype.isStateExpired = function(stateId) { + return this._stateTurns[stateId] === 0; +}; + +Game_BattlerBase.prototype.updateStateTurns = function() { + this._states.forEach(function(stateId) { + if (this._stateTurns[stateId] > 0) { + this._stateTurns[stateId]--; + } + }, this); +}; + +Game_BattlerBase.prototype.clearBuffs = function() { + this._buffs = [0,0,0,0,0,0,0,0]; + this._buffTurns = [0,0,0,0,0,0,0,0]; +}; + +Game_BattlerBase.prototype.eraseBuff = function(paramId) { + this._buffs[paramId] = 0; + this._buffTurns[paramId] = 0; +}; + +Game_BattlerBase.prototype.buffLength = function() { + return this._buffs.length; +}; + +Game_BattlerBase.prototype.buff = function(paramId) { + return this._buffs[paramId]; +}; + +Game_BattlerBase.prototype.isBuffAffected = function(paramId) { + return this._buffs[paramId] > 0; +}; + +Game_BattlerBase.prototype.isDebuffAffected = function(paramId) { + return this._buffs[paramId] < 0; +}; + +Game_BattlerBase.prototype.isBuffOrDebuffAffected = function(paramId) { + return this._buffs[paramId] !== 0; +}; + +Game_BattlerBase.prototype.isMaxBuffAffected = function(paramId) { + return this._buffs[paramId] === 2; +}; + +Game_BattlerBase.prototype.isMaxDebuffAffected = function(paramId) { + return this._buffs[paramId] === -2; +}; + +Game_BattlerBase.prototype.increaseBuff = function(paramId) { + if (!this.isMaxBuffAffected(paramId)) { + this._buffs[paramId]++; + } +}; + +Game_BattlerBase.prototype.decreaseBuff = function(paramId) { + if (!this.isMaxDebuffAffected(paramId)) { + this._buffs[paramId]--; + } +}; + +Game_BattlerBase.prototype.overwriteBuffTurns = function(paramId, turns) { + if (this._buffTurns[paramId] < turns) { + this._buffTurns[paramId] = turns; + } +}; + +Game_BattlerBase.prototype.isBuffExpired = function(paramId) { + return this._buffTurns[paramId] === 0; +}; + +Game_BattlerBase.prototype.updateBuffTurns = function() { + for (var i = 0; i < this._buffTurns.length; i++) { + if (this._buffTurns[i] > 0) { + this._buffTurns[i]--; + } + } +}; + +Game_BattlerBase.prototype.die = function() { + this._hp = 0; + this.clearStates(); + this.clearBuffs(); +}; + +Game_BattlerBase.prototype.revive = function() { + if (this._hp === 0) { + this._hp = 1; + } +}; + +Game_BattlerBase.prototype.states = function() { + return this._states.map(function(id) { + return $dataStates[id]; + }); +}; + +Game_BattlerBase.prototype.stateIcons = function() { + return this.states().map(function(state) { + return state.iconIndex; + }).filter(function(iconIndex) { + return iconIndex > 0; + }); +}; + +Game_BattlerBase.prototype.buffIcons = function() { + var icons = []; + for (var i = 0; i < this._buffs.length; i++) { + if (this._buffs[i] !== 0) { + icons.push(this.buffIconIndex(this._buffs[i], i)); + } + } + return icons; +}; + +Game_BattlerBase.prototype.buffIconIndex = function(buffLevel, paramId) { + if (buffLevel > 0) { + return Game_BattlerBase.ICON_BUFF_START + (buffLevel - 1) * 8 + paramId; + } else if (buffLevel < 0) { + return Game_BattlerBase.ICON_DEBUFF_START + (-buffLevel - 1) * 8 + paramId; + } else { + return 0; + } +}; + +Game_BattlerBase.prototype.allIcons = function() { + return this.stateIcons().concat(this.buffIcons()); +}; + +Game_BattlerBase.prototype.traitObjects = function() { + // Returns an array of the all objects having traits. States only here. + return this.states(); +}; + +Game_BattlerBase.prototype.allTraits = function() { + return this.traitObjects().reduce(function(r, obj) { + return r.concat(obj.traits); + }, []); +}; + +Game_BattlerBase.prototype.traits = function(code) { + return this.allTraits().filter(function(trait) { + return trait.code === code; + }); +}; + +Game_BattlerBase.prototype.traitsWithId = function(code, id) { + return this.allTraits().filter(function(trait) { + return trait.code === code && trait.dataId === id; + }); +}; + +Game_BattlerBase.prototype.traitsPi = function(code, id) { + return this.traitsWithId(code, id).reduce(function(r, trait) { + return r * trait.value; + }, 1); +}; + +Game_BattlerBase.prototype.traitsSum = function(code, id) { + return this.traitsWithId(code, id).reduce(function(r, trait) { + return r + trait.value; + }, 0); +}; + +Game_BattlerBase.prototype.traitsSumAll = function(code) { + return this.traits(code).reduce(function(r, trait) { + return r + trait.value; + }, 0); +}; + +Game_BattlerBase.prototype.traitsSet = function(code) { + return this.traits(code).reduce(function(r, trait) { + return r.concat(trait.dataId); + }, []); +}; + +Game_BattlerBase.prototype.paramBase = function(paramId) { + return 0; +}; + +Game_BattlerBase.prototype.paramPlus = function(paramId) { + return this._paramPlus[paramId]; +}; + +Game_BattlerBase.prototype.paramMin = function(paramId) { + if (paramId === 1) { + return 0; // MMP + } else { + return 1; + } +}; + +Game_BattlerBase.prototype.paramMax = function(paramId) { + if (paramId === 0) { + return 999999; // MHP + } else if (paramId === 1) { + return 9999; // MMP + } else { + return 999; + } +}; + +Game_BattlerBase.prototype.paramRate = function(paramId) { + return this.traitsPi(Game_BattlerBase.TRAIT_PARAM, paramId); +}; + +Game_BattlerBase.prototype.paramBuffRate = function(paramId) { + return this._buffs[paramId] * 0.25 + 1.0; +}; + +Game_BattlerBase.prototype.param = function(paramId) { + var value = this.paramBase(paramId) + this.paramPlus(paramId); + value *= this.paramRate(paramId) * this.paramBuffRate(paramId); + var maxValue = this.paramMax(paramId); + var minValue = this.paramMin(paramId); + return Math.round(value.clamp(minValue, maxValue)); +}; + +Game_BattlerBase.prototype.xparam = function(xparamId) { + return this.traitsSum(Game_BattlerBase.TRAIT_XPARAM, xparamId); +}; + +Game_BattlerBase.prototype.sparam = function(sparamId) { + return this.traitsPi(Game_BattlerBase.TRAIT_SPARAM, sparamId); +}; + +Game_BattlerBase.prototype.elementRate = function(elementId) { + return this.traitsPi(Game_BattlerBase.TRAIT_ELEMENT_RATE, elementId); +}; + +Game_BattlerBase.prototype.debuffRate = function(paramId) { + return this.traitsPi(Game_BattlerBase.TRAIT_DEBUFF_RATE, paramId); +}; + +Game_BattlerBase.prototype.stateRate = function(stateId) { + return this.traitsPi(Game_BattlerBase.TRAIT_STATE_RATE, stateId); +}; + +Game_BattlerBase.prototype.stateResistSet = function() { + return this.traitsSet(Game_BattlerBase.TRAIT_STATE_RESIST); +}; + +Game_BattlerBase.prototype.isStateResist = function(stateId) { + return this.stateResistSet().contains(stateId); +}; + +Game_BattlerBase.prototype.attackElements = function() { + return this.traitsSet(Game_BattlerBase.TRAIT_ATTACK_ELEMENT); +}; + +Game_BattlerBase.prototype.attackStates = function() { + return this.traitsSet(Game_BattlerBase.TRAIT_ATTACK_STATE); +}; + +Game_BattlerBase.prototype.attackStatesRate = function(stateId) { + return this.traitsSum(Game_BattlerBase.TRAIT_ATTACK_STATE, stateId); +}; + +Game_BattlerBase.prototype.attackSpeed = function() { + return this.traitsSumAll(Game_BattlerBase.TRAIT_ATTACK_SPEED); +}; + +Game_BattlerBase.prototype.attackTimesAdd = function() { + return Math.max(this.traitsSumAll(Game_BattlerBase.TRAIT_ATTACK_TIMES), 0); +}; + +Game_BattlerBase.prototype.addedSkillTypes = function() { + return this.traitsSet(Game_BattlerBase.TRAIT_STYPE_ADD); +}; + +Game_BattlerBase.prototype.isSkillTypeSealed = function(stypeId) { + return this.traitsSet(Game_BattlerBase.TRAIT_STYPE_SEAL).contains(stypeId); +}; + +Game_BattlerBase.prototype.addedSkills = function() { + return this.traitsSet(Game_BattlerBase.TRAIT_SKILL_ADD); +}; + +Game_BattlerBase.prototype.isSkillSealed = function(skillId) { + return this.traitsSet(Game_BattlerBase.TRAIT_SKILL_SEAL).contains(skillId); +}; + +Game_BattlerBase.prototype.isEquipWtypeOk = function(wtypeId) { + return this.traitsSet(Game_BattlerBase.TRAIT_EQUIP_WTYPE).contains(wtypeId); +}; + +Game_BattlerBase.prototype.isEquipAtypeOk = function(atypeId) { + return this.traitsSet(Game_BattlerBase.TRAIT_EQUIP_ATYPE).contains(atypeId); +}; + +Game_BattlerBase.prototype.isEquipTypeLocked = function(etypeId) { + return this.traitsSet(Game_BattlerBase.TRAIT_EQUIP_LOCK).contains(etypeId); +}; + +Game_BattlerBase.prototype.isEquipTypeSealed = function(etypeId) { + return this.traitsSet(Game_BattlerBase.TRAIT_EQUIP_SEAL).contains(etypeId); +}; + +Game_BattlerBase.prototype.slotType = function() { + var set = this.traitsSet(Game_BattlerBase.TRAIT_SLOT_TYPE); + return set.length > 0 ? Math.max.apply(null, set) : 0; +}; + +Game_BattlerBase.prototype.isDualWield = function() { + return this.slotType() === 1; +}; + +Game_BattlerBase.prototype.actionPlusSet = function() { + return this.traits(Game_BattlerBase.TRAIT_ACTION_PLUS).map(function(trait) { + return trait.value; + }); +}; + +Game_BattlerBase.prototype.specialFlag = function(flagId) { + return this.traits(Game_BattlerBase.TRAIT_SPECIAL_FLAG).some(function(trait) { + return trait.dataId === flagId; + }); +}; + +Game_BattlerBase.prototype.collapseType = function() { + var set = this.traitsSet(Game_BattlerBase.TRAIT_COLLAPSE_TYPE); + return set.length > 0 ? Math.max.apply(null, set) : 0; +}; + +Game_BattlerBase.prototype.partyAbility = function(abilityId) { + return this.traits(Game_BattlerBase.TRAIT_PARTY_ABILITY).some(function(trait) { + return trait.dataId === abilityId; + }); +}; + +Game_BattlerBase.prototype.isAutoBattle = function() { + return this.specialFlag(Game_BattlerBase.FLAG_ID_AUTO_BATTLE); +}; + +Game_BattlerBase.prototype.isGuard = function() { + return this.specialFlag(Game_BattlerBase.FLAG_ID_GUARD) && this.canMove(); +}; + +Game_BattlerBase.prototype.isSubstitute = function() { + return this.specialFlag(Game_BattlerBase.FLAG_ID_SUBSTITUTE) && this.canMove(); +}; + +Game_BattlerBase.prototype.isPreserveTp = function() { + return this.specialFlag(Game_BattlerBase.FLAG_ID_PRESERVE_TP); +}; + +Game_BattlerBase.prototype.addParam = function(paramId, value) { + this._paramPlus[paramId] += value; + this.refresh(); +}; + +Game_BattlerBase.prototype.setHp = function(hp) { + this._hp = hp; + this.refresh(); +}; + +Game_BattlerBase.prototype.setMp = function(mp) { + this._mp = mp; + this.refresh(); +}; + +Game_BattlerBase.prototype.setTp = function(tp) { + this._tp = tp; + this.refresh(); +}; + +Game_BattlerBase.prototype.maxTp = function() { + return 100; +}; + +Game_BattlerBase.prototype.refresh = function() { + this.stateResistSet().forEach(function(stateId) { + this.eraseState(stateId); + }, this); + this._hp = this._hp.clamp(0, this.mhp); + this._mp = this._mp.clamp(0, this.mmp); + this._tp = this._tp.clamp(0, this.maxTp()); +}; + +Game_BattlerBase.prototype.recoverAll = function() { + this.clearStates(); + this._hp = this.mhp; + this._mp = this.mmp; +}; + +Game_BattlerBase.prototype.hpRate = function() { + return this.hp / this.mhp; +}; + +Game_BattlerBase.prototype.mpRate = function() { + return this.mmp > 0 ? this.mp / this.mmp : 0; +}; + +Game_BattlerBase.prototype.tpRate = function() { + return this.tp / this.maxTp(); +}; + +Game_BattlerBase.prototype.hide = function() { + this._hidden = true; +}; + +Game_BattlerBase.prototype.appear = function() { + this._hidden = false; +}; + +Game_BattlerBase.prototype.isHidden = function() { + return this._hidden; +}; + +Game_BattlerBase.prototype.isAppeared = function() { + return !this.isHidden(); +}; + +Game_BattlerBase.prototype.isDead = function() { + return this.isAppeared() && this.isDeathStateAffected(); +}; + +Game_BattlerBase.prototype.isAlive = function() { + return this.isAppeared() && !this.isDeathStateAffected(); +}; + +Game_BattlerBase.prototype.isDying = function() { + return this.isAlive() && this._hp < this.mhp / 4; +}; + +Game_BattlerBase.prototype.isRestricted = function() { + return this.isAppeared() && this.restriction() > 0; +}; + +Game_BattlerBase.prototype.canInput = function() { + return this.isAppeared() && !this.isRestricted() && !this.isAutoBattle(); +}; + +Game_BattlerBase.prototype.canMove = function() { + return this.isAppeared() && this.restriction() < 4; +}; + +Game_BattlerBase.prototype.isConfused = function() { + return this.isAppeared() && this.restriction() >= 1 && this.restriction() <= 3; +}; + +Game_BattlerBase.prototype.confusionLevel = function() { + return this.isConfused() ? this.restriction() : 0; +}; + +Game_BattlerBase.prototype.isActor = function() { + return false; +}; + +Game_BattlerBase.prototype.isEnemy = function() { + return false; +}; + +Game_BattlerBase.prototype.sortStates = function() { + this._states.sort(function(a, b) { + var p1 = $dataStates[a].priority; + var p2 = $dataStates[b].priority; + if (p1 !== p2) { + return p2 - p1; + } + return a - b; + }); +}; + +Game_BattlerBase.prototype.restriction = function() { + return Math.max.apply(null, this.states().map(function(state) { + return state.restriction; + }).concat(0)); +}; + +Game_BattlerBase.prototype.addNewState = function(stateId) { + if (stateId === this.deathStateId()) { + this.die(); + } + var restricted = this.isRestricted(); + this._states.push(stateId); + this.sortStates(); + if (!restricted && this.isRestricted()) { + this.onRestrict(); + } +}; + +Game_BattlerBase.prototype.onRestrict = function() { +}; + +Game_BattlerBase.prototype.mostImportantStateText = function() { + var states = this.states(); + for (var i = 0; i < states.length; i++) { + if (states[i].message3) { + return states[i].message3; + } + } + return ''; +}; + +Game_BattlerBase.prototype.stateMotionIndex = function() { + var states = this.states(); + if (states.length > 0) { + return states[0].motion; + } else { + return 0; + } +}; + +Game_BattlerBase.prototype.stateOverlayIndex = function() { + var states = this.states(); + if (states.length > 0) { + return states[0].overlay; + } else { + return 0; + } +}; + +Game_BattlerBase.prototype.isSkillWtypeOk = function(skill) { + return true; +}; + +Game_BattlerBase.prototype.skillMpCost = function(skill) { + return Math.floor(skill.mpCost * this.mcr); +}; + +Game_BattlerBase.prototype.skillTpCost = function(skill) { + return skill.tpCost; +}; + +Game_BattlerBase.prototype.canPaySkillCost = function(skill) { + return this._tp >= this.skillTpCost(skill) && this._mp >= this.skillMpCost(skill); +}; + +Game_BattlerBase.prototype.paySkillCost = function(skill) { + this._mp -= this.skillMpCost(skill); + this._tp -= this.skillTpCost(skill); +}; + +Game_BattlerBase.prototype.isOccasionOk = function(item) { + if ($gameParty.inBattle()) { + return item.occasion === 0 || item.occasion === 1; + } else { + return item.occasion === 0 || item.occasion === 2; + } +}; + +Game_BattlerBase.prototype.meetsUsableItemConditions = function(item) { + return this.canMove() && this.isOccasionOk(item); +}; + +Game_BattlerBase.prototype.meetsSkillConditions = function(skill) { + return (this.meetsUsableItemConditions(skill) && + this.isSkillWtypeOk(skill) && this.canPaySkillCost(skill) && + !this.isSkillSealed(skill.id) && !this.isSkillTypeSealed(skill.stypeId)); +}; + +Game_BattlerBase.prototype.meetsItemConditions = function(item) { + return this.meetsUsableItemConditions(item) && $gameParty.hasItem(item); +}; + +Game_BattlerBase.prototype.canUse = function(item) { + if (!item) { + return false; + } else if (DataManager.isSkill(item)) { + return this.meetsSkillConditions(item); + } else if (DataManager.isItem(item)) { + return this.meetsItemConditions(item); + } else { + return false; + } +}; + +Game_BattlerBase.prototype.canEquip = function(item) { + if (!item) { + return false; + } else if (DataManager.isWeapon(item)) { + return this.canEquipWeapon(item); + } else if (DataManager.isArmor(item)) { + return this.canEquipArmor(item); + } else { + return false; + } +}; + +Game_BattlerBase.prototype.canEquipWeapon = function(item) { + return this.isEquipWtypeOk(item.wtypeId) && !this.isEquipTypeSealed(item.etypeId); +}; + +Game_BattlerBase.prototype.canEquipArmor = function(item) { + return this.isEquipAtypeOk(item.atypeId) && !this.isEquipTypeSealed(item.etypeId); +}; + +Game_BattlerBase.prototype.attackSkillId = function() { + return 1; +}; + +Game_BattlerBase.prototype.guardSkillId = function() { + return 2; +}; + +Game_BattlerBase.prototype.canAttack = function() { + return this.canUse($dataSkills[this.attackSkillId()]); +}; + +Game_BattlerBase.prototype.canGuard = function() { + return this.canUse($dataSkills[this.guardSkillId()]); +}; + +//----------------------------------------------------------------------------- +// Game_Battler +// +// The superclass of Game_Actor and Game_Enemy. It contains methods for sprites +// and actions. + +function Game_Battler() { + this.initialize.apply(this, arguments); +} + +Game_Battler.prototype = Object.create(Game_BattlerBase.prototype); +Game_Battler.prototype.constructor = Game_Battler; + +Game_Battler.prototype.initialize = function() { + Game_BattlerBase.prototype.initialize.call(this); +}; + +Game_Battler.prototype.initMembers = function() { + Game_BattlerBase.prototype.initMembers.call(this); + this._actions = []; + this._speed = 0; + this._result = new Game_ActionResult(); + this._actionState = ''; + this._lastTargetIndex = 0; + this._animations = []; + this._damagePopup = false; + this._effectType = null; + this._motionType = null; + this._weaponImageId = 0; + this._motionRefresh = false; + this._selected = false; +}; + +Game_Battler.prototype.clearAnimations = function() { + this._animations = []; +}; + +Game_Battler.prototype.clearDamagePopup = function() { + this._damagePopup = false; +}; + +Game_Battler.prototype.clearWeaponAnimation = function() { + this._weaponImageId = 0; +}; + +Game_Battler.prototype.clearEffect = function() { + this._effectType = null; +}; + +Game_Battler.prototype.clearMotion = function() { + this._motionType = null; + this._motionRefresh = false; +}; + +Game_Battler.prototype.requestEffect = function(effectType) { + this._effectType = effectType; +}; + +Game_Battler.prototype.requestMotion = function(motionType) { + this._motionType = motionType; +}; + +Game_Battler.prototype.requestMotionRefresh = function() { + this._motionRefresh = true; +}; + +Game_Battler.prototype.select = function() { + this._selected = true; +}; + +Game_Battler.prototype.deselect = function() { + this._selected = false; +}; + +Game_Battler.prototype.isAnimationRequested = function() { + return this._animations.length > 0; +}; + +Game_Battler.prototype.isDamagePopupRequested = function() { + return this._damagePopup; +}; + +Game_Battler.prototype.isEffectRequested = function() { + return !!this._effectType; +}; + +Game_Battler.prototype.isMotionRequested = function() { + return !!this._motionType; +}; + +Game_Battler.prototype.isWeaponAnimationRequested = function() { + return this._weaponImageId > 0; +}; + +Game_Battler.prototype.isMotionRefreshRequested = function() { + return this._motionRefresh; +}; + +Game_Battler.prototype.isSelected = function() { + return this._selected; +}; + +Game_Battler.prototype.effectType = function() { + return this._effectType; +}; + +Game_Battler.prototype.motionType = function() { + return this._motionType; +}; + +Game_Battler.prototype.weaponImageId = function() { + return this._weaponImageId; +}; + +Game_Battler.prototype.shiftAnimation = function() { + return this._animations.shift(); +}; + +Game_Battler.prototype.startAnimation = function(animationId, mirror, delay) { + var data = { animationId: animationId, mirror: mirror, delay: delay }; + this._animations.push(data); +}; + +Game_Battler.prototype.startDamagePopup = function() { + this._damagePopup = true; +}; + +Game_Battler.prototype.startWeaponAnimation = function(weaponImageId) { + this._weaponImageId = weaponImageId; +}; + +Game_Battler.prototype.action = function(index) { + return this._actions[index]; +}; + +Game_Battler.prototype.setAction = function(index, action) { + this._actions[index] = action; +}; + +Game_Battler.prototype.numActions = function() { + return this._actions.length; +}; + +Game_Battler.prototype.clearActions = function() { + this._actions = []; +}; + +Game_Battler.prototype.result = function() { + return this._result; +}; + +Game_Battler.prototype.clearResult = function() { + this._result.clear(); +}; + +Game_Battler.prototype.refresh = function() { + Game_BattlerBase.prototype.refresh.call(this); + if (this.hp === 0) { + this.addState(this.deathStateId()); + } else { + this.removeState(this.deathStateId()); + } +}; + +Game_Battler.prototype.addState = function(stateId) { + if (this.isStateAddable(stateId)) { + if (!this.isStateAffected(stateId)) { + this.addNewState(stateId); + this.refresh(); + } + this.resetStateCounts(stateId); + this._result.pushAddedState(stateId); + } +}; + +Game_Battler.prototype.isStateAddable = function(stateId) { + return (this.isAlive() && $dataStates[stateId] && + !this.isStateResist(stateId) && + !this._result.isStateRemoved(stateId) && + !this.isStateRestrict(stateId)); +}; + +Game_Battler.prototype.isStateRestrict = function(stateId) { + return $dataStates[stateId].removeByRestriction && this.isRestricted(); +}; + +Game_Battler.prototype.onRestrict = function() { + Game_BattlerBase.prototype.onRestrict.call(this); + this.clearActions(); + this.states().forEach(function(state) { + if (state.removeByRestriction) { + this.removeState(state.id); + } + }, this); +}; + +Game_Battler.prototype.removeState = function(stateId) { + if (this.isStateAffected(stateId)) { + if (stateId === this.deathStateId()) { + this.revive(); + } + this.eraseState(stateId); + this.refresh(); + this._result.pushRemovedState(stateId); + } +}; + +Game_Battler.prototype.escape = function() { + if ($gameParty.inBattle()) { + this.hide(); + } + this.clearActions(); + this.clearStates(); + SoundManager.playEscape(); +}; + +Game_Battler.prototype.addBuff = function(paramId, turns) { + if (this.isAlive()) { + this.increaseBuff(paramId); + if (this.isBuffAffected(paramId)) { + this.overwriteBuffTurns(paramId, turns); + } + this._result.pushAddedBuff(paramId); + this.refresh(); + } +}; + +Game_Battler.prototype.addDebuff = function(paramId, turns) { + if (this.isAlive()) { + this.decreaseBuff(paramId); + if (this.isDebuffAffected(paramId)) { + this.overwriteBuffTurns(paramId, turns); + } + this._result.pushAddedDebuff(paramId); + this.refresh(); + } +}; + +Game_Battler.prototype.removeBuff = function(paramId) { + if (this.isAlive() && this.isBuffOrDebuffAffected(paramId)) { + this.eraseBuff(paramId); + this._result.pushRemovedBuff(paramId); + this.refresh(); + } +}; + +Game_Battler.prototype.removeBattleStates = function() { + this.states().forEach(function(state) { + if (state.removeAtBattleEnd) { + this.removeState(state.id); + } + }, this); +}; + +Game_Battler.prototype.removeAllBuffs = function() { + for (var i = 0; i < this.buffLength(); i++) { + this.removeBuff(i); + } +}; + +Game_Battler.prototype.removeStatesAuto = function(timing) { + this.states().forEach(function(state) { + if (this.isStateExpired(state.id) && state.autoRemovalTiming === timing) { + this.removeState(state.id); + } + }, this); +}; + +Game_Battler.prototype.removeBuffsAuto = function() { + for (var i = 0; i < this.buffLength(); i++) { + if (this.isBuffExpired(i)) { + this.removeBuff(i); + } + } +}; + +Game_Battler.prototype.removeStatesByDamage = function() { + this.states().forEach(function(state) { + if (state.removeByDamage && Math.randomInt(100) < state.chanceByDamage) { + this.removeState(state.id); + } + }, this); +}; + +Game_Battler.prototype.makeActionTimes = function() { + return this.actionPlusSet().reduce(function(r, p) { + return Math.random() < p ? r + 1 : r; + }, 1); +}; + +Game_Battler.prototype.makeActions = function() { + this.clearActions(); + if (this.canMove()) { + var actionTimes = this.makeActionTimes(); + this._actions = []; + for (var i = 0; i < actionTimes; i++) { + this._actions.push(new Game_Action(this)); + } + } +}; + +Game_Battler.prototype.speed = function() { + return this._speed; +}; + +Game_Battler.prototype.makeSpeed = function() { + this._speed = Math.min.apply(null, this._actions.map(function(action) { + return action.speed(); + })) || 0; +}; + +Game_Battler.prototype.currentAction = function() { + return this._actions[0]; +}; + +Game_Battler.prototype.removeCurrentAction = function() { + this._actions.shift(); +}; + +Game_Battler.prototype.setLastTarget = function(target) { + if (target) { + this._lastTargetIndex = target.index(); + } else { + this._lastTargetIndex = 0; + } +}; + +Game_Battler.prototype.forceAction = function(skillId, targetIndex) { + this.clearActions(); + var action = new Game_Action(this, true); + action.setSkill(skillId); + if (targetIndex === -2) { + action.setTarget(this._lastTargetIndex); + } else if (targetIndex === -1) { + action.decideRandomTarget(); + } else { + action.setTarget(targetIndex); + } + this._actions.push(action); +}; + +Game_Battler.prototype.useItem = function(item) { + if (DataManager.isSkill(item)) { + this.paySkillCost(item); + } else if (DataManager.isItem(item)) { + this.consumeItem(item); + } +}; + +Game_Battler.prototype.consumeItem = function(item) { + $gameParty.consumeItem(item); +}; + +Game_Battler.prototype.gainHp = function(value) { + this._result.hpDamage = -value; + this._result.hpAffected = true; + this.setHp(this.hp + value); +}; + +Game_Battler.prototype.gainMp = function(value) { + this._result.mpDamage = -value; + this.setMp(this.mp + value); +}; + +Game_Battler.prototype.gainTp = function(value) { + this._result.tpDamage = -value; + this.setTp(this.tp + value); +}; + +Game_Battler.prototype.gainSilentTp = function(value) { + this.setTp(this.tp + value); +}; + +Game_Battler.prototype.initTp = function() { + this.setTp(Math.randomInt(25)); +}; + +Game_Battler.prototype.clearTp = function() { + this.setTp(0); +}; + +Game_Battler.prototype.chargeTpByDamage = function(damageRate) { + var value = Math.floor(50 * damageRate * this.tcr); + this.gainSilentTp(value); +}; + +Game_Battler.prototype.regenerateHp = function() { + var value = Math.floor(this.mhp * this.hrg); + value = Math.max(value, -this.maxSlipDamage()); + if (value !== 0) { + this.gainHp(value); + } +}; + +Game_Battler.prototype.maxSlipDamage = function() { + return $dataSystem.optSlipDeath ? this.hp : Math.max(this.hp - 1, 0); +}; + +Game_Battler.prototype.regenerateMp = function() { + var value = Math.floor(this.mmp * this.mrg); + if (value !== 0) { + this.gainMp(value); + } +}; + +Game_Battler.prototype.regenerateTp = function() { + var value = Math.floor(100 * this.trg); + this.gainSilentTp(value); +}; + +Game_Battler.prototype.regenerateAll = function() { + if (this.isAlive()) { + this.regenerateHp(); + this.regenerateMp(); + this.regenerateTp(); + } +}; + +Game_Battler.prototype.onBattleStart = function() { + this.setActionState('undecided'); + this.clearMotion(); + if (!this.isPreserveTp()) { + this.initTp(); + } +}; + +Game_Battler.prototype.onAllActionsEnd = function() { + this.clearResult(); + this.removeStatesAuto(1); + this.removeBuffsAuto(); +}; + +Game_Battler.prototype.onTurnEnd = function() { + this.clearResult(); + this.regenerateAll(); + if (!BattleManager.isForcedTurn()) { + this.updateStateTurns(); + this.updateBuffTurns(); + } + this.removeStatesAuto(2); +}; + +Game_Battler.prototype.onBattleEnd = function() { + this.clearResult(); + this.removeBattleStates(); + this.removeAllBuffs(); + this.clearActions(); + if (!this.isPreserveTp()) { + this.clearTp(); + } + this.appear(); +}; + +Game_Battler.prototype.onDamage = function(value) { + this.removeStatesByDamage(); + this.chargeTpByDamage(value / this.mhp); +}; + +Game_Battler.prototype.setActionState = function(actionState) { + this._actionState = actionState; + this.requestMotionRefresh(); +}; + +Game_Battler.prototype.isUndecided = function() { + return this._actionState === 'undecided'; +}; + +Game_Battler.prototype.isInputting = function() { + return this._actionState === 'inputting'; +}; + +Game_Battler.prototype.isWaiting = function() { + return this._actionState === 'waiting'; +}; + +Game_Battler.prototype.isActing = function() { + return this._actionState === 'acting'; +}; + +Game_Battler.prototype.isChanting = function() { + if (this.isWaiting()) { + return this._actions.some(function(action) { + return action.isMagicSkill(); + }); + } + return false; +}; + +Game_Battler.prototype.isGuardWaiting = function() { + if (this.isWaiting()) { + return this._actions.some(function(action) { + return action.isGuard(); + }); + } + return false; +}; + +Game_Battler.prototype.performActionStart = function(action) { + if (!action.isGuard()) { + this.setActionState('acting'); + } +}; + +Game_Battler.prototype.performAction = function(action) { +}; + +Game_Battler.prototype.performActionEnd = function() { + this.setActionState('done'); +}; + +Game_Battler.prototype.performDamage = function() { +}; + +Game_Battler.prototype.performMiss = function() { + SoundManager.playMiss(); +}; + +Game_Battler.prototype.performRecovery = function() { + SoundManager.playRecovery(); +}; + +Game_Battler.prototype.performEvasion = function() { + SoundManager.playEvasion(); +}; + +Game_Battler.prototype.performMagicEvasion = function() { + SoundManager.playMagicEvasion(); +}; + +Game_Battler.prototype.performCounter = function() { + SoundManager.playEvasion(); +}; + +Game_Battler.prototype.performReflection = function() { + SoundManager.playReflection(); +}; + +Game_Battler.prototype.performSubstitute = function(target) { +}; + +Game_Battler.prototype.performCollapse = function() { +}; + +//----------------------------------------------------------------------------- +// Game_Actor +// +// The game object class for an actor. + +function Game_Actor() { + this.initialize.apply(this, arguments); +} + +Game_Actor.prototype = Object.create(Game_Battler.prototype); +Game_Actor.prototype.constructor = Game_Actor; + +Object.defineProperty(Game_Actor.prototype, 'level', { + get: function() { + return this._level; + }, + configurable: true +}); + +Game_Actor.prototype.initialize = function(actorId) { + Game_Battler.prototype.initialize.call(this); + this.setup(actorId); +}; + +Game_Actor.prototype.initMembers = function() { + Game_Battler.prototype.initMembers.call(this); + this._actorId = 0; + this._name = ''; + this._nickname = ''; + this._classId = 0; + this._level = 0; + this._characterName = ''; + this._characterIndex = 0; + this._faceName = ''; + this._faceIndex = 0; + this._battlerName = ''; + this._exp = {}; + this._skills = []; + this._equips = []; + this._actionInputIndex = 0; + this._lastMenuSkill = new Game_Item(); + this._lastBattleSkill = new Game_Item(); + this._lastCommandSymbol = ''; +}; + +Game_Actor.prototype.setup = function(actorId) { + var actor = $dataActors[actorId]; + this._actorId = actorId; + this._name = actor.name; + this._nickname = actor.nickname; + this._profile = actor.profile; + this._classId = actor.classId; + this._level = actor.initialLevel; + this.initImages(); + this.initExp(); + this.initSkills(); + this.initEquips(actor.equips); + this.clearParamPlus(); + this.recoverAll(); +}; + +Game_Actor.prototype.actorId = function() { + return this._actorId; +}; + +Game_Actor.prototype.actor = function() { + return $dataActors[this._actorId]; +}; + +Game_Actor.prototype.name = function() { + return this._name; +}; + +Game_Actor.prototype.setName = function(name) { + this._name = name; +}; + +Game_Actor.prototype.nickname = function() { + return this._nickname; +}; + +Game_Actor.prototype.setNickname = function(nickname) { + this._nickname = nickname; +}; + +Game_Actor.prototype.profile = function() { + return this._profile; +}; + +Game_Actor.prototype.setProfile = function(profile) { + this._profile = profile; +}; + +Game_Actor.prototype.characterName = function() { + return this._characterName; +}; + +Game_Actor.prototype.characterIndex = function() { + return this._characterIndex; +}; + +Game_Actor.prototype.faceName = function() { + return this._faceName; +}; + +Game_Actor.prototype.faceIndex = function() { + return this._faceIndex; +}; + +Game_Actor.prototype.battlerName = function() { + return this._battlerName; +}; + +Game_Actor.prototype.clearStates = function() { + Game_Battler.prototype.clearStates.call(this); + this._stateSteps = {}; +}; + +Game_Actor.prototype.eraseState = function(stateId) { + Game_Battler.prototype.eraseState.call(this, stateId); + delete this._stateSteps[stateId]; +}; + +Game_Actor.prototype.resetStateCounts = function(stateId) { + Game_Battler.prototype.resetStateCounts.call(this, stateId); + this._stateSteps[stateId] = $dataStates[stateId].stepsToRemove; +}; + +Game_Actor.prototype.initImages = function() { + var actor = this.actor(); + this._characterName = actor.characterName; + this._characterIndex = actor.characterIndex; + this._faceName = actor.faceName; + this._faceIndex = actor.faceIndex; + this._battlerName = actor.battlerName; +}; + +Game_Actor.prototype.expForLevel = function(level) { + var c = this.currentClass(); + var basis = c.expParams[0]; + var extra = c.expParams[1]; + var acc_a = c.expParams[2]; + var acc_b = c.expParams[3]; + return Math.round(basis*(Math.pow(level-1, 0.9+acc_a/250))*level* + (level+1)/(6+Math.pow(level,2)/50/acc_b)+(level-1)*extra); +}; + +Game_Actor.prototype.initExp = function() { + this._exp[this._classId] = this.currentLevelExp(); +}; + +Game_Actor.prototype.currentExp = function() { + return this._exp[this._classId]; +}; + +Game_Actor.prototype.currentLevelExp = function() { + return this.expForLevel(this._level); +}; + +Game_Actor.prototype.nextLevelExp = function() { + return this.expForLevel(this._level + 1); +}; + +Game_Actor.prototype.nextRequiredExp = function() { + return this.nextLevelExp() - this.currentExp(); +}; + +Game_Actor.prototype.maxLevel = function() { + return this.actor().maxLevel; +}; + +Game_Actor.prototype.isMaxLevel = function() { + return this._level >= this.maxLevel(); +}; + +Game_Actor.prototype.initSkills = function() { + this._skills = []; + this.currentClass().learnings.forEach(function(learning) { + if (learning.level <= this._level) { + this.learnSkill(learning.skillId); + } + }, this); +}; + +Game_Actor.prototype.initEquips = function(equips) { + var slots = this.equipSlots(); + var maxSlots = slots.length; + this._equips = []; + for (var i = 0; i < maxSlots; i++) { + this._equips[i] = new Game_Item(); + } + for (var j = 0; j < equips.length; j++) { + if (j < maxSlots) { + this._equips[j].setEquip(slots[j] === 1, equips[j]); + } + } + this.releaseUnequippableItems(true); + this.refresh(); +}; + +Game_Actor.prototype.equipSlots = function() { + var slots = []; + for (var i = 1; i < $dataSystem.equipTypes.length; i++) { + slots.push(i); + } + if (slots.length >= 2 && this.isDualWield()) { + slots[1] = 1; + } + return slots; +}; + +Game_Actor.prototype.equips = function() { + return this._equips.map(function(item) { + return item.object(); + }); +}; + +Game_Actor.prototype.weapons = function() { + return this.equips().filter(function(item) { + return item && DataManager.isWeapon(item); + }); +}; + +Game_Actor.prototype.armors = function() { + return this.equips().filter(function(item) { + return item && DataManager.isArmor(item); + }); +}; + +Game_Actor.prototype.hasWeapon = function(weapon) { + return this.weapons().contains(weapon); +}; + +Game_Actor.prototype.hasArmor = function(armor) { + return this.armors().contains(armor); +}; + +Game_Actor.prototype.isEquipChangeOk = function(slotId) { + return (!this.isEquipTypeLocked(this.equipSlots()[slotId]) && + !this.isEquipTypeSealed(this.equipSlots()[slotId])); +}; + +Game_Actor.prototype.changeEquip = function(slotId, item) { + if (this.tradeItemWithParty(item, this.equips()[slotId]) && + (!item || this.equipSlots()[slotId] === item.etypeId)) { + this._equips[slotId].setObject(item); + this.refresh(); + } +}; + +Game_Actor.prototype.forceChangeEquip = function(slotId, item) { + this._equips[slotId].setObject(item); + this.releaseUnequippableItems(true); + this.refresh(); +}; + +Game_Actor.prototype.tradeItemWithParty = function(newItem, oldItem) { + if (newItem && !$gameParty.hasItem(newItem)) { + return false; + } else { + $gameParty.gainItem(oldItem, 1); + $gameParty.loseItem(newItem, 1); + return true; + } +}; + +Game_Actor.prototype.changeEquipById = function(etypeId, itemId) { + var slotId = etypeId - 1; + if (this.equipSlots()[slotId] === 1) { + this.changeEquip(slotId, $dataWeapons[itemId]); + } else { + this.changeEquip(slotId, $dataArmors[itemId]); + } +}; + +Game_Actor.prototype.isEquipped = function(item) { + return this.equips().contains(item); +}; + +Game_Actor.prototype.discardEquip = function(item) { + var slotId = this.equips().indexOf(item); + if (slotId >= 0) { + this._equips[slotId].setObject(null); + } +}; + +Game_Actor.prototype.releaseUnequippableItems = function(forcing) { + for (;;) { + var slots = this.equipSlots(); + var equips = this.equips(); + var changed = false; + for (var i = 0; i < equips.length; i++) { + var item = equips[i]; + if (item && (!this.canEquip(item) || item.etypeId !== slots[i])) { + if (!forcing) { + this.tradeItemWithParty(null, item); + } + this._equips[i].setObject(null); + changed = true; + } + } + if (!changed) { + break; + } + } +}; + +Game_Actor.prototype.clearEquipments = function() { + var maxSlots = this.equipSlots().length; + for (var i = 0; i < maxSlots; i++) { + if (this.isEquipChangeOk(i)) { + this.changeEquip(i, null); + } + } +}; + +Game_Actor.prototype.optimizeEquipments = function() { + var maxSlots = this.equipSlots().length; + this.clearEquipments(); + for (var i = 0; i < maxSlots; i++) { + if (this.isEquipChangeOk(i)) { + this.changeEquip(i, this.bestEquipItem(i)); + } + } +}; + +Game_Actor.prototype.bestEquipItem = function(slotId) { + var etypeId = this.equipSlots()[slotId]; + var items = $gameParty.equipItems().filter(function(item) { + return item.etypeId === etypeId && this.canEquip(item); + }, this); + var bestItem = null; + var bestPerformance = -1000; + for (var i = 0; i < items.length; i++) { + var performance = this.calcEquipItemPerformance(items[i]); + if (performance > bestPerformance) { + bestPerformance = performance; + bestItem = items[i]; + } + } + return bestItem; +}; + +Game_Actor.prototype.calcEquipItemPerformance = function(item) { + return item.params.reduce(function(a, b) { + return a + b; + }); +}; + +Game_Actor.prototype.isSkillWtypeOk = function(skill) { + var wtypeId1 = skill.requiredWtypeId1; + var wtypeId2 = skill.requiredWtypeId2; + if ((wtypeId1 === 0 && wtypeId2 === 0) || + (wtypeId1 > 0 && this.isWtypeEquipped(wtypeId1)) || + (wtypeId2 > 0 && this.isWtypeEquipped(wtypeId2))) { + return true; + } else { + return false; + } +}; + +Game_Actor.prototype.isWtypeEquipped = function(wtypeId) { + return this.weapons().some(function(weapon) { + return weapon.wtypeId === wtypeId; + }); +}; + +Game_Actor.prototype.refresh = function() { + this.releaseUnequippableItems(false); + Game_Battler.prototype.refresh.call(this); +}; + +Game_Actor.prototype.isActor = function() { + return true; +}; + +Game_Actor.prototype.friendsUnit = function() { + return $gameParty; +}; + +Game_Actor.prototype.opponentsUnit = function() { + return $gameTroop; +}; + +Game_Actor.prototype.index = function() { + return $gameParty.members().indexOf(this); +}; + +Game_Actor.prototype.isBattleMember = function() { + return $gameParty.battleMembers().contains(this); +}; + +Game_Actor.prototype.isFormationChangeOk = function() { + return true; +}; + +Game_Actor.prototype.currentClass = function() { + return $dataClasses[this._classId]; +}; + +Game_Actor.prototype.isClass = function(gameClass) { + return gameClass && this._classId === gameClass.id; +}; + +Game_Actor.prototype.skills = function() { + var list = []; + this._skills.concat(this.addedSkills()).forEach(function(id) { + if (!list.contains($dataSkills[id])) { + list.push($dataSkills[id]); + } + }); + return list; +}; + +Game_Actor.prototype.usableSkills = function() { + return this.skills().filter(function(skill) { + return this.canUse(skill); + }, this); +}; + +Game_Actor.prototype.traitObjects = function() { + var objects = Game_Battler.prototype.traitObjects.call(this); + objects = objects.concat([this.actor(), this.currentClass()]); + var equips = this.equips(); + for (var i = 0; i < equips.length; i++) { + var item = equips[i]; + if (item) { + objects.push(item); + } + } + return objects; +}; + +Game_Actor.prototype.attackElements = function() { + var set = Game_Battler.prototype.attackElements.call(this); + if (this.hasNoWeapons() && !set.contains(this.bareHandsElementId())) { + set.push(this.bareHandsElementId()); + } + return set; +}; + +Game_Actor.prototype.hasNoWeapons = function() { + return this.weapons().length === 0; +}; + +Game_Actor.prototype.bareHandsElementId = function() { + return 1; +}; + +Game_Actor.prototype.paramMax = function(paramId) { + if (paramId === 0) { + return 9999; // MHP + } + return Game_Battler.prototype.paramMax.call(this, paramId); +}; + +Game_Actor.prototype.paramBase = function(paramId) { + return this.currentClass().params[paramId][this._level]; +}; + +Game_Actor.prototype.paramPlus = function(paramId) { + var value = Game_Battler.prototype.paramPlus.call(this, paramId); + var equips = this.equips(); + for (var i = 0; i < equips.length; i++) { + var item = equips[i]; + if (item) { + value += item.params[paramId]; + } + } + return value; +}; + +Game_Actor.prototype.attackAnimationId1 = function() { + if (this.hasNoWeapons()) { + return this.bareHandsAnimationId(); + } else { + var weapons = this.weapons(); + return weapons[0] ? weapons[0].animationId : 0; + } +}; + +Game_Actor.prototype.attackAnimationId2 = function() { + var weapons = this.weapons(); + return weapons[1] ? weapons[1].animationId : 0; +}; + +Game_Actor.prototype.bareHandsAnimationId = function() { + return 1; +}; + +Game_Actor.prototype.changeExp = function(exp, show) { + this._exp[this._classId] = Math.max(exp, 0); + var lastLevel = this._level; + var lastSkills = this.skills(); + while (!this.isMaxLevel() && this.currentExp() >= this.nextLevelExp()) { + this.levelUp(); + } + while (this.currentExp() < this.currentLevelExp()) { + this.levelDown(); + } + if (show && this._level > lastLevel) { + this.displayLevelUp(this.findNewSkills(lastSkills)); + } + this.refresh(); +}; + +Game_Actor.prototype.levelUp = function() { + this._level++; + this.currentClass().learnings.forEach(function(learning) { + if (learning.level === this._level) { + this.learnSkill(learning.skillId); + } + }, this); +}; + +Game_Actor.prototype.levelDown = function() { + this._level--; +}; + +Game_Actor.prototype.findNewSkills = function(lastSkills) { + var newSkills = this.skills(); + for (var i = 0; i < lastSkills.length; i++) { + var index = newSkills.indexOf(lastSkills[i]); + if (index >= 0) { + newSkills.splice(index, 1); + } + } + return newSkills; +}; + +Game_Actor.prototype.displayLevelUp = function(newSkills) { + var text = TextManager.levelUp.format(this._name, TextManager.level, this._level); + $gameMessage.newPage(); + $gameMessage.add(text); + newSkills.forEach(function(skill) { + $gameMessage.add(TextManager.obtainSkill.format(skill.name)); + }); +}; + +Game_Actor.prototype.gainExp = function(exp) { + var newExp = this.currentExp() + Math.round(exp * this.finalExpRate()); + this.changeExp(newExp, this.shouldDisplayLevelUp()); +}; + +Game_Actor.prototype.finalExpRate = function() { + return this.exr * (this.isBattleMember() ? 1 : this.benchMembersExpRate()); +}; + +Game_Actor.prototype.benchMembersExpRate = function() { + return $dataSystem.optExtraExp ? 1 : 0; +}; + +Game_Actor.prototype.shouldDisplayLevelUp = function() { + return true; +}; + +Game_Actor.prototype.changeLevel = function(level, show) { + level = level.clamp(1, this.maxLevel()); + this.changeExp(this.expForLevel(level), show); +}; + +Game_Actor.prototype.learnSkill = function(skillId) { + if (!this.isLearnedSkill(skillId)) { + this._skills.push(skillId); + this._skills.sort(function(a, b) { + return a - b; + }); + } +}; + +Game_Actor.prototype.forgetSkill = function(skillId) { + var index = this._skills.indexOf(skillId); + if (index >= 0) { + this._skills.splice(index, 1); + } +}; + +Game_Actor.prototype.isLearnedSkill = function(skillId) { + return this._skills.contains(skillId); +}; + +Game_Actor.prototype.hasSkill = function(skillId) { + return this.skills().contains($dataSkills[skillId]); +}; + +Game_Actor.prototype.changeClass = function(classId, keepExp) { + if (keepExp) { + this._exp[classId] = this.currentExp(); + } + this._classId = classId; + this.changeExp(this._exp[this._classId] || 0, false); + this.refresh(); +}; + +Game_Actor.prototype.setCharacterImage = function(characterName, characterIndex) { + this._characterName = characterName; + this._characterIndex = characterIndex; +}; + +Game_Actor.prototype.setFaceImage = function(faceName, faceIndex) { + this._faceName = faceName; + this._faceIndex = faceIndex; +}; + +Game_Actor.prototype.setBattlerImage = function(battlerName) { + this._battlerName = battlerName; +}; + +Game_Actor.prototype.isSpriteVisible = function() { + return $gameSystem.isSideView(); +}; + +Game_Actor.prototype.startAnimation = function(animationId, mirror, delay) { + mirror = !mirror; + Game_Battler.prototype.startAnimation.call(this, animationId, mirror, delay); +}; + +Game_Actor.prototype.performActionStart = function(action) { + Game_Battler.prototype.performActionStart.call(this, action); +}; + +Game_Actor.prototype.performAction = function(action) { + Game_Battler.prototype.performAction.call(this, action); + if (action.isAttack()) { + this.performAttack(); + } else if (action.isGuard()) { + this.requestMotion('guard'); + } else if (action.isMagicSkill()) { + this.requestMotion('spell'); + } else if (action.isSkill()) { + this.requestMotion('skill'); + } else if (action.isItem()) { + this.requestMotion('item'); + } +}; + +Game_Actor.prototype.performActionEnd = function() { + Game_Battler.prototype.performActionEnd.call(this); +}; + +Game_Actor.prototype.performAttack = function() { + var weapons = this.weapons(); + var wtypeId = weapons[0] ? weapons[0].wtypeId : 0; + var attackMotion = $dataSystem.attackMotions[wtypeId]; + if (attackMotion) { + if (attackMotion.type === 0) { + this.requestMotion('thrust'); + } else if (attackMotion.type === 1) { + this.requestMotion('swing'); + } else if (attackMotion.type === 2) { + this.requestMotion('missile'); + } + this.startWeaponAnimation(attackMotion.weaponImageId); + } +}; + +Game_Actor.prototype.performDamage = function() { + Game_Battler.prototype.performDamage.call(this); + if (this.isSpriteVisible()) { + this.requestMotion('damage'); + } else { + $gameScreen.startShake(5, 5, 10); + } + SoundManager.playActorDamage(); +}; + +Game_Actor.prototype.performEvasion = function() { + Game_Battler.prototype.performEvasion.call(this); + this.requestMotion('evade'); +}; + +Game_Actor.prototype.performMagicEvasion = function() { + Game_Battler.prototype.performMagicEvasion.call(this); + this.requestMotion('evade'); +}; + +Game_Actor.prototype.performCounter = function() { + Game_Battler.prototype.performCounter.call(this); + this.performAttack(); +}; + +Game_Actor.prototype.performCollapse = function() { + Game_Battler.prototype.performCollapse.call(this); + if ($gameParty.inBattle()) { + SoundManager.playActorCollapse(); + } +}; + +Game_Actor.prototype.performVictory = function() { + if (this.canMove()) { + this.requestMotion('victory'); + } +}; + +Game_Actor.prototype.performEscape = function() { + if (this.canMove()) { + this.requestMotion('escape'); + } +}; + +Game_Actor.prototype.makeActionList = function() { + var list = []; + var action = new Game_Action(this); + action.setAttack(); + list.push(action); + this.usableSkills().forEach(function(skill) { + action = new Game_Action(this); + action.setSkill(skill.id); + list.push(action); + }, this); + return list; +}; + +Game_Actor.prototype.makeAutoBattleActions = function() { + for (var i = 0; i < this.numActions(); i++) { + var list = this.makeActionList(); + var maxValue = Number.MIN_VALUE; + for (var j = 0; j < list.length; j++) { + var value = list[j].evaluate(); + if (value > maxValue) { + maxValue = value; + this.setAction(i, list[j]); + } + } + } + this.setActionState('waiting'); +}; + +Game_Actor.prototype.makeConfusionActions = function() { + for (var i = 0; i < this.numActions(); i++) { + this.action(i).setConfusion(); + } + this.setActionState('waiting'); +}; + +Game_Actor.prototype.makeActions = function() { + Game_Battler.prototype.makeActions.call(this); + if (this.numActions() > 0) { + this.setActionState('undecided'); + } else { + this.setActionState('waiting'); + } + if (this.isAutoBattle()) { + this.makeAutoBattleActions(); + } else if (this.isConfused()) { + this.makeConfusionActions(); + } +}; + +Game_Actor.prototype.onPlayerWalk = function() { + this.clearResult(); + this.checkFloorEffect(); + if ($gamePlayer.isNormal()) { + this.turnEndOnMap(); + this.states().forEach(function(state) { + this.updateStateSteps(state); + }, this); + this.showAddedStates(); + this.showRemovedStates(); + } +}; + +Game_Actor.prototype.updateStateSteps = function(state) { + if (state.removeByWalking) { + if (this._stateSteps[state.id] > 0) { + if (--this._stateSteps[state.id] === 0) { + this.removeState(state.id); + } + } + } +}; + +Game_Actor.prototype.showAddedStates = function() { + this.result().addedStateObjects().forEach(function(state) { + if (state.message1) { + $gameMessage.add(this._name + state.message1); + } + }, this); +}; + +Game_Actor.prototype.showRemovedStates = function() { + this.result().removedStateObjects().forEach(function(state) { + if (state.message4) { + $gameMessage.add(this._name + state.message4); + } + }, this); +}; + +Game_Actor.prototype.stepsForTurn = function() { + return 20; +}; + +Game_Actor.prototype.turnEndOnMap = function() { + if ($gameParty.steps() % this.stepsForTurn() === 0) { + this.onTurnEnd(); + if (this.result().hpDamage > 0) { + this.performMapDamage(); + } + } +}; + +Game_Actor.prototype.checkFloorEffect = function() { + if ($gamePlayer.isOnDamageFloor()) { + this.executeFloorDamage(); + } +}; + +Game_Actor.prototype.executeFloorDamage = function() { + var damage = Math.floor(this.basicFloorDamage() * this.fdr); + damage = Math.min(damage, this.maxFloorDamage()); + this.gainHp(-damage); + if (damage > 0) { + this.performMapDamage(); + } +}; + +Game_Actor.prototype.basicFloorDamage = function() { + return 10; +}; + +Game_Actor.prototype.maxFloorDamage = function() { + return $dataSystem.optFloorDeath ? this.hp : Math.max(this.hp - 1, 0); +}; + +Game_Actor.prototype.performMapDamage = function() { + if (!$gameParty.inBattle()) { + $gameScreen.startFlashForDamage(); + } +}; + +Game_Actor.prototype.clearActions = function() { + Game_Battler.prototype.clearActions.call(this); + this._actionInputIndex = 0; +}; + +Game_Actor.prototype.inputtingAction = function() { + return this.action(this._actionInputIndex); +}; + +Game_Actor.prototype.selectNextCommand = function() { + if (this._actionInputIndex < this.numActions() - 1) { + this._actionInputIndex++; + return true; + } else { + return false; + } +}; + +Game_Actor.prototype.selectPreviousCommand = function() { + if (this._actionInputIndex > 0) { + this._actionInputIndex--; + return true; + } else { + return false; + } +}; + +Game_Actor.prototype.lastMenuSkill = function() { + return this._lastMenuSkill.object(); +}; + +Game_Actor.prototype.setLastMenuSkill = function(skill) { + this._lastMenuSkill.setObject(skill); +}; + +Game_Actor.prototype.lastBattleSkill = function() { + return this._lastBattleSkill.object(); +}; + +Game_Actor.prototype.setLastBattleSkill = function(skill) { + this._lastBattleSkill.setObject(skill); +}; + +Game_Actor.prototype.lastCommandSymbol = function() { + return this._lastCommandSymbol; +}; + +Game_Actor.prototype.setLastCommandSymbol = function(symbol) { + this._lastCommandSymbol = symbol; +}; + +Game_Actor.prototype.testEscape = function(item) { + return item.effects.some(function(effect, index, ar) { + return effect && effect.code === Game_Action.EFFECT_SPECIAL; + }); +}; + +Game_Actor.prototype.meetsUsableItemConditions = function(item) { + if ($gameParty.inBattle() && !BattleManager.canEscape() && this.testEscape(item)) { + return false; + } + return Game_BattlerBase.prototype.meetsUsableItemConditions.call(this, item); +}; + +//----------------------------------------------------------------------------- +// Game_Enemy +// +// The game object class for an enemy. + +function Game_Enemy() { + this.initialize.apply(this, arguments); +} + +Game_Enemy.prototype = Object.create(Game_Battler.prototype); +Game_Enemy.prototype.constructor = Game_Enemy; + +Game_Enemy.prototype.initialize = function(enemyId, x, y) { + Game_Battler.prototype.initialize.call(this); + this.setup(enemyId, x, y); +}; + +Game_Enemy.prototype.initMembers = function() { + Game_Battler.prototype.initMembers.call(this); + this._enemyId = 0; + this._letter = ''; + this._plural = false; + this._screenX = 0; + this._screenY = 0; +}; + +Game_Enemy.prototype.setup = function(enemyId, x, y) { + this._enemyId = enemyId; + this._screenX = x; + this._screenY = y; + this.recoverAll(); +}; + +Game_Enemy.prototype.isEnemy = function() { + return true; +}; + +Game_Enemy.prototype.friendsUnit = function() { + return $gameTroop; +}; + +Game_Enemy.prototype.opponentsUnit = function() { + return $gameParty; +}; + +Game_Enemy.prototype.index = function() { + return $gameTroop.members().indexOf(this); +}; + +Game_Enemy.prototype.isBattleMember = function() { + return this.index() >= 0; +}; + +Game_Enemy.prototype.enemyId = function() { + return this._enemyId; +}; + +Game_Enemy.prototype.enemy = function() { + return $dataEnemies[this._enemyId]; +}; + +Game_Enemy.prototype.traitObjects = function() { + return Game_Battler.prototype.traitObjects.call(this).concat(this.enemy()); +}; + +Game_Enemy.prototype.paramBase = function(paramId) { + return this.enemy().params[paramId]; +}; + +Game_Enemy.prototype.exp = function() { + return this.enemy().exp; +}; + +Game_Enemy.prototype.gold = function() { + return this.enemy().gold; +}; + +Game_Enemy.prototype.makeDropItems = function() { + return this.enemy().dropItems.reduce(function(r, di) { + if (di.kind > 0 && Math.random() * di.denominator < this.dropItemRate()) { + return r.concat(this.itemObject(di.kind, di.dataId)); + } else { + return r; + } + }.bind(this), []); +}; + +Game_Enemy.prototype.dropItemRate = function() { + return $gameParty.hasDropItemDouble() ? 2 : 1; +}; + +Game_Enemy.prototype.itemObject = function(kind, dataId) { + if (kind === 1) { + return $dataItems[dataId]; + } else if (kind === 2) { + return $dataWeapons[dataId]; + } else if (kind === 3) { + return $dataArmors[dataId]; + } else { + return null; + } +}; + +Game_Enemy.prototype.isSpriteVisible = function() { + return true; +}; + +Game_Enemy.prototype.screenX = function() { + return this._screenX; +}; + +Game_Enemy.prototype.screenY = function() { + return this._screenY; +}; + +Game_Enemy.prototype.battlerName = function() { + return this.enemy().battlerName; +}; + +Game_Enemy.prototype.battlerHue = function() { + return this.enemy().battlerHue; +}; + +Game_Enemy.prototype.originalName = function() { + return this.enemy().name; +}; + +Game_Enemy.prototype.name = function() { + return this.originalName() + (this._plural ? this._letter : ''); +}; + +Game_Enemy.prototype.isLetterEmpty = function() { + return this._letter === ''; +}; + +Game_Enemy.prototype.setLetter = function(letter) { + this._letter = letter; +}; + +Game_Enemy.prototype.setPlural = function(plural) { + this._plural = plural; +}; + +Game_Enemy.prototype.performActionStart = function(action) { + Game_Battler.prototype.performActionStart.call(this, action); + this.requestEffect('whiten'); +}; + +Game_Enemy.prototype.performAction = function(action) { + Game_Battler.prototype.performAction.call(this, action); +}; + +Game_Enemy.prototype.performActionEnd = function() { + Game_Battler.prototype.performActionEnd.call(this); +}; + +Game_Enemy.prototype.performDamage = function() { + Game_Battler.prototype.performDamage.call(this); + SoundManager.playEnemyDamage(); + this.requestEffect('blink'); +}; + +Game_Enemy.prototype.performCollapse = function() { + Game_Battler.prototype.performCollapse.call(this); + switch (this.collapseType()) { + case 0: + this.requestEffect('collapse'); + SoundManager.playEnemyCollapse(); + break; + case 1: + this.requestEffect('bossCollapse'); + SoundManager.playBossCollapse1(); + break; + case 2: + this.requestEffect('instantCollapse'); + break; + } +}; + +Game_Enemy.prototype.transform = function(enemyId) { + var name = this.originalName(); + this._enemyId = enemyId; + if (this.originalName() !== name) { + this._letter = ''; + this._plural = false; + } + this.refresh(); + if (this.numActions() > 0) { + this.makeActions(); + } +}; + +Game_Enemy.prototype.meetsCondition = function(action) { + var param1 = action.conditionParam1; + var param2 = action.conditionParam2; + switch (action.conditionType) { + case 1: + return this.meetsTurnCondition(param1, param2); + case 2: + return this.meetsHpCondition(param1, param2); + case 3: + return this.meetsMpCondition(param1, param2); + case 4: + return this.meetsStateCondition(param1); + case 5: + return this.meetsPartyLevelCondition(param1); + case 6: + return this.meetsSwitchCondition(param1); + default: + return true; + } +}; + +Game_Enemy.prototype.meetsTurnCondition = function(param1, param2) { + var n = $gameTroop.turnCount(); + if (param2 === 0) { + return n === param1; + } else { + return n > 0 && n >= param1 && n % param2 === param1 % param2; + } +}; + +Game_Enemy.prototype.meetsHpCondition = function(param1, param2) { + return this.hpRate() >= param1 && this.hpRate() <= param2; +}; + +Game_Enemy.prototype.meetsMpCondition = function(param1, param2) { + return this.mpRate() >= param1 && this.mpRate() <= param2; +}; + +Game_Enemy.prototype.meetsStateCondition = function(param) { + return this.isStateAffected(param); +}; + +Game_Enemy.prototype.meetsPartyLevelCondition = function(param) { + return $gameParty.highestLevel() >= param; +}; + +Game_Enemy.prototype.meetsSwitchCondition = function(param) { + return $gameSwitches.value(param); +}; + +Game_Enemy.prototype.isActionValid = function(action) { + return this.meetsCondition(action) && this.canUse($dataSkills[action.skillId]); +}; + +Game_Enemy.prototype.selectAction = function(actionList, ratingZero) { + var sum = actionList.reduce(function(r, a) { + return r + a.rating - ratingZero; + }, 0); + if (sum > 0) { + var value = Math.randomInt(sum); + for (var i = 0; i < actionList.length; i++) { + var action = actionList[i]; + value -= action.rating - ratingZero; + if (value < 0) { + return action; + } + } + } else { + return null; + } +}; + +Game_Enemy.prototype.selectAllActions = function(actionList) { + var ratingMax = Math.max.apply(null, actionList.map(function(a) { + return a.rating; + })); + var ratingZero = ratingMax - 3; + actionList = actionList.filter(function(a) { + return a.rating > ratingZero; + }); + for (var i = 0; i < this.numActions(); i++) { + this.action(i).setEnemyAction(this.selectAction(actionList, ratingZero)); + } +}; + +Game_Enemy.prototype.makeActions = function() { + Game_Battler.prototype.makeActions.call(this); + if (this.numActions() > 0) { + var actionList = this.enemy().actions.filter(function(a) { + return this.isActionValid(a); + }, this); + if (actionList.length > 0) { + this.selectAllActions(actionList); + } + } + this.setActionState('waiting'); +}; + +//----------------------------------------------------------------------------- +// Game_Actors +// +// The wrapper class for an actor array. + +function Game_Actors() { + this.initialize.apply(this, arguments); +} + +Game_Actors.prototype.initialize = function() { + this._data = []; +}; + +Game_Actors.prototype.actor = function(actorId) { + if ($dataActors[actorId]) { + if (!this._data[actorId]) { + this._data[actorId] = new Game_Actor(actorId); + } + return this._data[actorId]; + } + return null; +}; + +//----------------------------------------------------------------------------- +// Game_Unit +// +// The superclass of Game_Party and Game_Troop. + +function Game_Unit() { + this.initialize.apply(this, arguments); +} + +Game_Unit.prototype.initialize = function() { + this._inBattle = false; +}; + +Game_Unit.prototype.inBattle = function() { + return this._inBattle; +}; + +Game_Unit.prototype.members = function() { + return []; +}; + +Game_Unit.prototype.aliveMembers = function() { + return this.members().filter(function(member) { + return member.isAlive(); + }); +}; + +Game_Unit.prototype.deadMembers = function() { + return this.members().filter(function(member) { + return member.isDead(); + }); +}; + +Game_Unit.prototype.movableMembers = function() { + return this.members().filter(function(member) { + return member.canMove(); + }); +}; + +Game_Unit.prototype.clearActions = function() { + return this.members().forEach(function(member) { + return member.clearActions(); + }); +}; + +Game_Unit.prototype.agility = function() { + var members = this.members(); + if (members.length === 0) { + return 1; + } + var sum = members.reduce(function(r, member) { + return r + member.agi; + }, 0); + return sum / members.length; +}; + +Game_Unit.prototype.tgrSum = function() { + return this.aliveMembers().reduce(function(r, member) { + return r + member.tgr; + }, 0); +}; + +Game_Unit.prototype.randomTarget = function() { + var tgrRand = Math.random() * this.tgrSum(); + var target = null; + this.aliveMembers().forEach(function(member) { + tgrRand -= member.tgr; + if (tgrRand <= 0 && !target) { + target = member; + } + }); + return target; +}; + +Game_Unit.prototype.randomDeadTarget = function() { + var members = this.deadMembers(); + if (members.length === 0) { + return null; + } + return members[Math.floor(Math.random() * members.length)]; +}; + +Game_Unit.prototype.smoothTarget = function(index) { + if (index < 0) { + index = 0; + } + var member = this.members()[index]; + return (member && member.isAlive()) ? member : this.aliveMembers()[0]; +}; + +Game_Unit.prototype.smoothDeadTarget = function(index) { + if (index < 0) { + index = 0; + } + var member = this.members()[index]; + return (member && member.isDead()) ? member : this.deadMembers()[0]; +}; + +Game_Unit.prototype.clearResults = function() { + this.members().forEach(function(member) { + member.clearResult(); + }); +}; + +Game_Unit.prototype.onBattleStart = function() { + this.members().forEach(function(member) { + member.onBattleStart(); + }); + this._inBattle = true; +}; + +Game_Unit.prototype.onBattleEnd = function() { + this._inBattle = false; + this.members().forEach(function(member) { + member.onBattleEnd(); + }); +}; + +Game_Unit.prototype.makeActions = function() { + this.members().forEach(function(member) { + member.makeActions(); + }); +}; + +Game_Unit.prototype.select = function(activeMember) { + this.members().forEach(function(member) { + if (member === activeMember) { + member.select(); + } else { + member.deselect(); + } + }); +}; + +Game_Unit.prototype.isAllDead = function() { + return this.aliveMembers().length === 0; +}; + +Game_Unit.prototype.substituteBattler = function() { + var members = this.members(); + for (var i = 0; i < members.length; i++) { + if (members[i].isSubstitute()) { + return members[i]; + } + } +}; + +//----------------------------------------------------------------------------- +// Game_Party +// +// The game object class for the party. Information such as gold and items is +// included. + +function Game_Party() { + this.initialize.apply(this, arguments); +} + +Game_Party.prototype = Object.create(Game_Unit.prototype); +Game_Party.prototype.constructor = Game_Party; + +Game_Party.ABILITY_ENCOUNTER_HALF = 0; +Game_Party.ABILITY_ENCOUNTER_NONE = 1; +Game_Party.ABILITY_CANCEL_SURPRISE = 2; +Game_Party.ABILITY_RAISE_PREEMPTIVE = 3; +Game_Party.ABILITY_GOLD_DOUBLE = 4; +Game_Party.ABILITY_DROP_ITEM_DOUBLE = 5; + +Game_Party.prototype.initialize = function() { + Game_Unit.prototype.initialize.call(this); + this._gold = 0; + this._steps = 0; + this._lastItem = new Game_Item(); + this._menuActorId = 0; + this._targetActorId = 0; + this._actors = []; + this.initAllItems(); +}; + +Game_Party.prototype.initAllItems = function() { + this._items = {}; + this._weapons = {}; + this._armors = {}; +}; + +Game_Party.prototype.exists = function() { + return this._actors.length > 0; +}; + +Game_Party.prototype.size = function() { + return this.members().length; +}; + +Game_Party.prototype.isEmpty = function() { + return this.size() === 0; +}; + +Game_Party.prototype.members = function() { + return this.inBattle() ? this.battleMembers() : this.allMembers(); +}; + +Game_Party.prototype.allMembers = function() { + return this._actors.map(function(id) { + return $gameActors.actor(id); + }); +}; + +Game_Party.prototype.battleMembers = function() { + return this.allMembers().slice(0, this.maxBattleMembers()).filter(function(actor) { + return actor.isAppeared(); + }); +}; + +Game_Party.prototype.maxBattleMembers = function() { + return 4; +}; + +Game_Party.prototype.leader = function() { + return this.battleMembers()[0]; +}; + +Game_Party.prototype.reviveBattleMembers = function() { + this.battleMembers().forEach(function(actor) { + if (actor.isDead()) { + actor.setHp(1); + } + }); +}; + +Game_Party.prototype.items = function() { + var list = []; + for (var id in this._items) { + list.push($dataItems[id]); + } + return list; +}; + +Game_Party.prototype.weapons = function() { + var list = []; + for (var id in this._weapons) { + list.push($dataWeapons[id]); + } + return list; +}; + +Game_Party.prototype.armors = function() { + var list = []; + for (var id in this._armors) { + list.push($dataArmors[id]); + } + return list; +}; + +Game_Party.prototype.equipItems = function() { + return this.weapons().concat(this.armors()); +}; + +Game_Party.prototype.allItems = function() { + return this.items().concat(this.equipItems()); +}; + +Game_Party.prototype.itemContainer = function(item) { + if (!item) { + return null; + } else if (DataManager.isItem(item)) { + return this._items; + } else if (DataManager.isWeapon(item)) { + return this._weapons; + } else if (DataManager.isArmor(item)) { + return this._armors; + } else { + return null; + } +}; + +Game_Party.prototype.setupStartingMembers = function() { + this._actors = []; + $dataSystem.partyMembers.forEach(function(actorId) { + if ($gameActors.actor(actorId)) { + this._actors.push(actorId); + } + }, this); +}; + +Game_Party.prototype.name = function() { + var numBattleMembers = this.battleMembers().length; + if (numBattleMembers === 0) { + return ''; + } else if (numBattleMembers === 1) { + return this.leader().name(); + } else { + return TextManager.partyName.format(this.leader().name()); + } +}; + +Game_Party.prototype.setupBattleTest = function() { + this.setupBattleTestMembers(); + this.setupBattleTestItems(); +}; + +Game_Party.prototype.setupBattleTestMembers = function() { + $dataSystem.testBattlers.forEach(function(battler) { + var actor = $gameActors.actor(battler.actorId); + if (actor) { + actor.changeLevel(battler.level, false); + actor.initEquips(battler.equips); + actor.recoverAll(); + this.addActor(battler.actorId); + } + }, this); +}; + +Game_Party.prototype.setupBattleTestItems = function() { + $dataItems.forEach(function(item) { + if (item && item.name.length > 0) { + this.gainItem(item, this.maxItems(item)); + } + }, this); +}; + +Game_Party.prototype.highestLevel = function() { + return Math.max.apply(null, this.members().map(function(actor) { + return actor.level; + })); +}; + +Game_Party.prototype.addActor = function(actorId) { + if (!this._actors.contains(actorId)) { + this._actors.push(actorId); + $gamePlayer.refresh(); + $gameMap.requestRefresh(); + } +}; + +Game_Party.prototype.removeActor = function(actorId) { + if (this._actors.contains(actorId)) { + this._actors.splice(this._actors.indexOf(actorId), 1); + $gamePlayer.refresh(); + $gameMap.requestRefresh(); + } +}; + +Game_Party.prototype.gold = function() { + return this._gold; +}; + +Game_Party.prototype.gainGold = function(amount) { + this._gold = (this._gold + amount).clamp(0, this.maxGold()); +}; + +Game_Party.prototype.loseGold = function(amount) { + this.gainGold(-amount); +}; + +Game_Party.prototype.maxGold = function() { + return 99999999; +}; + +Game_Party.prototype.steps = function() { + return this._steps; +}; + +Game_Party.prototype.increaseSteps = function() { + this._steps++; +}; + +Game_Party.prototype.numItems = function(item) { + var container = this.itemContainer(item); + return container ? container[item.id] || 0 : 0; +}; + +Game_Party.prototype.maxItems = function(item) { + return 99; +}; + +Game_Party.prototype.hasMaxItems = function(item) { + return this.numItems(item) >= this.maxItems(item); +}; + +Game_Party.prototype.hasItem = function(item, includeEquip) { + if (includeEquip === undefined) { + includeEquip = false; + } + if (this.numItems(item) > 0) { + return true; + } else if (includeEquip && this.isAnyMemberEquipped(item)) { + return true; + } else { + return false; + } +}; + +Game_Party.prototype.isAnyMemberEquipped = function(item) { + return this.members().some(function(actor) { + return actor.equips().contains(item); + }); +}; + +Game_Party.prototype.gainItem = function(item, amount, includeEquip) { + var container = this.itemContainer(item); + if (container) { + var lastNumber = this.numItems(item); + var newNumber = lastNumber + amount; + container[item.id] = newNumber.clamp(0, this.maxItems(item)); + if (container[item.id] === 0) { + delete container[item.id]; + } + if (includeEquip && newNumber < 0) { + this.discardMembersEquip(item, -newNumber); + } + $gameMap.requestRefresh(); + } +}; + +Game_Party.prototype.discardMembersEquip = function(item, amount) { + var n = amount; + this.members().forEach(function(actor) { + while (n > 0 && actor.isEquipped(item)) { + actor.discardEquip(item); + n--; + } + }); +}; + +Game_Party.prototype.loseItem = function(item, amount, includeEquip) { + this.gainItem(item, -amount, includeEquip); +}; + +Game_Party.prototype.consumeItem = function(item) { + if (DataManager.isItem(item) && item.consumable) { + this.loseItem(item, 1); + } +}; + +Game_Party.prototype.canUse = function(item) { + return this.members().some(function(actor) { + return actor.canUse(item); + }); +}; + +Game_Party.prototype.canInput = function() { + return this.members().some(function(actor) { + return actor.canInput(); + }); +}; + +Game_Party.prototype.isAllDead = function() { + if (Game_Unit.prototype.isAllDead.call(this)) { + return this.inBattle() || !this.isEmpty(); + } else { + return false; + } +}; + +Game_Party.prototype.onPlayerWalk = function() { + this.members().forEach(function(actor) { + return actor.onPlayerWalk(); + }); +}; + +Game_Party.prototype.menuActor = function() { + var actor = $gameActors.actor(this._menuActorId); + if (!this.members().contains(actor)) { + actor = this.members()[0]; + } + return actor; +}; + +Game_Party.prototype.setMenuActor = function(actor) { + this._menuActorId = actor.actorId(); +}; + +Game_Party.prototype.makeMenuActorNext = function() { + var index = this.members().indexOf(this.menuActor()); + if (index >= 0) { + index = (index + 1) % this.members().length; + this.setMenuActor(this.members()[index]); + } else { + this.setMenuActor(this.members()[0]); + } +}; + +Game_Party.prototype.makeMenuActorPrevious = function() { + var index = this.members().indexOf(this.menuActor()); + if (index >= 0) { + index = (index + this.members().length - 1) % this.members().length; + this.setMenuActor(this.members()[index]); + } else { + this.setMenuActor(this.members()[0]); + } +}; + +Game_Party.prototype.targetActor = function() { + var actor = $gameActors.actor(this._targetActorId); + if (!this.members().contains(actor)) { + actor = this.members()[0]; + } + return actor; +}; + +Game_Party.prototype.setTargetActor = function(actor) { + this._targetActorId = actor.actorId(); +}; + +Game_Party.prototype.lastItem = function() { + return this._lastItem.object(); +}; + +Game_Party.prototype.setLastItem = function(item) { + this._lastItem.setObject(item); +}; + +Game_Party.prototype.swapOrder = function(index1, index2) { + var temp = this._actors[index1]; + this._actors[index1] = this._actors[index2]; + this._actors[index2] = temp; + $gamePlayer.refresh(); +}; + +Game_Party.prototype.charactersForSavefile = function() { + return this.battleMembers().map(function(actor) { + return [actor.characterName(), actor.characterIndex()]; + }); +}; + +Game_Party.prototype.facesForSavefile = function() { + return this.battleMembers().map(function(actor) { + return [actor.faceName(), actor.faceIndex()]; + }); +}; + +Game_Party.prototype.partyAbility = function(abilityId) { + return this.battleMembers().some(function(actor) { + return actor.partyAbility(abilityId); + }); +}; + +Game_Party.prototype.hasEncounterHalf = function() { + return this.partyAbility(Game_Party.ABILITY_ENCOUNTER_HALF); +}; + +Game_Party.prototype.hasEncounterNone = function() { + return this.partyAbility(Game_Party.ABILITY_ENCOUNTER_NONE); +}; + +Game_Party.prototype.hasCancelSurprise = function() { + return this.partyAbility(Game_Party.ABILITY_CANCEL_SURPRISE); +}; + +Game_Party.prototype.hasRaisePreemptive = function() { + return this.partyAbility(Game_Party.ABILITY_RAISE_PREEMPTIVE); +}; + +Game_Party.prototype.hasGoldDouble = function() { + return this.partyAbility(Game_Party.ABILITY_GOLD_DOUBLE); +}; + +Game_Party.prototype.hasDropItemDouble = function() { + return this.partyAbility(Game_Party.ABILITY_DROP_ITEM_DOUBLE); +}; + +Game_Party.prototype.ratePreemptive = function(troopAgi) { + var rate = this.agility() >= troopAgi ? 0.05 : 0.03; + if (this.hasRaisePreemptive()) { + rate *= 4; + } + return rate; +}; + +Game_Party.prototype.rateSurprise = function(troopAgi) { + var rate = this.agility() >= troopAgi ? 0.03 : 0.05; + if (this.hasCancelSurprise()) { + rate = 0; + } + return rate; +}; + +Game_Party.prototype.performVictory = function() { + this.members().forEach(function(actor) { + actor.performVictory(); + }); +}; + +Game_Party.prototype.performEscape = function() { + this.members().forEach(function(actor) { + actor.performEscape(); + }); +}; + +Game_Party.prototype.removeBattleStates = function() { + this.members().forEach(function(actor) { + actor.removeBattleStates(); + }); +}; + +Game_Party.prototype.requestMotionRefresh = function() { + this.members().forEach(function(actor) { + actor.requestMotionRefresh(); + }); +}; + +//----------------------------------------------------------------------------- +// Game_Troop +// +// The game object class for a troop and the battle-related data. + +function Game_Troop() { + this.initialize.apply(this, arguments); +} + +Game_Troop.prototype = Object.create(Game_Unit.prototype); +Game_Troop.prototype.constructor = Game_Troop; + +Game_Troop.LETTER_TABLE_HALF = [ + ' A',' B',' C',' D',' E',' F',' G',' H',' I',' J',' K',' L',' M', + ' N',' O',' P',' Q',' R',' S',' T',' U',' V',' W',' X',' Y',' Z' +]; +Game_Troop.LETTER_TABLE_FULL = [ + 'A','B','C','D','E','F','G','H','I','J','K','L','M', + 'N','O','P','Q','R','S','T','U','V','W','X','Y','Z' +]; + +Game_Troop.prototype.initialize = function() { + Game_Unit.prototype.initialize.call(this); + this._interpreter = new Game_Interpreter(); + this.clear(); +}; + +Game_Troop.prototype.isEventRunning = function() { + return this._interpreter.isRunning(); +}; + +Game_Troop.prototype.updateInterpreter = function() { + this._interpreter.update(); +}; + +Game_Troop.prototype.turnCount = function() { + return this._turnCount; +}; + +Game_Troop.prototype.members = function() { + return this._enemies; +}; + +Game_Troop.prototype.clear = function() { + this._interpreter.clear(); + this._troopId = 0; + this._eventFlags = {}; + this._enemies = []; + this._turnCount = 0; + this._namesCount = {}; +}; + +Game_Troop.prototype.troop = function() { + return $dataTroops[this._troopId]; +}; + +Game_Troop.prototype.setup = function(troopId) { + this.clear(); + this._troopId = troopId; + this._enemies = []; + this.troop().members.forEach(function(member) { + if ($dataEnemies[member.enemyId]) { + var enemyId = member.enemyId; + var x = member.x; + var y = member.y; + var enemy = new Game_Enemy(enemyId, x, y); + if (member.hidden) { + enemy.hide(); + } + this._enemies.push(enemy); + } + }, this); + this.makeUniqueNames(); +}; + +Game_Troop.prototype.makeUniqueNames = function() { + var table = this.letterTable(); + this.members().forEach(function(enemy) { + if (enemy.isAlive() && enemy.isLetterEmpty()) { + var name = enemy.originalName(); + var n = this._namesCount[name] || 0; + enemy.setLetter(table[n % table.length]); + this._namesCount[name] = n + 1; + } + }, this); + this.members().forEach(function(enemy) { + var name = enemy.originalName(); + if (this._namesCount[name] >= 2) { + enemy.setPlural(true); + } + }, this); +}; + +Game_Troop.prototype.letterTable = function() { + return $gameSystem.isCJK() ? Game_Troop.LETTER_TABLE_FULL : + Game_Troop.LETTER_TABLE_HALF; +}; + +Game_Troop.prototype.enemyNames = function() { + var names = []; + this.members().forEach(function(enemy) { + var name = enemy.originalName(); + if (enemy.isAlive() && !names.contains(name)) { + names.push(name); + } + }); + return names; +}; + +Game_Troop.prototype.meetsConditions = function(page) { + var c = page.conditions; + if (!c.turnEnding && !c.turnValid && !c.enemyValid && + !c.actorValid && !c.switchValid) { + return false; // Conditions not set + } + if (c.turnEnding) { + if (!BattleManager.isTurnEnd()) { + return false; + } + } + if (c.turnValid) { + var n = this._turnCount; + var a = c.turnA; + var b = c.turnB; + if ((b === 0 && n !== a)) { + return false; + } + if ((b > 0 && (n < 1 || n < a || n % b !== a % b))) { + return false; + } + } + if (c.enemyValid) { + var enemy = $gameTroop.members()[c.enemyIndex]; + if (!enemy || enemy.hpRate() * 100 > c.enemyHp) { + return false; + } + } + if (c.actorValid) { + var actor = $gameActors.actor(c.actorId); + if (!actor || actor.hpRate() * 100 > c.actorHp) { + return false; + } + } + if (c.switchValid) { + if (!$gameSwitches.value(c.switchId)) { + return false; + } + } + return true; +}; + +Game_Troop.prototype.setupBattleEvent = function() { + if (!this._interpreter.isRunning()) { + if (this._interpreter.setupReservedCommonEvent()) { + return; + } + var pages = this.troop().pages; + for (var i = 0; i < pages.length; i++) { + var page = pages[i]; + if (this.meetsConditions(page) && !this._eventFlags[i]) { + this._interpreter.setup(page.list); + if (page.span <= 1) { + this._eventFlags[i] = true; + } + break; + } + } + } +}; + +Game_Troop.prototype.increaseTurn = function() { + var pages = this.troop().pages; + for (var i = 0; i < pages.length; i++) { + var page = pages[i]; + if (page.span === 1) { + this._eventFlags[i] = false; + } + } + this._turnCount++; +}; + +Game_Troop.prototype.expTotal = function() { + return this.deadMembers().reduce(function(r, enemy) { + return r + enemy.exp(); + }, 0); +}; + +Game_Troop.prototype.goldTotal = function() { + return this.deadMembers().reduce(function(r, enemy) { + return r + enemy.gold(); + }, 0) * this.goldRate(); +}; + +Game_Troop.prototype.goldRate = function() { + return $gameParty.hasGoldDouble() ? 2 : 1; +}; + +Game_Troop.prototype.makeDropItems = function() { + return this.deadMembers().reduce(function(r, enemy) { + return r.concat(enemy.makeDropItems()); + }, []); +}; + +//----------------------------------------------------------------------------- +// Game_Map +// +// The game object class for a map. It contains scrolling and passage +// determination functions. + +function Game_Map() { + this.initialize.apply(this, arguments); +} + +Game_Map.prototype.initialize = function() { + this._interpreter = new Game_Interpreter(); + this._mapId = 0; + this._tilesetId = 0; + this._events = []; + this._commonEvents = []; + this._vehicles = []; + this._displayX = 0; + this._displayY = 0; + this._nameDisplay = true; + this._scrollDirection = 2; + this._scrollRest = 0; + this._scrollSpeed = 4; + this._parallaxName = ''; + this._parallaxZero = false; + this._parallaxLoopX = false; + this._parallaxLoopY = false; + this._parallaxSx = 0; + this._parallaxSy = 0; + this._parallaxX = 0; + this._parallaxY = 0; + this._battleback1Name = null; + this._battleback2Name = null; + this.createVehicles(); +}; + +Game_Map.prototype.setup = function(mapId) { + if (!$dataMap) { + throw new Error('The map data is not available'); + } + this._mapId = mapId; + this._tilesetId = $dataMap.tilesetId; + this._displayX = 0; + this._displayY = 0; + this.refereshVehicles(); + this.setupEvents(); + this.setupScroll(); + this.setupParallax(); + this.setupBattleback(); + this._needsRefresh = false; +}; + +Game_Map.prototype.isEventRunning = function() { + return this._interpreter.isRunning() || this.isAnyEventStarting(); +}; + +Game_Map.prototype.tileWidth = function() { + return 48; +}; + +Game_Map.prototype.tileHeight = function() { + return 48; +}; + +Game_Map.prototype.mapId = function() { + return this._mapId; +}; + +Game_Map.prototype.tilesetId = function() { + return this._tilesetId; +}; + +Game_Map.prototype.displayX = function() { + return this._displayX; +}; + +Game_Map.prototype.displayY = function() { + return this._displayY; +}; + +Game_Map.prototype.parallaxName = function() { + return this._parallaxName; +}; + +Game_Map.prototype.battleback1Name = function() { + return this._battleback1Name; +}; + +Game_Map.prototype.battleback2Name = function() { + return this._battleback2Name; +}; + +Game_Map.prototype.requestRefresh = function(mapId) { + this._needsRefresh = true; +}; + +Game_Map.prototype.isNameDisplayEnabled = function() { + return this._nameDisplay; +}; + +Game_Map.prototype.disableNameDisplay = function() { + this._nameDisplay = false; +}; + +Game_Map.prototype.enableNameDisplay = function() { + this._nameDisplay = true; +}; + +Game_Map.prototype.createVehicles = function() { + this._vehicles = []; + this._vehicles[0] = new Game_Vehicle('boat'); + this._vehicles[1] = new Game_Vehicle('ship'); + this._vehicles[2] = new Game_Vehicle('airship'); +}; + +Game_Map.prototype.refereshVehicles = function() { + this._vehicles.forEach(function(vehicle) { + vehicle.refresh(); + }); +}; + +Game_Map.prototype.vehicles = function() { + return this._vehicles; +}; + +Game_Map.prototype.vehicle = function(type) { + if (type === 0 || type === 'boat') { + return this.boat(); + } else if (type === 1 || type === 'ship') { + return this.ship(); + } else if (type === 2 || type === 'airship') { + return this.airship(); + } else { + return null; + } +}; + +Game_Map.prototype.boat = function() { + return this._vehicles[0]; +}; + +Game_Map.prototype.ship = function() { + return this._vehicles[1]; +}; + +Game_Map.prototype.airship = function() { + return this._vehicles[2]; +}; + +Game_Map.prototype.setupEvents = function() { + this._events = []; + for (var i = 0; i < $dataMap.events.length; i++) { + if ($dataMap.events[i]) { + this._events[i] = new Game_Event(this._mapId, i); + } + } + this._commonEvents = this.parallelCommonEvents().map(function(commonEvent) { + return new Game_CommonEvent(commonEvent.id); + }); + this.refreshTileEvents(); +}; + +Game_Map.prototype.events = function() { + return this._events.filter(function(event) { + return !!event; + }); +}; + +Game_Map.prototype.event = function(eventId) { + return this._events[eventId]; +}; + +Game_Map.prototype.eraseEvent = function(eventId) { + this._events[eventId].erase(); +}; + +Game_Map.prototype.parallelCommonEvents = function() { + return $dataCommonEvents.filter(function(commonEvent) { + return commonEvent && commonEvent.trigger === 2; + }); +}; + +Game_Map.prototype.setupScroll = function() { + this._scrollDirection = 2; + this._scrollRest = 0; + this._scrollSpeed = 4; +}; + +Game_Map.prototype.setupParallax = function() { + this._parallaxName = $dataMap.parallaxName || ''; + this._parallaxZero = ImageManager.isZeroParallax(this._parallaxName); + this._parallaxLoopX = $dataMap.parallaxLoopX; + this._parallaxLoopY = $dataMap.parallaxLoopY; + this._parallaxSx = $dataMap.parallaxSx; + this._parallaxSy = $dataMap.parallaxSy; + this._parallaxX = 0; + this._parallaxY = 0; +}; + +Game_Map.prototype.setupBattleback = function() { + if ($dataMap.specifyBattleback) { + this._battleback1Name = $dataMap.battleback1Name; + this._battleback2Name = $dataMap.battleback2Name; + } else { + this._battleback1Name = null; + this._battleback2Name = null; + } +}; + +Game_Map.prototype.setDisplayPos = function(x, y) { + if (this.isLoopHorizontal()) { + this._displayX = x.mod(this.width()); + this._parallaxX = x; + } else { + var endX = this.width() - this.screenTileX(); + this._displayX = endX < 0 ? endX / 2 : x.clamp(0, endX); + this._parallaxX = this._displayX; + } + if (this.isLoopVertical()) { + this._displayY = y.mod(this.height()); + this._parallaxY = y; + } else { + var endY = this.height() - this.screenTileY(); + this._displayY = endY < 0 ? endY / 2 : y.clamp(0, endY); + this._parallaxY = this._displayY; + } +}; + +Game_Map.prototype.parallaxOx = function() { + if (this._parallaxZero) { + return this._parallaxX * this.tileWidth(); + } else if (this._parallaxLoopX) { + return this._parallaxX * this.tileWidth() / 2; + } else { + return 0; + } +}; + +Game_Map.prototype.parallaxOy = function() { + if (this._parallaxZero) { + return this._parallaxY * this.tileHeight(); + } else if (this._parallaxLoopY) { + return this._parallaxY * this.tileHeight() / 2; + } else { + return 0; + } +}; + +Game_Map.prototype.tileset = function() { + return $dataTilesets[this._tilesetId]; +}; + +Game_Map.prototype.tilesetFlags = function() { + var tileset = this.tileset(); + if (tileset) { + return tileset.flags; + } else { + return []; + } +}; + +Game_Map.prototype.displayName = function() { + return $dataMap.displayName; +}; + +Game_Map.prototype.width = function() { + return $dataMap.width; +}; + +Game_Map.prototype.height = function() { + return $dataMap.height; +}; + +Game_Map.prototype.data = function() { + return $dataMap.data; +}; + +Game_Map.prototype.isLoopHorizontal = function() { + return $dataMap.scrollType === 2 || $dataMap.scrollType === 3; +}; + +Game_Map.prototype.isLoopVertical = function() { + return $dataMap.scrollType === 1 || $dataMap.scrollType === 3; +}; + +Game_Map.prototype.isDashDisabled = function() { + return $dataMap.disableDashing; +}; + +Game_Map.prototype.encounterList = function() { + return $dataMap.encounterList; +}; + +Game_Map.prototype.encounterStep = function() { + return $dataMap.encounterStep; +}; + +Game_Map.prototype.isOverworld = function() { + return this.tileset() && this.tileset().mode === 0; +}; + +Game_Map.prototype.screenTileX = function() { + return Graphics.width / this.tileWidth(); +}; + +Game_Map.prototype.screenTileY = function() { + return Graphics.height / this.tileHeight(); +}; + +Game_Map.prototype.adjustX = function(x) { + if (this.isLoopHorizontal() && x < this._displayX - + (this.width() - this.screenTileX()) / 2) { + return x - this._displayX + $dataMap.width; + } else { + return x - this._displayX; + } +}; + +Game_Map.prototype.adjustY = function(y) { + if (this.isLoopVertical() && y < this._displayY - + (this.height() - this.screenTileY()) / 2) { + return y - this._displayY + $dataMap.height; + } else { + return y - this._displayY; + } +}; + +Game_Map.prototype.roundX = function(x) { + return this.isLoopHorizontal() ? x.mod(this.width()) : x; +}; + +Game_Map.prototype.roundY = function(y) { + return this.isLoopVertical() ? y.mod(this.height()) : y; +}; + +Game_Map.prototype.xWithDirection = function(x, d) { + return x + (d === 6 ? 1 : d === 4 ? -1 : 0); +}; + +Game_Map.prototype.yWithDirection = function(y, d) { + return y + (d === 2 ? 1 : d === 8 ? -1 : 0); +}; + +Game_Map.prototype.roundXWithDirection = function(x, d) { + return this.roundX(x + (d === 6 ? 1 : d === 4 ? -1 : 0)); +}; + +Game_Map.prototype.roundYWithDirection = function(y, d) { + return this.roundY(y + (d === 2 ? 1 : d === 8 ? -1 : 0)); +}; + +Game_Map.prototype.deltaX = function(x1, x2) { + var result = x1 - x2; + if (this.isLoopHorizontal() && Math.abs(result) > this.width() / 2) { + if (result < 0) { + result += this.width(); + } else { + result -= this.width(); + } + } + return result; +}; + +Game_Map.prototype.deltaY = function(y1, y2) { + var result = y1 - y2; + if (this.isLoopVertical() && Math.abs(result) > this.height() / 2) { + if (result < 0) { + result += this.height(); + } else { + result -= this.height(); + } + } + return result; +}; + +Game_Map.prototype.distance = function(x1, y1, x2, y2) { + return Math.abs(this.deltaX(x1, x2)) + Math.abs(this.deltaY(y1, y2)); +}; + +Game_Map.prototype.canvasToMapX = function(x) { + var tileWidth = this.tileWidth(); + var originX = this._displayX * tileWidth; + var mapX = Math.floor((originX + x) / tileWidth); + return this.roundX(mapX); +}; + +Game_Map.prototype.canvasToMapY = function(y) { + var tileHeight = this.tileHeight(); + var originY = this._displayY * tileHeight; + var mapY = Math.floor((originY + y) / tileHeight); + return this.roundY(mapY); +}; + +Game_Map.prototype.autoplay = function() { + if ($dataMap.autoplayBgm) { + if ($gamePlayer.isInVehicle()) { + $gameSystem.saveWalkingBgm2(); + } else { + AudioManager.playBgm($dataMap.bgm); + } + } + if ($dataMap.autoplayBgs) { + AudioManager.playBgs($dataMap.bgs); + } +}; + +Game_Map.prototype.refreshIfNeeded = function() { + if (this._needsRefresh) { + this.refresh(); + } +}; + +Game_Map.prototype.refresh = function() { + this.events().forEach(function(event) { + event.refresh(); + }); + this._commonEvents.forEach(function(event) { + event.refresh(); + }); + this.refreshTileEvents(); + this._needsRefresh = false; +}; + +Game_Map.prototype.refreshTileEvents = function() { + this.tileEvents = this.events().filter(function(event) { + return event.isTile(); + }); +}; + +Game_Map.prototype.eventsXy = function(x, y) { + return this.events().filter(function(event) { + return event.pos(x, y); + }); +}; + +Game_Map.prototype.eventsXyNt = function(x, y) { + return this.events().filter(function(event) { + return event.posNt(x, y); + }); +}; + +Game_Map.prototype.tileEventsXy = function(x, y) { + return this.tileEvents.filter(function(event) { + return event.posNt(x, y); + }); +}; + +Game_Map.prototype.eventIdXy = function(x, y) { + var list = this.eventsXy(x, y); + return list.length === 0 ? 0 : list[0].eventId(); +}; + +Game_Map.prototype.scrollDown = function(distance) { + if (this.isLoopVertical()) { + this._displayY += distance; + this._displayY %= $dataMap.height; + if (this._parallaxLoopY) { + this._parallaxY += distance; + } + } else if (this.height() >= this.screenTileY()) { + var lastY = this._displayY; + this._displayY = Math.min(this._displayY + distance, + this.height() - this.screenTileY()); + this._parallaxY += this._displayY - lastY; + } +}; + +Game_Map.prototype.scrollLeft = function(distance) { + if (this.isLoopHorizontal()) { + this._displayX += $dataMap.width - distance; + this._displayX %= $dataMap.width; + if (this._parallaxLoopX) { + this._parallaxX -= distance; + } + } else if (this.width() >= this.screenTileX()) { + var lastX = this._displayX; + this._displayX = Math.max(this._displayX - distance, 0); + this._parallaxX += this._displayX - lastX; + } +}; + +Game_Map.prototype.scrollRight = function(distance) { + if (this.isLoopHorizontal()) { + this._displayX += distance; + this._displayX %= $dataMap.width; + if (this._parallaxLoopX) { + this._parallaxX += distance; + } + } else if (this.width() >= this.screenTileX()) { + var lastX = this._displayX; + this._displayX = Math.min(this._displayX + distance, + this.width() - this.screenTileX()); + this._parallaxX += this._displayX - lastX; + } +}; + +Game_Map.prototype.scrollUp = function(distance) { + if (this.isLoopVertical()) { + this._displayY += $dataMap.height - distance; + this._displayY %= $dataMap.height; + if (this._parallaxLoopY) { + this._parallaxY -= distance; + } + } else if (this.height() >= this.screenTileY()) { + var lastY = this._displayY; + this._displayY = Math.max(this._displayY - distance, 0); + this._parallaxY += this._displayY - lastY; + } +}; + +Game_Map.prototype.isValid = function(x, y) { + return x >= 0 && x < this.width() && y >= 0 && y < this.height(); +}; + +Game_Map.prototype.checkPassage = function(x, y, bit) { + var flags = this.tilesetFlags(); + var tiles = this.allTiles(x, y); + for (var i = 0; i < tiles.length; i++) { + var flag = flags[tiles[i]]; + if ((flag & 0x10) !== 0) // [*] No effect on passage + continue; + if ((flag & bit) === 0) // [o] Passable + return true; + if ((flag & bit) === bit) // [x] Impassable + return false; + } + return false; +}; + +Game_Map.prototype.tileId = function(x, y, z) { + var width = $dataMap.width; + var height = $dataMap.height; + return $dataMap.data[(z * height + y) * width + x] || 0; +}; + +Game_Map.prototype.layeredTiles = function(x, y) { + var tiles = []; + for (var i = 0; i < 4; i++) { + tiles.push(this.tileId(x, y, 3 - i)); + } + return tiles; +}; + +Game_Map.prototype.allTiles = function(x, y) { + var tiles = this.tileEventsXy(x, y).map(function(event) { + return event.tileId(); + }); + return tiles.concat(this.layeredTiles(x, y)); +}; + +Game_Map.prototype.autotileType = function(x, y, z) { + var tileId = this.tileId(x, y, z); + return tileId >= 2048 ? Math.floor((tileId - 2048) / 48) : -1; +}; + +Game_Map.prototype.isPassable = function(x, y, d) { + return this.checkPassage(x, y, (1 << (d / 2 - 1)) & 0x0f); +}; + +Game_Map.prototype.isBoatPassable = function(x, y) { + return this.checkPassage(x, y, 0x0200); +}; + +Game_Map.prototype.isShipPassable = function(x, y) { + return this.checkPassage(x, y, 0x0400); +}; + +Game_Map.prototype.isAirshipLandOk = function(x, y) { + return this.checkPassage(x, y, 0x0800) && this.checkPassage(x, y, 0x0f); +}; + +Game_Map.prototype.checkLayeredTilesFlags = function(x, y, bit) { + var flags = this.tilesetFlags(); + return this.layeredTiles(x, y).some(function(tileId) { + return (flags[tileId] & bit) !== 0; + }); +}; + +Game_Map.prototype.isLadder = function(x, y) { + return this.isValid(x, y) && this.checkLayeredTilesFlags(x, y, 0x20); +}; + +Game_Map.prototype.isBush = function(x, y) { + return this.isValid(x, y) && this.checkLayeredTilesFlags(x, y, 0x40); +}; + +Game_Map.prototype.isCounter = function(x, y) { + return this.isValid(x, y) && this.checkLayeredTilesFlags(x, y, 0x80); +}; + +Game_Map.prototype.isDamageFloor = function(x, y) { + return this.isValid(x, y) && this.checkLayeredTilesFlags(x, y, 0x100); +}; + +Game_Map.prototype.terrainTag = function(x, y) { + if (this.isValid(x, y)) { + var flags = this.tilesetFlags(); + var tiles = this.layeredTiles(x, y); + for (var i = 0; i < tiles.length; i++) { + var tag = flags[tiles[i]] >> 12; + if (tag > 0) { + return tag; + } + } + } + return 0; +}; + +Game_Map.prototype.regionId = function(x, y) { + return this.isValid(x, y) ? this.tileId(x, y, 5) : 0; +}; + +Game_Map.prototype.startScroll = function(direction, distance, speed) { + this._scrollDirection = direction; + this._scrollRest = distance; + this._scrollSpeed = speed; +}; + +Game_Map.prototype.isScrolling = function() { + return this._scrollRest > 0; +}; + +Game_Map.prototype.update = function(sceneActive) { + this.refreshIfNeeded(); + if (sceneActive) { + this.updateInterpreter(); + } + this.updateScroll(); + this.updateEvents(); + this.updateVehicles(); + this.updateParallax(); +}; + +Game_Map.prototype.updateScroll = function() { + if (this.isScrolling()) { + var lastX = this._displayX; + var lastY = this._displayY; + this.doScroll(this._scrollDirection, this.scrollDistance()); + if (this._displayX === lastX && this._displayY === lastY) { + this._scrollRest = 0; + } else { + this._scrollRest -= this.scrollDistance(); + } + } +}; + +Game_Map.prototype.scrollDistance = function() { + return Math.pow(2, this._scrollSpeed) / 256; +}; + +Game_Map.prototype.doScroll = function(direction, distance) { + switch (direction) { + case 2: + this.scrollDown(distance); + break; + case 4: + this.scrollLeft(distance); + break; + case 6: + this.scrollRight(distance); + break; + case 8: + this.scrollUp(distance); + break; + } +}; + +Game_Map.prototype.updateEvents = function() { + this.events().forEach(function(event) { + event.update(); + }); + this._commonEvents.forEach(function(event) { + event.update(); + }); +}; + +Game_Map.prototype.updateVehicles = function() { + this._vehicles.forEach(function(vehicle) { + vehicle.update(); + }); +}; + +Game_Map.prototype.updateParallax = function() { + if (this._parallaxLoopX) { + this._parallaxX += this._parallaxSx / this.tileWidth() / 2; + } + if (this._parallaxLoopY) { + this._parallaxY += this._parallaxSy / this.tileHeight() / 2; + } +}; + +Game_Map.prototype.changeTileset = function(tilesetId) { + this._tilesetId = tilesetId; + this.refresh(); +}; + +Game_Map.prototype.changeBattleback = function(battleback1Name, battleback2Name) { + this._battleback1Name = battleback1Name; + this._battleback2Name = battleback2Name; +}; + +Game_Map.prototype.changeParallax = function(name, loopX, loopY, sx, sy) { + this._parallaxName = name; + this._parallaxZero = ImageManager.isZeroParallax(this._parallaxName); + if (this._parallaxLoopX && !loopX) { + this._parallaxX = 0; + } + if (this._parallaxLoopY && !loopY) { + this._parallaxY = 0; + } + this._parallaxLoopX = loopX; + this._parallaxLoopY = loopY; + this._parallaxSx = sx; + this._parallaxSy = sy; +}; + +Game_Map.prototype.updateInterpreter = function() { + for (;;) { + this._interpreter.update(); + if (this._interpreter.isRunning()) { + return; + } + if (this._interpreter.eventId() > 0) { + this.unlockEvent(this._interpreter.eventId()); + this._interpreter.clear(); + } + if (!this.setupStartingEvent()) { + return; + } + } +}; + +Game_Map.prototype.unlockEvent = function(eventId) { + if (this._events[eventId]) { + this._events[eventId].unlock(); + } +}; + +Game_Map.prototype.setupStartingEvent = function() { + this.refreshIfNeeded(); + if (this._interpreter.setupReservedCommonEvent()) { + return true; + } + if (this.setupTestEvent()) { + return true; + } + if (this.setupStartingMapEvent()) { + return true; + } + if (this.setupAutorunCommonEvent()) { + return true; + } + return false; +}; + +Game_Map.prototype.setupTestEvent = function() { + if ($testEvent) { + this._interpreter.setup($testEvent, 0); + $testEvent = null; + return true; + } + return false; +}; + +Game_Map.prototype.setupStartingMapEvent = function() { + var events = this.events(); + for (var i = 0; i < events.length; i++) { + var event = events[i]; + if (event.isStarting()) { + event.clearStartingFlag(); + this._interpreter.setup(event.list(), event.eventId()); + return true; + } + } + return false; +}; + +Game_Map.prototype.setupAutorunCommonEvent = function() { + for (var i = 0; i < $dataCommonEvents.length; i++) { + var event = $dataCommonEvents[i]; + if (event && event.trigger === 1 && $gameSwitches.value(event.switchId)) { + this._interpreter.setup(event.list); + return true; + } + } + return false; +}; + +Game_Map.prototype.isAnyEventStarting = function() { + return this.events().some(function(event) { + return event.isStarting(); + }); +}; + +//----------------------------------------------------------------------------- +// Game_CommonEvent +// +// The game object class for a common event. It contains functionality for +// running parallel process events. + +function Game_CommonEvent() { + this.initialize.apply(this, arguments); +} + +Game_CommonEvent.prototype.initialize = function(commonEventId) { + this._commonEventId = commonEventId; + this.refresh(); +}; + +Game_CommonEvent.prototype.event = function() { + return $dataCommonEvents[this._commonEventId]; +}; + +Game_CommonEvent.prototype.list = function() { + return this.event().list; +}; + +Game_CommonEvent.prototype.refresh = function() { + if (this.isActive()) { + if (!this._interpreter) { + this._interpreter = new Game_Interpreter(); + } + } else { + this._interpreter = null; + } +}; + +Game_CommonEvent.prototype.isActive = function() { + var event = this.event(); + return event.trigger === 2 && $gameSwitches.value(event.switchId); +}; + +Game_CommonEvent.prototype.update = function() { + if (this._interpreter) { + if (!this._interpreter.isRunning()) { + this._interpreter.setup(this.list()); + } + this._interpreter.update(); + } +}; + +//----------------------------------------------------------------------------- +// Game_CharacterBase +// +// The superclass of Game_Character. It handles basic information, such as +// coordinates and images, shared by all characters. + +function Game_CharacterBase() { + this.initialize.apply(this, arguments); +} + +Object.defineProperties(Game_CharacterBase.prototype, { + x: { get: function() { return this._x; }, configurable: true }, + y: { get: function() { return this._y; }, configurable: true } +}); + +Game_CharacterBase.prototype.initialize = function() { + this.initMembers(); +}; + +Game_CharacterBase.prototype.initMembers = function() { + this._x = 0; + this._y = 0; + this._realX = 0; + this._realY = 0; + this._moveSpeed = 4; + this._moveFrequency = 6; + this._opacity = 255; + this._blendMode = 0; + this._direction = 2; + this._pattern = 1; + this._priorityType = 1; + this._tileId = 0; + this._characterName = ''; + this._characterIndex = 0; + this._isObjectCharacter = false; + this._walkAnime = true; + this._stepAnime = false; + this._directionFix = false; + this._through = false; + this._transparent = false; + this._bushDepth = 0; + this._animationId = 0; + this._balloonId = 0; + this._animationPlaying = false; + this._balloonPlaying = false; + this._animationCount = 0; + this._stopCount = 0; + this._jumpCount = 0; + this._jumpPeak = 0; + this._movementSuccess = true; +}; + +Game_CharacterBase.prototype.pos = function(x, y) { + return this._x === x && this._y === y; +}; + +Game_CharacterBase.prototype.posNt = function(x, y) { + // No through + return this.pos(x, y) && !this.isThrough(); +}; + +Game_CharacterBase.prototype.moveSpeed = function() { + return this._moveSpeed; +}; + +Game_CharacterBase.prototype.setMoveSpeed = function(moveSpeed) { + this._moveSpeed = moveSpeed; +}; + +Game_CharacterBase.prototype.moveFrequency = function() { + return this._moveFrequency; +}; + +Game_CharacterBase.prototype.setMoveFrequency = function(moveFrequency) { + this._moveFrequency = moveFrequency; +}; + +Game_CharacterBase.prototype.opacity = function() { + return this._opacity; +}; + +Game_CharacterBase.prototype.setOpacity = function(opacity) { + this._opacity = opacity; +}; + +Game_CharacterBase.prototype.blendMode = function() { + return this._blendMode; +}; + +Game_CharacterBase.prototype.setBlendMode = function(blendMode) { + this._blendMode = blendMode; +}; + +Game_CharacterBase.prototype.isNormalPriority = function() { + return this._priorityType === 1; +}; + +Game_CharacterBase.prototype.setPriorityType = function(priorityType) { + this._priorityType = priorityType; +}; + +Game_CharacterBase.prototype.isMoving = function() { + return this._realX !== this._x || this._realY !== this._y; +}; + +Game_CharacterBase.prototype.isJumping = function() { + return this._jumpCount > 0; +}; + +Game_CharacterBase.prototype.jumpHeight = function() { + return (this._jumpPeak * this._jumpPeak - + Math.pow(Math.abs(this._jumpCount - this._jumpPeak), 2)) / 2; +}; + +Game_CharacterBase.prototype.isStopping = function() { + return !this.isMoving() && !this.isJumping(); +}; + +Game_CharacterBase.prototype.checkStop = function(threshold) { + return this._stopCount > threshold; +}; + +Game_CharacterBase.prototype.resetStopCount = function() { + this._stopCount = 0; +}; + +Game_CharacterBase.prototype.realMoveSpeed = function() { + return this._moveSpeed + (this.isDashing() ? 1 : 0); +}; + +Game_CharacterBase.prototype.distancePerFrame = function() { + return Math.pow(2, this.realMoveSpeed()) / 256; +}; + +Game_CharacterBase.prototype.isDashing = function() { + return false; +}; + +Game_CharacterBase.prototype.isDebugThrough = function() { + return false; +}; + +Game_CharacterBase.prototype.straighten = function() { + if (this.hasWalkAnime() || this.hasStepAnime()) { + this._pattern = 1; + } + this._animationCount = 0; +}; + +Game_CharacterBase.prototype.reverseDir = function(d) { + return 10 - d; +}; + +Game_CharacterBase.prototype.canPass = function(x, y, d) { + var x2 = $gameMap.roundXWithDirection(x, d); + var y2 = $gameMap.roundYWithDirection(y, d); + if (!$gameMap.isValid(x2, y2)) { + return false; + } + if (this.isThrough() || this.isDebugThrough()) { + return true; + } + if (!this.isMapPassable(x, y, d)) { + return false; + } + if (this.isCollidedWithCharacters(x2, y2)) { + return false; + } + return true; +}; + +Game_CharacterBase.prototype.canPassDiagonally = function(x, y, horz, vert) { + var x2 = $gameMap.roundXWithDirection(x, horz); + var y2 = $gameMap.roundYWithDirection(y, vert); + if (this.canPass(x, y, vert) && this.canPass(x, y2, horz)) { + return true; + } + if (this.canPass(x, y, horz) && this.canPass(x2, y, vert)) { + return true; + } + return false; +}; + +Game_CharacterBase.prototype.isMapPassable = function(x, y, d) { + var x2 = $gameMap.roundXWithDirection(x, d); + var y2 = $gameMap.roundYWithDirection(y, d); + var d2 = this.reverseDir(d); + return $gameMap.isPassable(x, y, d) && $gameMap.isPassable(x2, y2, d2); +}; + +Game_CharacterBase.prototype.isCollidedWithCharacters = function(x, y) { + return this.isCollidedWithEvents(x, y) || this.isCollidedWithVehicles(x, y); +}; + +Game_CharacterBase.prototype.isCollidedWithEvents = function(x, y) { + var events = $gameMap.eventsXyNt(x, y); + return events.some(function(event) { + return event.isNormalPriority(); + }); +}; + +Game_CharacterBase.prototype.isCollidedWithVehicles = function(x, y) { + return $gameMap.boat().posNt(x, y) || $gameMap.ship().posNt(x, y); +}; + +Game_CharacterBase.prototype.setPosition = function(x, y) { + this._x = Math.round(x); + this._y = Math.round(y); + this._realX = x; + this._realY = y; +}; + +Game_CharacterBase.prototype.copyPosition = function(character) { + this._x = character._x; + this._y = character._y; + this._realX = character._realX; + this._realY = character._realY; + this._direction = character._direction; +}; + +Game_CharacterBase.prototype.locate = function(x, y) { + this.setPosition(x, y); + this.straighten(); + this.refreshBushDepth(); +}; + +Game_CharacterBase.prototype.direction = function() { + return this._direction; +}; + +Game_CharacterBase.prototype.setDirection = function(d) { + if (!this.isDirectionFixed() && d) { + this._direction = d; + } + this.resetStopCount(); +}; + +Game_CharacterBase.prototype.isTile = function() { + return this._tileId > 0 && this._priorityType === 0; +}; + +Game_CharacterBase.prototype.isObjectCharacter = function() { + return this._isObjectCharacter; +}; + +Game_CharacterBase.prototype.shiftY = function() { + return this.isObjectCharacter() ? 0 : 6; +}; + +Game_CharacterBase.prototype.scrolledX = function() { + return $gameMap.adjustX(this._realX); +}; + +Game_CharacterBase.prototype.scrolledY = function() { + return $gameMap.adjustY(this._realY); +}; + +Game_CharacterBase.prototype.screenX = function() { + var tw = $gameMap.tileWidth(); + return Math.round(this.scrolledX() * tw + tw / 2); +}; + +Game_CharacterBase.prototype.screenY = function() { + var th = $gameMap.tileHeight(); + return Math.round(this.scrolledY() * th + th - + this.shiftY() - this.jumpHeight()); +}; + +Game_CharacterBase.prototype.screenZ = function() { + return this._priorityType * 2 + 1; +}; + +Game_CharacterBase.prototype.isNearTheScreen = function() { + var gw = Graphics.width; + var gh = Graphics.height; + var tw = $gameMap.tileWidth(); + var th = $gameMap.tileHeight(); + var px = this.scrolledX() * tw + tw / 2 - gw / 2; + var py = this.scrolledY() * th + th / 2 - gh / 2; + return px >= -gw && px <= gw && py >= -gh && py <= gh; +}; + +Game_CharacterBase.prototype.update = function() { + if (this.isStopping()) { + this.updateStop(); + } + if (this.isJumping()) { + this.updateJump(); + } else if (this.isMoving()) { + this.updateMove(); + } + this.updateAnimation(); +}; + +Game_CharacterBase.prototype.updateStop = function() { + this._stopCount++; +}; + +Game_CharacterBase.prototype.updateJump = function() { + this._jumpCount--; + this._realX = (this._realX * this._jumpCount + this._x) / (this._jumpCount + 1.0); + this._realY = (this._realY * this._jumpCount + this._y) / (this._jumpCount + 1.0); + this.refreshBushDepth(); + if (this._jumpCount === 0) { + this._realX = this._x = $gameMap.roundX(this._x); + this._realY = this._y = $gameMap.roundY(this._y); + } +}; + +Game_CharacterBase.prototype.updateMove = function() { + if (this._x < this._realX) { + this._realX = Math.max(this._realX - this.distancePerFrame(), this._x); + } + if (this._x > this._realX) { + this._realX = Math.min(this._realX + this.distancePerFrame(), this._x); + } + if (this._y < this._realY) { + this._realY = Math.max(this._realY - this.distancePerFrame(), this._y); + } + if (this._y > this._realY) { + this._realY = Math.min(this._realY + this.distancePerFrame(), this._y); + } + if (!this.isMoving()) { + this.refreshBushDepth(); + } +}; + +Game_CharacterBase.prototype.updateAnimation = function() { + this.updateAnimationCount(); + if (this._animationCount >= this.animationWait()) { + this.updatePattern(); + this._animationCount = 0; + } +}; + +Game_CharacterBase.prototype.animationWait = function() { + return (9 - this.realMoveSpeed()) * 3; +}; + +Game_CharacterBase.prototype.updateAnimationCount = function() { + if (this.isMoving() && this.hasWalkAnime()) { + this._animationCount += 1.5; + } else if (this.hasStepAnime() || !this.isOriginalPattern()) { + this._animationCount++; + } +}; + +Game_CharacterBase.prototype.updatePattern = function() { + if (!this.hasStepAnime() && this._stopCount > 0) { + this.resetPattern(); + } else { + this._pattern = (this._pattern + 1) % this.maxPattern(); + } +}; + +Game_CharacterBase.prototype.maxPattern = function() { + return 4; +}; + +Game_CharacterBase.prototype.pattern = function() { + return this._pattern < 3 ? this._pattern : 1; +}; + +Game_CharacterBase.prototype.setPattern = function(pattern) { + this._pattern = pattern; +}; + +Game_CharacterBase.prototype.isOriginalPattern = function() { + return this.pattern() === 1; +}; + +Game_CharacterBase.prototype.resetPattern = function() { + this.setPattern(1); +}; + +Game_CharacterBase.prototype.refreshBushDepth = function() { + if (this.isNormalPriority() && !this.isObjectCharacter() && + this.isOnBush() && !this.isJumping()) { + if (!this.isMoving()) { + this._bushDepth = 12; + } + } else { + this._bushDepth = 0; + } +}; + +Game_CharacterBase.prototype.isOnLadder = function() { + return $gameMap.isLadder(this._x, this._y); +}; + +Game_CharacterBase.prototype.isOnBush = function() { + return $gameMap.isBush(this._x, this._y); +}; + +Game_CharacterBase.prototype.terrainTag = function() { + return $gameMap.terrainTag(this._x, this._y); +}; + +Game_CharacterBase.prototype.regionId = function() { + return $gameMap.regionId(this._x, this._y); +}; + +Game_CharacterBase.prototype.increaseSteps = function() { + if (this.isOnLadder()) { + this.setDirection(8); + } + this.resetStopCount(); + this.refreshBushDepth(); +}; + +Game_CharacterBase.prototype.tileId = function() { + return this._tileId; +}; + +Game_CharacterBase.prototype.characterName = function() { + return this._characterName; +}; + +Game_CharacterBase.prototype.characterIndex = function() { + return this._characterIndex; +}; + +Game_CharacterBase.prototype.setImage = function(characterName, characterIndex) { + this._tileId = 0; + this._characterName = characterName; + this._characterIndex = characterIndex; + this._isObjectCharacter = ImageManager.isObjectCharacter(characterName); +}; + +Game_CharacterBase.prototype.setTileImage = function(tileId) { + this._tileId = tileId; + this._characterName = ''; + this._characterIndex = 0; + this._isObjectCharacter = true; +}; + +Game_CharacterBase.prototype.checkEventTriggerTouchFront = function(d) { + var x2 = $gameMap.roundXWithDirection(this._x, d); + var y2 = $gameMap.roundYWithDirection(this._y, d); + this.checkEventTriggerTouch(x2, y2); +}; + +Game_CharacterBase.prototype.checkEventTriggerTouch = function(x, y) { + return false; +}; + +Game_CharacterBase.prototype.isMovementSucceeded = function(x, y) { + return this._movementSuccess; +}; + +Game_CharacterBase.prototype.setMovementSuccess = function(success) { + this._movementSuccess = success; +}; + +Game_CharacterBase.prototype.moveStraight = function(d) { + this.setMovementSuccess(this.canPass(this._x, this._y, d)); + if (this.isMovementSucceeded()) { + this.setDirection(d); + this._x = $gameMap.roundXWithDirection(this._x, d); + this._y = $gameMap.roundYWithDirection(this._y, d); + this._realX = $gameMap.xWithDirection(this._x, this.reverseDir(d)); + this._realY = $gameMap.yWithDirection(this._y, this.reverseDir(d)); + this.increaseSteps(); + } else { + this.setDirection(d); + this.checkEventTriggerTouchFront(d); + } +}; + +Game_CharacterBase.prototype.moveDiagonally = function(horz, vert) { + this.setMovementSuccess(this.canPassDiagonally(this._x, this._y, horz, vert)); + if (this.isMovementSucceeded()) { + this._x = $gameMap.roundXWithDirection(this._x, horz); + this._y = $gameMap.roundYWithDirection(this._y, vert); + this._realX = $gameMap.xWithDirection(this._x, this.reverseDir(horz)); + this._realY = $gameMap.yWithDirection(this._y, this.reverseDir(vert)); + this.increaseSteps(); + } + if (this._direction === this.reverseDir(horz)) { + this.setDirection(horz); + } + if (this._direction === this.reverseDir(vert)) { + this.setDirection(vert); + } +}; + +Game_CharacterBase.prototype.jump = function(xPlus, yPlus) { + if (Math.abs(xPlus) > Math.abs(yPlus)) { + if (xPlus !== 0) { + this.setDirection(xPlus < 0 ? 4 : 6); + } + } else { + if (yPlus !== 0) { + this.setDirection(yPlus < 0 ? 8 : 2); + } + } + this._x += xPlus; + this._y += yPlus; + var distance = Math.round(Math.sqrt(xPlus * xPlus + yPlus * yPlus)); + this._jumpPeak = 10 + distance - this._moveSpeed; + this._jumpCount = this._jumpPeak * 2; + this.resetStopCount(); + this.straighten(); +}; + +Game_CharacterBase.prototype.hasWalkAnime = function() { + return this._walkAnime; +}; + +Game_CharacterBase.prototype.setWalkAnime = function(walkAnime) { + this._walkAnime = walkAnime; +}; + +Game_CharacterBase.prototype.hasStepAnime = function() { + return this._stepAnime; +}; + +Game_CharacterBase.prototype.setStepAnime = function(stepAnime) { + this._stepAnime = stepAnime; +}; + +Game_CharacterBase.prototype.isDirectionFixed = function() { + return this._directionFix; +}; + +Game_CharacterBase.prototype.setDirectionFix = function(directionFix) { + this._directionFix = directionFix; +}; + +Game_CharacterBase.prototype.isThrough = function() { + return this._through; +}; + +Game_CharacterBase.prototype.setThrough = function(through) { + this._through = through; +}; + +Game_CharacterBase.prototype.isTransparent = function() { + return this._transparent; +}; + +Game_CharacterBase.prototype.bushDepth = function() { + return this._bushDepth; +}; + +Game_CharacterBase.prototype.setTransparent = function(transparent) { + this._transparent = transparent; +}; + +Game_CharacterBase.prototype.requestAnimation = function(animationId) { + this._animationId = animationId; +}; + +Game_CharacterBase.prototype.requestBalloon = function(balloonId) { + this._balloonId = balloonId; +}; + +Game_CharacterBase.prototype.animationId = function() { + return this._animationId; +}; + +Game_CharacterBase.prototype.balloonId = function() { + return this._balloonId; +}; + +Game_CharacterBase.prototype.startAnimation = function() { + this._animationId = 0; + this._animationPlaying = true; +}; + +Game_CharacterBase.prototype.startBalloon = function() { + this._balloonId = 0; + this._balloonPlaying = true; +}; + +Game_CharacterBase.prototype.isAnimationPlaying = function() { + return this._animationId > 0 || this._animationPlaying; +}; + +Game_CharacterBase.prototype.isBalloonPlaying = function() { + return this._balloonId > 0 || this._balloonPlaying; +}; + +Game_CharacterBase.prototype.endAnimation = function() { + this._animationPlaying = false; +}; + +Game_CharacterBase.prototype.endBalloon = function() { + this._balloonPlaying = false; +}; + +//----------------------------------------------------------------------------- +// Game_Character +// +// The superclass of Game_Player, Game_Follower, GameVehicle, and Game_Event. + +function Game_Character() { + this.initialize.apply(this, arguments); +} + +Game_Character.prototype = Object.create(Game_CharacterBase.prototype); +Game_Character.prototype.constructor = Game_Character; + +Game_Character.ROUTE_END = 0; +Game_Character.ROUTE_MOVE_DOWN = 1; +Game_Character.ROUTE_MOVE_LEFT = 2; +Game_Character.ROUTE_MOVE_RIGHT = 3; +Game_Character.ROUTE_MOVE_UP = 4; +Game_Character.ROUTE_MOVE_LOWER_L = 5; +Game_Character.ROUTE_MOVE_LOWER_R = 6; +Game_Character.ROUTE_MOVE_UPPER_L = 7; +Game_Character.ROUTE_MOVE_UPPER_R = 8; +Game_Character.ROUTE_MOVE_RANDOM = 9; +Game_Character.ROUTE_MOVE_TOWARD = 10; +Game_Character.ROUTE_MOVE_AWAY = 11; +Game_Character.ROUTE_MOVE_FORWARD = 12; +Game_Character.ROUTE_MOVE_BACKWARD = 13; +Game_Character.ROUTE_JUMP = 14; +Game_Character.ROUTE_WAIT = 15; +Game_Character.ROUTE_TURN_DOWN = 16; +Game_Character.ROUTE_TURN_LEFT = 17; +Game_Character.ROUTE_TURN_RIGHT = 18; +Game_Character.ROUTE_TURN_UP = 19; +Game_Character.ROUTE_TURN_90D_R = 20; +Game_Character.ROUTE_TURN_90D_L = 21; +Game_Character.ROUTE_TURN_180D = 22; +Game_Character.ROUTE_TURN_90D_R_L = 23; +Game_Character.ROUTE_TURN_RANDOM = 24; +Game_Character.ROUTE_TURN_TOWARD = 25; +Game_Character.ROUTE_TURN_AWAY = 26; +Game_Character.ROUTE_SWITCH_ON = 27; +Game_Character.ROUTE_SWITCH_OFF = 28; +Game_Character.ROUTE_CHANGE_SPEED = 29; +Game_Character.ROUTE_CHANGE_FREQ = 30; +Game_Character.ROUTE_WALK_ANIME_ON = 31; +Game_Character.ROUTE_WALK_ANIME_OFF = 32; +Game_Character.ROUTE_STEP_ANIME_ON = 33; +Game_Character.ROUTE_STEP_ANIME_OFF = 34; +Game_Character.ROUTE_DIR_FIX_ON = 35; +Game_Character.ROUTE_DIR_FIX_OFF = 36; +Game_Character.ROUTE_THROUGH_ON = 37; +Game_Character.ROUTE_THROUGH_OFF = 38; +Game_Character.ROUTE_TRANSPARENT_ON = 39; +Game_Character.ROUTE_TRANSPARENT_OFF = 40; +Game_Character.ROUTE_CHANGE_IMAGE = 41; +Game_Character.ROUTE_CHANGE_OPACITY = 42; +Game_Character.ROUTE_CHANGE_BLEND_MODE = 43; +Game_Character.ROUTE_PLAY_SE = 44; +Game_Character.ROUTE_SCRIPT = 45; + +Game_Character.prototype.initialize = function() { + Game_CharacterBase.prototype.initialize.call(this); +}; + +Game_Character.prototype.initMembers = function() { + Game_CharacterBase.prototype.initMembers.call(this); + this._moveRouteForcing = false; + this._moveRoute = null; + this._moveRouteIndex = 0; + this._originalMoveRoute = null; + this._originalMoveRouteIndex = 0; + this._waitCount = 0; +}; + +Game_Character.prototype.memorizeMoveRoute = function() { + this._originalMoveRoute = this._moveRoute; + this._originalMoveRouteIndex = this._moveRouteIndex; +}; + +Game_Character.prototype.restoreMoveRoute = function() { + this._moveRoute = this._originalMoveRoute; + this._moveRouteIndex = this._originalMoveRouteIndex; + this._originalMoveRoute = null; +}; + +Game_Character.prototype.isMoveRouteForcing = function() { + return this._moveRouteForcing; +}; + +Game_Character.prototype.setMoveRoute = function(moveRoute) { + this._moveRoute = moveRoute; + this._moveRouteIndex = 0; + this._moveRouteForcing = false; +}; + +Game_Character.prototype.forceMoveRoute = function(moveRoute) { + if (!this._originalMoveRoute) { + this.memorizeMoveRoute(); + } + this._moveRoute = moveRoute; + this._moveRouteIndex = 0; + this._moveRouteForcing = true; + this._waitCount = 0; +}; + +Game_Character.prototype.updateStop = function() { + Game_CharacterBase.prototype.updateStop.call(this); + if (this._moveRouteForcing) { + this.updateRoutineMove(); + } +}; + +Game_Character.prototype.updateRoutineMove = function() { + if (this._waitCount > 0) { + this._waitCount--; + } else { + this.setMovementSuccess(true); + var command = this._moveRoute.list[this._moveRouteIndex]; + if (command) { + this.processMoveCommand(command); + this.advanceMoveRouteIndex(); + } + } +}; + +Game_Character.prototype.processMoveCommand = function(command) { + var gc = Game_Character; + var params = command.parameters; + switch (command.code) { + case gc.ROUTE_END: + this.processRouteEnd(); + break; + case gc.ROUTE_MOVE_DOWN: + this.moveStraight(2); + break; + case gc.ROUTE_MOVE_LEFT: + this.moveStraight(4); + break; + case gc.ROUTE_MOVE_RIGHT: + this.moveStraight(6); + break; + case gc.ROUTE_MOVE_UP: + this.moveStraight(8); + break; + case gc.ROUTE_MOVE_LOWER_L: + this.moveDiagonally(4, 2); + break; + case gc.ROUTE_MOVE_LOWER_R: + this.moveDiagonally(6, 2); + break; + case gc.ROUTE_MOVE_UPPER_L: + this.moveDiagonally(4, 8); + break; + case gc.ROUTE_MOVE_UPPER_R: + this.moveDiagonally(6, 8); + break; + case gc.ROUTE_MOVE_RANDOM: + this.moveRandom(); + break; + case gc.ROUTE_MOVE_TOWARD: + this.moveTowardPlayer(); + break; + case gc.ROUTE_MOVE_AWAY: + this.moveAwayFromPlayer(); + break; + case gc.ROUTE_MOVE_FORWARD: + this.moveForward(); + break; + case gc.ROUTE_MOVE_BACKWARD: + this.moveBackward(); + break; + case gc.ROUTE_JUMP: + this.jump(params[0], params[1]); + break; + case gc.ROUTE_WAIT: + this._waitCount = params[0] - 1; + break; + case gc.ROUTE_TURN_DOWN: + this.setDirection(2); + break; + case gc.ROUTE_TURN_LEFT: + this.setDirection(4); + break; + case gc.ROUTE_TURN_RIGHT: + this.setDirection(6); + break; + case gc.ROUTE_TURN_UP: + this.setDirection(8); + break; + case gc.ROUTE_TURN_90D_R: + this.turnRight90(); + break; + case gc.ROUTE_TURN_90D_L: + this.turnLeft90(); + break; + case gc.ROUTE_TURN_180D: + this.turn180(); + break; + case gc.ROUTE_TURN_90D_R_L: + this.turnRightOrLeft90(); + break; + case gc.ROUTE_TURN_RANDOM: + this.turnRandom(); + break; + case gc.ROUTE_TURN_TOWARD: + this.turnTowardPlayer(); + break; + case gc.ROUTE_TURN_AWAY: + this.turnAwayFromPlayer(); + break; + case gc.ROUTE_SWITCH_ON: + $gameSwitches.setValue(params[0], true); + break; + case gc.ROUTE_SWITCH_OFF: + $gameSwitches.setValue(params[0], false); + break; + case gc.ROUTE_CHANGE_SPEED: + this.setMoveSpeed(params[0]); + break; + case gc.ROUTE_CHANGE_FREQ: + this.setMoveFrequency(params[0]); + break; + case gc.ROUTE_WALK_ANIME_ON: + this.setWalkAnime(true); + break; + case gc.ROUTE_WALK_ANIME_OFF: + this.setWalkAnime(false); + break; + case gc.ROUTE_STEP_ANIME_ON: + this.setStepAnime(true); + break; + case gc.ROUTE_STEP_ANIME_OFF: + this.setStepAnime(false); + break; + case gc.ROUTE_DIR_FIX_ON: + this.setDirectionFix(true); + break; + case gc.ROUTE_DIR_FIX_OFF: + this.setDirectionFix(false); + break; + case gc.ROUTE_THROUGH_ON: + this.setThrough(true); + break; + case gc.ROUTE_THROUGH_OFF: + this.setThrough(false); + break; + case gc.ROUTE_TRANSPARENT_ON: + this.setTransparent(true); + break; + case gc.ROUTE_TRANSPARENT_OFF: + this.setTransparent(false); + break; + case gc.ROUTE_CHANGE_IMAGE: + this.setImage(params[0], params[1]); + break; + case gc.ROUTE_CHANGE_OPACITY: + this.setOpacity(params[0]); + break; + case gc.ROUTE_CHANGE_BLEND_MODE: + this.setBlendMode(params[0]); + break; + case gc.ROUTE_PLAY_SE: + AudioManager.playSe(params[0]); + break; + case gc.ROUTE_SCRIPT: + eval(params[0]); + break; + } +}; + +Game_Character.prototype.deltaXFrom = function(x) { + return $gameMap.deltaX(this.x, x); +}; + +Game_Character.prototype.deltaYFrom = function(y) { + return $gameMap.deltaY(this.y, y); +}; + +Game_Character.prototype.moveRandom = function() { + var d = 2 + Math.randomInt(4) * 2; + if (this.canPass(this.x, this.y, d)) { + this.moveStraight(d); + } +}; + +Game_Character.prototype.moveTowardCharacter = function(character) { + var sx = this.deltaXFrom(character.x); + var sy = this.deltaYFrom(character.y); + if (Math.abs(sx) > Math.abs(sy)) { + this.moveStraight(sx > 0 ? 4 : 6); + if (!this.isMovementSucceeded() && sy !== 0) { + this.moveStraight(sy > 0 ? 8 : 2); + } + } else if (sy !== 0) { + this.moveStraight(sy > 0 ? 8 : 2); + if (!this.isMovementSucceeded() && sx !== 0) { + this.moveStraight(sx > 0 ? 4 : 6); + } + } +}; + +Game_Character.prototype.moveAwayFromCharacter = function(character) { + var sx = this.deltaXFrom(character.x); + var sy = this.deltaYFrom(character.y); + if (Math.abs(sx) > Math.abs(sy)) { + this.moveStraight(sx > 0 ? 6 : 4); + if (!this.isMovementSucceeded() && sy !== 0) { + this.moveStraight(sy > 0 ? 2 : 8); + } + } else if (sy !== 0) { + this.moveStraight(sy > 0 ? 2 : 8); + if (!this.isMovementSucceeded() && sx !== 0) { + this.moveStraight(sx > 0 ? 6 : 4); + } + } +}; + +Game_Character.prototype.turnTowardCharacter = function(character) { + var sx = this.deltaXFrom(character.x); + var sy = this.deltaYFrom(character.y); + if (Math.abs(sx) > Math.abs(sy)) { + this.setDirection(sx > 0 ? 4 : 6); + } else if (sy !== 0) { + this.setDirection(sy > 0 ? 8 : 2); + } +}; + +Game_Character.prototype.turnAwayFromCharacter = function(character) { + var sx = this.deltaXFrom(character.x); + var sy = this.deltaYFrom(character.y); + if (Math.abs(sx) > Math.abs(sy)) { + this.setDirection(sx > 0 ? 6 : 4); + } else if (sy !== 0) { + this.setDirection(sy > 0 ? 2 : 8); + } +}; + +Game_Character.prototype.turnTowardPlayer = function() { + this.turnTowardCharacter($gamePlayer); +}; + +Game_Character.prototype.turnAwayFromPlayer = function() { + this.turnAwayFromCharacter($gamePlayer); +}; + +Game_Character.prototype.moveTowardPlayer = function() { + this.moveTowardCharacter($gamePlayer); +}; + +Game_Character.prototype.moveAwayFromPlayer = function() { + this.moveAwayFromCharacter($gamePlayer); +}; + +Game_Character.prototype.moveForward = function() { + this.moveStraight(this.direction()); +}; + +Game_Character.prototype.moveBackward = function() { + var lastDirectionFix = this.isDirectionFixed(); + this.setDirectionFix(true); + this.moveStraight(this.reverseDir(this.direction())); + this.setDirectionFix(lastDirectionFix); +}; + +Game_Character.prototype.processRouteEnd = function() { + if (this._moveRoute.repeat) { + this._moveRouteIndex = -1; + } else if (this._moveRouteForcing) { + this._moveRouteForcing = false; + this.restoreMoveRoute(); + } +}; + +Game_Character.prototype.advanceMoveRouteIndex = function() { + var moveRoute = this._moveRoute; + if (moveRoute && (this.isMovementSucceeded() || moveRoute.skippable)) { + var numCommands = moveRoute.list.length - 1; + this._moveRouteIndex++; + if (moveRoute.repeat && this._moveRouteIndex >= numCommands) { + this._moveRouteIndex = 0; + } + } +}; + +Game_Character.prototype.turnRight90 = function() { + switch (this.direction()) { + case 2: + this.setDirection(4); + break; + case 4: + this.setDirection(8); + break; + case 6: + this.setDirection(2); + break; + case 8: + this.setDirection(6); + break; + } +}; + +Game_Character.prototype.turnLeft90 = function() { + switch (this.direction()) { + case 2: + this.setDirection(6); + break; + case 4: + this.setDirection(2); + break; + case 6: + this.setDirection(8); + break; + case 8: + this.setDirection(4); + break; + } +}; + +Game_Character.prototype.turn180 = function() { + this.setDirection(this.reverseDir(this.direction())); +}; + +Game_Character.prototype.turnRightOrLeft90 = function() { + switch (Math.randomInt(2)) { + case 0: + this.turnRight90(); + break; + case 1: + this.turnLeft90(); + break; + } +}; + +Game_Character.prototype.turnRandom = function() { + this.setDirection(2 + Math.randomInt(4) * 2); +}; + +Game_Character.prototype.swap = function(character) { + var newX = character.x; + var newY = character.y; + character.locate(this.x, this.y); + this.locate(newX, newY); +}; + +Game_Character.prototype.findDirectionTo = function(goalX, goalY) { + var searchLimit = this.searchLimit(); + var mapWidth = $gameMap.width(); + var nodeList = []; + var openList = []; + var closedList = []; + var start = {}; + var best = start; + + if (this.x === goalX && this.y === goalY) { + return 0; + } + + start.parent = null; + start.x = this.x; + start.y = this.y; + start.g = 0; + start.f = $gameMap.distance(start.x, start.y, goalX, goalY); + nodeList.push(start); + openList.push(start.y * mapWidth + start.x); + + while (nodeList.length > 0) { + var bestIndex = 0; + for (var i = 0; i < nodeList.length; i++) { + if (nodeList[i].f < nodeList[bestIndex].f) { + bestIndex = i; + } + } + + var current = nodeList[bestIndex]; + var x1 = current.x; + var y1 = current.y; + var pos1 = y1 * mapWidth + x1; + var g1 = current.g; + + nodeList.splice(bestIndex, 1); + openList.splice(openList.indexOf(pos1), 1); + closedList.push(pos1); + + if (current.x === goalX && current.y === goalY) { + best = current; + break; + } + + if (g1 >= searchLimit) { + continue; + } + + for (var j = 0; j < 4; j++) { + var direction = 2 + j * 2; + var x2 = $gameMap.roundXWithDirection(x1, direction); + var y2 = $gameMap.roundYWithDirection(y1, direction); + var pos2 = y2 * mapWidth + x2; + + if (closedList.contains(pos2)) { + continue; + } + if (!this.canPass(x1, y1, direction)) { + continue; + } + + var g2 = g1 + 1; + var index2 = openList.indexOf(pos2); + + if (index2 < 0 || g2 < nodeList[index2].g) { + var neighbor; + if (index2 >= 0) { + neighbor = nodeList[index2]; + } else { + neighbor = {}; + nodeList.push(neighbor); + openList.push(pos2); + } + neighbor.parent = current; + neighbor.x = x2; + neighbor.y = y2; + neighbor.g = g2; + neighbor.f = g2 + $gameMap.distance(x2, y2, goalX, goalY); + if (!best || neighbor.f - neighbor.g < best.f - best.g) { + best = neighbor; + } + } + } + } + + var node = best; + while (node.parent && node.parent !== start) { + node = node.parent; + } + + var deltaX1 = $gameMap.deltaX(node.x, start.x); + var deltaY1 = $gameMap.deltaY(node.y, start.y); + if (deltaY1 > 0) { + return 2; + } else if (deltaX1 < 0) { + return 4; + } else if (deltaX1 > 0) { + return 6; + } else if (deltaY1 < 0) { + return 8; + } + + var deltaX2 = this.deltaXFrom(goalX); + var deltaY2 = this.deltaYFrom(goalY); + if (Math.abs(deltaX2) > Math.abs(deltaY2)) { + return deltaX2 > 0 ? 4 : 6; + } else if (deltaY2 !== 0) { + return deltaY2 > 0 ? 8 : 2; + } + + return 0; +}; + +Game_Character.prototype.searchLimit = function() { + return 12; +}; + +//----------------------------------------------------------------------------- +// Game_Player +// +// The game object class for the player. It contains event starting +// determinants and map scrolling functions. + +function Game_Player() { + this.initialize.apply(this, arguments); +} + +Game_Player.prototype = Object.create(Game_Character.prototype); +Game_Player.prototype.constructor = Game_Player; + +Game_Player.prototype.initialize = function() { + Game_Character.prototype.initialize.call(this); + this.setTransparent($dataSystem.optTransparent); +}; + +Game_Player.prototype.initMembers = function() { + Game_Character.prototype.initMembers.call(this); + this._vehicleType = 'walk'; + this._vehicleGettingOn = false; + this._vehicleGettingOff = false; + this._dashing = false; + this._needsMapReload = false; + this._transferring = false; + this._newMapId = 0; + this._newX = 0; + this._newY = 0; + this._newDirection = 0; + this._fadeType = 0; + this._followers = new Game_Followers(); + this._encounterCount = 0; +}; + +Game_Player.prototype.clearTransferInfo = function() { + this._transferring = false; + this._newMapId = 0; + this._newX = 0; + this._newY = 0; + this._newDirection = 0; +}; + +Game_Player.prototype.followers = function() { + return this._followers; +}; + +Game_Player.prototype.refresh = function() { + var actor = $gameParty.leader(); + var characterName = actor ? actor.characterName() : ''; + var characterIndex = actor ? actor.characterIndex() : 0; + this.setImage(characterName, characterIndex); + this._followers.refresh(); +}; + +Game_Player.prototype.isStopping = function() { + if (this._vehicleGettingOn || this._vehicleGettingOff) { + return false; + } + return Game_Character.prototype.isStopping.call(this); +}; + +Game_Player.prototype.reserveTransfer = function(mapId, x, y, d, fadeType) { + this._transferring = true; + this._newMapId = mapId; + this._newX = x; + this._newY = y; + this._newDirection = d; + this._fadeType = fadeType; +}; + +Game_Player.prototype.requestMapReload = function() { + this._needsMapReload = true; +}; + +Game_Player.prototype.isTransferring = function() { + return this._transferring; +}; + +Game_Player.prototype.newMapId = function() { + return this._newMapId; +}; + +Game_Player.prototype.fadeType = function() { + return this._fadeType; +}; + +Game_Player.prototype.performTransfer = function() { + if (this.isTransferring()) { + this.setDirection(this._newDirection); + if (this._newMapId !== $gameMap.mapId() || this._needsMapReload) { + $gameMap.setup(this._newMapId); + this._needsMapReload = false; + } + this.locate(this._newX, this._newY); + this.refresh(); + this.clearTransferInfo(); + } +}; + +Game_Player.prototype.isMapPassable = function(x, y, d) { + var vehicle = this.vehicle(); + if (vehicle) { + return vehicle.isMapPassable(x, y, d); + } else { + return Game_Character.prototype.isMapPassable.call(this, x, y, d); + } +}; + +Game_Player.prototype.vehicle = function() { + return $gameMap.vehicle(this._vehicleType); +}; + +Game_Player.prototype.isInBoat = function() { + return this._vehicleType === 'boat'; +}; + +Game_Player.prototype.isInShip = function() { + return this._vehicleType === 'ship'; +}; + +Game_Player.prototype.isInAirship = function() { + return this._vehicleType === 'airship'; +}; + +Game_Player.prototype.isInVehicle = function() { + return this.isInBoat() || this.isInShip() || this.isInAirship(); +}; + +Game_Player.prototype.isNormal = function() { + return this._vehicleType === 'walk' && !this.isMoveRouteForcing(); +}; + +Game_Player.prototype.isDashing = function() { + return this._dashing; +}; + +Game_Player.prototype.isDebugThrough = function() { + return Input.isPressed('control') && $gameTemp.isPlaytest(); +}; + +Game_Player.prototype.isCollided = function(x, y) { + if (this.isThrough()) { + return false; + } else { + return this.pos(x, y) || this._followers.isSomeoneCollided(x, y); + } +}; + +Game_Player.prototype.centerX = function() { + return (Graphics.width / $gameMap.tileWidth() - 1) / 2.0; +}; + +Game_Player.prototype.centerY = function() { + return (Graphics.height / $gameMap.tileHeight() - 1) / 2.0; +}; + +Game_Player.prototype.center = function(x, y) { + return $gameMap.setDisplayPos(x - this.centerX(), y - this.centerY()); +}; + +Game_Player.prototype.locate = function(x, y) { + Game_Character.prototype.locate.call(this, x, y); + this.center(x, y); + this.makeEncounterCount(); + if (this.isInVehicle()) { + this.vehicle().refresh(); + } + this._followers.synchronize(x, y, this.direction()); +}; + +Game_Player.prototype.increaseSteps = function() { + Game_Character.prototype.increaseSteps.call(this); + if (this.isNormal()) { + $gameParty.increaseSteps(); + } +}; + +Game_Player.prototype.makeEncounterCount = function() { + var n = $gameMap.encounterStep(); + this._encounterCount = Math.randomInt(n) + Math.randomInt(n) + 1; +}; + +Game_Player.prototype.makeEncounterTroopId = function() { + var encounterList = []; + var weightSum = 0; + $gameMap.encounterList().forEach(function(encounter) { + if (this.meetsEncounterConditions(encounter)) { + encounterList.push(encounter); + weightSum += encounter.weight; + } + }, this); + if (weightSum > 0) { + var value = Math.randomInt(weightSum); + for (var i = 0; i < encounterList.length; i++) { + value -= encounterList[i].weight; + if (value < 0) { + return encounterList[i].troopId; + } + } + } + return 0; +}; + +Game_Player.prototype.meetsEncounterConditions = function(encounter) { + return (encounter.regionSet.length === 0 || + encounter.regionSet.contains(this.regionId())); +}; + +Game_Player.prototype.executeEncounter = function() { + if (!$gameMap.isEventRunning() && this._encounterCount <= 0) { + this.makeEncounterCount(); + var troopId = this.makeEncounterTroopId(); + if ($dataTroops[troopId]) { + BattleManager.setup(troopId, true, false); + BattleManager.onEncounter(); + return true; + } else { + return false; + } + } else { + return false; + } +}; + +Game_Player.prototype.startMapEvent = function(x, y, triggers, normal) { + if (!$gameMap.isEventRunning()) { + $gameMap.eventsXy(x, y).forEach(function(event) { + if (event.isTriggerIn(triggers) && event.isNormalPriority() === normal) { + event.start(); + } + }); + } +}; + +Game_Player.prototype.moveByInput = function() { + if (!this.isMoving() && this.canMove()) { + var direction = this.getInputDirection(); + if (direction > 0) { + $gameTemp.clearDestination(); + } else if ($gameTemp.isDestinationValid()){ + var x = $gameTemp.destinationX(); + var y = $gameTemp.destinationY(); + direction = this.findDirectionTo(x, y); + } + if (direction > 0) { + this.executeMove(direction); + } + } +}; + +Game_Player.prototype.canMove = function() { + if ($gameMap.isEventRunning() || $gameMessage.isBusy()) { + return false; + } + if (this.isMoveRouteForcing() || this.areFollowersGathering()) { + return false; + } + if (this._vehicleGettingOn || this._vehicleGettingOff) { + return false; + } + if (this.isInVehicle() && !this.vehicle().canMove()) { + return false; + } + return true; +}; + +Game_Player.prototype.getInputDirection = function() { + return Input.dir4; +}; + +Game_Player.prototype.executeMove = function(direction) { + this.moveStraight(direction); +}; + +Game_Player.prototype.update = function(sceneActive) { + var lastScrolledX = this.scrolledX(); + var lastScrolledY = this.scrolledY(); + var wasMoving = this.isMoving(); + this.updateDashing(); + if (sceneActive) { + this.moveByInput(); + } + Game_Character.prototype.update.call(this); + this.updateScroll(lastScrolledX, lastScrolledY); + this.updateVehicle(); + if (!this.isMoving()) { + this.updateNonmoving(wasMoving); + } + this._followers.update(); +}; + +Game_Player.prototype.updateDashing = function() { + if (this.isMoving()) { + return; + } + if (this.canMove() && !this.isInVehicle() && !$gameMap.isDashDisabled()) { + this._dashing = this.isDashButtonPressed() || $gameTemp.isDestinationValid(); + } else { + this._dashing = false; + } +}; + +Game_Player.prototype.isDashButtonPressed = function() { + var shift = Input.isPressed('shift'); + if (ConfigManager.alwaysDash) { + return !shift; + } else { + return shift; + } +}; + +Game_Player.prototype.updateScroll = function(lastScrolledX, lastScrolledY) { + var x1 = lastScrolledX; + var y1 = lastScrolledY; + var x2 = this.scrolledX(); + var y2 = this.scrolledY(); + if (y2 > y1 && y2 > this.centerY()) { + $gameMap.scrollDown(y2 - y1); + } + if (x2 < x1 && x2 < this.centerX()) { + $gameMap.scrollLeft(x1 - x2); + } + if (x2 > x1 && x2 > this.centerX()) { + $gameMap.scrollRight(x2 - x1); + } + if (y2 < y1 && y2 < this.centerY()) { + $gameMap.scrollUp(y1 - y2); + } +}; + +Game_Player.prototype.updateVehicle = function() { + if (this.isInVehicle() && !this.areFollowersGathering()) { + if (this._vehicleGettingOn) { + this.updateVehicleGetOn(); + } else if (this._vehicleGettingOff) { + this.updateVehicleGetOff(); + } else { + this.vehicle().syncWithPlayer(); + } + } +}; + +Game_Player.prototype.updateVehicleGetOn = function() { + if (!this.areFollowersGathering() && !this.isMoving()) { + this.setDirection(this.vehicle().direction()); + this.setMoveSpeed(this.vehicle().moveSpeed()); + this._vehicleGettingOn = false; + this.setTransparent(true); + if (this.isInAirship()) { + this.setThrough(true); + } + this.vehicle().getOn(); + } +}; + +Game_Player.prototype.updateVehicleGetOff = function() { + if (!this.areFollowersGathering() && this.vehicle().isLowest()) { + this._vehicleGettingOff = false; + this._vehicleType = 'walk'; + this.setTransparent(false); + } +}; + +Game_Player.prototype.updateNonmoving = function(wasMoving) { + if (!$gameMap.isEventRunning()) { + if (wasMoving) { + $gameParty.onPlayerWalk(); + this.checkEventTriggerHere([1,2]); + if ($gameMap.setupStartingEvent()) { + return; + } + } + if (this.triggerAction()) { + return; + } + if (wasMoving) { + this.updateEncounterCount(); + } else { + $gameTemp.clearDestination(); + } + } +}; + +Game_Player.prototype.triggerAction = function() { + if (this.canMove()) { + if (this.triggerButtonAction()) { + return true; + } + if (this.triggerTouchAction()) { + return true; + } + } + return false; +}; + +Game_Player.prototype.triggerButtonAction = function() { + if (Input.isTriggered('ok')) { + if (this.getOnOffVehicle()) { + return true; + } + this.checkEventTriggerHere([0]); + if ($gameMap.setupStartingEvent()) { + return true; + } + this.checkEventTriggerThere([0,1,2]); + if ($gameMap.setupStartingEvent()) { + return true; + } + } + return false; +}; + +Game_Player.prototype.triggerTouchAction = function() { + if ($gameTemp.isDestinationValid()){ + var direction = this.direction(); + var x1 = this.x; + var y1 = this.y; + var x2 = $gameMap.roundXWithDirection(x1, direction); + var y2 = $gameMap.roundYWithDirection(y1, direction); + var x3 = $gameMap.roundXWithDirection(x2, direction); + var y3 = $gameMap.roundYWithDirection(y2, direction); + var destX = $gameTemp.destinationX(); + var destY = $gameTemp.destinationY(); + if (destX === x1 && destY === y1) { + return this.triggerTouchActionD1(x1, y1); + } else if (destX === x2 && destY === y2) { + return this.triggerTouchActionD2(x2, y2); + } else if (destX === x3 && destY === y3) { + return this.triggerTouchActionD3(x2, y2); + } + } + return false; +}; + +Game_Player.prototype.triggerTouchActionD1 = function(x1, y1) { + if ($gameMap.airship().pos(x1, y1)) { + if (TouchInput.isTriggered() && this.getOnOffVehicle()) { + return true; + } + } + this.checkEventTriggerHere([0]); + return $gameMap.setupStartingEvent(); +}; + +Game_Player.prototype.triggerTouchActionD2 = function(x2, y2) { + if ($gameMap.boat().pos(x2, y2) || $gameMap.ship().pos(x2, y2)) { + if (TouchInput.isTriggered() && this.getOnVehicle()) { + return true; + } + } + if (this.isInBoat() || this.isInShip()) { + if (TouchInput.isTriggered() && this.getOffVehicle()) { + return true; + } + } + this.checkEventTriggerThere([0,1,2]); + return $gameMap.setupStartingEvent(); +}; + +Game_Player.prototype.triggerTouchActionD3 = function(x2, y2) { + if ($gameMap.isCounter(x2, y2)) { + this.checkEventTriggerThere([0,1,2]); + } + return $gameMap.setupStartingEvent(); +}; + +Game_Player.prototype.updateEncounterCount = function() { + if (this.canEncounter()) { + this._encounterCount -= this.encounterProgressValue(); + } +}; + +Game_Player.prototype.canEncounter = function() { + return (!$gameParty.hasEncounterNone() && $gameSystem.isEncounterEnabled() && + !this.isInAirship() && !this.isMoveRouteForcing() && !this.isDebugThrough()); +}; + +Game_Player.prototype.encounterProgressValue = function() { + var value = $gameMap.isBush(this.x, this.y) ? 2 : 1; + if ($gameParty.hasEncounterHalf()) { + value *= 0.5; + } + if (this.isInShip()) { + value *= 0.5; + } + return value; +}; + +Game_Player.prototype.checkEventTriggerHere = function(triggers) { + if (this.canStartLocalEvents()) { + this.startMapEvent(this.x, this.y, triggers, false); + } +}; + +Game_Player.prototype.checkEventTriggerThere = function(triggers) { + if (this.canStartLocalEvents()) { + var direction = this.direction(); + var x1 = this.x; + var y1 = this.y; + var x2 = $gameMap.roundXWithDirection(x1, direction); + var y2 = $gameMap.roundYWithDirection(y1, direction); + this.startMapEvent(x2, y2, triggers, true); + if (!$gameMap.isAnyEventStarting() && $gameMap.isCounter(x2, y2)) { + var x3 = $gameMap.roundXWithDirection(x2, direction); + var y3 = $gameMap.roundYWithDirection(y2, direction); + this.startMapEvent(x3, y3, triggers, true); + } + } +}; + +Game_Player.prototype.checkEventTriggerTouch = function(x, y) { + if (this.canStartLocalEvents()) { + this.startMapEvent(x, y, [1,2], true); + } +}; + +Game_Player.prototype.canStartLocalEvents = function() { + return !this.isInAirship(); +}; + +Game_Player.prototype.getOnOffVehicle = function() { + if (this.isInVehicle()) { + return this.getOffVehicle(); + } else { + return this.getOnVehicle(); + } +}; + +Game_Player.prototype.getOnVehicle = function() { + var direction = this.direction(); + var x1 = this.x; + var y1 = this.y; + var x2 = $gameMap.roundXWithDirection(x1, direction); + var y2 = $gameMap.roundYWithDirection(y1, direction); + if ($gameMap.airship().pos(x1, y1)) { + this._vehicleType = 'airship'; + } else if ($gameMap.ship().pos(x2, y2)) { + this._vehicleType = 'ship'; + } else if ($gameMap.boat().pos(x2, y2)) { + this._vehicleType = 'boat'; + } + if (this.isInVehicle()) { + this._vehicleGettingOn = true; + if (!this.isInAirship()) { + this.forceMoveForward(); + } + this.gatherFollowers(); + } + return this._vehicleGettingOn; +}; + +Game_Player.prototype.getOffVehicle = function() { + if (this.vehicle().isLandOk(this.x, this.y, this.direction())) { + if (this.isInAirship()) { + this.setDirection(2); + } + this._followers.synchronize(this.x, this.y, this.direction()); + this.vehicle().getOff(); + if (!this.isInAirship()) { + this.forceMoveForward(); + this.setTransparent(false); + } + this._vehicleGettingOff = true; + this.setMoveSpeed(4); + this.setThrough(false); + this.makeEncounterCount(); + this.gatherFollowers(); + } + return this._vehicleGettingOff; +}; + +Game_Player.prototype.forceMoveForward = function() { + this.setThrough(true); + this.moveForward(); + this.setThrough(false); +}; + +Game_Player.prototype.isOnDamageFloor = function() { + return $gameMap.isDamageFloor(this.x, this.y) && !this.isInAirship(); +}; + +Game_Player.prototype.moveStraight = function(d) { + if (this.canPass(this.x, this.y, d)) { + this._followers.updateMove(); + } + Game_Character.prototype.moveStraight.call(this, d); +}; + +Game_Player.prototype.moveDiagonally = function(horz, vert) { + if (this.canPassDiagonally(this.x, this.y, horz, vert)) { + this._followers.updateMove(); + } + Game_Character.prototype.moveDiagonally.call(this, horz, vert); +}; + +Game_Player.prototype.jump = function(xPlus, yPlus) { + Game_Character.prototype.jump.call(this, xPlus, yPlus); + this._followers.jumpAll(); +}; + +Game_Player.prototype.showFollowers = function() { + this._followers.show(); +}; + +Game_Player.prototype.hideFollowers = function() { + this._followers.hide(); +}; + +Game_Player.prototype.gatherFollowers = function() { + this._followers.gather(); +}; + +Game_Player.prototype.areFollowersGathering = function() { + return this._followers.areGathering(); +}; + +Game_Player.prototype.areFollowersGathered = function() { + return this._followers.areGathered(); +}; + +//----------------------------------------------------------------------------- +// Game_Follower +// +// The game object class for a follower. A follower is an allied character, +// other than the front character, displayed in the party. + +function Game_Follower() { + this.initialize.apply(this, arguments); +} + +Game_Follower.prototype = Object.create(Game_Character.prototype); +Game_Follower.prototype.constructor = Game_Follower; + +Game_Follower.prototype.initialize = function(memberIndex) { + Game_Character.prototype.initialize.call(this); + this._memberIndex = memberIndex; + this.setTransparent($dataSystem.optTransparent); + this.setThrough(true); +}; + +Game_Follower.prototype.refresh = function() { + var characterName = this.isVisible() ? this.actor().characterName() : ''; + var characterIndex = this.isVisible() ? this.actor().characterIndex() : 0; + this.setImage(characterName, characterIndex); +}; + +Game_Follower.prototype.actor = function() { + return $gameParty.battleMembers()[this._memberIndex]; +}; + +Game_Follower.prototype.isVisible = function() { + return this.actor() && $gamePlayer.followers().isVisible(); +}; + +Game_Follower.prototype.update = function() { + Game_Character.prototype.update.call(this); + this.setMoveSpeed($gamePlayer.realMoveSpeed()); + this.setOpacity($gamePlayer.opacity()); + this.setBlendMode($gamePlayer.blendMode()); + this.setWalkAnime($gamePlayer.hasWalkAnime()); + this.setStepAnime($gamePlayer.hasStepAnime()); + this.setDirectionFix($gamePlayer.isDirectionFixed()); + this.setTransparent($gamePlayer.isTransparent()); +}; + +Game_Follower.prototype.chaseCharacter = function(character) { + var sx = this.deltaXFrom(character.x); + var sy = this.deltaYFrom(character.y); + if (sx !== 0 && sy !== 0) { + this.moveDiagonally(sx > 0 ? 4 : 6, sy > 0 ? 8 : 2); + } else if (sx !== 0) { + this.moveStraight(sx > 0 ? 4 : 6); + } else if (sy !== 0) { + this.moveStraight(sy > 0 ? 8 : 2); + } + this.setMoveSpeed($gamePlayer.realMoveSpeed()); +}; + +//----------------------------------------------------------------------------- +// Game_Followers +// +// The wrapper class for a follower array. + +function Game_Followers() { + this.initialize.apply(this, arguments); +} + +Game_Followers.prototype.initialize = function() { + this._visible = $dataSystem.optFollowers; + this._gathering = false; + this._data = []; + for (var i = 1; i < $gameParty.maxBattleMembers(); i++) { + this._data.push(new Game_Follower(i)); + } +}; + +Game_Followers.prototype.isVisible = function() { + return this._visible; +}; + +Game_Followers.prototype.show = function() { + this._visible = true; +}; + +Game_Followers.prototype.hide = function() { + this._visible = false; +}; + +Game_Followers.prototype.follower = function(index) { + return this._data[index]; +}; + +Game_Followers.prototype.forEach = function(callback, thisObject) { + this._data.forEach(callback, thisObject); +}; + +Game_Followers.prototype.reverseEach = function(callback, thisObject) { + this._data.reverse(); + this._data.forEach(callback, thisObject); + this._data.reverse(); +}; + +Game_Followers.prototype.refresh = function() { + this.forEach(function(follower) { + return follower.refresh(); + }, this); +}; + +Game_Followers.prototype.update = function() { + if (this.areGathering()) { + if (!this.areMoving()) { + this.updateMove(); + } + if (this.areGathered()) { + this._gathering = false; + } + } + this.forEach(function(follower) { + follower.update(); + }, this); +}; + +Game_Followers.prototype.updateMove = function() { + for (var i = this._data.length - 1; i >= 0; i--) { + var precedingCharacter = (i > 0 ? this._data[i - 1] : $gamePlayer); + this._data[i].chaseCharacter(precedingCharacter); + } +}; + +Game_Followers.prototype.jumpAll = function() { + if ($gamePlayer.isJumping()) { + for (var i = 0; i < this._data.length; i++) { + var follower = this._data[i]; + var sx = $gamePlayer.deltaXFrom(follower.x); + var sy = $gamePlayer.deltaYFrom(follower.y); + follower.jump(sx, sy); + } + } +}; + +Game_Followers.prototype.synchronize = function(x, y, d) { + this.forEach(function(follower) { + follower.locate(x, y); + follower.setDirection(d); + }, this); +}; + +Game_Followers.prototype.gather = function() { + this._gathering = true; +}; + +Game_Followers.prototype.areGathering = function() { + return this._gathering; +}; + +Game_Followers.prototype.visibleFollowers = function() { + return this._data.filter(function(follower) { + return follower.isVisible(); + }, this); +}; + +Game_Followers.prototype.areMoving = function() { + return this.visibleFollowers().some(function(follower) { + return follower.isMoving(); + }, this); +}; + +Game_Followers.prototype.areGathered = function() { + return this.visibleFollowers().every(function(follower) { + return !follower.isMoving() && follower.pos($gamePlayer.x, $gamePlayer.y); + }, this); +}; + +Game_Followers.prototype.isSomeoneCollided = function(x, y) { + return this.visibleFollowers().some(function(follower) { + return follower.pos(x, y); + }, this); +}; + +//----------------------------------------------------------------------------- +// Game_Vehicle +// +// The game object class for a vehicle. + +function Game_Vehicle() { + this.initialize.apply(this, arguments); +} + +Game_Vehicle.prototype = Object.create(Game_Character.prototype); +Game_Vehicle.prototype.constructor = Game_Vehicle; + +Game_Vehicle.prototype.initialize = function(type) { + Game_Character.prototype.initialize.call(this); + this._type = type; + this.resetDirection(); + this.initMoveSpeed(); + this.loadSystemSettings(); +}; + +Game_Vehicle.prototype.initMembers = function() { + Game_Character.prototype.initMembers.call(this); + this._type = ''; + this._mapId = 0; + this._altitude = 0; + this._driving = false; + this._bgm = null; +}; + +Game_Vehicle.prototype.isBoat = function() { + return this._type === 'boat'; +}; + +Game_Vehicle.prototype.isShip = function() { + return this._type === 'ship'; +}; + +Game_Vehicle.prototype.isAirship = function() { + return this._type === 'airship'; +}; + +Game_Vehicle.prototype.resetDirection = function() { + this.setDirection(4); +}; + +Game_Vehicle.prototype.initMoveSpeed = function() { + if (this.isBoat()) { + this.setMoveSpeed(4); + } else if (this.isShip()) { + this.setMoveSpeed(5); + } else if (this.isAirship()) { + this.setMoveSpeed(6); + } +}; + +Game_Vehicle.prototype.vehicle = function() { + if (this.isBoat()) { + return $dataSystem.boat; + } else if (this.isShip()) { + return $dataSystem.ship; + } else if (this.isAirship()) { + return $dataSystem.airship; + } else { + return null; + } +}; + +Game_Vehicle.prototype.loadSystemSettings = function() { + var vehicle = this.vehicle(); + this._mapId = vehicle.startMapId; + this.setPosition(vehicle.startX, vehicle.startY); + this.setImage(vehicle.characterName, vehicle.characterIndex); +}; + +Game_Vehicle.prototype.refresh = function() { + if (this._driving) { + this._mapId = $gameMap.mapId(); + this.syncWithPlayer(); + } else if (this._mapId === $gameMap.mapId()) { + this.locate(this.x, this.y); + } + if (this.isAirship()) { + this.setPriorityType(this._driving ? 2 : 0); + } else { + this.setPriorityType(1); + } + this.setWalkAnime(this._driving); + this.setStepAnime(this._driving); + this.setTransparent(this._mapId !== $gameMap.mapId()); +}; + +Game_Vehicle.prototype.setLocation = function(mapId, x, y) { + this._mapId = mapId; + this.setPosition(x, y); + this.refresh(); +}; + +Game_Vehicle.prototype.pos = function(x, y) { + if (this._mapId === $gameMap.mapId()) { + return Game_Character.prototype.pos.call(this, x, y); + } else { + return false; + } +}; + +Game_Vehicle.prototype.isMapPassable = function(x, y, d) { + var x2 = $gameMap.roundXWithDirection(x, d); + var y2 = $gameMap.roundYWithDirection(y, d); + if (this.isBoat()) { + return $gameMap.isBoatPassable(x2, y2); + } else if (this.isShip()) { + return $gameMap.isShipPassable(x2, y2); + } else if (this.isAirship()) { + return true; + } else { + return false; + } +}; + +Game_Vehicle.prototype.getOn = function() { + this._driving = true; + this.setWalkAnime(true); + this.setStepAnime(true); + $gameSystem.saveWalkingBgm(); + this.playBgm(); +}; + +Game_Vehicle.prototype.getOff = function() { + this._driving = false; + this.setWalkAnime(false); + this.setStepAnime(false); + this.resetDirection(); + $gameSystem.replayWalkingBgm(); +}; + +Game_Vehicle.prototype.setBgm = function(bgm) { + this._bgm = bgm; +}; + +Game_Vehicle.prototype.playBgm = function() { + AudioManager.playBgm(this._bgm || this.vehicle().bgm); +}; + +Game_Vehicle.prototype.syncWithPlayer = function() { + this.copyPosition($gamePlayer); + this.refreshBushDepth(); +}; + +Game_Vehicle.prototype.screenY = function() { + return Game_Character.prototype.screenY.call(this) - this._altitude; +}; + +Game_Vehicle.prototype.shadowX = function() { + return this.screenX(); +}; + +Game_Vehicle.prototype.shadowY = function() { + return this.screenY() + this._altitude; +}; + +Game_Vehicle.prototype.shadowOpacity = function() { + return 255 * this._altitude / this.maxAltitude(); +}; + +Game_Vehicle.prototype.canMove = function() { + if (this.isAirship()) { + return this.isHighest(); + } else { + return true; + } +}; + +Game_Vehicle.prototype.update = function() { + Game_Character.prototype.update.call(this); + if (this.isAirship()) { + this.updateAirship(); + } +}; + +Game_Vehicle.prototype.updateAirship = function() { + this.updateAirshipAltitude(); + this.setStepAnime(this.isHighest()); + this.setPriorityType(this.isLowest() ? 0 : 2); +}; + +Game_Vehicle.prototype.updateAirshipAltitude = function() { + if (this._driving && !this.isHighest()) { + this._altitude++; + } + if (!this._driving && !this.isLowest()) { + this._altitude--; + } +}; + +Game_Vehicle.prototype.maxAltitude = function() { + return 48; +}; + +Game_Vehicle.prototype.isLowest = function() { + return this._altitude <= 0; +}; + +Game_Vehicle.prototype.isHighest = function() { + return this._altitude >= this.maxAltitude(); +}; + +Game_Vehicle.prototype.isTakeoffOk = function() { + return $gamePlayer.areFollowersGathered(); +}; + +Game_Vehicle.prototype.isLandOk = function(x, y, d) { + if (this.isAirship()) { + if (!$gameMap.isAirshipLandOk(x, y)) { + return false; + } + if ($gameMap.eventsXy(x, y).length > 0) { + return false; + } + } else { + var x2 = $gameMap.roundXWithDirection(x, d); + var y2 = $gameMap.roundYWithDirection(y, d); + if (!$gameMap.isValid(x2, y2)) { + return false; + } + if (!$gameMap.isPassable(x2, y2, this.reverseDir(d))) { + return false; + } + if (this.isCollidedWithCharacters(x2, y2)) { + return false; + } + } + return true; +}; + +//----------------------------------------------------------------------------- +// Game_Event +// +// The game object class for an event. It contains functionality for event page +// switching and running parallel process events. + +function Game_Event() { + this.initialize.apply(this, arguments); +} + +Game_Event.prototype = Object.create(Game_Character.prototype); +Game_Event.prototype.constructor = Game_Event; + +Game_Event.prototype.initialize = function(mapId, eventId) { + Game_Character.prototype.initialize.call(this); + this._mapId = mapId; + this._eventId = eventId; + this.locate(this.event().x, this.event().y); + this.refresh(); +}; + +Game_Event.prototype.initMembers = function() { + Game_Character.prototype.initMembers.call(this); + this._moveType = 0; + this._trigger = 0; + this._starting = false; + this._erased = false; + this._pageIndex = -2; + this._originalPattern = 1; + this._originalDirection = 2; + this._prelockDirection = 0; + this._locked = false; +}; + +Game_Event.prototype.eventId = function() { + return this._eventId; +}; + +Game_Event.prototype.event = function() { + return $dataMap.events[this._eventId]; +}; + +Game_Event.prototype.page = function() { + return this.event().pages[this._pageIndex]; +}; + +Game_Event.prototype.list = function() { + return this.page().list; +}; + +Game_Event.prototype.isCollidedWithCharacters = function(x, y) { + return (Game_Character.prototype.isCollidedWithCharacters.call(this, x, y) || + this.isCollidedWithPlayerCharacters(x, y)); +}; + +Game_Event.prototype.isCollidedWithEvents = function(x, y) { + var events = $gameMap.eventsXyNt(x, y); + return events.length > 0; +}; + +Game_Event.prototype.isCollidedWithPlayerCharacters = function(x, y) { + return this.isNormalPriority() && $gamePlayer.isCollided(x, y); +}; + +Game_Event.prototype.lock = function() { + if (!this._locked) { + this._prelockDirection = this.direction(); + this.turnTowardPlayer(); + this._locked = true; + } +}; + +Game_Event.prototype.unlock = function() { + if (this._locked) { + this._locked = false; + this.setDirection(this._prelockDirection); + } +}; + +Game_Event.prototype.updateStop = function() { + if (this._locked) { + this.resetStopCount(); + } + Game_Character.prototype.updateStop.call(this); + if (!this.isMoveRouteForcing()) { + this.updateSelfMovement(); + } +}; + +Game_Event.prototype.updateSelfMovement = function() { + if (!this._locked && this.isNearTheScreen() && + this.checkStop(this.stopCountThreshold())) { + switch (this._moveType) { + case 1: + this.moveTypeRandom(); + break; + case 2: + this.moveTypeTowardPlayer(); + break; + case 3: + this.moveTypeCustom(); + break; + } + } +}; + +Game_Event.prototype.stopCountThreshold = function() { + return 30 * (5 - this.moveFrequency()); +}; + +Game_Event.prototype.moveTypeRandom = function() { + switch (Math.randomInt(6)) { + case 0: case 1: + this.moveRandom(); + break; + case 2: case 3: case 4: + this.moveForward(); + break; + case 5: + this.resetStopCount(); + break; + } +}; + +Game_Event.prototype.moveTypeTowardPlayer = function() { + if (this.isNearThePlayer()) { + switch (Math.randomInt(6)) { + case 0: case 1: case 2: case 3: + this.moveTowardPlayer(); + break; + case 4: + this.moveRandom(); + break; + case 5: + this.moveForward(); + break; + } + } else { + this.moveRandom(); + } +}; + +Game_Event.prototype.isNearThePlayer = function() { + var sx = Math.abs(this.deltaXFrom($gamePlayer.x)); + var sy = Math.abs(this.deltaYFrom($gamePlayer.y)); + return sx + sy < 20; +}; + +Game_Event.prototype.moveTypeCustom = function() { + this.updateRoutineMove(); +}; + +Game_Event.prototype.isStarting = function() { + return this._starting; +}; + +Game_Event.prototype.clearStartingFlag = function() { + this._starting = false; +}; + +Game_Event.prototype.isTriggerIn = function(triggers) { + return triggers.contains(this._trigger); +}; + +Game_Event.prototype.start = function() { + var list = this.list(); + if (list && list.length > 1) { + this._starting = true; + if (this.isTriggerIn([0,1,2])) { + this.lock(); + } + } +}; + +Game_Event.prototype.erase = function() { + this._erased = true; + this.refresh(); +}; + +Game_Event.prototype.refresh = function() { + var newPageIndex = this._erased ? -1 : this.findProperPageIndex(); + if (this._pageIndex !== newPageIndex) { + this._pageIndex = newPageIndex; + this.setupPage(); + } +}; + +Game_Event.prototype.findProperPageIndex = function() { + var pages = this.event().pages; + for (var i = pages.length - 1; i >= 0; i--) { + var page = pages[i]; + if (this.meetsConditions(page)) { + return i; + } + } + return -1; +}; + +Game_Event.prototype.meetsConditions = function(page) { + var c = page.conditions; + if (c.switch1Valid) { + if (!$gameSwitches.value(c.switch1Id)) { + return false; + } + } + if (c.switch2Valid) { + if (!$gameSwitches.value(c.switch2Id)) { + return false; + } + } + if (c.variableValid) { + if ($gameVariables.value(c.variableId) < c.variableValue) { + return false; + } + } + if (c.selfSwitchValid) { + var key = [this._mapId, this._eventId, c.selfSwitchCh]; + if ($gameSelfSwitches.value(key) !== true) { + return false; + } + } + if (c.itemValid) { + var item = $dataItems[c.itemId]; + if (!$gameParty.hasItem(item)) { + return false; + } + } + if (c.actorValid) { + var actor = $gameActors.actor(c.actorId); + if (!$gameParty.members().contains(actor)) { + return false; + } + } + return true; +}; + +Game_Event.prototype.setupPage = function() { + if (this._pageIndex >= 0) { + this.setupPageSettings(); + } else { + this.clearPageSettings(); + } + this.refreshBushDepth(); + this.clearStartingFlag(); + this.checkEventTriggerAuto(); +}; + +Game_Event.prototype.clearPageSettings = function() { + this.setImage('', 0); + this._moveType = 0; + this._trigger = null; + this._interpreter = null; + this.setThrough(true); +}; + +Game_Event.prototype.setupPageSettings = function() { + var page = this.page(); + var image = page.image; + if (image.tileId > 0) { + this.setTileImage(image.tileId); + } else { + this.setImage(image.characterName, image.characterIndex); + } + if (this._originalDirection !== image.direction) { + this._originalDirection = image.direction; + this._prelockDirection = 0; + this.setDirectionFix(false); + this.setDirection(image.direction); + } + if (this._originalPattern !== image.pattern) { + this._originalPattern = image.pattern; + this.setPattern(image.pattern); + } + this.setMoveSpeed(page.moveSpeed); + this.setMoveFrequency(page.moveFrequency); + this.setPriorityType(page.priorityType); + this.setWalkAnime(page.walkAnime); + this.setStepAnime(page.stepAnime); + this.setDirectionFix(page.directionFix); + this.setThrough(page.through); + this.setMoveRoute(page.moveRoute); + this._moveType = page.moveType; + this._trigger = page.trigger; + if (this._trigger === 4) { + this._interpreter = new Game_Interpreter(); + } else { + this._interpreter = null; + } +}; + +Game_Event.prototype.isOriginalPattern = function() { + return this.pattern() === this._originalPattern; +}; + +Game_Event.prototype.resetPattern = function() { + this.setPattern(this._originalPattern); +}; + +Game_Event.prototype.checkEventTriggerTouch = function(x, y) { + if (!$gameMap.isEventRunning()) { + if (this._trigger === 2 && $gamePlayer.pos(x, y)) { + if (!this.isJumping() && this.isNormalPriority()) { + this.start(); + } + } + } +}; + +Game_Event.prototype.checkEventTriggerAuto = function() { + if (this._trigger === 3) { + this.start(); + } +}; + +Game_Event.prototype.update = function() { + Game_Character.prototype.update.call(this); + this.checkEventTriggerAuto(); + this.updateParallel(); +}; + +Game_Event.prototype.updateParallel = function() { + if (this._interpreter) { + if (!this._interpreter.isRunning()) { + this._interpreter.setup(this.list(), this._eventId); + } + this._interpreter.update(); + } +}; + +Game_Event.prototype.locate = function(x, y) { + Game_Character.prototype.locate.call(this, x, y); + this._prelockDirection = 0; +}; + +Game_Event.prototype.forceMoveRoute = function(moveRoute) { + Game_Character.prototype.forceMoveRoute.call(this, moveRoute); + this._prelockDirection = 0; +}; + +//----------------------------------------------------------------------------- +// Game_Interpreter +// +// The interpreter for running event commands. + +function Game_Interpreter() { + this.initialize.apply(this, arguments); +} + +Game_Interpreter.prototype.initialize = function(depth) { + this._depth = depth || 0; + this.checkOverflow(); + this.clear(); + this._branch = {}; + this._params = []; + this._indent = 0; + this._frameCount = 0; + this._freezeChecker = 0; +}; + +Game_Interpreter.prototype.checkOverflow = function() { + if (this._depth >= 100) { + throw new Error('Common event calls exceeded the limit'); + } +}; + +Game_Interpreter.prototype.clear = function() { + this._mapId = 0; + this._eventId = 0; + this._list = null; + this._index = 0; + this._waitCount = 0; + this._waitMode = ''; + this._comments = ''; + this._character = null; + this._childInterpreter = null; +}; + +Game_Interpreter.prototype.setup = function(list, eventId) { + this.clear(); + this._mapId = $gameMap.mapId(); + this._eventId = eventId || 0; + this._list = list; + Game_Interpreter.requestImages(list); +}; + +Game_Interpreter.prototype.eventId = function() { + return this._eventId; +}; + +Game_Interpreter.prototype.isOnCurrentMap = function() { + return this._mapId === $gameMap.mapId(); +}; + +Game_Interpreter.prototype.setupReservedCommonEvent = function() { + if ($gameTemp.isCommonEventReserved()) { + this.setup($gameTemp.reservedCommonEvent().list); + $gameTemp.clearCommonEvent(); + return true; + } else { + return false; + } +}; + +Game_Interpreter.prototype.isRunning = function() { + return !!this._list; +}; + +Game_Interpreter.prototype.update = function() { + while (this.isRunning()) { + if (this.updateChild() || this.updateWait()) { + break; + } + if (SceneManager.isSceneChanging()) { + break; + } + if (!this.executeCommand()) { + break; + } + if (this.checkFreeze()) { + break; + } + } +}; + +Game_Interpreter.prototype.updateChild = function() { + if (this._childInterpreter) { + this._childInterpreter.update(); + if (this._childInterpreter.isRunning()) { + return true; + } else { + this._childInterpreter = null; + } + } + return false; +}; + +Game_Interpreter.prototype.updateWait = function() { + return this.updateWaitCount() || this.updateWaitMode(); +}; + +Game_Interpreter.prototype.updateWaitCount = function() { + if (this._waitCount > 0) { + this._waitCount--; + return true; + } + return false; +}; + +Game_Interpreter.prototype.updateWaitMode = function() { + var waiting = false; + switch (this._waitMode) { + case 'message': + waiting = $gameMessage.isBusy(); + break; + case 'transfer': + waiting = $gamePlayer.isTransferring(); + break; + case 'scroll': + waiting = $gameMap.isScrolling(); + break; + case 'route': + waiting = this._character.isMoveRouteForcing(); + break; + case 'animation': + waiting = this._character.isAnimationPlaying(); + break; + case 'balloon': + waiting = this._character.isBalloonPlaying(); + break; + case 'gather': + waiting = $gamePlayer.areFollowersGathering(); + break; + case 'action': + waiting = BattleManager.isActionForced(); + break; + case 'video': + waiting = Graphics.isVideoPlaying(); + break; + case 'image': + waiting = !ImageManager.isReady(); + break; + } + if (!waiting) { + this._waitMode = ''; + } + return waiting; +}; + +Game_Interpreter.prototype.setWaitMode = function(waitMode) { + this._waitMode = waitMode; +}; + +Game_Interpreter.prototype.wait = function(duration) { + this._waitCount = duration; +}; + +Game_Interpreter.prototype.fadeSpeed = function() { + return 24; +}; + +Game_Interpreter.prototype.executeCommand = function() { + var command = this.currentCommand(); + if (command) { + this._params = command.parameters; + this._indent = command.indent; + var methodName = 'command' + command.code; + if (typeof this[methodName] === 'function') { + if (!this[methodName]()) { + return false; + } + } + this._index++; + } else { + this.terminate(); + } + return true; +}; + +Game_Interpreter.prototype.checkFreeze = function() { + if (this._frameCount !== Graphics.frameCount) { + this._frameCount = Graphics.frameCount; + this._freezeChecker = 0; + } + if (this._freezeChecker++ >= 100000) { + return true; + } else { + return false; + } +}; + +Game_Interpreter.prototype.terminate = function() { + this._list = null; + this._comments = ''; +}; + +Game_Interpreter.prototype.skipBranch = function() { + while (this._list[this._index + 1].indent > this._indent) { + this._index++; + } +}; + +Game_Interpreter.prototype.currentCommand = function() { + return this._list[this._index]; +}; + +Game_Interpreter.prototype.nextEventCode = function() { + var command = this._list[this._index + 1]; + if (command) { + return command.code; + } else { + return 0; + } +}; + +Game_Interpreter.prototype.iterateActorId = function(param, callback) { + if (param === 0) { + $gameParty.members().forEach(callback); + } else { + var actor = $gameActors.actor(param); + if (actor) { + callback(actor); + } + } +}; + +Game_Interpreter.prototype.iterateActorEx = function(param1, param2, callback) { + if (param1 === 0) { + this.iterateActorId(param2, callback); + } else { + this.iterateActorId($gameVariables.value(param2), callback); + } +}; + +Game_Interpreter.prototype.iterateActorIndex = function(param, callback) { + if (param < 0) { + $gameParty.members().forEach(callback); + } else { + var actor = $gameParty.members()[param]; + if (actor) { + callback(actor); + } + } +}; + +Game_Interpreter.prototype.iterateEnemyIndex = function(param, callback) { + if (param < 0) { + $gameTroop.members().forEach(callback); + } else { + var enemy = $gameTroop.members()[param]; + if (enemy) { + callback(enemy); + } + } +}; + +Game_Interpreter.prototype.iterateBattler = function(param1, param2, callback) { + if ($gameParty.inBattle()) { + if (param1 === 0) { + this.iterateEnemyIndex(param2, callback); + } else { + this.iterateActorId(param2, callback); + } + } +}; + +Game_Interpreter.prototype.character = function(param) { + if ($gameParty.inBattle()) { + return null; + } else if (param < 0) { + return $gamePlayer; + } else if (this.isOnCurrentMap()) { + return $gameMap.event(param > 0 ? param : this._eventId); + } else { + return null; + } +}; + +Game_Interpreter.prototype.operateValue = function(operation, operandType, operand) { + var value = operandType === 0 ? operand : $gameVariables.value(operand); + return operation === 0 ? value : -value; +}; + +Game_Interpreter.prototype.changeHp = function(target, value, allowDeath) { + if (target.isAlive()) { + if (!allowDeath && target.hp <= -value) { + value = 1 - target.hp; + } + target.gainHp(value); + if (target.isDead()) { + target.performCollapse(); + } + } +}; + +// Show Text +Game_Interpreter.prototype.command101 = function() { + if (!$gameMessage.isBusy()) { + $gameMessage.setFaceImage(this._params[0], this._params[1]); + $gameMessage.setBackground(this._params[2]); + $gameMessage.setPositionType(this._params[3]); + while (this.nextEventCode() === 401) { // Text data + this._index++; + $gameMessage.add(this.currentCommand().parameters[0]); + } + switch (this.nextEventCode()) { + case 102: // Show Choices + this._index++; + this.setupChoices(this.currentCommand().parameters); + break; + case 103: // Input Number + this._index++; + this.setupNumInput(this.currentCommand().parameters); + break; + case 104: // Select Item + this._index++; + this.setupItemChoice(this.currentCommand().parameters); + break; + } + this._index++; + this.setWaitMode('message'); + } + return false; +}; + +// Show Choices +Game_Interpreter.prototype.command102 = function() { + if (!$gameMessage.isBusy()) { + this.setupChoices(this._params); + this._index++; + this.setWaitMode('message'); + } + return false; +}; + +Game_Interpreter.prototype.setupChoices = function(params) { + var choices = params[0].clone(); + var cancelType = params[1]; + var defaultType = params.length > 2 ? params[2] : 0; + var positionType = params.length > 3 ? params[3] : 2; + var background = params.length > 4 ? params[4] : 0; + if (cancelType >= choices.length) { + cancelType = -2; + } + $gameMessage.setChoices(choices, defaultType, cancelType); + $gameMessage.setChoiceBackground(background); + $gameMessage.setChoicePositionType(positionType); + $gameMessage.setChoiceCallback(function(n) { + this._branch[this._indent] = n; + }.bind(this)); +}; + +// When [**] +Game_Interpreter.prototype.command402 = function() { + if (this._branch[this._indent] !== this._params[0]) { + this.skipBranch(); + } + return true; +}; + +// When Cancel +Game_Interpreter.prototype.command403 = function() { + if (this._branch[this._indent] >= 0) { + this.skipBranch(); + } + return true; +}; + +// Input Number +Game_Interpreter.prototype.command103 = function() { + if (!$gameMessage.isBusy()) { + this.setupNumInput(this._params); + this._index++; + this.setWaitMode('message'); + } + return false; +}; + +Game_Interpreter.prototype.setupNumInput = function(params) { + $gameMessage.setNumberInput(params[0], params[1]); +}; + +// Select Item +Game_Interpreter.prototype.command104 = function() { + if (!$gameMessage.isBusy()) { + this.setupItemChoice(this._params); + this._index++; + this.setWaitMode('message'); + } + return false; +}; + +Game_Interpreter.prototype.setupItemChoice = function(params) { + $gameMessage.setItemChoice(params[0], params[1] || 2); +}; + +// Show Scrolling Text +Game_Interpreter.prototype.command105 = function() { + if (!$gameMessage.isBusy()) { + $gameMessage.setScroll(this._params[0], this._params[1]); + while (this.nextEventCode() === 405) { + this._index++; + $gameMessage.add(this.currentCommand().parameters[0]); + } + this._index++; + this.setWaitMode('message'); + } + return false; +}; + +// Comment +Game_Interpreter.prototype.command108 = function() { + this._comments = [this._params[0]]; + while (this.nextEventCode() === 408) { + this._index++; + this._comments.push(this.currentCommand().parameters[0]); + } + return true; +}; + +// Conditional Branch +Game_Interpreter.prototype.command111 = function() { + var result = false; + switch (this._params[0]) { + case 0: // Switch + result = ($gameSwitches.value(this._params[1]) === (this._params[2] === 0)); + break; + case 1: // Variable + var value1 = $gameVariables.value(this._params[1]); + var value2; + if (this._params[2] === 0) { + value2 = this._params[3]; + } else { + value2 = $gameVariables.value(this._params[3]); + } + switch (this._params[4]) { + case 0: // Equal to + result = (value1 === value2); + break; + case 1: // Greater than or Equal to + result = (value1 >= value2); + break; + case 2: // Less than or Equal to + result = (value1 <= value2); + break; + case 3: // Greater than + result = (value1 > value2); + break; + case 4: // Less than + result = (value1 < value2); + break; + case 5: // Not Equal to + result = (value1 !== value2); + break; + } + break; + case 2: // Self Switch + if (this._eventId > 0) { + var key = [this._mapId, this._eventId, this._params[1]]; + result = ($gameSelfSwitches.value(key) === (this._params[2] === 0)); + } + break; + case 3: // Timer + if ($gameTimer.isWorking()) { + if (this._params[2] === 0) { + result = ($gameTimer.seconds() >= this._params[1]); + } else { + result = ($gameTimer.seconds() <= this._params[1]); + } + } + break; + case 4: // Actor + var actor = $gameActors.actor(this._params[1]); + if (actor) { + var n = this._params[3]; + switch (this._params[2]) { + case 0: // In the Party + result = $gameParty.members().contains(actor); + break; + case 1: // Name + result = (actor.name() === n); + break; + case 2: // Class + result = actor.isClass($dataClasses[n]); + break; + case 3: // Skill + result = actor.hasSkill(n); + break; + case 4: // Weapon + result = actor.hasWeapon($dataWeapons[n]); + break; + case 5: // Armor + result = actor.hasArmor($dataArmors[n]); + break; + case 6: // State + result = actor.isStateAffected(n); + break; + } + } + break; + case 5: // Enemy + var enemy = $gameTroop.members()[this._params[1]]; + if (enemy) { + switch (this._params[2]) { + case 0: // Appeared + result = enemy.isAlive(); + break; + case 1: // State + result = enemy.isStateAffected(this._params[3]); + break; + } + } + break; + case 6: // Character + var character = this.character(this._params[1]); + if (character) { + result = (character.direction() === this._params[2]); + } + break; + case 7: // Gold + switch (this._params[2]) { + case 0: // Greater than or equal to + result = ($gameParty.gold() >= this._params[1]); + break; + case 1: // Less than or equal to + result = ($gameParty.gold() <= this._params[1]); + break; + case 2: // Less than + result = ($gameParty.gold() < this._params[1]); + break; + } + break; + case 8: // Item + result = $gameParty.hasItem($dataItems[this._params[1]]); + break; + case 9: // Weapon + result = $gameParty.hasItem($dataWeapons[this._params[1]], this._params[2]); + break; + case 10: // Armor + result = $gameParty.hasItem($dataArmors[this._params[1]], this._params[2]); + break; + case 11: // Button + result = Input.isPressed(this._params[1]); + break; + case 12: // Script + result = !!eval(this._params[1]); + break; + case 13: // Vehicle + result = ($gamePlayer.vehicle() === $gameMap.vehicle(this._params[1])); + break; + } + this._branch[this._indent] = result; + if (this._branch[this._indent] === false) { + this.skipBranch(); + } + return true; +}; + +// Else +Game_Interpreter.prototype.command411 = function() { + if (this._branch[this._indent] !== false) { + this.skipBranch(); + } + return true; +}; + +// Loop +Game_Interpreter.prototype.command112 = function() { + return true; +}; + +// Repeat Above +Game_Interpreter.prototype.command413 = function() { + do { + this._index--; + } while (this.currentCommand().indent !== this._indent); + return true; +}; + +// Break Loop +Game_Interpreter.prototype.command113 = function() { + var depth = 0; + while (this._index < this._list.length - 1) { + this._index++; + var command = this.currentCommand(); + + if (command.code === 112) + depth++; + + if (command.code === 413) { + if (depth > 0) + depth--; + else + break; + } + } + return true; +}; + +// Exit Event Processing +Game_Interpreter.prototype.command115 = function() { + this._index = this._list.length; + return true; +}; + +// Common Event +Game_Interpreter.prototype.command117 = function() { + var commonEvent = $dataCommonEvents[this._params[0]]; + if (commonEvent) { + var eventId = this.isOnCurrentMap() ? this._eventId : 0; + this.setupChild(commonEvent.list, eventId); + } + return true; +}; + +Game_Interpreter.prototype.setupChild = function(list, eventId) { + this._childInterpreter = new Game_Interpreter(this._depth + 1); + this._childInterpreter.setup(list, eventId); +}; + +// Label +Game_Interpreter.prototype.command118 = function() { + return true; +}; + +// Jump to Label +Game_Interpreter.prototype.command119 = function() { + var labelName = this._params[0]; + for (var i = 0; i < this._list.length; i++) { + var command = this._list[i]; + if (command.code === 118 && command.parameters[0] === labelName) { + this.jumpTo(i); + return; + } + } + return true; +}; + +Game_Interpreter.prototype.jumpTo = function(index) { + var lastIndex = this._index; + var startIndex = Math.min(index, lastIndex); + var endIndex = Math.max(index, lastIndex); + var indent = this._indent; + for (var i = startIndex; i <= endIndex; i++) { + var newIndent = this._list[i].indent; + if (newIndent !== indent) { + this._branch[indent] = null; + indent = newIndent; + } + } + this._index = index; +}; + +// Control Switches +Game_Interpreter.prototype.command121 = function() { + for (var i = this._params[0]; i <= this._params[1]; i++) { + $gameSwitches.setValue(i, this._params[2] === 0); + } + return true; +}; + +// Control Variables +Game_Interpreter.prototype.command122 = function() { + var value = 0; + switch (this._params[3]) { // Operand + case 0: // Constant + value = this._params[4]; + break; + case 1: // Variable + value = $gameVariables.value(this._params[4]); + break; + case 2: // Random + value = this._params[5] - this._params[4] + 1; + for (var i = this._params[0]; i <= this._params[1]; i++) { + this.operateVariable(i, this._params[2], this._params[4] + Math.randomInt(value)); + } + return true; + break; + case 3: // Game Data + value = this.gameDataOperand(this._params[4], this._params[5], this._params[6]); + break; + case 4: // Script + value = eval(this._params[4]); + break; + } + for (var i = this._params[0]; i <= this._params[1]; i++) { + this.operateVariable(i, this._params[2], value); + } + return true; +}; + +Game_Interpreter.prototype.gameDataOperand = function(type, param1, param2) { + switch (type) { + case 0: // Item + return $gameParty.numItems($dataItems[param1]); + case 1: // Weapon + return $gameParty.numItems($dataWeapons[param1]); + case 2: // Armor + return $gameParty.numItems($dataArmors[param1]); + case 3: // Actor + var actor = $gameActors.actor(param1); + if (actor) { + switch (param2) { + case 0: // Level + return actor.level; + case 1: // EXP + return actor.currentExp(); + case 2: // HP + return actor.hp; + case 3: // MP + return actor.mp; + default: // Parameter + if (param2 >= 4 && param2 <= 11) { + return actor.param(param2 - 4); + } + } + } + break; + case 4: // Enemy + var enemy = $gameTroop.members()[param1]; + if (enemy) { + switch (param2) { + case 0: // HP + return enemy.hp; + case 1: // MP + return enemy.mp; + default: // Parameter + if (param2 >= 2 && param2 <= 9) { + return enemy.param(param2 - 2); + } + } + } + break; + case 5: // Character + var character = this.character(param1); + if (character) { + switch (param2) { + case 0: // Map X + return character.x; + case 1: // Map Y + return character.y; + case 2: // Direction + return character.direction(); + case 3: // Screen X + return character.screenX(); + case 4: // Screen Y + return character.screenY(); + } + } + break; + case 6: // Party + actor = $gameParty.members()[param1]; + return actor ? actor.actorId() : 0; + case 7: // Other + switch (param1) { + case 0: // Map ID + return $gameMap.mapId(); + case 1: // Party Members + return $gameParty.size(); + case 2: // Gold + return $gameParty.gold(); + case 3: // Steps + return $gameParty.steps(); + case 4: // Play Time + return $gameSystem.playtime(); + case 5: // Timer + return $gameTimer.seconds(); + case 6: // Save Count + return $gameSystem.saveCount(); + case 7: // Battle Count + return $gameSystem.battleCount(); + case 8: // Win Count + return $gameSystem.winCount(); + case 9: // Escape Count + return $gameSystem.escapeCount(); + } + break; + } + return 0; +}; + +Game_Interpreter.prototype.operateVariable = function(variableId, operationType, value) { + try { + var oldValue = $gameVariables.value(variableId); + switch (operationType) { + case 0: // Set + $gameVariables.setValue(variableId, oldValue = value); + break; + case 1: // Add + $gameVariables.setValue(variableId, oldValue + value); + break; + case 2: // Sub + $gameVariables.setValue(variableId, oldValue - value); + break; + case 3: // Mul + $gameVariables.setValue(variableId, oldValue * value); + break; + case 4: // Div + $gameVariables.setValue(variableId, oldValue / value); + break; + case 5: // Mod + $gameVariables.setValue(variableId, oldValue % value); + break; + } + } catch (e) { + $gameVariables.setValue(variableId, 0); + } +}; + +// Control Self Switch +Game_Interpreter.prototype.command123 = function() { + if (this._eventId > 0) { + var key = [this._mapId, this._eventId, this._params[0]]; + $gameSelfSwitches.setValue(key, this._params[1] === 0); + } + return true; +}; + +// Control Timer +Game_Interpreter.prototype.command124 = function() { + if (this._params[0] === 0) { // Start + $gameTimer.start(this._params[1] * 60); + } else { // Stop + $gameTimer.stop(); + } + return true; +}; + +// Change Gold +Game_Interpreter.prototype.command125 = function() { + var value = this.operateValue(this._params[0], this._params[1], this._params[2]); + $gameParty.gainGold(value); + return true; +}; + +// Change Items +Game_Interpreter.prototype.command126 = function() { + var value = this.operateValue(this._params[1], this._params[2], this._params[3]); + $gameParty.gainItem($dataItems[this._params[0]], value); + return true; +}; + +// Change Weapons +Game_Interpreter.prototype.command127 = function() { + var value = this.operateValue(this._params[1], this._params[2], this._params[3]); + $gameParty.gainItem($dataWeapons[this._params[0]], value, this._params[4]); + return true; +}; + +// Change Armors +Game_Interpreter.prototype.command128 = function() { + var value = this.operateValue(this._params[1], this._params[2], this._params[3]); + $gameParty.gainItem($dataArmors[this._params[0]], value, this._params[4]); + return true; +}; + +// Change Party Member +Game_Interpreter.prototype.command129 = function() { + var actor = $gameActors.actor(this._params[0]); + if (actor) { + if (this._params[1] === 0) { // Add + if (this._params[2]) { // Initialize + $gameActors.actor(this._params[0]).setup(this._params[0]); + } + $gameParty.addActor(this._params[0]); + } else { // Remove + $gameParty.removeActor(this._params[0]); + } + } + return true; +}; + +// Change Battle BGM +Game_Interpreter.prototype.command132 = function() { + $gameSystem.setBattleBgm(this._params[0]); + return true; +}; + +// Change Victory ME +Game_Interpreter.prototype.command133 = function() { + $gameSystem.setVictoryMe(this._params[0]); + return true; +}; + +// Change Save Access +Game_Interpreter.prototype.command134 = function() { + if (this._params[0] === 0) { + $gameSystem.disableSave(); + } else { + $gameSystem.enableSave(); + } + return true; +}; + +// Change Menu Access +Game_Interpreter.prototype.command135 = function() { + if (this._params[0] === 0) { + $gameSystem.disableMenu(); + } else { + $gameSystem.enableMenu(); + } + return true; +}; + +// Change Encounter Disable +Game_Interpreter.prototype.command136 = function() { + if (this._params[0] === 0) { + $gameSystem.disableEncounter(); + } else { + $gameSystem.enableEncounter(); + } + $gamePlayer.makeEncounterCount(); + return true; +}; + +// Change Formation Access +Game_Interpreter.prototype.command137 = function() { + if (this._params[0] === 0) { + $gameSystem.disableFormation(); + } else { + $gameSystem.enableFormation(); + } + return true; +}; + +// Change Window Color +Game_Interpreter.prototype.command138 = function() { + $gameSystem.setWindowTone(this._params[0]); + return true; +}; + +// Change Defeat ME +Game_Interpreter.prototype.command139 = function() { + $gameSystem.setDefeatMe(this._params[0]); + return true; +}; + +// Change Vehicle BGM +Game_Interpreter.prototype.command140 = function() { + var vehicle = $gameMap.vehicle(this._params[0]); + if (vehicle) { + vehicle.setBgm(this._params[1]); + } + return true; +}; + +// Transfer Player +Game_Interpreter.prototype.command201 = function() { + if (!$gameParty.inBattle() && !$gameMessage.isBusy()) { + var mapId, x, y; + if (this._params[0] === 0) { // Direct designation + mapId = this._params[1]; + x = this._params[2]; + y = this._params[3]; + } else { // Designation with variables + mapId = $gameVariables.value(this._params[1]); + x = $gameVariables.value(this._params[2]); + y = $gameVariables.value(this._params[3]); + } + $gamePlayer.reserveTransfer(mapId, x, y, this._params[4], this._params[5]); + this.setWaitMode('transfer'); + this._index++; + } + return false; +}; + +// Set Vehicle Location +Game_Interpreter.prototype.command202 = function() { + var mapId, x, y; + if (this._params[1] === 0) { // Direct designation + mapId = this._params[2]; + x = this._params[3]; + y = this._params[4]; + } else { // Designation with variables + mapId = $gameVariables.value(this._params[2]); + x = $gameVariables.value(this._params[3]); + y = $gameVariables.value(this._params[4]); + } + var vehicle = $gameMap.vehicle(this._params[0]); + if (vehicle) { + vehicle.setLocation(mapId, x, y); + } + return true; +}; + +// Set Event Location +Game_Interpreter.prototype.command203 = function() { + var character = this.character(this._params[0]); + if (character) { + if (this._params[1] === 0) { // Direct designation + character.locate(this._params[2], this._params[3]); + } else if (this._params[1] === 1) { // Designation with variables + var x = $gameVariables.value(this._params[2]); + var y = $gameVariables.value(this._params[3]); + character.locate(x, y); + } else { // Exchange with another event + var character2 = this.character(this._params[2]); + if (character2) { + character.swap(character2); + } + } + if (this._params[4] > 0) { + character.setDirection(this._params[4]); + } + } + return true; +}; + +// Scroll Map +Game_Interpreter.prototype.command204 = function() { + if (!$gameParty.inBattle()) { + if ($gameMap.isScrolling()) { + this.setWaitMode('scroll'); + return false; + } + $gameMap.startScroll(this._params[0], this._params[1], this._params[2]); + } + return true; +}; + +// Set Movement Route +Game_Interpreter.prototype.command205 = function() { + $gameMap.refreshIfNeeded(); + this._character = this.character(this._params[0]); + if (this._character) { + this._character.forceMoveRoute(this._params[1]); + if (this._params[1].wait) { + this.setWaitMode('route'); + } + } + return true; +}; + +// Getting On and Off Vehicles +Game_Interpreter.prototype.command206 = function() { + $gamePlayer.getOnOffVehicle(); + return true; +}; + +// Change Transparency +Game_Interpreter.prototype.command211 = function() { + $gamePlayer.setTransparent(this._params[0] === 0); + return true; +}; + +// Show Animation +Game_Interpreter.prototype.command212 = function() { + this._character = this.character(this._params[0]); + if (this._character) { + this._character.requestAnimation(this._params[1]); + if (this._params[2]) { + this.setWaitMode('animation'); + } + } + return true; +}; + +// Show Balloon Icon +Game_Interpreter.prototype.command213 = function() { + this._character = this.character(this._params[0]); + if (this._character) { + this._character.requestBalloon(this._params[1]); + if (this._params[2]) { + this.setWaitMode('balloon'); + } + } + return true; +}; + +// Erase Event +Game_Interpreter.prototype.command214 = function() { + if (this.isOnCurrentMap() && this._eventId > 0) { + $gameMap.eraseEvent(this._eventId); + } + return true; +}; + +// Change Player Followers +Game_Interpreter.prototype.command216 = function() { + if (this._params[0] === 0) { + $gamePlayer.showFollowers(); + } else { + $gamePlayer.hideFollowers(); + } + $gamePlayer.refresh(); + return true; +}; + +// Gather Followers +Game_Interpreter.prototype.command217 = function() { + if (!$gameParty.inBattle()) { + $gamePlayer.gatherFollowers(); + this.setWaitMode('gather'); + } + return true; +}; + +// Fadeout Screen +Game_Interpreter.prototype.command221 = function() { + if (!$gameMessage.isBusy()) { + $gameScreen.startFadeOut(this.fadeSpeed()); + this.wait(this.fadeSpeed()); + this._index++; + } + return false; +}; + +// Fadein Screen +Game_Interpreter.prototype.command222 = function() { + if (!$gameMessage.isBusy()) { + $gameScreen.startFadeIn(this.fadeSpeed()); + this.wait(this.fadeSpeed()); + this._index++; + } + return false; +}; + +// Tint Screen +Game_Interpreter.prototype.command223 = function() { + $gameScreen.startTint(this._params[0], this._params[1]); + if (this._params[2]) { + this.wait(this._params[1]); + } + return true; +}; + +// Flash Screen +Game_Interpreter.prototype.command224 = function() { + $gameScreen.startFlash(this._params[0], this._params[1]); + if (this._params[2]) { + this.wait(this._params[1]); + } + return true; +}; + +// Shake Screen +Game_Interpreter.prototype.command225 = function() { + $gameScreen.startShake(this._params[0], this._params[1], this._params[2]); + if (this._params[3]) { + this.wait(this._params[2]); + } + return true; +}; + +// Wait +Game_Interpreter.prototype.command230 = function() { + this.wait(this._params[0]); + return true; +}; + +// Show Picture +Game_Interpreter.prototype.command231 = function() { + var x, y; + if (this._params[3] === 0) { // Direct designation + x = this._params[4]; + y = this._params[5]; + } else { // Designation with variables + x = $gameVariables.value(this._params[4]); + y = $gameVariables.value(this._params[5]); + } + $gameScreen.showPicture(this._params[0], this._params[1], this._params[2], + x, y, this._params[6], this._params[7], this._params[8], this._params[9]); + return true; +}; + +// Move Picture +Game_Interpreter.prototype.command232 = function() { + var x, y; + if (this._params[3] === 0) { // Direct designation + x = this._params[4]; + y = this._params[5]; + } else { // Designation with variables + x = $gameVariables.value(this._params[4]); + y = $gameVariables.value(this._params[5]); + } + $gameScreen.movePicture(this._params[0], this._params[2], x, y, this._params[6], + this._params[7], this._params[8], this._params[9], this._params[10]); + if (this._params[11]) { + this.wait(this._params[10]); + } + return true; +}; + +// Rotate Picture +Game_Interpreter.prototype.command233 = function() { + $gameScreen.rotatePicture(this._params[0], this._params[1]); + return true; +}; + +// Tint Picture +Game_Interpreter.prototype.command234 = function() { + $gameScreen.tintPicture(this._params[0], this._params[1], this._params[2]); + if (this._params[3]) { + this.wait(this._params[2]); + } + return true; +}; + +// Erase Picture +Game_Interpreter.prototype.command235 = function() { + $gameScreen.erasePicture(this._params[0]); + return true; +}; + +// Set Weather Effect +Game_Interpreter.prototype.command236 = function() { + if (!$gameParty.inBattle()) { + $gameScreen.changeWeather(this._params[0], this._params[1], this._params[2]); + if (this._params[3]) { + this.wait(this._params[2]); + } + } + return true; +}; + +// Play BGM +Game_Interpreter.prototype.command241 = function() { + AudioManager.playBgm(this._params[0]); + return true; +}; + +// Fadeout BGM +Game_Interpreter.prototype.command242 = function() { + AudioManager.fadeOutBgm(this._params[0]); + return true; +}; + +// Save BGM +Game_Interpreter.prototype.command243 = function() { + $gameSystem.saveBgm(); + return true; +}; + +// Resume BGM +Game_Interpreter.prototype.command244 = function() { + $gameSystem.replayBgm(); + return true; +}; + +// Play BGS +Game_Interpreter.prototype.command245 = function() { + AudioManager.playBgs(this._params[0]); + return true; +}; + +// Fadeout BGS +Game_Interpreter.prototype.command246 = function() { + AudioManager.fadeOutBgs(this._params[0]); + return true; +}; + +// Play ME +Game_Interpreter.prototype.command249 = function() { + AudioManager.playMe(this._params[0]); + return true; +}; + +// Play SE +Game_Interpreter.prototype.command250 = function() { + AudioManager.playSe(this._params[0]); + return true; +}; + +// Stop SE +Game_Interpreter.prototype.command251 = function() { + AudioManager.stopSe(); + return true; +}; + +// Play Movie +Game_Interpreter.prototype.command261 = function() { + if (!$gameMessage.isBusy()) { + var name = this._params[0]; + if (name.length > 0) { + var ext = this.videoFileExt(); + Graphics.playVideo('movies/' + name + ext); + this.setWaitMode('video'); + } + this._index++; + } + return false; +}; + +Game_Interpreter.prototype.videoFileExt = function() { + if (Graphics.canPlayVideoType('video/webm') && !Utils.isMobileDevice()) { + return '.webm'; + } else { + return '.mp4'; + } +}; + +// Change Map Name Display +Game_Interpreter.prototype.command281 = function() { + if (this._params[0] === 0) { + $gameMap.enableNameDisplay(); + } else { + $gameMap.disableNameDisplay(); + } + return true; +}; + +// Change Tileset +Game_Interpreter.prototype.command282 = function() { + var tileset = $dataTilesets[this._params[0]]; + if(!this._imageReservationId){ + this._imageReservationId = Utils.generateRuntimeId(); + } + + var allReady = tileset.tilesetNames.map(function(tilesetName) { + return ImageManager.reserveTileset(tilesetName, 0, this._imageReservationId); + }, this).every(function(bitmap) {return bitmap.isReady();}); + + if (allReady) { + $gameMap.changeTileset(this._params[0]); + ImageManager.releaseReservation(this._imageReservationId); + this._imageReservationId = null; + + return true; + } else { + return false; + } +}; + +// Change Battle Back +Game_Interpreter.prototype.command283 = function() { + $gameMap.changeBattleback(this._params[0], this._params[1]); + return true; +}; + +// Change Parallax +Game_Interpreter.prototype.command284 = function() { + $gameMap.changeParallax(this._params[0], this._params[1], + this._params[2], this._params[3], this._params[4]); + return true; +}; + +// Get Location Info +Game_Interpreter.prototype.command285 = function() { + var x, y, value; + if (this._params[2] === 0) { // Direct designation + x = this._params[3]; + y = this._params[4]; + } else { // Designation with variables + x = $gameVariables.value(this._params[3]); + y = $gameVariables.value(this._params[4]); + } + switch (this._params[1]) { + case 0: // Terrain Tag + value = $gameMap.terrainTag(x, y); + break; + case 1: // Event ID + value = $gameMap.eventIdXy(x, y); + break; + case 2: // Tile ID (Layer 1) + case 3: // Tile ID (Layer 2) + case 4: // Tile ID (Layer 3) + case 5: // Tile ID (Layer 4) + value = $gameMap.tileId(x, y, this._params[1] - 2); + break; + default: // Region ID + value = $gameMap.regionId(x, y); + break; + } + $gameVariables.setValue(this._params[0], value); + return true; +}; + +// Battle Processing +Game_Interpreter.prototype.command301 = function() { + if (!$gameParty.inBattle()) { + var troopId; + if (this._params[0] === 0) { // Direct designation + troopId = this._params[1]; + } else if (this._params[0] === 1) { // Designation with a variable + troopId = $gameVariables.value(this._params[1]); + } else { // Same as Random Encounter + troopId = $gamePlayer.makeEncounterTroopId(); + } + if ($dataTroops[troopId]) { + BattleManager.setup(troopId, this._params[2], this._params[3]); + BattleManager.setEventCallback(function(n) { + this._branch[this._indent] = n; + }.bind(this)); + $gamePlayer.makeEncounterCount(); + SceneManager.push(Scene_Battle); + } + } + return true; +}; + +// If Win +Game_Interpreter.prototype.command601 = function() { + if (this._branch[this._indent] !== 0) { + this.skipBranch(); + } + return true; +}; + +// If Escape +Game_Interpreter.prototype.command602 = function() { + if (this._branch[this._indent] !== 1) { + this.skipBranch(); + } + return true; +}; + +// If Lose +Game_Interpreter.prototype.command603 = function() { + if (this._branch[this._indent] !== 2) { + this.skipBranch(); + } + return true; +}; + +// Shop Processing +Game_Interpreter.prototype.command302 = function() { + if (!$gameParty.inBattle()) { + var goods = [this._params]; + while (this.nextEventCode() === 605) { + this._index++; + goods.push(this.currentCommand().parameters); + } + SceneManager.push(Scene_Shop); + SceneManager.prepareNextScene(goods, this._params[4]); + } + return true; +}; + +// Name Input Processing +Game_Interpreter.prototype.command303 = function() { + if (!$gameParty.inBattle()) { + if ($dataActors[this._params[0]]) { + SceneManager.push(Scene_Name); + SceneManager.prepareNextScene(this._params[0], this._params[1]); + } + } + return true; +}; + +// Change HP +Game_Interpreter.prototype.command311 = function() { + var value = this.operateValue(this._params[2], this._params[3], this._params[4]); + this.iterateActorEx(this._params[0], this._params[1], function(actor) { + this.changeHp(actor, value, this._params[5]); + }.bind(this)); + return true; +}; + +// Change MP +Game_Interpreter.prototype.command312 = function() { + var value = this.operateValue(this._params[2], this._params[3], this._params[4]); + this.iterateActorEx(this._params[0], this._params[1], function(actor) { + actor.gainMp(value); + }.bind(this)); + return true; +}; + +// Change TP +Game_Interpreter.prototype.command326 = function() { + var value = this.operateValue(this._params[2], this._params[3], this._params[4]); + this.iterateActorEx(this._params[0], this._params[1], function(actor) { + actor.gainTp(value); + }.bind(this)); + return true; +}; + +// Change State +Game_Interpreter.prototype.command313 = function() { + this.iterateActorEx(this._params[0], this._params[1], function(actor) { + var alreadyDead = actor.isDead(); + if (this._params[2] === 0) { + actor.addState(this._params[3]); + } else { + actor.removeState(this._params[3]); + } + if (actor.isDead() && !alreadyDead) { + actor.performCollapse(); + } + actor.clearResult(); + }.bind(this)); + return true; +}; + +// Recover All +Game_Interpreter.prototype.command314 = function() { + this.iterateActorEx(this._params[0], this._params[1], function(actor) { + actor.recoverAll(); + }.bind(this)); + return true; +}; + +// Change EXP +Game_Interpreter.prototype.command315 = function() { + var value = this.operateValue(this._params[2], this._params[3], this._params[4]); + this.iterateActorEx(this._params[0], this._params[1], function(actor) { + actor.changeExp(actor.currentExp() + value, this._params[5]); + }.bind(this)); + return true; +}; + +// Change Level +Game_Interpreter.prototype.command316 = function() { + var value = this.operateValue(this._params[2], this._params[3], this._params[4]); + this.iterateActorEx(this._params[0], this._params[1], function(actor) { + actor.changeLevel(actor.level + value, this._params[5]); + }.bind(this)); + return true; +}; + +// Change Parameter +Game_Interpreter.prototype.command317 = function() { + var value = this.operateValue(this._params[3], this._params[4], this._params[5]); + this.iterateActorEx(this._params[0], this._params[1], function(actor) { + actor.addParam(this._params[2], value); + }.bind(this)); + return true; +}; + +// Change Skill +Game_Interpreter.prototype.command318 = function() { + this.iterateActorEx(this._params[0], this._params[1], function(actor) { + if (this._params[2] === 0) { + actor.learnSkill(this._params[3]); + } else { + actor.forgetSkill(this._params[3]); + } + }.bind(this)); + return true; +}; + +// Change Equipment +Game_Interpreter.prototype.command319 = function() { + var actor = $gameActors.actor(this._params[0]); + if (actor) { + actor.changeEquipById(this._params[1], this._params[2]); + } + return true; +}; + +// Change Name +Game_Interpreter.prototype.command320 = function() { + var actor = $gameActors.actor(this._params[0]); + if (actor) { + actor.setName(this._params[1]); + } + return true; +}; + +// Change Class +Game_Interpreter.prototype.command321 = function() { + var actor = $gameActors.actor(this._params[0]); + if (actor && $dataClasses[this._params[1]]) { + actor.changeClass(this._params[1], this._params[2]); + } + return true; +}; + +// Change Actor Images +Game_Interpreter.prototype.command322 = function() { + var actor = $gameActors.actor(this._params[0]); + if (actor) { + actor.setCharacterImage(this._params[1], this._params[2]); + actor.setFaceImage(this._params[3], this._params[4]); + actor.setBattlerImage(this._params[5]); + } + $gamePlayer.refresh(); + return true; +}; + +// Change Vehicle Image +Game_Interpreter.prototype.command323 = function() { + var vehicle = $gameMap.vehicle(this._params[0]); + if (vehicle) { + vehicle.setImage(this._params[1], this._params[2]); + } + return true; +}; + +// Change Nickname +Game_Interpreter.prototype.command324 = function() { + var actor = $gameActors.actor(this._params[0]); + if (actor) { + actor.setNickname(this._params[1]); + } + return true; +}; + +// Change Profile +Game_Interpreter.prototype.command325 = function() { + var actor = $gameActors.actor(this._params[0]); + if (actor) { + actor.setProfile(this._params[1]); + } + return true; +}; + +// Change Enemy HP +Game_Interpreter.prototype.command331 = function() { + var value = this.operateValue(this._params[1], this._params[2], this._params[3]); + this.iterateEnemyIndex(this._params[0], function(enemy) { + this.changeHp(enemy, value, this._params[4]); + }.bind(this)); + return true; +}; + +// Change Enemy MP +Game_Interpreter.prototype.command332 = function() { + var value = this.operateValue(this._params[1], this._params[2], this._params[3]); + this.iterateEnemyIndex(this._params[0], function(enemy) { + enemy.gainMp(value); + }.bind(this)); + return true; +}; + +// Change Enemy TP +Game_Interpreter.prototype.command342 = function() { + var value = this.operateValue(this._params[1], this._params[2], this._params[3]); + this.iterateEnemyIndex(this._params[0], function(enemy) { + enemy.gainTp(value); + }.bind(this)); + return true; +}; + +// Change Enemy State +Game_Interpreter.prototype.command333 = function() { + this.iterateEnemyIndex(this._params[0], function(enemy) { + var alreadyDead = enemy.isDead(); + if (this._params[1] === 0) { + enemy.addState(this._params[2]); + } else { + enemy.removeState(this._params[2]); + } + if (enemy.isDead() && !alreadyDead) { + enemy.performCollapse(); + } + enemy.clearResult(); + }.bind(this)); + return true; +}; + +// Enemy Recover All +Game_Interpreter.prototype.command334 = function() { + this.iterateEnemyIndex(this._params[0], function(enemy) { + enemy.recoverAll(); + }.bind(this)); + return true; +}; + +// Enemy Appear +Game_Interpreter.prototype.command335 = function() { + this.iterateEnemyIndex(this._params[0], function(enemy) { + enemy.appear(); + $gameTroop.makeUniqueNames(); + }.bind(this)); + return true; +}; + +// Enemy Transform +Game_Interpreter.prototype.command336 = function() { + this.iterateEnemyIndex(this._params[0], function(enemy) { + enemy.transform(this._params[1]); + $gameTroop.makeUniqueNames(); + }.bind(this)); + return true; +}; + +// Show Battle Animation +Game_Interpreter.prototype.command337 = function() { + if (this._params[2] == true) { + this.iterateEnemyIndex(-1,function(enemy) { + if (enemy.isAlive()) { + enemy.startAnimation(this._params[1],false,0); + } + }.bind(this)); + } else { + this.iterateEnemyIndex(this._params[0], function (enemy) { + if (enemy.isAlive()) { + enemy.startAnimation(this._params[1], false, 0); + } + }.bind(this)); + } + return true; +}; + +// Force Action +Game_Interpreter.prototype.command339 = function() { + this.iterateBattler(this._params[0], this._params[1], function(battler) { + if (!battler.isDeathStateAffected()) { + battler.forceAction(this._params[2], this._params[3]); + BattleManager.forceAction(battler); + this.setWaitMode('action'); + } + }.bind(this)); + return true; +}; + +// Abort Battle +Game_Interpreter.prototype.command340 = function() { + BattleManager.abort(); + return true; +}; + +// Open Menu Screen +Game_Interpreter.prototype.command351 = function() { + if (!$gameParty.inBattle()) { + SceneManager.push(Scene_Menu); + Window_MenuCommand.initCommandPosition(); + } + return true; +}; + +// Open Save Screen +Game_Interpreter.prototype.command352 = function() { + if (!$gameParty.inBattle()) { + SceneManager.push(Scene_Save); + } + return true; +}; + +// Game Over +Game_Interpreter.prototype.command353 = function() { + SceneManager.goto(Scene_Gameover); + return true; +}; + +// Return to Title Screen +Game_Interpreter.prototype.command354 = function() { + SceneManager.goto(Scene_Title); + return true; +}; + +// Script +Game_Interpreter.prototype.command355 = function() { + var script = this.currentCommand().parameters[0] + '\n'; + while (this.nextEventCode() === 655) { + this._index++; + script += this.currentCommand().parameters[0] + '\n'; + } + eval(script); + return true; +}; + +// Plugin Command +Game_Interpreter.prototype.command356 = function() { + var args = this._params[0].split(" "); + var command = args.shift(); + this.pluginCommand(command, args); + return true; +}; + +Game_Interpreter.prototype.pluginCommand = function(command, args) { + // to be overridden by plugins +}; + +Game_Interpreter.requestImages = function(list, commonList){ + if(!list) return; + + list.forEach(function(command){ + var params = command.parameters; + switch(command.code){ + // Show Text + case 101: + ImageManager.requestFace(params[0]); + break; + + // Common Event + case 117: + var commonEvent = $dataCommonEvents[params[0]]; + if (commonEvent) { + if (!commonList) { + commonList = []; + } + if (!commonList.contains(params[0])) { + commonList.push(params[0]); + Game_Interpreter.requestImages(commonEvent.list, commonList); + } + } + break; + + // Change Party Member + case 129: + var actor = $gameActors.actor(params[0]); + if (actor && params[1] === 0) { + var name = actor.characterName(); + ImageManager.requestCharacter(name); + } + break; + + // Set Movement Route + case 205: + if(params[1]){ + params[1].list.forEach(function(command){ + var params = command.parameters; + if(command.code === Game_Character.ROUTE_CHANGE_IMAGE){ + ImageManager.requestCharacter(params[0]); + } + }); + } + break; + + // Show Animation, Show Battle Animation + case 212: case 337: + if(params[1]) { + var animation = $dataAnimations[params[1]]; + var name1 = animation.animation1Name; + var name2 = animation.animation2Name; + var hue1 = animation.animation1Hue; + var hue2 = animation.animation2Hue; + ImageManager.requestAnimation(name1, hue1); + ImageManager.requestAnimation(name2, hue2); + } + break; + + // Change Player Followers + case 216: + if (params[0] === 0) { + $gamePlayer.followers().forEach(function(follower) { + var name = follower.characterName(); + ImageManager.requestCharacter(name); + }); + } + break; + + // Show Picture + case 231: + ImageManager.requestPicture(params[1]); + break; + + // Change Tileset + case 282: + var tileset = $dataTilesets[params[0]]; + tileset.tilesetNames.forEach(function(tilesetName){ + ImageManager.requestTileset(tilesetName); + }); + break; + + // Change Battle Back + case 283: + if ($gameParty.inBattle()) { + ImageManager.requestBattleback1(params[0]); + ImageManager.requestBattleback2(params[1]); + } + break; + + // Change Parallax + case 284: + if (!$gameParty.inBattle()) { + ImageManager.requestParallax(params[0]); + } + break; + + // Change Actor Images + case 322: + ImageManager.requestCharacter(params[1]); + ImageManager.requestFace(params[3]); + ImageManager.requestSvActor(params[5]); + break; + + // Change Vehicle Image + case 323: + var vehicle = $gameMap.vehicle(params[0]); + if(vehicle){ + ImageManager.requestCharacter(params[1]); + } + break; + + // Enemy Transform + case 336: + var enemy = $dataEnemies[params[1]]; + var name = enemy.battlerName; + var hue = enemy.battlerHue; + if ($gameSystem.isSideView()) { + ImageManager.requestSvEnemy(name, hue); + } else { + ImageManager.requestEnemy(name, hue); + } + break; + } + }); +}; \ No newline at end of file diff --git a/www/js/rpg_scenes.js b/www/js/rpg_scenes.js new file mode 100644 index 0000000..a11943b --- /dev/null +++ b/www/js/rpg_scenes.js @@ -0,0 +1,2689 @@ +//============================================================================= +// rpg_scenes.js v1.6.2 +//============================================================================= + +//============================================================================= + +/** + * The Superclass of all scene within the game. + * + * @class Scene_Base + * @constructor + * @extends Stage + */ +function Scene_Base() { + this.initialize.apply(this, arguments); +} + +Scene_Base.prototype = Object.create(Stage.prototype); +Scene_Base.prototype.constructor = Scene_Base; + + +/** + * Create a instance of Scene_Base. + * + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.initialize = function() { + Stage.prototype.initialize.call(this); + this._active = false; + this._fadeSign = 0; + this._fadeDuration = 0; + this._fadeSprite = null; + this._imageReservationId = Utils.generateRuntimeId(); +}; + +/** + * Attach a reservation to the reserve queue. + * + * @method attachReservation + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.attachReservation = function() { + ImageManager.setDefaultReservationId(this._imageReservationId); +}; + +/** + * Remove the reservation from the Reserve queue. + * + * @method detachReservation + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.detachReservation = function() { + ImageManager.releaseReservation(this._imageReservationId); +}; + +/** + * Create the components and add them to the rendering process. + * + * @method create + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.create = function() { +}; + +/** + * Returns whether the scene is active or not. + * + * @method isActive + * @instance + * @memberof Scene_Base + * @return {Boolean} return true if the scene is active + */ +Scene_Base.prototype.isActive = function() { + return this._active; +}; + +/** + * Return whether the scene is ready to start or not. + * + * @method isReady + * @instance + * @memberof Scene_Base + * @return {Boolean} Return true if the scene is ready to start + */ +Scene_Base.prototype.isReady = function() { + return ImageManager.isReady(); +}; + +/** + * Start the scene processing. + * + * @method start + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.start = function() { + this._active = true; +}; + +/** + * Update the scene processing each new frame. + * + * @method update + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.update = function() { + this.updateFade(); + this.updateChildren(); +}; + +/** + * Stop the scene processing. + * + * @method stop + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.stop = function() { + this._active = false; +}; + + +/** + * Return whether the scene is busy or not. + * + * @method isBusy + * @instance + * @memberof Scene_Base + * @return {Boolean} Return true if the scene is currently busy + */ +Scene_Base.prototype.isBusy = function() { + return this._fadeDuration > 0; +}; + +/** + * Terminate the scene before switching to a another scene. + * + * @method terminate + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.terminate = function() { +}; + +/** + * Create the layer for the windows children + * and add it to the rendering process. + * + * @method createWindowLayer + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.createWindowLayer = function() { + var width = Graphics.boxWidth; + var height = Graphics.boxHeight; + var x = (Graphics.width - width) / 2; + var y = (Graphics.height - height) / 2; + this._windowLayer = new WindowLayer(); + this._windowLayer.move(x, y, width, height); + this.addChild(this._windowLayer); +}; + +/** + * Add the children window to the windowLayer processing. + * + * @method addWindow + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.addWindow = function(window) { + this._windowLayer.addChild(window); +}; + +/** + * Request a fadeIn screen process. + * + * @method startFadeIn + * @param {Number} [duration=30] The time the process will take for fadeIn the screen + * @param {Boolean} [white=false] If true the fadein will be process with a white color else it's will be black + * + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.startFadeIn = function(duration, white) { + this.createFadeSprite(white); + this._fadeSign = 1; + this._fadeDuration = duration || 30; + this._fadeSprite.opacity = 255; +}; + +/** + * Request a fadeOut screen process. + * + * @method startFadeOut + * @param {Number} [duration=30] The time the process will take for fadeOut the screen + * @param {Boolean} [white=false] If true the fadeOut will be process with a white color else it's will be black + * + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.startFadeOut = function(duration, white) { + this.createFadeSprite(white); + this._fadeSign = -1; + this._fadeDuration = duration || 30; + this._fadeSprite.opacity = 0; +}; + +/** + * Create a Screen sprite for the fadein and fadeOut purpose and + * add it to the rendering process. + * + * @method createFadeSprite + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.createFadeSprite = function(white) { + if (!this._fadeSprite) { + this._fadeSprite = new ScreenSprite(); + this.addChild(this._fadeSprite); + } + if (white) { + this._fadeSprite.setWhite(); + } else { + this._fadeSprite.setBlack(); + } +}; + +/** + * Update the screen fade processing. + * + * @method updateFade + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.updateFade = function() { + if (this._fadeDuration > 0) { + var d = this._fadeDuration; + if (this._fadeSign > 0) { + this._fadeSprite.opacity -= this._fadeSprite.opacity / d; + } else { + this._fadeSprite.opacity += (255 - this._fadeSprite.opacity) / d; + } + this._fadeDuration--; + } +}; + +/** + * Update the children of the scene EACH frame. + * + * @method updateChildren + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.updateChildren = function() { + this.children.forEach(function(child) { + if (child.update) { + child.update(); + } + }); +}; + +/** + * Pop the scene from the stack array and switch to the + * previous scene. + * + * @method popScene + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.popScene = function() { + SceneManager.pop(); +}; + +/** + * Check whether the game should be triggering a gameover. + * + * @method checkGameover + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.checkGameover = function() { + if ($gameParty.isAllDead()) { + SceneManager.goto(Scene_Gameover); + } +}; + +/** + * Slowly fade out all the visual and audio of the scene. + * + * @method fadeOutAll + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.fadeOutAll = function() { + var time = this.slowFadeSpeed() / 60; + AudioManager.fadeOutBgm(time); + AudioManager.fadeOutBgs(time); + AudioManager.fadeOutMe(time); + this.startFadeOut(this.slowFadeSpeed()); +}; + +/** + * Return the screen fade speed value. + * + * @method fadeSpeed + * @instance + * @memberof Scene_Base + * @return {Number} Return the fade speed + */ +Scene_Base.prototype.fadeSpeed = function() { + return 24; +}; + +/** + * Return a slow screen fade speed value. + * + * @method slowFadeSpeed + * @instance + * @memberof Scene_Base + * @return {Number} Return the fade speed + */ +Scene_Base.prototype.slowFadeSpeed = function() { + return this.fadeSpeed() * 2; +}; + +//----------------------------------------------------------------------------- +// Scene_Boot +// +// The scene class for initializing the entire game. + +function Scene_Boot() { + this.initialize.apply(this, arguments); +} + +Scene_Boot.prototype = Object.create(Scene_Base.prototype); +Scene_Boot.prototype.constructor = Scene_Boot; + +Scene_Boot.prototype.initialize = function() { + Scene_Base.prototype.initialize.call(this); + this._startDate = Date.now(); +}; + +Scene_Boot.prototype.create = function() { + Scene_Base.prototype.create.call(this); + DataManager.loadDatabase(); + ConfigManager.load(); + this.loadSystemWindowImage(); +}; + +Scene_Boot.prototype.loadSystemWindowImage = function() { + ImageManager.reserveSystem('Window'); +}; + +Scene_Boot.loadSystemImages = function() { + ImageManager.reserveSystem('IconSet'); + ImageManager.reserveSystem('Balloon'); + ImageManager.reserveSystem('Shadow1'); + ImageManager.reserveSystem('Shadow2'); + ImageManager.reserveSystem('Damage'); + ImageManager.reserveSystem('States'); + ImageManager.reserveSystem('Weapons1'); + ImageManager.reserveSystem('Weapons2'); + ImageManager.reserveSystem('Weapons3'); + ImageManager.reserveSystem('ButtonSet'); +}; + +Scene_Boot.prototype.isReady = function() { + if (Scene_Base.prototype.isReady.call(this)) { + return DataManager.isDatabaseLoaded() && this.isGameFontLoaded(); + } else { + return false; + } +}; + +Scene_Boot.prototype.isGameFontLoaded = function() { + if (Graphics.isFontLoaded('GameFont')) { + return true; + } else if (!Graphics.canUseCssFontLoading()){ + var elapsed = Date.now() - this._startDate; + if (elapsed >= 60000) { + throw new Error('Failed to load GameFont'); + } + } +}; + +Scene_Boot.prototype.start = function() { + Scene_Base.prototype.start.call(this); + SoundManager.preloadImportantSounds(); + if (DataManager.isBattleTest()) { + DataManager.setupBattleTest(); + SceneManager.goto(Scene_Battle); + } else if (DataManager.isEventTest()) { + DataManager.setupEventTest(); + SceneManager.goto(Scene_Map); + } else { + this.checkPlayerLocation(); + DataManager.setupNewGame(); + SceneManager.goto(Scene_Title); + Window_TitleCommand.initCommandPosition(); + } + this.updateDocumentTitle(); +}; + +Scene_Boot.prototype.updateDocumentTitle = function() { + document.title = $dataSystem.gameTitle; +}; + +Scene_Boot.prototype.checkPlayerLocation = function() { + if ($dataSystem.startMapId === 0) { + throw new Error('Player\'s starting position is not set'); + } +}; + +//----------------------------------------------------------------------------- +// Scene_Title +// +// The scene class of the title screen. + +function Scene_Title() { + this.initialize.apply(this, arguments); +} + +Scene_Title.prototype = Object.create(Scene_Base.prototype); +Scene_Title.prototype.constructor = Scene_Title; + +Scene_Title.prototype.initialize = function() { + Scene_Base.prototype.initialize.call(this); +}; + +Scene_Title.prototype.create = function() { + Scene_Base.prototype.create.call(this); + this.createBackground(); + this.createForeground(); + this.createWindowLayer(); + this.createCommandWindow(); +}; + +Scene_Title.prototype.start = function() { + Scene_Base.prototype.start.call(this); + SceneManager.clearStack(); + this.centerSprite(this._backSprite1); + this.centerSprite(this._backSprite2); + this.playTitleMusic(); + this.startFadeIn(this.fadeSpeed(), false); +}; + +Scene_Title.prototype.update = function() { + if (!this.isBusy()) { + this._commandWindow.open(); + } + Scene_Base.prototype.update.call(this); +}; + +Scene_Title.prototype.isBusy = function() { + return this._commandWindow.isClosing() || Scene_Base.prototype.isBusy.call(this); +}; + +Scene_Title.prototype.terminate = function() { + Scene_Base.prototype.terminate.call(this); + SceneManager.snapForBackground(); +}; + +Scene_Title.prototype.createBackground = function() { + this._backSprite1 = new Sprite(ImageManager.loadTitle1($dataSystem.title1Name)); + this._backSprite2 = new Sprite(ImageManager.loadTitle2($dataSystem.title2Name)); + this.addChild(this._backSprite1); + this.addChild(this._backSprite2); +}; + +Scene_Title.prototype.createForeground = function() { + this._gameTitleSprite = new Sprite(new Bitmap(Graphics.width, Graphics.height)); + this.addChild(this._gameTitleSprite); + if ($dataSystem.optDrawTitle) { + this.drawGameTitle(); + } +}; + +Scene_Title.prototype.drawGameTitle = function() { + var x = 20; + var y = Graphics.height / 4; + var maxWidth = Graphics.width - x * 2; + var text = $dataSystem.gameTitle; + this._gameTitleSprite.bitmap.outlineColor = 'black'; + this._gameTitleSprite.bitmap.outlineWidth = 8; + this._gameTitleSprite.bitmap.fontSize = 72; + this._gameTitleSprite.bitmap.drawText(text, x, y, maxWidth, 48, 'center'); +}; + +Scene_Title.prototype.centerSprite = function(sprite) { + sprite.x = Graphics.width / 2; + sprite.y = Graphics.height / 2; + sprite.anchor.x = 0.5; + sprite.anchor.y = 0.5; +}; + +Scene_Title.prototype.createCommandWindow = function() { + this._commandWindow = new Window_TitleCommand(); + this._commandWindow.setHandler('newGame', this.commandNewGame.bind(this)); + this._commandWindow.setHandler('continue', this.commandContinue.bind(this)); + this._commandWindow.setHandler('options', this.commandOptions.bind(this)); + this.addWindow(this._commandWindow); +}; + +Scene_Title.prototype.commandNewGame = function() { + DataManager.setupNewGame(); + this._commandWindow.close(); + this.fadeOutAll(); + SceneManager.goto(Scene_Map); +}; + +Scene_Title.prototype.commandContinue = function() { + this._commandWindow.close(); + SceneManager.push(Scene_Load); +}; + +Scene_Title.prototype.commandOptions = function() { + this._commandWindow.close(); + SceneManager.push(Scene_Options); +}; + +Scene_Title.prototype.playTitleMusic = function() { + AudioManager.playBgm($dataSystem.titleBgm); + AudioManager.stopBgs(); + AudioManager.stopMe(); +}; + +//----------------------------------------------------------------------------- +// Scene_Map +// +// The scene class of the map screen. + +function Scene_Map() { + this.initialize.apply(this, arguments); +} + +Scene_Map.prototype = Object.create(Scene_Base.prototype); +Scene_Map.prototype.constructor = Scene_Map; + +Scene_Map.prototype.initialize = function() { + Scene_Base.prototype.initialize.call(this); + this._waitCount = 0; + this._encounterEffectDuration = 0; + this._mapLoaded = false; + this._touchCount = 0; +}; + +Scene_Map.prototype.create = function() { + Scene_Base.prototype.create.call(this); + this._transfer = $gamePlayer.isTransferring(); + var mapId = this._transfer ? $gamePlayer.newMapId() : $gameMap.mapId(); + DataManager.loadMapData(mapId); +}; + +Scene_Map.prototype.isReady = function() { + if (!this._mapLoaded && DataManager.isMapLoaded()) { + this.onMapLoaded(); + this._mapLoaded = true; + } + return this._mapLoaded && Scene_Base.prototype.isReady.call(this); +}; + +Scene_Map.prototype.onMapLoaded = function() { + if (this._transfer) { + $gamePlayer.performTransfer(); + } + this.createDisplayObjects(); +}; + +Scene_Map.prototype.start = function() { + Scene_Base.prototype.start.call(this); + SceneManager.clearStack(); + if (this._transfer) { + this.fadeInForTransfer(); + this._mapNameWindow.open(); + $gameMap.autoplay(); + } else if (this.needsFadeIn()) { + this.startFadeIn(this.fadeSpeed(), false); + } + this.menuCalling = false; +}; + +Scene_Map.prototype.update = function() { + this.updateDestination(); + this.updateMainMultiply(); + if (this.isSceneChangeOk()) { + this.updateScene(); + } else if (SceneManager.isNextScene(Scene_Battle)) { + this.updateEncounterEffect(); + } + this.updateWaitCount(); + Scene_Base.prototype.update.call(this); +}; + +Scene_Map.prototype.updateMainMultiply = function() { + this.updateMain(); + if (this.isFastForward()) { + this.updateMain(); + } +}; + +Scene_Map.prototype.updateMain = function() { + var active = this.isActive(); + $gameMap.update(active); + $gamePlayer.update(active); + $gameTimer.update(active); + $gameScreen.update(); +}; + +Scene_Map.prototype.isFastForward = function() { + return ($gameMap.isEventRunning() && !SceneManager.isSceneChanging() && + (Input.isLongPressed('ok') || TouchInput.isLongPressed())); +}; + +Scene_Map.prototype.stop = function() { + Scene_Base.prototype.stop.call(this); + $gamePlayer.straighten(); + this._mapNameWindow.close(); + if (this.needsSlowFadeOut()) { + this.startFadeOut(this.slowFadeSpeed(), false); + } else if (SceneManager.isNextScene(Scene_Map)) { + this.fadeOutForTransfer(); + } else if (SceneManager.isNextScene(Scene_Battle)) { + this.launchBattle(); + } +}; + +Scene_Map.prototype.isBusy = function() { + return ((this._messageWindow && this._messageWindow.isClosing()) || + this._waitCount > 0 || this._encounterEffectDuration > 0 || + Scene_Base.prototype.isBusy.call(this)); +}; + +Scene_Map.prototype.terminate = function() { + Scene_Base.prototype.terminate.call(this); + if (!SceneManager.isNextScene(Scene_Battle)) { + this._spriteset.update(); + this._mapNameWindow.hide(); + SceneManager.snapForBackground(); + } else { + ImageManager.clearRequest(); + } + + if (SceneManager.isNextScene(Scene_Map)) { + ImageManager.clearRequest(); + } + + $gameScreen.clearZoom(); + + this.removeChild(this._fadeSprite); + this.removeChild(this._mapNameWindow); + this.removeChild(this._windowLayer); + this.removeChild(this._spriteset); +}; + +Scene_Map.prototype.needsFadeIn = function() { + return (SceneManager.isPreviousScene(Scene_Battle) || + SceneManager.isPreviousScene(Scene_Load)); +}; + +Scene_Map.prototype.needsSlowFadeOut = function() { + return (SceneManager.isNextScene(Scene_Title) || + SceneManager.isNextScene(Scene_Gameover)); +}; + +Scene_Map.prototype.updateWaitCount = function() { + if (this._waitCount > 0) { + this._waitCount--; + return true; + } + return false; +}; + +Scene_Map.prototype.updateDestination = function() { + if (this.isMapTouchOk()) { + this.processMapTouch(); + } else { + $gameTemp.clearDestination(); + this._touchCount = 0; + } +}; + +Scene_Map.prototype.isMapTouchOk = function() { + return this.isActive() && $gamePlayer.canMove(); +}; + +Scene_Map.prototype.processMapTouch = function() { + if (TouchInput.isTriggered() || this._touchCount > 0) { + if (TouchInput.isPressed()) { + if (this._touchCount === 0 || this._touchCount >= 15) { + var x = $gameMap.canvasToMapX(TouchInput.x); + var y = $gameMap.canvasToMapY(TouchInput.y); + $gameTemp.setDestination(x, y); + } + this._touchCount++; + } else { + this._touchCount = 0; + } + } +}; + +Scene_Map.prototype.isSceneChangeOk = function() { + return this.isActive() && !$gameMessage.isBusy(); +}; + +Scene_Map.prototype.updateScene = function() { + this.checkGameover(); + if (!SceneManager.isSceneChanging()) { + this.updateTransferPlayer(); + } + if (!SceneManager.isSceneChanging()) { + this.updateEncounter(); + } + if (!SceneManager.isSceneChanging()) { + this.updateCallMenu(); + } + if (!SceneManager.isSceneChanging()) { + this.updateCallDebug(); + } +}; + +Scene_Map.prototype.createDisplayObjects = function() { + this.createSpriteset(); + this.createMapNameWindow(); + this.createWindowLayer(); + this.createAllWindows(); +}; + +Scene_Map.prototype.createSpriteset = function() { + this._spriteset = new Spriteset_Map(); + this.addChild(this._spriteset); +}; + +Scene_Map.prototype.createAllWindows = function() { + this.createMessageWindow(); + this.createScrollTextWindow(); +}; + +Scene_Map.prototype.createMapNameWindow = function() { + this._mapNameWindow = new Window_MapName(); + this.addChild(this._mapNameWindow); +}; + +Scene_Map.prototype.createMessageWindow = function() { + this._messageWindow = new Window_Message(); + this.addWindow(this._messageWindow); + this._messageWindow.subWindows().forEach(function(window) { + this.addWindow(window); + }, this); +}; + +Scene_Map.prototype.createScrollTextWindow = function() { + this._scrollTextWindow = new Window_ScrollText(); + this.addWindow(this._scrollTextWindow); +}; + +Scene_Map.prototype.updateTransferPlayer = function() { + if ($gamePlayer.isTransferring()) { + SceneManager.goto(Scene_Map); + } +}; + +Scene_Map.prototype.updateEncounter = function() { + if ($gamePlayer.executeEncounter()) { + SceneManager.push(Scene_Battle); + } +}; + +Scene_Map.prototype.updateCallMenu = function() { + if (this.isMenuEnabled()) { + if (this.isMenuCalled()) { + this.menuCalling = true; + } + if (this.menuCalling && !$gamePlayer.isMoving()) { + this.callMenu(); + } + } else { + this.menuCalling = false; + } +}; + +Scene_Map.prototype.isMenuEnabled = function() { + return $gameSystem.isMenuEnabled() && !$gameMap.isEventRunning(); +}; + +Scene_Map.prototype.isMenuCalled = function() { + return Input.isTriggered('menu') || TouchInput.isCancelled(); +}; + +Scene_Map.prototype.callMenu = function() { + SoundManager.playOk(); + SceneManager.push(Scene_Menu); + Window_MenuCommand.initCommandPosition(); + $gameTemp.clearDestination(); + this._mapNameWindow.hide(); + this._waitCount = 2; +}; + +Scene_Map.prototype.updateCallDebug = function() { + if (this.isDebugCalled()) { + SceneManager.push(Scene_Debug); + } +}; + +Scene_Map.prototype.isDebugCalled = function() { + return Input.isTriggered('debug') && $gameTemp.isPlaytest(); +}; + +Scene_Map.prototype.fadeInForTransfer = function() { + var fadeType = $gamePlayer.fadeType(); + switch (fadeType) { + case 0: case 1: + this.startFadeIn(this.fadeSpeed(), fadeType === 1); + break; + } +}; + +Scene_Map.prototype.fadeOutForTransfer = function() { + var fadeType = $gamePlayer.fadeType(); + switch (fadeType) { + case 0: case 1: + this.startFadeOut(this.fadeSpeed(), fadeType === 1); + break; + } +}; + +Scene_Map.prototype.launchBattle = function() { + BattleManager.saveBgmAndBgs(); + this.stopAudioOnBattleStart(); + SoundManager.playBattleStart(); + this.startEncounterEffect(); + this._mapNameWindow.hide(); +}; + +Scene_Map.prototype.stopAudioOnBattleStart = function() { + if (!AudioManager.isCurrentBgm($gameSystem.battleBgm())) { + AudioManager.stopBgm(); + } + AudioManager.stopBgs(); + AudioManager.stopMe(); + AudioManager.stopSe(); +}; + +Scene_Map.prototype.startEncounterEffect = function() { + this._spriteset.hideCharacters(); + this._encounterEffectDuration = this.encounterEffectSpeed(); +}; + +Scene_Map.prototype.updateEncounterEffect = function() { + if (this._encounterEffectDuration > 0) { + this._encounterEffectDuration--; + var speed = this.encounterEffectSpeed(); + var n = speed - this._encounterEffectDuration; + var p = n / speed; + var q = ((p - 1) * 20 * p + 5) * p + 1; + var zoomX = $gamePlayer.screenX(); + var zoomY = $gamePlayer.screenY() - 24; + if (n === 2) { + $gameScreen.setZoom(zoomX, zoomY, 1); + this.snapForBattleBackground(); + this.startFlashForEncounter(speed / 2); + } + $gameScreen.setZoom(zoomX, zoomY, q); + if (n === Math.floor(speed / 6)) { + this.startFlashForEncounter(speed / 2); + } + if (n === Math.floor(speed / 2)) { + BattleManager.playBattleBgm(); + this.startFadeOut(this.fadeSpeed()); + } + } +}; + +Scene_Map.prototype.snapForBattleBackground = function() { + this._windowLayer.visible = false; + SceneManager.snapForBackground(); + this._windowLayer.visible = true; +}; + +Scene_Map.prototype.startFlashForEncounter = function(duration) { + var color = [255, 255, 255, 255]; + $gameScreen.startFlash(color, duration); +}; + +Scene_Map.prototype.encounterEffectSpeed = function() { + return 60; +}; + +//----------------------------------------------------------------------------- +// Scene_MenuBase +// +// The superclass of all the menu-type scenes. + +function Scene_MenuBase() { + this.initialize.apply(this, arguments); +} + +Scene_MenuBase.prototype = Object.create(Scene_Base.prototype); +Scene_MenuBase.prototype.constructor = Scene_MenuBase; + +Scene_MenuBase.prototype.initialize = function() { + Scene_Base.prototype.initialize.call(this); +}; + +Scene_MenuBase.prototype.create = function() { + Scene_Base.prototype.create.call(this); + this.createBackground(); + this.updateActor(); + this.createWindowLayer(); +}; + +Scene_MenuBase.prototype.actor = function() { + return this._actor; +}; + +Scene_MenuBase.prototype.updateActor = function() { + this._actor = $gameParty.menuActor(); +}; + +Scene_MenuBase.prototype.createBackground = function() { + this._backgroundSprite = new Sprite(); + this._backgroundSprite.bitmap = SceneManager.backgroundBitmap(); + this.addChild(this._backgroundSprite); +}; + +Scene_MenuBase.prototype.setBackgroundOpacity = function(opacity) { + this._backgroundSprite.opacity = opacity; +}; + +Scene_MenuBase.prototype.createHelpWindow = function() { + this._helpWindow = new Window_Help(); + this.addWindow(this._helpWindow); +}; + +Scene_MenuBase.prototype.nextActor = function() { + $gameParty.makeMenuActorNext(); + this.updateActor(); + this.onActorChange(); +}; + +Scene_MenuBase.prototype.previousActor = function() { + $gameParty.makeMenuActorPrevious(); + this.updateActor(); + this.onActorChange(); +}; + +Scene_MenuBase.prototype.onActorChange = function() { +}; + +//----------------------------------------------------------------------------- +// Scene_Menu +// +// The scene class of the menu screen. + +function Scene_Menu() { + this.initialize.apply(this, arguments); +} + +Scene_Menu.prototype = Object.create(Scene_MenuBase.prototype); +Scene_Menu.prototype.constructor = Scene_Menu; + +Scene_Menu.prototype.initialize = function() { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_Menu.prototype.create = function() { + Scene_MenuBase.prototype.create.call(this); + this.createCommandWindow(); + this.createGoldWindow(); + this.createStatusWindow(); +}; + +Scene_Menu.prototype.start = function() { + Scene_MenuBase.prototype.start.call(this); + this._statusWindow.refresh(); +}; + +Scene_Menu.prototype.createCommandWindow = function() { + this._commandWindow = new Window_MenuCommand(0, 0); + this._commandWindow.setHandler('item', this.commandItem.bind(this)); + this._commandWindow.setHandler('skill', this.commandPersonal.bind(this)); + this._commandWindow.setHandler('equip', this.commandPersonal.bind(this)); + this._commandWindow.setHandler('status', this.commandPersonal.bind(this)); + this._commandWindow.setHandler('formation', this.commandFormation.bind(this)); + this._commandWindow.setHandler('options', this.commandOptions.bind(this)); + this._commandWindow.setHandler('save', this.commandSave.bind(this)); + this._commandWindow.setHandler('gameEnd', this.commandGameEnd.bind(this)); + this._commandWindow.setHandler('cancel', this.popScene.bind(this)); + this.addWindow(this._commandWindow); +}; + +Scene_Menu.prototype.createGoldWindow = function() { + this._goldWindow = new Window_Gold(0, 0); + this._goldWindow.y = Graphics.boxHeight - this._goldWindow.height; + this.addWindow(this._goldWindow); +}; + +Scene_Menu.prototype.createStatusWindow = function() { + this._statusWindow = new Window_MenuStatus(this._commandWindow.width, 0); + this._statusWindow.reserveFaceImages(); + this.addWindow(this._statusWindow); +}; + +Scene_Menu.prototype.commandItem = function() { + SceneManager.push(Scene_Item); +}; + +Scene_Menu.prototype.commandPersonal = function() { + this._statusWindow.setFormationMode(false); + this._statusWindow.selectLast(); + this._statusWindow.activate(); + this._statusWindow.setHandler('ok', this.onPersonalOk.bind(this)); + this._statusWindow.setHandler('cancel', this.onPersonalCancel.bind(this)); +}; + +Scene_Menu.prototype.commandFormation = function() { + this._statusWindow.setFormationMode(true); + this._statusWindow.selectLast(); + this._statusWindow.activate(); + this._statusWindow.setHandler('ok', this.onFormationOk.bind(this)); + this._statusWindow.setHandler('cancel', this.onFormationCancel.bind(this)); +}; + +Scene_Menu.prototype.commandOptions = function() { + SceneManager.push(Scene_Options); +}; + +Scene_Menu.prototype.commandSave = function() { + SceneManager.push(Scene_Save); +}; + +Scene_Menu.prototype.commandGameEnd = function() { + SceneManager.push(Scene_GameEnd); +}; + +Scene_Menu.prototype.onPersonalOk = function() { + switch (this._commandWindow.currentSymbol()) { + case 'skill': + SceneManager.push(Scene_Skill); + break; + case 'equip': + SceneManager.push(Scene_Equip); + break; + case 'status': + SceneManager.push(Scene_Status); + break; + } +}; + +Scene_Menu.prototype.onPersonalCancel = function() { + this._statusWindow.deselect(); + this._commandWindow.activate(); +}; + +Scene_Menu.prototype.onFormationOk = function() { + var index = this._statusWindow.index(); + var actor = $gameParty.members()[index]; + var pendingIndex = this._statusWindow.pendingIndex(); + if (pendingIndex >= 0) { + $gameParty.swapOrder(index, pendingIndex); + this._statusWindow.setPendingIndex(-1); + this._statusWindow.redrawItem(index); + } else { + this._statusWindow.setPendingIndex(index); + } + this._statusWindow.activate(); +}; + +Scene_Menu.prototype.onFormationCancel = function() { + if (this._statusWindow.pendingIndex() >= 0) { + this._statusWindow.setPendingIndex(-1); + this._statusWindow.activate(); + } else { + this._statusWindow.deselect(); + this._commandWindow.activate(); + } +}; + +//----------------------------------------------------------------------------- +// Scene_ItemBase +// +// The superclass of Scene_Item and Scene_Skill. + +function Scene_ItemBase() { + this.initialize.apply(this, arguments); +} + +Scene_ItemBase.prototype = Object.create(Scene_MenuBase.prototype); +Scene_ItemBase.prototype.constructor = Scene_ItemBase; + +Scene_ItemBase.prototype.initialize = function() { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_ItemBase.prototype.create = function() { + Scene_MenuBase.prototype.create.call(this); +}; + +Scene_ItemBase.prototype.createActorWindow = function() { + this._actorWindow = new Window_MenuActor(); + this._actorWindow.setHandler('ok', this.onActorOk.bind(this)); + this._actorWindow.setHandler('cancel', this.onActorCancel.bind(this)); + this.addWindow(this._actorWindow); +}; + +Scene_ItemBase.prototype.item = function() { + return this._itemWindow.item(); +}; + +Scene_ItemBase.prototype.user = function() { + return null; +}; + +Scene_ItemBase.prototype.isCursorLeft = function() { + return this._itemWindow.index() % 2 === 0; +}; + +Scene_ItemBase.prototype.showSubWindow = function(window) { + window.x = this.isCursorLeft() ? Graphics.boxWidth - window.width : 0; + window.show(); + window.activate(); +}; + +Scene_ItemBase.prototype.hideSubWindow = function(window) { + window.hide(); + window.deactivate(); + this.activateItemWindow(); +}; + +Scene_ItemBase.prototype.onActorOk = function() { + if (this.canUse()) { + this.useItem(); + } else { + SoundManager.playBuzzer(); + } +}; + +Scene_ItemBase.prototype.onActorCancel = function() { + this.hideSubWindow(this._actorWindow); +}; + +Scene_ItemBase.prototype.determineItem = function() { + var action = new Game_Action(this.user()); + var item = this.item(); + action.setItemObject(item); + if (action.isForFriend()) { + this.showSubWindow(this._actorWindow); + this._actorWindow.selectForItem(this.item()); + } else { + this.useItem(); + this.activateItemWindow(); + } +}; + +Scene_ItemBase.prototype.useItem = function() { + this.playSeForItem(); + this.user().useItem(this.item()); + this.applyItem(); + this.checkCommonEvent(); + this.checkGameover(); + this._actorWindow.refresh(); +}; + +Scene_ItemBase.prototype.activateItemWindow = function() { + this._itemWindow.refresh(); + this._itemWindow.activate(); +}; + +Scene_ItemBase.prototype.itemTargetActors = function() { + var action = new Game_Action(this.user()); + action.setItemObject(this.item()); + if (!action.isForFriend()) { + return []; + } else if (action.isForAll()) { + return $gameParty.members(); + } else { + return [$gameParty.members()[this._actorWindow.index()]]; + } +}; + +Scene_ItemBase.prototype.canUse = function() { + return this.user().canUse(this.item()) && this.isItemEffectsValid(); +}; + +Scene_ItemBase.prototype.isItemEffectsValid = function() { + var action = new Game_Action(this.user()); + action.setItemObject(this.item()); + return this.itemTargetActors().some(function(target) { + return action.testApply(target); + }, this); +}; + +Scene_ItemBase.prototype.applyItem = function() { + var action = new Game_Action(this.user()); + action.setItemObject(this.item()); + this.itemTargetActors().forEach(function(target) { + for (var i = 0; i < action.numRepeats(); i++) { + action.apply(target); + } + }, this); + action.applyGlobal(); +}; + +Scene_ItemBase.prototype.checkCommonEvent = function() { + if ($gameTemp.isCommonEventReserved()) { + SceneManager.goto(Scene_Map); + } +}; + +//----------------------------------------------------------------------------- +// Scene_Item +// +// The scene class of the item screen. + +function Scene_Item() { + this.initialize.apply(this, arguments); +} + +Scene_Item.prototype = Object.create(Scene_ItemBase.prototype); +Scene_Item.prototype.constructor = Scene_Item; + +Scene_Item.prototype.initialize = function() { + Scene_ItemBase.prototype.initialize.call(this); +}; + +Scene_Item.prototype.create = function() { + Scene_ItemBase.prototype.create.call(this); + this.createHelpWindow(); + this.createCategoryWindow(); + this.createItemWindow(); + this.createActorWindow(); +}; + +Scene_Item.prototype.createCategoryWindow = function() { + this._categoryWindow = new Window_ItemCategory(); + this._categoryWindow.setHelpWindow(this._helpWindow); + this._categoryWindow.y = this._helpWindow.height; + this._categoryWindow.setHandler('ok', this.onCategoryOk.bind(this)); + this._categoryWindow.setHandler('cancel', this.popScene.bind(this)); + this.addWindow(this._categoryWindow); +}; + +Scene_Item.prototype.createItemWindow = function() { + var wy = this._categoryWindow.y + this._categoryWindow.height; + var wh = Graphics.boxHeight - wy; + this._itemWindow = new Window_ItemList(0, wy, Graphics.boxWidth, wh); + this._itemWindow.setHelpWindow(this._helpWindow); + this._itemWindow.setHandler('ok', this.onItemOk.bind(this)); + this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this)); + this.addWindow(this._itemWindow); + this._categoryWindow.setItemWindow(this._itemWindow); +}; + +Scene_Item.prototype.user = function() { + var members = $gameParty.movableMembers(); + var bestActor = members[0]; + var bestPha = 0; + for (var i = 0; i < members.length; i++) { + if (members[i].pha > bestPha) { + bestPha = members[i].pha; + bestActor = members[i]; + } + } + return bestActor; +}; + +Scene_Item.prototype.onCategoryOk = function() { + this._itemWindow.activate(); + this._itemWindow.selectLast(); +}; + +Scene_Item.prototype.onItemOk = function() { + $gameParty.setLastItem(this.item()); + this.determineItem(); +}; + +Scene_Item.prototype.onItemCancel = function() { + this._itemWindow.deselect(); + this._categoryWindow.activate(); +}; + +Scene_Item.prototype.playSeForItem = function() { + SoundManager.playUseItem(); +}; + +Scene_Item.prototype.useItem = function() { + Scene_ItemBase.prototype.useItem.call(this); + this._itemWindow.redrawCurrentItem(); +}; + +//----------------------------------------------------------------------------- +// Scene_Skill +// +// The scene class of the skill screen. + +function Scene_Skill() { + this.initialize.apply(this, arguments); +} + +Scene_Skill.prototype = Object.create(Scene_ItemBase.prototype); +Scene_Skill.prototype.constructor = Scene_Skill; + +Scene_Skill.prototype.initialize = function() { + Scene_ItemBase.prototype.initialize.call(this); +}; + +Scene_Skill.prototype.create = function() { + Scene_ItemBase.prototype.create.call(this); + this.createHelpWindow(); + this.createSkillTypeWindow(); + this.createStatusWindow(); + this.createItemWindow(); + this.createActorWindow(); +}; + +Scene_Skill.prototype.start = function() { + Scene_ItemBase.prototype.start.call(this); + this.refreshActor(); +}; + +Scene_Skill.prototype.createSkillTypeWindow = function() { + var wy = this._helpWindow.height; + this._skillTypeWindow = new Window_SkillType(0, wy); + this._skillTypeWindow.setHelpWindow(this._helpWindow); + this._skillTypeWindow.setHandler('skill', this.commandSkill.bind(this)); + this._skillTypeWindow.setHandler('cancel', this.popScene.bind(this)); + this._skillTypeWindow.setHandler('pagedown', this.nextActor.bind(this)); + this._skillTypeWindow.setHandler('pageup', this.previousActor.bind(this)); + this.addWindow(this._skillTypeWindow); +}; + +Scene_Skill.prototype.createStatusWindow = function() { + var wx = this._skillTypeWindow.width; + var wy = this._helpWindow.height; + var ww = Graphics.boxWidth - wx; + var wh = this._skillTypeWindow.height; + this._statusWindow = new Window_SkillStatus(wx, wy, ww, wh); + this._statusWindow.reserveFaceImages(); + this.addWindow(this._statusWindow); +}; + +Scene_Skill.prototype.createItemWindow = function() { + var wx = 0; + var wy = this._statusWindow.y + this._statusWindow.height; + var ww = Graphics.boxWidth; + var wh = Graphics.boxHeight - wy; + this._itemWindow = new Window_SkillList(wx, wy, ww, wh); + this._itemWindow.setHelpWindow(this._helpWindow); + this._itemWindow.setHandler('ok', this.onItemOk.bind(this)); + this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this)); + this._skillTypeWindow.setSkillWindow(this._itemWindow); + this.addWindow(this._itemWindow); +}; + +Scene_Skill.prototype.refreshActor = function() { + var actor = this.actor(); + this._skillTypeWindow.setActor(actor); + this._statusWindow.setActor(actor); + this._itemWindow.setActor(actor); +}; + +Scene_Skill.prototype.user = function() { + return this.actor(); +}; + +Scene_Skill.prototype.commandSkill = function() { + this._itemWindow.activate(); + this._itemWindow.selectLast(); +}; + +Scene_Skill.prototype.onItemOk = function() { + this.actor().setLastMenuSkill(this.item()); + this.determineItem(); +}; + +Scene_Skill.prototype.onItemCancel = function() { + this._itemWindow.deselect(); + this._skillTypeWindow.activate(); +}; + +Scene_Skill.prototype.playSeForItem = function() { + SoundManager.playUseSkill(); +}; + +Scene_Skill.prototype.useItem = function() { + Scene_ItemBase.prototype.useItem.call(this); + this._statusWindow.refresh(); + this._itemWindow.refresh(); +}; + +Scene_Skill.prototype.onActorChange = function() { + this.refreshActor(); + this._skillTypeWindow.activate(); +}; + +//----------------------------------------------------------------------------- +// Scene_Equip +// +// The scene class of the equipment screen. + +function Scene_Equip() { + this.initialize.apply(this, arguments); +} + +Scene_Equip.prototype = Object.create(Scene_MenuBase.prototype); +Scene_Equip.prototype.constructor = Scene_Equip; + +Scene_Equip.prototype.initialize = function() { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_Equip.prototype.create = function() { + Scene_MenuBase.prototype.create.call(this); + this.createHelpWindow(); + this.createStatusWindow(); + this.createCommandWindow(); + this.createSlotWindow(); + this.createItemWindow(); + this.refreshActor(); +}; + +Scene_Equip.prototype.createStatusWindow = function() { + this._statusWindow = new Window_EquipStatus(0, this._helpWindow.height); + this.addWindow(this._statusWindow); +}; + +Scene_Equip.prototype.createCommandWindow = function() { + var wx = this._statusWindow.width; + var wy = this._helpWindow.height; + var ww = Graphics.boxWidth - this._statusWindow.width; + this._commandWindow = new Window_EquipCommand(wx, wy, ww); + this._commandWindow.setHelpWindow(this._helpWindow); + this._commandWindow.setHandler('equip', this.commandEquip.bind(this)); + this._commandWindow.setHandler('optimize', this.commandOptimize.bind(this)); + this._commandWindow.setHandler('clear', this.commandClear.bind(this)); + this._commandWindow.setHandler('cancel', this.popScene.bind(this)); + this._commandWindow.setHandler('pagedown', this.nextActor.bind(this)); + this._commandWindow.setHandler('pageup', this.previousActor.bind(this)); + this.addWindow(this._commandWindow); +}; + +Scene_Equip.prototype.createSlotWindow = function() { + var wx = this._statusWindow.width; + var wy = this._commandWindow.y + this._commandWindow.height; + var ww = Graphics.boxWidth - this._statusWindow.width; + var wh = this._statusWindow.height - this._commandWindow.height; + this._slotWindow = new Window_EquipSlot(wx, wy, ww, wh); + this._slotWindow.setHelpWindow(this._helpWindow); + this._slotWindow.setStatusWindow(this._statusWindow); + this._slotWindow.setHandler('ok', this.onSlotOk.bind(this)); + this._slotWindow.setHandler('cancel', this.onSlotCancel.bind(this)); + this.addWindow(this._slotWindow); +}; + +Scene_Equip.prototype.createItemWindow = function() { + var wx = 0; + var wy = this._statusWindow.y + this._statusWindow.height; + var ww = Graphics.boxWidth; + var wh = Graphics.boxHeight - wy; + this._itemWindow = new Window_EquipItem(wx, wy, ww, wh); + this._itemWindow.setHelpWindow(this._helpWindow); + this._itemWindow.setStatusWindow(this._statusWindow); + this._itemWindow.setHandler('ok', this.onItemOk.bind(this)); + this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this)); + this._slotWindow.setItemWindow(this._itemWindow); + this.addWindow(this._itemWindow); +}; + +Scene_Equip.prototype.refreshActor = function() { + var actor = this.actor(); + this._statusWindow.setActor(actor); + this._slotWindow.setActor(actor); + this._itemWindow.setActor(actor); +}; + +Scene_Equip.prototype.commandEquip = function() { + this._slotWindow.activate(); + this._slotWindow.select(0); +}; + +Scene_Equip.prototype.commandOptimize = function() { + SoundManager.playEquip(); + this.actor().optimizeEquipments(); + this._statusWindow.refresh(); + this._slotWindow.refresh(); + this._commandWindow.activate(); +}; + +Scene_Equip.prototype.commandClear = function() { + SoundManager.playEquip(); + this.actor().clearEquipments(); + this._statusWindow.refresh(); + this._slotWindow.refresh(); + this._commandWindow.activate(); +}; + +Scene_Equip.prototype.onSlotOk = function() { + this._itemWindow.activate(); + this._itemWindow.select(0); +}; + +Scene_Equip.prototype.onSlotCancel = function() { + this._slotWindow.deselect(); + this._commandWindow.activate(); +}; + +Scene_Equip.prototype.onItemOk = function() { + SoundManager.playEquip(); + this.actor().changeEquip(this._slotWindow.index(), this._itemWindow.item()); + this._slotWindow.activate(); + this._slotWindow.refresh(); + this._itemWindow.deselect(); + this._itemWindow.refresh(); + this._statusWindow.refresh(); +}; + +Scene_Equip.prototype.onItemCancel = function() { + this._slotWindow.activate(); + this._itemWindow.deselect(); +}; + +Scene_Equip.prototype.onActorChange = function() { + this.refreshActor(); + this._commandWindow.activate(); +}; + +//----------------------------------------------------------------------------- +// Scene_Status +// +// The scene class of the status screen. + +function Scene_Status() { + this.initialize.apply(this, arguments); +} + +Scene_Status.prototype = Object.create(Scene_MenuBase.prototype); +Scene_Status.prototype.constructor = Scene_Status; + +Scene_Status.prototype.initialize = function() { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_Status.prototype.create = function() { + Scene_MenuBase.prototype.create.call(this); + this._statusWindow = new Window_Status(); + this._statusWindow.setHandler('cancel', this.popScene.bind(this)); + this._statusWindow.setHandler('pagedown', this.nextActor.bind(this)); + this._statusWindow.setHandler('pageup', this.previousActor.bind(this)); + this._statusWindow.reserveFaceImages(); + this.addWindow(this._statusWindow); +}; + +Scene_Status.prototype.start = function() { + Scene_MenuBase.prototype.start.call(this); + this.refreshActor(); +}; + +Scene_Status.prototype.refreshActor = function() { + var actor = this.actor(); + this._statusWindow.setActor(actor); +}; + +Scene_Status.prototype.onActorChange = function() { + this.refreshActor(); + this._statusWindow.activate(); +}; + +//----------------------------------------------------------------------------- +// Scene_Options +// +// The scene class of the options screen. + +function Scene_Options() { + this.initialize.apply(this, arguments); +} + +Scene_Options.prototype = Object.create(Scene_MenuBase.prototype); +Scene_Options.prototype.constructor = Scene_Options; + +Scene_Options.prototype.initialize = function() { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_Options.prototype.create = function() { + Scene_MenuBase.prototype.create.call(this); + this.createOptionsWindow(); +}; + +Scene_Options.prototype.terminate = function() { + Scene_MenuBase.prototype.terminate.call(this); + ConfigManager.save(); +}; + +Scene_Options.prototype.createOptionsWindow = function() { + this._optionsWindow = new Window_Options(); + this._optionsWindow.setHandler('cancel', this.popScene.bind(this)); + this.addWindow(this._optionsWindow); +}; + +//----------------------------------------------------------------------------- +// Scene_File +// +// The superclass of Scene_Save and Scene_Load. + +function Scene_File() { + this.initialize.apply(this, arguments); +} + +Scene_File.prototype = Object.create(Scene_MenuBase.prototype); +Scene_File.prototype.constructor = Scene_File; + +Scene_File.prototype.initialize = function() { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_File.prototype.create = function() { + Scene_MenuBase.prototype.create.call(this); + DataManager.loadAllSavefileImages(); + this.createHelpWindow(); + this.createListWindow(); +}; + +Scene_File.prototype.start = function() { + Scene_MenuBase.prototype.start.call(this); + this._listWindow.refresh(); +}; + +Scene_File.prototype.savefileId = function() { + return this._listWindow.index() + 1; +}; + +Scene_File.prototype.createHelpWindow = function() { + this._helpWindow = new Window_Help(1); + this._helpWindow.setText(this.helpWindowText()); + this.addWindow(this._helpWindow); +}; + +Scene_File.prototype.createListWindow = function() { + var x = 0; + var y = this._helpWindow.height; + var width = Graphics.boxWidth; + var height = Graphics.boxHeight - y; + this._listWindow = new Window_SavefileList(x, y, width, height); + this._listWindow.setHandler('ok', this.onSavefileOk.bind(this)); + this._listWindow.setHandler('cancel', this.popScene.bind(this)); + this._listWindow.select(this.firstSavefileIndex()); + this._listWindow.setTopRow(this.firstSavefileIndex() - 2); + this._listWindow.setMode(this.mode()); + this._listWindow.refresh(); + this.addWindow(this._listWindow); +}; + +Scene_File.prototype.mode = function() { + return null; +}; + +Scene_File.prototype.activateListWindow = function() { + this._listWindow.activate(); +}; + +Scene_File.prototype.helpWindowText = function() { + return ''; +}; + +Scene_File.prototype.firstSavefileIndex = function() { + return 0; +}; + +Scene_File.prototype.onSavefileOk = function() { +}; + +//----------------------------------------------------------------------------- +// Scene_Save +// +// The scene class of the save screen. + +function Scene_Save() { + this.initialize.apply(this, arguments); +} + +Scene_Save.prototype = Object.create(Scene_File.prototype); +Scene_Save.prototype.constructor = Scene_Save; + +Scene_Save.prototype.initialize = function() { + Scene_File.prototype.initialize.call(this); +}; + +Scene_Save.prototype.mode = function() { + return 'save'; +}; + +Scene_Save.prototype.helpWindowText = function() { + return TextManager.saveMessage; +}; + +Scene_Save.prototype.firstSavefileIndex = function() { + return DataManager.lastAccessedSavefileId() - 1; +}; + +Scene_Save.prototype.onSavefileOk = function() { + Scene_File.prototype.onSavefileOk.call(this); + $gameSystem.onBeforeSave(); + if (DataManager.saveGame(this.savefileId())) { + this.onSaveSuccess(); + } else { + this.onSaveFailure(); + } +}; + +Scene_Save.prototype.onSaveSuccess = function() { + SoundManager.playSave(); + StorageManager.cleanBackup(this.savefileId()); + this.popScene(); +}; + +Scene_Save.prototype.onSaveFailure = function() { + SoundManager.playBuzzer(); + this.activateListWindow(); +}; + +//----------------------------------------------------------------------------- +// Scene_Load +// +// The scene class of the load screen. + +function Scene_Load() { + this.initialize.apply(this, arguments); +} + +Scene_Load.prototype = Object.create(Scene_File.prototype); +Scene_Load.prototype.constructor = Scene_Load; + +Scene_Load.prototype.initialize = function() { + Scene_File.prototype.initialize.call(this); + this._loadSuccess = false; +}; + +Scene_Load.prototype.terminate = function() { + Scene_File.prototype.terminate.call(this); + if (this._loadSuccess) { + $gameSystem.onAfterLoad(); + } +}; + +Scene_Load.prototype.mode = function() { + return 'load'; +}; + +Scene_Load.prototype.helpWindowText = function() { + return TextManager.loadMessage; +}; + +Scene_Load.prototype.firstSavefileIndex = function() { + return DataManager.latestSavefileId() - 1; +}; + +Scene_Load.prototype.onSavefileOk = function() { + Scene_File.prototype.onSavefileOk.call(this); + if (DataManager.loadGame(this.savefileId())) { + this.onLoadSuccess(); + } else { + this.onLoadFailure(); + } +}; + +Scene_Load.prototype.onLoadSuccess = function() { + SoundManager.playLoad(); + this.fadeOutAll(); + this.reloadMapIfUpdated(); + SceneManager.goto(Scene_Map); + this._loadSuccess = true; +}; + +Scene_Load.prototype.onLoadFailure = function() { + SoundManager.playBuzzer(); + this.activateListWindow(); +}; + +Scene_Load.prototype.reloadMapIfUpdated = function() { + if ($gameSystem.versionId() !== $dataSystem.versionId) { + $gamePlayer.reserveTransfer($gameMap.mapId(), $gamePlayer.x, $gamePlayer.y); + $gamePlayer.requestMapReload(); + } +}; + +//----------------------------------------------------------------------------- +// Scene_GameEnd +// +// The scene class of the game end screen. + +function Scene_GameEnd() { + this.initialize.apply(this, arguments); +} + +Scene_GameEnd.prototype = Object.create(Scene_MenuBase.prototype); +Scene_GameEnd.prototype.constructor = Scene_GameEnd; + +Scene_GameEnd.prototype.initialize = function() { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_GameEnd.prototype.create = function() { + Scene_MenuBase.prototype.create.call(this); + this.createCommandWindow(); +}; + +Scene_GameEnd.prototype.stop = function() { + Scene_MenuBase.prototype.stop.call(this); + this._commandWindow.close(); +}; + +Scene_GameEnd.prototype.createBackground = function() { + Scene_MenuBase.prototype.createBackground.call(this); + this.setBackgroundOpacity(128); +}; + +Scene_GameEnd.prototype.createCommandWindow = function() { + this._commandWindow = new Window_GameEnd(); + this._commandWindow.setHandler('toTitle', this.commandToTitle.bind(this)); + this._commandWindow.setHandler('cancel', this.popScene.bind(this)); + this.addWindow(this._commandWindow); +}; + +Scene_GameEnd.prototype.commandToTitle = function() { + this.fadeOutAll(); + SceneManager.goto(Scene_Title); +}; + +//----------------------------------------------------------------------------- +// Scene_Shop +// +// The scene class of the shop screen. + +function Scene_Shop() { + this.initialize.apply(this, arguments); +} + +Scene_Shop.prototype = Object.create(Scene_MenuBase.prototype); +Scene_Shop.prototype.constructor = Scene_Shop; + +Scene_Shop.prototype.initialize = function() { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_Shop.prototype.prepare = function(goods, purchaseOnly) { + this._goods = goods; + this._purchaseOnly = purchaseOnly; + this._item = null; +}; + +Scene_Shop.prototype.create = function() { + Scene_MenuBase.prototype.create.call(this); + this.createHelpWindow(); + this.createGoldWindow(); + this.createCommandWindow(); + this.createDummyWindow(); + this.createNumberWindow(); + this.createStatusWindow(); + this.createBuyWindow(); + this.createCategoryWindow(); + this.createSellWindow(); +}; + +Scene_Shop.prototype.createGoldWindow = function() { + this._goldWindow = new Window_Gold(0, this._helpWindow.height); + this._goldWindow.x = Graphics.boxWidth - this._goldWindow.width; + this.addWindow(this._goldWindow); +}; + +Scene_Shop.prototype.createCommandWindow = function() { + this._commandWindow = new Window_ShopCommand(this._goldWindow.x, this._purchaseOnly); + this._commandWindow.y = this._helpWindow.height; + this._commandWindow.setHandler('buy', this.commandBuy.bind(this)); + this._commandWindow.setHandler('sell', this.commandSell.bind(this)); + this._commandWindow.setHandler('cancel', this.popScene.bind(this)); + this.addWindow(this._commandWindow); +}; + +Scene_Shop.prototype.createDummyWindow = function() { + var wy = this._commandWindow.y + this._commandWindow.height; + var wh = Graphics.boxHeight - wy; + this._dummyWindow = new Window_Base(0, wy, Graphics.boxWidth, wh); + this.addWindow(this._dummyWindow); +}; + +Scene_Shop.prototype.createNumberWindow = function() { + var wy = this._dummyWindow.y; + var wh = this._dummyWindow.height; + this._numberWindow = new Window_ShopNumber(0, wy, wh); + this._numberWindow.hide(); + this._numberWindow.setHandler('ok', this.onNumberOk.bind(this)); + this._numberWindow.setHandler('cancel', this.onNumberCancel.bind(this)); + this.addWindow(this._numberWindow); +}; + +Scene_Shop.prototype.createStatusWindow = function() { + var wx = this._numberWindow.width; + var wy = this._dummyWindow.y; + var ww = Graphics.boxWidth - wx; + var wh = this._dummyWindow.height; + this._statusWindow = new Window_ShopStatus(wx, wy, ww, wh); + this._statusWindow.hide(); + this.addWindow(this._statusWindow); +}; + +Scene_Shop.prototype.createBuyWindow = function() { + var wy = this._dummyWindow.y; + var wh = this._dummyWindow.height; + this._buyWindow = new Window_ShopBuy(0, wy, wh, this._goods); + this._buyWindow.setHelpWindow(this._helpWindow); + this._buyWindow.setStatusWindow(this._statusWindow); + this._buyWindow.hide(); + this._buyWindow.setHandler('ok', this.onBuyOk.bind(this)); + this._buyWindow.setHandler('cancel', this.onBuyCancel.bind(this)); + this.addWindow(this._buyWindow); +}; + +Scene_Shop.prototype.createCategoryWindow = function() { + this._categoryWindow = new Window_ItemCategory(); + this._categoryWindow.setHelpWindow(this._helpWindow); + this._categoryWindow.y = this._dummyWindow.y; + this._categoryWindow.hide(); + this._categoryWindow.deactivate(); + this._categoryWindow.setHandler('ok', this.onCategoryOk.bind(this)); + this._categoryWindow.setHandler('cancel', this.onCategoryCancel.bind(this)); + this.addWindow(this._categoryWindow); +}; + +Scene_Shop.prototype.createSellWindow = function() { + var wy = this._categoryWindow.y + this._categoryWindow.height; + var wh = Graphics.boxHeight - wy; + this._sellWindow = new Window_ShopSell(0, wy, Graphics.boxWidth, wh); + this._sellWindow.setHelpWindow(this._helpWindow); + this._sellWindow.hide(); + this._sellWindow.setHandler('ok', this.onSellOk.bind(this)); + this._sellWindow.setHandler('cancel', this.onSellCancel.bind(this)); + this._categoryWindow.setItemWindow(this._sellWindow); + this.addWindow(this._sellWindow); +}; + +Scene_Shop.prototype.activateBuyWindow = function() { + this._buyWindow.setMoney(this.money()); + this._buyWindow.show(); + this._buyWindow.activate(); + this._statusWindow.show(); +}; + +Scene_Shop.prototype.activateSellWindow = function() { + this._categoryWindow.show(); + this._sellWindow.refresh(); + this._sellWindow.show(); + this._sellWindow.activate(); + this._statusWindow.hide(); +}; + +Scene_Shop.prototype.commandBuy = function() { + this._dummyWindow.hide(); + this.activateBuyWindow(); +}; + +Scene_Shop.prototype.commandSell = function() { + this._dummyWindow.hide(); + this._categoryWindow.show(); + this._categoryWindow.activate(); + this._sellWindow.show(); + this._sellWindow.deselect(); + this._sellWindow.refresh(); +}; + +Scene_Shop.prototype.onBuyOk = function() { + this._item = this._buyWindow.item(); + this._buyWindow.hide(); + this._numberWindow.setup(this._item, this.maxBuy(), this.buyingPrice()); + this._numberWindow.setCurrencyUnit(this.currencyUnit()); + this._numberWindow.show(); + this._numberWindow.activate(); +}; + +Scene_Shop.prototype.onBuyCancel = function() { + this._commandWindow.activate(); + this._dummyWindow.show(); + this._buyWindow.hide(); + this._statusWindow.hide(); + this._statusWindow.setItem(null); + this._helpWindow.clear(); +}; + +Scene_Shop.prototype.onCategoryOk = function() { + this.activateSellWindow(); + this._sellWindow.select(0); +}; + +Scene_Shop.prototype.onCategoryCancel = function() { + this._commandWindow.activate(); + this._dummyWindow.show(); + this._categoryWindow.hide(); + this._sellWindow.hide(); +}; + +Scene_Shop.prototype.onSellOk = function() { + this._item = this._sellWindow.item(); + this._categoryWindow.hide(); + this._sellWindow.hide(); + this._numberWindow.setup(this._item, this.maxSell(), this.sellingPrice()); + this._numberWindow.setCurrencyUnit(this.currencyUnit()); + this._numberWindow.show(); + this._numberWindow.activate(); + this._statusWindow.setItem(this._item); + this._statusWindow.show(); +}; + +Scene_Shop.prototype.onSellCancel = function() { + this._sellWindow.deselect(); + this._categoryWindow.activate(); + this._statusWindow.setItem(null); + this._helpWindow.clear(); +}; + +Scene_Shop.prototype.onNumberOk = function() { + SoundManager.playShop(); + switch (this._commandWindow.currentSymbol()) { + case 'buy': + this.doBuy(this._numberWindow.number()); + break; + case 'sell': + this.doSell(this._numberWindow.number()); + break; + } + this.endNumberInput(); + this._goldWindow.refresh(); + this._statusWindow.refresh(); +}; + +Scene_Shop.prototype.onNumberCancel = function() { + SoundManager.playCancel(); + this.endNumberInput(); +}; + +Scene_Shop.prototype.doBuy = function(number) { + $gameParty.loseGold(number * this.buyingPrice()); + $gameParty.gainItem(this._item, number); +}; + +Scene_Shop.prototype.doSell = function(number) { + $gameParty.gainGold(number * this.sellingPrice()); + $gameParty.loseItem(this._item, number); +}; + +Scene_Shop.prototype.endNumberInput = function() { + this._numberWindow.hide(); + switch (this._commandWindow.currentSymbol()) { + case 'buy': + this.activateBuyWindow(); + break; + case 'sell': + this.activateSellWindow(); + break; + } +}; + +Scene_Shop.prototype.maxBuy = function() { + var max = $gameParty.maxItems(this._item) - $gameParty.numItems(this._item); + var price = this.buyingPrice(); + if (price > 0) { + return Math.min(max, Math.floor(this.money() / price)); + } else { + return max; + } +}; + +Scene_Shop.prototype.maxSell = function() { + return $gameParty.numItems(this._item); +}; + +Scene_Shop.prototype.money = function() { + return this._goldWindow.value(); +}; + +Scene_Shop.prototype.currencyUnit = function() { + return this._goldWindow.currencyUnit(); +}; + +Scene_Shop.prototype.buyingPrice = function() { + return this._buyWindow.price(this._item); +}; + +Scene_Shop.prototype.sellingPrice = function() { + return Math.floor(this._item.price / 2); +}; + +//----------------------------------------------------------------------------- +// Scene_Name +// +// The scene class of the name input screen. + +function Scene_Name() { + this.initialize.apply(this, arguments); +} + +Scene_Name.prototype = Object.create(Scene_MenuBase.prototype); +Scene_Name.prototype.constructor = Scene_Name; + +Scene_Name.prototype.initialize = function() { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_Name.prototype.prepare = function(actorId, maxLength) { + this._actorId = actorId; + this._maxLength = maxLength; +}; + +Scene_Name.prototype.create = function() { + Scene_MenuBase.prototype.create.call(this); + this._actor = $gameActors.actor(this._actorId); + this.createEditWindow(); + this.createInputWindow(); +}; + +Scene_Name.prototype.start = function() { + Scene_MenuBase.prototype.start.call(this); + this._editWindow.refresh(); +}; + +Scene_Name.prototype.createEditWindow = function() { + this._editWindow = new Window_NameEdit(this._actor, this._maxLength); + this.addWindow(this._editWindow); +}; + +Scene_Name.prototype.createInputWindow = function() { + this._inputWindow = new Window_NameInput(this._editWindow); + this._inputWindow.setHandler('ok', this.onInputOk.bind(this)); + this.addWindow(this._inputWindow); +}; + +Scene_Name.prototype.onInputOk = function() { + this._actor.setName(this._editWindow.name()); + this.popScene(); +}; + +//----------------------------------------------------------------------------- +// Scene_Debug +// +// The scene class of the debug screen. + +function Scene_Debug() { + this.initialize.apply(this, arguments); +} + +Scene_Debug.prototype = Object.create(Scene_MenuBase.prototype); +Scene_Debug.prototype.constructor = Scene_Debug; + +Scene_Debug.prototype.initialize = function() { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_Debug.prototype.create = function() { + Scene_MenuBase.prototype.create.call(this); + this.createRangeWindow(); + this.createEditWindow(); + this.createDebugHelpWindow(); +}; + +Scene_Debug.prototype.createRangeWindow = function() { + this._rangeWindow = new Window_DebugRange(0, 0); + this._rangeWindow.setHandler('ok', this.onRangeOk.bind(this)); + this._rangeWindow.setHandler('cancel', this.popScene.bind(this)); + this.addWindow(this._rangeWindow); +}; + +Scene_Debug.prototype.createEditWindow = function() { + var wx = this._rangeWindow.width; + var ww = Graphics.boxWidth - wx; + this._editWindow = new Window_DebugEdit(wx, 0, ww); + this._editWindow.setHandler('cancel', this.onEditCancel.bind(this)); + this._rangeWindow.setEditWindow(this._editWindow); + this.addWindow(this._editWindow); +}; + +Scene_Debug.prototype.createDebugHelpWindow = function() { + var wx = this._editWindow.x; + var wy = this._editWindow.height; + var ww = this._editWindow.width; + var wh = Graphics.boxHeight - wy; + this._debugHelpWindow = new Window_Base(wx, wy, ww, wh); + this.addWindow(this._debugHelpWindow); +}; + +Scene_Debug.prototype.onRangeOk = function() { + this._editWindow.activate(); + this._editWindow.select(0); + this.refreshHelpWindow(); +}; + +Scene_Debug.prototype.onEditCancel = function() { + this._rangeWindow.activate(); + this._editWindow.deselect(); + this.refreshHelpWindow(); +}; + +Scene_Debug.prototype.refreshHelpWindow = function() { + this._debugHelpWindow.contents.clear(); + if (this._editWindow.active) { + this._debugHelpWindow.drawTextEx(this.helpText(), 4, 0); + } +}; + +Scene_Debug.prototype.helpText = function() { + if (this._rangeWindow.mode() === 'switch') { + return 'Enter : ON / OFF'; + } else { + return ('Left : -1\n' + + 'Right : +1\n' + + 'Pageup : -10\n' + + 'Pagedown : +10'); + } +}; + +//----------------------------------------------------------------------------- +// Scene_Battle +// +// The scene class of the battle screen. + +function Scene_Battle() { + this.initialize.apply(this, arguments); +} + +Scene_Battle.prototype = Object.create(Scene_Base.prototype); +Scene_Battle.prototype.constructor = Scene_Battle; + +Scene_Battle.prototype.initialize = function() { + Scene_Base.prototype.initialize.call(this); +}; + +Scene_Battle.prototype.create = function() { + Scene_Base.prototype.create.call(this); + this.createDisplayObjects(); +}; + +Scene_Battle.prototype.start = function() { + Scene_Base.prototype.start.call(this); + this.startFadeIn(this.fadeSpeed(), false); + BattleManager.playBattleBgm(); + BattleManager.startBattle(); +}; + +Scene_Battle.prototype.update = function() { + var active = this.isActive(); + $gameTimer.update(active); + $gameScreen.update(); + this.updateStatusWindow(); + this.updateWindowPositions(); + if (active && !this.isBusy()) { + this.updateBattleProcess(); + } + Scene_Base.prototype.update.call(this); +}; + +Scene_Battle.prototype.updateBattleProcess = function() { + if (!this.isAnyInputWindowActive() || BattleManager.isAborting() || + BattleManager.isBattleEnd()) { + BattleManager.update(); + this.changeInputWindow(); + } +}; + +Scene_Battle.prototype.isAnyInputWindowActive = function() { + return (this._partyCommandWindow.active || + this._actorCommandWindow.active || + this._skillWindow.active || + this._itemWindow.active || + this._actorWindow.active || + this._enemyWindow.active); +}; + +Scene_Battle.prototype.changeInputWindow = function() { + if (BattleManager.isInputting()) { + if (BattleManager.actor()) { + this.startActorCommandSelection(); + } else { + this.startPartyCommandSelection(); + } + } else { + this.endCommandSelection(); + } +}; + +Scene_Battle.prototype.stop = function() { + Scene_Base.prototype.stop.call(this); + if (this.needsSlowFadeOut()) { + this.startFadeOut(this.slowFadeSpeed(), false); + } else { + this.startFadeOut(this.fadeSpeed(), false); + } + this._statusWindow.close(); + this._partyCommandWindow.close(); + this._actorCommandWindow.close(); +}; + +Scene_Battle.prototype.terminate = function() { + Scene_Base.prototype.terminate.call(this); + $gameParty.onBattleEnd(); + $gameTroop.onBattleEnd(); + AudioManager.stopMe(); + + ImageManager.clearRequest(); +}; + +Scene_Battle.prototype.needsSlowFadeOut = function() { + return (SceneManager.isNextScene(Scene_Title) || + SceneManager.isNextScene(Scene_Gameover)); +}; + +Scene_Battle.prototype.updateStatusWindow = function() { + if ($gameMessage.isBusy()) { + this._statusWindow.close(); + this._partyCommandWindow.close(); + this._actorCommandWindow.close(); + } else if (this.isActive() && !this._messageWindow.isClosing()) { + this._statusWindow.open(); + } +}; + +Scene_Battle.prototype.updateWindowPositions = function() { + var statusX = 0; + if (BattleManager.isInputting()) { + statusX = this._partyCommandWindow.width; + } else { + statusX = this._partyCommandWindow.width / 2; + } + if (this._statusWindow.x < statusX) { + this._statusWindow.x += 16; + if (this._statusWindow.x > statusX) { + this._statusWindow.x = statusX; + } + } + if (this._statusWindow.x > statusX) { + this._statusWindow.x -= 16; + if (this._statusWindow.x < statusX) { + this._statusWindow.x = statusX; + } + } +}; + +Scene_Battle.prototype.createDisplayObjects = function() { + this.createSpriteset(); + this.createWindowLayer(); + this.createAllWindows(); + BattleManager.setLogWindow(this._logWindow); + BattleManager.setStatusWindow(this._statusWindow); + BattleManager.setSpriteset(this._spriteset); + this._logWindow.setSpriteset(this._spriteset); +}; + +Scene_Battle.prototype.createSpriteset = function() { + this._spriteset = new Spriteset_Battle(); + this.addChild(this._spriteset); +}; + +Scene_Battle.prototype.createAllWindows = function() { + this.createLogWindow(); + this.createStatusWindow(); + this.createPartyCommandWindow(); + this.createActorCommandWindow(); + this.createHelpWindow(); + this.createSkillWindow(); + this.createItemWindow(); + this.createActorWindow(); + this.createEnemyWindow(); + this.createMessageWindow(); + this.createScrollTextWindow(); +}; + +Scene_Battle.prototype.createLogWindow = function() { + this._logWindow = new Window_BattleLog(); + this.addWindow(this._logWindow); +}; + +Scene_Battle.prototype.createStatusWindow = function() { + this._statusWindow = new Window_BattleStatus(); + this.addWindow(this._statusWindow); +}; + +Scene_Battle.prototype.createPartyCommandWindow = function() { + this._partyCommandWindow = new Window_PartyCommand(); + this._partyCommandWindow.setHandler('fight', this.commandFight.bind(this)); + this._partyCommandWindow.setHandler('escape', this.commandEscape.bind(this)); + this._partyCommandWindow.deselect(); + this.addWindow(this._partyCommandWindow); +}; + +Scene_Battle.prototype.createActorCommandWindow = function() { + this._actorCommandWindow = new Window_ActorCommand(); + this._actorCommandWindow.setHandler('attack', this.commandAttack.bind(this)); + this._actorCommandWindow.setHandler('skill', this.commandSkill.bind(this)); + this._actorCommandWindow.setHandler('guard', this.commandGuard.bind(this)); + this._actorCommandWindow.setHandler('item', this.commandItem.bind(this)); + this._actorCommandWindow.setHandler('cancel', this.selectPreviousCommand.bind(this)); + this.addWindow(this._actorCommandWindow); +}; + +Scene_Battle.prototype.createHelpWindow = function() { + this._helpWindow = new Window_Help(); + this._helpWindow.visible = false; + this.addWindow(this._helpWindow); +}; + +Scene_Battle.prototype.createSkillWindow = function() { + var wy = this._helpWindow.y + this._helpWindow.height; + var wh = this._statusWindow.y - wy; + this._skillWindow = new Window_BattleSkill(0, wy, Graphics.boxWidth, wh); + this._skillWindow.setHelpWindow(this._helpWindow); + this._skillWindow.setHandler('ok', this.onSkillOk.bind(this)); + this._skillWindow.setHandler('cancel', this.onSkillCancel.bind(this)); + this.addWindow(this._skillWindow); +}; + +Scene_Battle.prototype.createItemWindow = function() { + var wy = this._helpWindow.y + this._helpWindow.height; + var wh = this._statusWindow.y - wy; + this._itemWindow = new Window_BattleItem(0, wy, Graphics.boxWidth, wh); + this._itemWindow.setHelpWindow(this._helpWindow); + this._itemWindow.setHandler('ok', this.onItemOk.bind(this)); + this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this)); + this.addWindow(this._itemWindow); +}; + +Scene_Battle.prototype.createActorWindow = function() { + this._actorWindow = new Window_BattleActor(0, this._statusWindow.y); + this._actorWindow.setHandler('ok', this.onActorOk.bind(this)); + this._actorWindow.setHandler('cancel', this.onActorCancel.bind(this)); + this.addWindow(this._actorWindow); +}; + +Scene_Battle.prototype.createEnemyWindow = function() { + this._enemyWindow = new Window_BattleEnemy(0, this._statusWindow.y); + this._enemyWindow.x = Graphics.boxWidth - this._enemyWindow.width; + this._enemyWindow.setHandler('ok', this.onEnemyOk.bind(this)); + this._enemyWindow.setHandler('cancel', this.onEnemyCancel.bind(this)); + this.addWindow(this._enemyWindow); +}; + +Scene_Battle.prototype.createMessageWindow = function() { + this._messageWindow = new Window_Message(); + this.addWindow(this._messageWindow); + this._messageWindow.subWindows().forEach(function(window) { + this.addWindow(window); + }, this); +}; + +Scene_Battle.prototype.createScrollTextWindow = function() { + this._scrollTextWindow = new Window_ScrollText(); + this.addWindow(this._scrollTextWindow); +}; + +Scene_Battle.prototype.refreshStatus = function() { + this._statusWindow.refresh(); +}; + +Scene_Battle.prototype.startPartyCommandSelection = function() { + this.refreshStatus(); + this._statusWindow.deselect(); + this._statusWindow.open(); + this._actorCommandWindow.close(); + this._partyCommandWindow.setup(); +}; + +Scene_Battle.prototype.commandFight = function() { + this.selectNextCommand(); +}; + +Scene_Battle.prototype.commandEscape = function() { + BattleManager.processEscape(); + this.changeInputWindow(); +}; + +Scene_Battle.prototype.startActorCommandSelection = function() { + this._statusWindow.select(BattleManager.actor().index()); + this._partyCommandWindow.close(); + this._actorCommandWindow.setup(BattleManager.actor()); +}; + +Scene_Battle.prototype.commandAttack = function() { + BattleManager.inputtingAction().setAttack(); + this.selectEnemySelection(); +}; + +Scene_Battle.prototype.commandSkill = function() { + this._skillWindow.setActor(BattleManager.actor()); + this._skillWindow.setStypeId(this._actorCommandWindow.currentExt()); + this._skillWindow.refresh(); + this._skillWindow.show(); + this._skillWindow.activate(); +}; + +Scene_Battle.prototype.commandGuard = function() { + BattleManager.inputtingAction().setGuard(); + this.selectNextCommand(); +}; + +Scene_Battle.prototype.commandItem = function() { + this._itemWindow.refresh(); + this._itemWindow.show(); + this._itemWindow.activate(); +}; + +Scene_Battle.prototype.selectNextCommand = function() { + BattleManager.selectNextCommand(); + this.changeInputWindow(); +}; + +Scene_Battle.prototype.selectPreviousCommand = function() { + BattleManager.selectPreviousCommand(); + this.changeInputWindow(); +}; + +Scene_Battle.prototype.selectActorSelection = function() { + this._actorWindow.refresh(); + this._actorWindow.show(); + this._actorWindow.activate(); +}; + +Scene_Battle.prototype.onActorOk = function() { + var action = BattleManager.inputtingAction(); + action.setTarget(this._actorWindow.index()); + this._actorWindow.hide(); + this._skillWindow.hide(); + this._itemWindow.hide(); + this.selectNextCommand(); +}; + +Scene_Battle.prototype.onActorCancel = function() { + this._actorWindow.hide(); + switch (this._actorCommandWindow.currentSymbol()) { + case 'skill': + this._skillWindow.show(); + this._skillWindow.activate(); + break; + case 'item': + this._itemWindow.show(); + this._itemWindow.activate(); + break; + } +}; + +Scene_Battle.prototype.selectEnemySelection = function() { + this._enemyWindow.refresh(); + this._enemyWindow.show(); + this._enemyWindow.select(0); + this._enemyWindow.activate(); +}; + +Scene_Battle.prototype.onEnemyOk = function() { + var action = BattleManager.inputtingAction(); + action.setTarget(this._enemyWindow.enemyIndex()); + this._enemyWindow.hide(); + this._skillWindow.hide(); + this._itemWindow.hide(); + this.selectNextCommand(); +}; + +Scene_Battle.prototype.onEnemyCancel = function() { + this._enemyWindow.hide(); + switch (this._actorCommandWindow.currentSymbol()) { + case 'attack': + this._actorCommandWindow.activate(); + break; + case 'skill': + this._skillWindow.show(); + this._skillWindow.activate(); + break; + case 'item': + this._itemWindow.show(); + this._itemWindow.activate(); + break; + } +}; + +Scene_Battle.prototype.onSkillOk = function() { + var skill = this._skillWindow.item(); + var action = BattleManager.inputtingAction(); + action.setSkill(skill.id); + BattleManager.actor().setLastBattleSkill(skill); + this.onSelectAction(); +}; + +Scene_Battle.prototype.onSkillCancel = function() { + this._skillWindow.hide(); + this._actorCommandWindow.activate(); +}; + +Scene_Battle.prototype.onItemOk = function() { + var item = this._itemWindow.item(); + var action = BattleManager.inputtingAction(); + action.setItem(item.id); + $gameParty.setLastItem(item); + this.onSelectAction(); +}; + +Scene_Battle.prototype.onItemCancel = function() { + this._itemWindow.hide(); + this._actorCommandWindow.activate(); +}; + +Scene_Battle.prototype.onSelectAction = function() { + var action = BattleManager.inputtingAction(); + this._skillWindow.hide(); + this._itemWindow.hide(); + if (!action.needsSelection()) { + this.selectNextCommand(); + } else if (action.isForOpponent()) { + this.selectEnemySelection(); + } else { + this.selectActorSelection(); + } +}; + +Scene_Battle.prototype.endCommandSelection = function() { + this._partyCommandWindow.close(); + this._actorCommandWindow.close(); + this._statusWindow.deselect(); +}; + +//----------------------------------------------------------------------------- +// Scene_Gameover +// +// The scene class of the game over screen. + +function Scene_Gameover() { + this.initialize.apply(this, arguments); +} + +Scene_Gameover.prototype = Object.create(Scene_Base.prototype); +Scene_Gameover.prototype.constructor = Scene_Gameover; + +Scene_Gameover.prototype.initialize = function() { + Scene_Base.prototype.initialize.call(this); +}; + +Scene_Gameover.prototype.create = function() { + Scene_Base.prototype.create.call(this); + this.playGameoverMusic(); + this.createBackground(); +}; + +Scene_Gameover.prototype.start = function() { + Scene_Base.prototype.start.call(this); + this.startFadeIn(this.slowFadeSpeed(), false); +}; + +Scene_Gameover.prototype.update = function() { + if (this.isActive() && !this.isBusy() && this.isTriggered()) { + this.gotoTitle(); + } + Scene_Base.prototype.update.call(this); +}; + +Scene_Gameover.prototype.stop = function() { + Scene_Base.prototype.stop.call(this); + this.fadeOutAll(); +}; + +Scene_Gameover.prototype.terminate = function() { + Scene_Base.prototype.terminate.call(this); + AudioManager.stopAll(); +}; + +Scene_Gameover.prototype.playGameoverMusic = function() { + AudioManager.stopBgm(); + AudioManager.stopBgs(); + AudioManager.playMe($dataSystem.gameoverMe); +}; + +Scene_Gameover.prototype.createBackground = function() { + this._backSprite = new Sprite(); + this._backSprite.bitmap = ImageManager.loadSystem('GameOver'); + this.addChild(this._backSprite); +}; + +Scene_Gameover.prototype.isTriggered = function() { + return Input.isTriggered('ok') || TouchInput.isTriggered(); +}; + +Scene_Gameover.prototype.gotoTitle = function() { + SceneManager.goto(Scene_Title); +}; diff --git a/www/js/rpg_sprites.js b/www/js/rpg_sprites.js new file mode 100644 index 0000000..0c0378d --- /dev/null +++ b/www/js/rpg_sprites.js @@ -0,0 +1,2691 @@ +//============================================================================= +// rpg_sprites.js v1.6.2 +//============================================================================= + +//----------------------------------------------------------------------------- +// Sprite_Base +// +// The sprite class with a feature which displays animations. + +function Sprite_Base() { + this.initialize.apply(this, arguments); +} + +Sprite_Base.prototype = Object.create(Sprite.prototype); +Sprite_Base.prototype.constructor = Sprite_Base; + +Sprite_Base.prototype.initialize = function() { + Sprite.prototype.initialize.call(this); + this._animationSprites = []; + this._effectTarget = this; + this._hiding = false; +}; + +Sprite_Base.prototype.update = function() { + Sprite.prototype.update.call(this); + this.updateVisibility(); + this.updateAnimationSprites(); +}; + +Sprite_Base.prototype.hide = function() { + this._hiding = true; + this.updateVisibility(); +}; + +Sprite_Base.prototype.show = function() { + this._hiding = false; + this.updateVisibility(); +}; + +Sprite_Base.prototype.updateVisibility = function() { + this.visible = !this._hiding; +}; + +Sprite_Base.prototype.updateAnimationSprites = function() { + if (this._animationSprites.length > 0) { + var sprites = this._animationSprites.clone(); + this._animationSprites = []; + for (var i = 0; i < sprites.length; i++) { + var sprite = sprites[i]; + if (sprite.isPlaying()) { + this._animationSprites.push(sprite); + } else { + sprite.remove(); + } + } + } +}; + +Sprite_Base.prototype.startAnimation = function(animation, mirror, delay) { + var sprite = new Sprite_Animation(); + sprite.setup(this._effectTarget, animation, mirror, delay); + this.parent.addChild(sprite); + this._animationSprites.push(sprite); +}; + +Sprite_Base.prototype.isAnimationPlaying = function() { + return this._animationSprites.length > 0; +}; + +//----------------------------------------------------------------------------- +// Sprite_Button +// +// The sprite for displaying a button. + +function Sprite_Button() { + this.initialize.apply(this, arguments); +} + +Sprite_Button.prototype = Object.create(Sprite.prototype); +Sprite_Button.prototype.constructor = Sprite_Button; + +Sprite_Button.prototype.initialize = function() { + Sprite.prototype.initialize.call(this); + this._touching = false; + this._coldFrame = null; + this._hotFrame = null; + this._clickHandler = null; +}; + +Sprite_Button.prototype.update = function() { + Sprite.prototype.update.call(this); + this.updateFrame(); + this.processTouch(); +}; + +Sprite_Button.prototype.updateFrame = function() { + var frame; + if (this._touching) { + frame = this._hotFrame; + } else { + frame = this._coldFrame; + } + if (frame) { + this.setFrame(frame.x, frame.y, frame.width, frame.height); + } +}; + +Sprite_Button.prototype.setColdFrame = function(x, y, width, height) { + this._coldFrame = new Rectangle(x, y, width, height); +}; + +Sprite_Button.prototype.setHotFrame = function(x, y, width, height) { + this._hotFrame = new Rectangle(x, y, width, height); +}; + +Sprite_Button.prototype.setClickHandler = function(method) { + this._clickHandler = method; +}; + +Sprite_Button.prototype.callClickHandler = function() { + if (this._clickHandler) { + this._clickHandler(); + } +}; + +Sprite_Button.prototype.processTouch = function() { + if (this.isActive()) { + if (TouchInput.isTriggered() && this.isButtonTouched()) { + this._touching = true; + } + if (this._touching) { + if (TouchInput.isReleased() || !this.isButtonTouched()) { + this._touching = false; + if (TouchInput.isReleased()) { + this.callClickHandler(); + } + } + } + } else { + this._touching = false; + } +}; + +Sprite_Button.prototype.isActive = function() { + var node = this; + while (node) { + if (!node.visible) { + return false; + } + node = node.parent; + } + return true; +}; + +Sprite_Button.prototype.isButtonTouched = function() { + var x = this.canvasToLocalX(TouchInput.x); + var y = this.canvasToLocalY(TouchInput.y); + return x >= 0 && y >= 0 && x < this.width && y < this.height; +}; + +Sprite_Button.prototype.canvasToLocalX = function(x) { + var node = this; + while (node) { + x -= node.x; + node = node.parent; + } + return x; +}; + +Sprite_Button.prototype.canvasToLocalY = function(y) { + var node = this; + while (node) { + y -= node.y; + node = node.parent; + } + return y; +}; + +//----------------------------------------------------------------------------- +// Sprite_Character +// +// The sprite for displaying a character. + +function Sprite_Character() { + this.initialize.apply(this, arguments); +} + +Sprite_Character.prototype = Object.create(Sprite_Base.prototype); +Sprite_Character.prototype.constructor = Sprite_Character; + +Sprite_Character.prototype.initialize = function(character) { + Sprite_Base.prototype.initialize.call(this); + this.initMembers(); + this.setCharacter(character); +}; + +Sprite_Character.prototype.initMembers = function() { + this.anchor.x = 0.5; + this.anchor.y = 1; + this._character = null; + this._balloonDuration = 0; + this._tilesetId = 0; + this._upperBody = null; + this._lowerBody = null; +}; + +Sprite_Character.prototype.setCharacter = function(character) { + this._character = character; +}; + +Sprite_Character.prototype.update = function() { + Sprite_Base.prototype.update.call(this); + this.updateBitmap(); + this.updateFrame(); + this.updatePosition(); + this.updateAnimation(); + this.updateBalloon(); + this.updateOther(); +}; + +Sprite_Character.prototype.updateVisibility = function() { + Sprite_Base.prototype.updateVisibility.call(this); + if (this._character.isTransparent()) { + this.visible = false; + } +}; + +Sprite_Character.prototype.isTile = function() { + return this._character.tileId > 0; +}; + +Sprite_Character.prototype.tilesetBitmap = function(tileId) { + var tileset = $gameMap.tileset(); + var setNumber = 5 + Math.floor(tileId / 256); + return ImageManager.loadTileset(tileset.tilesetNames[setNumber]); +}; + +Sprite_Character.prototype.updateBitmap = function() { + if (this.isImageChanged()) { + this._tilesetId = $gameMap.tilesetId(); + this._tileId = this._character.tileId(); + this._characterName = this._character.characterName(); + this._characterIndex = this._character.characterIndex(); + if (this._tileId > 0) { + this.setTileBitmap(); + } else { + this.setCharacterBitmap(); + } + } +}; + +Sprite_Character.prototype.isImageChanged = function() { + return (this._tilesetId !== $gameMap.tilesetId() || + this._tileId !== this._character.tileId() || + this._characterName !== this._character.characterName() || + this._characterIndex !== this._character.characterIndex()); +}; + +Sprite_Character.prototype.setTileBitmap = function() { + this.bitmap = this.tilesetBitmap(this._tileId); +}; + +Sprite_Character.prototype.setCharacterBitmap = function() { + this.bitmap = ImageManager.loadCharacter(this._characterName); + this._isBigCharacter = ImageManager.isBigCharacter(this._characterName); +}; + +Sprite_Character.prototype.updateFrame = function() { + if (this._tileId > 0) { + this.updateTileFrame(); + } else { + this.updateCharacterFrame(); + } +}; + +Sprite_Character.prototype.updateTileFrame = function() { + var pw = this.patternWidth(); + var ph = this.patternHeight(); + var sx = (Math.floor(this._tileId / 128) % 2 * 8 + this._tileId % 8) * pw; + var sy = Math.floor(this._tileId % 256 / 8) % 16 * ph; + this.setFrame(sx, sy, pw, ph); +}; + +Sprite_Character.prototype.updateCharacterFrame = function() { + var pw = this.patternWidth(); + var ph = this.patternHeight(); + var sx = (this.characterBlockX() + this.characterPatternX()) * pw; + var sy = (this.characterBlockY() + this.characterPatternY()) * ph; + this.updateHalfBodySprites(); + if (this._bushDepth > 0) { + var d = this._bushDepth; + this._upperBody.setFrame(sx, sy, pw, ph - d); + this._lowerBody.setFrame(sx, sy + ph - d, pw, d); + this.setFrame(sx, sy, 0, ph); + } else { + this.setFrame(sx, sy, pw, ph); + } +}; + +Sprite_Character.prototype.characterBlockX = function() { + if (this._isBigCharacter) { + return 0; + } else { + var index = this._character.characterIndex(); + return index % 4 * 3; + } +}; + +Sprite_Character.prototype.characterBlockY = function() { + if (this._isBigCharacter) { + return 0; + } else { + var index = this._character.characterIndex(); + return Math.floor(index / 4) * 4; + } +}; + +Sprite_Character.prototype.characterPatternX = function() { + return this._character.pattern(); +}; + +Sprite_Character.prototype.characterPatternY = function() { + return (this._character.direction() - 2) / 2; +}; + +Sprite_Character.prototype.patternWidth = function() { + if (this._tileId > 0) { + return $gameMap.tileWidth(); + } else if (this._isBigCharacter) { + return this.bitmap.width / 3; + } else { + return this.bitmap.width / 12; + } +}; + +Sprite_Character.prototype.patternHeight = function() { + if (this._tileId > 0) { + return $gameMap.tileHeight(); + } else if (this._isBigCharacter) { + return this.bitmap.height / 4; + } else { + return this.bitmap.height / 8; + } +}; + +Sprite_Character.prototype.updateHalfBodySprites = function() { + if (this._bushDepth > 0) { + this.createHalfBodySprites(); + this._upperBody.bitmap = this.bitmap; + this._upperBody.visible = true; + this._upperBody.y = - this._bushDepth; + this._lowerBody.bitmap = this.bitmap; + this._lowerBody.visible = true; + this._upperBody.setBlendColor(this.getBlendColor()); + this._lowerBody.setBlendColor(this.getBlendColor()); + this._upperBody.setColorTone(this.getColorTone()); + this._lowerBody.setColorTone(this.getColorTone()); + } else if (this._upperBody) { + this._upperBody.visible = false; + this._lowerBody.visible = false; + } +}; + +Sprite_Character.prototype.createHalfBodySprites = function() { + if (!this._upperBody) { + this._upperBody = new Sprite(); + this._upperBody.anchor.x = 0.5; + this._upperBody.anchor.y = 1; + this.addChild(this._upperBody); + } + if (!this._lowerBody) { + this._lowerBody = new Sprite(); + this._lowerBody.anchor.x = 0.5; + this._lowerBody.anchor.y = 1; + this._lowerBody.opacity = 128; + this.addChild(this._lowerBody); + } +}; + +Sprite_Character.prototype.updatePosition = function() { + this.x = this._character.screenX(); + this.y = this._character.screenY(); + this.z = this._character.screenZ(); +}; + +Sprite_Character.prototype.updateAnimation = function() { + this.setupAnimation(); + if (!this.isAnimationPlaying()) { + this._character.endAnimation(); + } + if (!this.isBalloonPlaying()) { + this._character.endBalloon(); + } +}; + +Sprite_Character.prototype.updateOther = function() { + this.opacity = this._character.opacity(); + this.blendMode = this._character.blendMode(); + this._bushDepth = this._character.bushDepth(); +}; + +Sprite_Character.prototype.setupAnimation = function() { + if (this._character.animationId() > 0) { + var animation = $dataAnimations[this._character.animationId()]; + this.startAnimation(animation, false, 0); + this._character.startAnimation(); + } +}; + +Sprite_Character.prototype.setupBalloon = function() { + if (this._character.balloonId() > 0) { + this.startBalloon(); + this._character.startBalloon(); + } +}; + +Sprite_Character.prototype.startBalloon = function() { + if (!this._balloonSprite) { + this._balloonSprite = new Sprite_Balloon(); + } + this._balloonSprite.setup(this._character.balloonId()); + this.parent.addChild(this._balloonSprite); +}; + +Sprite_Character.prototype.updateBalloon = function() { + this.setupBalloon(); + if (this._balloonSprite) { + this._balloonSprite.x = this.x; + this._balloonSprite.y = this.y - this.height; + if (!this._balloonSprite.isPlaying()) { + this.endBalloon(); + } + } +}; + +Sprite_Character.prototype.endBalloon = function() { + if (this._balloonSprite) { + this.parent.removeChild(this._balloonSprite); + this._balloonSprite = null; + } +}; + +Sprite_Character.prototype.isBalloonPlaying = function() { + return !!this._balloonSprite; +}; + +//----------------------------------------------------------------------------- +// Sprite_Battler +// +// The superclass of Sprite_Actor and Sprite_Enemy. + +function Sprite_Battler() { + this.initialize.apply(this, arguments); +} + +Sprite_Battler.prototype = Object.create(Sprite_Base.prototype); +Sprite_Battler.prototype.constructor = Sprite_Battler; + +Sprite_Battler.prototype.initialize = function(battler) { + Sprite_Base.prototype.initialize.call(this); + this.initMembers(); + this.setBattler(battler); +}; + +Sprite_Battler.prototype.initMembers = function() { + this.anchor.x = 0.5; + this.anchor.y = 1; + this._battler = null; + this._damages = []; + this._homeX = 0; + this._homeY = 0; + this._offsetX = 0; + this._offsetY = 0; + this._targetOffsetX = NaN; + this._targetOffsetY = NaN; + this._movementDuration = 0; + this._selectionEffectCount = 0; +}; + +Sprite_Battler.prototype.setBattler = function(battler) { + this._battler = battler; +}; + +Sprite_Battler.prototype.setHome = function(x, y) { + this._homeX = x; + this._homeY = y; + this.updatePosition(); +}; + +Sprite_Battler.prototype.update = function() { + Sprite_Base.prototype.update.call(this); + if (this._battler) { + this.updateMain(); + this.updateAnimation(); + this.updateDamagePopup(); + this.updateSelectionEffect(); + } else { + this.bitmap = null; + } +}; + +Sprite_Battler.prototype.updateVisibility = function() { + Sprite_Base.prototype.updateVisibility.call(this); + if (!this._battler || !this._battler.isSpriteVisible()) { + this.visible = false; + } +}; + +Sprite_Battler.prototype.updateMain = function() { + if (this._battler.isSpriteVisible()) { + this.updateBitmap(); + this.updateFrame(); + } + this.updateMove(); + this.updatePosition(); +}; + +Sprite_Battler.prototype.updateBitmap = function() { +}; + +Sprite_Battler.prototype.updateFrame = function() { +}; + +Sprite_Battler.prototype.updateMove = function() { + if (this._movementDuration > 0) { + var d = this._movementDuration; + this._offsetX = (this._offsetX * (d - 1) + this._targetOffsetX) / d; + this._offsetY = (this._offsetY * (d - 1) + this._targetOffsetY) / d; + this._movementDuration--; + if (this._movementDuration === 0) { + this.onMoveEnd(); + } + } +}; + +Sprite_Battler.prototype.updatePosition = function() { + this.x = this._homeX + this._offsetX; + this.y = this._homeY + this._offsetY; +}; + +Sprite_Battler.prototype.updateAnimation = function() { + this.setupAnimation(); +}; + +Sprite_Battler.prototype.updateDamagePopup = function() { + this.setupDamagePopup(); + if (this._damages.length > 0) { + for (var i = 0; i < this._damages.length; i++) { + this._damages[i].update(); + } + if (!this._damages[0].isPlaying()) { + this.parent.removeChild(this._damages[0]); + this._damages.shift(); + } + } +}; + +Sprite_Battler.prototype.updateSelectionEffect = function() { + var target = this._effectTarget; + if (this._battler.isSelected()) { + this._selectionEffectCount++; + if (this._selectionEffectCount % 30 < 15) { + target.setBlendColor([255, 255, 255, 64]); + } else { + target.setBlendColor([0, 0, 0, 0]); + } + } else if (this._selectionEffectCount > 0) { + this._selectionEffectCount = 0; + target.setBlendColor([0, 0, 0, 0]); + } +}; + +Sprite_Battler.prototype.setupAnimation = function() { + while (this._battler.isAnimationRequested()) { + var data = this._battler.shiftAnimation(); + var animation = $dataAnimations[data.animationId]; + var mirror = data.mirror; + var delay = animation.position === 3 ? 0 : data.delay; + this.startAnimation(animation, mirror, delay); + for (var i = 0; i < this._animationSprites.length; i++) { + var sprite = this._animationSprites[i]; + sprite.visible = this._battler.isSpriteVisible(); + } + } +}; + +Sprite_Battler.prototype.setupDamagePopup = function() { + if (this._battler.isDamagePopupRequested()) { + if (this._battler.isSpriteVisible()) { + var sprite = new Sprite_Damage(); + sprite.x = this.x + this.damageOffsetX(); + sprite.y = this.y + this.damageOffsetY(); + sprite.setup(this._battler); + this._damages.push(sprite); + this.parent.addChild(sprite); + } + this._battler.clearDamagePopup(); + this._battler.clearResult(); + } +}; + +Sprite_Battler.prototype.damageOffsetX = function() { + return 0; +}; + +Sprite_Battler.prototype.damageOffsetY = function() { + return 0; +}; + +Sprite_Battler.prototype.startMove = function(x, y, duration) { + if (this._targetOffsetX !== x || this._targetOffsetY !== y) { + this._targetOffsetX = x; + this._targetOffsetY = y; + this._movementDuration = duration; + if (duration === 0) { + this._offsetX = x; + this._offsetY = y; + } + } +}; + +Sprite_Battler.prototype.onMoveEnd = function() { +}; + +Sprite_Battler.prototype.isEffecting = function() { + return false; +}; + +Sprite_Battler.prototype.isMoving = function() { + return this._movementDuration > 0; +}; + +Sprite_Battler.prototype.inHomePosition = function() { + return this._offsetX === 0 && this._offsetY === 0; +}; + +//----------------------------------------------------------------------------- +// Sprite_Actor +// +// The sprite for displaying an actor. + +function Sprite_Actor() { + this.initialize.apply(this, arguments); +} + +Sprite_Actor.prototype = Object.create(Sprite_Battler.prototype); +Sprite_Actor.prototype.constructor = Sprite_Actor; + +Sprite_Actor.MOTIONS = { + walk: { index: 0, loop: true }, + wait: { index: 1, loop: true }, + chant: { index: 2, loop: true }, + guard: { index: 3, loop: true }, + damage: { index: 4, loop: false }, + evade: { index: 5, loop: false }, + thrust: { index: 6, loop: false }, + swing: { index: 7, loop: false }, + missile: { index: 8, loop: false }, + skill: { index: 9, loop: false }, + spell: { index: 10, loop: false }, + item: { index: 11, loop: false }, + escape: { index: 12, loop: true }, + victory: { index: 13, loop: true }, + dying: { index: 14, loop: true }, + abnormal: { index: 15, loop: true }, + sleep: { index: 16, loop: true }, + dead: { index: 17, loop: true } +}; + +Sprite_Actor.prototype.initialize = function(battler) { + Sprite_Battler.prototype.initialize.call(this, battler); + this.moveToStartPosition(); +}; + +Sprite_Actor.prototype.initMembers = function() { + Sprite_Battler.prototype.initMembers.call(this); + this._battlerName = ''; + this._motion = null; + this._motionCount = 0; + this._pattern = 0; + this.createShadowSprite(); + this.createWeaponSprite(); + this.createMainSprite(); + this.createStateSprite(); +}; + +Sprite_Actor.prototype.createMainSprite = function() { + this._mainSprite = new Sprite_Base(); + this._mainSprite.anchor.x = 0.5; + this._mainSprite.anchor.y = 1; + this.addChild(this._mainSprite); + this._effectTarget = this._mainSprite; +}; + +Sprite_Actor.prototype.createShadowSprite = function() { + this._shadowSprite = new Sprite(); + this._shadowSprite.bitmap = ImageManager.loadSystem('Shadow2'); + this._shadowSprite.anchor.x = 0.5; + this._shadowSprite.anchor.y = 0.5; + this._shadowSprite.y = -2; + this.addChild(this._shadowSprite); +}; + +Sprite_Actor.prototype.createWeaponSprite = function() { + this._weaponSprite = new Sprite_Weapon(); + this.addChild(this._weaponSprite); +}; + +Sprite_Actor.prototype.createStateSprite = function() { + this._stateSprite = new Sprite_StateOverlay(); + this.addChild(this._stateSprite); +}; + +Sprite_Actor.prototype.setBattler = function(battler) { + Sprite_Battler.prototype.setBattler.call(this, battler); + var changed = (battler !== this._actor); + if (changed) { + this._actor = battler; + if (battler) { + this.setActorHome(battler.index()); + } + this.startEntryMotion(); + this._stateSprite.setup(battler); + } +}; + +Sprite_Actor.prototype.moveToStartPosition = function() { + this.startMove(300, 0, 0); +}; + +Sprite_Actor.prototype.setActorHome = function(index) { + this.setHome(600 + index * 32, 280 + index * 48); +}; + +Sprite_Actor.prototype.update = function() { + Sprite_Battler.prototype.update.call(this); + this.updateShadow(); + if (this._actor) { + this.updateMotion(); + } +}; + +Sprite_Actor.prototype.updateShadow = function() { + this._shadowSprite.visible = !!this._actor; +}; + +Sprite_Actor.prototype.updateMain = function() { + Sprite_Battler.prototype.updateMain.call(this); + if (this._actor.isSpriteVisible() && !this.isMoving()) { + this.updateTargetPosition(); + } +}; + +Sprite_Actor.prototype.setupMotion = function() { + if (this._actor.isMotionRequested()) { + this.startMotion(this._actor.motionType()); + this._actor.clearMotion(); + } +}; + +Sprite_Actor.prototype.setupWeaponAnimation = function() { + if (this._actor.isWeaponAnimationRequested()) { + this._weaponSprite.setup(this._actor.weaponImageId()); + this._actor.clearWeaponAnimation(); + } +}; + +Sprite_Actor.prototype.startMotion = function(motionType) { + var newMotion = Sprite_Actor.MOTIONS[motionType]; + if (this._motion !== newMotion) { + this._motion = newMotion; + this._motionCount = 0; + this._pattern = 0; + } +}; + +Sprite_Actor.prototype.updateTargetPosition = function() { + if (this._actor.isInputting() || this._actor.isActing()) { + this.stepForward(); + } else if (this._actor.canMove() && BattleManager.isEscaped()) { + this.retreat(); + } else if (!this.inHomePosition()) { + this.stepBack(); + } +}; + +Sprite_Actor.prototype.updateBitmap = function() { + Sprite_Battler.prototype.updateBitmap.call(this); + var name = this._actor.battlerName(); + if (this._battlerName !== name) { + this._battlerName = name; + this._mainSprite.bitmap = ImageManager.loadSvActor(name); + } +}; + +Sprite_Actor.prototype.updateFrame = function() { + Sprite_Battler.prototype.updateFrame.call(this); + var bitmap = this._mainSprite.bitmap; + if (bitmap) { + var motionIndex = this._motion ? this._motion.index : 0; + var pattern = this._pattern < 3 ? this._pattern : 1; + var cw = bitmap.width / 9; + var ch = bitmap.height / 6; + var cx = Math.floor(motionIndex / 6) * 3 + pattern; + var cy = motionIndex % 6; + this._mainSprite.setFrame(cx * cw, cy * ch, cw, ch); + } +}; + +Sprite_Actor.prototype.updateMove = function() { + var bitmap = this._mainSprite.bitmap; + if (!bitmap || bitmap.isReady()) { + Sprite_Battler.prototype.updateMove.call(this); + } +}; + +Sprite_Actor.prototype.updateMotion = function() { + this.setupMotion(); + this.setupWeaponAnimation(); + if (this._actor.isMotionRefreshRequested()) { + this.refreshMotion(); + this._actor.clearMotion(); + } + this.updateMotionCount(); +}; + +Sprite_Actor.prototype.updateMotionCount = function() { + if (this._motion && ++this._motionCount >= this.motionSpeed()) { + if (this._motion.loop) { + this._pattern = (this._pattern + 1) % 4; + } else if (this._pattern < 2) { + this._pattern++; + } else { + this.refreshMotion(); + } + this._motionCount = 0; + } +}; + +Sprite_Actor.prototype.motionSpeed = function() { + return 12; +}; + +Sprite_Actor.prototype.refreshMotion = function() { + var actor = this._actor; + var motionGuard = Sprite_Actor.MOTIONS['guard']; + if (actor) { + if (this._motion === motionGuard && !BattleManager.isInputting()) { + return; + } + var stateMotion = actor.stateMotionIndex(); + if (actor.isInputting() || actor.isActing()) { + this.startMotion('walk'); + } else if (stateMotion === 3) { + this.startMotion('dead'); + } else if (stateMotion === 2) { + this.startMotion('sleep'); + } else if (actor.isChanting()) { + this.startMotion('chant'); + } else if (actor.isGuard() || actor.isGuardWaiting()) { + this.startMotion('guard'); + } else if (stateMotion === 1) { + this.startMotion('abnormal'); + } else if (actor.isDying()) { + this.startMotion('dying'); + } else if (actor.isUndecided()) { + this.startMotion('walk'); + } else { + this.startMotion('wait'); + } + } +}; + +Sprite_Actor.prototype.startEntryMotion = function() { + if (this._actor && this._actor.canMove()) { + this.startMotion('walk'); + this.startMove(0, 0, 30); + } else if (!this.isMoving()) { + this.refreshMotion(); + this.startMove(0, 0, 0); + } +}; + +Sprite_Actor.prototype.stepForward = function() { + this.startMove(-48, 0, 12); +}; + +Sprite_Actor.prototype.stepBack = function() { + this.startMove(0, 0, 12); +}; + +Sprite_Actor.prototype.retreat = function() { + this.startMove(300, 0, 30); +}; + +Sprite_Actor.prototype.onMoveEnd = function() { + Sprite_Battler.prototype.onMoveEnd.call(this); + if (!BattleManager.isBattleEnd()) { + this.refreshMotion(); + } +}; + +Sprite_Actor.prototype.damageOffsetX = function() { + return -32; +}; + +Sprite_Actor.prototype.damageOffsetY = function() { + return 0; +}; + +//----------------------------------------------------------------------------- +// Sprite_Enemy +// +// The sprite for displaying an enemy. + +function Sprite_Enemy() { + this.initialize.apply(this, arguments); +} + +Sprite_Enemy.prototype = Object.create(Sprite_Battler.prototype); +Sprite_Enemy.prototype.constructor = Sprite_Enemy; + +Sprite_Enemy.prototype.initialize = function(battler) { + Sprite_Battler.prototype.initialize.call(this, battler); +}; + +Sprite_Enemy.prototype.initMembers = function() { + Sprite_Battler.prototype.initMembers.call(this); + this._enemy = null; + this._appeared = false; + this._battlerName = ''; + this._battlerHue = 0; + this._effectType = null; + this._effectDuration = 0; + this._shake = 0; + this.createStateIconSprite(); +}; + +Sprite_Enemy.prototype.createStateIconSprite = function() { + this._stateIconSprite = new Sprite_StateIcon(); + this.addChild(this._stateIconSprite); +}; + +Sprite_Enemy.prototype.setBattler = function(battler) { + Sprite_Battler.prototype.setBattler.call(this, battler); + this._enemy = battler; + this.setHome(battler.screenX(), battler.screenY()); + this._stateIconSprite.setup(battler); +}; + +Sprite_Enemy.prototype.update = function() { + Sprite_Battler.prototype.update.call(this); + if (this._enemy) { + this.updateEffect(); + this.updateStateSprite(); + } +}; + +Sprite_Enemy.prototype.updateBitmap = function() { + Sprite_Battler.prototype.updateBitmap.call(this); + var name = this._enemy.battlerName(); + var hue = this._enemy.battlerHue(); + if (this._battlerName !== name || this._battlerHue !== hue) { + this._battlerName = name; + this._battlerHue = hue; + this.loadBitmap(name, hue); + this.initVisibility(); + } +}; + +Sprite_Enemy.prototype.loadBitmap = function(name, hue) { + if ($gameSystem.isSideView()) { + this.bitmap = ImageManager.loadSvEnemy(name, hue); + } else { + this.bitmap = ImageManager.loadEnemy(name, hue); + } +}; + +Sprite_Enemy.prototype.updateFrame = function() { + Sprite_Battler.prototype.updateFrame.call(this); + var frameHeight = this.bitmap.height; + if (this._effectType === 'bossCollapse') { + frameHeight = this._effectDuration; + } + this.setFrame(0, 0, this.bitmap.width, frameHeight); +}; + +Sprite_Enemy.prototype.updatePosition = function() { + Sprite_Battler.prototype.updatePosition.call(this); + this.x += this._shake; +}; + +Sprite_Enemy.prototype.updateStateSprite = function() { + this._stateIconSprite.y = -Math.round((this.bitmap.height + 40) * 0.9); + if (this._stateIconSprite.y < 20 - this.y) { + this._stateIconSprite.y = 20 - this.y; + } +}; + +Sprite_Enemy.prototype.initVisibility = function() { + this._appeared = this._enemy.isAlive(); + if (!this._appeared) { + this.opacity = 0; + } +}; + +Sprite_Enemy.prototype.setupEffect = function() { + if (this._appeared && this._enemy.isEffectRequested()) { + this.startEffect(this._enemy.effectType()); + this._enemy.clearEffect(); + } + if (!this._appeared && this._enemy.isAlive()) { + this.startEffect('appear'); + } else if (this._appeared && this._enemy.isHidden()) { + this.startEffect('disappear'); + } +}; + +Sprite_Enemy.prototype.startEffect = function(effectType) { + this._effectType = effectType; + switch (this._effectType) { + case 'appear': + this.startAppear(); + break; + case 'disappear': + this.startDisappear(); + break; + case 'whiten': + this.startWhiten(); + break; + case 'blink': + this.startBlink(); + break; + case 'collapse': + this.startCollapse(); + break; + case 'bossCollapse': + this.startBossCollapse(); + break; + case 'instantCollapse': + this.startInstantCollapse(); + break; + } + this.revertToNormal(); +}; + +Sprite_Enemy.prototype.startAppear = function() { + this._effectDuration = 16; + this._appeared = true; +}; + +Sprite_Enemy.prototype.startDisappear = function() { + this._effectDuration = 32; + this._appeared = false; +}; + +Sprite_Enemy.prototype.startWhiten = function() { + this._effectDuration = 16; +}; + +Sprite_Enemy.prototype.startBlink = function() { + this._effectDuration = 20; +}; + +Sprite_Enemy.prototype.startCollapse = function() { + this._effectDuration = 32; + this._appeared = false; +}; + +Sprite_Enemy.prototype.startBossCollapse = function() { + this._effectDuration = this.bitmap.height; + this._appeared = false; +}; + +Sprite_Enemy.prototype.startInstantCollapse = function() { + this._effectDuration = 16; + this._appeared = false; +}; + +Sprite_Enemy.prototype.updateEffect = function() { + this.setupEffect(); + if (this._effectDuration > 0) { + this._effectDuration--; + switch (this._effectType) { + case 'whiten': + this.updateWhiten(); + break; + case 'blink': + this.updateBlink(); + break; + case 'appear': + this.updateAppear(); + break; + case 'disappear': + this.updateDisappear(); + break; + case 'collapse': + this.updateCollapse(); + break; + case 'bossCollapse': + this.updateBossCollapse(); + break; + case 'instantCollapse': + this.updateInstantCollapse(); + break; + } + if (this._effectDuration === 0) { + this._effectType = null; + } + } +}; + +Sprite_Enemy.prototype.isEffecting = function() { + return this._effectType !== null; +}; + +Sprite_Enemy.prototype.revertToNormal = function() { + this._shake = 0; + this.blendMode = 0; + this.opacity = 255; + this.setBlendColor([0, 0, 0, 0]); +}; + +Sprite_Enemy.prototype.updateWhiten = function() { + var alpha = 128 - (16 - this._effectDuration) * 10; + this.setBlendColor([255, 255, 255, alpha]); +}; + +Sprite_Enemy.prototype.updateBlink = function() { + this.opacity = (this._effectDuration % 10 < 5) ? 255 : 0; +}; + +Sprite_Enemy.prototype.updateAppear = function() { + this.opacity = (16 - this._effectDuration) * 16; +}; + +Sprite_Enemy.prototype.updateDisappear = function() { + this.opacity = 256 - (32 - this._effectDuration) * 10; +}; + +Sprite_Enemy.prototype.updateCollapse = function() { + this.blendMode = Graphics.BLEND_ADD; + this.setBlendColor([255, 128, 128, 128]); + this.opacity *= this._effectDuration / (this._effectDuration + 1); +}; + +Sprite_Enemy.prototype.updateBossCollapse = function() { + this._shake = this._effectDuration % 2 * 4 - 2; + this.blendMode = Graphics.BLEND_ADD; + this.opacity *= this._effectDuration / (this._effectDuration + 1); + this.setBlendColor([255, 255, 255, 255 - this.opacity]); + if (this._effectDuration % 20 === 19) { + SoundManager.playBossCollapse2(); + } +}; + +Sprite_Enemy.prototype.updateInstantCollapse = function() { + this.opacity = 0; +}; + +Sprite_Enemy.prototype.damageOffsetX = function() { + return 0; +}; + +Sprite_Enemy.prototype.damageOffsetY = function() { + return -8; +}; + +//----------------------------------------------------------------------------- +// Sprite_Animation +// +// The sprite for displaying an animation. + +function Sprite_Animation() { + this.initialize.apply(this, arguments); +} + +Sprite_Animation.prototype = Object.create(Sprite.prototype); +Sprite_Animation.prototype.constructor = Sprite_Animation; + +Sprite_Animation._checker1 = {}; +Sprite_Animation._checker2 = {}; + +Sprite_Animation.prototype.initialize = function() { + Sprite.prototype.initialize.call(this); + this._reduceArtifacts = true; + this.initMembers(); +}; + +Sprite_Animation.prototype.initMembers = function() { + this._target = null; + this._animation = null; + this._mirror = false; + this._delay = 0; + this._rate = 4; + this._duration = 0; + this._flashColor = [0, 0, 0, 0]; + this._flashDuration = 0; + this._screenFlashDuration = 0; + this._hidingDuration = 0; + this._bitmap1 = null; + this._bitmap2 = null; + this._cellSprites = []; + this._screenFlashSprite = null; + this._duplicated = false; + this.z = 8; +}; + +Sprite_Animation.prototype.setup = function(target, animation, mirror, delay) { + this._target = target; + this._animation = animation; + this._mirror = mirror; + this._delay = delay; + if (this._animation) { + this.remove(); + this.setupRate(); + this.setupDuration(); + this.loadBitmaps(); + this.createSprites(); + } +}; + +Sprite_Animation.prototype.remove = function() { + if (this.parent && this.parent.removeChild(this)) { + this._target.setBlendColor([0, 0, 0, 0]); + this._target.show(); + } +}; + +Sprite_Animation.prototype.setupRate = function() { + this._rate = 4; +}; + +Sprite_Animation.prototype.setupDuration = function() { + this._duration = this._animation.frames.length * this._rate + 1; +}; + +Sprite_Animation.prototype.update = function() { + Sprite.prototype.update.call(this); + this.updateMain(); + this.updateFlash(); + this.updateScreenFlash(); + this.updateHiding(); + Sprite_Animation._checker1 = {}; + Sprite_Animation._checker2 = {}; +}; + +Sprite_Animation.prototype.updateFlash = function() { + if (this._flashDuration > 0) { + var d = this._flashDuration--; + this._flashColor[3] *= (d - 1) / d; + this._target.setBlendColor(this._flashColor); + } +}; + +Sprite_Animation.prototype.updateScreenFlash = function() { + if (this._screenFlashDuration > 0) { + var d = this._screenFlashDuration--; + if (this._screenFlashSprite) { + this._screenFlashSprite.x = -this.absoluteX(); + this._screenFlashSprite.y = -this.absoluteY(); + this._screenFlashSprite.opacity *= (d - 1) / d; + this._screenFlashSprite.visible = (this._screenFlashDuration > 0); + } + } +}; + +Sprite_Animation.prototype.absoluteX = function() { + var x = 0; + var object = this; + while (object) { + x += object.x; + object = object.parent; + } + return x; +}; + +Sprite_Animation.prototype.absoluteY = function() { + var y = 0; + var object = this; + while (object) { + y += object.y; + object = object.parent; + } + return y; +}; + +Sprite_Animation.prototype.updateHiding = function() { + if (this._hidingDuration > 0) { + this._hidingDuration--; + if (this._hidingDuration === 0) { + this._target.show(); + } + } +}; + +Sprite_Animation.prototype.isPlaying = function() { + return this._duration > 0; +}; + +Sprite_Animation.prototype.loadBitmaps = function() { + var name1 = this._animation.animation1Name; + var name2 = this._animation.animation2Name; + var hue1 = this._animation.animation1Hue; + var hue2 = this._animation.animation2Hue; + this._bitmap1 = ImageManager.loadAnimation(name1, hue1); + this._bitmap2 = ImageManager.loadAnimation(name2, hue2); +}; + +Sprite_Animation.prototype.isReady = function() { + return this._bitmap1 && this._bitmap1.isReady() && this._bitmap2 && this._bitmap2.isReady(); +}; + +Sprite_Animation.prototype.createSprites = function() { + if (!Sprite_Animation._checker2[this._animation]) { + this.createCellSprites(); + if (this._animation.position === 3) { + Sprite_Animation._checker2[this._animation] = true; + } + this.createScreenFlashSprite(); + } + if (Sprite_Animation._checker1[this._animation]) { + this._duplicated = true; + } else { + this._duplicated = false; + if (this._animation.position === 3) { + Sprite_Animation._checker1[this._animation] = true; + } + } +}; + +Sprite_Animation.prototype.createCellSprites = function() { + this._cellSprites = []; + for (var i = 0; i < 16; i++) { + var sprite = new Sprite(); + sprite.anchor.x = 0.5; + sprite.anchor.y = 0.5; + this._cellSprites.push(sprite); + this.addChild(sprite); + } +}; + +Sprite_Animation.prototype.createScreenFlashSprite = function() { + this._screenFlashSprite = new ScreenSprite(); + this.addChild(this._screenFlashSprite); +}; + +Sprite_Animation.prototype.updateMain = function() { + if (this.isPlaying() && this.isReady()) { + if (this._delay > 0) { + this._delay--; + } else { + this._duration--; + this.updatePosition(); + if (this._duration % this._rate === 0) { + this.updateFrame(); + } + } + } +}; + +Sprite_Animation.prototype.updatePosition = function() { + if (this._animation.position === 3) { + this.x = this.parent.width / 2; + this.y = this.parent.height / 2; + } else { + var parent = this._target.parent; + var grandparent = parent ? parent.parent : null; + this.x = this._target.x; + this.y = this._target.y; + if (this.parent === grandparent) { + this.x += parent.x; + this.y += parent.y; + } + if (this._animation.position === 0) { + this.y -= this._target.height; + } else if (this._animation.position === 1) { + this.y -= this._target.height / 2; + } + } +}; + +Sprite_Animation.prototype.updateFrame = function() { + if (this._duration > 0) { + var frameIndex = this.currentFrameIndex(); + this.updateAllCellSprites(this._animation.frames[frameIndex]); + this._animation.timings.forEach(function(timing) { + if (timing.frame === frameIndex) { + this.processTimingData(timing); + } + }, this); + } +}; + +Sprite_Animation.prototype.currentFrameIndex = function() { + return (this._animation.frames.length - + Math.floor((this._duration + this._rate - 1) / this._rate)); +}; + +Sprite_Animation.prototype.updateAllCellSprites = function(frame) { + for (var i = 0; i < this._cellSprites.length; i++) { + var sprite = this._cellSprites[i]; + if (i < frame.length) { + this.updateCellSprite(sprite, frame[i]); + } else { + sprite.visible = false; + } + } +}; + +Sprite_Animation.prototype.updateCellSprite = function(sprite, cell) { + var pattern = cell[0]; + if (pattern >= 0) { + var sx = pattern % 5 * 192; + var sy = Math.floor(pattern % 100 / 5) * 192; + var mirror = this._mirror; + sprite.bitmap = pattern < 100 ? this._bitmap1 : this._bitmap2; + sprite.setFrame(sx, sy, 192, 192); + sprite.x = cell[1]; + sprite.y = cell[2]; + sprite.rotation = cell[4] * Math.PI / 180; + sprite.scale.x = cell[3] / 100; + + if(cell[5]){ + sprite.scale.x *= -1; + } + if(mirror){ + sprite.x *= -1; + sprite.rotation *= -1; + sprite.scale.x *= -1; + } + + sprite.scale.y = cell[3] / 100; + sprite.opacity = cell[6]; + sprite.blendMode = cell[7]; + sprite.visible = true; + } else { + sprite.visible = false; + } +}; + +Sprite_Animation.prototype.processTimingData = function(timing) { + var duration = timing.flashDuration * this._rate; + switch (timing.flashScope) { + case 1: + this.startFlash(timing.flashColor, duration); + break; + case 2: + this.startScreenFlash(timing.flashColor, duration); + break; + case 3: + this.startHiding(duration); + break; + } + if (!this._duplicated && timing.se) { + AudioManager.playSe(timing.se); + } +}; + +Sprite_Animation.prototype.startFlash = function(color, duration) { + this._flashColor = color.clone(); + this._flashDuration = duration; +}; + +Sprite_Animation.prototype.startScreenFlash = function(color, duration) { + this._screenFlashDuration = duration; + if (this._screenFlashSprite) { + this._screenFlashSprite.setColor(color[0], color[1], color[2]); + this._screenFlashSprite.opacity = color[3]; + } +}; + +Sprite_Animation.prototype.startHiding = function(duration) { + this._hidingDuration = duration; + this._target.hide(); +}; + +//----------------------------------------------------------------------------- +// Sprite_Damage +// +// The sprite for displaying a popup damage. + +function Sprite_Damage() { + this.initialize.apply(this, arguments); +} + +Sprite_Damage.prototype = Object.create(Sprite.prototype); +Sprite_Damage.prototype.constructor = Sprite_Damage; + +Sprite_Damage.prototype.initialize = function() { + Sprite.prototype.initialize.call(this); + this._duration = 90; + this._flashColor = [0, 0, 0, 0]; + this._flashDuration = 0; + this._damageBitmap = ImageManager.loadSystem('Damage'); +}; + +Sprite_Damage.prototype.setup = function(target) { + var result = target.result(); + if (result.missed || result.evaded) { + this.createMiss(); + } else if (result.hpAffected) { + this.createDigits(0, result.hpDamage); + } else if (target.isAlive() && result.mpDamage !== 0) { + this.createDigits(2, result.mpDamage); + } + if (result.critical) { + this.setupCriticalEffect(); + } +}; + +Sprite_Damage.prototype.setupCriticalEffect = function() { + this._flashColor = [255, 0, 0, 160]; + this._flashDuration = 60; +}; + +Sprite_Damage.prototype.digitWidth = function() { + return this._damageBitmap ? this._damageBitmap.width / 10 : 0; +}; + +Sprite_Damage.prototype.digitHeight = function() { + return this._damageBitmap ? this._damageBitmap.height / 5 : 0; +}; + +Sprite_Damage.prototype.createMiss = function() { + var w = this.digitWidth(); + var h = this.digitHeight(); + var sprite = this.createChildSprite(); + sprite.setFrame(0, 4 * h, 4 * w, h); + sprite.dy = 0; +}; + +Sprite_Damage.prototype.createDigits = function(baseRow, value) { + var string = Math.abs(value).toString(); + var row = baseRow + (value < 0 ? 1 : 0); + var w = this.digitWidth(); + var h = this.digitHeight(); + for (var i = 0; i < string.length; i++) { + var sprite = this.createChildSprite(); + var n = Number(string[i]); + sprite.setFrame(n * w, row * h, w, h); + sprite.x = (i - (string.length - 1) / 2) * w; + sprite.dy = -i; + } +}; + +Sprite_Damage.prototype.createChildSprite = function() { + var sprite = new Sprite(); + sprite.bitmap = this._damageBitmap; + sprite.anchor.x = 0.5; + sprite.anchor.y = 1; + sprite.y = -40; + sprite.ry = sprite.y; + this.addChild(sprite); + return sprite; +}; + +Sprite_Damage.prototype.update = function() { + Sprite.prototype.update.call(this); + if (this._duration > 0) { + this._duration--; + for (var i = 0; i < this.children.length; i++) { + this.updateChild(this.children[i]); + } + } + this.updateFlash(); + this.updateOpacity(); +}; + +Sprite_Damage.prototype.updateChild = function(sprite) { + sprite.dy += 0.5; + sprite.ry += sprite.dy; + if (sprite.ry >= 0) { + sprite.ry = 0; + sprite.dy *= -0.6; + } + sprite.y = Math.round(sprite.ry); + sprite.setBlendColor(this._flashColor); +}; + +Sprite_Damage.prototype.updateFlash = function() { + if (this._flashDuration > 0) { + var d = this._flashDuration--; + this._flashColor[3] *= (d - 1) / d; + } +}; + +Sprite_Damage.prototype.updateOpacity = function() { + if (this._duration < 10) { + this.opacity = 255 * this._duration / 10; + } +}; + +Sprite_Damage.prototype.isPlaying = function() { + return this._duration > 0; +}; + +//----------------------------------------------------------------------------- +// Sprite_StateIcon +// +// The sprite for displaying state icons. + +function Sprite_StateIcon() { + this.initialize.apply(this, arguments); +} + +Sprite_StateIcon.prototype = Object.create(Sprite.prototype); +Sprite_StateIcon.prototype.constructor = Sprite_StateIcon; + +Sprite_StateIcon.prototype.initialize = function() { + Sprite.prototype.initialize.call(this); + this.initMembers(); + this.loadBitmap(); +}; + +Sprite_StateIcon._iconWidth = 32; +Sprite_StateIcon._iconHeight = 32; + +Sprite_StateIcon.prototype.initMembers = function() { + this._battler = null; + this._iconIndex = 0; + this._animationCount = 0; + this._animationIndex = 0; + this.anchor.x = 0.5; + this.anchor.y = 0.5; +}; + +Sprite_StateIcon.prototype.loadBitmap = function() { + this.bitmap = ImageManager.loadSystem('IconSet'); + this.setFrame(0, 0, 0, 0); +}; + +Sprite_StateIcon.prototype.setup = function(battler) { + this._battler = battler; +}; + +Sprite_StateIcon.prototype.update = function() { + Sprite.prototype.update.call(this); + this._animationCount++; + if (this._animationCount >= this.animationWait()) { + this.updateIcon(); + this.updateFrame(); + this._animationCount = 0; + } +}; + +Sprite_StateIcon.prototype.animationWait = function() { + return 40; +}; + +Sprite_StateIcon.prototype.updateIcon = function() { + var icons = []; + if (this._battler && this._battler.isAlive()) { + icons = this._battler.allIcons(); + } + if (icons.length > 0) { + this._animationIndex++; + if (this._animationIndex >= icons.length) { + this._animationIndex = 0; + } + this._iconIndex = icons[this._animationIndex]; + } else { + this._animationIndex = 0; + this._iconIndex = 0; + } +}; + +Sprite_StateIcon.prototype.updateFrame = function() { + var pw = Sprite_StateIcon._iconWidth; + var ph = Sprite_StateIcon._iconHeight; + var sx = this._iconIndex % 16 * pw; + var sy = Math.floor(this._iconIndex / 16) * ph; + this.setFrame(sx, sy, pw, ph); +}; + +//----------------------------------------------------------------------------- +// Sprite_StateOverlay +// +// The sprite for displaying an overlay image for a state. + +function Sprite_StateOverlay() { + this.initialize.apply(this, arguments); +} + +Sprite_StateOverlay.prototype = Object.create(Sprite_Base.prototype); +Sprite_StateOverlay.prototype.constructor = Sprite_StateOverlay; + +Sprite_StateOverlay.prototype.initialize = function() { + Sprite_Base.prototype.initialize.call(this); + this.initMembers(); + this.loadBitmap(); +}; + +Sprite_StateOverlay.prototype.initMembers = function() { + this._battler = null; + this._overlayIndex = 0; + this._animationCount = 0; + this._pattern = 0; + this.anchor.x = 0.5; + this.anchor.y = 1; +}; + +Sprite_StateOverlay.prototype.loadBitmap = function() { + this.bitmap = ImageManager.loadSystem('States'); + this.setFrame(0, 0, 0, 0); +}; + +Sprite_StateOverlay.prototype.setup = function(battler) { + this._battler = battler; +}; + +Sprite_StateOverlay.prototype.update = function() { + Sprite_Base.prototype.update.call(this); + this._animationCount++; + if (this._animationCount >= this.animationWait()) { + this.updatePattern(); + this.updateFrame(); + this._animationCount = 0; + } +}; + +Sprite_StateOverlay.prototype.animationWait = function() { + return 8; +}; + +Sprite_StateOverlay.prototype.updatePattern = function() { + this._pattern++; + this._pattern %= 8; + if (this._battler) { + this._overlayIndex = this._battler.stateOverlayIndex(); + } +}; + +Sprite_StateOverlay.prototype.updateFrame = function() { + if (this._overlayIndex > 0) { + var w = 96; + var h = 96; + var sx = this._pattern * w; + var sy = (this._overlayIndex - 1) * h; + this.setFrame(sx, sy, w, h); + } else { + this.setFrame(0, 0, 0, 0); + } +}; + +//----------------------------------------------------------------------------- +// Sprite_Weapon +// +// The sprite for displaying a weapon image for attacking. + +function Sprite_Weapon() { + this.initialize.apply(this, arguments); +} + +Sprite_Weapon.prototype = Object.create(Sprite_Base.prototype); +Sprite_Weapon.prototype.constructor = Sprite_Weapon; + +Sprite_Weapon.prototype.initialize = function() { + Sprite_Base.prototype.initialize.call(this); + this.initMembers(); +}; + +Sprite_Weapon.prototype.initMembers = function() { + this._weaponImageId = 0; + this._animationCount = 0; + this._pattern = 0; + this.anchor.x = 0.5; + this.anchor.y = 1; + this.x = -16; +}; + +Sprite_Weapon.prototype.setup = function(weaponImageId) { + this._weaponImageId = weaponImageId; + this._animationCount = 0; + this._pattern = 0; + this.loadBitmap(); + this.updateFrame(); +}; + +Sprite_Weapon.prototype.update = function() { + Sprite_Base.prototype.update.call(this); + this._animationCount++; + if (this._animationCount >= this.animationWait()) { + this.updatePattern(); + this.updateFrame(); + this._animationCount = 0; + } +}; + +Sprite_Weapon.prototype.animationWait = function() { + return 12; +}; + +Sprite_Weapon.prototype.updatePattern = function() { + this._pattern++; + if (this._pattern >= 3) { + this._weaponImageId = 0; + } +}; + +Sprite_Weapon.prototype.loadBitmap = function() { + var pageId = Math.floor((this._weaponImageId - 1) / 12) + 1; + if (pageId >= 1) { + this.bitmap = ImageManager.loadSystem('Weapons' + pageId); + } else { + this.bitmap = ImageManager.loadSystem(''); + } +}; + +Sprite_Weapon.prototype.updateFrame = function() { + if (this._weaponImageId > 0) { + var index = (this._weaponImageId - 1) % 12; + var w = 96; + var h = 64; + var sx = (Math.floor(index / 6) * 3 + this._pattern) * w; + var sy = Math.floor(index % 6) * h; + this.setFrame(sx, sy, w, h); + } else { + this.setFrame(0, 0, 0, 0); + } +}; + +Sprite_Weapon.prototype.isPlaying = function() { + return this._weaponImageId > 0; +}; + +//----------------------------------------------------------------------------- +// Sprite_Balloon +// +// The sprite for displaying a balloon icon. + +function Sprite_Balloon() { + this.initialize.apply(this, arguments); +} + +Sprite_Balloon.prototype = Object.create(Sprite_Base.prototype); +Sprite_Balloon.prototype.constructor = Sprite_Balloon; + +Sprite_Balloon.prototype.initialize = function() { + Sprite_Base.prototype.initialize.call(this); + this.initMembers(); + this.loadBitmap(); +}; + +Sprite_Balloon.prototype.initMembers = function() { + this._balloonId = 0; + this._duration = 0; + this.anchor.x = 0.5; + this.anchor.y = 1; + this.z = 7; +}; + +Sprite_Balloon.prototype.loadBitmap = function() { + this.bitmap = ImageManager.loadSystem('Balloon'); + this.setFrame(0, 0, 0, 0); +}; + +Sprite_Balloon.prototype.setup = function(balloonId) { + this._balloonId = balloonId; + this._duration = 8 * this.speed() + this.waitTime(); +}; + +Sprite_Balloon.prototype.update = function() { + Sprite_Base.prototype.update.call(this); + if (this._duration > 0) { + this._duration--; + if (this._duration > 0) { + this.updateFrame(); + } + } +}; + +Sprite_Balloon.prototype.updateFrame = function() { + var w = 48; + var h = 48; + var sx = this.frameIndex() * w; + var sy = (this._balloonId - 1) * h; + this.setFrame(sx, sy, w, h); +}; + +Sprite_Balloon.prototype.speed = function() { + return 8; +}; + +Sprite_Balloon.prototype.waitTime = function() { + return 12; +}; + +Sprite_Balloon.prototype.frameIndex = function() { + var index = (this._duration - this.waitTime()) / this.speed(); + return 7 - Math.max(Math.floor(index), 0); +}; + +Sprite_Balloon.prototype.isPlaying = function() { + return this._duration > 0; +}; + +//----------------------------------------------------------------------------- +// Sprite_Picture +// +// The sprite for displaying a picture. + +function Sprite_Picture() { + this.initialize.apply(this, arguments); +} + +Sprite_Picture.prototype = Object.create(Sprite.prototype); +Sprite_Picture.prototype.constructor = Sprite_Picture; + +Sprite_Picture.prototype.initialize = function(pictureId) { + Sprite.prototype.initialize.call(this); + this._pictureId = pictureId; + this._pictureName = ''; + this._isPicture = true; + this.update(); +}; + +Sprite_Picture.prototype.picture = function() { + return $gameScreen.picture(this._pictureId); +}; + +Sprite_Picture.prototype.update = function() { + Sprite.prototype.update.call(this); + this.updateBitmap(); + if (this.visible) { + this.updateOrigin(); + this.updatePosition(); + this.updateScale(); + this.updateTone(); + this.updateOther(); + } +}; + +Sprite_Picture.prototype.updateBitmap = function() { + var picture = this.picture(); + if (picture) { + var pictureName = picture.name(); + if (this._pictureName !== pictureName) { + this._pictureName = pictureName; + this.loadBitmap(); + } + this.visible = true; + } else { + this._pictureName = ''; + this.bitmap = null; + this.visible = false; + } +}; + +Sprite_Picture.prototype.updateOrigin = function() { + var picture = this.picture(); + if (picture.origin() === 0) { + this.anchor.x = 0; + this.anchor.y = 0; + } else { + this.anchor.x = 0.5; + this.anchor.y = 0.5; + } +}; + +Sprite_Picture.prototype.updatePosition = function() { + var picture = this.picture(); + this.x = Math.floor(picture.x()); + this.y = Math.floor(picture.y()); +}; + +Sprite_Picture.prototype.updateScale = function() { + var picture = this.picture(); + this.scale.x = picture.scaleX() / 100; + this.scale.y = picture.scaleY() / 100; +}; + +Sprite_Picture.prototype.updateTone = function() { + var picture = this.picture(); + if (picture.tone()) { + this.setColorTone(picture.tone()); + } else { + this.setColorTone([0, 0, 0, 0]); + } +}; + +Sprite_Picture.prototype.updateOther = function() { + var picture = this.picture(); + this.opacity = picture.opacity(); + this.blendMode = picture.blendMode(); + this.rotation = picture.angle() * Math.PI / 180; +}; + +Sprite_Picture.prototype.loadBitmap = function() { + this.bitmap = ImageManager.loadPicture(this._pictureName); +}; + +//----------------------------------------------------------------------------- +// Sprite_Timer +// +// The sprite for displaying the timer. + +function Sprite_Timer() { + this.initialize.apply(this, arguments); +} + +Sprite_Timer.prototype = Object.create(Sprite.prototype); +Sprite_Timer.prototype.constructor = Sprite_Timer; + +Sprite_Timer.prototype.initialize = function() { + Sprite.prototype.initialize.call(this); + this._seconds = 0; + this.createBitmap(); + this.update(); +}; + +Sprite_Timer.prototype.createBitmap = function() { + this.bitmap = new Bitmap(96, 48); + this.bitmap.fontSize = 32; +}; + +Sprite_Timer.prototype.update = function() { + Sprite.prototype.update.call(this); + this.updateBitmap(); + this.updatePosition(); + this.updateVisibility(); +}; + +Sprite_Timer.prototype.updateBitmap = function() { + if (this._seconds !== $gameTimer.seconds()) { + this._seconds = $gameTimer.seconds(); + this.redraw(); + } +}; + +Sprite_Timer.prototype.redraw = function() { + var text = this.timerText(); + var width = this.bitmap.width; + var height = this.bitmap.height; + this.bitmap.clear(); + this.bitmap.drawText(text, 0, 0, width, height, 'center'); +}; + +Sprite_Timer.prototype.timerText = function() { + var min = Math.floor(this._seconds / 60) % 60; + var sec = this._seconds % 60; + return min.padZero(2) + ':' + sec.padZero(2); +}; + +Sprite_Timer.prototype.updatePosition = function() { + this.x = Graphics.width - this.bitmap.width; + this.y = 0; +}; + +Sprite_Timer.prototype.updateVisibility = function() { + this.visible = $gameTimer.isWorking(); +}; + +//----------------------------------------------------------------------------- +// Sprite_Destination +// +// The sprite for displaying the destination place of the touch input. + +function Sprite_Destination() { + this.initialize.apply(this, arguments); +} + +Sprite_Destination.prototype = Object.create(Sprite.prototype); +Sprite_Destination.prototype.constructor = Sprite_Destination; + +Sprite_Destination.prototype.initialize = function() { + Sprite.prototype.initialize.call(this); + this.createBitmap(); + this._frameCount = 0; +}; + +Sprite_Destination.prototype.update = function() { + Sprite.prototype.update.call(this); + if ($gameTemp.isDestinationValid()){ + this.updatePosition(); + this.updateAnimation(); + this.visible = true; + } else { + this._frameCount = 0; + this.visible = false; + } +}; + +Sprite_Destination.prototype.createBitmap = function() { + var tileWidth = $gameMap.tileWidth(); + var tileHeight = $gameMap.tileHeight(); + this.bitmap = new Bitmap(tileWidth, tileHeight); + this.bitmap.fillAll('white'); + this.anchor.x = 0.5; + this.anchor.y = 0.5; + this.blendMode = Graphics.BLEND_ADD; +}; + +Sprite_Destination.prototype.updatePosition = function() { + var tileWidth = $gameMap.tileWidth(); + var tileHeight = $gameMap.tileHeight(); + var x = $gameTemp.destinationX(); + var y = $gameTemp.destinationY(); + this.x = ($gameMap.adjustX(x) + 0.5) * tileWidth; + this.y = ($gameMap.adjustY(y) + 0.5) * tileHeight; +}; + +Sprite_Destination.prototype.updateAnimation = function() { + this._frameCount++; + this._frameCount %= 20; + this.opacity = (20 - this._frameCount) * 6; + this.scale.x = 1 + this._frameCount / 20; + this.scale.y = this.scale.x; +}; + +//----------------------------------------------------------------------------- +// Spriteset_Base +// +// The superclass of Spriteset_Map and Spriteset_Battle. + +function Spriteset_Base() { + this.initialize.apply(this, arguments); +} + +Spriteset_Base.prototype = Object.create(Sprite.prototype); +Spriteset_Base.prototype.constructor = Spriteset_Base; + +Spriteset_Base.prototype.initialize = function() { + Sprite.prototype.initialize.call(this); + this.setFrame(0, 0, Graphics.width, Graphics.height); + this._tone = [0, 0, 0, 0]; + this.opaque = true; + this.createLowerLayer(); + this.createToneChanger(); + this.createUpperLayer(); + this.update(); +}; + +Spriteset_Base.prototype.createLowerLayer = function() { + this.createBaseSprite(); +}; + +Spriteset_Base.prototype.createUpperLayer = function() { + this.createPictures(); + this.createTimer(); + this.createScreenSprites(); +}; + +Spriteset_Base.prototype.update = function() { + Sprite.prototype.update.call(this); + this.updateScreenSprites(); + this.updateToneChanger(); + this.updatePosition(); +}; + +Spriteset_Base.prototype.createBaseSprite = function() { + this._baseSprite = new Sprite(); + this._baseSprite.setFrame(0, 0, this.width, this.height); + this._blackScreen = new ScreenSprite(); + this._blackScreen.opacity = 255; + this.addChild(this._baseSprite); + this._baseSprite.addChild(this._blackScreen); +}; + +Spriteset_Base.prototype.createToneChanger = function() { + if (Graphics.isWebGL()) { + this.createWebGLToneChanger(); + } else { + this.createCanvasToneChanger(); + } +}; + +Spriteset_Base.prototype.createWebGLToneChanger = function() { + var margin = 48; + var width = Graphics.width + margin * 2; + var height = Graphics.height + margin * 2; + this._toneFilter = new ToneFilter(); + this._baseSprite.filters = [this._toneFilter]; + this._baseSprite.filterArea = new Rectangle(-margin, -margin, width, height); +}; + +Spriteset_Base.prototype.createCanvasToneChanger = function() { + this._toneSprite = new ToneSprite(); + this.addChild(this._toneSprite); +}; + +Spriteset_Base.prototype.createPictures = function() { + var width = Graphics.boxWidth; + var height = Graphics.boxHeight; + var x = (Graphics.width - width) / 2; + var y = (Graphics.height - height) / 2; + this._pictureContainer = new Sprite(); + this._pictureContainer.setFrame(x, y, width, height); + for (var i = 1; i <= $gameScreen.maxPictures(); i++) { + this._pictureContainer.addChild(new Sprite_Picture(i)); + } + this.addChild(this._pictureContainer); +}; + +Spriteset_Base.prototype.createTimer = function() { + this._timerSprite = new Sprite_Timer(); + this.addChild(this._timerSprite); +}; + +Spriteset_Base.prototype.createScreenSprites = function() { + this._flashSprite = new ScreenSprite(); + this._fadeSprite = new ScreenSprite(); + this.addChild(this._flashSprite); + this.addChild(this._fadeSprite); +}; + +Spriteset_Base.prototype.updateScreenSprites = function() { + var color = $gameScreen.flashColor(); + this._flashSprite.setColor(color[0], color[1], color[2]); + this._flashSprite.opacity = color[3]; + this._fadeSprite.opacity = 255 - $gameScreen.brightness(); +}; + +Spriteset_Base.prototype.updateToneChanger = function() { + var tone = $gameScreen.tone(); + if (!this._tone.equals(tone)) { + this._tone = tone.clone(); + if (Graphics.isWebGL()) { + this.updateWebGLToneChanger(); + } else { + this.updateCanvasToneChanger(); + } + } +}; + +Spriteset_Base.prototype.updateWebGLToneChanger = function() { + var tone = this._tone; + this._toneFilter.reset(); + this._toneFilter.adjustTone(tone[0], tone[1], tone[2]); + this._toneFilter.adjustSaturation(-tone[3]); +}; + +Spriteset_Base.prototype.updateCanvasToneChanger = function() { + var tone = this._tone; + this._toneSprite.setTone(tone[0], tone[1], tone[2], tone[3]); +}; + +Spriteset_Base.prototype.updatePosition = function() { + var screen = $gameScreen; + var scale = screen.zoomScale(); + this.scale.x = scale; + this.scale.y = scale; + this.x = Math.round(-screen.zoomX() * (scale - 1)); + this.y = Math.round(-screen.zoomY() * (scale - 1)); + this.x += Math.round(screen.shake()); +}; + +//----------------------------------------------------------------------------- +// Spriteset_Map +// +// The set of sprites on the map screen. + +function Spriteset_Map() { + this.initialize.apply(this, arguments); +} + +Spriteset_Map.prototype = Object.create(Spriteset_Base.prototype); +Spriteset_Map.prototype.constructor = Spriteset_Map; + +Spriteset_Map.prototype.initialize = function() { + Spriteset_Base.prototype.initialize.call(this); +}; + +Spriteset_Map.prototype.createLowerLayer = function() { + Spriteset_Base.prototype.createLowerLayer.call(this); + this.createParallax(); + this.createTilemap(); + this.createCharacters(); + this.createShadow(); + this.createDestination(); + this.createWeather(); +}; + +Spriteset_Map.prototype.update = function() { + Spriteset_Base.prototype.update.call(this); + this.updateTileset(); + this.updateParallax(); + this.updateTilemap(); + this.updateShadow(); + this.updateWeather(); +}; + +Spriteset_Map.prototype.hideCharacters = function() { + for (var i = 0; i < this._characterSprites.length; i++) { + var sprite = this._characterSprites[i]; + if (!sprite.isTile()) { + sprite.hide(); + } + } +}; + +Spriteset_Map.prototype.createParallax = function() { + this._parallax = new TilingSprite(); + this._parallax.move(0, 0, Graphics.width, Graphics.height); + this._baseSprite.addChild(this._parallax); +}; + +Spriteset_Map.prototype.createTilemap = function() { + if (Graphics.isWebGL()) { + this._tilemap = new ShaderTilemap(); + } else { + this._tilemap = new Tilemap(); + } + this._tilemap.tileWidth = $gameMap.tileWidth(); + this._tilemap.tileHeight = $gameMap.tileHeight(); + this._tilemap.setData($gameMap.width(), $gameMap.height(), $gameMap.data()); + this._tilemap.horizontalWrap = $gameMap.isLoopHorizontal(); + this._tilemap.verticalWrap = $gameMap.isLoopVertical(); + this.loadTileset(); + this._baseSprite.addChild(this._tilemap); +}; + +Spriteset_Map.prototype.loadTileset = function() { + this._tileset = $gameMap.tileset(); + if (this._tileset) { + var tilesetNames = this._tileset.tilesetNames; + for (var i = 0; i < tilesetNames.length; i++) { + this._tilemap.bitmaps[i] = ImageManager.loadTileset(tilesetNames[i]); + } + var newTilesetFlags = $gameMap.tilesetFlags(); + this._tilemap.refreshTileset(); + if (!this._tilemap.flags.equals(newTilesetFlags)) { + this._tilemap.refresh(); + } + this._tilemap.flags = newTilesetFlags; + } +}; + +Spriteset_Map.prototype.createCharacters = function() { + this._characterSprites = []; + $gameMap.events().forEach(function(event) { + this._characterSprites.push(new Sprite_Character(event)); + }, this); + $gameMap.vehicles().forEach(function(vehicle) { + this._characterSprites.push(new Sprite_Character(vehicle)); + }, this); + $gamePlayer.followers().reverseEach(function(follower) { + this._characterSprites.push(new Sprite_Character(follower)); + }, this); + this._characterSprites.push(new Sprite_Character($gamePlayer)); + for (var i = 0; i < this._characterSprites.length; i++) { + this._tilemap.addChild(this._characterSprites[i]); + } +}; + +Spriteset_Map.prototype.createShadow = function() { + this._shadowSprite = new Sprite(); + this._shadowSprite.bitmap = ImageManager.loadSystem('Shadow1'); + this._shadowSprite.anchor.x = 0.5; + this._shadowSprite.anchor.y = 1; + this._shadowSprite.z = 6; + this._tilemap.addChild(this._shadowSprite); +}; + +Spriteset_Map.prototype.createDestination = function() { + this._destinationSprite = new Sprite_Destination(); + this._destinationSprite.z = 9; + this._tilemap.addChild(this._destinationSprite); +}; + +Spriteset_Map.prototype.createWeather = function() { + this._weather = new Weather(); + this.addChild(this._weather); +}; + +Spriteset_Map.prototype.updateTileset = function() { + if (this._tileset !== $gameMap.tileset()) { + this.loadTileset(); + } +}; + +/* + * Simple fix for canvas parallax issue, destroy old parallax and readd to the tree. + */ +Spriteset_Map.prototype._canvasReAddParallax = function() { + var index = this._baseSprite.children.indexOf(this._parallax); + this._baseSprite.removeChild(this._parallax); + this._parallax = new TilingSprite(); + this._parallax.move(0, 0, Graphics.width, Graphics.height); + this._parallax.bitmap = ImageManager.loadParallax(this._parallaxName); + this._baseSprite.addChildAt(this._parallax,index); +}; + +Spriteset_Map.prototype.updateParallax = function() { + if (this._parallaxName !== $gameMap.parallaxName()) { + this._parallaxName = $gameMap.parallaxName(); + + if (this._parallax.bitmap && Graphics.isWebGL() != true) { + this._canvasReAddParallax(); + } else { + this._parallax.bitmap = ImageManager.loadParallax(this._parallaxName); + } + } + if (this._parallax.bitmap) { + this._parallax.origin.x = $gameMap.parallaxOx(); + this._parallax.origin.y = $gameMap.parallaxOy(); + } +}; + +Spriteset_Map.prototype.updateTilemap = function() { + this._tilemap.origin.x = $gameMap.displayX() * $gameMap.tileWidth(); + this._tilemap.origin.y = $gameMap.displayY() * $gameMap.tileHeight(); +}; + +Spriteset_Map.prototype.updateShadow = function() { + var airship = $gameMap.airship(); + this._shadowSprite.x = airship.shadowX(); + this._shadowSprite.y = airship.shadowY(); + this._shadowSprite.opacity = airship.shadowOpacity(); +}; + +Spriteset_Map.prototype.updateWeather = function() { + this._weather.type = $gameScreen.weatherType(); + this._weather.power = $gameScreen.weatherPower(); + this._weather.origin.x = $gameMap.displayX() * $gameMap.tileWidth(); + this._weather.origin.y = $gameMap.displayY() * $gameMap.tileHeight(); +}; + +//----------------------------------------------------------------------------- +// Spriteset_Battle +// +// The set of sprites on the battle screen. + +function Spriteset_Battle() { + this.initialize.apply(this, arguments); +} + +Spriteset_Battle.prototype = Object.create(Spriteset_Base.prototype); +Spriteset_Battle.prototype.constructor = Spriteset_Battle; + +Spriteset_Battle.prototype.initialize = function() { + Spriteset_Base.prototype.initialize.call(this); + this._battlebackLocated = false; +}; + +Spriteset_Battle.prototype.createLowerLayer = function() { + Spriteset_Base.prototype.createLowerLayer.call(this); + this.createBackground(); + this.createBattleField(); + this.createBattleback(); + this.createEnemies(); + this.createActors(); +}; + +Spriteset_Battle.prototype.createBackground = function() { + this._backgroundSprite = new Sprite(); + this._backgroundSprite.bitmap = SceneManager.backgroundBitmap(); + this._baseSprite.addChild(this._backgroundSprite); +}; + +Spriteset_Battle.prototype.update = function() { + Spriteset_Base.prototype.update.call(this); + this.updateActors(); + this.updateBattleback(); +}; + +Spriteset_Battle.prototype.createBattleField = function() { + var width = Graphics.boxWidth; + var height = Graphics.boxHeight; + var x = (Graphics.width - width) / 2; + var y = (Graphics.height - height) / 2; + this._battleField = new Sprite(); + this._battleField.setFrame(x, y, width, height); + this._battleField.x = x; + this._battleField.y = y; + this._baseSprite.addChild(this._battleField); +}; + +Spriteset_Battle.prototype.createBattleback = function() { + var margin = 32; + var x = -this._battleField.x - margin; + var y = -this._battleField.y - margin; + var width = Graphics.width + margin * 2; + var height = Graphics.height + margin * 2; + this._back1Sprite = new TilingSprite(); + this._back2Sprite = new TilingSprite(); + this._back1Sprite.bitmap = this.battleback1Bitmap(); + this._back2Sprite.bitmap = this.battleback2Bitmap(); + this._back1Sprite.move(x, y, width, height); + this._back2Sprite.move(x, y, width, height); + this._battleField.addChild(this._back1Sprite); + this._battleField.addChild(this._back2Sprite); +}; + +Spriteset_Battle.prototype.updateBattleback = function() { + if (!this._battlebackLocated) { + this.locateBattleback(); + this._battlebackLocated = true; + } +}; + +Spriteset_Battle.prototype.locateBattleback = function() { + var width = this._battleField.width; + var height = this._battleField.height; + var sprite1 = this._back1Sprite; + var sprite2 = this._back2Sprite; + sprite1.origin.x = sprite1.x + (sprite1.bitmap.width - width) / 2; + sprite2.origin.x = sprite1.y + (sprite2.bitmap.width - width) / 2; + if ($gameSystem.isSideView()) { + sprite1.origin.y = sprite1.x + sprite1.bitmap.height - height; + sprite2.origin.y = sprite1.y + sprite2.bitmap.height - height; + } +}; + +Spriteset_Battle.prototype.battleback1Bitmap = function() { + return ImageManager.loadBattleback1(this.battleback1Name()); +}; + +Spriteset_Battle.prototype.battleback2Bitmap = function() { + return ImageManager.loadBattleback2(this.battleback2Name()); +}; + +Spriteset_Battle.prototype.battleback1Name = function() { + if (BattleManager.isBattleTest()) { + return $dataSystem.battleback1Name; + } else if ($gameMap.battleback1Name()) { + return $gameMap.battleback1Name(); + } else if ($gameMap.isOverworld()) { + return this.overworldBattleback1Name(); + } else { + return ''; + } +}; + +Spriteset_Battle.prototype.battleback2Name = function() { + if (BattleManager.isBattleTest()) { + return $dataSystem.battleback2Name; + } else if ($gameMap.battleback2Name()) { + return $gameMap.battleback2Name(); + } else if ($gameMap.isOverworld()) { + return this.overworldBattleback2Name(); + } else { + return ''; + } +}; + +Spriteset_Battle.prototype.overworldBattleback1Name = function() { + if ($gameMap.battleback1Name() === '') return ''; + if ($gamePlayer.isInVehicle()) { + return this.shipBattleback1Name(); + } else { + return this.normalBattleback1Name(); + } +}; + +Spriteset_Battle.prototype.overworldBattleback2Name = function() { + if ($gameMap.battleback2Name() === '') return ''; + if ($gamePlayer.isInVehicle()) { + return this.shipBattleback2Name(); + } else { + return this.normalBattleback2Name(); + } +}; + +Spriteset_Battle.prototype.normalBattleback1Name = function() { + return (this.terrainBattleback1Name(this.autotileType(1)) || + this.terrainBattleback1Name(this.autotileType(0)) || + this.defaultBattleback1Name()); +}; + +Spriteset_Battle.prototype.normalBattleback2Name = function() { + return (this.terrainBattleback2Name(this.autotileType(1)) || + this.terrainBattleback2Name(this.autotileType(0)) || + this.defaultBattleback2Name()); +}; + +Spriteset_Battle.prototype.terrainBattleback1Name = function(type) { + switch (type) { + case 24: case 25: + return 'Wasteland'; + case 26: case 27: + return 'DirtField'; + case 32: case 33: + return 'Desert'; + case 34: + return 'Lava1'; + case 35: + return 'Lava2'; + case 40: case 41: + return 'Snowfield'; + case 42: + return 'Clouds'; + case 4: case 5: + return 'PoisonSwamp'; + default: + return null; + } +}; + +Spriteset_Battle.prototype.terrainBattleback2Name = function(type) { + switch (type) { + case 20: case 21: + return 'Forest'; + case 22: case 30: case 38: + return 'Cliff'; + case 24: case 25: case 26: case 27: + return 'Wasteland'; + case 32: case 33: + return 'Desert'; + case 34: case 35: + return 'Lava'; + case 40: case 41: + return 'Snowfield'; + case 42: + return 'Clouds'; + case 4: case 5: + return 'PoisonSwamp'; + } +}; + +Spriteset_Battle.prototype.defaultBattleback1Name = function() { + return 'Grassland'; +}; + +Spriteset_Battle.prototype.defaultBattleback2Name = function() { + return 'Grassland'; +}; + +Spriteset_Battle.prototype.shipBattleback1Name = function() { + return 'Ship'; +}; + +Spriteset_Battle.prototype.shipBattleback2Name = function() { + return 'Ship'; +}; + +Spriteset_Battle.prototype.autotileType = function(z) { + return $gameMap.autotileType($gamePlayer.x, $gamePlayer.y, z); +}; + +Spriteset_Battle.prototype.createEnemies = function() { + var enemies = $gameTroop.members(); + var sprites = []; + for (var i = 0; i < enemies.length; i++) { + sprites[i] = new Sprite_Enemy(enemies[i]); + } + sprites.sort(this.compareEnemySprite.bind(this)); + for (var j = 0; j < sprites.length; j++) { + this._battleField.addChild(sprites[j]); + } + this._enemySprites = sprites; +}; + +Spriteset_Battle.prototype.compareEnemySprite = function(a, b) { + if (a.y !== b.y) { + return a.y - b.y; + } else { + return b.spriteId - a.spriteId; + } +}; + +Spriteset_Battle.prototype.createActors = function() { + this._actorSprites = []; + for (var i = 0; i < $gameParty.maxBattleMembers(); i++) { + this._actorSprites[i] = new Sprite_Actor(); + this._battleField.addChild(this._actorSprites[i]); + } +}; + +Spriteset_Battle.prototype.updateActors = function() { + var members = $gameParty.battleMembers(); + for (var i = 0; i < this._actorSprites.length; i++) { + this._actorSprites[i].setBattler(members[i]); + } +}; + +Spriteset_Battle.prototype.battlerSprites = function() { + return this._enemySprites.concat(this._actorSprites); +}; + +Spriteset_Battle.prototype.isAnimationPlaying = function() { + return this.battlerSprites().some(function(sprite) { + return sprite.isAnimationPlaying(); + }); +}; + +Spriteset_Battle.prototype.isEffecting = function() { + return this.battlerSprites().some(function(sprite) { + return sprite.isEffecting(); + }); +}; + +Spriteset_Battle.prototype.isAnyoneMoving = function() { + return this.battlerSprites().some(function(sprite) { + return sprite.isMoving(); + }); +}; + +Spriteset_Battle.prototype.isBusy = function() { + return this.isAnimationPlaying() || this.isAnyoneMoving(); +}; diff --git a/www/js/rpg_windows.js b/www/js/rpg_windows.js new file mode 100644 index 0000000..89a643e --- /dev/null +++ b/www/js/rpg_windows.js @@ -0,0 +1,6025 @@ +//============================================================================= +// rpg_windows.js v1.6.2 +//============================================================================= + +//----------------------------------------------------------------------------- +// Window_Base +// +// The superclass of all windows within the game. + +function Window_Base() { + this.initialize.apply(this, arguments); +} + +Window_Base.prototype = Object.create(Window.prototype); +Window_Base.prototype.constructor = Window_Base; + +Window_Base.prototype.initialize = function(x, y, width, height) { + Window.prototype.initialize.call(this); + this.loadWindowskin(); + this.move(x, y, width, height); + this.updatePadding(); + this.updateBackOpacity(); + this.updateTone(); + this.createContents(); + this._opening = false; + this._closing = false; + this._dimmerSprite = null; +}; + +Window_Base._iconWidth = 32; +Window_Base._iconHeight = 32; +Window_Base._faceWidth = 144; +Window_Base._faceHeight = 144; + +Window_Base.prototype.lineHeight = function() { + return 36; +}; + +Window_Base.prototype.standardFontFace = function() { + if ($gameSystem.isChinese()) { + return 'SimHei, Heiti TC, sans-serif'; + } else if ($gameSystem.isKorean()) { + return 'Dotum, AppleGothic, sans-serif'; + } else { + return 'GameFont'; + } +}; + +Window_Base.prototype.standardFontSize = function() { + return 28; +}; + +Window_Base.prototype.standardPadding = function() { + return 18; +}; + +Window_Base.prototype.textPadding = function() { + return 6; +}; + +Window_Base.prototype.standardBackOpacity = function() { + return 192; +}; + +Window_Base.prototype.loadWindowskin = function() { + this.windowskin = ImageManager.loadSystem('Window'); +}; + +Window_Base.prototype.updatePadding = function() { + this.padding = this.standardPadding(); +}; + +Window_Base.prototype.updateBackOpacity = function() { + this.backOpacity = this.standardBackOpacity(); +}; + +Window_Base.prototype.contentsWidth = function() { + return this.width - this.standardPadding() * 2; +}; + +Window_Base.prototype.contentsHeight = function() { + return this.height - this.standardPadding() * 2; +}; + +Window_Base.prototype.fittingHeight = function(numLines) { + return numLines * this.lineHeight() + this.standardPadding() * 2; +}; + +Window_Base.prototype.updateTone = function() { + var tone = $gameSystem.windowTone(); + this.setTone(tone[0], tone[1], tone[2]); +}; + +Window_Base.prototype.createContents = function() { + this.contents = new Bitmap(this.contentsWidth(), this.contentsHeight()); + this.resetFontSettings(); +}; + +Window_Base.prototype.resetFontSettings = function() { + this.contents.fontFace = this.standardFontFace(); + this.contents.fontSize = this.standardFontSize(); + this.resetTextColor(); +}; + +Window_Base.prototype.resetTextColor = function() { + this.changeTextColor(this.normalColor()); +}; + +Window_Base.prototype.update = function() { + Window.prototype.update.call(this); + this.updateTone(); + this.updateOpen(); + this.updateClose(); + this.updateBackgroundDimmer(); +}; + +Window_Base.prototype.updateOpen = function() { + if (this._opening) { + this.openness += 32; + if (this.isOpen()) { + this._opening = false; + } + } +}; + +Window_Base.prototype.updateClose = function() { + if (this._closing) { + this.openness -= 32; + if (this.isClosed()) { + this._closing = false; + } + } +}; + +Window_Base.prototype.open = function() { + if (!this.isOpen()) { + this._opening = true; + } + this._closing = false; +}; + +Window_Base.prototype.close = function() { + if (!this.isClosed()) { + this._closing = true; + } + this._opening = false; +}; + +Window_Base.prototype.isOpening = function() { + return this._opening; +}; + +Window_Base.prototype.isClosing = function() { + return this._closing; +}; + +Window_Base.prototype.show = function() { + this.visible = true; +}; + +Window_Base.prototype.hide = function() { + this.visible = false; +}; + +Window_Base.prototype.activate = function() { + this.active = true; +}; + +Window_Base.prototype.deactivate = function() { + this.active = false; +}; + +Window_Base.prototype.textColor = function(n) { + var px = 96 + (n % 8) * 12 + 6; + var py = 144 + Math.floor(n / 8) * 12 + 6; + return this.windowskin.getPixel(px, py); +}; + +Window_Base.prototype.normalColor = function() { + return this.textColor(0); +}; + +Window_Base.prototype.systemColor = function() { + return this.textColor(16); +}; + +Window_Base.prototype.crisisColor = function() { + return this.textColor(17); +}; + +Window_Base.prototype.deathColor = function() { + return this.textColor(18); +}; + +Window_Base.prototype.gaugeBackColor = function() { + return this.textColor(19); +}; + +Window_Base.prototype.hpGaugeColor1 = function() { + return this.textColor(20); +}; + +Window_Base.prototype.hpGaugeColor2 = function() { + return this.textColor(21); +}; + +Window_Base.prototype.mpGaugeColor1 = function() { + return this.textColor(22); +}; + +Window_Base.prototype.mpGaugeColor2 = function() { + return this.textColor(23); +}; + +Window_Base.prototype.mpCostColor = function() { + return this.textColor(23); +}; + +Window_Base.prototype.powerUpColor = function() { + return this.textColor(24); +}; + +Window_Base.prototype.powerDownColor = function() { + return this.textColor(25); +}; + +Window_Base.prototype.tpGaugeColor1 = function() { + return this.textColor(28); +}; + +Window_Base.prototype.tpGaugeColor2 = function() { + return this.textColor(29); +}; + +Window_Base.prototype.tpCostColor = function() { + return this.textColor(29); +}; + +Window_Base.prototype.pendingColor = function() { + return this.windowskin.getPixel(120, 120); +}; + +Window_Base.prototype.translucentOpacity = function() { + return 160; +}; + +Window_Base.prototype.changeTextColor = function(color) { + this.contents.textColor = color; +}; + +Window_Base.prototype.changePaintOpacity = function(enabled) { + this.contents.paintOpacity = enabled ? 255 : this.translucentOpacity(); +}; + +Window_Base.prototype.drawText = function(text, x, y, maxWidth, align) { + this.contents.drawText(text, x, y, maxWidth, this.lineHeight(), align); +}; + +Window_Base.prototype.textWidth = function(text) { + return this.contents.measureTextWidth(text); +}; + +Window_Base.prototype.drawTextEx = function(text, x, y) { + if (text) { + var textState = { index: 0, x: x, y: y, left: x }; + textState.text = this.convertEscapeCharacters(text); + textState.height = this.calcTextHeight(textState, false); + this.resetFontSettings(); + while (textState.index < textState.text.length) { + this.processCharacter(textState); + } + return textState.x - x; + } else { + return 0; + } +}; + +Window_Base.prototype.convertEscapeCharacters = function(text) { + text = text.replace(/\\/g, '\x1b'); + text = text.replace(/\x1b\x1b/g, '\\'); + text = text.replace(/\x1bV\[(\d+)\]/gi, function() { + return $gameVariables.value(parseInt(arguments[1])); + }.bind(this)); + text = text.replace(/\x1bV\[(\d+)\]/gi, function() { + return $gameVariables.value(parseInt(arguments[1])); + }.bind(this)); + text = text.replace(/\x1bN\[(\d+)\]/gi, function() { + return this.actorName(parseInt(arguments[1])); + }.bind(this)); + text = text.replace(/\x1bP\[(\d+)\]/gi, function() { + return this.partyMemberName(parseInt(arguments[1])); + }.bind(this)); + text = text.replace(/\x1bG/gi, TextManager.currencyUnit); + return text; +}; + +Window_Base.prototype.actorName = function(n) { + var actor = n >= 1 ? $gameActors.actor(n) : null; + return actor ? actor.name() : ''; +}; + +Window_Base.prototype.partyMemberName = function(n) { + var actor = n >= 1 ? $gameParty.members()[n - 1] : null; + return actor ? actor.name() : ''; +}; + +Window_Base.prototype.processCharacter = function(textState) { + switch (textState.text[textState.index]) { + case '\n': + this.processNewLine(textState); + break; + case '\f': + this.processNewPage(textState); + break; + case '\x1b': + this.processEscapeCharacter(this.obtainEscapeCode(textState), textState); + break; + default: + this.processNormalCharacter(textState); + break; + } +}; + +Window_Base.prototype.processNormalCharacter = function(textState) { + var c = textState.text[textState.index++]; + var w = this.textWidth(c); + this.contents.drawText(c, textState.x, textState.y, w * 2, textState.height); + textState.x += w; +}; + +Window_Base.prototype.processNewLine = function(textState) { + textState.x = textState.left; + textState.y += textState.height; + textState.height = this.calcTextHeight(textState, false); + textState.index++; +}; + +Window_Base.prototype.processNewPage = function(textState) { + textState.index++; +}; + +Window_Base.prototype.obtainEscapeCode = function(textState) { + textState.index++; + var regExp = /^[\$\.\|\^!><\{\}\\]|^[A-Z]+/i; + var arr = regExp.exec(textState.text.slice(textState.index)); + if (arr) { + textState.index += arr[0].length; + return arr[0].toUpperCase(); + } else { + return ''; + } +}; + +Window_Base.prototype.obtainEscapeParam = function(textState) { + var arr = /^\[\d+\]/.exec(textState.text.slice(textState.index)); + if (arr) { + textState.index += arr[0].length; + return parseInt(arr[0].slice(1)); + } else { + return ''; + } +}; + +Window_Base.prototype.processEscapeCharacter = function(code, textState) { + switch (code) { + case 'C': + this.changeTextColor(this.textColor(this.obtainEscapeParam(textState))); + break; + case 'I': + this.processDrawIcon(this.obtainEscapeParam(textState), textState); + break; + case '{': + this.makeFontBigger(); + break; + case '}': + this.makeFontSmaller(); + break; + } +}; + +Window_Base.prototype.processDrawIcon = function(iconIndex, textState) { + this.drawIcon(iconIndex, textState.x + 2, textState.y + 2); + textState.x += Window_Base._iconWidth + 4; +}; + +Window_Base.prototype.makeFontBigger = function() { + if (this.contents.fontSize <= 96) { + this.contents.fontSize += 12; + } +}; + +Window_Base.prototype.makeFontSmaller = function() { + if (this.contents.fontSize >= 24) { + this.contents.fontSize -= 12; + } +}; + +Window_Base.prototype.calcTextHeight = function(textState, all) { + var lastFontSize = this.contents.fontSize; + var textHeight = 0; + var lines = textState.text.slice(textState.index).split('\n'); + var maxLines = all ? lines.length : 1; + + for (var i = 0; i < maxLines; i++) { + var maxFontSize = this.contents.fontSize; + var regExp = /\x1b[\{\}]/g; + for (;;) { + var array = regExp.exec(lines[i]); + if (array) { + if (array[0] === '\x1b{') { + this.makeFontBigger(); + } + if (array[0] === '\x1b}') { + this.makeFontSmaller(); + } + if (maxFontSize < this.contents.fontSize) { + maxFontSize = this.contents.fontSize; + } + } else { + break; + } + } + textHeight += maxFontSize + 8; + } + + this.contents.fontSize = lastFontSize; + return textHeight; +}; + +Window_Base.prototype.drawIcon = function(iconIndex, x, y) { + var bitmap = ImageManager.loadSystem('IconSet'); + var pw = Window_Base._iconWidth; + var ph = Window_Base._iconHeight; + var sx = iconIndex % 16 * pw; + var sy = Math.floor(iconIndex / 16) * ph; + this.contents.blt(bitmap, sx, sy, pw, ph, x, y); +}; + +Window_Base.prototype.drawFace = function(faceName, faceIndex, x, y, width, height) { + width = width || Window_Base._faceWidth; + height = height || Window_Base._faceHeight; + var bitmap = ImageManager.loadFace(faceName); + var pw = Window_Base._faceWidth; + var ph = Window_Base._faceHeight; + var sw = Math.min(width, pw); + var sh = Math.min(height, ph); + var dx = Math.floor(x + Math.max(width - pw, 0) / 2); + var dy = Math.floor(y + Math.max(height - ph, 0) / 2); + var sx = faceIndex % 4 * pw + (pw - sw) / 2; + var sy = Math.floor(faceIndex / 4) * ph + (ph - sh) / 2; + this.contents.blt(bitmap, sx, sy, sw, sh, dx, dy); +}; + +Window_Base.prototype.drawCharacter = function(characterName, characterIndex, x, y) { + var bitmap = ImageManager.loadCharacter(characterName); + var big = ImageManager.isBigCharacter(characterName); + var pw = bitmap.width / (big ? 3 : 12); + var ph = bitmap.height / (big ? 4 : 8); + var n = characterIndex; + var sx = (n % 4 * 3 + 1) * pw; + var sy = (Math.floor(n / 4) * 4) * ph; + this.contents.blt(bitmap, sx, sy, pw, ph, x - pw / 2, y - ph); +}; + +Window_Base.prototype.drawGauge = function(x, y, width, rate, color1, color2) { + var fillW = Math.floor(width * rate); + var gaugeY = y + this.lineHeight() - 8; + this.contents.fillRect(x, gaugeY, width, 6, this.gaugeBackColor()); + this.contents.gradientFillRect(x, gaugeY, fillW, 6, color1, color2); +}; + +Window_Base.prototype.hpColor = function(actor) { + if (actor.isDead()) { + return this.deathColor(); + } else if (actor.isDying()) { + return this.crisisColor(); + } else { + return this.normalColor(); + } +}; + +Window_Base.prototype.mpColor = function(actor) { + return this.normalColor(); +}; + +Window_Base.prototype.tpColor = function(actor) { + return this.normalColor(); +}; + +Window_Base.prototype.drawActorCharacter = function(actor, x, y) { + this.drawCharacter(actor.characterName(), actor.characterIndex(), x, y); +}; + +Window_Base.prototype.drawActorFace = function(actor, x, y, width, height) { + this.drawFace(actor.faceName(), actor.faceIndex(), x, y, width, height); +}; + +Window_Base.prototype.drawActorName = function(actor, x, y, width) { + width = width || 168; + this.changeTextColor(this.hpColor(actor)); + this.drawText(actor.name(), x, y, width); +}; + +Window_Base.prototype.drawActorClass = function(actor, x, y, width) { + width = width || 168; + this.resetTextColor(); + this.drawText(actor.currentClass().name, x, y, width); +}; + +Window_Base.prototype.drawActorNickname = function(actor, x, y, width) { + width = width || 270; + this.resetTextColor(); + this.drawText(actor.nickname(), x, y, width); +}; + +Window_Base.prototype.drawActorLevel = function(actor, x, y) { + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.levelA, x, y, 48); + this.resetTextColor(); + this.drawText(actor.level, x + 84, y, 36, 'right'); +}; + +Window_Base.prototype.drawActorIcons = function(actor, x, y, width) { + width = width || 144; + var icons = actor.allIcons().slice(0, Math.floor(width / Window_Base._iconWidth)); + for (var i = 0; i < icons.length; i++) { + this.drawIcon(icons[i], x + Window_Base._iconWidth * i, y + 2); + } +}; + +Window_Base.prototype.drawCurrentAndMax = function(current, max, x, y, + width, color1, color2) { + var labelWidth = this.textWidth('HP'); + var valueWidth = this.textWidth('0000'); + var slashWidth = this.textWidth('/'); + var x1 = x + width - valueWidth; + var x2 = x1 - slashWidth; + var x3 = x2 - valueWidth; + if (x3 >= x + labelWidth) { + this.changeTextColor(color1); + this.drawText(current, x3, y, valueWidth, 'right'); + this.changeTextColor(color2); + this.drawText('/', x2, y, slashWidth, 'right'); + this.drawText(max, x1, y, valueWidth, 'right'); + } else { + this.changeTextColor(color1); + this.drawText(current, x1, y, valueWidth, 'right'); + } +}; + +Window_Base.prototype.drawActorHp = function(actor, x, y, width) { + width = width || 186; + var color1 = this.hpGaugeColor1(); + var color2 = this.hpGaugeColor2(); + this.drawGauge(x, y, width, actor.hpRate(), color1, color2); + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.hpA, x, y, 44); + this.drawCurrentAndMax(actor.hp, actor.mhp, x, y, width, + this.hpColor(actor), this.normalColor()); +}; + +Window_Base.prototype.drawActorMp = function(actor, x, y, width) { + width = width || 186; + var color1 = this.mpGaugeColor1(); + var color2 = this.mpGaugeColor2(); + this.drawGauge(x, y, width, actor.mpRate(), color1, color2); + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.mpA, x, y, 44); + this.drawCurrentAndMax(actor.mp, actor.mmp, x, y, width, + this.mpColor(actor), this.normalColor()); +}; + +Window_Base.prototype.drawActorTp = function(actor, x, y, width) { + width = width || 96; + var color1 = this.tpGaugeColor1(); + var color2 = this.tpGaugeColor2(); + this.drawGauge(x, y, width, actor.tpRate(), color1, color2); + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.tpA, x, y, 44); + this.changeTextColor(this.tpColor(actor)); + this.drawText(actor.tp, x + width - 64, y, 64, 'right'); +}; + +Window_Base.prototype.drawActorSimpleStatus = function(actor, x, y, width) { + var lineHeight = this.lineHeight(); + var x2 = x + 180; + var width2 = Math.min(200, width - 180 - this.textPadding()); + this.drawActorName(actor, x, y); + this.drawActorLevel(actor, x, y + lineHeight * 1); + this.drawActorIcons(actor, x, y + lineHeight * 2); + this.drawActorClass(actor, x2, y); + this.drawActorHp(actor, x2, y + lineHeight * 1, width2); + this.drawActorMp(actor, x2, y + lineHeight * 2, width2); +}; + +Window_Base.prototype.drawItemName = function(item, x, y, width) { + width = width || 312; + if (item) { + var iconBoxWidth = Window_Base._iconWidth + 4; + this.resetTextColor(); + this.drawIcon(item.iconIndex, x + 2, y + 2); + this.drawText(item.name, x + iconBoxWidth, y, width - iconBoxWidth); + } +}; + +Window_Base.prototype.drawCurrencyValue = function(value, unit, x, y, width) { + var unitWidth = Math.min(80, this.textWidth(unit)); + this.resetTextColor(); + this.drawText(value, x, y, width - unitWidth - 6, 'right'); + this.changeTextColor(this.systemColor()); + this.drawText(unit, x + width - unitWidth, y, unitWidth, 'right'); +}; + +Window_Base.prototype.paramchangeTextColor = function(change) { + if (change > 0) { + return this.powerUpColor(); + } else if (change < 0) { + return this.powerDownColor(); + } else { + return this.normalColor(); + } +}; + +Window_Base.prototype.setBackgroundType = function(type) { + if (type === 0) { + this.opacity = 255; + } else { + this.opacity = 0; + } + if (type === 1) { + this.showBackgroundDimmer(); + } else { + this.hideBackgroundDimmer(); + } +}; + +Window_Base.prototype.showBackgroundDimmer = function() { + if (!this._dimmerSprite) { + this._dimmerSprite = new Sprite(); + this._dimmerSprite.bitmap = new Bitmap(0, 0); + this.addChildToBack(this._dimmerSprite); + } + var bitmap = this._dimmerSprite.bitmap; + if (bitmap.width !== this.width || bitmap.height !== this.height) { + this.refreshDimmerBitmap(); + } + this._dimmerSprite.visible = true; + this.updateBackgroundDimmer(); +}; + +Window_Base.prototype.hideBackgroundDimmer = function() { + if (this._dimmerSprite) { + this._dimmerSprite.visible = false; + } +}; + +Window_Base.prototype.updateBackgroundDimmer = function() { + if (this._dimmerSprite) { + this._dimmerSprite.opacity = this.openness; + } +}; + +Window_Base.prototype.refreshDimmerBitmap = function() { + if (this._dimmerSprite) { + var bitmap = this._dimmerSprite.bitmap; + var w = this.width; + var h = this.height; + var m = this.padding; + var c1 = this.dimColor1(); + var c2 = this.dimColor2(); + bitmap.resize(w, h); + bitmap.gradientFillRect(0, 0, w, m, c2, c1, true); + bitmap.fillRect(0, m, w, h - m * 2, c1); + bitmap.gradientFillRect(0, h - m, w, m, c1, c2, true); + this._dimmerSprite.setFrame(0, 0, w, h); + } +}; + +Window_Base.prototype.dimColor1 = function() { + return 'rgba(0, 0, 0, 0.6)'; +}; + +Window_Base.prototype.dimColor2 = function() { + return 'rgba(0, 0, 0, 0)'; +}; + +Window_Base.prototype.canvasToLocalX = function(x) { + var node = this; + while (node) { + x -= node.x; + node = node.parent; + } + return x; +}; + +Window_Base.prototype.canvasToLocalY = function(y) { + var node = this; + while (node) { + y -= node.y; + node = node.parent; + } + return y; +}; + +Window_Base.prototype.reserveFaceImages = function() { + $gameParty.members().forEach(function(actor) { + ImageManager.reserveFace(actor.faceName()); + }, this); +}; + +//----------------------------------------------------------------------------- +// Window_Selectable +// +// The window class with cursor movement and scroll functions. + +function Window_Selectable() { + this.initialize.apply(this, arguments); +} + +Window_Selectable.prototype = Object.create(Window_Base.prototype); +Window_Selectable.prototype.constructor = Window_Selectable; + +Window_Selectable.prototype.initialize = function(x, y, width, height) { + Window_Base.prototype.initialize.call(this, x, y, width, height); + this._index = -1; + this._cursorFixed = false; + this._cursorAll = false; + this._stayCount = 0; + this._helpWindow = null; + this._handlers = {}; + this._touching = false; + this._scrollX = 0; + this._scrollY = 0; + this.deactivate(); +}; + +Window_Selectable.prototype.index = function() { + return this._index; +}; + +Window_Selectable.prototype.cursorFixed = function() { + return this._cursorFixed; +}; + +Window_Selectable.prototype.setCursorFixed = function(cursorFixed) { + this._cursorFixed = cursorFixed; +}; + +Window_Selectable.prototype.cursorAll = function() { + return this._cursorAll; +}; + +Window_Selectable.prototype.setCursorAll = function(cursorAll) { + this._cursorAll = cursorAll; +}; + +Window_Selectable.prototype.maxCols = function() { + return 1; +}; + +Window_Selectable.prototype.maxItems = function() { + return 0; +}; + +Window_Selectable.prototype.spacing = function() { + return 12; +}; + +Window_Selectable.prototype.itemWidth = function() { + return Math.floor((this.width - this.padding * 2 + + this.spacing()) / this.maxCols() - this.spacing()); +}; + +Window_Selectable.prototype.itemHeight = function() { + return this.lineHeight(); +}; + +Window_Selectable.prototype.maxRows = function() { + return Math.max(Math.ceil(this.maxItems() / this.maxCols()), 1); +}; + +Window_Selectable.prototype.activate = function() { + Window_Base.prototype.activate.call(this); + this.reselect(); +}; + +Window_Selectable.prototype.deactivate = function() { + Window_Base.prototype.deactivate.call(this); + this.reselect(); +}; + +Window_Selectable.prototype.select = function(index) { + this._index = index; + this._stayCount = 0; + this.ensureCursorVisible(); + this.updateCursor(); + this.callUpdateHelp(); +}; + +Window_Selectable.prototype.deselect = function() { + this.select(-1); +}; + +Window_Selectable.prototype.reselect = function() { + this.select(this._index); +}; + +Window_Selectable.prototype.row = function() { + return Math.floor(this.index() / this.maxCols()); +}; + +Window_Selectable.prototype.topRow = function() { + return Math.floor(this._scrollY / this.itemHeight()); +}; + +Window_Selectable.prototype.maxTopRow = function() { + return Math.max(0, this.maxRows() - this.maxPageRows()); +}; + +Window_Selectable.prototype.setTopRow = function(row) { + var scrollY = row.clamp(0, this.maxTopRow()) * this.itemHeight(); + if (this._scrollY !== scrollY) { + this._scrollY = scrollY; + this.refresh(); + this.updateCursor(); + } +}; + +Window_Selectable.prototype.resetScroll = function() { + this.setTopRow(0); +}; + +Window_Selectable.prototype.maxPageRows = function() { + var pageHeight = this.height - this.padding * 2; + return Math.floor(pageHeight / this.itemHeight()); +}; + +Window_Selectable.prototype.maxPageItems = function() { + return this.maxPageRows() * this.maxCols(); +}; + +Window_Selectable.prototype.isHorizontal = function() { + return this.maxPageRows() === 1; +}; + +Window_Selectable.prototype.bottomRow = function() { + return Math.max(0, this.topRow() + this.maxPageRows() - 1); +}; + +Window_Selectable.prototype.setBottomRow = function(row) { + this.setTopRow(row - (this.maxPageRows() - 1)); +}; + +Window_Selectable.prototype.topIndex = function() { + return this.topRow() * this.maxCols(); +}; + +Window_Selectable.prototype.itemRect = function(index) { + var rect = new Rectangle(); + var maxCols = this.maxCols(); + rect.width = this.itemWidth(); + rect.height = this.itemHeight(); + rect.x = index % maxCols * (rect.width + this.spacing()) - this._scrollX; + rect.y = Math.floor(index / maxCols) * rect.height - this._scrollY; + return rect; +}; + +Window_Selectable.prototype.itemRectForText = function(index) { + var rect = this.itemRect(index); + rect.x += this.textPadding(); + rect.width -= this.textPadding() * 2; + return rect; +}; + +Window_Selectable.prototype.setHelpWindow = function(helpWindow) { + this._helpWindow = helpWindow; + this.callUpdateHelp(); +}; + +Window_Selectable.prototype.showHelpWindow = function() { + if (this._helpWindow) { + this._helpWindow.show(); + } +}; + +Window_Selectable.prototype.hideHelpWindow = function() { + if (this._helpWindow) { + this._helpWindow.hide(); + } +}; + +Window_Selectable.prototype.setHandler = function(symbol, method) { + this._handlers[symbol] = method; +}; + +Window_Selectable.prototype.isHandled = function(symbol) { + return !!this._handlers[symbol]; +}; + +Window_Selectable.prototype.callHandler = function(symbol) { + if (this.isHandled(symbol)) { + this._handlers[symbol](); + } +}; + +Window_Selectable.prototype.isOpenAndActive = function() { + return this.isOpen() && this.active; +}; + +Window_Selectable.prototype.isCursorMovable = function() { + return (this.isOpenAndActive() && !this._cursorFixed && + !this._cursorAll && this.maxItems() > 0); +}; + +Window_Selectable.prototype.cursorDown = function(wrap) { + var index = this.index(); + var maxItems = this.maxItems(); + var maxCols = this.maxCols(); + if (index < maxItems - maxCols || (wrap && maxCols === 1)) { + this.select((index + maxCols) % maxItems); + } +}; + +Window_Selectable.prototype.cursorUp = function(wrap) { + var index = this.index(); + var maxItems = this.maxItems(); + var maxCols = this.maxCols(); + if (index >= maxCols || (wrap && maxCols === 1)) { + this.select((index - maxCols + maxItems) % maxItems); + } +}; + +Window_Selectable.prototype.cursorRight = function(wrap) { + var index = this.index(); + var maxItems = this.maxItems(); + var maxCols = this.maxCols(); + if (maxCols >= 2 && (index < maxItems - 1 || (wrap && this.isHorizontal()))) { + this.select((index + 1) % maxItems); + } +}; + +Window_Selectable.prototype.cursorLeft = function(wrap) { + var index = this.index(); + var maxItems = this.maxItems(); + var maxCols = this.maxCols(); + if (maxCols >= 2 && (index > 0 || (wrap && this.isHorizontal()))) { + this.select((index - 1 + maxItems) % maxItems); + } +}; + +Window_Selectable.prototype.cursorPagedown = function() { + var index = this.index(); + var maxItems = this.maxItems(); + if (this.topRow() + this.maxPageRows() < this.maxRows()) { + this.setTopRow(this.topRow() + this.maxPageRows()); + this.select(Math.min(index + this.maxPageItems(), maxItems - 1)); + } +}; + +Window_Selectable.prototype.cursorPageup = function() { + var index = this.index(); + if (this.topRow() > 0) { + this.setTopRow(this.topRow() - this.maxPageRows()); + this.select(Math.max(index - this.maxPageItems(), 0)); + } +}; + +Window_Selectable.prototype.scrollDown = function() { + if (this.topRow() + 1 < this.maxRows()) { + this.setTopRow(this.topRow() + 1); + } +}; + +Window_Selectable.prototype.scrollUp = function() { + if (this.topRow() > 0) { + this.setTopRow(this.topRow() - 1); + } +}; + +Window_Selectable.prototype.update = function() { + Window_Base.prototype.update.call(this); + this.updateArrows(); + this.processCursorMove(); + this.processHandling(); + this.processWheel(); + this.processTouch(); + this._stayCount++; +}; + +Window_Selectable.prototype.updateArrows = function() { + var topRow = this.topRow(); + var maxTopRow = this.maxTopRow(); + this.downArrowVisible = maxTopRow > 0 && topRow < maxTopRow; + this.upArrowVisible = topRow > 0; +}; + +Window_Selectable.prototype.processCursorMove = function() { + if (this.isCursorMovable()) { + var lastIndex = this.index(); + if (Input.isRepeated('down')) { + this.cursorDown(Input.isTriggered('down')); + } + if (Input.isRepeated('up')) { + this.cursorUp(Input.isTriggered('up')); + } + if (Input.isRepeated('right')) { + this.cursorRight(Input.isTriggered('right')); + } + if (Input.isRepeated('left')) { + this.cursorLeft(Input.isTriggered('left')); + } + if (!this.isHandled('pagedown') && Input.isTriggered('pagedown')) { + this.cursorPagedown(); + } + if (!this.isHandled('pageup') && Input.isTriggered('pageup')) { + this.cursorPageup(); + } + if (this.index() !== lastIndex) { + SoundManager.playCursor(); + } + } +}; + +Window_Selectable.prototype.processHandling = function() { + if (this.isOpenAndActive()) { + if (this.isOkEnabled() && this.isOkTriggered()) { + this.processOk(); + } else if (this.isCancelEnabled() && this.isCancelTriggered()) { + this.processCancel(); + } else if (this.isHandled('pagedown') && Input.isTriggered('pagedown')) { + this.processPagedown(); + } else if (this.isHandled('pageup') && Input.isTriggered('pageup')) { + this.processPageup(); + } + } +}; + +Window_Selectable.prototype.processWheel = function() { + if (this.isOpenAndActive()) { + var threshold = 20; + if (TouchInput.wheelY >= threshold) { + this.scrollDown(); + } + if (TouchInput.wheelY <= -threshold) { + this.scrollUp(); + } + } +}; + +Window_Selectable.prototype.processTouch = function() { + if (this.isOpenAndActive()) { + if (TouchInput.isTriggered() && this.isTouchedInsideFrame()) { + this._touching = true; + this.onTouch(true); + } else if (TouchInput.isCancelled()) { + if (this.isCancelEnabled()) { + this.processCancel(); + } + } + if (this._touching) { + if (TouchInput.isPressed()) { + this.onTouch(false); + } else { + this._touching = false; + } + } + } else { + this._touching = false; + } +}; + +Window_Selectable.prototype.isTouchedInsideFrame = function() { + var x = this.canvasToLocalX(TouchInput.x); + var y = this.canvasToLocalY(TouchInput.y); + return x >= 0 && y >= 0 && x < this.width && y < this.height; +}; + +Window_Selectable.prototype.onTouch = function(triggered) { + var lastIndex = this.index(); + var x = this.canvasToLocalX(TouchInput.x); + var y = this.canvasToLocalY(TouchInput.y); + var hitIndex = this.hitTest(x, y); + if (hitIndex >= 0) { + if (hitIndex === this.index()) { + if (triggered && this.isTouchOkEnabled()) { + this.processOk(); + } + } else if (this.isCursorMovable()) { + this.select(hitIndex); + } + } else if (this._stayCount >= 10) { + if (y < this.padding) { + this.cursorUp(); + } else if (y >= this.height - this.padding) { + this.cursorDown(); + } + } + if (this.index() !== lastIndex) { + SoundManager.playCursor(); + } +}; + +Window_Selectable.prototype.hitTest = function(x, y) { + if (this.isContentsArea(x, y)) { + var cx = x - this.padding; + var cy = y - this.padding; + var topIndex = this.topIndex(); + for (var i = 0; i < this.maxPageItems(); i++) { + var index = topIndex + i; + if (index < this.maxItems()) { + var rect = this.itemRect(index); + var right = rect.x + rect.width; + var bottom = rect.y + rect.height; + if (cx >= rect.x && cy >= rect.y && cx < right && cy < bottom) { + return index; + } + } + } + } + return -1; +}; + +Window_Selectable.prototype.isContentsArea = function(x, y) { + var left = this.padding; + var top = this.padding; + var right = this.width - this.padding; + var bottom = this.height - this.padding; + return (x >= left && y >= top && x < right && y < bottom); +}; + +Window_Selectable.prototype.isTouchOkEnabled = function() { + return this.isOkEnabled(); +}; + +Window_Selectable.prototype.isOkEnabled = function() { + return this.isHandled('ok'); +}; + +Window_Selectable.prototype.isCancelEnabled = function() { + return this.isHandled('cancel'); +}; + +Window_Selectable.prototype.isOkTriggered = function() { + return Input.isRepeated('ok'); +}; + +Window_Selectable.prototype.isCancelTriggered = function() { + return Input.isRepeated('cancel'); +}; + +Window_Selectable.prototype.processOk = function() { + if (this.isCurrentItemEnabled()) { + this.playOkSound(); + this.updateInputData(); + this.deactivate(); + this.callOkHandler(); + } else { + this.playBuzzerSound(); + } +}; + +Window_Selectable.prototype.playOkSound = function() { + SoundManager.playOk(); +}; + +Window_Selectable.prototype.playBuzzerSound = function() { + SoundManager.playBuzzer(); +}; + +Window_Selectable.prototype.callOkHandler = function() { + this.callHandler('ok'); +}; + +Window_Selectable.prototype.processCancel = function() { + SoundManager.playCancel(); + this.updateInputData(); + this.deactivate(); + this.callCancelHandler(); +}; + +Window_Selectable.prototype.callCancelHandler = function() { + this.callHandler('cancel'); +}; + +Window_Selectable.prototype.processPageup = function() { + SoundManager.playCursor(); + this.updateInputData(); + this.deactivate(); + this.callHandler('pageup'); +}; + +Window_Selectable.prototype.processPagedown = function() { + SoundManager.playCursor(); + this.updateInputData(); + this.deactivate(); + this.callHandler('pagedown'); +}; + +Window_Selectable.prototype.updateInputData = function() { + Input.update(); + TouchInput.update(); +}; + +Window_Selectable.prototype.updateCursor = function() { + if (this._cursorAll) { + var allRowsHeight = this.maxRows() * this.itemHeight(); + this.setCursorRect(0, 0, this.contents.width, allRowsHeight); + this.setTopRow(0); + } else if (this.isCursorVisible()) { + var rect = this.itemRect(this.index()); + this.setCursorRect(rect.x, rect.y, rect.width, rect.height); + } else { + this.setCursorRect(0, 0, 0, 0); + } +}; + +Window_Selectable.prototype.isCursorVisible = function() { + var row = this.row(); + return row >= this.topRow() && row <= this.bottomRow(); +}; + +Window_Selectable.prototype.ensureCursorVisible = function() { + var row = this.row(); + if (row < this.topRow()) { + this.setTopRow(row); + } else if (row > this.bottomRow()) { + this.setBottomRow(row); + } +}; + +Window_Selectable.prototype.callUpdateHelp = function() { + if (this.active && this._helpWindow) { + this.updateHelp(); + } +}; + +Window_Selectable.prototype.updateHelp = function() { + this._helpWindow.clear(); +}; + +Window_Selectable.prototype.setHelpWindowItem = function(item) { + if (this._helpWindow) { + this._helpWindow.setItem(item); + } +}; + +Window_Selectable.prototype.isCurrentItemEnabled = function() { + return true; +}; + +Window_Selectable.prototype.drawAllItems = function() { + var topIndex = this.topIndex(); + for (var i = 0; i < this.maxPageItems(); i++) { + var index = topIndex + i; + if (index < this.maxItems()) { + this.drawItem(index); + } + } +}; + +Window_Selectable.prototype.drawItem = function(index) { +}; + +Window_Selectable.prototype.clearItem = function(index) { + var rect = this.itemRect(index); + this.contents.clearRect(rect.x, rect.y, rect.width, rect.height); +}; + +Window_Selectable.prototype.redrawItem = function(index) { + if (index >= 0) { + this.clearItem(index); + this.drawItem(index); + } +}; + +Window_Selectable.prototype.redrawCurrentItem = function() { + this.redrawItem(this.index()); +}; + +Window_Selectable.prototype.refresh = function() { + if (this.contents) { + this.contents.clear(); + this.drawAllItems(); + } +}; + +//----------------------------------------------------------------------------- +// Window_Command +// +// The superclass of windows for selecting a command. + +function Window_Command() { + this.initialize.apply(this, arguments); +} + +Window_Command.prototype = Object.create(Window_Selectable.prototype); +Window_Command.prototype.constructor = Window_Command; + +Window_Command.prototype.initialize = function(x, y) { + this.clearCommandList(); + this.makeCommandList(); + var width = this.windowWidth(); + var height = this.windowHeight(); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this.refresh(); + this.select(0); + this.activate(); +}; + +Window_Command.prototype.windowWidth = function() { + return 240; +}; + +Window_Command.prototype.windowHeight = function() { + return this.fittingHeight(this.numVisibleRows()); +}; + +Window_Command.prototype.numVisibleRows = function() { + return Math.ceil(this.maxItems() / this.maxCols()); +}; + +Window_Command.prototype.maxItems = function() { + return this._list.length; +}; + +Window_Command.prototype.clearCommandList = function() { + this._list = []; +}; + +Window_Command.prototype.makeCommandList = function() { +}; + +Window_Command.prototype.addCommand = function(name, symbol, enabled, ext) { + if (enabled === undefined) { + enabled = true; + } + if (ext === undefined) { + ext = null; + } + this._list.push({ name: name, symbol: symbol, enabled: enabled, ext: ext}); +}; + +Window_Command.prototype.commandName = function(index) { + return this._list[index].name; +}; + +Window_Command.prototype.commandSymbol = function(index) { + return this._list[index].symbol; +}; + +Window_Command.prototype.isCommandEnabled = function(index) { + return this._list[index].enabled; +}; + +Window_Command.prototype.currentData = function() { + return this.index() >= 0 ? this._list[this.index()] : null; +}; + +Window_Command.prototype.isCurrentItemEnabled = function() { + return this.currentData() ? this.currentData().enabled : false; +}; + +Window_Command.prototype.currentSymbol = function() { + return this.currentData() ? this.currentData().symbol : null; +}; + +Window_Command.prototype.currentExt = function() { + return this.currentData() ? this.currentData().ext : null; +}; + +Window_Command.prototype.findSymbol = function(symbol) { + for (var i = 0; i < this._list.length; i++) { + if (this._list[i].symbol === symbol) { + return i; + } + } + return -1; +}; + +Window_Command.prototype.selectSymbol = function(symbol) { + var index = this.findSymbol(symbol); + if (index >= 0) { + this.select(index); + } else { + this.select(0); + } +}; + +Window_Command.prototype.findExt = function(ext) { + for (var i = 0; i < this._list.length; i++) { + if (this._list[i].ext === ext) { + return i; + } + } + return -1; +}; + +Window_Command.prototype.selectExt = function(ext) { + var index = this.findExt(ext); + if (index >= 0) { + this.select(index); + } else { + this.select(0); + } +}; + +Window_Command.prototype.drawItem = function(index) { + var rect = this.itemRectForText(index); + var align = this.itemTextAlign(); + this.resetTextColor(); + this.changePaintOpacity(this.isCommandEnabled(index)); + this.drawText(this.commandName(index), rect.x, rect.y, rect.width, align); +}; + +Window_Command.prototype.itemTextAlign = function() { + return 'left'; +}; + +Window_Command.prototype.isOkEnabled = function() { + return true; +}; + +Window_Command.prototype.callOkHandler = function() { + var symbol = this.currentSymbol(); + if (this.isHandled(symbol)) { + this.callHandler(symbol); + } else if (this.isHandled('ok')) { + Window_Selectable.prototype.callOkHandler.call(this); + } else { + this.activate(); + } +}; + +Window_Command.prototype.refresh = function() { + this.clearCommandList(); + this.makeCommandList(); + this.createContents(); + Window_Selectable.prototype.refresh.call(this); +}; + +//----------------------------------------------------------------------------- +// Window_HorzCommand +// +// The command window for the horizontal selection format. + +function Window_HorzCommand() { + this.initialize.apply(this, arguments); +} + +Window_HorzCommand.prototype = Object.create(Window_Command.prototype); +Window_HorzCommand.prototype.constructor = Window_HorzCommand; + +Window_HorzCommand.prototype.initialize = function(x, y) { + Window_Command.prototype.initialize.call(this, x, y); +}; + +Window_HorzCommand.prototype.numVisibleRows = function() { + return 1; +}; + +Window_HorzCommand.prototype.maxCols = function() { + return 4; +}; + +Window_HorzCommand.prototype.itemTextAlign = function() { + return 'center'; +}; + +//----------------------------------------------------------------------------- +// Window_Help +// +// The window for displaying the description of the selected item. + +function Window_Help() { + this.initialize.apply(this, arguments); +} + +Window_Help.prototype = Object.create(Window_Base.prototype); +Window_Help.prototype.constructor = Window_Help; + +Window_Help.prototype.initialize = function(numLines) { + var width = Graphics.boxWidth; + var height = this.fittingHeight(numLines || 2); + Window_Base.prototype.initialize.call(this, 0, 0, width, height); + this._text = ''; +}; + +Window_Help.prototype.setText = function(text) { + if (this._text !== text) { + this._text = text; + this.refresh(); + } +}; + +Window_Help.prototype.clear = function() { + this.setText(''); +}; + +Window_Help.prototype.setItem = function(item) { + this.setText(item ? item.description : ''); +}; + +Window_Help.prototype.refresh = function() { + this.contents.clear(); + this.drawTextEx(this._text, this.textPadding(), 0); +}; + +//----------------------------------------------------------------------------- +// Window_Gold +// +// The window for displaying the party's gold. + +function Window_Gold() { + this.initialize.apply(this, arguments); +} + +Window_Gold.prototype = Object.create(Window_Base.prototype); +Window_Gold.prototype.constructor = Window_Gold; + +Window_Gold.prototype.initialize = function(x, y) { + var width = this.windowWidth(); + var height = this.windowHeight(); + Window_Base.prototype.initialize.call(this, x, y, width, height); + this.refresh(); +}; + +Window_Gold.prototype.windowWidth = function() { + return 240; +}; + +Window_Gold.prototype.windowHeight = function() { + return this.fittingHeight(1); +}; + +Window_Gold.prototype.refresh = function() { + var x = this.textPadding(); + var width = this.contents.width - this.textPadding() * 2; + this.contents.clear(); + this.drawCurrencyValue(this.value(), this.currencyUnit(), x, 0, width); +}; + +Window_Gold.prototype.value = function() { + return $gameParty.gold(); +}; + +Window_Gold.prototype.currencyUnit = function() { + return TextManager.currencyUnit; +}; + +Window_Gold.prototype.open = function() { + this.refresh(); + Window_Base.prototype.open.call(this); +}; + +//----------------------------------------------------------------------------- +// Window_MenuCommand +// +// The window for selecting a command on the menu screen. + +function Window_MenuCommand() { + this.initialize.apply(this, arguments); +} + +Window_MenuCommand.prototype = Object.create(Window_Command.prototype); +Window_MenuCommand.prototype.constructor = Window_MenuCommand; + +Window_MenuCommand.prototype.initialize = function(x, y) { + Window_Command.prototype.initialize.call(this, x, y); + this.selectLast(); +}; + +Window_MenuCommand._lastCommandSymbol = null; + +Window_MenuCommand.initCommandPosition = function() { + this._lastCommandSymbol = null; +}; + +Window_MenuCommand.prototype.windowWidth = function() { + return 240; +}; + +Window_MenuCommand.prototype.numVisibleRows = function() { + return this.maxItems(); +}; + +Window_MenuCommand.prototype.makeCommandList = function() { + this.addMainCommands(); + this.addFormationCommand(); + this.addOriginalCommands(); + this.addOptionsCommand(); + this.addSaveCommand(); + this.addGameEndCommand(); +}; + +Window_MenuCommand.prototype.addMainCommands = function() { + var enabled = this.areMainCommandsEnabled(); + if (this.needsCommand('item')) { + this.addCommand(TextManager.item, 'item', enabled); + } + if (this.needsCommand('skill')) { + this.addCommand(TextManager.skill, 'skill', enabled); + } + if (this.needsCommand('equip')) { + this.addCommand(TextManager.equip, 'equip', enabled); + } + if (this.needsCommand('status')) { + this.addCommand(TextManager.status, 'status', enabled); + } +}; + +Window_MenuCommand.prototype.addFormationCommand = function() { + if (this.needsCommand('formation')) { + var enabled = this.isFormationEnabled(); + this.addCommand(TextManager.formation, 'formation', enabled); + } +}; + +Window_MenuCommand.prototype.addOriginalCommands = function() { +}; + +Window_MenuCommand.prototype.addOptionsCommand = function() { + if (this.needsCommand('options')) { + var enabled = this.isOptionsEnabled(); + this.addCommand(TextManager.options, 'options', enabled); + } +}; + +Window_MenuCommand.prototype.addSaveCommand = function() { + if (this.needsCommand('save')) { + var enabled = this.isSaveEnabled(); + this.addCommand(TextManager.save, 'save', enabled); + } +}; + +Window_MenuCommand.prototype.addGameEndCommand = function() { + var enabled = this.isGameEndEnabled(); + this.addCommand(TextManager.gameEnd, 'gameEnd', enabled); +}; + +Window_MenuCommand.prototype.needsCommand = function(name) { + var flags = $dataSystem.menuCommands; + if (flags) { + switch (name) { + case 'item': + return flags[0]; + case 'skill': + return flags[1]; + case 'equip': + return flags[2]; + case 'status': + return flags[3]; + case 'formation': + return flags[4]; + case 'save': + return flags[5]; + } + } + return true; +}; + +Window_MenuCommand.prototype.areMainCommandsEnabled = function() { + return $gameParty.exists(); +}; + +Window_MenuCommand.prototype.isFormationEnabled = function() { + return $gameParty.size() >= 2 && $gameSystem.isFormationEnabled(); +}; + +Window_MenuCommand.prototype.isOptionsEnabled = function() { + return true; +}; + +Window_MenuCommand.prototype.isSaveEnabled = function() { + return !DataManager.isEventTest() && $gameSystem.isSaveEnabled(); +}; + +Window_MenuCommand.prototype.isGameEndEnabled = function() { + return true; +}; + +Window_MenuCommand.prototype.processOk = function() { + Window_MenuCommand._lastCommandSymbol = this.currentSymbol(); + Window_Command.prototype.processOk.call(this); +}; + +Window_MenuCommand.prototype.selectLast = function() { + this.selectSymbol(Window_MenuCommand._lastCommandSymbol); +}; + +//----------------------------------------------------------------------------- +// Window_MenuStatus +// +// The window for displaying party member status on the menu screen. + +function Window_MenuStatus() { + this.initialize.apply(this, arguments); +} + +Window_MenuStatus.prototype = Object.create(Window_Selectable.prototype); +Window_MenuStatus.prototype.constructor = Window_MenuStatus; + +Window_MenuStatus.prototype.initialize = function(x, y) { + var width = this.windowWidth(); + var height = this.windowHeight(); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this._formationMode = false; + this._pendingIndex = -1; + this.refresh(); +}; + +Window_MenuStatus.prototype.windowWidth = function() { + return Graphics.boxWidth - 240; +}; + +Window_MenuStatus.prototype.windowHeight = function() { + return Graphics.boxHeight; +}; + +Window_MenuStatus.prototype.maxItems = function() { + return $gameParty.size(); +}; + +Window_MenuStatus.prototype.itemHeight = function() { + var clientHeight = this.height - this.padding * 2; + return Math.floor(clientHeight / this.numVisibleRows()); +}; + +Window_MenuStatus.prototype.numVisibleRows = function() { + return 4; +}; + +Window_MenuStatus.prototype.loadImages = function() { + $gameParty.members().forEach(function(actor) { + ImageManager.reserveFace(actor.faceName()); + }, this); +}; + +Window_MenuStatus.prototype.drawItem = function(index) { + this.drawItemBackground(index); + this.drawItemImage(index); + this.drawItemStatus(index); +}; + +Window_MenuStatus.prototype.drawItemBackground = function(index) { + if (index === this._pendingIndex) { + var rect = this.itemRect(index); + var color = this.pendingColor(); + this.changePaintOpacity(false); + this.contents.fillRect(rect.x, rect.y, rect.width, rect.height, color); + this.changePaintOpacity(true); + } +}; + +Window_MenuStatus.prototype.drawItemImage = function(index) { + var actor = $gameParty.members()[index]; + var rect = this.itemRect(index); + this.changePaintOpacity(actor.isBattleMember()); + this.drawActorFace(actor, rect.x + 1, rect.y + 1, Window_Base._faceWidth, Window_Base._faceHeight); + this.changePaintOpacity(true); +}; + +Window_MenuStatus.prototype.drawItemStatus = function(index) { + var actor = $gameParty.members()[index]; + var rect = this.itemRect(index); + var x = rect.x + 162; + var y = rect.y + rect.height / 2 - this.lineHeight() * 1.5; + var width = rect.width - x - this.textPadding(); + this.drawActorSimpleStatus(actor, x, y, width); +}; + +Window_MenuStatus.prototype.processOk = function() { + Window_Selectable.prototype.processOk.call(this); + $gameParty.setMenuActor($gameParty.members()[this.index()]); +}; + +Window_MenuStatus.prototype.isCurrentItemEnabled = function() { + if (this._formationMode) { + var actor = $gameParty.members()[this.index()]; + return actor && actor.isFormationChangeOk(); + } else { + return true; + } +}; + +Window_MenuStatus.prototype.selectLast = function() { + this.select($gameParty.menuActor().index() || 0); +}; + +Window_MenuStatus.prototype.formationMode = function() { + return this._formationMode; +}; + +Window_MenuStatus.prototype.setFormationMode = function(formationMode) { + this._formationMode = formationMode; +}; + +Window_MenuStatus.prototype.pendingIndex = function() { + return this._pendingIndex; +}; + +Window_MenuStatus.prototype.setPendingIndex = function(index) { + var lastPendingIndex = this._pendingIndex; + this._pendingIndex = index; + this.redrawItem(this._pendingIndex); + this.redrawItem(lastPendingIndex); +}; + +//----------------------------------------------------------------------------- +// Window_MenuActor +// +// The window for selecting a target actor on the item and skill screens. + +function Window_MenuActor() { + this.initialize.apply(this, arguments); +} + +Window_MenuActor.prototype = Object.create(Window_MenuStatus.prototype); +Window_MenuActor.prototype.constructor = Window_MenuActor; + +Window_MenuActor.prototype.initialize = function() { + Window_MenuStatus.prototype.initialize.call(this, 0, 0); + this.hide(); +}; + +Window_MenuActor.prototype.processOk = function() { + if (!this.cursorAll()) { + $gameParty.setTargetActor($gameParty.members()[this.index()]); + } + this.callOkHandler(); +}; + +Window_MenuActor.prototype.selectLast = function() { + this.select($gameParty.targetActor().index() || 0); +}; + +Window_MenuActor.prototype.selectForItem = function(item) { + var actor = $gameParty.menuActor(); + var action = new Game_Action(actor); + action.setItemObject(item); + this.setCursorFixed(false); + this.setCursorAll(false); + if (action.isForUser()) { + if (DataManager.isSkill(item)) { + this.setCursorFixed(true); + this.select(actor.index()); + } else { + this.selectLast(); + } + } else if (action.isForAll()) { + this.setCursorAll(true); + this.select(0); + } else { + this.selectLast(); + } +}; + +//----------------------------------------------------------------------------- +// Window_ItemCategory +// +// The window for selecting a category of items on the item and shop screens. + +function Window_ItemCategory() { + this.initialize.apply(this, arguments); +} + +Window_ItemCategory.prototype = Object.create(Window_HorzCommand.prototype); +Window_ItemCategory.prototype.constructor = Window_ItemCategory; + +Window_ItemCategory.prototype.initialize = function() { + Window_HorzCommand.prototype.initialize.call(this, 0, 0); +}; + +Window_ItemCategory.prototype.windowWidth = function() { + return Graphics.boxWidth; +}; + +Window_ItemCategory.prototype.maxCols = function() { + return 4; +}; + +Window_ItemCategory.prototype.update = function() { + Window_HorzCommand.prototype.update.call(this); + if (this._itemWindow) { + this._itemWindow.setCategory(this.currentSymbol()); + } +}; + +Window_ItemCategory.prototype.makeCommandList = function() { + this.addCommand(TextManager.item, 'item'); + this.addCommand(TextManager.weapon, 'weapon'); + this.addCommand(TextManager.armor, 'armor'); + this.addCommand(TextManager.keyItem, 'keyItem'); +}; + +Window_ItemCategory.prototype.setItemWindow = function(itemWindow) { + this._itemWindow = itemWindow; +}; + +//----------------------------------------------------------------------------- +// Window_ItemList +// +// The window for selecting an item on the item screen. + +function Window_ItemList() { + this.initialize.apply(this, arguments); +} + +Window_ItemList.prototype = Object.create(Window_Selectable.prototype); +Window_ItemList.prototype.constructor = Window_ItemList; + +Window_ItemList.prototype.initialize = function(x, y, width, height) { + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this._category = 'none'; + this._data = []; +}; + +Window_ItemList.prototype.setCategory = function(category) { + if (this._category !== category) { + this._category = category; + this.refresh(); + this.resetScroll(); + } +}; + +Window_ItemList.prototype.maxCols = function() { + return 2; +}; + +Window_ItemList.prototype.spacing = function() { + return 48; +}; + +Window_ItemList.prototype.maxItems = function() { + return this._data ? this._data.length : 1; +}; + +Window_ItemList.prototype.item = function() { + var index = this.index(); + return this._data && index >= 0 ? this._data[index] : null; +}; + +Window_ItemList.prototype.isCurrentItemEnabled = function() { + return this.isEnabled(this.item()); +}; + +Window_ItemList.prototype.includes = function(item) { + switch (this._category) { + case 'item': + return DataManager.isItem(item) && item.itypeId === 1; + case 'weapon': + return DataManager.isWeapon(item); + case 'armor': + return DataManager.isArmor(item); + case 'keyItem': + return DataManager.isItem(item) && item.itypeId === 2; + default: + return false; + } +}; + +Window_ItemList.prototype.needsNumber = function() { + return true; +}; + +Window_ItemList.prototype.isEnabled = function(item) { + return $gameParty.canUse(item); +}; + +Window_ItemList.prototype.makeItemList = function() { + this._data = $gameParty.allItems().filter(function(item) { + return this.includes(item); + }, this); + if (this.includes(null)) { + this._data.push(null); + } +}; + +Window_ItemList.prototype.selectLast = function() { + var index = this._data.indexOf($gameParty.lastItem()); + this.select(index >= 0 ? index : 0); +}; + +Window_ItemList.prototype.drawItem = function(index) { + var item = this._data[index]; + if (item) { + var numberWidth = this.numberWidth(); + var rect = this.itemRect(index); + rect.width -= this.textPadding(); + this.changePaintOpacity(this.isEnabled(item)); + this.drawItemName(item, rect.x, rect.y, rect.width - numberWidth); + this.drawItemNumber(item, rect.x, rect.y, rect.width); + this.changePaintOpacity(1); + } +}; + +Window_ItemList.prototype.numberWidth = function() { + return this.textWidth('000'); +}; + +Window_ItemList.prototype.drawItemNumber = function(item, x, y, width) { + if (this.needsNumber()) { + this.drawText(':', x, y, width - this.textWidth('00'), 'right'); + this.drawText($gameParty.numItems(item), x, y, width, 'right'); + } +}; + +Window_ItemList.prototype.updateHelp = function() { + this.setHelpWindowItem(this.item()); +}; + +Window_ItemList.prototype.refresh = function() { + this.makeItemList(); + this.createContents(); + this.drawAllItems(); +}; + +//----------------------------------------------------------------------------- +// Window_SkillType +// +// The window for selecting a skill type on the skill screen. + +function Window_SkillType() { + this.initialize.apply(this, arguments); +} + +Window_SkillType.prototype = Object.create(Window_Command.prototype); +Window_SkillType.prototype.constructor = Window_SkillType; + +Window_SkillType.prototype.initialize = function(x, y) { + Window_Command.prototype.initialize.call(this, x, y); + this._actor = null; +}; + +Window_SkillType.prototype.windowWidth = function() { + return 240; +}; + +Window_SkillType.prototype.setActor = function(actor) { + if (this._actor !== actor) { + this._actor = actor; + this.refresh(); + this.selectLast(); + } +}; + +Window_SkillType.prototype.numVisibleRows = function() { + return 4; +}; + +Window_SkillType.prototype.makeCommandList = function() { + if (this._actor) { + var skillTypes = this._actor.addedSkillTypes(); + skillTypes.sort(function(a, b) { + return a - b; + }); + skillTypes.forEach(function(stypeId) { + var name = $dataSystem.skillTypes[stypeId]; + this.addCommand(name, 'skill', true, stypeId); + }, this); + } +}; + +Window_SkillType.prototype.update = function() { + Window_Command.prototype.update.call(this); + if (this._skillWindow) { + this._skillWindow.setStypeId(this.currentExt()); + } +}; + +Window_SkillType.prototype.setSkillWindow = function(skillWindow) { + this._skillWindow = skillWindow; +}; + +Window_SkillType.prototype.selectLast = function() { + var skill = this._actor.lastMenuSkill(); + if (skill) { + this.selectExt(skill.stypeId); + } else { + this.select(0); + } +}; + +//----------------------------------------------------------------------------- +// Window_SkillStatus +// +// The window for displaying the skill user's status on the skill screen. + +function Window_SkillStatus() { + this.initialize.apply(this, arguments); +} + +Window_SkillStatus.prototype = Object.create(Window_Base.prototype); +Window_SkillStatus.prototype.constructor = Window_SkillStatus; + +Window_SkillStatus.prototype.initialize = function(x, y, width, height) { + Window_Base.prototype.initialize.call(this, x, y, width, height); + this._actor = null; +}; + +Window_SkillStatus.prototype.setActor = function(actor) { + if (this._actor !== actor) { + this._actor = actor; + this.refresh(); + } +}; + +Window_SkillStatus.prototype.refresh = function() { + this.contents.clear(); + if (this._actor) { + var w = this.width - this.padding * 2; + var h = this.height - this.padding * 2; + var y = h / 2 - this.lineHeight() * 1.5; + var width = w - 162 - this.textPadding(); + this.drawActorFace(this._actor, 0, 0, 144, h); + this.drawActorSimpleStatus(this._actor, 162, y, width); + } +}; + +//----------------------------------------------------------------------------- +// Window_SkillList +// +// The window for selecting a skill on the skill screen. + +function Window_SkillList() { + this.initialize.apply(this, arguments); +} + +Window_SkillList.prototype = Object.create(Window_Selectable.prototype); +Window_SkillList.prototype.constructor = Window_SkillList; + +Window_SkillList.prototype.initialize = function(x, y, width, height) { + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this._actor = null; + this._stypeId = 0; + this._data = []; +}; + +Window_SkillList.prototype.setActor = function(actor) { + if (this._actor !== actor) { + this._actor = actor; + this.refresh(); + this.resetScroll(); + } +}; + +Window_SkillList.prototype.setStypeId = function(stypeId) { + if (this._stypeId !== stypeId) { + this._stypeId = stypeId; + this.refresh(); + this.resetScroll(); + } +}; + +Window_SkillList.prototype.maxCols = function() { + return 2; +}; + +Window_SkillList.prototype.spacing = function() { + return 48; +}; + +Window_SkillList.prototype.maxItems = function() { + return this._data ? this._data.length : 1; +}; + +Window_SkillList.prototype.item = function() { + return this._data && this.index() >= 0 ? this._data[this.index()] : null; +}; + +Window_SkillList.prototype.isCurrentItemEnabled = function() { + return this.isEnabled(this._data[this.index()]); +}; + +Window_SkillList.prototype.includes = function(item) { + return item && item.stypeId === this._stypeId; +}; + +Window_SkillList.prototype.isEnabled = function(item) { + return this._actor && this._actor.canUse(item); +}; + +Window_SkillList.prototype.makeItemList = function() { + if (this._actor) { + this._data = this._actor.skills().filter(function(item) { + return this.includes(item); + }, this); + } else { + this._data = []; + } +}; + +Window_SkillList.prototype.selectLast = function() { + var skill; + if ($gameParty.inBattle()) { + skill = this._actor.lastBattleSkill(); + } else { + skill = this._actor.lastMenuSkill(); + } + var index = this._data.indexOf(skill); + this.select(index >= 0 ? index : 0); +}; + +Window_SkillList.prototype.drawItem = function(index) { + var skill = this._data[index]; + if (skill) { + var costWidth = this.costWidth(); + var rect = this.itemRect(index); + rect.width -= this.textPadding(); + this.changePaintOpacity(this.isEnabled(skill)); + this.drawItemName(skill, rect.x, rect.y, rect.width - costWidth); + this.drawSkillCost(skill, rect.x, rect.y, rect.width); + this.changePaintOpacity(1); + } +}; + +Window_SkillList.prototype.costWidth = function() { + return this.textWidth('000'); +}; + +Window_SkillList.prototype.drawSkillCost = function(skill, x, y, width) { + if (this._actor.skillTpCost(skill) > 0) { + this.changeTextColor(this.tpCostColor()); + this.drawText(this._actor.skillTpCost(skill), x, y, width, 'right'); + } else if (this._actor.skillMpCost(skill) > 0) { + this.changeTextColor(this.mpCostColor()); + this.drawText(this._actor.skillMpCost(skill), x, y, width, 'right'); + } +}; + +Window_SkillList.prototype.updateHelp = function() { + this.setHelpWindowItem(this.item()); +}; + +Window_SkillList.prototype.refresh = function() { + this.makeItemList(); + this.createContents(); + this.drawAllItems(); +}; + +//----------------------------------------------------------------------------- +// Window_EquipStatus +// +// The window for displaying parameter changes on the equipment screen. + +function Window_EquipStatus() { + this.initialize.apply(this, arguments); +} + +Window_EquipStatus.prototype = Object.create(Window_Base.prototype); +Window_EquipStatus.prototype.constructor = Window_EquipStatus; + +Window_EquipStatus.prototype.initialize = function(x, y) { + var width = this.windowWidth(); + var height = this.windowHeight(); + Window_Base.prototype.initialize.call(this, x, y, width, height); + this._actor = null; + this._tempActor = null; + this.refresh(); +}; + +Window_EquipStatus.prototype.windowWidth = function() { + return 312; +}; + +Window_EquipStatus.prototype.windowHeight = function() { + return this.fittingHeight(this.numVisibleRows()); +}; + +Window_EquipStatus.prototype.numVisibleRows = function() { + return 7; +}; + +Window_EquipStatus.prototype.setActor = function(actor) { + if (this._actor !== actor) { + this._actor = actor; + this.refresh(); + } +}; + +Window_EquipStatus.prototype.refresh = function() { + this.contents.clear(); + if (this._actor) { + this.drawActorName(this._actor, this.textPadding(), 0); + for (var i = 0; i < 6; i++) { + this.drawItem(0, this.lineHeight() * (1 + i), 2 + i); + } + } +}; + +Window_EquipStatus.prototype.setTempActor = function(tempActor) { + if (this._tempActor !== tempActor) { + this._tempActor = tempActor; + this.refresh(); + } +}; + +Window_EquipStatus.prototype.drawItem = function(x, y, paramId) { + this.drawParamName(x + this.textPadding(), y, paramId); + if (this._actor) { + this.drawCurrentParam(x + 140, y, paramId); + } + this.drawRightArrow(x + 188, y); + if (this._tempActor) { + this.drawNewParam(x + 222, y, paramId); + } +}; + +Window_EquipStatus.prototype.drawParamName = function(x, y, paramId) { + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.param(paramId), x, y, 120); +}; + +Window_EquipStatus.prototype.drawCurrentParam = function(x, y, paramId) { + this.resetTextColor(); + this.drawText(this._actor.param(paramId), x, y, 48, 'right'); +}; + +Window_EquipStatus.prototype.drawRightArrow = function(x, y) { + this.changeTextColor(this.systemColor()); + this.drawText('\u2192', x, y, 32, 'center'); +}; + +Window_EquipStatus.prototype.drawNewParam = function(x, y, paramId) { + var newValue = this._tempActor.param(paramId); + var diffvalue = newValue - this._actor.param(paramId); + this.changeTextColor(this.paramchangeTextColor(diffvalue)); + this.drawText(newValue, x, y, 48, 'right'); +}; + +//----------------------------------------------------------------------------- +// Window_EquipCommand +// +// The window for selecting a command on the equipment screen. + +function Window_EquipCommand() { + this.initialize.apply(this, arguments); +} + +Window_EquipCommand.prototype = Object.create(Window_HorzCommand.prototype); +Window_EquipCommand.prototype.constructor = Window_EquipCommand; + +Window_EquipCommand.prototype.initialize = function(x, y, width) { + this._windowWidth = width; + Window_HorzCommand.prototype.initialize.call(this, x, y); +}; + +Window_EquipCommand.prototype.windowWidth = function() { + return this._windowWidth; +}; + +Window_EquipCommand.prototype.maxCols = function() { + return 3; +}; + +Window_EquipCommand.prototype.makeCommandList = function() { + this.addCommand(TextManager.equip2, 'equip'); + this.addCommand(TextManager.optimize, 'optimize'); + this.addCommand(TextManager.clear, 'clear'); +}; + +//----------------------------------------------------------------------------- +// Window_EquipSlot +// +// The window for selecting an equipment slot on the equipment screen. + +function Window_EquipSlot() { + this.initialize.apply(this, arguments); +} + +Window_EquipSlot.prototype = Object.create(Window_Selectable.prototype); +Window_EquipSlot.prototype.constructor = Window_EquipSlot; + +Window_EquipSlot.prototype.initialize = function(x, y, width, height) { + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this._actor = null; + this.refresh(); +}; + +Window_EquipSlot.prototype.setActor = function(actor) { + if (this._actor !== actor) { + this._actor = actor; + this.refresh(); + } +}; + +Window_EquipSlot.prototype.update = function() { + Window_Selectable.prototype.update.call(this); + if (this._itemWindow) { + this._itemWindow.setSlotId(this.index()); + } +}; + +Window_EquipSlot.prototype.maxItems = function() { + return this._actor ? this._actor.equipSlots().length : 0; +}; + +Window_EquipSlot.prototype.item = function() { + return this._actor ? this._actor.equips()[this.index()] : null; +}; + +Window_EquipSlot.prototype.drawItem = function(index) { + if (this._actor) { + var rect = this.itemRectForText(index); + this.changeTextColor(this.systemColor()); + this.changePaintOpacity(this.isEnabled(index)); + this.drawText(this.slotName(index), rect.x, rect.y, 138, this.lineHeight()); + this.drawItemName(this._actor.equips()[index], rect.x + 138, rect.y); + this.changePaintOpacity(true); + } +}; + +Window_EquipSlot.prototype.slotName = function(index) { + var slots = this._actor.equipSlots(); + return this._actor ? $dataSystem.equipTypes[slots[index]] : ''; +}; + +Window_EquipSlot.prototype.isEnabled = function(index) { + return this._actor ? this._actor.isEquipChangeOk(index) : false; +}; + +Window_EquipSlot.prototype.isCurrentItemEnabled = function() { + return this.isEnabled(this.index()); +}; + +Window_EquipSlot.prototype.setStatusWindow = function(statusWindow) { + this._statusWindow = statusWindow; + this.callUpdateHelp(); +}; + +Window_EquipSlot.prototype.setItemWindow = function(itemWindow) { + this._itemWindow = itemWindow; +}; + +Window_EquipSlot.prototype.updateHelp = function() { + Window_Selectable.prototype.updateHelp.call(this); + this.setHelpWindowItem(this.item()); + if (this._statusWindow) { + this._statusWindow.setTempActor(null); + } +}; + +//----------------------------------------------------------------------------- +// Window_EquipItem +// +// The window for selecting an equipment item on the equipment screen. + +function Window_EquipItem() { + this.initialize.apply(this, arguments); +} + +Window_EquipItem.prototype = Object.create(Window_ItemList.prototype); +Window_EquipItem.prototype.constructor = Window_EquipItem; + +Window_EquipItem.prototype.initialize = function(x, y, width, height) { + Window_ItemList.prototype.initialize.call(this, x, y, width, height); + this._actor = null; + this._slotId = 0; +}; + +Window_EquipItem.prototype.setActor = function(actor) { + if (this._actor !== actor) { + this._actor = actor; + this.refresh(); + this.resetScroll(); + } +}; + +Window_EquipItem.prototype.setSlotId = function(slotId) { + if (this._slotId !== slotId) { + this._slotId = slotId; + this.refresh(); + this.resetScroll(); + } +}; + +Window_EquipItem.prototype.includes = function(item) { + if (item === null) { + return true; + } + if (this._slotId < 0 || item.etypeId !== this._actor.equipSlots()[this._slotId]) { + return false; + } + return this._actor.canEquip(item); +}; + +Window_EquipItem.prototype.isEnabled = function(item) { + return true; +}; + +Window_EquipItem.prototype.selectLast = function() { +}; + +Window_EquipItem.prototype.setStatusWindow = function(statusWindow) { + this._statusWindow = statusWindow; + this.callUpdateHelp(); +}; + +Window_EquipItem.prototype.updateHelp = function() { + Window_ItemList.prototype.updateHelp.call(this); + if (this._actor && this._statusWindow) { + var actor = JsonEx.makeDeepCopy(this._actor); + actor.forceChangeEquip(this._slotId, this.item()); + this._statusWindow.setTempActor(actor); + } +}; + +Window_EquipItem.prototype.playOkSound = function() { +}; + +//----------------------------------------------------------------------------- +// Window_Status +// +// The window for displaying full status on the status screen. + +function Window_Status() { + this.initialize.apply(this, arguments); +} + +Window_Status.prototype = Object.create(Window_Selectable.prototype); +Window_Status.prototype.constructor = Window_Status; + +Window_Status.prototype.initialize = function() { + var width = Graphics.boxWidth; + var height = Graphics.boxHeight; + Window_Selectable.prototype.initialize.call(this, 0, 0, width, height); + this._actor = null; + this.refresh(); + this.activate(); +}; + +Window_Status.prototype.setActor = function(actor) { + if (this._actor !== actor) { + this._actor = actor; + this.refresh(); + } +}; + +Window_Status.prototype.refresh = function() { + this.contents.clear(); + if (this._actor) { + var lineHeight = this.lineHeight(); + this.drawBlock1(lineHeight * 0); + this.drawHorzLine(lineHeight * 1); + this.drawBlock2(lineHeight * 2); + this.drawHorzLine(lineHeight * 6); + this.drawBlock3(lineHeight * 7); + this.drawHorzLine(lineHeight * 13); + this.drawBlock4(lineHeight * 14); + } +}; + +Window_Status.prototype.drawBlock1 = function(y) { + this.drawActorName(this._actor, 6, y); + this.drawActorClass(this._actor, 192, y); + this.drawActorNickname(this._actor, 432, y); +}; + +Window_Status.prototype.drawBlock2 = function(y) { + this.drawActorFace(this._actor, 12, y); + this.drawBasicInfo(204, y); + this.drawExpInfo(456, y); +}; + +Window_Status.prototype.drawBlock3 = function(y) { + this.drawParameters(48, y); + this.drawEquipments(432, y); +}; + +Window_Status.prototype.drawBlock4 = function(y) { + this.drawProfile(6, y); +}; + +Window_Status.prototype.drawHorzLine = function(y) { + var lineY = y + this.lineHeight() / 2 - 1; + this.contents.paintOpacity = 48; + this.contents.fillRect(0, lineY, this.contentsWidth(), 2, this.lineColor()); + this.contents.paintOpacity = 255; +}; + +Window_Status.prototype.lineColor = function() { + return this.normalColor(); +}; + +Window_Status.prototype.drawBasicInfo = function(x, y) { + var lineHeight = this.lineHeight(); + this.drawActorLevel(this._actor, x, y + lineHeight * 0); + this.drawActorIcons(this._actor, x, y + lineHeight * 1); + this.drawActorHp(this._actor, x, y + lineHeight * 2); + this.drawActorMp(this._actor, x, y + lineHeight * 3); +}; + +Window_Status.prototype.drawParameters = function(x, y) { + var lineHeight = this.lineHeight(); + for (var i = 0; i < 6; i++) { + var paramId = i + 2; + var y2 = y + lineHeight * i; + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.param(paramId), x, y2, 160); + this.resetTextColor(); + this.drawText(this._actor.param(paramId), x + 160, y2, 60, 'right'); + } +}; + +Window_Status.prototype.drawExpInfo = function(x, y) { + var lineHeight = this.lineHeight(); + var expTotal = TextManager.expTotal.format(TextManager.exp); + var expNext = TextManager.expNext.format(TextManager.level); + var value1 = this._actor.currentExp(); + var value2 = this._actor.nextRequiredExp(); + if (this._actor.isMaxLevel()) { + value1 = '-------'; + value2 = '-------'; + } + this.changeTextColor(this.systemColor()); + this.drawText(expTotal, x, y + lineHeight * 0, 270); + this.drawText(expNext, x, y + lineHeight * 2, 270); + this.resetTextColor(); + this.drawText(value1, x, y + lineHeight * 1, 270, 'right'); + this.drawText(value2, x, y + lineHeight * 3, 270, 'right'); +}; + +Window_Status.prototype.drawEquipments = function(x, y) { + var equips = this._actor.equips(); + var count = Math.min(equips.length, this.maxEquipmentLines()); + for (var i = 0; i < count; i++) { + this.drawItemName(equips[i], x, y + this.lineHeight() * i); + } +}; + +Window_Status.prototype.drawProfile = function(x, y) { + this.drawTextEx(this._actor.profile(), x, y); +}; + +Window_Status.prototype.maxEquipmentLines = function() { + return 6; +}; + +//----------------------------------------------------------------------------- +// Window_Options +// +// The window for changing various settings on the options screen. + +function Window_Options() { + this.initialize.apply(this, arguments); +} + +Window_Options.prototype = Object.create(Window_Command.prototype); +Window_Options.prototype.constructor = Window_Options; + +Window_Options.prototype.initialize = function() { + Window_Command.prototype.initialize.call(this, 0, 0); + this.updatePlacement(); +}; + +Window_Options.prototype.windowWidth = function() { + return 400; +}; + +Window_Options.prototype.windowHeight = function() { + return this.fittingHeight(Math.min(this.numVisibleRows(), 12)); +}; + +Window_Options.prototype.updatePlacement = function() { + this.x = (Graphics.boxWidth - this.width) / 2; + this.y = (Graphics.boxHeight - this.height) / 2; +}; + +Window_Options.prototype.makeCommandList = function() { + this.addGeneralOptions(); + this.addVolumeOptions(); +}; + +Window_Options.prototype.addGeneralOptions = function() { + this.addCommand(TextManager.alwaysDash, 'alwaysDash'); + this.addCommand(TextManager.commandRemember, 'commandRemember'); +}; + +Window_Options.prototype.addVolumeOptions = function() { + this.addCommand(TextManager.bgmVolume, 'bgmVolume'); + this.addCommand(TextManager.bgsVolume, 'bgsVolume'); + this.addCommand(TextManager.meVolume, 'meVolume'); + this.addCommand(TextManager.seVolume, 'seVolume'); +}; + +Window_Options.prototype.drawItem = function(index) { + var rect = this.itemRectForText(index); + var statusWidth = this.statusWidth(); + var titleWidth = rect.width - statusWidth; + this.resetTextColor(); + this.changePaintOpacity(this.isCommandEnabled(index)); + this.drawText(this.commandName(index), rect.x, rect.y, titleWidth, 'left'); + this.drawText(this.statusText(index), titleWidth, rect.y, statusWidth, 'right'); +}; + +Window_Options.prototype.statusWidth = function() { + return 120; +}; + +Window_Options.prototype.statusText = function(index) { + var symbol = this.commandSymbol(index); + var value = this.getConfigValue(symbol); + if (this.isVolumeSymbol(symbol)) { + return this.volumeStatusText(value); + } else { + return this.booleanStatusText(value); + } +}; + +Window_Options.prototype.isVolumeSymbol = function(symbol) { + return symbol.contains('Volume'); +}; + +Window_Options.prototype.booleanStatusText = function(value) { + return value ? 'ON' : 'OFF'; +}; + +Window_Options.prototype.volumeStatusText = function(value) { + return value + '%'; +}; + +Window_Options.prototype.processOk = function() { + var index = this.index(); + var symbol = this.commandSymbol(index); + var value = this.getConfigValue(symbol); + if (this.isVolumeSymbol(symbol)) { + value += this.volumeOffset(); + if (value > 100) { + value = 0; + } + value = value.clamp(0, 100); + this.changeValue(symbol, value); + } else { + this.changeValue(symbol, !value); + } +}; + +Window_Options.prototype.cursorRight = function(wrap) { + var index = this.index(); + var symbol = this.commandSymbol(index); + var value = this.getConfigValue(symbol); + if (this.isVolumeSymbol(symbol)) { + value += this.volumeOffset(); + value = value.clamp(0, 100); + this.changeValue(symbol, value); + } else { + this.changeValue(symbol, true); + } +}; + +Window_Options.prototype.cursorLeft = function(wrap) { + var index = this.index(); + var symbol = this.commandSymbol(index); + var value = this.getConfigValue(symbol); + if (this.isVolumeSymbol(symbol)) { + value -= this.volumeOffset(); + value = value.clamp(0, 100); + this.changeValue(symbol, value); + } else { + this.changeValue(symbol, false); + } +}; + +Window_Options.prototype.volumeOffset = function() { + return 20; +}; + +Window_Options.prototype.changeValue = function(symbol, value) { + var lastValue = this.getConfigValue(symbol); + if (lastValue !== value) { + this.setConfigValue(symbol, value); + this.redrawItem(this.findSymbol(symbol)); + SoundManager.playCursor(); + } +}; + +Window_Options.prototype.getConfigValue = function(symbol) { + return ConfigManager[symbol]; +}; + +Window_Options.prototype.setConfigValue = function(symbol, volume) { + ConfigManager[symbol] = volume; +}; + +//----------------------------------------------------------------------------- +// Window_SavefileList +// +// The window for selecting a save file on the save and load screens. + +function Window_SavefileList() { + this.initialize.apply(this, arguments); +} + +Window_SavefileList.prototype = Object.create(Window_Selectable.prototype); +Window_SavefileList.prototype.constructor = Window_SavefileList; + +Window_SavefileList.prototype.initialize = function(x, y, width, height) { + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this.activate(); + this._mode = null; +}; + +Window_SavefileList.prototype.setMode = function(mode) { + this._mode = mode; +}; + +Window_SavefileList.prototype.maxItems = function() { + return DataManager.maxSavefiles(); +}; + +Window_SavefileList.prototype.maxVisibleItems = function() { + return 5; +}; + +Window_SavefileList.prototype.itemHeight = function() { + var innerHeight = this.height - this.padding * 2; + return Math.floor(innerHeight / this.maxVisibleItems()); +}; + +Window_SavefileList.prototype.drawItem = function(index) { + var id = index + 1; + var valid = DataManager.isThisGameFile(id); + var info = DataManager.loadSavefileInfo(id); + var rect = this.itemRectForText(index); + this.resetTextColor(); + if (this._mode === 'load') { + this.changePaintOpacity(valid); + } + this.drawFileId(id, rect.x, rect.y); + if (info) { + this.changePaintOpacity(valid); + this.drawContents(info, rect, valid); + this.changePaintOpacity(true); + } +}; + +Window_SavefileList.prototype.drawFileId = function(id, x, y) { + this.drawText(TextManager.file + ' ' + id, x, y, 180); +}; + +Window_SavefileList.prototype.drawContents = function(info, rect, valid) { + var bottom = rect.y + rect.height; + if (rect.width >= 420) { + this.drawGameTitle(info, rect.x + 192, rect.y, rect.width - 192); + if (valid) { + this.drawPartyCharacters(info, rect.x + 220, bottom - 4); + } + } + var lineHeight = this.lineHeight(); + var y2 = bottom - lineHeight; + if (y2 >= lineHeight) { + this.drawPlaytime(info, rect.x, y2, rect.width); + } +}; + +Window_SavefileList.prototype.drawGameTitle = function(info, x, y, width) { + if (info.title) { + this.drawText(info.title, x, y, width); + } +}; + +Window_SavefileList.prototype.drawPartyCharacters = function(info, x, y) { + if (info.characters) { + for (var i = 0; i < info.characters.length; i++) { + var data = info.characters[i]; + this.drawCharacter(data[0], data[1], x + i * 48, y); + } + } +}; + +Window_SavefileList.prototype.drawPlaytime = function(info, x, y, width) { + if (info.playtime) { + this.drawText(info.playtime, x, y, width, 'right'); + } +}; + +Window_SavefileList.prototype.playOkSound = function() { +}; + +//----------------------------------------------------------------------------- +// Window_ShopCommand +// +// The window for selecting buy/sell on the shop screen. + +function Window_ShopCommand() { + this.initialize.apply(this, arguments); +} + +Window_ShopCommand.prototype = Object.create(Window_HorzCommand.prototype); +Window_ShopCommand.prototype.constructor = Window_ShopCommand; + +Window_ShopCommand.prototype.initialize = function(width, purchaseOnly) { + this._windowWidth = width; + this._purchaseOnly = purchaseOnly; + Window_HorzCommand.prototype.initialize.call(this, 0, 0); +}; + +Window_ShopCommand.prototype.windowWidth = function() { + return this._windowWidth; +}; + +Window_ShopCommand.prototype.maxCols = function() { + return 3; +}; + +Window_ShopCommand.prototype.makeCommandList = function() { + this.addCommand(TextManager.buy, 'buy'); + this.addCommand(TextManager.sell, 'sell', !this._purchaseOnly); + this.addCommand(TextManager.cancel, 'cancel'); +}; + +//----------------------------------------------------------------------------- +// Window_ShopBuy +// +// The window for selecting an item to buy on the shop screen. + +function Window_ShopBuy() { + this.initialize.apply(this, arguments); +} + +Window_ShopBuy.prototype = Object.create(Window_Selectable.prototype); +Window_ShopBuy.prototype.constructor = Window_ShopBuy; + +Window_ShopBuy.prototype.initialize = function(x, y, height, shopGoods) { + var width = this.windowWidth(); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this._shopGoods = shopGoods; + this._money = 0; + this.refresh(); + this.select(0); +}; + +Window_ShopBuy.prototype.windowWidth = function() { + return 456; +}; + +Window_ShopBuy.prototype.maxItems = function() { + return this._data ? this._data.length : 1; +}; + +Window_ShopBuy.prototype.item = function() { + return this._data[this.index()]; +}; + +Window_ShopBuy.prototype.setMoney = function(money) { + this._money = money; + this.refresh(); +}; + +Window_ShopBuy.prototype.isCurrentItemEnabled = function() { + return this.isEnabled(this._data[this.index()]); +}; + +Window_ShopBuy.prototype.price = function(item) { + return this._price[this._data.indexOf(item)] || 0; +}; + +Window_ShopBuy.prototype.isEnabled = function(item) { + return (item && this.price(item) <= this._money && + !$gameParty.hasMaxItems(item)); +}; + +Window_ShopBuy.prototype.refresh = function() { + this.makeItemList(); + this.createContents(); + this.drawAllItems(); +}; + +Window_ShopBuy.prototype.makeItemList = function() { + this._data = []; + this._price = []; + this._shopGoods.forEach(function(goods) { + var item = null; + switch (goods[0]) { + case 0: + item = $dataItems[goods[1]]; + break; + case 1: + item = $dataWeapons[goods[1]]; + break; + case 2: + item = $dataArmors[goods[1]]; + break; + } + if (item) { + this._data.push(item); + this._price.push(goods[2] === 0 ? item.price : goods[3]); + } + }, this); +}; + +Window_ShopBuy.prototype.drawItem = function(index) { + var item = this._data[index]; + var rect = this.itemRect(index); + var priceWidth = 96; + rect.width -= this.textPadding(); + this.changePaintOpacity(this.isEnabled(item)); + this.drawItemName(item, rect.x, rect.y, rect.width - priceWidth); + this.drawText(this.price(item), rect.x + rect.width - priceWidth, + rect.y, priceWidth, 'right'); + this.changePaintOpacity(true); +}; + +Window_ShopBuy.prototype.setStatusWindow = function(statusWindow) { + this._statusWindow = statusWindow; + this.callUpdateHelp(); +}; + +Window_ShopBuy.prototype.updateHelp = function() { + this.setHelpWindowItem(this.item()); + if (this._statusWindow) { + this._statusWindow.setItem(this.item()); + } +}; + +//----------------------------------------------------------------------------- +// Window_ShopSell +// +// The window for selecting an item to sell on the shop screen. + +function Window_ShopSell() { + this.initialize.apply(this, arguments); +} + +Window_ShopSell.prototype = Object.create(Window_ItemList.prototype); +Window_ShopSell.prototype.constructor = Window_ShopSell; + +Window_ShopSell.prototype.initialize = function(x, y, width, height) { + Window_ItemList.prototype.initialize.call(this, x, y, width, height); +}; + +Window_ShopSell.prototype.isEnabled = function(item) { + return item && item.price > 0; +}; + +//----------------------------------------------------------------------------- +// Window_ShopNumber +// +// The window for inputting quantity of items to buy or sell on the shop +// screen. + +function Window_ShopNumber() { + this.initialize.apply(this, arguments); +} + +Window_ShopNumber.prototype = Object.create(Window_Selectable.prototype); +Window_ShopNumber.prototype.constructor = Window_ShopNumber; + +Window_ShopNumber.prototype.initialize = function(x, y, height) { + var width = this.windowWidth(); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this._item = null; + this._max = 1; + this._price = 0; + this._number = 1; + this._currencyUnit = TextManager.currencyUnit; + this.createButtons(); +}; + +Window_ShopNumber.prototype.windowWidth = function() { + return 456; +}; + +Window_ShopNumber.prototype.number = function() { + return this._number; +}; + +Window_ShopNumber.prototype.setup = function(item, max, price) { + this._item = item; + this._max = Math.floor(max); + this._price = price; + this._number = 1; + this.placeButtons(); + this.updateButtonsVisiblity(); + this.refresh(); +}; + +Window_ShopNumber.prototype.setCurrencyUnit = function(currencyUnit) { + this._currencyUnit = currencyUnit; + this.refresh(); +}; + +Window_ShopNumber.prototype.createButtons = function() { + var bitmap = ImageManager.loadSystem('ButtonSet'); + var buttonWidth = 48; + var buttonHeight = 48; + this._buttons = []; + for (var i = 0; i < 5; i++) { + var button = new Sprite_Button(); + var x = buttonWidth * i; + var w = buttonWidth * (i === 4 ? 2 : 1); + button.bitmap = bitmap; + button.setColdFrame(x, 0, w, buttonHeight); + button.setHotFrame(x, buttonHeight, w, buttonHeight); + button.visible = false; + this._buttons.push(button); + this.addChild(button); + } + this._buttons[0].setClickHandler(this.onButtonDown2.bind(this)); + this._buttons[1].setClickHandler(this.onButtonDown.bind(this)); + this._buttons[2].setClickHandler(this.onButtonUp.bind(this)); + this._buttons[3].setClickHandler(this.onButtonUp2.bind(this)); + this._buttons[4].setClickHandler(this.onButtonOk.bind(this)); +}; + +Window_ShopNumber.prototype.placeButtons = function() { + var numButtons = this._buttons.length; + var spacing = 16; + var totalWidth = -spacing; + for (var i = 0; i < numButtons; i++) { + totalWidth += this._buttons[i].width + spacing; + } + var x = (this.width - totalWidth) / 2; + for (var j = 0; j < numButtons; j++) { + var button = this._buttons[j]; + button.x = x; + button.y = this.buttonY(); + x += button.width + spacing; + } +}; + +Window_ShopNumber.prototype.updateButtonsVisiblity = function() { + if (TouchInput.date > Input.date) { + this.showButtons(); + } else { + this.hideButtons(); + } +}; + +Window_ShopNumber.prototype.showButtons = function() { + for (var i = 0; i < this._buttons.length; i++) { + this._buttons[i].visible = true; + } +}; + +Window_ShopNumber.prototype.hideButtons = function() { + for (var i = 0; i < this._buttons.length; i++) { + this._buttons[i].visible = false; + } +}; + +Window_ShopNumber.prototype.refresh = function() { + this.contents.clear(); + this.drawItemName(this._item, 0, this.itemY()); + this.drawMultiplicationSign(); + this.drawNumber(); + this.drawTotalPrice(); +}; + +Window_ShopNumber.prototype.drawMultiplicationSign = function() { + var sign = '\u00d7'; + var width = this.textWidth(sign); + var x = this.cursorX() - width * 2; + var y = this.itemY(); + this.resetTextColor(); + this.drawText(sign, x, y, width); +}; + +Window_ShopNumber.prototype.drawNumber = function() { + var x = this.cursorX(); + var y = this.itemY(); + var width = this.cursorWidth() - this.textPadding(); + this.resetTextColor(); + this.drawText(this._number, x, y, width, 'right'); +}; + +Window_ShopNumber.prototype.drawTotalPrice = function() { + var total = this._price * this._number; + var width = this.contentsWidth() - this.textPadding(); + this.drawCurrencyValue(total, this._currencyUnit, 0, this.priceY(), width); +}; + +Window_ShopNumber.prototype.itemY = function() { + return Math.round(this.contentsHeight() / 2 - this.lineHeight() * 1.5); +}; + +Window_ShopNumber.prototype.priceY = function() { + return Math.round(this.contentsHeight() / 2 + this.lineHeight() / 2); +}; + +Window_ShopNumber.prototype.buttonY = function() { + return Math.round(this.priceY() + this.lineHeight() * 2.5); +}; + +Window_ShopNumber.prototype.cursorWidth = function() { + var digitWidth = this.textWidth('0'); + return this.maxDigits() * digitWidth + this.textPadding() * 2; +}; + +Window_ShopNumber.prototype.cursorX = function() { + return this.contentsWidth() - this.cursorWidth() - this.textPadding(); +}; + +Window_ShopNumber.prototype.maxDigits = function() { + return 2; +}; + +Window_ShopNumber.prototype.update = function() { + Window_Selectable.prototype.update.call(this); + this.processNumberChange(); +}; + +Window_ShopNumber.prototype.isOkTriggered = function() { + return Input.isTriggered('ok'); +}; + +Window_ShopNumber.prototype.playOkSound = function() { +}; + +Window_ShopNumber.prototype.processNumberChange = function() { + if (this.isOpenAndActive()) { + if (Input.isRepeated('right')) { + this.changeNumber(1); + } + if (Input.isRepeated('left')) { + this.changeNumber(-1); + } + if (Input.isRepeated('up')) { + this.changeNumber(10); + } + if (Input.isRepeated('down')) { + this.changeNumber(-10); + } + } +}; + +Window_ShopNumber.prototype.changeNumber = function(amount) { + var lastNumber = this._number; + this._number = (this._number + amount).clamp(1, this._max); + if (this._number !== lastNumber) { + SoundManager.playCursor(); + this.refresh(); + } +}; + +Window_ShopNumber.prototype.updateCursor = function() { + this.setCursorRect(this.cursorX(), this.itemY(), + this.cursorWidth(), this.lineHeight()); +}; + +Window_ShopNumber.prototype.onButtonUp = function() { + this.changeNumber(1); +}; + +Window_ShopNumber.prototype.onButtonUp2 = function() { + this.changeNumber(10); +}; + +Window_ShopNumber.prototype.onButtonDown = function() { + this.changeNumber(-1); +}; + +Window_ShopNumber.prototype.onButtonDown2 = function() { + this.changeNumber(-10); +}; + +Window_ShopNumber.prototype.onButtonOk = function() { + this.processOk(); +}; + +//----------------------------------------------------------------------------- +// Window_ShopStatus +// +// The window for displaying number of items in possession and the actor's +// equipment on the shop screen. + +function Window_ShopStatus() { + this.initialize.apply(this, arguments); +} + +Window_ShopStatus.prototype = Object.create(Window_Base.prototype); +Window_ShopStatus.prototype.constructor = Window_ShopStatus; + +Window_ShopStatus.prototype.initialize = function(x, y, width, height) { + Window_Base.prototype.initialize.call(this, x, y, width, height); + this._item = null; + this._pageIndex = 0; + this.refresh(); +}; + +Window_ShopStatus.prototype.refresh = function() { + this.contents.clear(); + if (this._item) { + var x = this.textPadding(); + this.drawPossession(x, 0); + if (this.isEquipItem()) { + this.drawEquipInfo(x, this.lineHeight() * 2); + } + } +}; + +Window_ShopStatus.prototype.setItem = function(item) { + this._item = item; + this.refresh(); +}; + +Window_ShopStatus.prototype.isEquipItem = function() { + return DataManager.isWeapon(this._item) || DataManager.isArmor(this._item); +}; + +Window_ShopStatus.prototype.drawPossession = function(x, y) { + var width = this.contents.width - this.textPadding() - x; + var possessionWidth = this.textWidth('0000'); + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.possession, x, y, width - possessionWidth); + this.resetTextColor(); + this.drawText($gameParty.numItems(this._item), x, y, width, 'right'); +}; + +Window_ShopStatus.prototype.drawEquipInfo = function(x, y) { + var members = this.statusMembers(); + for (var i = 0; i < members.length; i++) { + this.drawActorEquipInfo(x, y + this.lineHeight() * (i * 2.4), members[i]); + } +}; + +Window_ShopStatus.prototype.statusMembers = function() { + var start = this._pageIndex * this.pageSize(); + var end = start + this.pageSize(); + return $gameParty.members().slice(start, end); +}; + +Window_ShopStatus.prototype.pageSize = function() { + return 4; +}; + +Window_ShopStatus.prototype.maxPages = function() { + return Math.floor(($gameParty.size() + this.pageSize() - 1) / this.pageSize()); +}; + +Window_ShopStatus.prototype.drawActorEquipInfo = function(x, y, actor) { + var enabled = actor.canEquip(this._item); + this.changePaintOpacity(enabled); + this.resetTextColor(); + this.drawText(actor.name(), x, y, 168); + var item1 = this.currentEquippedItem(actor, this._item.etypeId); + if (enabled) { + this.drawActorParamChange(x, y, actor, item1); + } + this.drawItemName(item1, x, y + this.lineHeight()); + this.changePaintOpacity(true); +}; + +Window_ShopStatus.prototype.drawActorParamChange = function(x, y, actor, item1) { + var width = this.contents.width - this.textPadding() - x; + var paramId = this.paramId(); + var change = this._item.params[paramId] - (item1 ? item1.params[paramId] : 0); + this.changeTextColor(this.paramchangeTextColor(change)); + this.drawText((change > 0 ? '+' : '') + change, x, y, width, 'right'); +}; + +Window_ShopStatus.prototype.paramId = function() { + return DataManager.isWeapon(this._item) ? 2 : 3; +}; + +Window_ShopStatus.prototype.currentEquippedItem = function(actor, etypeId) { + var list = []; + var equips = actor.equips(); + var slots = actor.equipSlots(); + for (var i = 0; i < slots.length; i++) { + if (slots[i] === etypeId) { + list.push(equips[i]); + } + } + var paramId = this.paramId(); + var worstParam = Number.MAX_VALUE; + var worstItem = null; + for (var j = 0; j < list.length; j++) { + if (list[j] && list[j].params[paramId] < worstParam) { + worstParam = list[j].params[paramId]; + worstItem = list[j]; + } + } + return worstItem; +}; + +Window_ShopStatus.prototype.update = function() { + Window_Base.prototype.update.call(this); + this.updatePage(); +}; + +Window_ShopStatus.prototype.updatePage = function() { + if (this.isPageChangeEnabled() && this.isPageChangeRequested()) { + this.changePage(); + } +}; + +Window_ShopStatus.prototype.isPageChangeEnabled = function() { + return this.visible && this.maxPages() >= 2; +}; + +Window_ShopStatus.prototype.isPageChangeRequested = function() { + if (Input.isTriggered('shift')) { + return true; + } + if (TouchInput.isTriggered() && this.isTouchedInsideFrame()) { + return true; + } + return false; +}; + +Window_ShopStatus.prototype.isTouchedInsideFrame = function() { + var x = this.canvasToLocalX(TouchInput.x); + var y = this.canvasToLocalY(TouchInput.y); + return x >= 0 && y >= 0 && x < this.width && y < this.height; +}; + +Window_ShopStatus.prototype.changePage = function() { + this._pageIndex = (this._pageIndex + 1) % this.maxPages(); + this.refresh(); + SoundManager.playCursor(); +}; + +//----------------------------------------------------------------------------- +// Window_NameEdit +// +// The window for editing an actor's name on the name input screen. + +function Window_NameEdit() { + this.initialize.apply(this, arguments); +} + +Window_NameEdit.prototype = Object.create(Window_Base.prototype); +Window_NameEdit.prototype.constructor = Window_NameEdit; + +Window_NameEdit.prototype.initialize = function(actor, maxLength) { + var width = this.windowWidth(); + var height = this.windowHeight(); + var x = (Graphics.boxWidth - width) / 2; + var y = (Graphics.boxHeight - (height + this.fittingHeight(9) + 8)) / 2; + Window_Base.prototype.initialize.call(this, x, y, width, height); + this._actor = actor; + this._name = actor.name().slice(0, this._maxLength); + this._index = this._name.length; + this._maxLength = maxLength; + this._defaultName = this._name; + this.deactivate(); + this.refresh(); + ImageManager.reserveFace(actor.faceName()); +}; + +Window_NameEdit.prototype.windowWidth = function() { + return 480; +}; + +Window_NameEdit.prototype.windowHeight = function() { + return this.fittingHeight(4); +}; + +Window_NameEdit.prototype.name = function() { + return this._name; +}; + +Window_NameEdit.prototype.restoreDefault = function() { + this._name = this._defaultName; + this._index = this._name.length; + this.refresh(); + return this._name.length > 0; +}; + +Window_NameEdit.prototype.add = function(ch) { + if (this._index < this._maxLength) { + this._name += ch; + this._index++; + this.refresh(); + return true; + } else { + return false; + } +}; + +Window_NameEdit.prototype.back = function() { + if (this._index > 0) { + this._index--; + this._name = this._name.slice(0, this._index); + this.refresh(); + return true; + } else { + return false; + } +}; + +Window_NameEdit.prototype.faceWidth = function() { + return 144; +}; + +Window_NameEdit.prototype.charWidth = function() { + var text = $gameSystem.isJapanese() ? '\uff21' : 'A'; + return this.textWidth(text); +}; + +Window_NameEdit.prototype.left = function() { + var nameCenter = (this.contentsWidth() + this.faceWidth()) / 2; + var nameWidth = (this._maxLength + 1) * this.charWidth(); + return Math.min(nameCenter - nameWidth / 2, this.contentsWidth() - nameWidth); +}; + +Window_NameEdit.prototype.itemRect = function(index) { + return { + x: this.left() + index * this.charWidth(), + y: 54, + width: this.charWidth(), + height: this.lineHeight() + }; +}; + +Window_NameEdit.prototype.underlineRect = function(index) { + var rect = this.itemRect(index); + rect.x++; + rect.y += rect.height - 4; + rect.width -= 2; + rect.height = 2; + return rect; +}; + +Window_NameEdit.prototype.underlineColor = function() { + return this.normalColor(); +}; + +Window_NameEdit.prototype.drawUnderline = function(index) { + var rect = this.underlineRect(index); + var color = this.underlineColor(); + this.contents.paintOpacity = 48; + this.contents.fillRect(rect.x, rect.y, rect.width, rect.height, color); + this.contents.paintOpacity = 255; +}; + +Window_NameEdit.prototype.drawChar = function(index) { + var rect = this.itemRect(index); + this.resetTextColor(); + this.drawText(this._name[index] || '', rect.x, rect.y); +}; + +Window_NameEdit.prototype.refresh = function() { + this.contents.clear(); + this.drawActorFace(this._actor, 0, 0); + for (var i = 0; i < this._maxLength; i++) { + this.drawUnderline(i); + } + for (var j = 0; j < this._name.length; j++) { + this.drawChar(j); + } + var rect = this.itemRect(this._index); + this.setCursorRect(rect.x, rect.y, rect.width, rect.height); +}; + +//----------------------------------------------------------------------------- +// Window_NameInput +// +// The window for selecting text characters on the name input screen. + +function Window_NameInput() { + this.initialize.apply(this, arguments); +} + +Window_NameInput.prototype = Object.create(Window_Selectable.prototype); +Window_NameInput.prototype.constructor = Window_NameInput; +Window_NameInput.LATIN1 = + [ 'A','B','C','D','E', 'a','b','c','d','e', + 'F','G','H','I','J', 'f','g','h','i','j', + 'K','L','M','N','O', 'k','l','m','n','o', + 'P','Q','R','S','T', 'p','q','r','s','t', + 'U','V','W','X','Y', 'u','v','w','x','y', + 'Z','[',']','^','_', 'z','{','}','|','~', + '0','1','2','3','4', '!','#','$','%','&', + '5','6','7','8','9', '(',')','*','+','-', + '/','=','@','<','>', ':',';',' ','Page','OK' ]; +Window_NameInput.LATIN2 = + [ 'Á','É','Í','Ó','Ú', 'á','é','í','ó','ú', + 'À','È','Ì','Ò','Ù', 'à','è','ì','ò','ù', + 'Â','Ê','Î','Ô','Û', 'â','ê','î','ô','û', + 'Ä','Ë','Ï','Ö','Ü', 'ä','ë','ï','ö','ü', + 'Ā','Ē','Ī','Ō','Ū', 'ā','ē','ī','ō','ū', + 'Ã','Å','Æ','Ç','Ð', 'ã','å','æ','ç','ð', + 'Ñ','Õ','Ø','Š','Ŵ', 'ñ','õ','ø','š','ŵ', + 'Ý','Ŷ','Ÿ','Ž','Þ', 'ý','ÿ','ŷ','ž','þ', + 'IJ','Œ','ij','œ','ß', '«','»',' ','Page','OK' ]; +Window_NameInput.RUSSIA = + [ 'А','Б','В','Г','Д', 'а','б','в','г','д', + 'Е','Ё','Ж','З','И', 'е','ё','ж','з','и', + 'Й','К','Л','М','Н', 'й','к','л','м','н', + 'О','П','Р','С','Т', 'о','п','р','с','т', + 'У','Ф','Х','Ц','Ч', 'у','ф','х','ц','ч', + 'Ш','Щ','Ъ','Ы','Ь', 'ш','щ','ъ','ы','ь', + 'Э','Ю','Я','^','_', 'э','ю','я','%','&', + '0','1','2','3','4', '(',')','*','+','-', + '5','6','7','8','9', ':',';',' ','','OK' ]; +Window_NameInput.JAPAN1 = + [ 'あ','い','う','え','お', 'が','ぎ','ぐ','げ','ご', + 'か','き','く','け','こ', 'ざ','じ','ず','ぜ','ぞ', + 'さ','し','す','せ','そ', 'だ','ぢ','づ','で','ど', + 'た','ち','つ','て','と', 'ば','び','ぶ','べ','ぼ', + 'な','に','ぬ','ね','の', 'ぱ','ぴ','ぷ','ぺ','ぽ', + 'は','ひ','ふ','へ','ほ', 'ぁ','ぃ','ぅ','ぇ','ぉ', + 'ま','み','む','め','も', 'っ','ゃ','ゅ','ょ','ゎ', + 'や','ゆ','よ','わ','ん', 'ー','~','・','=','☆', + 'ら','り','る','れ','ろ', 'ゔ','を',' ','カナ','決定' ]; +Window_NameInput.JAPAN2 = + [ 'ア','イ','ウ','エ','オ', 'ガ','ギ','グ','ゲ','ゴ', + 'カ','キ','ク','ケ','コ', 'ザ','ジ','ズ','ゼ','ゾ', + 'サ','シ','ス','セ','ソ', 'ダ','ヂ','ヅ','デ','ド', + 'タ','チ','ツ','テ','ト', 'バ','ビ','ブ','ベ','ボ', + 'ナ','ニ','ヌ','ネ','ノ', 'パ','ピ','プ','ペ','ポ', + 'ハ','ヒ','フ','ヘ','ホ', 'ァ','ィ','ゥ','ェ','ォ', + 'マ','ミ','ム','メ','モ', 'ッ','ャ','ュ','ョ','ヮ', + 'ヤ','ユ','ヨ','ワ','ン', 'ー','~','・','=','☆', + 'ラ','リ','ル','レ','ロ', 'ヴ','ヲ',' ','英数','決定' ]; +Window_NameInput.JAPAN3 = + [ 'A','B','C','D','E', 'a','b','c','d','e', + 'F','G','H','I','J', 'f','g','h','i','j', + 'K','L','M','N','O', 'k','l','m','n','o', + 'P','Q','R','S','T', 'p','q','r','s','t', + 'U','V','W','X','Y', 'u','v','w','x','y', + 'Z','[',']','^','_', 'z','{','}','|','~', + '0','1','2','3','4', '!','#','$','%','&', + '5','6','7','8','9', '(',')','*','+','-', + '/','=','@','<','>', ':',';',' ','かな','決定' ]; + +Window_NameInput.prototype.initialize = function(editWindow) { + var x = editWindow.x; + var y = editWindow.y + editWindow.height + 8; + var width = editWindow.width; + var height = this.windowHeight(); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this._editWindow = editWindow; + this._page = 0; + this._index = 0; + this.refresh(); + this.updateCursor(); + this.activate(); +}; + +Window_NameInput.prototype.windowHeight = function() { + return this.fittingHeight(9); +}; + +Window_NameInput.prototype.table = function() { + if ($gameSystem.isJapanese()) { + return [Window_NameInput.JAPAN1, + Window_NameInput.JAPAN2, + Window_NameInput.JAPAN3]; + } else if ($gameSystem.isRussian()) { + return [Window_NameInput.RUSSIA]; + } else { + return [Window_NameInput.LATIN1, + Window_NameInput.LATIN2]; + } +}; + +Window_NameInput.prototype.maxCols = function() { + return 10; +}; + +Window_NameInput.prototype.maxItems = function() { + return 90; +}; + +Window_NameInput.prototype.character = function() { + return this._index < 88 ? this.table()[this._page][this._index] : ''; +}; + +Window_NameInput.prototype.isPageChange = function() { + return this._index === 88; +}; + +Window_NameInput.prototype.isOk = function() { + return this._index === 89; +}; + +Window_NameInput.prototype.itemRect = function(index) { + return { + x: index % 10 * 42 + Math.floor(index % 10 / 5) * 24, + y: Math.floor(index / 10) * this.lineHeight(), + width: 42, + height: this.lineHeight() + }; +}; + +Window_NameInput.prototype.refresh = function() { + var table = this.table(); + this.contents.clear(); + this.resetTextColor(); + for (var i = 0; i < 90; i++) { + var rect = this.itemRect(i); + rect.x += 3; + rect.width -= 6; + this.drawText(table[this._page][i], rect.x, rect.y, rect.width, 'center'); + } +}; + +Window_NameInput.prototype.updateCursor = function() { + var rect = this.itemRect(this._index); + this.setCursorRect(rect.x, rect.y, rect.width, rect.height); +}; + +Window_NameInput.prototype.isCursorMovable = function() { + return this.active; +}; + +Window_NameInput.prototype.cursorDown = function(wrap) { + if (this._index < 80 || wrap) { + this._index = (this._index + 10) % 90; + } +}; + +Window_NameInput.prototype.cursorUp = function(wrap) { + if (this._index >= 10 || wrap) { + this._index = (this._index + 80) % 90; + } +}; + +Window_NameInput.prototype.cursorRight = function(wrap) { + if (this._index % 10 < 9) { + this._index++; + } else if (wrap) { + this._index -= 9; + } +}; + +Window_NameInput.prototype.cursorLeft = function(wrap) { + if (this._index % 10 > 0) { + this._index--; + } else if (wrap) { + this._index += 9; + } +}; + +Window_NameInput.prototype.cursorPagedown = function() { + this._page = (this._page + 1) % this.table().length; + this.refresh(); +}; + +Window_NameInput.prototype.cursorPageup = function() { + this._page = (this._page + this.table().length - 1) % this.table().length; + this.refresh(); +}; + +Window_NameInput.prototype.processCursorMove = function() { + var lastPage = this._page; + Window_Selectable.prototype.processCursorMove.call(this); + this.updateCursor(); + if (this._page !== lastPage) { + SoundManager.playCursor(); + } +}; + +Window_NameInput.prototype.processHandling = function() { + if (this.isOpen() && this.active) { + if (Input.isTriggered('shift')) { + this.processJump(); + } + if (Input.isRepeated('cancel')) { + this.processBack(); + } + if (Input.isRepeated('ok')) { + this.processOk(); + } + } +}; + +Window_NameInput.prototype.isCancelEnabled = function() { + return true; +}; + +Window_NameInput.prototype.processCancel = function() { + this.processBack(); +}; + +Window_NameInput.prototype.processJump = function() { + if (this._index !== 89) { + this._index = 89; + SoundManager.playCursor(); + } +}; + +Window_NameInput.prototype.processBack = function() { + if (this._editWindow.back()) { + SoundManager.playCancel(); + } +}; + +Window_NameInput.prototype.processOk = function() { + if (this.character()) { + this.onNameAdd(); + } else if (this.isPageChange()) { + SoundManager.playOk(); + this.cursorPagedown(); + } else if (this.isOk()) { + this.onNameOk(); + } +}; + +Window_NameInput.prototype.onNameAdd = function() { + if (this._editWindow.add(this.character())) { + SoundManager.playOk(); + } else { + SoundManager.playBuzzer(); + } +}; + +Window_NameInput.prototype.onNameOk = function() { + if (this._editWindow.name() === '') { + if (this._editWindow.restoreDefault()) { + SoundManager.playOk(); + } else { + SoundManager.playBuzzer(); + } + } else { + SoundManager.playOk(); + this.callOkHandler(); + } +}; + +//----------------------------------------------------------------------------- +// Window_ChoiceList +// +// The window used for the event command [Show Choices]. + +function Window_ChoiceList() { + this.initialize.apply(this, arguments); +} + +Window_ChoiceList.prototype = Object.create(Window_Command.prototype); +Window_ChoiceList.prototype.constructor = Window_ChoiceList; + +Window_ChoiceList.prototype.initialize = function(messageWindow) { + this._messageWindow = messageWindow; + Window_Command.prototype.initialize.call(this, 0, 0); + this.openness = 0; + this.deactivate(); + this._background = 0; +}; + +Window_ChoiceList.prototype.start = function() { + this.updatePlacement(); + this.updateBackground(); + this.refresh(); + this.selectDefault(); + this.open(); + this.activate(); +}; + +Window_ChoiceList.prototype.selectDefault = function() { + this.select($gameMessage.choiceDefaultType()); +}; + +Window_ChoiceList.prototype.updatePlacement = function() { + var positionType = $gameMessage.choicePositionType(); + var messageY = this._messageWindow.y; + this.width = this.windowWidth(); + this.height = this.windowHeight(); + switch (positionType) { + case 0: + this.x = 0; + break; + case 1: + this.x = (Graphics.boxWidth - this.width) / 2; + break; + case 2: + this.x = Graphics.boxWidth - this.width; + break; + } + if (messageY >= Graphics.boxHeight / 2) { + this.y = messageY - this.height; + } else { + this.y = messageY + this._messageWindow.height; + } +}; + +Window_ChoiceList.prototype.updateBackground = function() { + this._background = $gameMessage.choiceBackground(); + this.setBackgroundType(this._background); +}; + +Window_ChoiceList.prototype.windowWidth = function() { + var width = this.maxChoiceWidth() + this.padding * 2; + return Math.min(width, Graphics.boxWidth); +}; + +Window_ChoiceList.prototype.numVisibleRows = function() { + var messageY = this._messageWindow.y; + var messageHeight = this._messageWindow.height; + var centerY = Graphics.boxHeight / 2; + var choices = $gameMessage.choices(); + var numLines = choices.length; + var maxLines = 8; + if (messageY < centerY && messageY + messageHeight > centerY) { + maxLines = 4; + } + if (numLines > maxLines) { + numLines = maxLines; + } + return numLines; +}; + +Window_ChoiceList.prototype.maxChoiceWidth = function() { + var maxWidth = 96; + var choices = $gameMessage.choices(); + for (var i = 0; i < choices.length; i++) { + var choiceWidth = this.textWidthEx(choices[i]) + this.textPadding() * 2; + if (maxWidth < choiceWidth) { + maxWidth = choiceWidth; + } + } + return maxWidth; +}; + +Window_ChoiceList.prototype.textWidthEx = function(text) { + return this.drawTextEx(text, 0, this.contents.height); +}; + +Window_ChoiceList.prototype.contentsHeight = function() { + return this.maxItems() * this.itemHeight(); +}; + +Window_ChoiceList.prototype.makeCommandList = function() { + var choices = $gameMessage.choices(); + for (var i = 0; i < choices.length; i++) { + this.addCommand(choices[i], 'choice'); + } +}; + +Window_ChoiceList.prototype.drawItem = function(index) { + var rect = this.itemRectForText(index); + this.drawTextEx(this.commandName(index), rect.x, rect.y); +}; + +Window_ChoiceList.prototype.isCancelEnabled = function() { + return $gameMessage.choiceCancelType() !== -1; +}; + +Window_ChoiceList.prototype.isOkTriggered = function() { + return Input.isTriggered('ok'); +}; + +Window_ChoiceList.prototype.callOkHandler = function() { + $gameMessage.onChoice(this.index()); + this._messageWindow.terminateMessage(); + this.close(); +}; + +Window_ChoiceList.prototype.callCancelHandler = function() { + $gameMessage.onChoice($gameMessage.choiceCancelType()); + this._messageWindow.terminateMessage(); + this.close(); +}; + +//----------------------------------------------------------------------------- +// Window_NumberInput +// +// The window used for the event command [Input Number]. + +function Window_NumberInput() { + this.initialize.apply(this, arguments); +} + +Window_NumberInput.prototype = Object.create(Window_Selectable.prototype); +Window_NumberInput.prototype.constructor = Window_NumberInput; + +Window_NumberInput.prototype.initialize = function(messageWindow) { + this._messageWindow = messageWindow; + Window_Selectable.prototype.initialize.call(this, 0, 0, 0, 0); + this._number = 0; + this._maxDigits = 1; + this.openness = 0; + this.createButtons(); + this.deactivate(); +}; + +Window_NumberInput.prototype.start = function() { + this._maxDigits = $gameMessage.numInputMaxDigits(); + this._number = $gameVariables.value($gameMessage.numInputVariableId()); + this._number = this._number.clamp(0, Math.pow(10, this._maxDigits) - 1); + this.updatePlacement(); + this.placeButtons(); + this.updateButtonsVisiblity(); + this.createContents(); + this.refresh(); + this.open(); + this.activate(); + this.select(0); +}; + +Window_NumberInput.prototype.updatePlacement = function() { + var messageY = this._messageWindow.y; + var spacing = 8; + this.width = this.windowWidth(); + this.height = this.windowHeight(); + this.x = (Graphics.boxWidth - this.width) / 2; + if (messageY >= Graphics.boxHeight / 2) { + this.y = messageY - this.height - spacing; + } else { + this.y = messageY + this._messageWindow.height + spacing; + } +}; + +Window_NumberInput.prototype.windowWidth = function() { + return this.maxCols() * this.itemWidth() + this.padding * 2; +}; + +Window_NumberInput.prototype.windowHeight = function() { + return this.fittingHeight(1); +}; + +Window_NumberInput.prototype.maxCols = function() { + return this._maxDigits; +}; + +Window_NumberInput.prototype.maxItems = function() { + return this._maxDigits; +}; + +Window_NumberInput.prototype.spacing = function() { + return 0; +}; + +Window_NumberInput.prototype.itemWidth = function() { + return 32; +}; + +Window_NumberInput.prototype.createButtons = function() { + var bitmap = ImageManager.loadSystem('ButtonSet'); + var buttonWidth = 48; + var buttonHeight = 48; + this._buttons = []; + for (var i = 0; i < 3; i++) { + var button = new Sprite_Button(); + var x = buttonWidth * [1, 2, 4][i]; + var w = buttonWidth * (i === 2 ? 2 : 1); + button.bitmap = bitmap; + button.setColdFrame(x, 0, w, buttonHeight); + button.setHotFrame(x, buttonHeight, w, buttonHeight); + button.visible = false; + this._buttons.push(button); + this.addChild(button); + } + this._buttons[0].setClickHandler(this.onButtonDown.bind(this)); + this._buttons[1].setClickHandler(this.onButtonUp.bind(this)); + this._buttons[2].setClickHandler(this.onButtonOk.bind(this)); +}; + +Window_NumberInput.prototype.placeButtons = function() { + var numButtons = this._buttons.length; + var spacing = 16; + var totalWidth = -spacing; + for (var i = 0; i < numButtons; i++) { + totalWidth += this._buttons[i].width + spacing; + } + var x = (this.width - totalWidth) / 2; + for (var j = 0; j < numButtons; j++) { + var button = this._buttons[j]; + button.x = x; + button.y = this.buttonY(); + x += button.width + spacing; + } +}; + +Window_NumberInput.prototype.updateButtonsVisiblity = function() { + if (TouchInput.date > Input.date) { + this.showButtons(); + } else { + this.hideButtons(); + } +}; + +Window_NumberInput.prototype.showButtons = function() { + for (var i = 0; i < this._buttons.length; i++) { + this._buttons[i].visible = true; + } +}; + +Window_NumberInput.prototype.hideButtons = function() { + for (var i = 0; i < this._buttons.length; i++) { + this._buttons[i].visible = false; + } +}; + +Window_NumberInput.prototype.buttonY = function() { + var spacing = 8; + if (this._messageWindow.y >= Graphics.boxHeight / 2) { + return 0 - this._buttons[0].height - spacing; + } else { + return this.height + spacing; + } +}; + +Window_NumberInput.prototype.update = function() { + Window_Selectable.prototype.update.call(this); + this.processDigitChange(); +}; + +Window_NumberInput.prototype.processDigitChange = function() { + if (this.isOpenAndActive()) { + if (Input.isRepeated('up')) { + this.changeDigit(true); + } else if (Input.isRepeated('down')) { + this.changeDigit(false); + } + } +}; + +Window_NumberInput.prototype.changeDigit = function(up) { + var index = this.index(); + var place = Math.pow(10, this._maxDigits - 1 - index); + var n = Math.floor(this._number / place) % 10; + this._number -= n * place; + if (up) { + n = (n + 1) % 10; + } else { + n = (n + 9) % 10; + } + this._number += n * place; + this.refresh(); + SoundManager.playCursor(); +}; + +Window_NumberInput.prototype.isTouchOkEnabled = function() { + return false; +}; + +Window_NumberInput.prototype.isOkEnabled = function() { + return true; +}; + +Window_NumberInput.prototype.isCancelEnabled = function() { + return false; +}; + +Window_NumberInput.prototype.isOkTriggered = function() { + return Input.isTriggered('ok'); +}; + +Window_NumberInput.prototype.processOk = function() { + SoundManager.playOk(); + $gameVariables.setValue($gameMessage.numInputVariableId(), this._number); + this._messageWindow.terminateMessage(); + this.updateInputData(); + this.deactivate(); + this.close(); +}; + +Window_NumberInput.prototype.drawItem = function(index) { + var rect = this.itemRect(index); + var align = 'center'; + var s = this._number.padZero(this._maxDigits); + var c = s.slice(index, index + 1); + this.resetTextColor(); + this.drawText(c, rect.x, rect.y, rect.width, align); +}; + +Window_NumberInput.prototype.onButtonUp = function() { + this.changeDigit(true); +}; + +Window_NumberInput.prototype.onButtonDown = function() { + this.changeDigit(false); +}; + +Window_NumberInput.prototype.onButtonOk = function() { + this.processOk(); + this.hideButtons(); +}; + +//----------------------------------------------------------------------------- +// Window_EventItem +// +// The window used for the event command [Select Item]. + +function Window_EventItem() { + this.initialize.apply(this, arguments); +} + +Window_EventItem.prototype = Object.create(Window_ItemList.prototype); +Window_EventItem.prototype.constructor = Window_EventItem; + +Window_EventItem.prototype.initialize = function(messageWindow) { + this._messageWindow = messageWindow; + var width = Graphics.boxWidth; + var height = this.windowHeight(); + Window_ItemList.prototype.initialize.call(this, 0, 0, width, height); + this.openness = 0; + this.deactivate(); + this.setHandler('ok', this.onOk.bind(this)); + this.setHandler('cancel', this.onCancel.bind(this)); +}; + +Window_EventItem.prototype.windowHeight = function() { + return this.fittingHeight(this.numVisibleRows()); +}; + +Window_EventItem.prototype.numVisibleRows = function() { + return 4; +}; + +Window_EventItem.prototype.start = function() { + this.refresh(); + this.updatePlacement(); + this.select(0); + this.open(); + this.activate(); +}; + +Window_EventItem.prototype.updatePlacement = function() { + if (this._messageWindow.y >= Graphics.boxHeight / 2) { + this.y = 0; + } else { + this.y = Graphics.boxHeight - this.height; + } +}; + +Window_EventItem.prototype.includes = function(item) { + var itypeId = $gameMessage.itemChoiceItypeId(); + return DataManager.isItem(item) && item.itypeId === itypeId; +}; + +Window_EventItem.prototype.isEnabled = function(item) { + return true; +}; + +Window_EventItem.prototype.onOk = function() { + var item = this.item(); + var itemId = item ? item.id : 0; + $gameVariables.setValue($gameMessage.itemChoiceVariableId(), itemId); + this._messageWindow.terminateMessage(); + this.close(); +}; + +Window_EventItem.prototype.onCancel = function() { + $gameVariables.setValue($gameMessage.itemChoiceVariableId(), 0); + this._messageWindow.terminateMessage(); + this.close(); +}; + +//----------------------------------------------------------------------------- +// Window_Message +// +// The window for displaying text messages. + +function Window_Message() { + this.initialize.apply(this, arguments); +} + +Window_Message.prototype = Object.create(Window_Base.prototype); +Window_Message.prototype.constructor = Window_Message; + +Window_Message.prototype.initialize = function() { + var width = this.windowWidth(); + var height = this.windowHeight(); + var x = (Graphics.boxWidth - width) / 2; + Window_Base.prototype.initialize.call(this, x, 0, width, height); + this.openness = 0; + this.initMembers(); + this.createSubWindows(); + this.updatePlacement(); +}; + +Window_Message.prototype.initMembers = function() { + this._imageReservationId = Utils.generateRuntimeId(); + this._background = 0; + this._positionType = 2; + this._waitCount = 0; + this._faceBitmap = null; + this._textState = null; + this.clearFlags(); +}; + +Window_Message.prototype.subWindows = function() { + return [this._goldWindow, this._choiceWindow, + this._numberWindow, this._itemWindow]; +}; + +Window_Message.prototype.createSubWindows = function() { + this._goldWindow = new Window_Gold(0, 0); + this._goldWindow.x = Graphics.boxWidth - this._goldWindow.width; + this._goldWindow.openness = 0; + this._choiceWindow = new Window_ChoiceList(this); + this._numberWindow = new Window_NumberInput(this); + this._itemWindow = new Window_EventItem(this); +}; + +Window_Message.prototype.windowWidth = function() { + return Graphics.boxWidth; +}; + +Window_Message.prototype.windowHeight = function() { + return this.fittingHeight(this.numVisibleRows()); +}; + +Window_Message.prototype.clearFlags = function() { + this._showFast = false; + this._lineShowFast = false; + this._pauseSkip = false; +}; + +Window_Message.prototype.numVisibleRows = function() { + return 4; +}; + +Window_Message.prototype.update = function() { + this.checkToNotClose(); + Window_Base.prototype.update.call(this); + while (!this.isOpening() && !this.isClosing()) { + if (this.updateWait()) { + return; + } else if (this.updateLoading()) { + return; + } else if (this.updateInput()) { + return; + } else if (this.updateMessage()) { + return; + } else if (this.canStart()) { + this.startMessage(); + } else { + this.startInput(); + return; + } + } +}; + +Window_Message.prototype.checkToNotClose = function() { + if (this.isClosing() && this.isOpen()) { + if (this.doesContinue()) { + this.open(); + } + } +}; + +Window_Message.prototype.canStart = function() { + return $gameMessage.hasText() && !$gameMessage.scrollMode(); +}; + +Window_Message.prototype.startMessage = function() { + this._textState = {}; + this._textState.index = 0; + this._textState.text = this.convertEscapeCharacters($gameMessage.allText()); + this.newPage(this._textState); + this.updatePlacement(); + this.updateBackground(); + this.open(); +}; + +Window_Message.prototype.updatePlacement = function() { + this._positionType = $gameMessage.positionType(); + this.y = this._positionType * (Graphics.boxHeight - this.height) / 2; + this._goldWindow.y = this.y > 0 ? 0 : Graphics.boxHeight - this._goldWindow.height; + this.x = 0; +}; + +Window_Message.prototype.updateBackground = function() { + this._background = $gameMessage.background(); + this.setBackgroundType(this._background); +}; + +Window_Message.prototype.terminateMessage = function() { + this.close(); + this._goldWindow.close(); + $gameMessage.clear(); +}; + +Window_Message.prototype.updateWait = function() { + if (this._waitCount > 0) { + this._waitCount--; + return true; + } else { + return false; + } +}; + +Window_Message.prototype.updateLoading = function() { + if (this._faceBitmap) { + if (this._faceBitmap.isReady()) { + this.drawMessageFace(); + this._faceBitmap = null; + return false; + } else { + return true; + } + } else { + return false; + } +}; + +Window_Message.prototype.updateInput = function() { + if (this.isAnySubWindowActive()) { + return true; + } + if (this.pause) { + if (this.isTriggered()) { + Input.update(); + this.pause = false; + if (!this._textState) { + this.terminateMessage(); + } + } + return true; + } + return false; +}; + +Window_Message.prototype.isAnySubWindowActive = function() { + return (this._choiceWindow.active || + this._numberWindow.active || + this._itemWindow.active); +}; + +Window_Message.prototype.updateMessage = function() { + if (this._textState) { + while (!this.isEndOfText(this._textState)) { + if (this.needsNewPage(this._textState)) { + this.newPage(this._textState); + } + this.updateShowFast(); + this.processCharacter(this._textState); + if (!this._showFast && !this._lineShowFast) { + break; + } + if (this.pause || this._waitCount > 0) { + break; + } + } + if (this.isEndOfText(this._textState)) { + this.onEndOfText(); + } + return true; + } else { + return false; + } +}; + +Window_Message.prototype.onEndOfText = function() { + if (!this.startInput()) { + if (!this._pauseSkip) { + this.startPause(); + } else { + this.terminateMessage(); + } + } + this._textState = null; +}; + +Window_Message.prototype.startInput = function() { + if ($gameMessage.isChoice()) { + this._choiceWindow.start(); + return true; + } else if ($gameMessage.isNumberInput()) { + this._numberWindow.start(); + return true; + } else if ($gameMessage.isItemChoice()) { + this._itemWindow.start(); + return true; + } else { + return false; + } +}; + +Window_Message.prototype.isTriggered = function() { + return (Input.isRepeated('ok') || Input.isRepeated('cancel') || + TouchInput.isRepeated()); +}; + +Window_Message.prototype.doesContinue = function() { + return ($gameMessage.hasText() && !$gameMessage.scrollMode() && + !this.areSettingsChanged()); +}; + +Window_Message.prototype.areSettingsChanged = function() { + return (this._background !== $gameMessage.background() || + this._positionType !== $gameMessage.positionType()); +}; + +Window_Message.prototype.updateShowFast = function() { + if (this.isTriggered()) { + this._showFast = true; + } +}; + +Window_Message.prototype.newPage = function(textState) { + this.contents.clear(); + this.resetFontSettings(); + this.clearFlags(); + this.loadMessageFace(); + textState.x = this.newLineX(); + textState.y = 0; + textState.left = this.newLineX(); + textState.height = this.calcTextHeight(textState, false); +}; + +Window_Message.prototype.loadMessageFace = function() { + this._faceBitmap = ImageManager.reserveFace($gameMessage.faceName(), 0, this._imageReservationId); +}; + +Window_Message.prototype.drawMessageFace = function() { + this.drawFace($gameMessage.faceName(), $gameMessage.faceIndex(), 0, 0); + ImageManager.releaseReservation(this._imageReservationId); +}; + +Window_Message.prototype.newLineX = function() { + return $gameMessage.faceName() === '' ? 0 : 168; +}; + +Window_Message.prototype.processNewLine = function(textState) { + this._lineShowFast = false; + Window_Base.prototype.processNewLine.call(this, textState); + if (this.needsNewPage(textState)) { + this.startPause(); + } +}; + +Window_Message.prototype.processNewPage = function(textState) { + Window_Base.prototype.processNewPage.call(this, textState); + if (textState.text[textState.index] === '\n') { + textState.index++; + } + textState.y = this.contents.height; + this.startPause(); +}; + +Window_Message.prototype.isEndOfText = function(textState) { + return textState.index >= textState.text.length; +}; + +Window_Message.prototype.needsNewPage = function(textState) { + return (!this.isEndOfText(textState) && + textState.y + textState.height > this.contents.height); +}; + +Window_Message.prototype.processEscapeCharacter = function(code, textState) { + switch (code) { + case '$': + this._goldWindow.open(); + break; + case '.': + this.startWait(15); + break; + case '|': + this.startWait(60); + break; + case '!': + this.startPause(); + break; + case '>': + this._lineShowFast = true; + break; + case '<': + this._lineShowFast = false; + break; + case '^': + this._pauseSkip = true; + break; + default: + Window_Base.prototype.processEscapeCharacter.call(this, code, textState); + break; + } +}; + +Window_Message.prototype.startWait = function(count) { + this._waitCount = count; +}; + +Window_Message.prototype.startPause = function() { + this.startWait(10); + this.pause = true; +}; + +//----------------------------------------------------------------------------- +// Window_ScrollText +// +// The window for displaying scrolling text. No frame is displayed, but it +// is handled as a window for convenience. + +function Window_ScrollText() { + this.initialize.apply(this, arguments); +} + +Window_ScrollText.prototype = Object.create(Window_Base.prototype); +Window_ScrollText.prototype.constructor = Window_ScrollText; + +Window_ScrollText.prototype.initialize = function() { + var width = Graphics.boxWidth; + var height = Graphics.boxHeight; + Window_Base.prototype.initialize.call(this, 0, 0, width, height); + this.opacity = 0; + this.hide(); + this._text = ''; + this._allTextHeight = 0; +}; + +Window_ScrollText.prototype.update = function() { + Window_Base.prototype.update.call(this); + if ($gameMessage.scrollMode()) { + if (this._text) { + this.updateMessage(); + } + if (!this._text && $gameMessage.hasText()) { + this.startMessage(); + } + } +}; + +Window_ScrollText.prototype.startMessage = function() { + this._text = $gameMessage.allText(); + this.refresh(); + this.show(); +}; + +Window_ScrollText.prototype.refresh = function() { + var textState = { index: 0 }; + textState.text = this.convertEscapeCharacters(this._text); + this.resetFontSettings(); + this._allTextHeight = this.calcTextHeight(textState, true); + this.createContents(); + this.origin.y = -this.height; + this.drawTextEx(this._text, this.textPadding(), 1); +}; + +Window_ScrollText.prototype.contentsHeight = function() { + return Math.max(this._allTextHeight, 1); +}; + +Window_ScrollText.prototype.updateMessage = function() { + this.origin.y += this.scrollSpeed(); + if (this.origin.y >= this.contents.height) { + this.terminateMessage(); + } +}; + +Window_ScrollText.prototype.scrollSpeed = function() { + var speed = $gameMessage.scrollSpeed() / 2; + if (this.isFastForward()) { + speed *= this.fastForwardRate(); + } + return speed; +}; + +Window_ScrollText.prototype.isFastForward = function() { + if ($gameMessage.scrollNoFast()) { + return false; + } else { + return (Input.isPressed('ok') || Input.isPressed('shift') || + TouchInput.isPressed()); + } +}; + +Window_ScrollText.prototype.fastForwardRate = function() { + return 3; +}; + +Window_ScrollText.prototype.terminateMessage = function() { + this._text = null; + $gameMessage.clear(); + this.hide(); +}; + +//----------------------------------------------------------------------------- +// Window_MapName +// +// The window for displaying the map name on the map screen. + +function Window_MapName() { + this.initialize.apply(this, arguments); +} + +Window_MapName.prototype = Object.create(Window_Base.prototype); +Window_MapName.prototype.constructor = Window_MapName; + +Window_MapName.prototype.initialize = function() { + var wight = this.windowWidth(); + var height = this.windowHeight(); + Window_Base.prototype.initialize.call(this, 0, 0, wight, height); + this.opacity = 0; + this.contentsOpacity = 0; + this._showCount = 0; + this.refresh(); +}; + +Window_MapName.prototype.windowWidth = function() { + return 360; +}; + +Window_MapName.prototype.windowHeight = function() { + return this.fittingHeight(1); +}; + +Window_MapName.prototype.update = function() { + Window_Base.prototype.update.call(this); + if (this._showCount > 0 && $gameMap.isNameDisplayEnabled()) { + this.updateFadeIn(); + this._showCount--; + } else { + this.updateFadeOut(); + } +}; + +Window_MapName.prototype.updateFadeIn = function() { + this.contentsOpacity += 16; +}; + +Window_MapName.prototype.updateFadeOut = function() { + this.contentsOpacity -= 16; +}; + +Window_MapName.prototype.open = function() { + this.refresh(); + this._showCount = 150; +}; + +Window_MapName.prototype.close = function() { + this._showCount = 0; +}; + +Window_MapName.prototype.refresh = function() { + this.contents.clear(); + if ($gameMap.displayName()) { + var width = this.contentsWidth(); + this.drawBackground(0, 0, width, this.lineHeight()); + this.drawText($gameMap.displayName(), 0, 0, width, 'center'); + } +}; + +Window_MapName.prototype.drawBackground = function(x, y, width, height) { + var color1 = this.dimColor1(); + var color2 = this.dimColor2(); + this.contents.gradientFillRect(x, y, width / 2, height, color2, color1); + this.contents.gradientFillRect(x + width / 2, y, width / 2, height, color1, color2); +}; + +//----------------------------------------------------------------------------- +// Window_BattleLog +// +// The window for displaying battle progress. No frame is displayed, but it is +// handled as a window for convenience. + +function Window_BattleLog() { + this.initialize.apply(this, arguments); +} + +Window_BattleLog.prototype = Object.create(Window_Selectable.prototype); +Window_BattleLog.prototype.constructor = Window_BattleLog; + +Window_BattleLog.prototype.initialize = function() { + var width = this.windowWidth(); + var height = this.windowHeight(); + Window_Selectable.prototype.initialize.call(this, 0, 0, width, height); + this.opacity = 0; + this._lines = []; + this._methods = []; + this._waitCount = 0; + this._waitMode = ''; + this._baseLineStack = []; + this._spriteset = null; + this.createBackBitmap(); + this.createBackSprite(); + this.refresh(); +}; + +Window_BattleLog.prototype.setSpriteset = function(spriteset) { + this._spriteset = spriteset; +}; + +Window_BattleLog.prototype.windowWidth = function() { + return Graphics.boxWidth; +}; + +Window_BattleLog.prototype.windowHeight = function() { + return this.fittingHeight(this.maxLines()); +}; + +Window_BattleLog.prototype.maxLines = function() { + return 10; +}; + +Window_BattleLog.prototype.createBackBitmap = function() { + this._backBitmap = new Bitmap(this.width, this.height); +}; + +Window_BattleLog.prototype.createBackSprite = function() { + this._backSprite = new Sprite(); + this._backSprite.bitmap = this._backBitmap; + this._backSprite.y = this.y; + this.addChildToBack(this._backSprite); +}; + +Window_BattleLog.prototype.numLines = function() { + return this._lines.length; +}; + +Window_BattleLog.prototype.messageSpeed = function() { + return 16; +}; + +Window_BattleLog.prototype.isBusy = function() { + return this._waitCount > 0 || this._waitMode || this._methods.length > 0; +}; + +Window_BattleLog.prototype.update = function() { + if (!this.updateWait()) { + this.callNextMethod(); + } +}; + +Window_BattleLog.prototype.updateWait = function() { + return this.updateWaitCount() || this.updateWaitMode(); +}; + +Window_BattleLog.prototype.updateWaitCount = function() { + if (this._waitCount > 0) { + this._waitCount -= this.isFastForward() ? 3 : 1; + if (this._waitCount < 0) { + this._waitCount = 0; + } + return true; + } + return false; +}; + +Window_BattleLog.prototype.updateWaitMode = function() { + var waiting = false; + switch (this._waitMode) { + case 'effect': + waiting = this._spriteset.isEffecting(); + break; + case 'movement': + waiting = this._spriteset.isAnyoneMoving(); + break; + } + if (!waiting) { + this._waitMode = ''; + } + return waiting; +}; + +Window_BattleLog.prototype.setWaitMode = function(waitMode) { + this._waitMode = waitMode; +}; + +Window_BattleLog.prototype.callNextMethod = function() { + if (this._methods.length > 0) { + var method = this._methods.shift(); + if (method.name && this[method.name]) { + this[method.name].apply(this, method.params); + } else { + throw new Error('Method not found: ' + method.name); + } + } +}; + +Window_BattleLog.prototype.isFastForward = function() { + return (Input.isLongPressed('ok') || Input.isPressed('shift') || + TouchInput.isLongPressed()); +}; + +Window_BattleLog.prototype.push = function(methodName) { + var methodArgs = Array.prototype.slice.call(arguments, 1); + this._methods.push({ name: methodName, params: methodArgs }); +}; + +Window_BattleLog.prototype.clear = function() { + this._lines = []; + this._baseLineStack = []; + this.refresh(); +}; + +Window_BattleLog.prototype.wait = function() { + this._waitCount = this.messageSpeed(); +}; + +Window_BattleLog.prototype.waitForEffect = function() { + this.setWaitMode('effect'); +}; + +Window_BattleLog.prototype.waitForMovement = function() { + this.setWaitMode('movement'); +}; + +Window_BattleLog.prototype.addText = function(text) { + this._lines.push(text); + this.refresh(); + this.wait(); +}; + +Window_BattleLog.prototype.pushBaseLine = function() { + this._baseLineStack.push(this._lines.length); +}; + +Window_BattleLog.prototype.popBaseLine = function() { + var baseLine = this._baseLineStack.pop(); + while (this._lines.length > baseLine) { + this._lines.pop(); + } +}; + +Window_BattleLog.prototype.waitForNewLine = function() { + var baseLine = 0; + if (this._baseLineStack.length > 0) { + baseLine = this._baseLineStack[this._baseLineStack.length - 1]; + } + if (this._lines.length > baseLine) { + this.wait(); + } +}; + +Window_BattleLog.prototype.popupDamage = function(target) { + target.startDamagePopup(); +}; + +Window_BattleLog.prototype.performActionStart = function(subject, action) { + subject.performActionStart(action); +}; + +Window_BattleLog.prototype.performAction = function(subject, action) { + subject.performAction(action); +}; + +Window_BattleLog.prototype.performActionEnd = function(subject) { + subject.performActionEnd(); +}; + +Window_BattleLog.prototype.performDamage = function(target) { + target.performDamage(); +}; + +Window_BattleLog.prototype.performMiss = function(target) { + target.performMiss(); +}; + +Window_BattleLog.prototype.performRecovery = function(target) { + target.performRecovery(); +}; + +Window_BattleLog.prototype.performEvasion = function(target) { + target.performEvasion(); +}; + +Window_BattleLog.prototype.performMagicEvasion = function(target) { + target.performMagicEvasion(); +}; + +Window_BattleLog.prototype.performCounter = function(target) { + target.performCounter(); +}; + +Window_BattleLog.prototype.performReflection = function(target) { + target.performReflection(); +}; + +Window_BattleLog.prototype.performSubstitute = function(substitute, target) { + substitute.performSubstitute(target); +}; + +Window_BattleLog.prototype.performCollapse = function(target) { + target.performCollapse(); +}; + +Window_BattleLog.prototype.showAnimation = function(subject, targets, animationId) { + if (animationId < 0) { + this.showAttackAnimation(subject, targets); + } else { + this.showNormalAnimation(targets, animationId); + } +}; + +Window_BattleLog.prototype.showAttackAnimation = function(subject, targets) { + if (subject.isActor()) { + this.showActorAttackAnimation(subject, targets); + } else { + this.showEnemyAttackAnimation(subject, targets); + } +}; + +Window_BattleLog.prototype.showActorAttackAnimation = function(subject, targets) { + this.showNormalAnimation(targets, subject.attackAnimationId1(), false); + this.showNormalAnimation(targets, subject.attackAnimationId2(), true); +}; + +Window_BattleLog.prototype.showEnemyAttackAnimation = function(subject, targets) { + SoundManager.playEnemyAttack(); +}; + +Window_BattleLog.prototype.showNormalAnimation = function(targets, animationId, mirror) { + var animation = $dataAnimations[animationId]; + if (animation) { + var delay = this.animationBaseDelay(); + var nextDelay = this.animationNextDelay(); + targets.forEach(function(target) { + target.startAnimation(animationId, mirror, delay); + delay += nextDelay; + }); + } +}; + +Window_BattleLog.prototype.animationBaseDelay = function() { + return 8; +}; + +Window_BattleLog.prototype.animationNextDelay = function() { + return 12; +}; + +Window_BattleLog.prototype.refresh = function() { + this.drawBackground(); + this.contents.clear(); + for (var i = 0; i < this._lines.length; i++) { + this.drawLineText(i); + } +}; + +Window_BattleLog.prototype.drawBackground = function() { + var rect = this.backRect(); + var color = this.backColor(); + this._backBitmap.clear(); + this._backBitmap.paintOpacity = this.backPaintOpacity(); + this._backBitmap.fillRect(rect.x, rect.y, rect.width, rect.height, color); + this._backBitmap.paintOpacity = 255; +}; + +Window_BattleLog.prototype.backRect = function() { + return { + x: 0, + y: this.padding, + width: this.width, + height: this.numLines() * this.lineHeight() + }; +}; + +Window_BattleLog.prototype.backColor = function() { + return '#000000'; +}; + +Window_BattleLog.prototype.backPaintOpacity = function() { + return 64; +}; + +Window_BattleLog.prototype.drawLineText = function(index) { + var rect = this.itemRectForText(index); + this.contents.clearRect(rect.x, rect.y, rect.width, rect.height); + this.drawTextEx(this._lines[index], rect.x, rect.y, rect.width); +}; + +Window_BattleLog.prototype.startTurn = function() { + this.push('wait'); +}; + +Window_BattleLog.prototype.startAction = function(subject, action, targets) { + var item = action.item(); + this.push('performActionStart', subject, action); + this.push('waitForMovement'); + this.push('performAction', subject, action); + this.push('showAnimation', subject, targets.clone(), item.animationId); + this.displayAction(subject, item); +}; + +Window_BattleLog.prototype.endAction = function(subject) { + this.push('waitForNewLine'); + this.push('clear'); + this.push('performActionEnd', subject); +}; + +Window_BattleLog.prototype.displayCurrentState = function(subject) { + var stateText = subject.mostImportantStateText(); + if (stateText) { + this.push('addText', subject.name() + stateText); + this.push('wait'); + this.push('clear'); + } +}; + +Window_BattleLog.prototype.displayRegeneration = function(subject) { + this.push('popupDamage', subject); +}; + +Window_BattleLog.prototype.displayAction = function(subject, item) { + var numMethods = this._methods.length; + if (DataManager.isSkill(item)) { + if (item.message1) { + this.push('addText', subject.name() + item.message1.format(item.name)); + } + if (item.message2) { + this.push('addText', item.message2.format(item.name)); + } + } else { + this.push('addText', TextManager.useItem.format(subject.name(), item.name)); + } + if (this._methods.length === numMethods) { + this.push('wait'); + } +}; + +Window_BattleLog.prototype.displayCounter = function(target) { + this.push('performCounter', target); + this.push('addText', TextManager.counterAttack.format(target.name())); +}; + +Window_BattleLog.prototype.displayReflection = function(target) { + this.push('performReflection', target); + this.push('addText', TextManager.magicReflection.format(target.name())); +}; + +Window_BattleLog.prototype.displaySubstitute = function(substitute, target) { + var substName = substitute.name(); + this.push('performSubstitute', substitute, target); + this.push('addText', TextManager.substitute.format(substName, target.name())); +}; + +Window_BattleLog.prototype.displayActionResults = function(subject, target) { + if (target.result().used) { + this.push('pushBaseLine'); + this.displayCritical(target); + this.push('popupDamage', target); + this.push('popupDamage', subject); + this.displayDamage(target); + this.displayAffectedStatus(target); + this.displayFailure(target); + this.push('waitForNewLine'); + this.push('popBaseLine'); + } +}; + +Window_BattleLog.prototype.displayFailure = function(target) { + if (target.result().isHit() && !target.result().success) { + this.push('addText', TextManager.actionFailure.format(target.name())); + } +}; + +Window_BattleLog.prototype.displayCritical = function(target) { + if (target.result().critical) { + if (target.isActor()) { + this.push('addText', TextManager.criticalToActor); + } else { + this.push('addText', TextManager.criticalToEnemy); + } + } +}; + +Window_BattleLog.prototype.displayDamage = function(target) { + if (target.result().missed) { + this.displayMiss(target); + } else if (target.result().evaded) { + this.displayEvasion(target); + } else { + this.displayHpDamage(target); + this.displayMpDamage(target); + this.displayTpDamage(target); + } +}; + +Window_BattleLog.prototype.displayMiss = function(target) { + var fmt; + if (target.result().physical) { + fmt = target.isActor() ? TextManager.actorNoHit : TextManager.enemyNoHit; + this.push('performMiss', target); + } else { + fmt = TextManager.actionFailure; + } + this.push('addText', fmt.format(target.name())); +}; + +Window_BattleLog.prototype.displayEvasion = function(target) { + var fmt; + if (target.result().physical) { + fmt = TextManager.evasion; + this.push('performEvasion', target); + } else { + fmt = TextManager.magicEvasion; + this.push('performMagicEvasion', target); + } + this.push('addText', fmt.format(target.name())); +}; + +Window_BattleLog.prototype.displayHpDamage = function(target) { + if (target.result().hpAffected) { + if (target.result().hpDamage > 0 && !target.result().drain) { + this.push('performDamage', target); + } + if (target.result().hpDamage < 0) { + this.push('performRecovery', target); + } + this.push('addText', this.makeHpDamageText(target)); + } +}; + +Window_BattleLog.prototype.displayMpDamage = function(target) { + if (target.isAlive() && target.result().mpDamage !== 0) { + if (target.result().mpDamage < 0) { + this.push('performRecovery', target); + } + this.push('addText', this.makeMpDamageText(target)); + } +}; + +Window_BattleLog.prototype.displayTpDamage = function(target) { + if (target.isAlive() && target.result().tpDamage !== 0) { + if (target.result().tpDamage < 0) { + this.push('performRecovery', target); + } + this.push('addText', this.makeTpDamageText(target)); + } +}; + +Window_BattleLog.prototype.displayAffectedStatus = function(target) { + if (target.result().isStatusAffected()) { + this.push('pushBaseLine'); + this.displayChangedStates(target); + this.displayChangedBuffs(target); + this.push('waitForNewLine'); + this.push('popBaseLine'); + } +}; + +Window_BattleLog.prototype.displayAutoAffectedStatus = function(target) { + if (target.result().isStatusAffected()) { + this.displayAffectedStatus(target, null); + this.push('clear'); + } +}; + +Window_BattleLog.prototype.displayChangedStates = function(target) { + this.displayAddedStates(target); + this.displayRemovedStates(target); +}; + +Window_BattleLog.prototype.displayAddedStates = function(target) { + target.result().addedStateObjects().forEach(function(state) { + var stateMsg = target.isActor() ? state.message1 : state.message2; + if (state.id === target.deathStateId()) { + this.push('performCollapse', target); + } + if (stateMsg) { + this.push('popBaseLine'); + this.push('pushBaseLine'); + this.push('addText', target.name() + stateMsg); + this.push('waitForEffect'); + } + }, this); +}; + +Window_BattleLog.prototype.displayRemovedStates = function(target) { + target.result().removedStateObjects().forEach(function(state) { + if (state.message4) { + this.push('popBaseLine'); + this.push('pushBaseLine'); + this.push('addText', target.name() + state.message4); + } + }, this); +}; + +Window_BattleLog.prototype.displayChangedBuffs = function(target) { + var result = target.result(); + this.displayBuffs(target, result.addedBuffs, TextManager.buffAdd); + this.displayBuffs(target, result.addedDebuffs, TextManager.debuffAdd); + this.displayBuffs(target, result.removedBuffs, TextManager.buffRemove); +}; + +Window_BattleLog.prototype.displayBuffs = function(target, buffs, fmt) { + buffs.forEach(function(paramId) { + this.push('popBaseLine'); + this.push('pushBaseLine'); + this.push('addText', fmt.format(target.name(), TextManager.param(paramId))); + }, this); +}; + +Window_BattleLog.prototype.makeHpDamageText = function(target) { + var result = target.result(); + var damage = result.hpDamage; + var isActor = target.isActor(); + var fmt; + if (damage > 0 && result.drain) { + fmt = isActor ? TextManager.actorDrain : TextManager.enemyDrain; + return fmt.format(target.name(), TextManager.hp, damage); + } else if (damage > 0) { + fmt = isActor ? TextManager.actorDamage : TextManager.enemyDamage; + return fmt.format(target.name(), damage); + } else if (damage < 0) { + fmt = isActor ? TextManager.actorRecovery : TextManager.enemyRecovery; + return fmt.format(target.name(), TextManager.hp, -damage); + } else { + fmt = isActor ? TextManager.actorNoDamage : TextManager.enemyNoDamage; + return fmt.format(target.name()); + } +}; + +Window_BattleLog.prototype.makeMpDamageText = function(target) { + var result = target.result(); + var damage = result.mpDamage; + var isActor = target.isActor(); + var fmt; + if (damage > 0 && result.drain) { + fmt = isActor ? TextManager.actorDrain : TextManager.enemyDrain; + return fmt.format(target.name(), TextManager.mp, damage); + } else if (damage > 0) { + fmt = isActor ? TextManager.actorLoss : TextManager.enemyLoss; + return fmt.format(target.name(), TextManager.mp, damage); + } else if (damage < 0) { + fmt = isActor ? TextManager.actorRecovery : TextManager.enemyRecovery; + return fmt.format(target.name(), TextManager.mp, -damage); + } else { + return ''; + } +}; + +Window_BattleLog.prototype.makeTpDamageText = function(target) { + var result = target.result(); + var damage = result.tpDamage; + var isActor = target.isActor(); + var fmt; + if (damage > 0) { + fmt = isActor ? TextManager.actorLoss : TextManager.enemyLoss; + return fmt.format(target.name(), TextManager.tp, damage); + } else if (damage < 0) { + fmt = isActor ? TextManager.actorGain : TextManager.enemyGain; + return fmt.format(target.name(), TextManager.tp, -damage); + } else { + return ''; + } +}; + +//----------------------------------------------------------------------------- +// Window_PartyCommand +// +// The window for selecting whether to fight or escape on the battle screen. + +function Window_PartyCommand() { + this.initialize.apply(this, arguments); +} + +Window_PartyCommand.prototype = Object.create(Window_Command.prototype); +Window_PartyCommand.prototype.constructor = Window_PartyCommand; + +Window_PartyCommand.prototype.initialize = function() { + var y = Graphics.boxHeight - this.windowHeight(); + Window_Command.prototype.initialize.call(this, 0, y); + this.openness = 0; + this.deactivate(); +}; + +Window_PartyCommand.prototype.windowWidth = function() { + return 192; +}; + +Window_PartyCommand.prototype.numVisibleRows = function() { + return 4; +}; + +Window_PartyCommand.prototype.makeCommandList = function() { + this.addCommand(TextManager.fight, 'fight'); + this.addCommand(TextManager.escape, 'escape', BattleManager.canEscape()); +}; + +Window_PartyCommand.prototype.setup = function() { + this.clearCommandList(); + this.makeCommandList(); + this.refresh(); + this.select(0); + this.activate(); + this.open(); +}; + +//----------------------------------------------------------------------------- +// Window_ActorCommand +// +// The window for selecting an actor's action on the battle screen. + +function Window_ActorCommand() { + this.initialize.apply(this, arguments); +} + +Window_ActorCommand.prototype = Object.create(Window_Command.prototype); +Window_ActorCommand.prototype.constructor = Window_ActorCommand; + +Window_ActorCommand.prototype.initialize = function() { + var y = Graphics.boxHeight - this.windowHeight(); + Window_Command.prototype.initialize.call(this, 0, y); + this.openness = 0; + this.deactivate(); + this._actor = null; +}; + +Window_ActorCommand.prototype.windowWidth = function() { + return 192; +}; + +Window_ActorCommand.prototype.numVisibleRows = function() { + return 4; +}; + +Window_ActorCommand.prototype.makeCommandList = function() { + if (this._actor) { + this.addAttackCommand(); + this.addSkillCommands(); + this.addGuardCommand(); + this.addItemCommand(); + } +}; + +Window_ActorCommand.prototype.addAttackCommand = function() { + this.addCommand(TextManager.attack, 'attack', this._actor.canAttack()); +}; + +Window_ActorCommand.prototype.addSkillCommands = function() { + var skillTypes = this._actor.addedSkillTypes(); + skillTypes.sort(function(a, b) { + return a - b; + }); + skillTypes.forEach(function(stypeId) { + var name = $dataSystem.skillTypes[stypeId]; + this.addCommand(name, 'skill', true, stypeId); + }, this); +}; + +Window_ActorCommand.prototype.addGuardCommand = function() { + this.addCommand(TextManager.guard, 'guard', this._actor.canGuard()); +}; + +Window_ActorCommand.prototype.addItemCommand = function() { + this.addCommand(TextManager.item, 'item'); +}; + +Window_ActorCommand.prototype.setup = function(actor) { + this._actor = actor; + this.clearCommandList(); + this.makeCommandList(); + this.refresh(); + this.selectLast(); + this.activate(); + this.open(); +}; + +Window_ActorCommand.prototype.processOk = function() { + if (this._actor) { + if (ConfigManager.commandRemember) { + this._actor.setLastCommandSymbol(this.currentSymbol()); + } else { + this._actor.setLastCommandSymbol(''); + } + } + Window_Command.prototype.processOk.call(this); +}; + +Window_ActorCommand.prototype.selectLast = function() { + this.select(0); + if (this._actor && ConfigManager.commandRemember) { + var symbol = this._actor.lastCommandSymbol(); + this.selectSymbol(symbol); + if (symbol === 'skill') { + var skill = this._actor.lastBattleSkill(); + if (skill) { + this.selectExt(skill.stypeId); + } + } + } +}; + +//----------------------------------------------------------------------------- +// Window_BattleStatus +// +// The window for displaying the status of party members on the battle screen. + +function Window_BattleStatus() { + this.initialize.apply(this, arguments); +} + +Window_BattleStatus.prototype = Object.create(Window_Selectable.prototype); +Window_BattleStatus.prototype.constructor = Window_BattleStatus; + +Window_BattleStatus.prototype.initialize = function() { + var width = this.windowWidth(); + var height = this.windowHeight(); + var x = Graphics.boxWidth - width; + var y = Graphics.boxHeight - height; + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this.refresh(); + this.openness = 0; +}; + +Window_BattleStatus.prototype.windowWidth = function() { + return Graphics.boxWidth - 192; +}; + +Window_BattleStatus.prototype.windowHeight = function() { + return this.fittingHeight(this.numVisibleRows()); +}; + +Window_BattleStatus.prototype.numVisibleRows = function() { + return 4; +}; + +Window_BattleStatus.prototype.maxItems = function() { + return $gameParty.battleMembers().length; +}; + +Window_BattleStatus.prototype.refresh = function() { + this.contents.clear(); + this.drawAllItems(); +}; + +Window_BattleStatus.prototype.drawItem = function(index) { + var actor = $gameParty.battleMembers()[index]; + this.drawBasicArea(this.basicAreaRect(index), actor); + this.drawGaugeArea(this.gaugeAreaRect(index), actor); +}; + +Window_BattleStatus.prototype.basicAreaRect = function(index) { + var rect = this.itemRectForText(index); + rect.width -= this.gaugeAreaWidth() + 15; + return rect; +}; + +Window_BattleStatus.prototype.gaugeAreaRect = function(index) { + var rect = this.itemRectForText(index); + rect.x += rect.width - this.gaugeAreaWidth(); + rect.width = this.gaugeAreaWidth(); + return rect; +}; + +Window_BattleStatus.prototype.gaugeAreaWidth = function() { + return 330; +}; + +Window_BattleStatus.prototype.drawBasicArea = function(rect, actor) { + this.drawActorName(actor, rect.x + 0, rect.y, 150); + this.drawActorIcons(actor, rect.x + 156, rect.y, rect.width - 156); +}; + +Window_BattleStatus.prototype.drawGaugeArea = function(rect, actor) { + if ($dataSystem.optDisplayTp) { + this.drawGaugeAreaWithTp(rect, actor); + } else { + this.drawGaugeAreaWithoutTp(rect, actor); + } +}; + +Window_BattleStatus.prototype.drawGaugeAreaWithTp = function(rect, actor) { + this.drawActorHp(actor, rect.x + 0, rect.y, 108); + this.drawActorMp(actor, rect.x + 123, rect.y, 96); + this.drawActorTp(actor, rect.x + 234, rect.y, 96); +}; + +Window_BattleStatus.prototype.drawGaugeAreaWithoutTp = function(rect, actor) { + this.drawActorHp(actor, rect.x + 0, rect.y, 201); + this.drawActorMp(actor, rect.x + 216, rect.y, 114); +}; + +//----------------------------------------------------------------------------- +// Window_BattleActor +// +// The window for selecting a target actor on the battle screen. + +function Window_BattleActor() { + this.initialize.apply(this, arguments); +} + +Window_BattleActor.prototype = Object.create(Window_BattleStatus.prototype); +Window_BattleActor.prototype.constructor = Window_BattleActor; + +Window_BattleActor.prototype.initialize = function(x, y) { + Window_BattleStatus.prototype.initialize.call(this); + this.x = x; + this.y = y; + this.openness = 255; + this.hide(); +}; + +Window_BattleActor.prototype.show = function() { + this.select(0); + Window_BattleStatus.prototype.show.call(this); +}; + +Window_BattleActor.prototype.hide = function() { + Window_BattleStatus.prototype.hide.call(this); + $gameParty.select(null); +}; + +Window_BattleActor.prototype.select = function(index) { + Window_BattleStatus.prototype.select.call(this, index); + $gameParty.select(this.actor()); +}; + +Window_BattleActor.prototype.actor = function() { + return $gameParty.members()[this.index()]; +}; + +//----------------------------------------------------------------------------- +// Window_BattleEnemy +// +// The window for selecting a target enemy on the battle screen. + +function Window_BattleEnemy() { + this.initialize.apply(this, arguments); +} + +Window_BattleEnemy.prototype = Object.create(Window_Selectable.prototype); +Window_BattleEnemy.prototype.constructor = Window_BattleEnemy; + +Window_BattleEnemy.prototype.initialize = function(x, y) { + this._enemies = []; + var width = this.windowWidth(); + var height = this.windowHeight(); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this.refresh(); + this.hide(); +}; + +Window_BattleEnemy.prototype.windowWidth = function() { + return Graphics.boxWidth - 192; +}; + +Window_BattleEnemy.prototype.windowHeight = function() { + return this.fittingHeight(this.numVisibleRows()); +}; + +Window_BattleEnemy.prototype.numVisibleRows = function() { + return 4; +}; + +Window_BattleEnemy.prototype.maxCols = function() { + return 2; +}; + +Window_BattleEnemy.prototype.maxItems = function() { + return this._enemies.length; +}; + +Window_BattleEnemy.prototype.enemy = function() { + return this._enemies[this.index()]; +}; + +Window_BattleEnemy.prototype.enemyIndex = function() { + var enemy = this.enemy(); + return enemy ? enemy.index() : -1; +}; + +Window_BattleEnemy.prototype.drawItem = function(index) { + this.resetTextColor(); + var name = this._enemies[index].name(); + var rect = this.itemRectForText(index); + this.drawText(name, rect.x, rect.y, rect.width); +}; + +Window_BattleEnemy.prototype.show = function() { + this.refresh(); + this.select(0); + Window_Selectable.prototype.show.call(this); +}; + +Window_BattleEnemy.prototype.hide = function() { + Window_Selectable.prototype.hide.call(this); + $gameTroop.select(null); +}; + +Window_BattleEnemy.prototype.refresh = function() { + this._enemies = $gameTroop.aliveMembers(); + Window_Selectable.prototype.refresh.call(this); +}; + +Window_BattleEnemy.prototype.select = function(index) { + Window_Selectable.prototype.select.call(this, index); + $gameTroop.select(this.enemy()); +}; + +//----------------------------------------------------------------------------- +// Window_BattleSkill +// +// The window for selecting a skill to use on the battle screen. + +function Window_BattleSkill() { + this.initialize.apply(this, arguments); +} + +Window_BattleSkill.prototype = Object.create(Window_SkillList.prototype); +Window_BattleSkill.prototype.constructor = Window_BattleSkill; + +Window_BattleSkill.prototype.initialize = function(x, y, width, height) { + Window_SkillList.prototype.initialize.call(this, x, y, width, height); + this.hide(); +}; + +Window_BattleSkill.prototype.show = function() { + this.selectLast(); + this.showHelpWindow(); + Window_SkillList.prototype.show.call(this); +}; + +Window_BattleSkill.prototype.hide = function() { + this.hideHelpWindow(); + Window_SkillList.prototype.hide.call(this); +}; + +//----------------------------------------------------------------------------- +// Window_BattleItem +// +// The window for selecting an item to use on the battle screen. + +function Window_BattleItem() { + this.initialize.apply(this, arguments); +} + +Window_BattleItem.prototype = Object.create(Window_ItemList.prototype); +Window_BattleItem.prototype.constructor = Window_BattleItem; + +Window_BattleItem.prototype.initialize = function(x, y, width, height) { + Window_ItemList.prototype.initialize.call(this, x, y, width, height); + this.hide(); +}; + +Window_BattleItem.prototype.includes = function(item) { + return $gameParty.canUse(item); +}; + +Window_BattleItem.prototype.show = function() { + this.selectLast(); + this.showHelpWindow(); + Window_ItemList.prototype.show.call(this); +}; + +Window_BattleItem.prototype.hide = function() { + this.hideHelpWindow(); + Window_ItemList.prototype.hide.call(this); +}; + +//----------------------------------------------------------------------------- +// Window_TitleCommand +// +// The window for selecting New Game/Continue on the title screen. + +function Window_TitleCommand() { + this.initialize.apply(this, arguments); +} + +Window_TitleCommand.prototype = Object.create(Window_Command.prototype); +Window_TitleCommand.prototype.constructor = Window_TitleCommand; + +Window_TitleCommand.prototype.initialize = function() { + Window_Command.prototype.initialize.call(this, 0, 0); + this.updatePlacement(); + this.openness = 0; + this.selectLast(); +}; + +Window_TitleCommand._lastCommandSymbol = null; + +Window_TitleCommand.initCommandPosition = function() { + this._lastCommandSymbol = null; +}; + +Window_TitleCommand.prototype.windowWidth = function() { + return 240; +}; + +Window_TitleCommand.prototype.updatePlacement = function() { + this.x = (Graphics.boxWidth - this.width) / 2; + this.y = Graphics.boxHeight - this.height - 96; +}; + +Window_TitleCommand.prototype.makeCommandList = function() { + this.addCommand(TextManager.newGame, 'newGame'); + this.addCommand(TextManager.continue_, 'continue', this.isContinueEnabled()); + this.addCommand(TextManager.options, 'options'); +}; + +Window_TitleCommand.prototype.isContinueEnabled = function() { + return DataManager.isAnySavefileExists(); +}; + +Window_TitleCommand.prototype.processOk = function() { + Window_TitleCommand._lastCommandSymbol = this.currentSymbol(); + Window_Command.prototype.processOk.call(this); +}; + +Window_TitleCommand.prototype.selectLast = function() { + if (Window_TitleCommand._lastCommandSymbol) { + this.selectSymbol(Window_TitleCommand._lastCommandSymbol); + } else if (this.isContinueEnabled()) { + this.selectSymbol('continue'); + } +}; + +//----------------------------------------------------------------------------- +// Window_GameEnd +// +// The window for selecting "Go to Title" on the game end screen. + +function Window_GameEnd() { + this.initialize.apply(this, arguments); +} + +Window_GameEnd.prototype = Object.create(Window_Command.prototype); +Window_GameEnd.prototype.constructor = Window_GameEnd; + +Window_GameEnd.prototype.initialize = function() { + Window_Command.prototype.initialize.call(this, 0, 0); + this.updatePlacement(); + this.openness = 0; + this.open(); +}; + +Window_GameEnd.prototype.windowWidth = function() { + return 240; +}; + +Window_GameEnd.prototype.updatePlacement = function() { + this.x = (Graphics.boxWidth - this.width) / 2; + this.y = (Graphics.boxHeight - this.height) / 2; +}; + +Window_GameEnd.prototype.makeCommandList = function() { + this.addCommand(TextManager.toTitle, 'toTitle'); + this.addCommand(TextManager.cancel, 'cancel'); +}; + +//----------------------------------------------------------------------------- +// Window_DebugRange +// +// The window for selecting a block of switches/variables on the debug screen. + +function Window_DebugRange() { + this.initialize.apply(this, arguments); +} + +Window_DebugRange.prototype = Object.create(Window_Selectable.prototype); +Window_DebugRange.prototype.constructor = Window_DebugRange; + +Window_DebugRange.lastTopRow = 0; +Window_DebugRange.lastIndex = 0; + +Window_DebugRange.prototype.initialize = function(x, y) { + this._maxSwitches = Math.ceil(($dataSystem.switches.length - 1) / 10); + this._maxVariables = Math.ceil(($dataSystem.variables.length - 1) / 10); + var width = this.windowWidth(); + var height = this.windowHeight(); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this.refresh(); + this.setTopRow(Window_DebugRange.lastTopRow); + this.select(Window_DebugRange.lastIndex); + this.activate(); +}; + +Window_DebugRange.prototype.windowWidth = function() { + return 246; +}; + +Window_DebugRange.prototype.windowHeight = function() { + return Graphics.boxHeight; +}; + +Window_DebugRange.prototype.maxItems = function() { + return this._maxSwitches + this._maxVariables; +}; + +Window_DebugRange.prototype.update = function() { + Window_Selectable.prototype.update.call(this); + if (this._editWindow) { + this._editWindow.setMode(this.mode()); + this._editWindow.setTopId(this.topId()); + } +}; + +Window_DebugRange.prototype.mode = function() { + return this.index() < this._maxSwitches ? 'switch' : 'variable'; +}; + +Window_DebugRange.prototype.topId = function() { + var index = this.index(); + if (index < this._maxSwitches) { + return index * 10 + 1; + } else { + return (index - this._maxSwitches) * 10 + 1; + } +}; + +Window_DebugRange.prototype.refresh = function() { + this.createContents(); + this.drawAllItems(); +}; + +Window_DebugRange.prototype.drawItem = function(index) { + var rect = this.itemRectForText(index); + var start; + var text; + if (index < this._maxSwitches) { + start = index * 10 + 1; + text = 'S'; + } else { + start = (index - this._maxSwitches) * 10 + 1; + text = 'V'; + } + var end = start + 9; + text += ' [' + start.padZero(4) + '-' + end.padZero(4) + ']'; + this.drawText(text, rect.x, rect.y, rect.width); +}; + +Window_DebugRange.prototype.isCancelTriggered = function() { + return (Window_Selectable.prototype.isCancelTriggered() || + Input.isTriggered('debug')); +}; + +Window_DebugRange.prototype.processCancel = function() { + Window_Selectable.prototype.processCancel.call(this); + Window_DebugRange.lastTopRow = this.topRow(); + Window_DebugRange.lastIndex = this.index(); +}; + +Window_DebugRange.prototype.setEditWindow = function(editWindow) { + this._editWindow = editWindow; +}; + +//----------------------------------------------------------------------------- +// Window_DebugEdit +// +// The window for displaying switches and variables on the debug screen. + +function Window_DebugEdit() { + this.initialize.apply(this, arguments); +} + +Window_DebugEdit.prototype = Object.create(Window_Selectable.prototype); +Window_DebugEdit.prototype.constructor = Window_DebugEdit; + +Window_DebugEdit.prototype.initialize = function(x, y, width) { + var height = this.fittingHeight(10); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this._mode = 'switch'; + this._topId = 1; + this.refresh(); +}; + +Window_DebugEdit.prototype.maxItems = function() { + return 10; +}; + +Window_DebugEdit.prototype.refresh = function() { + this.contents.clear(); + this.drawAllItems(); +}; + +Window_DebugEdit.prototype.drawItem = function(index) { + var dataId = this._topId + index; + var idText = dataId.padZero(4) + ':'; + var idWidth = this.textWidth(idText); + var statusWidth = this.textWidth('-00000000'); + var name = this.itemName(dataId); + var status = this.itemStatus(dataId); + var rect = this.itemRectForText(index); + this.resetTextColor(); + this.drawText(idText, rect.x, rect.y, rect.width); + rect.x += idWidth; + rect.width -= idWidth + statusWidth; + this.drawText(name, rect.x, rect.y, rect.width); + this.drawText(status, rect.x + rect.width, rect.y, statusWidth, 'right'); +}; + +Window_DebugEdit.prototype.itemName = function(dataId) { + if (this._mode === 'switch') { + return $dataSystem.switches[dataId]; + } else { + return $dataSystem.variables[dataId]; + } +}; + +Window_DebugEdit.prototype.itemStatus = function(dataId) { + if (this._mode === 'switch') { + return $gameSwitches.value(dataId) ? '[ON]' : '[OFF]'; + } else { + return String($gameVariables.value(dataId)); + } +}; + +Window_DebugEdit.prototype.setMode = function(mode) { + if (this._mode !== mode) { + this._mode = mode; + this.refresh(); + } +}; + +Window_DebugEdit.prototype.setTopId = function(id) { + if (this._topId !== id) { + this._topId = id; + this.refresh(); + } +}; + +Window_DebugEdit.prototype.currentId = function() { + return this._topId + this.index(); +}; + +Window_DebugEdit.prototype.update = function() { + Window_Selectable.prototype.update.call(this); + if (this.active) { + if (this._mode === 'switch') { + this.updateSwitch(); + } else { + this.updateVariable(); + } + } +}; + +Window_DebugEdit.prototype.updateSwitch = function() { + if (Input.isRepeated('ok')) { + var switchId = this.currentId(); + SoundManager.playCursor(); + $gameSwitches.setValue(switchId, !$gameSwitches.value(switchId)); + this.redrawCurrentItem(); + } +}; + +Window_DebugEdit.prototype.updateVariable = function() { + var variableId = this.currentId(); + var value = $gameVariables.value(variableId); + if (typeof value === 'number') { + if (Input.isRepeated('right')) { + value++; + } + if (Input.isRepeated('left')) { + value--; + } + if (Input.isRepeated('pagedown')) { + value += 10; + } + if (Input.isRepeated('pageup')) { + value -= 10; + } + if ($gameVariables.value(variableId) !== value) { + $gameVariables.setValue(variableId, value); + SoundManager.playCursor(); + this.redrawCurrentItem(); + } + } +}; diff --git a/www/package.json b/www/package.json new file mode 100644 index 0000000..8268cd5 --- /dev/null +++ b/www/package.json @@ -0,0 +1,12 @@ +{ + "name": "", + "main": "index.html", + "js-flags": "--expose-gc", + "window": { + "title": "", + "toolbar": false, + "width": 816, + "height": 624, + "icon": "icon/icon.png" + } +}