diff --git a/Game.rpgproject b/Game.rpgproject new file mode 100644 index 0000000..e2ed5ce --- /dev/null +++ b/Game.rpgproject @@ -0,0 +1 @@ +RPGMV 1.6.2 \ No newline at end of file diff --git a/README.md b/README.md index cc4c825..768d586 100644 --- a/README.md +++ b/README.md @@ -1,2 +1,12 @@ # Kinara Aspira +RPG Maker MV Project Files for "Kinara Aspira" + +Um but the Images & Audio files are "encrypted" +*this is a requirement for the terms of use of the RMMV DLC Assets* +BUUT it said nothing about making a decryptor :p +(hint hint: https://bitbucket.org/SilicaAndPina/rpgmv-decryptor/src/master) + +just dont use the DLC assets in your own game and you should be fine probably :3 + +Ty - Silica \ No newline at end of file diff --git a/audio/bgm/03_A_Hero's_Return.rpgmvo b/audio/bgm/03_A_Hero's_Return.rpgmvo new file mode 100644 index 0000000..69c20a3 Binary files /dev/null and b/audio/bgm/03_A_Hero's_Return.rpgmvo differ diff --git a/audio/bgm/03_Adventurers.rpgmvo 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mode 100644 index 0000000..1fc02f7 --- /dev/null +++ b/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/img/tilesets/Dungeon_A4.rpgmvp b/img/tilesets/Dungeon_A4.rpgmvp new file mode 100644 index 0000000..1321348 Binary files /dev/null and b/img/tilesets/Dungeon_A4.rpgmvp differ diff --git a/img/tilesets/Dungeon_A4.txt b/img/tilesets/Dungeon_A4.txt new file mode 100644 index 0000000..f0733f0 --- /dev/null +++ b/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/img/tilesets/Dungeon_A5.rpgmvp b/img/tilesets/Dungeon_A5.rpgmvp new file mode 100644 index 0000000..af42fd3 Binary files /dev/null and b/img/tilesets/Dungeon_A5.rpgmvp differ diff --git a/img/tilesets/Dungeon_A5.txt b/img/tilesets/Dungeon_A5.txt new file mode 100644 index 0000000..e467f87 --- /dev/null +++ b/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/img/tilesets/Dungeon_B.rpgmvp b/img/tilesets/Dungeon_B.rpgmvp new file mode 100644 index 0000000..d0b2306 Binary files /dev/null and b/img/tilesets/Dungeon_B.rpgmvp differ diff --git a/img/tilesets/Dungeon_B.txt b/img/tilesets/Dungeon_B.txt new file mode 100644 index 0000000..ea3ac8b --- /dev/null +++ b/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/img/tilesets/Dungeon_C.rpgmvp b/img/tilesets/Dungeon_C.rpgmvp new file mode 100644 index 0000000..324da16 Binary files /dev/null and b/img/tilesets/Dungeon_C.rpgmvp differ diff --git a/img/tilesets/Dungeon_C.txt b/img/tilesets/Dungeon_C.txt new file mode 100644 index 0000000..c3c684c --- /dev/null +++ b/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/img/tilesets/Inside_A1.rpgmvp b/img/tilesets/Inside_A1.rpgmvp new file mode 100644 index 0000000..63ad360 Binary files /dev/null and b/img/tilesets/Inside_A1.rpgmvp differ diff --git a/img/tilesets/Inside_A1.txt b/img/tilesets/Inside_A1.txt new file mode 100644 index 0000000..1bc6f2b --- /dev/null +++ b/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/img/tilesets/Inside_A2.rpgmvp b/img/tilesets/Inside_A2.rpgmvp new file mode 100644 index 0000000..f66a55d Binary files /dev/null and b/img/tilesets/Inside_A2.rpgmvp differ diff --git a/img/tilesets/Inside_A2.txt b/img/tilesets/Inside_A2.txt new file mode 100644 index 0000000..6adec05 --- /dev/null +++ b/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/img/tilesets/Inside_A4.rpgmvp b/img/tilesets/Inside_A4.rpgmvp new file mode 100644 index 0000000..c777eed Binary files /dev/null and b/img/tilesets/Inside_A4.rpgmvp differ diff --git a/img/tilesets/Inside_A4.txt b/img/tilesets/Inside_A4.txt new file mode 100644 index 0000000..d43c249 --- /dev/null +++ b/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/img/tilesets/Inside_A5.rpgmvp b/img/tilesets/Inside_A5.rpgmvp new file mode 100644 index 0000000..e60fe3c Binary files /dev/null and b/img/tilesets/Inside_A5.rpgmvp differ diff --git a/img/tilesets/Inside_A5.txt b/img/tilesets/Inside_A5.txt new file mode 100644 index 0000000..2fef89d --- /dev/null +++ b/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/img/tilesets/Inside_B.rpgmvp b/img/tilesets/Inside_B.rpgmvp new file mode 100644 index 0000000..85c571e Binary files /dev/null and b/img/tilesets/Inside_B.rpgmvp differ diff --git a/img/tilesets/Inside_B.txt b/img/tilesets/Inside_B.txt new file mode 100644 index 0000000..e697aa4 --- /dev/null +++ b/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/img/tilesets/Inside_C.rpgmvp b/img/tilesets/Inside_C.rpgmvp new file mode 100644 index 0000000..e7b40f2 Binary files /dev/null and b/img/tilesets/Inside_C.rpgmvp differ diff --git a/img/tilesets/Inside_C.txt b/img/tilesets/Inside_C.txt new file mode 100644 index 0000000..8dc2ad5 --- /dev/null +++ b/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/img/tilesets/Outside_A1.rpgmvp b/img/tilesets/Outside_A1.rpgmvp new file mode 100644 index 0000000..8416b62 Binary files /dev/null and b/img/tilesets/Outside_A1.rpgmvp differ diff --git a/img/tilesets/Outside_A1.txt b/img/tilesets/Outside_A1.txt new file mode 100644 index 0000000..949f891 --- /dev/null +++ b/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/img/tilesets/Outside_A2.rpgmvp b/img/tilesets/Outside_A2.rpgmvp new file mode 100644 index 0000000..0356ddd Binary files /dev/null and b/img/tilesets/Outside_A2.rpgmvp differ diff --git a/img/tilesets/Outside_A2.txt b/img/tilesets/Outside_A2.txt new file mode 100644 index 0000000..00b45e1 --- /dev/null +++ b/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/img/tilesets/Outside_A3.rpgmvp b/img/tilesets/Outside_A3.rpgmvp new file mode 100644 index 0000000..a359e1c Binary files /dev/null and b/img/tilesets/Outside_A3.rpgmvp differ diff --git a/img/tilesets/Outside_A3.txt b/img/tilesets/Outside_A3.txt new file mode 100644 index 0000000..a298332 --- /dev/null +++ b/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/img/tilesets/Outside_A4.rpgmvp b/img/tilesets/Outside_A4.rpgmvp new file mode 100644 index 0000000..60e888e Binary files /dev/null and b/img/tilesets/Outside_A4.rpgmvp differ diff --git a/img/tilesets/Outside_A4.txt b/img/tilesets/Outside_A4.txt new file mode 100644 index 0000000..40525dd --- /dev/null +++ b/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/img/tilesets/Outside_A5.rpgmvp b/img/tilesets/Outside_A5.rpgmvp new file mode 100644 index 0000000..4306d47 Binary files /dev/null and b/img/tilesets/Outside_A5.rpgmvp differ diff --git a/img/tilesets/Outside_A5.txt b/img/tilesets/Outside_A5.txt new file mode 100644 index 0000000..e368238 --- /dev/null +++ b/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/img/tilesets/Outside_B.rpgmvp b/img/tilesets/Outside_B.rpgmvp new file mode 100644 index 0000000..c175d9b Binary files /dev/null and b/img/tilesets/Outside_B.rpgmvp differ diff --git a/img/tilesets/Outside_B.txt b/img/tilesets/Outside_B.txt new file mode 100644 index 0000000..4eb340e --- /dev/null +++ b/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/img/tilesets/Outside_C.rpgmvp b/img/tilesets/Outside_C.rpgmvp new file mode 100644 index 0000000..ba65a73 Binary files /dev/null and b/img/tilesets/Outside_C.rpgmvp differ diff --git a/img/tilesets/Outside_C.txt b/img/tilesets/Outside_C.txt new file mode 100644 index 0000000..7472b07 --- /dev/null +++ b/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/img/tilesets/SF_Inside_A4.rpgmvp b/img/tilesets/SF_Inside_A4.rpgmvp new file mode 100644 index 0000000..68fe3f7 Binary files /dev/null and b/img/tilesets/SF_Inside_A4.rpgmvp differ diff --git a/img/tilesets/SF_Inside_A4.txt b/img/tilesets/SF_Inside_A4.txt new file mode 100644 index 0000000..d875728 --- /dev/null +++ b/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/img/tilesets/SF_Inside_B.rpgmvp b/img/tilesets/SF_Inside_B.rpgmvp new file mode 100644 index 0000000..75ed425 Binary files /dev/null and b/img/tilesets/SF_Inside_B.rpgmvp differ diff --git a/img/tilesets/SF_Inside_B.txt b/img/tilesets/SF_Inside_B.txt new file mode 100644 index 0000000..15aa94a --- /dev/null +++ b/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/img/tilesets/SF_Inside_C.rpgmvp b/img/tilesets/SF_Inside_C.rpgmvp new file mode 100644 index 0000000..c27fd59 Binary files /dev/null and b/img/tilesets/SF_Inside_C.rpgmvp differ diff --git a/img/tilesets/SF_Inside_C.txt b/img/tilesets/SF_Inside_C.txt new file mode 100644 index 0000000..a9f5308 --- /dev/null +++ b/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/img/tilesets/SF_Outside_A3.rpgmvp b/img/tilesets/SF_Outside_A3.rpgmvp new file mode 100644 index 0000000..b8b64c5 Binary files /dev/null and b/img/tilesets/SF_Outside_A3.rpgmvp differ diff --git a/img/tilesets/SF_Outside_A3.txt b/img/tilesets/SF_Outside_A3.txt new file mode 100644 index 0000000..719e7da --- /dev/null +++ b/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/img/tilesets/SF_Outside_A4.rpgmvp b/img/tilesets/SF_Outside_A4.rpgmvp new file mode 100644 index 0000000..4981117 Binary files /dev/null and b/img/tilesets/SF_Outside_A4.rpgmvp differ diff --git a/img/tilesets/SF_Outside_A4.txt b/img/tilesets/SF_Outside_A4.txt new file mode 100644 index 0000000..8209c6c --- /dev/null +++ b/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/img/tilesets/SF_Outside_A5.rpgmvp b/img/tilesets/SF_Outside_A5.rpgmvp new file mode 100644 index 0000000..d908f19 Binary files /dev/null and b/img/tilesets/SF_Outside_A5.rpgmvp differ diff --git a/img/tilesets/SF_Outside_A5.txt b/img/tilesets/SF_Outside_A5.txt new file mode 100644 index 0000000..b084cda --- /dev/null +++ b/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/img/tilesets/SF_Outside_B.rpgmvp b/img/tilesets/SF_Outside_B.rpgmvp new file mode 100644 index 0000000..81f0aed Binary files /dev/null and b/img/tilesets/SF_Outside_B.rpgmvp differ diff --git a/img/tilesets/SF_Outside_B.txt b/img/tilesets/SF_Outside_B.txt new file mode 100644 index 0000000..49fff3a --- /dev/null +++ b/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/img/tilesets/SF_Outside_C.rpgmvp b/img/tilesets/SF_Outside_C.rpgmvp new file mode 100644 index 0000000..f0b8160 Binary files /dev/null and b/img/tilesets/SF_Outside_C.rpgmvp differ diff --git a/img/tilesets/SF_Outside_C.txt b/img/tilesets/SF_Outside_C.txt new file mode 100644 index 0000000..89c478a --- /dev/null +++ b/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/img/tilesets/World_A1.rpgmvp b/img/tilesets/World_A1.rpgmvp new file mode 100644 index 0000000..45837a6 Binary files /dev/null and b/img/tilesets/World_A1.rpgmvp differ diff --git a/img/tilesets/World_A1.txt b/img/tilesets/World_A1.txt new file mode 100644 index 0000000..9055912 --- /dev/null +++ b/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/img/tilesets/World_A2.rpgmvp b/img/tilesets/World_A2.rpgmvp new file mode 100644 index 0000000..b380ff7 Binary files /dev/null and b/img/tilesets/World_A2.rpgmvp differ diff --git a/img/tilesets/World_A2.txt b/img/tilesets/World_A2.txt new file mode 100644 index 0000000..f76096a --- /dev/null +++ b/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/img/tilesets/World_B.rpgmvp b/img/tilesets/World_B.rpgmvp new file mode 100644 index 0000000..beb799d Binary files /dev/null and b/img/tilesets/World_B.rpgmvp differ diff --git a/img/tilesets/World_B.txt b/img/tilesets/World_B.txt new file mode 100644 index 0000000..c0d8e43 --- /dev/null +++ b/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/img/tilesets/World_C.rpgmvp b/img/tilesets/World_C.rpgmvp new file mode 100644 index 0000000..bdafacc Binary files /dev/null and b/img/tilesets/World_C.rpgmvp differ diff --git a/img/tilesets/World_C.txt b/img/tilesets/World_C.txt new file mode 100644 index 0000000..9bf4074 --- /dev/null +++ b/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/img/tilesets/vxAce_Inside_A1.rpgmvp b/img/tilesets/vxAce_Inside_A1.rpgmvp new file mode 100644 index 0000000..94c0cda Binary files /dev/null and b/img/tilesets/vxAce_Inside_A1.rpgmvp differ diff --git a/img/tilesets/vxAce_Inside_A1.txt b/img/tilesets/vxAce_Inside_A1.txt new file mode 100644 index 0000000..66cb087 --- /dev/null +++ b/img/tilesets/vxAce_Inside_A1.txt @@ -0,0 +1,16 @@ +Canal|水路|Canal|Kanal|Canal +Deep Canal|深い水路|Canal profond|tiefer Kanal|Canal Profundo +Lotus Pads (Flowers)|蓮の葉(花)|Lotus (fleur)|Seerosenblätter|Flores de Loto +Junk|ゴミ|Bazar|Schwimmender Müll|Basura +Pool (Stone Lined)|水場(石の縁)|Point d'eau (bordé de pierres)|Becken (Steinrand)|Piscina (Borde de Piedra) +Waterfall (Stone Wall)|滝(石壁)|Cascade (mur en pierre)|Wasserfall (Steinwand)|Cascada (Pared de Piedra) +Pool (Wood Lined)|水場(木の縁)|Point d'eau (bordé de bois)|Becken (Holzrand)|Piscina (Borde de Madera) +Waterfall (Stone Wall)|滝(石壁)|Cascade (mur en pierre)|Wasserfall (Steinwand)|Cascada (Pared de Piedra) +Canal|水路|Canal|Kanal|Canal +Waterfall (Stone Wall)|滝(石壁)|Cascade (mur de pierre)|Wasserfall (Steinwand)|Cascada (Pared de Piedra) +Pool (Stone Lined)|水場(石の縁)|Point d'eau (bordé de pierres)|Becken (Steinrand)|Piscina (Borde de Piedra) +Waterfall (Stone Wall)|滝(石壁)|Cascade (mur en pierre)|Wasserfall (Steinwand)|Cascada (Pared de Piedra) +Bathing Spot|水浴び場|Point de baignade|Badebecken|Piscina de Baño +Waterfall (Stone Wall)|滝(石壁)|Cascade (mur en pierre)|Wasserfall (Steinwand)|Cascada (Pared de Piedra) +Open Bath|露天風呂|Bain extérieur|Freiluft Badebecken|Baño Abierto +Waterfall (Demon Castle)|滝(魔王城)|Cascade (château démoniaque)|Wasserfall (Dämonenschloss)|Cascada (Castillo Demoníaco) diff --git a/img/tilesets/vxAce_Inside_A2.rpgmvp b/img/tilesets/vxAce_Inside_A2.rpgmvp new file mode 100644 index 0000000..73b31e7 Binary files /dev/null and b/img/tilesets/vxAce_Inside_A2.rpgmvp differ diff --git a/img/tilesets/vxAce_Inside_A2.txt b/img/tilesets/vxAce_Inside_A2.txt new file mode 100644 index 0000000..664281a --- /dev/null +++ b/img/tilesets/vxAce_Inside_A2.txt @@ -0,0 +1,32 @@ +Wood Floor|木の床|Parquet|Holzboden|Suelo de Madera +Cobblestones|石畳|Pavés|Kopfsteinpflaster|Suelo de Calle +Rug|じゅうたん|Tapis|Teppich|Alfombra +Straw Mat|ござ|Matelas de paille|Strohmatte|Esterilla +Hole (Wood Floor)|穴(木の床)|Trou (parquet)|Loch (Holzboden)|Agujero (Suelo de Madera) +Raised Stone|石段|Muret|Hohe Steinkante (braun)|Piedra Elevada +Ground Cracks|床のひび割れ|Fissures au sol|Bodenrisse|Suelo Roto +Table|テーブル|Table|Tisch|Mesa +Wood Floor|木の床|Parquet|Holzbalkenboden|Suelo de Madera +Cobblestones|石畳|Pavés|eckiges Kopfsteinpflaster|Suelo de Calle +Rug|じゅうたん|Tapis|hellblauer Teppich|Alfombra +Rug|じゅうたん|Tapis|zartrosa Teppich|Alfombra +Hole (Wood Floor)|穴(木の床)|Trou (parquet)|Loch (Holzboden)|Agujero (Suelo de Madera) +Raised Stone|石段|Muret|Hohe Steinkante (grau)|Piedra Elevada +Soil on Ground|床の汚れ|Terre au sol|Schmutz auf dem Boden|Mancha en Suelo +Table|テーブル|Table|Edelholztisch|Mesa +Cobblestones|石畳|Pavés|rotes Kopfsteinpflaster|Suelo de Calle +Cobblestones|石畳|Pavés|graues Kopfsteinpflaster|Suelo de Calle +Rug|じゅうたん|Tapis|dunkelgrüner Teppich|Alfombra +Rug|じゅうたん|Tapis|hellgrüner Teppich|Alfombra +Hole (Stone Floor)|穴(石の床)|Trou (sol en pierre)|Loch (Steinboden)|Agujero (Suelo de Piedra) +Raised Stone|石段|Muret|Steinkante (Steinblöcke)|Piedra Elevada +Moss on Ground|床の苔|Mousse au sol|Moos auf dem Boden|Musgo en Suelo +Table|テーブル|Table|Marmortisch|Mesa +Cobblestones|石畳|Pavés|Kopfsteinpflaster|Suelo de Calle +Cobblestones|石畳|Pavés|Steinboden (Steinblöcke)|Suelo de Calle +Rug|じゅうたん|Tapis|roter Teppich|Alfombra +Rug|じゅうたん|Tapis|violetter Teppich|Alfombra +Hole|穴|Trou|Loch (gemauert)|Agujero +Raised Stone|石段|Muret|Steinkante|Piedra Elevada +Poison Swamp|毒の沼|Marais empoisonné|Giftsumpf|Pantano Venenoso +Table|テーブル|Table|Tisch mit Tischdecke|Mesa diff --git a/img/tilesets/vxAce_Inside_A4.rpgmvp b/img/tilesets/vxAce_Inside_A4.rpgmvp new file mode 100644 index 0000000..a4d04f0 Binary files /dev/null and b/img/tilesets/vxAce_Inside_A4.rpgmvp differ diff --git a/img/tilesets/vxAce_Inside_A4.txt b/img/tilesets/vxAce_Inside_A4.txt new file mode 100644 index 0000000..dbd4883 --- /dev/null +++ b/img/tilesets/vxAce_Inside_A4.txt @@ -0,0 +1,48 @@ +Wall (Stone)|壁(石)|Mur (pierre)|Wand Deckenfeld (graue Steinquader)(spezielle Begehbarkeit)|Pared (Piedra) +Wall (Brick)|壁(レンガ)|Mur (brique)|Wand Deckenfeld (Ziegelstein) (spezielle Begehbarkeit)|Pared (Ladrillo) +Wall (Stone)|壁(石)|Mur (pierre)|Wand Deckenfeld (Sandstein) (spezielle Begehbarkeit)|Pared (Piedra) +Wall (Stone)|壁(石)|Mur (pierre)|Wand Deckenfeld (grober Stein) (spezielle Begehbarkeit)|Pared (Piedra) +Wall (Stone)|壁(石)|Mur (pierre)|Wand Deckenfeld (Naturstein-Mauer) (spezielle Begehbarkeit)|Pared (Piedra) +Castle|城|Château|Wand Deckenfeld (Schlossmauer) (spezielle Begehbarkeit)|Castillo +Wall (Fort)|壁(砦)|Mur (fort)|Wand Deckenfeld (Festungsmauer) (spezielle Begehbarkeit)|Pared (Fuerte) +Wall (Demon Castle)|壁(魔王城)|Mur (château démoniaque)|Wand Deckenfeld (Dämonenschloss) (spezielle Begehbarkeit)|Pared (Castillo Demoníaco) +Wall (Stone)|壁(石)|Mur (pierre)|Wand (normal) (graue Steinquader)|Pared (Piedra) +Wall (Brick)|壁(レンガ)|Mur (brique)|Wand (normal) (Ziegelstein)|Pared (Ladrillo) +Wall (Stone)|壁(石)|Mur (pierre)|Wand (normal) (Sandstein)|Pared (Piedra) +Wall (Stone)|壁(石)|Mur (pierre)|Wand (normal) (grober Stein)|Pared (Piedra) +Wall (Stone)|壁(石)|Mur (pierre)|Wand (normal) (Naturstein-Mauer)|Pared (Piedra) +Castle|城|Château|Wand (normal) (Schlossmauer)|Castillo +Wall (Fort)|壁(砦)|Mur (fort)|Wand (normal) (Festungsmauer)|Pared (Fuerte) +Wall (Demon Castle)|壁(魔王城)|Mur (château démoniaque)|Wand (normal) (Dämonenschloss)|Pared (Castillo Demoníaco) +Wall (Wood)|壁(木造)|Mur (bois)|Wand Deckenfeld (Holzbalken)|Pared (Madera) +Wall (Log)|壁(丸太)|Mur (rondins)|Wand Deckenfeld (Baumstämme)|Pared (Tronco) +Wall (Wood)|壁(木造)|Mur (bois)|Wand Deckenfeld (Holzverstrebungen)|Pared (Madera) +Interior Wall|内装壁|Mur intérieur|Innenraum Wand Deckenfeld (Holz)|Pared Interior +Interior Wall|内装壁|Mur intérieur|Innenraum Wand Deckenfeld (Stein)|Pared Interior +Wall (Stone)|壁(石)|Mur (pierre)|Wand Deckenfeld (brauner Stein)|Pared (Piedra) +Wall (Marble)|壁(大理石)|Mur (marbre)|Wand Deckenfeld (Marmor)|Pared (Mármol) +Wall (Concrete)|壁(コンクリート)|Mur (béton)|Wand Deckenfeld (Beton)|Pared (Cemento) +Wall (Wood)|壁(木造)|Mur (bois)|Wand (Holzbalken)|Pared (Madera) +Wall (Log)|壁(丸太)|Mur (rondins)|Wand (Baumstämme)|Pared (Tronco) +Wall (Wood)|壁(木造)|Mur (bois)|Wand (Holzbalken)|Pared (Madera) +Interior Wall|内装壁|Mur intérieur|Innenraum Wand (Holzbordüre)|Pared Interior +Interior Wall|内装壁|Mur intérieur|Innenraum Wand (Steinbordüre)|Pared Interior +Wall (Stone)|壁(石)|Mur (pierre)|Wand (brauner Stein)|Pared (Piedra) +Wall (Marble)|壁(大理石)|Mur (marbre)|Wand (Marmor)|Pared (Mármol) +Wall (Concrete)|壁(コンクリート)|Mur (béton)|Wand (Beton)|Pared (Cemento) +Interior Wall|内装壁|Mur intérieur|Innenraum Wand Deckenfeld (Holzleisten)|Pared Interior +Interior Wall|内装壁|Mur intérieur|Innenraum Wand Deckenfeld (Ziegelsteine)|Pared Interior +Interior Wall|内装壁|Mur intérieur|Innenraum Wand Deckenfeld (beige)|Pared Interior +Interior Wall|内装壁|Mur intérieur|Innenraum Wand Deckenfeld (rosa)|Pared Interior +Interior Wall|内装壁|Mur intérieur|Innenraum Wand Deckenfeld (Streifentapete)|Pared Interior +Interior Wall|内装壁|Mur intérieur|Innenraum Wand Deckenfeld ( graue Steine)|Pared Interior +Wall (Tent)|壁(テント)|Mur (tente)|Zelt Deckenfeld|Pared (Tienda de Campaña) +Stage|舞台|Scène|Bühne Deckenfeld|Estrado +Interior Wall|内装壁|Mur intérieur|Innenraum Wand (Holzleisten)|Pared Interior +Interior Wall|内装壁|Mur intérieur|Innenraum Wand (Ziegelsteine)|Pared Interior +Interior Wall|内装壁|Mur intérieur|Innenraum Wand (beige)|Pared Interior +Interior Wall|内装壁|Mur intérieur|Innenraum Wand (rosa)|Pared Interior +Interior Wall|内装壁|Mur intérieur|Innenraum Wand (Streifentapete)|Pared Interior +Interior Wall|内装壁|Mur intérieur|Innenraum Wand( graue Steine)|Pared Interior +Wall (Tent)|壁(テント)|Mur (tente)|Zeltwand|Pared Interior +Stage|舞台|Scène|Bühnenwand|Estrado diff --git a/img/tilesets/vxAce_Inside_A5.rpgmvp b/img/tilesets/vxAce_Inside_A5.rpgmvp new file mode 100644 index 0000000..9b0376e Binary files /dev/null and b/img/tilesets/vxAce_Inside_A5.rpgmvp differ diff --git a/img/tilesets/vxAce_Inside_A5.txt b/img/tilesets/vxAce_Inside_A5.txt new file mode 100644 index 0000000..65a2c60 --- /dev/null +++ b/img/tilesets/vxAce_Inside_A5.txt @@ -0,0 +1,128 @@ +Darkness|暗闇|Obscurité|Dunkelheit|Oscuridad +Wire Mesh|金網|Grillage|Gitterboden|Rejilla +Stone Bridge (V)|石の橋(縦)|Pont en pierre (V)|Steinbrücke (V)|Puente de Piedra (V) +Stone Bridge (V)|石の橋(縦)|Pont en pierre (V)|Steinbrücke (V)|Puente de Piedra (V) +Stone Bridge (V)|石の橋(縦)|Pont en pierre (V)|Steinbrücke (V)|Puente de Piedra (V) +Stone Bridge (H)|石の橋(横)|Pont en pierre (H)|Steinbrücke (H)|Puente de Piedra (H) +Stone Bridge (H)|石の橋(横)|Pont en pierre (H)|Steinbrücke (H)|Puente de Piedra (H) +Broken Bridge (H)|壊れた橋(横)|Pont brisé (H)|Kaputte Steinbrücke (H)|Puente Roto (H) +Transparent|透明|Transparent|Unsichtbar|Transparente +Wire Mesh|金網|Grillage|Absatz Gitterboden|Rejilla +Broken Bridge (V)|壊れた橋(縦)|Pont brisé (V)|Kaputte Steinbrücke (V)|Puente Roto (V) +Broken Bridge (V)|壊れた橋(縦)|Pont brisé (V)|Kaputte Steinbrücke (V)|Puente Roto (V) +Broken Bridge (V)|壊れた橋(縦)|Pont brisé (V)|Kaputte Steinbrücke (V)|Puente Roto (V) +Stone Bridge (H)|石の橋(横)|Pont en pierre (H)|Steinbrücke (H)|Puente de Piedra (H) +Broken Bridge (H)|壊れた橋(横)|Pont brisé (H)|Kaputte Steinbrücke (H)|Puente Roto (H) +Broken Bridge (H)|壊れた橋(横)|Pont brisé (H)|Kaputte Steinbrücke (H)|Puente Roto (H) +Wood Floor|木の床|Parquet|Parkett-Fußboden|Suelo de Madera +Wood Floor|木の床|Parquet|Parkett-Fußboden|Suelo de Madera +Wood Floor|木の床|Parquet|Baumstämme-Fußboden|Suelo de Madera +Wood Floor|木の床|Parquet|Baumstämme-Fußboden|Suelo de Madera +Cobblestones|石畳|Pavés|rotes Kopfsteinpflaster|Suelo de Calle +Cobblestones|石畳|Pavés|graues Kopfsteinpflaster|Suelo de Calle +Cobblestones|石畳|Pavés|Kopfsteinpflaster (Sandstein)|Suelo de Calle +Cobblestones|石畳|Pavés|eckiges Kopfsteinpflaster|Suelo de Calle +Ledge|段差|Rebord|Parkett-Kante|Elevación +Ledge|段差|Rebord|Parkett-Kante|Elevación +Ledge|段差|Rebord|Baumstamm-Kante|Elevación +Ledge|段差|Rebord|Baumstamm-Kante|Elevación +Ledge|段差|Rebord|rote Ziegel-Kante|Elevación +Ledge|段差|Rebord|graue Stein-Kante|Elevación +Ledge|段差|Rebord|grober Stein-Kante|Elevación +Ledge|段差|Rebord|Naturstein-Kante|Elevación +Cobblestones|石畳|Pavés|Sandsteinfliesen|Suelo de Calle +Cobblestones|石畳|Pavés|graue Steinfliesen|Suelo de Calle +Cobblestones|石畳|Pavés|braun gemusterte Steinfliesen|Suelo de Calle +Cobblestones|石畳|Pavés|grün gemusterte Steinfliesen|Suelo de Calle +Cobblestones|石畳|Pavés|graues Kopfsteinpflaster|Suelo de Calle +Cobblestones|石畳|Pavés|Kopfsteinpflaster|Suelo de Calle +Cobblestones|石畳|Pavés|grau gemusterte Steinfliesen|Suelo de Calle +Cobblestones|石畳|Pavés|zartrosa Steinfliesen|Suelo de Calle +Ledge|段差|Rebord|Sandstein-Kante|Elevación +Ledge|段差|Rebord|graue Ziegelstein-Kante|Elevación +Ledge|段差|Rebord|Ziegelstein-Kante|Elevación +Ledge|段差|Rebord|Holzbordüren-Kante|Elevación +Ledge|段差|Rebord|beige Wand-Kante|Elevación +Ledge|段差|Rebord|Steinbordüren-Kante|Elevación +Ledge|段差|Rebord|Marmor-Kante|Elevación +Ledge|段差|Rebord|braune Stein-Kante|Elevación +Interior Floor|内装床|Sol intérieur|Innenraum Strohboden|Suelo Interior +Interior Floor|内装床|Sol intérieur|Innenraum Ziegelboden|Suelo Interior +Interior Floor|内装床|Sol intérieur|Innenraum Marmorboden|Suelo Interior +Interior Floor|内装床|Sol intérieur|Innenraum Musterboden|Suelo Interior +Floor (Demon Castle)|床(魔王城)|Sol (château démoniaque)|Boden (Dämonenschloss)|Suelo (Castillo Demoníaco) +Floor (Concrete)|床(コンクリート)|Sol (béton)|Beton-Boden|Suelo (Cemento) +Floor (Tent)|床(テント)|Sol (tente)|Zelt-Boden|Suelo (Tienda de Campaña) +Floor (Dirt)|床(土)|Sol (terre)|Erd-Boden|Suelo (Tierra) +Ledge|段差|Rebord|Holzlatten-Kante|Elevación +Ledge|段差|Rebord|zartrosa Stein-Kante|Elevación +Ledge|段差|Rebord|Ziegelstein-Kante|Elevación +Ledge|段差|Rebord|Holzleisten-Kante|Elevación +Ledge|段差|Rebord|Dämonenschloss-Kante|Elevación +Ledge|段差|Rebord|Beton-Kante|Elevación +Ledge|段差|Rebord|graue Ziegelstein-Kante|Elevación +Ledge|段差|Rebord|Erd-Kante|Elevación +Stairs (Wood)|階段(木)|Escalier (bois)|Treppenstufen (Holz)|Escaleras (Madera) +Stairs (Wood)|階段(木)|Escalier (bois)|Treppenstufen (Holz)|Escaleras (Madera) +Stairs (Wood)|階段(木)|Escalier (bois)|Treppenstufen (Holz)|Escaleras (Madera) +Stairs (Wood)|階段(木)|Escalier (bois)|Treppenstufen (Holz)|Escaleras (Madera) +Stairs (Stone)|階段(石)|Escalier (pierre)|Treppenstufen (heller Stein)|Escaleras (Piedra) +Stairs (Stone)|階段(石)|Escalier (pierre)|Treppenstufen (heller Stein)|Escaleras (Piedra) +Stairs (Stone)|階段(石)|Escalier (pierre)|Treppenstufen (heller Stein)|Escaleras (Piedra) +Stairs (Stone)|階段(石)|Escalier (pierre)|Treppenstufen (heller Stein)|Escaleras (Piedra) +Stairs (Stone)|階段(石)|Escalier (pierre)|Treppenstufen (Stein)|Escaleras (Piedra) +Stairs (Stone)|階段(石)|Escalier (pierre)|Treppenstufen (Stein)|Escaleras (Piedra) +Stairs (Stone)|階段(石)|Escalier (pierre)|Treppenstufen (Stein)|Escaleras (Piedra) +Stairs (Stone)|階段(石)|Escalier (pierre)|Treppenstufen (Stein)|Escaleras (Piedra) +Stairs (Ruins)|階段(廃墟)|Escalier (ruines)|Kaputte Treppenstufen (Stein)|Escaleras (Ruinas) +Stairs (Ruins)|階段(廃墟)|Escalier (ruines)|Kaputte Treppenstufen (Stein)|Escaleras (Ruinas) +Stairs (Ruins)|階段(廃墟)|Escalier (ruines)|Kaputte Treppenstufen (Stein)|Escaleras (Ruinas) +Stairs (Ruins)|階段(廃墟)|Escalier (ruines)|Kaputte Treppenstufen (Stein)|Escaleras (Ruinas) +Stairs (Carpet)|階段(じゅうたん)|Escalier (tapis)|Roter Teppich auf Stufen|Escaleras (Alfombra) +Stairs (Carpet)|階段(じゅうたん)|Escalier (tapis)|Roter Teppich auf Stufen|Escaleras (Alfombra) +Stairs (Carpet)|階段(じゅうたん)|Escalier (tapis)|Roter Teppich auf Stufen|Escaleras (Alfombra) +Stairs (Carpet)|階段(じゅうたん)|Escalier (tapis)|Roter Teppich auf Stufen|Escaleras (Alfombra) +Stairs (Carpet)|階段(じゅうたん)|Escalier (tapis)|violetter Teppich auf Stufen|Escaleras (Alfombra) +Stairs (Carpet)|階段(じゅうたん)|Escalier (tapis)|violetter Teppich auf Stufen|Escaleras (Alfombra) +Stairs (Carpet)|階段(じゅうたん)|Escalier (tapis)|violetter Teppich auf Stufen|Escaleras (Alfombra) +Stairs (Carpet)|階段(じゅうたん)|Escalier (tapis)|violetter Teppich auf Stufen|Escaleras (Alfombra) +Wood Floor (Ruins)|木の床(廃墟)|Parquet (ruines)|kaputter Parkett|Suelo de Madera (Ruinas) +Wood Floor (Ruins)|木の床(廃墟)|Parquet (ruines)|kaputter Parkett|Suelo de Madera (Ruinas) +Wood Floor (Ruins)|木の床(廃墟)|Parquet (ruines)|kaputter Baumstamm-Boden|Suelo de Madera (Ruinas) +Wood Floor (Ruins)|木の床(廃墟)|Parquet (ruines)|kaputter Baumstamm-Boden|Suelo de Madera (Ruinas) +Cobblestones (Ruins)|石畳(廃墟)|Pavés (ruines)|kaputtes Kopfsteinpflaster|Suelo de Calle (Ruinas) +Cobblestones (Ruins)|石畳(廃墟)|Pavés (ruines)|kaputtes Kopfsteinpflaster|Suelo de Calle (Ruinas) +Cobblestones (Ruins)|石畳(廃墟)|Pavés (ruines)|kaputtes Kopfsteinpflaster|Suelo de Calle (Ruinas) +Cobblestones (Ruins)|石畳(廃墟)|Pavés (ruines)|kaputtes Kopfsteinpflaster|Suelo de Calle (Ruinas) +Cobblestones (Ruins)|石畳(廃墟)|Pavés (ruines)|kaputte Fliesen|Suelo de Calle (Ruinas) +Cobblestones (Ruins)|石畳(廃墟)|Pavés (ruines)|kaputte Fliesen|Suelo de Calle (Ruinas) +Cobblestones (Ruins)|石畳(廃墟)|Pavés (ruines)|kaputte Fliesen|Suelo de Calle (Ruinas) +Cobblestones (Ruins)|石畳(廃墟)|Pavés (ruines)|kaputte Fliesen|Suelo de Calle (Ruinas) +Cobblestones (Ruins)|石畳(廃墟)|Pavés (ruines)|kaputtes Kopfsteinpflaster|Suelo de Calle (Ruinas) +Cobblestones (Ruins)|石畳(廃墟)|Pavés (ruines)|kaputtes Kopfsteinpflaster|Suelo de Calle (Ruinas) +Cobblestones (Ruins)|石畳(廃墟)|Pavés (ruines)|kaputte Fliesen|Suelo de Calle (Ruinas) +Cobblestones (Ruins)|石畳(廃墟)|Pavés (ruines)|kaputte Fliesen|Suelo de Calle (Ruinas) +Interior Floor (Ruins)|内装床(廃墟)|Sol intérieur (ruines)|kaputter Strohboden|Suelo Interior (Ruinas) +Interior Floor (Ruins)|内装床(廃墟)|Sol intérieur (ruines)|kaputter Ziegelboden|Suelo Interior (Ruinas) +Interior Floor (Ruins)|内装床(廃墟)|Sol intérieur (ruines)|kaputter Marmorboden|Suelo Interior (Ruinas) +Interior Floor (Ruins)|内装床(廃墟)|Sol intérieur (ruines)|kaputter Musterboden|Suelo Interior (Ruinas) +Floor (Demon Castle, Ruins)|床(魔王城・廃墟)|Sol (château démoniaque, ruines)|kaputter Boden (Dämonenschloss)|Suelo (Castillo Demoníaco, Ruinas) +Floor (Concrete, Ruins)|床(コンクリート・廃墟)|Sol (béton, ruines)|kaputter Beton-Boden|Suelo (Cemento, Ruinas) +Floor (Tent, Ruins)|床(テント・廃墟)|Sol (tente, ruines)|kaputter Zeltboden|Suelo (Tienda de Campaña, Ruinas) +Floor (Dirt, Ruins)|床(土・廃墟)|Sol (terre, ruines)|kaputter Erd-Boden|Suelo (Tierra, Ruinas) +Relief Floor Tile|レリーフ床|Dalle en relief|Drachenrelief-Boden|Relieve +Relief Floor Tile|レリーフ床|Dalle en relief|Drachenrelief-Boden|Relieve +Relief Floor Tile|レリーフ床|Dalle en relief|Drachenrelief-Boden|Relieve +Relief Floor Tile|レリーフ床|Dalle en relief|Drachenrelief-Boden|Relieve +Relief Floor Tile|レリーフ床|Dalle en relief|Pfeile-Relief-Boden|Relieve +Relief Floor Tile|レリーフ床|Dalle en relief|Blumen-Relief-Boden|Relieve +Relief Floor Tile|レリーフ床|Dalle en relief|Muster-Relief-Boden|Relieve +Relief Floor Tile|レリーフ床|Dalle en relief|Relief-Boden|Relieve +Relief Floor Tile|レリーフ床|Dalle en relief|Drachenrelief-Boden|Relieve +Relief Floor Tile|レリーフ床|Dalle en relief|Drachenrelief-Boden|Relieve +Relief Floor Tile|レリーフ床|Dalle en relief|Drachenrelief-Boden|Relieve +Relief Floor Tile|レリーフ床|Dalle en relief|Drachenrelief-Boden|Relieve +Relief Floor Tile|レリーフ床|Dalle en relief|Muster-Relief-Boden|Relieve +Relief Floor Tile|レリーフ床|Dalle en relief|Relief-Boden|Relieve +Relief Floor Tile (Ruins)|レリーフ床(廃墟)|Dalle en relief (ruines)|kaputter Relief-Boden|Relieve (Ruinas) +Relief Floor Tile (Ruins)|レリーフ床(廃墟)|Dalle en relief (ruines)|kaputter Relief-Boden|Relieve (Ruinas) diff --git a/img/tilesets/vxAce_Inside_B.rpgmvp b/img/tilesets/vxAce_Inside_B.rpgmvp new file mode 100644 index 0000000..d4f6da6 Binary files /dev/null and b/img/tilesets/vxAce_Inside_B.rpgmvp differ diff --git a/img/tilesets/vxAce_Inside_B.txt b/img/tilesets/vxAce_Inside_B.txt new file mode 100644 index 0000000..0c8014c --- /dev/null +++ b/img/tilesets/vxAce_Inside_B.txt @@ -0,0 +1,256 @@ +Transparent|透明|Transparent|Unsichtbar (erfordert Passierbarkeit = Stern, wenn in B-Slot)|Transparente +Stairs (Up)|階段(上り)|Escalier (montée)|Steintreppe (rechts hoch)|Escaleras (Arriba) +Stairs (Up)|階段(上り)| Escalier (montée)|Steintreppe (links hoch)|Escaleras (Arriba) +Stairs (Up)|階段(上り)| Escalier (montée)|Holztreppe (rechts hoch)|Escaleras (Arriba) +Stairs (Up)|階段(上り)| Escalier (montée)|Holztreppe (links hoch)|Escaleras (Arriba) +Metal Ladder|鉄ばしご|Échelle en métal|Metall-Leiter|Escalera de Metal +Rope Ladder|縄ばしご|Échelle de corde|Strickleiter|Escalera de Cuerda +Rope|ロープ|Corde|Seil|Cuerda +Hole|穴|Trou|Bodenschacht|Agujero +Stairs (Down)|階段(下り)|Escalier (descente)|Steintreppe (links herunter)|Escaleras (Abajo) +Stairs (Down)|階段(下り)|Escalier (descente)|Steintreppe (rechts herunter)|Escaleras (Abajo) +Stairs (Down)|階段(下り)|Escalier (descente)|Holztreppe (links unten)|Escaleras (Abajo) +Stairs (Down)|階段(下り)|Escalier (descente)|Holztreppe (rechts unten)|Escaleras (Abajo) +Metal Ladder|鉄ばしご|Échelle en métal|Metall-Leiter|Escalera de Metal +Rope Ladder|縄ばしご|Échelle de corde|Strickleiter|Escalera de Cuerda +Rope|ロープ|Corde|Seil|Cuerda +Window|窓|Fenêtre|Fenster|Ventana +Window|窓|Fenêtre|Fenster mit Gardine|Ventana +Window|窓|Fenêtre|verhangenes Fenster|Ventana +Window (Ruins)|窓(廃墟)|Fenêtre (ruines)|kaputtes Fenster|Ventana (Rota) +Window (Demon Castle)|窓(魔王城)|Fenêtre (château démoniaque)|Fenster (Dämonenschloss)|Ventana (Castillo Demoníaco) +Metal Ladder|鉄ばしご|Échelle en métal|Metall-Leiter|Escalera de Metal +Rope Ladder|縄ばしご|Échelle de corde|Strickleiter|Escalera de Cuerda +Rope|ロープ|Corde|Seil|Cuerda +Window|窓|Fenêtre|Fenster|Ventana +Window|窓|Fenêtre|Fenster mit Gardine|Ventana +Window|窓|Fenêtre|verhangenes Fenster|Ventana +Window (Ruins)|窓(廃墟)|Fenêtre (ruines)|kaputtes Fenster|Ventana (Rota) +Window (Demon Castle)|窓(魔王城)|Fenêtre (château démoniaque)|Fenster (Dämonenschloss)|Ventana (Castillo Demoníaco) +Hole (Metal Ladder)|穴(鉄ばしご)|Trou (échelle en métal)|Metalleiter (ins Loch)|Agujero (Escalera de Metal) +Hole (Rope Ladder)|穴(縄ばしご)|Trou (échelle de corde)|Strickleiter (ins Loch)|Agujero (Escalera de Cuerda) +Hole (Rope)|穴(ロープ)|Trou (corde)|Seil (ins Loch)|Agujero (Cuerda) +Window|窓|Fenêtre|Fenster|Ventana +Window|窓|Fenêtre|Fenster mit Gardine|Ventana +Window|窓|Fenêtre|verhangenes Fenster|Ventana +Stained Glass Window|ステンドグラス|Vitrail|Buntglasfenster|Vidriera +Window|窓|Fenêtre|Fenster|Ventana +Window|窓|Fenêtre|Fensterschacht|Ventana +Window|窓|Fenêtre|Gitterfenster|Ventana +Window|窓|Fenêtre|Fenster mit Holzüberdachung|Ventana +Window|窓|Fenêtre|Fenster|Ventana +Window|窓|Fenêtre|Fenster mit Gardine|Ventana +Window|窓|Fenêtre|verhangenes Fenster|Ventana +Stained Glass Window|ステンドグラス|Vitrail|Buntglasfenster|Vidriera +Window|窓|Fenêtre|Fenster|Ventana +Window|窓|Fenêtre|Fensterschacht|Ventana +Window|窓|Fenêtre|Gitterfenster|Ventana +Window|窓|Fenêtre|Fenster mit Holzüberdachung|Ventana +Chest|チェスト|Coffre|Schubladenschrank|Armario +Cabinet|キャビネット|Cabinet|Schrank|Armario +Closet|クローゼット|Placard|Kleiderschrank|Armario +Chest of Drawers|タンス|Commode|Kommode|Cajones +Dish Cabinet|食器棚|Vaisselier|Geschirrschrank|Estantería de Platos +Wine Rack|ワインセラー|Cellier à vin|Weinregal|Estantería de Vinos +Bottle Shelf|ボトル棚|Étagère de bouteilles|Getränkeregal|Estantería de Botellas +Bottle Shelf|ボトル棚|Étagère de bouteilles|Getränkeregal|Estantería de Botellas +Chest|チェスト|Coffre|Schubladenschrank|Armario +Chest|チェスト|Coffre|Schubladenschrank|Armario +Closet|クローゼット|Placard|Kleiderschrank|Armario +Chest of Drawers|タンス|Commode|Kommode|Cajones +Dish Cabinet|食器棚|Vaisselier|Geschirrschrank|Estantería de Platos +Wine Rack|ワインセラー|Cellier à vin|Weinregal|Estantería de Vinos +Bottle Shelf|ボトル棚|Étagère de bouteilles|Getränkeregal|Estantería de Botellas +Bottle Shelf|ボトル棚|Étagère de bouteilles|Getränkeregal|Estantería de Botellas +Bread Shelf|パン棚|Étagère de pain|Brotschrank|Estantería de Panes +Sundries Shelf|雑貨棚|Étagère d'objets|Schrank für Diverses|Estantería de Objetos +Sundries Shelf|雑貨棚|Étagère d'objets|Schrank für Diverses|Estantería de Objetos +Sundries Shelf|雑貨棚|Étagère d'objets|Schrank für Diverses|Estantería de Objetos +Medicine Shelf|薬品棚|Étagère de médicaments|Medizinschrank|Estantería de Medicinas +Bookshelf|本棚|Bibliothèque|Bücherregal|Estantería de Libros +Bookshelf|本棚|Bibliothèque|großes Bücherregal|Estantería de Libros +Bookshelf|本棚|Bibliothèque|großes Bücherregal|Estantería de Libros +Bread Shelf|パン棚|Étagère de pain|Brotschrank|Estantería de Panes +Sundries Shelf|雑貨棚|Étagère d'objets|Lagerregal|Estantería de Objetos +Sundries Shelf|雑貨棚|Étagère d'objets|Lagerregal|Estantería de Objetos +Sundries Shelf|雑貨棚|Étagère d'objets|Lagerregal|Estantería de Objetos +Medicine Shelf|薬品棚|Étagère de médicaments|Medizinschrank|Estantería de Medicinas +Bookshelf|本棚|Bibliothèque|Bücherregal|Estantería de Libros +Bookshelf|本棚|Bibliothèque|großes Bücherregal|Estantería de Libros +Bookshelf|本棚|Bibliothèque|großes Bücherregal|Estantería de Libros +Bed|ベッド|Lit|Bett|Cama +Large Bed|ダブルベッド|Grand lit|Ehebett|Cama Grande +Large Bed|ダブルベッド|Grand lit|Ehebett|Cama Grande +Pipe Frame Bed|パイプベッド|Lit en métal|Bett mit Metallrahmen|Cama +Cheap Bed|粗末なベッド|Lit de fortune|Holzbett|Cama Barata +Straw Bed|むしろの寝床|Lit de paille|Bett (Strohmatte)|Cama +Bed (Ruins)|ベッド(廃墟)|Lit (ruines)|kaputtes Bett|Cama (Rota) +Tipped Shelf|倒れた棚|Étagère renversée|umgekippter Schrank|Armario Caído +Bed|ベッド|Lit|Bett|Cama +Large Bed|ダブルベッド|Grand lit|Ehebett|Cama Grande +Large Bed|ダブルベッド|Grand lit|Ehebett|Cama Grande +Pipe Frame Bed|パイプベッド|Lit en métal|Bett mit Metallrahmen|Cama +Cheap Bed|粗末なベッド|Lit de fortune|Holzbett|Cama Barata +Straw Bed|むしろの寝床|Lit de paille|Bett (Strohmatte)|Cama +Bed (Ruins)|ベッド(廃墟)|Lit (ruines)|kaputtes Bett|Cama (Rota) +Tipped Shelf|倒れた棚|Étagère renversée|umgekippter Schrank|Armario Caído +Table|テーブル|Table|Holztisch|Mesa +Table|テーブル|Table|Steintisch|Mesa +Table|テーブル|Table|Tisch mit Tischdecke|Mesa +Fortuneteller's Table|占い台|Table de diseur de bonne aventure|Wahrsager-Tisch|Mesa de Advino +Mini Table|ミニテーブル|Petite table|kleiner Tisch|Mini Mesa +Piano|ピアノ|Piano|Piano|Piano +Piano|ピアノ|Piano|Piano|Piano +Piano|ピアノ|Piano|Piano|Piano +Stool|椅子|Tabouret|runder Hocker|Taburete +Stool|椅子|Tabouret|Polsterhocker|Taburete +Stool|椅子|Tabouret|eckiger Schemel|Taburete +Fortuneteller's Table (Crystal)|占い台(水晶)|Table de diseur de bonne aventure (crystal)|Tisch mit Kristallkugel eins Wahrsagers|Mesa de Advino (Cristal) +Mini Table (Flower)|ミニテーブル(花瓶)|Petite table (fleur)|kleiner Tisch mit Blumenvase|Mini Mesa (Flores) +Piano|ピアノ|Piano|Piano|Piano +Piano|ピアノ|Piano|Piano|Piano +Piano|ピアノ|Piano|Piano|Piano +Oven|かまど|Four|Ofen|Horno +Sink|流し|Évier|Spühle|Fregadero +Kitchen Counter|調理台|Comptoir de cuisine|Küchenzeile|Cocina +Kitchen Counter|調理台|Comptoir de cuisine|Küchenzeile mit Schneidbrett|Cocina +Dresser|ドレッサー|Commodes de linge|Schminktisch|Espejo +Pipe Organ|パイプオルガン|Orgue|Orgel|Órgano +Pipe Organ|パイプオルガン|Orgue|Orgel|Órgano +Pipe Organ|パイプオルガン|Orgue|Orgel|Órgano +Simple Shelf|簡易棚|Étagère simple|Regalbrett|Estante +Simple Shelf (Jars)|簡易棚(瓶)|Étagère simple (jarres)|Regalbrett (mit Einmachgläsern)|Estante (Jarras) +Simple Shelf (Books)|簡易棚(本)|Étagère simple (livres)|Regalbrett (mit Büchern)|Estante (Libros) +Simple Shelf (Sacks)|簡易棚(袋)|Étagère simple (sacs)|Regalbrett (mit Säckchen)|Estante (Bolsas) +Simple Shelf (Bottles)|簡易棚(ボトル)|Étagère simple (bouteilles)|Regalbrett (mit Flaschen)|Estante (Botellas) +Pipe Organ|パイプオルガン|Orgue|Orgel|Órgano +Pipe Organ|パイプオルガン|Orgue|Orgel|Órgano +Pipe Organ|パイプオルガン|Orgue|Orgel|Órgano +Fireplace|暖炉|Cheminée|großer Kamin|Chimenea +Fireplace|暖炉|Cheminée|großer Kamin|Chimenea +Fireplace|暖炉|Cheminée|großer Kamin|Chimenea +Fireplace|暖炉|Cheminée|Stein-Kamin|Chimenea +Fireplace|暖炉|Cheminée|Ziegel-Kamin|Chimenea +Fireplace|暖炉|Cheminée|Metall-Kamin|Chimenea +Tapestry|タペストリー|Tapisserie|Wandteppich|Tapiz +Tapestry (Ruins)|タペストリー(廃墟)|Tapisserie (ruines)|kaputter Wandteppich|Tapiz (Ruinas) +Fireplace|暖炉|Cheminée|großer Kamin|Chimenea +Fireplace|暖炉|Cheminée|großer Kamin|Chimenea +Fireplace|暖炉|Cheminée|großer Kamin|Chimenea +Fireplace|暖炉|Cheminée|Stein-Kamin|Chimenea +Fireplace|暖炉|Cheminée|Ziegel-Kamin|Chimenea +Fireplace|暖炉|Cheminée|Metall-Kamin|Chimenea +Tapestry|タペストリー|Tapisserie|Wandteppich|Tapiz +Tapestry (Ruins)|タペストリー(廃墟)|Tapisserie (ruines)|kaputter Wandteppich|Tapiz (Ruinas) +Curtains|カーテン|Rideaux|Vorhang (weiß)|Cortinas +Curtains|カーテン|Rideaux|Vorhang (rot)|Cortinas +Curtains|カーテン|Rideaux|gebundene Vorhänge|Cortinas +Curtains|カーテン|Rideaux|gebundene Vorhänge|Cortinas +Curtains (Ruins)|カーテン(廃墟)|Rideaux (ruines)|kaputte Vorhänge|Cortinas (Ruinas) +Curtains (Ruins)|カーテン(廃墟)|Rideaux (ruines)|kaputte Vorhänge|Cortinas (Ruinas) +Curtains (Ruins)|カーテン(廃墟)|Rideaux (ruines)|kaputte Vorhänge|Cortinas (Ruinas) +Curtains (Ruins)|カーテン(廃墟)|Rideaux (ruines)|kaputte Vorhänge|Cortinas (Ruinas) +Curtains|カーテン|Rideaux|Vorhang (weiß)|Cortinas +Curtains|カーテン|Rideaux|Vorhang (rot)|Cortinas +Curtains|カーテン|Rideaux|gebundene Vorhänge|Cortinas +Curtains|カーテン|Rideaux|gebundene Vorhänge|Cortinas +Curtains (Ruins)|カーテン(廃墟)|Rideaux (ruines)|kaputte Vorhänge|Cortinas (Ruinas) +Curtains (Ruins)|カーテン(廃墟)|Rideaux (ruines)|kaputte Vorhänge|Cortinas (Ruinas) +Curtains (Ruins)|カーテン(廃墟)|Rideaux (ruines)|kaputte Vorhänge|Cortinas (Ruinas) +Curtains (Ruins)|カーテン(廃墟)|Rideaux (ruines)|kaputte Vorhänge|Cortinas (Ruinas) +Clock|時計|Horloge|Wanduhr|Reloj +Mirror|鏡|Miroir|Spiegel|Espejo +Posted Notice|貼り紙|Notification|Nachricht an der Wand|Cartel +Posted Notice (Ruins)|貼り紙(廃墟)|Notification (ruines)|abgerissene Nachricht an der Wand|Cartel (Roto) +World Map|世界地図|Carte du monde|Weltkarte|Mapamundi +World Map|世界地図|Carte du monde|Weltkarte|Mapamundi +Painting|絵画|Tableau|Gemälde|Cuadro +Painting|絵画|Tableau|Gemälde|Cuadro +Clock|時計|Horloge|Wanduhr|Reloj +Mirror|鏡|Miroir|Spiegel|Espejo +Stone Tablet|石版|Tablette en pierre|Steinplatte|Tableta de Piedra +Stone Tablet(Ruins)|石版(廃墟)|Tablette en pierre (ruines)|kaputte Steinplatte|Tableta de Piedra (Rota) +Portrait|肖像画|Portrait|Portrait (Mann)|Retrato +Portrait|肖像画|Portrait|Portrait (Frau)|Retrato +Portrait|静物画|Nature morte|Gemälde (Blumen)|Retrato +Painting|絵画|Tableau|Kleines Gemälde|Cuadro +Chair|背もたれ椅子|Chaise|Holzstuhl|Silla +Chair|背もたれ椅子|Chaise|Steinsessel|Silla +Throne|玉座|Trône|Thron|Trono +Throne|玉座|Trône|Thron|Trono +Throne|玉座|Trône|Thron|Trono +Throne (Demon Castle)|玉座(魔王城)|Trône (château démoniaque)|Thron (Dämonenschloss)|Trono (Castillo Demoníaco) +Throne (Demon Castle)|玉座(魔王城)|Trône (château démoniaque)|Thron (Dämonenschloss)|Trono (Castillo Demoníaco) +Throne (Demon Castle)|玉座(魔王城)|Trône (château démoniaque)|Thron (Dämonenschloss)|Trono (Castillo Demoníaco) +Chair|背もたれ椅子|Chaise|Holzstuhl|Silla +Chair|背もたれ椅子|Chaise|Steinsessel|Silla +Throne|玉座|Trône|Thron|Trono +Throne|玉座|Trône|Thron|Trono +Throne|玉座|Trône|Thron|Trono +Throne (Demon Castle)|玉座(魔王城)|Trône (château démoniaque)|Thron (Dämonenschloss)|Trono (Castillo Demoníaco) +Throne (Demon Castle)|玉座(魔王城)|Trône (château démoniaque)|Thron (Dämonenschloss)|Trono (Castillo Demoníaco) +Throne (Demon Castle)|玉座(魔王城)|Trône (château démoniaque)|Thron (Dämonenschloss)|Trono (Castillo Demoníaco) +Shield|盾|Bouclier|Schild|Escudo +Swords|剣|Épées|Schwerter|Espadas +Swords|剣|Épées|gekreuzte Schwerter|Espadas +Entrance|入口|Entrée|Eingang|Entrada +Entrance|入口|Entrée|Eingang|Entrada +Entrance (Top Half)|入口(上半分)|Entrée (moitié supérieure)|Eingang (obere Hälfte)|Entrada (Mitad Superior) +Entrance|入口|Entrée|Eingang|Entrada +Entrance (Top Half)|入口(上半分)|Entrée (moitié supérieure)|Eingang (obere Hälfte)|Entrada (Mitad Superior) +Vase|壺|Vase|Vase|Jarrón +Vase|壺|Vase|verschlossene Vase|Jarrón +Vase (Ruins)|壺(廃墟)|Vase (ruines)|kaputte Vase|Jarrón (Roto) +Table (Ruins)|テーブル(廃墟)|Table (ruines)|kaputter Tisch|Mesa (Rota) +Stone Pillar|石の柱|Pilier en pierre|Steinsäule (rund)|Pilar de Piedra +Stone Pillar|石の柱|Pilier en pierre|Steinsäule (eckig)|Pilar de Piedra +Fort Pillar|砦の柱|Pilier de fort|Festungs-Säule|Pilar de Fuerte +Rubble|瓦礫|Décombres|Steinschutt|Escombros +Basin|桶|Bassine|Holzkübel|Cubo +Barrel|樽|Tonneau|Fass|Barril +Barrel (Ruins)|樽(廃墟)|Tonneau (ruines)|kaputtes Fass|Barril (Roto) +Stool (Ruins)|椅子(廃墟)|Tabouret (ruines)|umgefallener Hocker|Taburete (Roto) +Stone Pillar|石の柱|Pilier en pierre|Steinsäule (rund)|Pilar de Piedra +Stone Pillar|石の柱|Pilier en pierre|Steinsäule (eckig)|Pilar de Piedra +Fort Pilla|砦の柱|Pilier de fort|Festungs-Säule|Pilar de Fuerte +Rubble|瓦礫|Décombres|Steinschutt (braun)|Escombros +Basin|桶|Bassine|Holzkübel mit Wasser|Cubo +Tub|たらい|Baignoire|Holzzuber|Balde +Tub|たらい|Baignoire|Wäschezuber|Balde +Crate(Ruins)|木箱(廃墟)|Caisse en bois (ruines)|kaputte Kiste|Caja (Rota) +Broken Stone Pillar|折れた石の柱|Pilier en pierre brisé|kaputte Steinsäule (rund)|Pilar de Piedra Roto +Broken Stone Pillar|折れた石の柱|Pilier en pierre brisé|kaputte Steinsäule (eckig)|Pilar de Piedra Roto +Broken Fort Pillar|折れた砦の柱|Pilier en pierre brisé|kaputte Festungs-Säule|Pilar de Fuerte Roto +Scrap Wood|端材|Bout de bois|Holzplanken|Madera Rota +Crate|木箱|Caisse en bois|Kiste|Caja +Crate|木箱|Caisse en bois|offene Kiste|Caja +Stacked Crates|積まれた木箱|Caisses empilées|Kistenstapel|Cajas Amontonadas +Stacked Crates|積まれた木箱|Caisses empilées|Kistenstapel|Cajas Amontonadas +Fissures|亀裂|Fissures|Risse|Fisuras +Fissures|亀裂|Fissures|größere Risse|Fisuras +Fissures|亀裂|Fissures|Loch in der Wand|Fisuras +Fissures|亀裂|Fissures|Loch im Putz|Fisuras +Crate|木箱|Caisse en bois|Kiste mit Kartoffeln|Caja +Crate|木箱|Caisse en bois|Kiste mit Tomaten|Caja +Stacked Crates|積まれた木箱|Caisses empilées|Kistenstapel|Caja +Stacked Crates|積まれた木箱|Caisses empilées|Kistenstapel|Cajas Amontonadas +Fissures|亀裂|Fissures|Risse|Cajas Amontonadas +Fissures|亀裂|Fissures|größere Risse|Fisuras +Fissures|亀裂|Fissures|Loch in der Wand|Fisuras +Fissures|亀裂|Fissures|kleins Loch in der Wand|Fisuras +Crate|木箱|Caisse en bois|Kiste mit Maiskolben|Fisuras +Crate|木箱|Caisse en bois|Kiste mit Fisch|Caja +Sacks|麻袋|Sacs|Säcke|Sacos +Crate|木箱|Caisse en bois|große Kiste|Caja +Jail Bar|鉄格子|Barreau de prison|Gitterstäbe|Cárcel +Jail Bar|鉄格子|Barreau de prison|Gitterstäbe|Cárcel +Jail Bar|鉄格子|Barreau de prison|Gitterstäbe|Cárcel +Jail Bar|鉄格子|Barreau de prison|Gitterstäbe|Cárcel +Sack|麻袋|Sac|Sack|Saco +Sack|麻袋|sac|offener Sack|Saco +Sack|麻袋|Sac|Säcke|Saco +Crate|木箱|Caisse en bois|große Kiste|Caja +Jail Bar|鉄格子|Barreau de prison|Gitterstäbe|Cárcel +Jail Bar|鉄格子|Barreau de prison|Gitterstäbe|Cárcel +Jail Bar|鉄格子|Barreau de prison|Gitterstäbe|Cárcel +Jail Bar|鉄格子|Barreau de prison|Gitterstäbe|Cárcel diff --git a/img/tilesets/vxAce_Inside_C.rpgmvp b/img/tilesets/vxAce_Inside_C.rpgmvp new file mode 100644 index 0000000..803e73e Binary files /dev/null and b/img/tilesets/vxAce_Inside_C.rpgmvp differ diff --git a/img/tilesets/vxAce_Inside_C.txt b/img/tilesets/vxAce_Inside_C.txt new file mode 100644 index 0000000..8fed762 --- /dev/null +++ b/img/tilesets/vxAce_Inside_C.txt @@ -0,0 +1,256 @@ +Cup & Teapot (Bottom)|カップとポット(下)|Tasse et théière (bas)|Teetasse und Kanne (unten)|Taza y Tetera (Abajo) +Cup & Teapot (Top)|カップとポット(上)|Tasse et théière (haut)|Teetasse und Kanne (oben)|Taza y Tetera (Arriba) +Cup & Teapot (Left)|カップとポット(左)|Tasse et théière (gauche)|Teetasse und Kanne (links)|Taza y Tetera (Izquierda) +Cup & Teapot (Right)|カップとポット(右)|Tasse et théière (droite)|Teetasse und Kanne (rechts)|Taza y Tetera (Derecha) +Cup (Bottom)|カップ(下)|Tasse (bas)|Tasse (unten)|Taza (Abajo) +Cup (Top)|カップ(上)|Tasse (haut)|Tasse (oben)|Taza (Arriba) +Cup (Left)|カップ(左)|Tasse (gauche)|Tasse (links)|Taza (Izquierda) +Cup (Right)|カップ(右)|Tasse (droite)|Tasse (rechts)|Taza (Derecha) +Glass & Bottle (Bottom)|グラスとボトル(下)|Verre et bouteille (bas)|Glas und Weinflasche (unten)|Vaso y Botella (Abajo) +Glass & Bottle (Top)|グラスとボトル(上)|Verre et bouteille (haut)|Glas und Weinflasche (oben)|Vaso y Botella (Arriba) +Glass & Bottle (Left)|グラスとボトル(左)|Verre et bouteille (gauche)|Glas und Weinflasche (links)|Vaso y Botella (Izquierda) +Glass & Bottle (Right)|グラスとボトル(右)|Verre et bouteille (droite)|Glas und Weinflasche (rechts)|Vaso y Botella (Derecha) +Glass (Bottom)|グラス(下)|Verre (bas)|Glas (unten)|Vaso (Abajo) +Glass (Top)|グラス(上)|Verre (haut)|Glas (oben)|Vaso (Arriba) +Glass (Left)|グラス(左)|Verre (gauche)|Glas (links)|Vaso (Izquierda) +Glass (Right)|グラス(右)|Verre (droite)|Glas (rechts)|Vaso Derecha) +Pint Mug & Ale Bottle (Bottom)|ジョッキと瓶(下)|Pinte et bouteille de bière (bas)|Bierglas und Flasche (unten)|Jarra y Cerveza (Abajo) +Pint Mug & Ale Bottles (Top)|ジョッキと瓶(上)|Pinte et bouteille de bière (haut)|Bierglas und Flasche (oben)|Jarra y Cerveza (Arriba) +Pint Mug & Ale Bottles (Left)|ジョッキと瓶(左)|Pinte et bouteille de bière (gauche)|Bierglas und Flasche (links)|Jarra y Cerveza (Izquierda) +Pint Mug & Ale Bottle (Right)|ジョッキと瓶(右)|Pinte et bouteille de bière (droite)|Bierglas und Flasche (rechts)|Jarra y Cerveza (Derecha) +Pint Mug (Bottom)|ジョッキ(下)|Pinte (bas)|Bierglas (unten)|Jarra (Abajo) +Pint Mug (Top)|ジョッキ(上)|Pinte (haut)|Bierglas (oben)|Jarra (Arriba) +Pint Mug (Left)|ジョッキ(左)|Pinte (gauche)|Bierglas (links)|Jarra (Izquierda) +Pint Mug (Right)|ジョッキ(右)|Pinte (droite)|Bierglas (rechts)|Jarra (Derecha) +Teapot|ポット|Théière|Teekanne|Tetera +Bottle|ボトル|Bouteille|Weinflasche|Botella +Bottles|ボトル|Bouteilles|2 Weinflaschen|Botellas +Bottles|ボトル|Bouteilles|3 Weinflaschen|Botellas +Broken Bottle|割れたボトル|Bouteille cassée|zerbrochene Weinflasche|Botella Rota +Ale Bottle|瓶|Bouteille de bière|Bierflasche|Cerveza +Ale Bottles|瓶|Bouteilles de bière|2 Bierflaschen|Cervezas +Ale Bottles|瓶|Bouteilles de bière|3 Bierflaschen|Cervezas +Meal (Fish)|魚料理|Plat (poisson)|Mahlzeit (Fisch)|Comida (Pescado) +Meal (Meat)|肉料理|Plat (viande)|Mahlzeit (Geflügel)|Comida (Carne) +Side Dishes|副菜|Accompagnements|Beilagenteller|Guarniciones +Fruit Bowl|フルーツ盛り合わせ|Saladier de fruits|Obstschüssel|Frutero +Roast Pig|丸焼き|Cochon grillé|Schweinebraten|Cochinillo Asado +Cake|ケーキ|Gateau|Torte|Pastel +Pizza|ピザ|Pizza|Pizza|Pizza +Meal (Fish)|魚料理|Plat (poisson)|Mahlzeit (Fisch)|Comida (Pescado) +Dinner Set (Bottom)|夕食セット(下)|Dîner (bas)|Gedeck (unten)|Comida (Abajo) +Dinner Set (Top)|夕食セット(上)|Dîner (haut)|Gedeck (oben)|Comida (Arriba) +Dinner Set (Left)|夕食セット(左)|Dîner (gauche)|Gedeck (links)|Comida (Izquierda) +Dinner Set (Right)|夕食セット(右)|Dîner (droite)|Gedeck (rechts)|Comida (Derecha) +Pie|パイ|Tarte|Apfelkuchen|Tarta +Fried Rice|チャーハン|Riz fris|Gebratener Reis|Arroz Frito +Mystery Dishes|謎の料理|Plats mystérieux|mysteriöse Mahlzeit|Platos Misteriosos +Cooking Disaster|失敗料理|Désastre culinaire|verbrannte Mahlzeit|Desastre Culinario +Breakfast Set (Bottom)|朝食セット(下)|Petit déjeuner (bas)|Frühstücks-Gedeck (unten)|Comida (Abajo) +Breakfast Set (Top)|朝食セット(上)|Petit déjeuner (haut)|Frühstücks-Gedeck (oben)|Comida (Arriba) +Breakfast Set (Left)|朝食セット(左)|Petit déjeuner (gauche)|Frühstücks-Gedeck (links)|Comida (Izquierda) +Breakfast Set (Right)|朝食セット(右)|Petit déjeuner (droite)|Frühstücks-Gedeck (rechts)|Comida (Derecha) +Plate|皿|Assiette|Platte|Plato +Bowl|ボウル|Bol|Schale|Cuenco +Plates|皿|Assiettes|Tellerstapel|Platos +Plates|皿|Assiettes|Tellerstapel|Platos +Closed Book (Bottom)|閉じた本(下)|Livre fermé (bas)|geschlossenes Buch (unten)|Libro Cerrado (Arriba) +Closed Book (Top)|閉じた本(上)|Livre fermé (haut)|geschlossenes Buch (oben)|Libro Cerrado (Abajo) +Closed Book (Left)|閉じた本(左)|Livre fermé (gauche)|geschlossenes Buch (links)|Libro Cerrado (Izquierda) +Closed Book (Right)|閉じた本(右)|Livre fermé (droite|geschlossenes Buch (rechts)|Libro Cerrado (Derecha) +Open Book (Bottom)|開いた本(下)|Livre ouvert (bas)|offenes Buch (unten)|Libro Abierto (Arriba) +Open Book (Top)|開いた本(上)|Livre ouvert (haut)|offenes Buch (oben)|Libro Abierto (Abajo) +Open Book (Left)|開いた本(左)|Livre ouvert (gauche)|offenes Buch (links)|Libro Abierto (Izquierda) +Open Book (Right)|開いた本(右)|Livre ouvert (droite)|offenes Buch (rechts)|Libro Abierto (Derecha) +Closed Old Book (Bottom)|閉じた古文書(下)|Vieux livre fermé (bas)|geschlossenes altes Buch (unten)|Vejo Libro Cerrado (Arriba) +Closed Old Book (Top)|閉じた古文書(上)|Vieux livre fermé (haut)|geschlossenes altes Buch (oben)|Vejo Libro Cerrado (Abajo) +Closed Old Book (Left)|閉じた古文書(左)|Vieux livre fermé (gauche)|geschlossenes altes Buch (links)|Vejo Libro Cerrado (Izquierda) +Closed Old Book (Right)|閉じた古文書(右)|Vieux livre fermé (droite)|geschlossenes altes Buch (rechts)|Vejo Libro Cerrado (Derecha) +Open Old Book (Bottom)|開いた古文書(下)|Vieux livre ouvert (bas)|offenes altes Buch (unten)|Vejo Libro Abierto (Arriba) +Open Old Book (Top)|開いた古文書(上)|Vieux livre ouvert (haut)|offenes altes Buch (oben)|Vejo Libro Abierto (Abajo) +Open Old Book (Left)|開いた古文書(左)|Vieux livre ouvert (gauche)|offenes altes Buch (links)|Vejo Libro Abierto (Izquierda) +Open Old Book (Right)|開いた古文書(右)|Vieux livre ouvert (droite)|offenes altes Buch (rechts)|Vejo Libro Abierto (Derecha) +Notes & Pen (Bottom)|メモとペン(下)|Carnet et stylo (bas)|Aufzeichnungen und Schreibfeder (unten)|Notas y Pluma (Abajo) +Notes & Pen (Top)|メモとペン(上)|Carnet et stylo (haut)|Aufzeichnungen und Schreibfeder (oben)|Notas y Pluma (Arriba) +Notes & Pen (Left)|メモとペン(左)|Carnet et stylo (gauche)|Aufzeichnungen und Schreibfeder (links)|Notas y Pluma (Izquierda) +Notes & Pen (Right)|メモとペン(右)|Carnet et stylo (droite)|Aufzeichnungen und Schreibfeder (rechts)|Notas y Pluma (Derecha) +Map (Bottom)|地図(下)|Carte (bas)|Karte (unten)|Mapa (Abajo) +Map (Top)|地図(上)|Carte (haut)|Karte (oben)|Mapa (Arriba) +Map (Left)|地図(左)|Carte (gauche)|Karte (links)|Mapa (Izquierda) +Map (Right)|地図(右)|Carte (droite)|Karte (rechts)|Mapa (Derecha) +Envelope & Letter|封筒と便箋|Enveloppe et lettre|Umschlag und Brief|Sobre y Carta +Envelope|封筒|Enveloppe|Briefumschlag|Sobre +Scrolls|巻物|Parchemins|Schriftrollen|Pergaminos +Scrolls|巻物|Parchemins|alte Schriftrollen|Pergaminos +Potted Flowers|花瓶|Pot de fleurs|Blumenvase|Flores +Potted Plant|植木鉢|Plante en pot|Blumenkübel|Flores +Potted Plant|植木鉢|Plante en pot|Pflanzenkübel|Flores +Planter|プランター|Jardinière|Rosengesteck|Flores +Case|ケース|Boîte|Kasten|Estuche +Case|ケース|Boîte|offener Kasten mit Schmuck|Estuche +Letter Case|レターケース|Boîtier à lettres|Fächer für Papiere|Estuche de Cartas +Cutting Board|まな板|Planche à découper|Schneidbrett mit Käse|Tabla de Cortar +Small Box|小箱|Petite boîte|Kästchen mit Fläschchen|Caja Pequeña +Small Box|小箱|Petite boîte|Kästchen mit Stoffen|Caja Pequeña +Small Box|小箱|Petite boîte|Kästchen mit Säckchen|Caja Pequeña +Small Box|小箱|Petite boîte|leeres Kästchen|Caja Pequeña +Sack|袋|Sac|Beutel|Bolsa +Sacks|袋|Sacs|2 Beutel|Bolsas +Sacks|袋|Sacs|3 Beutel|Bolsas +Medicine Bottle|薬瓶|Flacon de médicament|Medizinflasche|Botella de Medicina +Medicine Bottles|薬瓶|Flacons de médicament|2 Medizinflaschen|Botellas de Medicinas +Medicine Bottles|薬瓶|Flacons de médicament|3 Medizinflaschen|Botellas de Medicinas +Potion|液体入り瓶|Potion|magischer Trank|Poción +Potions|液体入り瓶|Potions|magische Tränke|Pociones +Basket|バスケット|Panier|Korb|Cesta +Basket|バスケット|Panier|Korb mit Kartoffeln|Cesta +Basket|バスケット|Panier|Korb mit Tomaten|Cesta +Basket|バスケット|Panier|Korb mit Brot|Cesta +Rug|じゅうたん|Tapis|Stoffrollen|Alfombra +Rug|じゅうたん|Tapis|Stoffrollen|Alfombra +Rug|じゅうたん|Tapis|Stoffrollen|Alfombra +Lab Equipment|実験器具|Équipement de laboratoire|Labor-Equipment|Equipo de Laboratorio +Stuffed Doll|ぬいぐるみ|Peluche|Teddybär (braun)|Peluche +Stuffed Doll|ぬいぐるみ|Peluche|Teddybär (rot)|Peluche +Stuffed Doll|ぬいぐるみ|Peluche|Teddybär (blau)|Peluche +Stuffed Doll|ぬいぐるみ|Peluche|Teddybär (schwarz)|Peluche +Stuffed Dolls|ぬいぐるみ|Peluches|Plüschhasen (braun)|Peluches +Stuffed Dolls|ぬいぐるみ|Peluches|Plüschhasen (schwarz)|Peluches +Gifts|プレゼント|Cadeaux|Geschenke|Regalos +Gifts|プレゼント|Cadeaux|Geschenke|Regalos +Shovel|スコップ|Pelle|Schaufel|Pala +Pickax|つるはし|Pioche|Spitzhacke|Pico +Rope|ロープ|Corde|Seil|Cuerda +Rope|ロープ|Corde|aufgerolltes Seil|Cuerda +Pendant|ペンダント|Pendentif|Amulett|Colgante +Jewelry Case|宝石ケース|Boîte à bijoux|Schmuckschatullen|Joyas +Necklace|ネックレス|Collier|Halskette|Collar +Jewelry Case|宝石ケース|Boîte à bijoux|Schmuckkästchen mit Ringen|Joyas +Sword|剣|Épée|Schwert|Espada +Swords|剣|Épées|Schwerter|Espadas +Swords|剣|Épées|gekreuzte Schwerter|Espadas +Axes|斧|Haches|gekreuzte Äxte|Hacha +Spears|槍|Lances|Lanzen|Lanzas +Spears|槍|Lances|Lanzen|Lanzas +Whip|鞭|Fouet|Peitsche|Látigo +Knives|短剣|Couteaux|Messer|Cuchillos +Cooking Utensils|調理器具|Ustensiles de cuisine|Kochutensilien|Utensilios de Cocina +Dry Flowers|ドライフラワー|Fleurs séchées|getrocknete Blumen|Flores Secas +Shield|盾|Bouclier|Schild|Escudo +Shield|盾|Bouclier|Rundschild|Escudo +Men's Clothing (Hanging)|男物の服(壁掛け)|Vêtement d'homme (pendu)|Männerkleidung (hängend)|Ropa de Hombre (Colgada) +Men's Clothing (Hanging)|男物の服(壁掛け)|Vêtement d'homme (pendu)|Männerkleidung (hängend)|Ropa de Hombre (Colgada) +Women's Clothing (Hanging)|女物の服(壁掛け)|Vêtement de femme (pendu)|Frauenkleidung (hängend)|Ropa de Mujer (Colgada) +Women's Clothing (Hanging)|女物の服(壁掛け)|Vêtement de femme (pendu)|Frauenkleidung (hängend)|Ropa de Mujer (Colgada) +Sword Rack|剣掛台|Râtelier à épée|Schwertständer|Estante de Espadas +Sword Rack|剣掛台|Râtelier à épée|Schwertständer|Estante de Espadas +Hammers|ハンマー|Marteaux|Hämmer|Martillos +Bows & Arrows|弓矢|Arcs et flèches|Bögen und Pfeile|Arco y Flechas +Blacksmith's Table|金床|Enclume|Schmiedeplatz|Mesa de Herrero +Blacksmith's Table|金床|Enclume|Schmiedeplatz mit Rohling|Mesa de Herrero +Large Basin|水桶|Grande bassine|Wasserbad|Agua de Herrero +Scrap Metal|鉄くず|Bout de métal|Metall-Schrotthaufen|Chatarra +Helmet|兜|Casque|Helm|Casco +Helmet|兜|Casque|Helm mit Visier|Casco +Helmet|兜|Casque|Helm mit Hörnern|Casco +Hat (Stand)|帽子(スタンド)|Chapeau (porte-chapeau)|Hutständer (Männerhut)|Sombrero +Hat (Stand)|帽子(スタンド)|Chapeau (porte-chapeau)|Hutständer (Damenhut)|Sombrero +Hat (Stand)|帽子(スタンド)|Chapeau (porte-chapeau)|Hutständer (Zauberhut)|Sombrero +Women's Clothing (Stand)|女物の服(スタンド)|Vêtement de femme (porte-manteau)|Kleiderständer (Kleid)|Ropa de Mujer +Dress (Stand)|ドレス(スタンド)|Robe (porte-manteau)|Kleiderständer (Brautkleid)|Vestido +Armor (Stand)|鎧(スタンド)|Armure (porte-armure)|Rüstungsständer|Armadura +Armor (Stand)|鎧(スタンド)|Armure (porte-armure)|Rüstungsständer|Armadura +Armor (Stand)|鎧(スタンド)|Armure (porte-armure)|Rüstungsständer|Armadura +Armor (Stand)|鎧(スタンド)|Armure (porte-armure)|Rüstungsständer|Armadura +Men's Clothing (Stand)|男物の服(スタンド)|Vêtement d'homme (porte-manteau)|Kleiderständer (Hemd)|Ropa de Hombre +Cape (Stand)|マント(スタンド)|Cape (porte-manteau)|Kleiderständer (Umhang)|Capa +Robe (Stand)|ローブ(スタンド)|Robe (porte-manteau)|Kleiderständer (Mantel)|Túnica +Robe (Stand)|ローブ(スタンド)|Robe (porte-manteau)|Kleiderständer (Robe)|Túnica +Church Symbol|教会のシンボル|Symbole d'église|Kirchenkreuz|Símbolo Sagrado +Goddess Statue|女神像|Statue de déesse|Göttinnen-Statue|Estatua de Diosa +Goddess Statue|女神像|Statue de déesse|Göttinnen-Statue|Estatua de Diosa +Goddess Statue|女神像|Statue de déesse|Göttinnen-Statue|Estatua de Diosa +Statue|石像|Statue|Statue|Estatua +Dais|台座|Piédestal|Podium|Plataforma +Crate with Swords|剣の入った箱|Caisse d'épées|Kiste mit Schwertern|Caja con Espadas +Crate with Spears|槍の入った箱|Caisse de lances|Kiste mit Speeren|Caja con Lanzas +Church Symbol|教会のシンボル|Symbole d'église|Kirchenkreuz|Símbolo Sagrado +Goddess Statue|女神像|Statue de déesse|Göttinnen-Statue|Estatua de Diosa +Goddess Statue|女神像|Statue de déesse|Göttinnen-Statue|Estatua de Diosa +Goddess Statue|女神像|Statue de déesse|Göttinnen-Statue|Estatua de Diosa +Statue|石像|Statue|Statue|Estatua +Broken Statue|壊れた像|Statue brisée|kaputte Statue|Plataforma +Crate with Swords|剣の入った箱|Caisse d'épées|Kiste mit Schwertern|Caja con Espadas +Crate with Spears|槍の入った箱|Caisse de lances|Kiste mit Speeren|Caja con Lanzas +Church Table|教会机|Table d'église|Kirchenaltar|Mesa de Iglesia +Church Table|教会机|Table d'église|Kirchenaltar|Mesa de Iglesia +Church Table|教会机|Table d'église|Kirchenaltar|Mesa de Iglesia +Church Table|教会机|Table d'église|Kirchenaltar mit Buch|Mesa de Iglesia +Decorative Pillar|装飾柱|Pilier décoratif|Ziersäule (halbrund)|Pilar Decorativo +Decorative Pillar|装飾柱|Pilier décoratif|Ziersäule (eckig)|Pilar Decorativo +Decorative Pillar (Ruins)|装飾柱(廃墟)|Pilier décoratif (ruines)|kaputte Ziersäule (rund)|Pilar Decorativo (Ruinas) +Decorative Pillar (Ruins)|装飾柱(廃墟)|Pilier décoratif (ruines)|kaputte Ziersäule (eckig)|Pilar Decorativo (Ruinas) +Church Table|教会机|Table d'église|Kirchenaltar|Mesa de Iglesia +Church Table|教会机|Table d'église|Kirchenaltar|Mesa de Iglesia +Church Table|教会机|Table d'église|Kirchenaltar|Mesa de Iglesia +Church Table|教会机|Table d'église|Kirchenaltar mit Buch|Mesa de Iglesia +Decorative Pillar|装飾柱|Pilier décoratif|Ziersäule (halbrund)|Pilar Decorativo +Decorative Pillar|装飾柱|Pilier décoratif|Ziersäule (eckig)|Pilar Decorativo +Decorative Pillar (Ruins)|装飾柱(廃墟)|Pilier décoratif (ruines)|kaputte Ziersäule (rund)|Pilar Decorativo (Ruinas) +Decorative Pillar (Ruins)|装飾柱(廃墟)|Pilier décoratif (ruines)|kaputte Ziersäule (eckig)|Pilar Decorativo (Ruinas) +Gold Bricks|金の延べ棒|Lingots d'or|3 Goldbarren|Lingotes de Oro +Gold Bricks|金の延べ棒|Lingots d'or|4 Goldbarren|Lingotes de Oro +Silver Bricks|銀の延べ棒|Lingots d'argent|3 Silberbarren|Lingotes de Plata +Silver Bricks|銀の延べ棒|Lingots d'argent|4 Silberbarren|Lingotes de Plata +Decorative Pillar|装飾柱|Pilier décoratif|Ziersäule (halbrund)|Pilar Decorativo +Decorative Pillar|装飾柱|Pilier décoratif|Ziersäule (eckig)|Pilar Decorativo +Decorative Pillar (Ruins)|装飾柱(廃墟)|Pilier décoratif (ruines)|kaputte Ziersäule (rund)|Pilar Decorativo (Ruinas) +Decorative Pillar (Ruins)|装飾柱(廃墟)|Pilier décoratif (ruines)|kaputte Ziersäule (eckig)|Pilar Decorativo (Ruinas) +Monument|石碑|Stèle|Denkmal|Monumento +Monument|石碑|Stèle|Denkmal|Monumento +Demon Statue|悪魔像|Statue de démon|Dämonen-Statue|Estatua de Demonio +Dragon Statue|竜像|Statue de dragon|Drachen-Statue|Estatua de Dragón +Dragon Statue|竜像|Statue de dragon|Drachen-Statue|Estatua de Dragón +Monument|石碑|Stèle|Denkmal|Monumento +Monument|石碑|Stèle|Denkmal|Monumento +Monument|石碑|Stèle|Denkmal|Monumento +Monument|石碑|Stèle|Denkmal|Monumento +Monument|石碑|Stèle|Denkmal|Monumento +Demon Statue|悪魔像|Statue de démon|Dämonen-Statue|Estatua de Demonio +Dragon Statue|竜像|Statue de dragon|Drachen-Statue|Estatua de Dragón +Dragon Statue|竜像|Statue de dragon|Drachen-Statue|Estatua de Dragón +Monument|石碑|Stèle|Denkmal|Monumento +Monument|石碑|Stèle|Denkmal|Monumento +Monument|石碑|Stèle|Denkmal|Monumento +Railings|段差用手すり|Balustrade|Holzgeländer|Raíles +Railings|段差用手すり|Balustrade|Holzgeländer|Raíles +Railings|段差用手すり|Balustrade|Holzgeländer|Raíles +Railings|段差用手すり|Balustrade|Holzgeländer|Raíles +Railings|段差用手すり|Balustrade|Steingeländer|Raíles +Railings|段差用手すり|Balustrade|Steingeländer|Raíles +Railings|段差用手すり|Balustrade|Steingeländer|Raíles +Railings|段差用手すり|Balustrade|Steingeländer|Raíles +Banister (Wood)|階段用手すり(木)|Rampe (bois)|Holzgeländer links|Barandilla (Madera) +Banister (Wood)|階段用手すり(木)|Rampe (bois)|Holzgeländer rechts|Barandilla (Madera) +Banister (Stone)|階段用手すり(石)|Rampe (pierre)|Steingeländer links|Barandilla (Piedra) +Banister (Stone)|階段用手すり(石)|Rampe (pierre)|Steingeländer rechts|Barandilla (Piedra) +Banister (Temple)|階段用手すり(神殿)|Rampe (temple)|Tempelgeländer links|Barandilla (Templo) +Banister (Temple)|階段用手すり(神殿)|Rampe (temple)|Tempelgeländer rechts|Barandilla (Templo) +Banister (Castle)|階段用手すり(城)|Rampe (château)|Schlossgeländer links|Barandilla (castillo) +Banister (Castle)|階段用手すり(城)|Rampe (château)|Schlossgeländer rechts|Barandilla (castillo) +Banister (Wood)|階段用手すり(木)|Rampe (bois)|Holzgeländer links|Barandilla (Madera) +Banister (Wood)|階段用手すり(木)|Rampe (bois)|Holzgeländer rechts|Barandilla (Madera) +Banister (Stone)|階段用手すり(石)|Rampe (pierre)|Steingeländer links|Barandilla (Piedra) +Banister (Stone)|階段用手すり(石)|Rampe (pierre)|Steingeländer rechts|Barandilla (Piedra) +Banister (Temple)|階段用手すり(神殿)|Rampe (temple)|Tempelgeländer links|Barandilla (Templo) +Banister (Temple)|階段用手すり(神殿)|Rampe (temple)|Tempelgeländer rechts|Barandilla (Templo) +Banister (Castle)|階段用手すり(城)|Rampe (château)|Schlossgeländer links|Barandilla (castillo) +Banister (Castle)|階段用手すり(城)|Rampe (château)|Schlossgeländer rechts|Barandilla (castillo) +Banister (Wood)|階段用手すり(木)|Rampe (bois)|Holzgeländer links|Barandilla (Madera) +Banister (Wood)|階段用手すり(木)|Rampe (bois)|Holzgeländer rechts|Barandilla (Madera) +Banister (Stone)|階段用手すり(石)|Rampe (pierre)|Steingeländer links|Barandilla (Piedra) +Banister (Stone)|階段用手すり(石)|Rampe (pierre)|Steingeländer rechts|Barandilla (Piedra) +Banister (Temple)|階段用手すり(神殿)|Rampe (temple)|Tempelgeländer links|Barandilla (Templo) +Banister (Temple)|階段用手すり(神殿)|Rampe (temple)|Tempelgeländer rechts|Barandilla (Templo) +Banister (Castle)|階段用手すり(城)|Rampe (château)|Schlossgeländer links|Barandilla (castillo) +Banister (Castle)|階段用手すり(城)|Rampe (château)|Schlossgeländer rechts|Barandilla (castillo) diff --git a/img/tilesets/vxAce_Outside_A1.rpgmvp b/img/tilesets/vxAce_Outside_A1.rpgmvp new file mode 100644 index 0000000..a1f157d Binary files /dev/null and b/img/tilesets/vxAce_Outside_A1.rpgmvp differ diff --git a/img/tilesets/vxAce_Outside_A1.txt b/img/tilesets/vxAce_Outside_A1.txt new file mode 100644 index 0000000..ac03432 --- /dev/null +++ b/img/tilesets/vxAce_Outside_A1.txt @@ -0,0 +1,16 @@ +Water (Meadow)|水場(草地)|Eau (prairie)|Wasser (in Wiese)|Agua +Deep Water|深い水場|Eau profonde|Tiefes Wasser|Agua Profunda +Lotus Pads|蓮の葉|Nénuphars|Seerosenblätter|Flores de Loto +Swamp Grass|水草|Plantes de marais|Sumpfgras|Hierba de Pantano +Water (Snow)|水場(雪)|Eau (neige)|Wasser (in Schnee)|Agua (Nieve) +Waterfall (Stone Wall)|滝(石壁)|Cascade (mur en pierre)|Wasserfall (Steinwand)|Cascada (Pared de Piedra) +Canal|水路|Canal|Kanal|Canal +Waterfall (Stone Wall)|滝(石壁)|Cascade (mur en pierre)|Wasserfall (Steinwand)|Cascada (Pared de Piedra) +Water (Dirt)|水場(土)|Eau (terre)|Wasser (in Erde)|Agua (Tierra) +Waterfall (Cliff)|滝(崖)|Cascade (falaise)|Wasserfall (Klippe)|Cascada (Acantilado) +Water (Sand)|水場(砂)|Eau (sable)|Wasser (im Sand)|Agua (Arena) +Boulder in Waterfall|滝の岩|Rocher de cascade|Fels im Wasserfall|Roca en Cascada +Water (Port)|水場(港)|Eau (port)|Wasser (Hafenbecken)|Agua (Puerto) +Waterfall (Stone Wall)|滝(石壁)|Cascade (Mur en pierre)|Wasserfall (Steinwand)|Cascada (Pared de Piedra) +Poison Swamp|毒の沼|Marais empoisonné|Giftsumpf (in Erde)|Pantano Venenoso +Dead Tree|枯れ木|Arbre mort|toter Baum (im Giftsumpf)|Árbol Muerto diff --git a/img/tilesets/vxAce_Outside_A2.rpgmvp b/img/tilesets/vxAce_Outside_A2.rpgmvp new file mode 100644 index 0000000..64fac76 Binary files /dev/null and b/img/tilesets/vxAce_Outside_A2.rpgmvp differ diff --git a/img/tilesets/vxAce_Outside_A2.txt b/img/tilesets/vxAce_Outside_A2.txt new file mode 100644 index 0000000..b7a7deb --- /dev/null +++ b/img/tilesets/vxAce_Outside_A2.txt @@ -0,0 +1,32 @@ +Meadow|草地|Prairie|Wiese|Prado +Dirt (Meadow)|土(草地)|Terre (prairie)|Erde (in Wiese)|Tierra (Prado) +Road (Meadow)|道(草地)|Route (prairie)|Straße (in Wiese)|Camino (Prado) +Cobblestones|石畳|Pavés|Kopfsteinpflaster|Calle +Bush|茂み|Buisson|hohes Gras|Hierba Alta +Road Edging|縁石|Bords de route|Straßenrand|Bordes de Camino +Fencepost|柵|Barrière|Holzzaun|Valla +Fissures|ひび割れ|Fissures|Risse|Fisuras +Dirt|土|Terre|Erde|Tierra +Grass (Dirt)|草地(土)|Herbe (terre)|Wiese (in Erde)|Hierba (Tierra) +Road (Dirt)|道(土)|Route (terre)|Straße (in Erde)|Camino (Tierra) +Cobblestones (Snow)|石畳(雪)|Pavés (neige)|Kopfsteinpflaster (verschneit)|Calle (Nieve) +Bush (Dead)|茂み(枯れ草)|Buisson (mort)|trockenes, hohe Gras|Hierba Alta (Muerta) +Road Edging (Snow)|縁石(雪)|Bords de route (neige)|Straßenrand (verschneit)|Bordes de Camino (Nieve) +Fencepost|柵|Barrière|Steinzaun|Valla +Soil|汚れ|Terre|Dreck|Mancha +Sand|砂地|Sable|Sand|Arena +Grass (Sand)|草地(砂地)|Herbe (sable)|Wiese (in Sand)|Hierba (Arena) +Road (Sand)|道(砂地)|Route (sable)|Straße (in Sand)|Camino (Arena) +Cobblestones|石畳|Pavés|Kopfsteinpflaster|Calle +Bush (Sand)|茂み(砂地)|Buisson (sable)|Gras ( Sand)|Hierba Alta (Arena) +Hole|穴|Trou|Bodenloch|Agujero +Fencepost|柵|Barrière|massiver Zaun|Valla +Moss|苔|Mousse|Moos|Musgo +Snow|雪|Neige|Schnee|Nieve +Dirt (Snow)|土(雪)|Terre (neige)|Erde (im Schnee)|Tierra (Nieve) +Road (Snow)|道(雪)|Route (neige)|Straße (im Schnee)|Camino (Nieve) +Carpet|カーペット|Tapis|Teppich|Alfombra +Bush (Snow)|茂み(雪)|Buisson (neige)|hohes Gras (verschneit)|Hierba Alta (Nieve) +Hole|穴|Trou|Bodenschacht|Agujero +Fencepost (Snow)|柵(雪)|Barrière (neige)|Holzzaun (verschneit)|Valla (Nieve) +Poison Swamp|毒の沼|Marais empoisonné|Giftsumpf|Pantano Venenoso diff --git a/img/tilesets/vxAce_Outside_A3.rpgmvp b/img/tilesets/vxAce_Outside_A3.rpgmvp new file mode 100644 index 0000000..7a33413 Binary files /dev/null and b/img/tilesets/vxAce_Outside_A3.rpgmvp differ diff --git a/img/tilesets/vxAce_Outside_A3.txt b/img/tilesets/vxAce_Outside_A3.txt new file mode 100644 index 0000000..f4bfd60 --- /dev/null +++ b/img/tilesets/vxAce_Outside_A3.txt @@ -0,0 +1,32 @@ +Roof (Tile)|屋根(瓦)|Toit (tuile)|Dachfeld|Tejado (Tejas) +Roof (Tile)|屋根(瓦)|Toit (tuile)|Dachfeld|Tejado (Tejas) +Roof (Tile)|屋根(瓦)|Toit (tuile)|Dachfeld|Tejado (Tejas) +Roof (Tile)|屋根(瓦)|Toit (tuile)|Dachfeld|Tejado (Tejas) +Roof (Tile)|屋根(瓦)|Toit (tuile)|Dachfeld|Tejado (Tejas) +Roof (Tile)|屋根(瓦)|Toit (tuile)|Dachfeld|Tejado (Tejas) +Roof (Tile)|屋根(瓦)|Toit (tuile)|Dachfeld|Tejado (Tejas) +Roof (Sheet Metal)|屋根(鉄板)|Toit (tole)|Dachfeld (Metallplatten)|Tejado (Metal) +Outer Wall (Plaster)|外壁(白壁)|Mur extérieur (crépi)|Außenwand (Gips)|Pared Exterior (Yeso) +Outer Wall (Rock Wall)|外壁(石壁)|Mur extérieur (pierre)|Außenwand (Stein)|Pared Exterior (Piedra) +Outer Wall (Rock Wall)|外壁(石壁)|Mur extérieur (pierre)|Außenwand (Stein)|Pared Exterior (Piedra) +Outer Wall (Rock Wall)|外壁(石壁)|Mur extérieur (pierre)|Außenwand (Stein)|Pared Exterior (Piedra) +Outer Wall (Brick)|外壁(レンガ)|Mur extérieur (brique)|Außenwand (Ziegelstein)|Pared Exterior (Ladrillo) +Outer Wall (Decorative Tile)|外壁(化粧タイル)|Mur extérieur (mosaïque)|Außenwand (Zierstein)|Pared Exterior (Ladrillo Pequeño) +Outer Wall (Dirt)|外壁(土壁)|Mur extérieur (terre)|Außenwand (Rauputz)|Pared Exterior +Outer Wall (Wood)|外壁(木造)|Mur extérieur (bois)|Außenwand (dunkles Holz)|Pared Exterior +Roof (Wood)|屋根(木造)|Toit (bois)|Dach (Holzplatten)|Tejado (Madera) +Roof (Wood)|屋根(木造)|Toit (bois)|Dach (Holzlatten)|Tejado (Madera) +Roof (Log)|屋根(丸太)|Toit (rondins)|Dach (Blockhaus)|Tejado (Tronco) +Roof (Thatch)|屋根(藁)|Toit (chaume)|Dach (Reetgedeckt)|Tejado (Paja) +Roof (Stone)|屋根(石)|Toit (pierre)|Dach (Stein)|Tejado (Piedra) +Roof (Tent)|屋根(テント)|Toit (tente)|Dach (Zelt)|Tejado (Tienda de Campaña) +Roof (Thatch, Snow)|屋根(藁・雪)|Toit (chaume, neige)|Dach (verschneites Reet)|Tejado (Paja, Nieve) +Roof (Snow)|屋根(雪)|Toit (neigh)|Dach (verschneit)|Tejado (Nieve) +Outer Wall (Wood)|外壁(木造)|Mur extérieur (bois)|Außenwand (Holz, H)|Pared Exterior (Madera) +Outer Wall (Wood)|外壁(木造)|Mur extérieur (bois)|Außenwand (Holz, V)|Pared Exterior (Madera) +Outer Wall (Log)|外壁(丸太)|Mur extérieur (rondins)|Außenwand (Blockhaus)|Pared Exterior (Tronco) +Outer Wall (Wood)|外壁(木造)|Mur extérieur (bois)|Außenwand (Holzlatten)|Pared Exterior (Madera) +Outer Wall (Rock Wall)|外壁(石壁)|Mur extérieur (pierre)|Außenwand (Naturstein)|Pared Exterior (Piedra) +Outer Wall (Tent)|外壁(テント)|Mur extérieur (tente)|Außenwand (Zelt)|Pared Exterior (Tienda de Campaña) +Outer Wall (Wood, Snow)|外壁(木造・雪)|Mur extérieur (bois, neige)|Außenwand (Holz, verschneit)|Pared Exterior (Madera, Nieve) +Outer Wall (Wood, Snow)|外壁(木造・雪)|Mur extérieur (bois neige)|Außenwand (dunkles Holz,verschneit)|Pared Exterior (Madera, Nieve) diff --git a/img/tilesets/vxAce_Outside_A4.rpgmvp b/img/tilesets/vxAce_Outside_A4.rpgmvp new file mode 100644 index 0000000..aff6022 Binary files /dev/null and b/img/tilesets/vxAce_Outside_A4.rpgmvp differ diff --git a/img/tilesets/vxAce_Outside_A4.txt b/img/tilesets/vxAce_Outside_A4.txt new file mode 100644 index 0000000..554d3de --- /dev/null +++ b/img/tilesets/vxAce_Outside_A4.txt @@ -0,0 +1,48 @@ +Wall (Stone)|壁(石)|Mur (pierre)|Wand Deckenfeld (graue Steinquader) (spezielle Begehbarkeit)|Pared (Piedra) +Wall (Brick)|壁(レンガ)|Mur (brique)|Wand Deckenfeld (Ziegelstein) (spezielle Begehbarkeit)|Pared (Ladrillo) +Wall (Stone)|壁(石)|Mur (pierre)|Wand Deckenfeld (Sandstein) (spezielle Begehbarkeit)|Pared (Piedra) +Wall (Stone)|壁(石)|Mur (pierre)|Wand Deckenfeld (grober Stein) (spezielle Begehbarkeit)|Pared (Piedra) +Wall (Stone)|壁(石)|Mur (pierre)|Wand Deckenfeld (Naturstein-Mauer) (spezielle Begehbarkeit)|Pared (Piedra) +Wall (Marble)|壁(大理石)|Mur (marbre)|Wand Deckenfeld (Marmor) (spezielle Begehbarkeit)|Pared (Mármol) +Hedge|生け垣|Haie|Hecke (Draufsicht) (spezielle Begehbarkeit)|Seto +Frozen Wall|凍った壁|Mur gelé|Wand Deckenfeld (gefrorene Ziegel) (spezielle Begehbarkeit)|Pared Congelada +Wall (Stone)|壁(石)|Mur (pierre)|Wand (normal) (graue Steinquader)|Pared (Piedra) +Wall (Brick)|壁(レンガ)|Mur (brique)|Wand (normal) (Ziegelstein)|Pared (Ladrillo) +Wall (Stone)|壁(石)|Mur (brique)|Wand (normal) (Sandstein)|Pared (Piedra) +Wall (Stone)|壁(石)|Mur (brique)|Wand (normal) (grober Stein)|Pared (Piedra) +Wall (Stone)|壁(石)|Mur (brique)|Wand (normal) (Naturstein-Mauer)|Pared (Piedra) +Wall (Marble)|壁(大理石)|Mur (marbre)|Wand (normal) (Marmor)|Pared (Mármol) +Hedge|生け垣|Haie|Hecke (Wand, normal)|Seto +Frozen Wall|凍った壁|Mur gelé|Wand (normal) (gefrorene Ziegel)|Pared Congelada +Building (Urban)|建物(都会風)|Bâtiment (urbain)|Gebäude Deckenfeld (Urban) (spezielle Begehbarkeit)|Edificio (Urbano) +Building (Dirt Wall)|建物(土壁)|Bâtiment (mur en terre)|Gebäude Deckenfeld (Sandstein) (spezielle Begehbarkeit)|Edificio (Pared de Tierra) +Building (Desert)|建物(砂漠風)|Bâtiment (desert)|Gebäude Deckenfeld (Wüste) (spezielle Begehbarkeit)|Edificio (Desierto) +Building (Snow)|建物(雪)|Bâtiment (neige)|Gebäude Deckenfeld (Schnee) (spezielle Begehbarkeit)|Edificio (Nieve) +Castle|城|Château|Gebäude Deckenfeld (Schloss) (spezielle Begehbarkeit)|Castillo +Castle (Snow)|城(雪)|Château (neigh)|Gebäude Deckenfeld (Schloss, verschneit) (spezielle Begehbarkeit)|Castillo (Nieve) +Fort|砦|Fort|Gebäude Deckenfeld (Festung) (spezielle Begehbarkeit)|Fuerte +Fort (Snow)|砦(雪)|Fort (neige)|Gebäude Deckenfeld (Festung, verschneit) (spezielle Begehbarkeit)|Fuerte (Nieve) +Building (Urban)|建物(都会風)|Bâtiment (urbain)|Gebäudewand (Urban)|Edificio (Urbano) +Building (Dirt Wall)|建物(土壁)|Bâtiment (mur en terre)|Gebäudewand (Sandstein)|Edificio (Pared de Tierra) +Building (Desert)|建物(砂漠風)|Bâtiment (desert)|Gebäudewand (Wüste)|Edificio (Desierto) +Building (Snow)|建物(雪)|Bâtiment (neige)|Gebäudewand (Schnee)|Edificio (Nieve) +Castle|城|Château|Schlosswand|Castillo +Castle (Snow)|城(雪)|Château (neige)|Schlosswand (verschneit)|Castillo (Nieve) +Fort|砦|Fort|Festungswand|Fuerte +Fort (Snow)|砦(雪)|Fort (neige)|Festungswand (verschneit)|Fuerte (Nieve) +Ledge (Meadow)|段差(草地)|Rebord (prairie)|Plateau (Wiese) (spezielle Begehbarkeit)|Plataforma (Prado) +Ledge (Dirt)|段差(土)|Rebord (terre)|Plateau (Erde) (spezielle Begehbarkeit)|Plataforma (Tierra) +Ledge (Desert)|段差(砂地)|Rebord (désert)|Plateau (Sand) (spezielle Begehbarkeit)|Plataforma (Desierto) +Ledge (Snow)|段差(雪)|Rebord (neige)|Plateau (Schnee) (spezielle Begehbarkeit)|Plataforma (Nieve) +Ledge (Paved)|段差(舗装)|Rebord (pavé)|Plateau (Pflasterstein) (spezielle Begehbarkeit)|Plataforma (Pavimento) +Forest|森|Forêt|Baumkronen (spezielle Begehbarkeit)|Bosque +Forest (Snow)|森(雪)|Forêt (neige)|Baumkronen (verschneit) (spezielle Begehbarkeit)|Bosque (Nieve) +Demon Castle|魔王城|Château démoniaque|Gebäude Deckenfeld (Dämonenschloss) (spezielle Begehbarkeit)|Castillo Demoníaco +Cliff (Meadow)|崖(草地)|Falaise (prairie)|Klippe (Wiese)|Acantilado (Prado) +Cliff (Dirt)|崖(土)|Falaise (terre)|Klippe (Erde)|Acantilado (Tierra) +Cliff (Desert)|崖(砂地)|Falaise (desert)|Klippe (Sand)|Acantilado (Desierto) +Cliff (Snow)|崖(雪)|Falaise (neige)|Klippe (Schnee)|Acantilado (Nieve) +Wall (Paved)|壁(舗装)|Mur (pavé)|Wand (Pflasterstein)|Pared (Pavimento) +Forest|森|Forêt|Wald (Baumstämme)|Bosque +Forest (Snow)|森(雪)|Forêt (neige)|Wald (Baumstämme) (verschneit)|Bosque (Nieve) +Demon Castle|魔王城|Château démoniaque|Dämonenschlosswand|Castillo Demoníaco diff --git a/img/tilesets/vxAce_Outside_A5.rpgmvp b/img/tilesets/vxAce_Outside_A5.rpgmvp new file mode 100644 index 0000000..1159fe1 Binary files /dev/null and b/img/tilesets/vxAce_Outside_A5.rpgmvp differ diff --git a/img/tilesets/vxAce_Outside_A5.txt b/img/tilesets/vxAce_Outside_A5.txt new file mode 100644 index 0000000..6cc1d4f --- /dev/null +++ b/img/tilesets/vxAce_Outside_A5.txt @@ -0,0 +1,128 @@ +Darkness|暗闇|Obscurité|Dunkelheit|Oscuridad +Wire Mesh|金網|Grillage|Gitterboden|Rejilla +Large Bridge (V)|大きな橋(縦)|Grand pont (V)|große Holzbrücke (V)|Puente (V) +Large Bridge (V)|大きな橋(縦)|Grand pont (V)|große Holzbrücke (V)|Puente (V) +Large Bridge (V)|大きな橋(縦)|Grand pont (V)|große Holzbrücke (V)|Puente (V) +Large Bridge (H)|大きな橋(横)|Grand pont (H)|große Holzbrücke (H)|Puente (H) +Large Bridge (H)|大きな橋(横)|Grand pont (H)|große Holzbrücke (H)|Puente (H) +Large Bridge (Snow, H)|大きな橋(雪・横)|Grand pont (neige, H)|große Holzbrücke (verschneit, H)|Puente (Nieve, H) +Transparent|透明|Transparent|Unsichtbar|Transparente +Wire Mesh|金網|Grillage|Absatz Gitterboden|Rejilla +Large Bridge (Snow, V)|大きな橋(雪・縦)|Grand pont (neige, V)|große Holzbrücke (verschneit, V)|Puente (V) +Large Bridge (Snow, V)|大きな橋(雪・縦)|Grand pont (neige, V)|große Holzbrücke (verschneit, V)|Puente (V) +Large Bridge (Snow, V)|大きな橋(雪・縦)|Grand pont (neige, V)|große Holzbrücke (verschneit, V)|Puente (V) +Large Bridge (H)|大きな橋(横)|Grand pont (H)|große Holzbrücke (H)|Puente (H) +Large Bridge (Snow,H)|大きな橋(雪・横)|Grand pont (neige, H)|große Holzbrücke (verschneit, H)|Puente (Nieve, H) +Large Bridge (Snow,H)|大きな橋(雪・横)|Grand pont (neige, H)|große Holzbrücke (verschneit, H)|Puente (Nieve, H) +Meadow|草地|Prairie|Wiese|Prado +Dirt|土|Terre|Erde|Tierra +Desert|砂地|Désert|Sand|Desierto +Snow|雪|Neige|Schnee|Nieve +Meadow|草地|Prairie|Wiese (Variation)|Prado +Dirt|土|Terre|Erde (Variation)|Tierra +Desert|砂地|Désert|Sand (Variation)|Desierto +Snow|雪|Neige|Schnee (Variation)|Nieve +Stairs (Meadow)|階段(草地)|Escalier (prairie)|Treppenstufen (Wiese)|Escaleras (Prado) +Stairs (Meadow)|階段(草地)|Escalier (prairie)|Treppenstufen (Wiese)|Escaleras (Prado) +Stairs (Meadow)|階段(草地)|Escalier (prairie)|Treppenstufen (Wiese)|Escaleras (Prado) +Stairs (Meadow)|階段(草地)|Escalier (prairie)|Treppenstufen (Wiese)|Escaleras (Prado) +Stairs (Dirt)|階段(土)|Escalier (terre)|Treppenstufen (Erde)|Escaleras (Tierra) +Stairs (Dirt)|階段(土)|Escalier (terre)|Treppenstufen (Erde)|Escaleras (Tierra) +Stairs (Dirt)|階段(土)|Escalier (terre)|Treppenstufen (Erde)|Escaleras (Tierra) +Stairs (Dirt)|階段(土)|Escalier (terre)|Treppenstufen (Erde)|Escaleras (Tierra) +Cobblestones|石畳|Pavés|eckiges Kopfsteinpflaster|Suelo de Calle +Cobblestones|石畳|Pavés|Sandsteinpflaster|Suelo de Calle +Cobblestones|石畳|Pavés|graues Kopfsteinpflaster|Suelo de Calle +Cobblestones|石畳|Pavés|Steinmusterboden|Suelo de Calle +Cobblestones (Ruins)|石畳(廃墟)|Pavés (ruines)|kaputtes Kopfsteinpflaster|Suelo de Calle (Ruinas) +Cobblestones (Ruins)|石畳(廃墟)|Pavés (ruines)|kaputte Kopfsteinpflaster|Suelo de Calle (Ruinas) +Cobblestones (Ruins)|石畳(廃墟)|Pavés (ruines)|kaputtes graues Kopfsteinpflaster|Suelo de Calle (Ruinas) +Cobblestones (Ruins)|石畳(廃墟)|Pavés (ruines)|kaputter Steinmusterboden|Suelo de Calle (Ruinas) +Stairs (Desert)|階段(砂地)|Escalier (désert)|Treppenstufe (Sand)|Escaleras (Desierto) +Stairs (Desert)|階段(砂地)|Escalier (désert)|Treppenstufe (Sand)|Escaleras (Desierto) +Stairs (Desert)|階段(砂地)|Escalier (désert)|Treppenstufe (Sand)|Escaleras (Desierto) +Stairs (Desert)|階段(砂地)|Escalier (désert)|Treppenstufe (Sand)|Escaleras (Desierto) +Stairs (Snow)|階段(雪)|Escalier (neige)|Treppenstufe (Schnee)|Escaleras (Nieve) +Stairs (Snow)|階段(雪)|Escalier (neige)|Treppenstufe (Schnee)|Escaleras (Nieve) +Stairs (Snow)|階段(雪)|Escalier (neige)|Treppenstufe (Schnee)|Escaleras (Nieve) +Stairs (Snow)|階段(雪)|Escalier (neige)|Treppenstufe (Schnee)|Escaleras (Nieve) +Cobblestones|石畳|Pavés|Kopfsteinpflaster|Suelo de Calle +Cobblestones|石畳|Pavés|rotes Kopfsteinpflaster|Suelo de Calle +Cobblestones|石畳|Pavés|eckiges Steinpflaster|Suelo de Calle +Ice Floor|氷の床|Sol gelé|Eisboden|Suelo Helado +Cobblestones (Ruins)|石畳(廃墟)|Pavés (ruines)|kaputte Kopfsteinpflaster|Suelo de Calle (Ruinas) +Cobblestones (Ruins)|石畳(廃墟)|Pavés (ruines)|kaputtes rotes Kopfsteinpflaster|Suelo de Calle (Ruinas) +Cobblestones (Ruins)|石畳(廃墟)|Pavés (ruines)|kaputtes Steinpflaster|Suelo de Calle (Ruinas) +Ice Floor|氷の床|Sol gelé|Eisboden (Variation)|Suelo Helado +Stairs (Paved)|階段(舗装)|Escalier (pavé)|Treppenstufen (Stein)|Escaleras (Pavimento) +Stairs (Paved)|階段(舗装)|Escalier (pavé)|Treppenstufen (Stein)|Escaleras (Pavimento) +Stairs (Paved)|階段(舗装)|Escalier (pavé)|Treppenstufen (Stein)|Escaleras (Pavimento) +Stairs (Paved)|階段(舗装)|Escalier (pavé)|Treppenstufen (Stein)|Escaleras (Pavimento) +Stairs (Ruins)|階段(廃墟)|Escalier (pavé)|Kaputte Treppenstufen (Stein)|Escaleras (Ruinas) +Stairs (Ruins)|階段(廃墟)|Escalier (pavé)|Kaputte Treppenstufen (Stein)|Escaleras (Ruinas) +Stairs (Ruins)|階段(廃墟)|Escalier (pavé)|Kaputte Treppenstufen (Stein)|Escaleras (Ruinas) +Stairs (Ruins)|階段(廃墟)|Escalier (pavé)|Kaputte Treppenstufen (Stein)|Escaleras (Ruinas) +Ledge (Port)|段差(港)|Rebord (port)|graue Ziegelkante (Hafen)|Elevación (Puerto) +Ledge (Port)|段差(港)|Rebord (port)|graue Ziegelkante (Hafen)|Elevación (Puerto) +Ledge (Port)|段差(港)|Rebord (port)|graue Ziegelkante (Hafen)|Elevación (Puerto) +Ledge (Port)|段差(港)|Rebord (port)|graue Ziegelkante (Hafen)|Elevación (Puerto) +Cobblestones|石畳|Pavés|gelbe Fliesen|Suelo de Calle +Cobblestones|石畳|Pavés|graue Fliesen|Suelo de Calle +Ground (Cloud)|雲の床|Nuages|Boden (Wolken)|Suelo (Nube) +Ground (Cloud)|雲の床|Nuages|Boden (Wolken)|Suelo (Nube) +Farm Field|畑|Champ|Acker|Campo de Cultivo +Farm Field|畑|Champ|Acker|Campo de Cultivo +Farm Field (Snow)|畑(雪)|Champ (neige)|Acker (verschneit)|Campo de Cultivo (Nieve) +Farm Field (Snow)|畑(雪)|Champ (neigh)|Acker (verschneit)|Campo de Cultivo (Nieve) +Relief Floor Tile|レリーフ床|Dalle en relief|Drachenrelief-Boden|Relieve +Relief Floor Tile|レリーフ床|Dalle en relief|Drachenrelief-Boden|Relieve +Relief Floor Tile|レリーフ床|Dalle en relief|Drachenrelief-Boden|Relieve +Relief Floor Tile|レリーフ床|Dalle en relief|Drachenrelief-Boden|Relieve +Farm Field|畑|Champ|Acker|Campo de Cultivo +Farm Field|畑|Champ|Acker|Campo de Cultivo +Farm Field (Snow)|畑(雪)|Champ (neige)|Acker (verschneit)|Campo de Cultivo (Nieve) +Farm Field (Snow)|畑(雪)|Champ (neige)|Acker (verschneit)|Campo de Cultivo (Nieve) +Relief Floor Tile|レリーフ床|Dalle en relief|Drachenrelief-Boden|Relieve +Relief Floor Tile|レリーフ床|Dalle en relief|Drachenrelief-Boden|Relieve +Relief Floor Tile|レリーフ床|Dalle en relief|Drachenrelief-Boden|Relieve +Relief Floor Tile|レリーフ床|Dalle en relief|Drachenrelief-Boden|Relieve +Plateau (Meadow)|段差(草地)|Plateau (prairie)|Plateau (Wiese)|Plataforma (Prado) +Plateau (Meadow)|段差(草地)|Plateau (prairie)|Plateau (Wiese)|Plataforma (Prado) +Plateau (Meadow)|段差(草地)|Plateau (prairie)|Plateau (Wiese)|Plataforma (Prado) +Flower Bed|花壇|Plate-bande|Gartenfeld|Tierra de Jardín +Flower Bed (Snow)|花壇(雪)|Plate-bande (neige)|Gartenfeld (Schnee)|Tierra de Jardín (Nieve) +Plateau (Dirt)|段差(土)|Plateau (terre)|Plateau (Erde)|Plataforma (Tierra) +Plateau (Dirt)|段差(土)|Plateau (terre)|Plateau (Erde)|Plataforma (Tierra) +Plateau (Dirt)|段差(土)|Plateau (terre)|Plateau (Erde)|Plataforma (Tierra) +Plateau (Meadow)|段差(草地)|Plateau (prairie)|Plateau (Wiese)|Plataforma (Prado) +Plateau (Meadow)|段差(草地)|Plateau (prairie)|Plateau (Wiese)|Plataforma (Prado) +Plateau (Meadow)|段差(草地)|Plateau (prairie)|Plateau (Wiese)|Plataforma (Prado) +Plateau (Meadow)|段差(草地)|Plateau (prairie)|Plateau (Wiese)|Plataforma (Prado) +Plateau (Meadow)|段差(草地)|Plateau (prairie)|Plateau (Wiese)|Plataforma (Prado) +Plateau (Dirt)|段差(土)|Plateau (terre)|Plateau (Erde)|Plataforma (Tierra) +Plateau (Dirt)|段差(土)|Plateau (terre)|Plateau (Erde)|Plataforma (Tierra) +Plateau (Dirt)|段差(土)|Plateau (terre)|Plateau (Erde)|Plataforma (Tierra) +Plateau (Meadow)|段差(草地)|Plateau (prairie)|Plateau (Wiese)|Plataforma (Tierra) +Plateau (Meadow)|段差(草地)|Plateau (prairie)|Plateau (Wiese)|Plataforma (Prado) +Plateau (Meadow)|段差(草地)|Plateau (prairie)|Plateau (Wiese)|Plataforma (Tierra) +Plateau (Meadow)|段差(草地)|Plateau (prairie)|Plateau (Wiese)|Plataforma (Tierra) +Plateau (Meadow)|段差(草地)|Plateau (prairie)|Plateau (Wiese)|Plataforma (Prado) +Plateau (Dirt)|段差(土)|Plateau (terre)|Plateau (Erde)|Plataforma (Tierra) +Plateau (Dirt)|段差(土)|Plateau (terre)|Plateau (Erde)|Plataforma (Tierra) +Plateau (Dirt)|段差(土)|Plateau (terre)|Plateau (Erde)|Plataforma (Tierra) +Cliff|崖|Falaise|Klippe|Acantilado +Cliff|崖|Falaise|Klippe|Acantilado +Cliff|崖|Falaise|Klippe|Acantilado +Ledge (Dirt)|段差(土)|Rebord (terre)|Plateau (Erde)|Plataforma (Tierra) +Ledge (Dirt)|段差(土)|Rebord (terre)|Plateau (Erde)|Plataforma (Tierra) +Cliff|崖|Falaise|Klippe|Acantilado +Cliff|崖|Falaise|Klippe|Acantilado +Cliff|崖|Falaise|Klippe|Acantilado +Cliff (Meadow)|崖(草地)|Falaise (prairie)|Klippe (Wiese)|Acantilado (Prado) +Cliff (Meadow)|崖(草地)|Falaise (prairie)|Klippe (Wiese)|Acantilado (Prado) +Cliff (Meadow)|崖(草地)|Falaise (prairie)|Klippe (Wiese)|Acantilado (Prado) +Ledge (Dirt)|段差(土)|Rebord (terre)|Plateau (Erde)|Plataforma (Tierra) +Ledge (Dirt)|段差(土)|Rebord (terre)|Plateau (Erde)|Plataforma (Tierra) +Cliff (Dirt)|崖(土)|Falaise (terre)|Klippe (Erde)|Acantilado (Tierra) +Cliff (Dirt)|崖(土)|Falaise (terre)|Klippe (Erde)|Acantilado (Tierra) +Cliff (Dirt)|崖(土)|Falaise (terre)|Klippe (Erde)|Acantilado (Tierra) diff --git a/img/tilesets/vxAce_Outside_B.rpgmvp b/img/tilesets/vxAce_Outside_B.rpgmvp new file mode 100644 index 0000000..e063118 Binary files /dev/null and b/img/tilesets/vxAce_Outside_B.rpgmvp differ diff --git a/img/tilesets/vxAce_Outside_B.txt b/img/tilesets/vxAce_Outside_B.txt new file mode 100644 index 0000000..e8f98ce --- /dev/null +++ b/img/tilesets/vxAce_Outside_B.txt @@ -0,0 +1,256 @@ +Transparent|透明|Transparent|Unsichtbar (erfordert Passierbarkeit = Stern, wenn in B-Slot)|Transparente +Shop Sign (Sword)|看板(剣)|Enseigne (épée)|Geschäft Schild (Schwert)|Letrero de Tienda (Espada) +Shop Sign (Sword & Shield)|看板(剣と盾)|Enseigne (épée et bouclier)|Geschäft Schild (Schwert & Schild)|Letrero de Tienda (Espada y Escudo) +Shop Sign (Armor)|看板(鎧)|Enseigne (armure)|Geschäft Schild (Rüstung)|Letrero de Tiempo (Armadura) +Shop Sign (Sack)|看板(袋)|Enseigne (sac)|Geschäft Schild (Beutel)|Letrero de Tienda (Bolsa) +Shop Sign (Teapot)|看板(ポット)|Enseigne (théière)|Geschäft Schild (Teekanne)|Letrero de Tienda (Tetera) +Shop Sign (Inn)|看板(宿)|Enseigne (auberge)|Geschäft Schild (Gasthaus)|Letrero de Tienda (Posada) +Shop Sign (Pub)|看板(酒場)|Enseigne (bar)|Geschäft Schild (Taverne)|Letrero de Tienda (Taberna) +Shop Sign (Eatery)|看板(食堂)|Enseigne (cantine)|Geschäft Schild (Kantine)|Letrero de Tienda (Restaurante) +Shop Sign (Hexagram)|看板(魔法陣)|Enseigne (héxagramme)|Geschäft Schild (Hexagramm)|Letrero de Tienda (Hexagrama) +Shop Sign (Staves)|看板(杖)|Enseigne (batons)|Geschäft Schild (Stäbe)|Letrero de Tienda (Bastones) +Shop Sign (Coin)|看板(コイン)|Enseigne (pièce)|Geschäft Schild (Münze)|Letrero de Tienda (Moneda) +Shop Sign (Shoes)|看板(靴)|Enseigne (chaussure)|Geschäft Schild (Stiefel)|Letrero de Tienda (Zapatos) +Shop Sign (Ring)|看板(指輪)|Enseigne (anneau)|Geschäft Schild (Ring)|Letrero de Tienda (Anillo) +Shop Sign (Hammer)|看板(ハンマー)|Enseigne (marteau)|Geschäft Schild (Hammer)|Letrero de Tienda (Martillo) +Shop Sign (Crest)|看板(紋章)|Enseigne (cimier)|Geschäft Schild (Wappen)|Letrero de Tienda (Símbolo) +Log Bridge (V)|丸太の橋(縦)|Pont en rondins (V)|Baumstammbrücke (V)|Puente de Troncos (H) +Log Bridge (H)|丸太の橋(横)|Pont en rondins (H)|Baumstammbrücke (H)|Puente de Troncos (V) +Wood Bridge (V)|木の橋(縦)|Pont en bois (V)|Holzbrücke (V)|Puente de Madera (H) +Wood Bridge (H)|木の橋(横)|Pont en bois (H)|Holzbrücke (H)|Puente de Madera (V) +Stone Bridge (V)|石の橋(縦)|Pont en pierre (V)|Steinbrücke (V)|Puente de Piedra (V) +Stone Bridge (H)|石の橋(横)|Pont en pierre (H)|Steinbrücke (H)|Puente de Piedra (H) +Wood Bridge (V)|木の橋(縦)|Pont en bois (V)|Holzbrücke (H)|Puente de Madera (H) +Wood Bridge (H)|木の橋(横)|Pont en bois (H)|Holzbrücke (H)|Puente de Madera (V) +Bridge Spar (Wood)|橋げた(木)|Poutre de pont (bois)|Brückenträger (Holz)|Viga de puente (Madera) +Bridge Spar (Wood)|橋げた(木)|Poutre de pont (bois)|Brückenträger (Holz)|Viga de puente (Madera) +Bridge Spar (Wood)|橋げた(木)|Poutre de pont (bois)|Brückenträger (Holz)|Viga de puente (Madera) +Bridge Spar (Wood)|橋げた(木)|Poutre de pont (bois)|Brückenträger (Holz)|Viga de puente (Madera) +Bridge Spar (Stone)|橋げた(石)|Poutre de pont (pierre)|Brückenträger (Stein)|Viga de puente (Piedra) +Bridge Spar (Stone)|橋げた(石)|Poutre de pont (pierre)|Brückenträger (Stein)|Viga de puente (Piedra) +Bridge Spar (Stone)|橋げた(石)|Poutre de pont (pierre)|Brückenträger (Stein)|Viga de puente (Piedra) +Bridge Spar (Stone)|橋げた(石)|Poutre de pont (pierre)|Brückenträger (Stein)|Viga de puente (Piedra) +Window|窓|Fenêtre|Fenster|Ventana +Window|窓|Fenêtre|Fenster mit Pflanzen|Ventana +Window|窓|Fenêtre|Fenster mit Blumen|Ventana +Window|窓|Fenêtre|geschlossenes Fenster|Ventana +Window|窓|Fenêtre|Fenster|Ventana +Window|窓|Fenêtre|Fenster mit Pflanzen|Ventana +Window|窓|Fenêtre|geschlossenes Fenster|Ventana +Window|窓|Fenêtre|Fenster mit Gardine|Ventana +Window|窓|Fenêtre|Fensterschacht|Ventana +Window|窓|Fenêtre|Gitterfenster|Ventana +Window|窓|Fenêtre|Fenster mit Holzüberdachung|Ventana +Stained Glass Window|ステンドグラス|Vitrail|Buntglasfenster|Vidriera +Window|窓|Fenêtre|Fenster|Ventana +Window|窓|Fenêtre|Fenster mit Blumen|Ventana +Window|窓|Fenêtre|geschlossenes Fenster|Ventana +Window|窓|Fenêtre|Fenster mit Gardine|Ventana +Window|窓|Fenêtre|Fenster|Ventana +Window|窓|Fenêtre|Fenster mit Pflanzen|Ventana +Window|窓|Fenêtre|geschlossenes Fenster|Ventana +Stained Glass Window|ステンドグラス|Vitrail|Buntglasfenster|Vidriera +Window|窓|Fenêtre|offenes Fenster|Ventana +Window|窓|Fenêtre|Fenster|Ventana +Window|窓|Fenêtre|Gitterfenster|Ventana +Window|窓|Fenêtre|Fenster mit Holzüberdachung|Vidriera +Window|窓|Fenêtre|Fenster|Ventana +Window|窓|Fenêtre|Fenster mit Blumen|Ventana +Window|窓|Fenêtre|geschlossenes Fenster|Ventana +Stained Glass Window|ステンドグラス|Vitrail|Buntglasfenster|Vidriera +Window|窓|Fenêtre|offenes Fenster|Vidriera +Window|窓|Fenêtre|Fenster|Ventana +Window|窓|Fenêtre|Gitterfenster|Vidriera +Window|窓|Fenêtre|Fenster mit Holzüberdachung|Ventana +Chimney|煙突|Cheminée|Schornstein|Chimenea +Mooring Bollard|ビット|Bitte d'amarrage|Hafenpoller|Amarre +Mooring Bollard|ビット|Bitte d'amarrage|Hafenpoller mit Seil|Amarre +Entrance|入口|Entrée|Eingang|Entrada +Entrance|入口|Entrée|Eingang|Entrada +Entrance (Top Half)|入口(上半分)|Entrée (moitié supérieure)|Eingang (obere Hälfte)|Entrada (Mitad Superior) +Entrance|入口|Entrée|Eingang|Entrada +Entrance (Top Half)|入口(上半分)|Entrée (moitié supérieure)|Eingang (obere Hälfte)|Entrada (Mitad Superior) +Chimney|煙突|Cheminée|Schornstein|Chimenea +Sign|立て札|Pancarte|Wegweiser|Cartel +Sign|立て札|Pancarte|Holzschild|Cartel +Well|井戸|Puit|Brunnen|Pozo +Stepping Stones|踏み石|Dalles de pierre|Trittsteine|Camino de Piedras +Barrel|樽|Tonneau|Fass|Barril +Grave|墓|Tombe|Grab|Tumba +Grave|墓|Tombe|Grabstein|Tumba +Vase|壺|Vase|Vase|Jarrón +Basin|桶|Bassine|Kübel|Cubo +Basin|桶|Bassine|Kübel mit Wasser|Cubo +Rock Fire Pit|石のかまど|Four en pierre|leere Feuerstelle|Hoguera +Rock Fire Pit|石のかまど|Four en pierre|Feuerstelle|Hoguera +Barricade (H)|バリケード(横)|Barricade (H)|Barriere (H)|Barricada (H) +Barricade (V)|バリケード(縦)|Barricade (V)|Barriere (V)|Barricada (V) +Beanstalk|豆の木|Branche de haricot|Bohnenstange|Planta +Grass|草|Herbe|Gras|Hierba +Grass|草|Herbe|Grasbüschel|Hierba +Grass|草|Herbe|Grasfleck|Hierba +Grass|草|Herbe|Gräser|Hierba +Stump|切り株|Souche d'arbre|Baumstumpf|Tocón +Tree|木|Arbre|Baum|Árbol +Tree|木|Arbre|Baumreihe|Árbol +Boulder|岩|Rocher|Felsbrocken|Roca +Flowers|花|Fleurs|Blumen|Flores +Flowers|花|Fleurs|Blumen|Flores +Flowers|花|Fleurs|Blumen|Flores +Flowers|花|Fleurs|Blumen|Flores +Fallen Log|倒木|Tronc d'arbre|umgefallener Baumstamm|Tronco Caído +Tree|木|Arbre|Baum|Árbol +Bush|植え込み|Buisson|Busch|Arbusto +Boulder|岩|Rocher|Felsbrocken|Roca +Scarecrow|かかし|Épouvantail|Vogelscheuche|Espantapájaros +Hole|穴|Nénuphars|Erdloch|Agujero +Firewood|薪|Bois de chauffage|Feuerholz|Leña +Rocks|小石|Cailloux|Steinchen|Piedras +Crops|農作物|Culture|Nutzpflanzen|Cosecha +Crops|農作物|Culture|Nutzpflanzen|Cosecha +Crops|農作物|Culture|Nutzpflanzen|Cosecha +Crops|農作物|Culture|Nutzpflanzen|Cosecha +Tree|木|Arbre|Baum|Árbol +Tree|木|Arbre|Baum|Árbol +Tree|木|Arbre|Baumgruppe|Árbol +Tree|木|Arbre|Baumgruppe|Árbol +Crate|木箱|Caisse en bois|große Kiste|Caja +Crate|木箱|Caisse en bois|Kiste|Caja +Crate|木箱|Caisse en bois|Kiste mit Kartoffeln|Caja +Crate|木箱|Caisse en bois|Kiste mit Tomaten|Caja +Tree|木|Arbre|Baum|Árbol +Tree|木|Arbre|Baum|Árbol +Tree|木|Arbre|Baumgruppe|Árbol +Tree|木|Arbre|Baumgruppe|Árbol +Crate|木箱|Caisse en bois|große Kiste|Caja +Crate|木箱|Caisse en bois|leere Kiste|Caja +Crate|木箱|Caisse en bois|Kiste mit Maiskolben|Caja +Crate|木箱|Caisse en bois|Kiste mit Fisch|Caja +Conifer Tree (Snow)|針葉樹(雪)|Sapin (neige)|Tanne (verschneit)|Árbol (Nieve) +Conifer Tree (Snow)|針葉樹(雪)|Sapin (neige)|Tanne (verschneit)|Árbol (Nieve) +Conifer Tree (Snow)|針葉樹(雪)|Sapin (neige)|Tannengruppe (verschneit)|Árbol (Nieve) +Conifer Tree (Snow)|針葉樹(雪)|Sapin (neige)|Tannengruppe (verschneit)|Árbol (Nieve) +Scarecrow (Snow)|かかし(雪)|Épouvantail (neige)|Vogelscheuche (verschneit)|Espantapájaros (nieve) +Vase (Snow)|壺(雪)|Vase (neige)|Vase (verschneit)|Jarrón (Nieve) +Bucket (Snow)|桶(雪)|Seau (neige)|Kübel (verschneit)|Cubo (nieve) +Crate (Snow)|木箱(雪)|Caisse en bois (neige)|Kiste (verschneit)|Caja (Nieve) +Conifer Tree (Snow)|針葉樹(雪)|Sapin (neige)|Tanne (verschneit)|Árbol (Nieve) +Conifer Tree (Snow)|針葉樹(雪)|Sapin (neige)|Tanne (verschneit)|Árbol (Nieve) +Conifer Tree (Snow)|針葉樹(雪)|Sapin (neige)|Tannengruppe (verschneit)|Árbol (Nieve) +Conifer Tree (Snow)|針葉樹(雪)|Sapin (neige)|Tannengruppe (verschneit)|Árbol (Nieve) +Mooring Bollard (Snow)|ビット(雪)|Bitte d'amarrage (neige)|Hafenpoller (verschneit)|Amarre (Nieve) +Barricade (H, Snow)|バリケード(横・雪)|Barricade (H, neige)|Barriere (verschneit, H)|Barricada (H, Nieve) +Barricade (H, Snow)|バリケード(縦・雪)|Barricade (H, neige)|Barriere (verschneit, V)|Barricada (V, Nieve) +Beanstalk (Snow)|豆の木(雪)|Branche de haricot (neige)|Bohnenstange (verschneit)|Planta (Nieve) +Chimney (Snow)|煙突(雪)|Cheminée (neige)|Schornstein (verschneit)|Chimenea (Nieve) +Sign (Snow)|立て札(雪)|Pancarte (neige)|Wegweiser (verschneit)|Cartel (Nieve) +Sign (Snow)|立て札(雪)|Pancarte (neige)|Holzschild (verschneit)|Cartel (Nieve) +Well (Snow)|井戸(雪)|Puit (neigh)|Brunnen (verschneit)|Pozo (Nieve) +Stepping Stones (Snow)|踏み石(雪)|Dalles en pierre (neige)|Trittsteine (verschneit)|Camino de Piedras (Nieve) +Barrel (Snow)|樽(雪)|Tonneau (neige)|Fass (verschneit)|Barril (Nieve) +Grave (Snow)|墓(雪)|Tombe (neige)|Grab (verschneit)|Tumba (Nieve) +Grave (Snow)|墓(雪)|Tombe (neige)|Grabstein (verschneit)|Tumba (Nieve) +Grass (Snow)|草(雪)|Prairie (neige)|Gras (verschneit)|Hierba (Nieve) +Grass (Snow)|草(雪)|Prairie (neige)|Grasbüschel (verschneit)|Hierba (Nieve) +Grass (Snow)|草(雪)|Prairie (neige)|Grasfleck (verschneit)|Hierba (Nieve) +Grass (Snow)|草(雪)|Prairie (neige)|Gräser (verschneit)|Hierba (Nieve) +Stump (Snow)|切り株(雪)|Souche (neige)|Baumstumpf (verschneit)|Tocón (Nieve) +Conifer Tree (Snow)|針葉樹(雪)|Sapin (neige)|Tanne (verschneit)|Árbol (Nieve) +Conifer Tree (Snow)|針葉樹(雪)|Sapin (neige)|Tannenreihe (Schnee)|Árbol (Nieve) +Boulder (Snow)|岩(雪)|Rocher (neige)|Felsbrocken (verschneit)|Roca (Nieve) +Snowman|雪だるま|Bonhomme de neige|Schneemann|Muñeco de Nieve +Hole (Snow)|穴(雪)|Trou (neige)|Erdloch (verschneit)|Agujero (Nieve) +Firewood (Snow)|薪(雪)|Bois de chauffage (neige)|Feuerholz (verschneit)|Leña (Nieve) +Rocks (Snow)|小石(雪)|Cailloux (neigh)|Steinchen (verschneit)|Piedras (Nieve) +Fallen Log (Snow)|倒木(雪)|Tronc d'arbre (neige)|umgefallener Baumstamm (verschneit)|Tronco Caído (Nieve) +Conifer Tree (Snow)|針葉樹(雪)|Sapin (neige)|Tanne (verschneit)|Árbol (Nieve) +Bush (Snow)|植え込み(雪)|Buisson (neige)|Busch (verschneit)|Arbusto (Nieve) +Boulder (Snow)|岩(雪)|Rocher (neige)|Felsbrocken (verschneit)|Roca (Nieve) +Dead Tree|枯れ木|Arbre mort|toter Baum|Árbol Muerto +Dead Tree|枯れ木|Arbre mort|tote Baumreihe|Árbol Muerto +Mushrooms|キノコ|Champignons|Pilze|Setas +Mushrooms|キノコ|Champignons|Pilze|Setas +Palm Tree|ヤシの木|Palmier|Palme|Palmera +Palm Tree|ヤシの木|Palmier|Palmenreihe|Palmera +Cactus|サボテン|Cactus|Kaktus|Cactus +Dead Grass|枯れ草|Herbe morte|totes Gras|Hierba Muerta +Dead Tree|枯れ木|Arbre mort|toter Baum|Árbol Muerto +Dead Bush|枯れ木|Arbuste mort|toter Busch|Arbusto Muerto +Rafflesia|ラフレシア|Rafflesia|Rafflesia|Rafflesia +Stump (Moss)|切り株(苔)|Souche (mousse)|Baumstumpf mit Moos|Tocón (Musgo) +Palm Tree|ヤシの木|Palmier|Palme|Palmera +Bush (Flowers)|植え込み(花)|Buisson (fleurs)|Busch (Blumen)|Arbusto (Flores) +Fern|シダ|Fougère|Farn|Helecho +Dead Grass|枯れ草|Herbe morte|totes Gras|Hierba Muerta +Hay|干し草|Paille|Heuhaufen|Paja +Hay (Snow)|干し草(雪)|Paille (neige)|Heuhaufen (verschneit)|Paja (Nieve) +Floral Patch|花畑|Champ de fleurs|Blumen|Florecillas +Susuki Grass|ススキ|Herbe susuki|Susuki-Gras|Juncos +Fallen Leaves|落ち葉|Feuilles mortes|Laub|Hojas Caídas +Lotus Pads|蓮の葉|Nénuphars|Seerosenblätter|Planta Acuática +Lotus Pads (Flowers)|蓮の葉(花)|Lotus (fleurs)|Seerosen|Planta Acuática (Flor de Loto) +Lotus Pads|蓮の葉|Nénuphars|Seerosenblätter|Planta Acuática +Wall Vines|壁のツタ|Plantes grimpantes|Kletterpflanze|Plantas Crecederas +Wall Vines|壁のツタ|Plantes grimpantes|Kletterpflanze|Plantas Crecederas +Leafless Wall Vines|壁のつる|Plantes grimpantes sans feuilles|blattlose Kletterpflanze|Plantas Crecederas +Wall Fern|壁のシダ|Fougère murale|Kletterfarn|Plantas Crecederas +Fissures|亀裂|Fissures|Risse|Fisuras +Fissures|亀裂|Fissures|größere Risse|Fisuras +Fissures|亀裂|Fissures|Loch in der Wand|Fisuras +Fissures|亀裂|Fissures|Loch im Putz|Fisuras +Wall Vines|壁のツタ|Plantes grimpantes|Kletterpflanze|Plantas Crecederas +Wall Vines|壁のツタ|Plantes grimpantes|Kletterpflanze|Plantas Crecederas +Leafless Wall Vines|壁のつる|Plantes grimpantes sans feuilles|blattlose Kletterpflanze|Plantas Crecederas +Wall Moss|壁の苔|Mousse murale|Moos an der Wand|Musgo +Fissures|亀裂|Fissures|Risse|Fisuras +Fissures|亀裂|Fissures|größere Risse|Fisuras +Fissures|亀裂|Fissures|Loch in der Wand|Fisuras +Fissures|亀裂|Fissures|kleines Loch in der Wand|Fisuras +Tent|テント|Tente|Zelt|Tienda de Campaña +Tent|テント|Tente|Zelt|Tienda de Campaña +Tent|テント|Tente|Zelt|Tienda de Campaña +Streetlight|街灯|Lampadaire|Straßenlaterne|Farola +Stairs (Up)|階段(上り)|Escalier (montée)|Steintreppe (rechts hoch)|Escaleras (Arriba) +Stairs (Up)|階段(上り)|Escalier (montée)|Steintreppe (links hoch)|Escaleras (Arriba) +Stairs (Up)|階段(上り)|Escalier (montée)|Holztreppe (rechts hoch)|Escaleras (Arriba) +Stairs (Up)|階段(上り)|Escalier (montée)|Holztreppe (links hoch)|Escaleras (Arriba) +Tent|テント|Tente|Zelt|Tienda de Campaña +Tent|テント|Tente|Zelt|Tienda de Campaña +Tent|テント|Tente|Zelt|Tienda de Campaña +Streetlight|街灯|Lampadaire|Straßenlaterne|Farola +Stairs (Down)|階段(下り)|Escalier (descente)|Steintreppe (links herunter)|Escaleras (Abajo) +Stairs (Down)|階段(下り)|Escalier (descente)|Steintreppe (rechts herunter)|Escaleras (Abajo) +Stairs (Down)|階段(下り)|Escalier (descente)|Holztreppe (links unten)|Escaleras (Abajo) +Stairs (Down)|階段(下り)|Escalier (descente)|Holztreppe (rechts unten)|Escaleras (Abajo) +Tent|テント|Tente|Zelt|Tienda de Campaña +Tent (Entrance)|テント(入口)|Tente (entrée)|Zelteingang|Tienda de Campaña (Entrada) +Tent|テント|Tente|Zelt|Tienda de Campaña +Streetlight|街灯|Lampadaire|Straßenlaterne|Farola +Metal Ladder|鉄ばしご|Échelle en métal|Metallleiter|Escalera de Metal +Rope Ladder|縄ばしご|Échelle de corde|Strickleiter|Escalera de Cuerda +Rope|ロープ|Corde|Seil|Cuerda +Vines|ツタ|Plantes grimpantes|Kletterpflanze|Planta +Tent (Snow)|テント(雪)|Tente (neige)|Zelt (verschneit)|Tienda de Campaña (Nieve) +Tent (Snow)|テント(雪)|Tente (neige)|Zelt (verschneit)|Tienda de Campaña (Nieve) +Tent (Snow)|テント(雪)|Tente (neige)|Zelt (verschneit)|Tienda de Campaña (Nieve) +Streetlight (Snow)|街灯(雪)|Lampadaire (neige)|Straßenlaterne (verschneit)|Farola (Nieve) +Metal Ladder|鉄ばしご|Échelle en métal|Metallleiter|Escalera de Metal +Rope Ladder|縄ばしご|Échelle de corde|Strickleiter|Escalera de Cuerda +Rope|ロープ|Corde|Seil|Cuerda +Vines|ツタ|Plantes grimpantes|Kletterpflanze|Planta +Tent (Snow)|テント(雪)|Tente|Zelt (verschneit)|Tienda de Campaña (Nieve) +Tent (Snow)|テント(雪)|Tente|Zelt (verschneit)|Tienda de Campaña (Nieve) +Tent (Snow)|テント(雪)|Tente|Zelt (verschneit)|Tienda de Campaña (Nieve) +Streetlight (Snow)|街灯(雪)|Lampadaire (neige)|Straßenlaterne (verschneit)|Farola (Nieve) +Metal Ladder|鉄ばしご|Échelle en métal|Metallleiter|Escalera de Metal +Rope Ladder|縄ばしご|Échelle de corde|Strickleiter|Escalera de Cuerda +Rope|ロープ|Corde|Seil|Cuerda +Vines (Down)|ツタ(下り)|Plantes grimpantes (descente)|Kletterpflanze (ins Loch)|Planta +Tent (Snow)|テント(雪)|Tente|Zelt (verschneit)|Tienda de Campaña (Nieve) +Tent (Entrance, Snow)|テント(入口・雪)|Tente (entrée, neige)|Zelteingang (verschneit)|Tienda de Campaña (Entrada, Nieve) +Tent (Snow)|テント(雪)|Tente (neige)|Zelt (verschneit)|Tienda de Campaña (Nieve) +Streetlight (Snow)|街灯(雪)|Lampadaire (neige)|Straßenlaterne (verschneit)|Farola (Nieve) +Hole (Metal Ladder)|穴(鉄ばしご)|Trou (échelle en métal)|Metalleiter (ins Loch)|Agujero (Escalera de Metal) +Hole (Rope Ladder)|穴(縄ばしご)|Trou (échelle de corde)|Strickleiter (ins Loch)|Agujero (Escalera de Cuerda) +Hole (Rope)|穴(ロープ)|Trou (corde)|Seil (ins Loch)|Agujero (Cuerda) +Hole|穴|Trou|Bodenloch (gemauert)|Agujero diff --git a/img/tilesets/vxAce_Outside_C.rpgmvp b/img/tilesets/vxAce_Outside_C.rpgmvp new file mode 100644 index 0000000..83f8e06 Binary files /dev/null and b/img/tilesets/vxAce_Outside_C.rpgmvp differ diff --git a/img/tilesets/vxAce_Outside_C.txt b/img/tilesets/vxAce_Outside_C.txt new file mode 100644 index 0000000..e1aac5b --- /dev/null +++ b/img/tilesets/vxAce_Outside_C.txt @@ -0,0 +1,256 @@ +Stone Pillar|石の柱|Pilier en pierre|Steinsäule|Pilar de Piedra +Stone Pillar|石の柱|Pilier en pierre|Steinsäule (rund)|Pilar de Piedra +Stone Pillar|石の柱|Pilier en pierre|Steinsäule (eckig)|Pilar de Piedra +Stone Pillar (Moss)|石の柱(苔)|Pilier en pierre (mousse)|Steinsäule (Moos)|Pilar de Piedra (Musgo) +Stone Pillar (Snow)|石の柱(雪)|Pilier en pierre (neige)|Steinsäule (verschneit)|Pilar de Piedra (Nieve) +Wood Pillar|木の柱|Pilier en bois|Baumstamm (stehend)|Pilar de Madera +Stone Pillar|石の柱|Pilier en pierre|Steinsäule (verziert)|Pilar de Piedra +Demon Castle Pillar|魔王城の柱|Pilier de château démoniaque|Steinsäule (mit Ranken, Dämonenschloss)|Pilar de Castillo Demoníaco +Stone Pillar|石の柱|Pilier en pierre|Steinsäule|Pilar de Piedra +Stone Pillar|石の柱|Pilier en pierre|Steinsäule (rund)|Pilar de Piedra +Stone Pillar|石の柱|Pilier en pierre|Steinsäule (eckig)|Pilar de Piedra +Stone Pillar (Moss)|石の柱(苔)|Pilier en pierre (mousse)|Steinsäule (mit Moos)|Pilar de Piedra (Musgo) +Stone Pillar (Snow)|石の柱(雪)|Pilier en pierre (neige)|Steinsäule (verschneit)|Pilar de Piedra (Nieve) +Wood Pilla|木の柱|Pilier en bois|Baumstamm (stehend)|Pilar de Madera +Stone Pillar|石の柱|Pilier en pierre|Steinsäule (verziert)|Pilar de Piedra +Demon Castle Pillar|魔王城の柱|Pilier de château démoniaque|Steinsäule (Ranken, Dämonenschloss)|Pilar de Castillo Demoníaco +Broken Stone Pillar|折れた石の柱|Pilier en pierre brisé|kaputte Steinsäule|Pilar de Piedra Roto +Broken Stone Pillar|折れた石の柱|Pilier en pierre brisé|kaputte Steinsäule|Pilar de Piedra Roto +Broken Stone Pillar|折れた石の柱|Pilier en pierre brisé|kaputte Steinsäule|Pilar de Piedra Roto +Broken Stone Pillar (Moss)|折れた石の柱(苔)|Pilier en pierre brisé (mousse)|kaputte Steinsäule (Moos)|Pilar de Piedra Roto (Musgo) +Broken Stone Pillar (Snow)|折れた石の柱(雪)|Pilier en pierre brisé (neige)|kaputte Steinsäule (verschneit)|Pilar de Piedra Roto (Nieve) +Broken Wood Pillar|折れた木の柱|Pilier en bois brisé|abgebrpchener Baumstamm (stehend)|Pilar de Madera Roto +Broken Stone Pillar|折れた石の柱|Pilier en pierre brisé|kaputte Steinsäule|Pilar de Piedra Roto +Broken Demon Castle Pillar|折れた魔王城の柱|Pilier de château démoniaque brisé|kaputte Steinsäule|Pilar de Castillo Demoníaco Roto +Bones|骸骨|Ossements|Tierknochen|Huesos +Bones|骸骨|Ossements|Gebeine|Huesos +Rubble|瓦礫|Débombres|Steinschutt|Escombros +Rubble (Moss)|瓦礫(苔)|Décombres (mousse)|Steinschutt (Moos)|Escombros (Musgo) +Rubble (Snow)|瓦礫(雪)|Décombres (neige)|Steinschutt (verschneit)|Escombros (Nieve) +Broken Wood Pillar|折れた木の柱|Pilier en bois brisé|abgebrochener Baumstamm (liegend)|Pilar de Madera Roto +Rubble|瓦礫|Décombres|Steinschutt (braun)|Escombros +Rubble (Demon Castle)|瓦礫(魔王城)|Décombres (château démoniaque)|Steinschutt (Dämonenschloss)|Escombros (Castillo Demoníaco) +Tapestry|タペストリー|Tapisserie|Wandbehang|Tapiz +Tapestry (Ruins)|タペストリー(廃墟)|Tapisserie (ruines)|verschlissener Wandbehang|Tapiz (Ruinas) +Tapestry|タペストリー|Tapisserie|Wandbehang|Tapiz +Tapestry (Ruins)|タペストリー(廃墟)|Tapisserie (ruines)|verschlissener Wandbehang|Tapiz (Ruinas) +Tapestry|タペストリー|Tapisserie|Wandbehang|Tapiz +Tapestry (Ruins)|タペストリー(廃墟)|Tapisserie (ruines)|verschlissener Wandbehang|Tapiz (Ruinas) +Tapestry|タペストリー|Tapisserie|Wandbehang|Tapiz +Tapestry (Ruins)|タペストリー(廃墟)|Tapisserie (ruines)|verschlissener Wandbehang|Tapiz (Ruinas) +Tapestry|タペストリー|Tapisserie|Wandbehang|Tapiz +Tapestry (Ruins)|タペストリー(廃墟)|Tapisserie (ruines)|verschlissener Wandbehang|Tapiz (Ruinas) +Tapestry|タペストリー|Tapisserie|Wandbehang|Tapiz +Tapestry (Ruins)|タペストリー(廃墟)|Tapisserie (ruines)|verschlissener Wandbehang|Tapiz (Ruinas) +Tapestry|タペストリー|Tapisserie|Wandbehang|Tapiz +Tapestry (Ruins)|タペストリー(廃墟)|Tapisserie (ruines)|verschlissener Wandbehang|Tapiz (Ruinas) +Tapestry|タペストリー|Tapisserie|Wandbehang|Tapiz +Tapestry (Ruins)|タペストリー(廃墟)|Tapisserie (ruines)|verschlissener Wandbehang|Tapiz (Ruinas) +Monument|石碑|Stèle|Denkmal|Monumento +Monument|石碑|Stèle|Denkmal|Monumento +Monument|石碑|Stèle|Denkmal|Monumento +Monument|石碑|Stèle|Denkmal|Monumento +Monument|石碑|Stèle|Denkmal|Monumento +Monument (Lit)|石碑(光)|Stèle (lumineuse)|Denkmal (leuchtend)|Monumento (Iluminado) +Monument (Lit)|石碑(光)|Stèle (lumineuse)|Denkmal (leuchtend)|Monumento (Iluminado) +Monument (Lit)|石碑(光)|Stèle (lumineuse)|Denkmal (leuchtend)|Monumento (Iluminado) +Monument|石碑|Stèle|Denkmal|Monumento +Monument|石碑|Stèle|Denkmal|Monumento +Monument|石碑|Stèle|Denkmal|Monumento +Monument|石碑|Stèle|Denkmal|Monumento +Monument|石碑|Stèle|Denkmal|Monumento +Monument (Lit)|石碑(光)|Stèle (lumineuse)|Denkmal (leuchtend)|Monumento (Iluminado) +Monument (Lit)|石碑(光)|Stèle (lumineuse)|Denkmal (leuchtend)|Monumento (Iluminado) +Monument (Lit)|石碑(光)|Stèle (lumineuse)|Denkmal (leuchtend)|Monumento (Iluminado) +Monument (Snow)|石碑(雪)|Stèle (neige)|Denkmal (verschneit)|Monumento (Nieve) +Monument (Snow)|石碑(雪)|Stèle (neige)|Denkmal (verschneit)|Monumento (Nieve) +Monument (Snow)|石碑(雪)|Stèle (neige)|Denkmal (verschneit)|Monumento (Nieve) +Monument (Snow)|石碑(雪)|Stèle (neige)|Denkmal (verschneit)|Monumento (Nieve) +Monument (Snow)|石碑(雪)|Stèle (neige)|Denkmal (verschneit)|Monumento (Nieve) +Monument (Ruins)|石碑(廃墟)|Stèle (ruines)|kaputtes Denkmal|Monumento (Ruinas) +Monument (Ruins)|石碑(廃墟)|Stèle (ruines)|kaputtes Denkmal|Monumento (Ruinas) +Monument (Ruins)|石碑(廃墟)|Stèle (ruines)|kaputtes Denkmal|Monumento (Ruinas) +Monument (Snow)|石碑(雪)|Stèle (neige)|Denkmal (verschneit)|Monumento (Nieve) +Monument (Snow)|石碑(雪)|Stèle (neige)|Denkmal (verschneit)|Monumento (Nieve) +Monument (Snow)|石碑(雪)|Stèle (neige)|Denkmal (verschneit)|Monumento (Nieve) +Monument (Snow)|石碑(雪)|Stèle (neige)|Denkmal (verschneit)|Monumento (Nieve) +Monument (Snow)|石碑(雪)|Stèle (neige)|Denkmal (verschneit)|Monumento (Nieve) +Monument (Ruins)|石碑(廃墟)|Stèle (ruines)|kaputtes Denkmal|Monumento (Ruinas) +Monument (Ruins)|石碑(廃墟)|Stèle (ruines)|kaputtes Denkmal|Monumento (Ruinas) +Monument (Ruins)|石碑(廃墟)|Stèle (ruines)|kaputtes Denkmal|Monumento (Ruinas) +Statue|石像|Statue|Statue|Estatua +Goddess Statue|女神像|Statue de déesse|Göttinnen-Statue|Estatua de Diosa +Goddess Statue|女神像|Statue de déesse|Göttinnen-Statue|Estatua de Diosa +Demon Statue|悪魔像|Statue de démon|Dämonen-Statue|Estatua de Demonio +Dais|台座|Piédestal|Podium|Plataforma +Dragon Statue|竜像|Statue de dragon|Drachen-Statue|Estatua de Dragón +Dragon Statue|竜像|Statue de dragon|Drachen-Statue|Estatua de Dragón +Statue|石像|Statue|Goldene Statue|Estatua +Statue|石像|Statue|Statue|Estatua +Goddess Statue|女神像|Statue de déesse|Göttinnen-Statue|Estatua de Diosa +Goddess Statue|女神像|Statue de déesse|Göttinnen-Statue|Estatua de Diosa +Demon Statue|悪魔像|Statue de démon|Dämonen-Statue|Estatua de Demonio +Broken Statue|壊れた像|Statue brisée|abgebrochene Statue|Estatua Rota +Dragon Statue|竜像|Statue de dragon|Drachen-Statue|Estatua de Dragón +Dragon Statue|竜像|Statue de dragon|Drachen-Statue|Estatua de Dragón +Statue|石像|Statue|Goldene Statue|Estatua +Statue (Snow)|石像(雪)|Statue (neige)|Statue (verschneit)|Estatua (Nieve) +Goddess Statue (Snow)|女神像(雪)|Statue de déesse (neige)|Göttinnen-Statue (verschneit)|Estatua de Diosa (Nieve) +Goddess Statue (Snow)|女神像(雪)|Statue de déesse (neige)|Göttinnen-Statue (verschneit)|Estatua de Diosa (Nieve) +Demon Statue (Snow)|悪魔像(雪)|Statue de démon (neige)|Dämonen-Statue (verschneit)|Estatua de Demonio (Nieve) +Dais (Snow)|台座(雪)|Piédestal (neige)|Podium (verschneit)|Plataforma (Nieve) +Dragon Statue (Snow)|竜像(雪)|Statue de dragon (neige)|Drachen-Statue (verschneit)|Estatua de Dragón (Nieve) +Dragon Statue (Snow)|竜像(雪)|Statue de dragon (neige)|Drachen-Statue (verschneit)|Estatua de Dragón (Nieve) +Ice Statue|氷像|Statue de glace|Eisskulptur|Estatua de Hielo +Statue (Snow)|石像(雪)|Statue (neige)|Statue (verschneit)|Estatua (Nieve) +Goddess Statue (Snow)|女神像(雪)|Statue de déesse (neige)|Göttinnen-Statue (verschneit)|Estatua de Diosa (Nieve) +Goddess Statue (Snow)|女神像(雪)|Statue de déesse (neige)|Göttinnen-Statue (verschneit)|Estatua de Diosa (Nieve) +Demon Statue (Snow)|悪魔像(雪)|Statue de démon (neige)|Dämonen-Statue (verschneit)|Estatua de Demonio (Nieve) +Broken Statue (Snow)|壊れた像(雪)|Statue brisée (neige)|abgebrochene Statue (verschneit)|Estatua Rota (Nieve) +Dragon Statue (Snow)|竜像(雪)|Statue de dragon (neige)|Drachen-Statue (verschneit)|Estatua de Dragón (Nieve) +Dragon Statue (Snow)|竜像(雪)|Statue de dragon (neige)|Drachen-Statue (verschneit)|Estatua de Dragón (Nieve) +Ice Statue|氷像|Statue de glace|Eisskulptur|Estatua de Hielo +Window (Demon Castle)|窓(魔王城)|Fenêtre (château démoniaque)|Fenster (Dämonenschloss)|Ventana (Castillo Demoníaco) +Window (Demon Castle)|窓(魔王城)|Fenêtre (château démoniaque)|Fenster (Dämonenschloss)|Ventana (Castillo Demoníaco) +Window (Demon Castle)|窓(魔王城)|Fenêtre (château démoniaque)|Fenster (Dämonenschloss)|Ventana (Castillo Demoníaco) +Gravel Mound|土砂|Tas de gravier|kleiner Erdhaufen|Pila de Gravilla +Gravel Mound|土砂|Tas de gravier|großer Erdhaufen|Pila de Gravilla +Gravel Mound|土砂|Tas de gravier|großer Erdhaufen|Pila de Gravilla +Cave Entrance|洞窟入口|Entrée de grotte|Höhleneingang|Entrada de Cueva +Mine Entrance|坑道入口|Entrée de mine|Mineneingang|Entrada de Mina +Window (Demon Castle)|窓(魔王城)|Fenêtre (château démoniaque)|Fenster (Dämonenschloss)|Ventana (Castillo Demoníaco) +Window (Demon Castle)|窓(魔王城)|Fenêtre (château démoniaque)|Fenster (Dämonenschloss)|Ventana (Castillo Demoníaco) +Window (Demon Castle)|窓(魔王城)|Fenêtre (château démoniaque)|Fenster (Dämonenschloss)|Ventana (Castillo Demoníaco) +Gravel Mound (Snow)|土砂(雪)|Tas de gravier (neige)|kleiner Erdhaufen (verschneit)|Pila de Gravilla (Nieve) +Gravel Mound|土砂|Tas de gravier|großer Erdhaufen|Pila de Gravilla +Gravel Mound|土砂|Tas de gravier|großer Erdhaufen|Pila de Gravilla +Cave Entrance|洞窟入口|Grotte entrée|Höhleneingang|Entrada de Cueva +Mine Entrance|坑道入口|Mine entrée|Mineneingang|Entrada de Mina +Roof|屋根|Toit|Dach|Tejado +Roof|屋根|Toit|Dach|Tejado +Roof|屋根|Toit|Dach|Tejado +Roof|屋根|Toit|Dach|Tejado +Roof|屋根|Toit|Dach|Tejado +Roof (Snow)|屋根(雪)|Toit (neige)|Dach (verschneit)|Tejado (Nieve) +Roof (Snow)|屋根(雪)|Toit (neige)|Dach (verschneit)|Tejado (Nieve) +Roof (Snow)|屋根(雪)|Toit (neige)|Dach (verschneit)|Tejado (Nieve) +Roof|屋根|Toit|Dach|Tejado +Roof|屋根|Toit|Dach|Tejado +Roof|屋根|Toit|Dach|Tejado +Roof|屋根|Toit|Dach|Tejado +Roof|屋根|Toit|Dach|Tejado +Roof (Snow)|屋根(雪)|Toit (neige)|Dach (verschneit)|Tejado (Nieve) +Roof (Snow)|屋根(雪)|Toit (neige)|Dach (verschneit)|Tejado (Nieve) +Roof (Snow)|屋根(雪)|Toit (neige)|Dach (verschneit)|Tejado (Nieve) +Roof|屋根|Toit|Dach|Tejado +Roof|屋根|Toit|Dach|Tejado +Roof|屋根|Toit|Dach|Tejado +Roof (Snow)|屋根(雪)|Toit (neige)|Dach (verschneit)|Tejado (Nieve) +Roof (Snow)|屋根(雪)|Toit (neige)|Dach (verschneit)|Tejado (Nieve) +Roof (Snow)|屋根(雪)|Toit (neige)|Dach (verschneit)|Tejado (Nieve) +Roof (Snow)|屋根(雪)|Toit (neige)|Dach (verschneit)|Tejado (Nieve) +Roof (Snow)|屋根(雪)|Toit (neige)|Dach (verschneit)|Tejado (Nieve) +Roof|屋根|Toit|Dach|Tejado +Roof|屋根|Toit|Dach|Tejado +Roof|屋根|Toit|Dach|Tejado +Roof (Snow)|屋根(雪)|Toit (neige)|Dach (verschneit)|Tejado (Nieve) +Roof (Snow)|屋根(雪)|Toit (neige)|Dach (verschneit)|Tejado (Nieve) +Roof (Wood)|屋根(木造)|Toit (bois)|Dach (Holz)|Tejado (Madera) +Roof (Wood)|屋根(木造)|Toit (bois)|Dach (Holz)|Tejado (Madera) +Roof (Wood)|屋根(木造)|Toit (bois)|Dach (Holz)|Tejado (Madera) +Roof|屋根|Toit|Dach|Tejado +Roof|屋根|Toit|Dach|Tejado +Roof|屋根|Toit|Dach|Tejado +Roof|屋根|Toit|Dach|Tejado +Roof|屋根|Toit|Dach|Tejado +Roof (Wood)|屋根(木造)|Toit (bois)|Dach (Holz)|Tejado (Madera) +Roof (Wood)|屋根(木造)|Toit (bois)|Dach (Holz)|Tejado (Madera) +Roof (Wood)|屋根(木造)|Toit (bois)|Dach (Holz)|Tejado (Madera) +Roof|屋根|Toit|Dach|Tejado +Roof|屋根|Toit|Dach|Tejado +Roof|屋根|Toit|Dach|Tejado +Roof|屋根|Toit|Dach|Tejado +Roof|屋根|Toit|Dach|Tejado +Roof (Wood)|屋根(木造)|Toit (bois)|Dach (Holz)|Tejado (Madera) +Roof (Wood)|屋根(木造)|Toit (bois)|Dach (Holz)|Tejado (Madera) +Roof (Wood)|屋根(木造)|Toit (bois)|Dach (Holz)|Tejado (Madera) +Round Tower|円塔|Tour ronde|runder Turm|Torre Circular +Round Tower|円塔|Tour ronde|runder Turm|Torre Circular +Roof Detail|屋根飾り|Décoration de toiture|Dachfenster|Detalle de Tejado +Roof Detail (Snow)|屋根飾り(雪)|Décoration de toiture (neige)|Dachgiebel (verschneit)|Detalle de Tejado (Nieve) +Roof (Wood)|屋根(木造)|Toit (bois)|Dach (Holz)|Tejado (Madera) +Roof (Wood)|屋根(木造)|Toit (bois)|Dach (Holz)|Tejado (Madera) +Round Tower (Fort)|円塔(砦)|Tour ronde (fort)|runder Turm (Festung)|Torre Circular (Fuerte) +Round Tower (Fort)|円塔(砦)|Tour ronde (fort)|runder Turm (Festung)|Torre Circular (Fuerte) +Round Tower|円塔|Tour ronde|runder Turm|Torre Circular +Round Tower|円塔|Tour ronde|runder Turm|Torre Circular +Roof Detail|屋根飾り|Décoration de toiture|Dachgiebel|Detalle de Tejado +Roof Detail (Wood)|屋根飾り(木造)|Décoration de toiture (bois)|Dachfenster (Holz)|Detalle de Tejado (Madera) +Roof (Wood)|屋根(木造)|Toit (bois)|Dach (Holz)|Tejado (Madera) +Roof (Wood)|屋根(木造)|Toit (bois)|Dach (Holz)|Tejado (Madera) +Round Tower (Fort)|円塔(砦)|Tour ronde (fort)|runder Turm (Festung)|Torre Circular (Fuerte) +Round Tower (Fort)|円塔(砦)|Tour ronde (fort)|runder Turm (Festung)|Torre Circular (Fuerte) +Round Tower|円塔|Tour ronde|runder Turm|Torre Circular +Round Tower|円塔|Tour ronde|runder Turm|Torre Circular +Round Tower|円塔|Tour ronde|runder Turm|Torre Circular +Round Tower|円塔|Tour ronde|runder Turm|Torre Circular +Round Tower (Fort)|円塔(砦)|Tour ronde (fort)|runder Turm (Festung)|Torre Circular (Fuerte) +Round Tower (Fort)|円塔(砦)|Tour ronde (fort)|runder Turm (Festung)|Torre Circular (Fuerte) +Round Tower (Fort)|円塔(砦)|Tour ronde (fort)|runder Turm (Festung)|Torre Circular (Fuerte) +Round Tower (Fort)|円塔(砦)|Tour ronde (fort)|runder Turm (Festung)|Torre Circular (Fuerte) +Round Tower|円塔|Tour ronde|runder Turm|Torre Circular +Round Tower|円塔|Tour ronde|runder Turm|Torre Circular +Round Tower|円塔|Tour ronde|runder Turm|Torre Circular +Round Tower|円塔|Tour ronde|runder Turm|Torre Circular +Round Tower (Demon Castle)|円塔(魔王城)|Tour ronde (château démoniaque)|runder Turm (Dämonenschloss)|Torre Circular (Castillo Demoníaco) +Round Tower (Demon Castle)|円塔(魔王城)|Tour ronde (château démoniaque)|runder Turm (Dämonenschloss)|Torre Circular (Castillo Demoníaco) +Round Tower (Fort)|円塔(砦)|Tour ronde (fort)|runder Turm (Festung)|Torre Circular (Fuerte) +Round Tower (Fort)|円塔(砦)|Tour ronde (fort)|runder Turm (Festung)|Torre Circular (Fuerte) +Round Tower|円塔|Tour ronde|runder Turm|Torre Circular +Round Tower|円塔|Tour ronde|runder Turm|Torre Circular +Round Tower|円塔|Tour ronde|runder Turm|Torre Circular +Round Tower|円塔|Tour ronde|runder Turm|Torre Circular +Round Tower (Demon Castle)|円塔(魔王城)|Tour ronde (château démoniaque)|runder Turm (Dämonenschloss)|Torre Circular (Castillo Demoníaco) +Round Tower (Demon Castle)|円塔(魔王城)|Tour ronde (château démoniaque)|runder Turm (Dämonenschloss)|Torre Circular (Castillo Demoníaco) +Round Tower (Fort)|円塔(砦)|Tour ronde (fort)|runder Turm (Festung)|Torre Circular (Fuerte) +Round Tower (Fort)|円塔(砦)|Tour ronde (fort)|runder Turm (Festung)|Torre Circular (Fuerte) +Round Tower (Snow)|円塔(雪)|Tour ronde (fort)|runder Turm (verschneit)|Torre Circular (Nieve) +Round Tower (Snow)|円塔(雪)|Tour ronde (fort)|runder Turm (verschneit)|Torre Circular (Nieve) +Round Tower|円塔|Tour ronde|runder Turm|Torre Circular +Round Tower|円塔|Tour ronde|runder Turm|Torre Circular +Round Tower (Demon Castle)|円塔(魔王城)|Tour ronde (château démoniaque)|runder Turm (Dämonenschloss)|Torre Circular (Castillo Demoníaco) +Round Tower (Demon Castle)|円塔(魔王城)|Tour ronde (château démoniaque)|runder Turm (Dämonenschloss)|Torre Circular (Castillo Demoníaco) +Round Tower (Fort, Snow)|円塔(砦・雪)|Tour ronde (fort, neige)|runder Turm (Festung, verschneit)|Torre Circular (Fuerte, Nieve) +Round Tower (Fort, Snow)|円塔(砦・雪)|Tour ronde (fort, neige)|runder Turm (Festung, verschneit)|Torre Circular (Fuerte, Nieve) +Round Tower (Snow)|円塔(雪)|Tour ronde (neige)|runder Turm (verschneit)|Torre Circular (Nieve) +Round Tower (Snow)|円塔(雪)|Tour ronde (neige)|runder Turm (verschneit)|Torre Circular (Fuerte, Nieve) +Round Tower (Snow)|円塔(雪)|Tour ronde (neige)|runder Turm (verschneit)|Torre Circular (Fuerte, Nieve) +Round Tower (Snow)|円塔(雪)|Tour ronde (neige)|runder Turm (verschneit)|Torre Circular (Fuerte, Nieve) +Round Tower (Demon Castle)|円塔(魔王城)|Tour ronde (château démoniaque)|runder Turm (Dämonenschloss)|Torre Circular (Castillo Demoníaco) +Round Tower (Demon Castle)|円塔(魔王城)|Tour ronde (château démoniaque)|runder Turm (Dämonenschloss)|Torre Circular (Castillo Demoníaco) +Round Tower (Fort, Snow)|円塔(砦・雪)|Tour ronde (fort, neige)|runder Turm (Festung, verschneit)|Torre Circular (Fuerte, Nieve) +Round Tower (Fort, Snow)|円塔(砦・雪)|Tour ronde (fort, neige)|runder Turm (Festung, verschneit)|Torre Circular (Fuerte, Nieve) +Round Tower (Snow)|円塔(雪)|Tour ronde (neige)|runder Turm (verschneit)|Torre Circular (Nieve) +Round Tower (Snow)|円塔(雪)|Tour ronde (neige)|runder Turm (verschneit)|Torre Circular (Nieve) +Round Tower (Snow)|円塔(雪)|Tour ronde (neige)|runder Turm (verschneit)|Torre Circular (Nieve) +Round Tower (Snow)|円塔(雪)|Tour ronde (neige)|runder Turm (verschneit)|Torre Circular (Nieve) +Round Tower (Demon Castle)|円塔(魔王城)|Tour ronde (château démoniaque)|runder Turm (Dämonenschloss)|Torre Circular (Castillo Demoníaco) +Round Tower (Demon Castle)|円塔(魔王城)|Tour ronde (château démoniaque)|runder Turm (Dämonenschloss)|Torre Circular (Castillo Demoníaco) +Round Tower (Fort, Snow)|円塔(砦・雪)|Tour ronde (fort, neige)|runder Turm (Festung, verschneit)|Torre Circular (Fuerte, Nieve) +Round Tower (Fort, Snow)|円塔(砦・雪)|Tour ronde (fort, neige)|runder Turm (Festung, verschneit)|Torre Circular (Fuerte, Nieve) +Round Tower (Snow)|円塔(雪)|Tour ronde (neige)|runder Turm (verschneit)|Torre Circular (Nieve) +Round Tower (Snow)|円塔(雪)|Tour ronde (neige)|runder Turm (verschneit)|Torre Circular (Nieve) +Round Tower (Snow)|円塔(雪)|Tour ronde (neige)|runder Turm (verschneit)|Torre Circular (Nieve) +Round Tower (Snow)|円塔(雪)|Tour ronde (neige)|runder Turm (verschneit)|Torre Circular (Nieve) 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+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 t="",n,r,i,s=0,o=LZString._f;e=LZString.compress(e);for(n=0;n>1)+32);i=(r&1)<<14;break;case 1:t+=o(i+(r>>2)+32);i=(r&3)<<13;break;case 2:t+=o(i+(r>>3)+32);i=(r&7)<<12;break;case 3:t+=o(i+(r>>4)+32);i=(r&15)<<11;break;case 4:t+=o(i+(r>>5)+32);i=(r&31)<<10;break;case 5:t+=o(i+(r>>6)+32);i=(r&63)<<9;break;case 6:t+=o(i+(r>>7)+32);i=(r&127)<<8;break;case 7:t+=o(i+(r>>8)+32);i=(r&255)<<7;break;case 8:t+=o(i+(r>>9)+32);i=(r&511)<<6;break;case 9:t+=o(i+(r>>10)+32);i=(r&1023)<<5;break;case 10:t+=o(i+(r>>11)+32);i=(r&2047)<<4;break;case 11:t+=o(i+(r>>12)+32);i=(r&4095)<<3;break;case 12:t+=o(i+(r>>13)+32);i=(r&8191)<<2;break;case 13:t+=o(i+(r>>14)+32);i=(r&16383)<<1;break;case 14:t+=o(i+(r>>15)+32,(r&32767)+32);s=0;break}}return t+o(i+32)},decompressFromUTF16:function(e){if(e==null)return"";var t="",n,r,i=0,s=0,o=LZString._f;while(s>14);n=(r&16383)<<2;break;case 2:t+=o(n|r>>13);n=(r&8191)<<3;break;case 3:t+=o(n|r>>12);n=(r&4095)<<4;break;case 4:t+=o(n|r>>11);n=(r&2047)<<5;break;case 5:t+=o(n|r>>10);n=(r&1023)<<6;break;case 6:t+=o(n|r>>9);n=(r&511)<<7;break;case 7:t+=o(n|r>>8);n=(r&255)<<8;break;case 8:t+=o(n|r>>7);n=(r&127)<<9;break;case 9:t+=o(n|r>>6);n=(r&63)<<10;break;case 10:t+=o(n|r>>5);n=(r&31)<<11;break;case 11:t+=o(n|r>>4);n=(r&15)<<12;break;case 12:t+=o(n|r>>3);n=(r&7)<<13;break;case 13:t+=o(n|r>>2);n=(r&3)<<14;break;case 14:t+=o(n|r>>1);n=(r&1)<<15;break;case 15:t+=o(n|r);i=0;break}s++}return LZString.decompress(t)},compressToUint8Array:function(e){var t=LZString.compress(e);var n=new Uint8Array(t.length*2);for(var r=0,i=t.length;r>>8;n[r*2+1]=s%256}return n},decompressFromUint8Array:function(e){if(e===null||e===undefined){return LZString.decompress(e)}else{var t=new Array(e.length/2);for(var n=0,r=t.length;n>1}}else{n=1;for(t=0;t>1}}a--;if(a==0){a=Math.pow(2,l);l++}delete i[u]}else{n=r[u];for(t=0;t>1}}a--;if(a==0){a=Math.pow(2,l);l++}r[o]=f++;u=String(s)}}if(u!==""){if(Object.prototype.hasOwnProperty.call(i,u)){if(u.charCodeAt(0)<256){for(t=0;t>1}}else{n=1;for(t=0;t>1}}a--;if(a==0){a=Math.pow(2,l);l++}delete i[u]}else{n=r[u];for(t=0;t>1}}a--;if(a==0){a=Math.pow(2,l);l++}}n=2;for(t=0;t>1}while(true){h=h<<1;if(p==15){c+=v(h);break}else p++}return c},decompress:function(e){if(e==null)return"";if(e=="")return null;var t=[],n,r=4,i=4,s=3,o="",u="",a,f,l,c,h,p,d,v=LZString._f,m={string:e,val:e.charCodeAt(0),position:32768,index:1};for(a=0;a<3;a+=1){t[a]=a}l=0;h=Math.pow(2,2);p=1;while(p!=h){c=m.val&m.position;m.position>>=1;if(m.position==0){m.position=32768;m.val=m.string.charCodeAt(m.index++)}l|=(c>0?1:0)*p;p<<=1}switch(n=l){case 0:l=0;h=Math.pow(2,8);p=1;while(p!=h){c=m.val&m.position;m.position>>=1;if(m.position==0){m.position=32768;m.val=m.string.charCodeAt(m.index++)}l|=(c>0?1:0)*p;p<<=1}d=v(l);break;case 1:l=0;h=Math.pow(2,16);p=1;while(p!=h){c=m.val&m.position;m.position>>=1;if(m.position==0){m.position=32768;m.val=m.string.charCodeAt(m.index++)}l|=(c>0?1:0)*p;p<<=1}d=v(l);break;case 2:return""}t[3]=d;f=u=d;while(true){if(m.index>m.string.length){return""}l=0;h=Math.pow(2,s);p=1;while(p!=h){c=m.val&m.position;m.position>>=1;if(m.position==0){m.position=32768;m.val=m.string.charCodeAt(m.index++)}l|=(c>0?1:0)*p;p<<=1}switch(d=l){case 0:l=0;h=Math.pow(2,8);p=1;while(p!=h){c=m.val&m.position;m.position>>=1;if(m.position==0){m.position=32768;m.val=m.string.charCodeAt(m.index++)}l|=(c>0?1:0)*p;p<<=1}t[i++]=v(l);d=i-1;r--;break;case 1:l=0;h=Math.pow(2,16);p=1;while(p!=h){c=m.val&m.position;m.position>>=1;if(m.position==0){m.position=32768;m.val=m.string.charCodeAt(m.index++)}l|=(c>0?1:0)*p;p<<=1}t[i++]=v(l);d=i-1;r--;break;case 2:return u}if(r==0){r=Math.pow(2,s);s++}if(t[d]){o=t[d]}else{if(d===i){o=f+f.charAt(0)}else{return 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/js/libs/pixi-picture.js b/js/libs/pixi-picture.js new file mode 100644 index 0000000..6eb8ee6 --- /dev/null +++ b/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/js/libs/pixi-tilemap.js b/js/libs/pixi-tilemap.js new file mode 100644 index 0000000..c6cc109 --- /dev/null +++ b/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/js/libs/pixi.js b/js/libs/pixi.js new file mode 100644 index 0000000..4d0e32c --- /dev/null +++ b/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/js/main.js b/js/main.js new file mode 100644 index 0000000..6dcd07c --- /dev/null +++ b/js/main.js @@ -0,0 +1,9 @@ +//============================================================================= +// main.js +//============================================================================= + +PluginManager.setup($plugins); + +window.onload = function() { + SceneManager.run(Scene_Boot); +}; diff --git a/js/plugins.js b/js/plugins.js new file mode 100644 index 0000000..5c116d1 --- /dev/null +++ b/js/plugins.js @@ -0,0 +1,19 @@ +// Generated by RPG Maker. +// Do not edit this file directly. +var $plugins = +[ +{"name":"Community_Basic","status":true,"description":"Plugin used to set basic parameters.","parameters":{"cacheLimit":"20","screenWidth":"816","screenHeight":"624","changeWindowWidthTo":"","changeWindowHeightTo":"","renderingMode":"auto","alwaysDash":"off"}}, +{"name":"HIME_EndPhaseTriggers","status":true,"description":"Checks whether there are any events to run before ending the\r\nbattle.","parameters":{}}, +{"name":"MUE_TitleEnhanced","status":true,"description":"|V1.8.0.0| This allows you to customize your title screen a little more","parameters":{"--Command Window--":"","Exit Game Show":"true","Exit Game Text":"Exit","Command X Eval":"(Graphics.boxWidth-this.width)/2;","Command Y Eval":"Graphics.boxHeight-this.height-96;","Command Layout":"Hori","Command Win Opac":"-1","Command Back Opac":"-1","Command Font Size":"-1","Command Max Columns":"4","--Version Window--":"","Enable Version":"true","Version Text":"V1.0.1","Version Prefix":"","Version Suffix":"","Version Width":"this.textWidth(MUE.TitleEX.VerText)+40;","Version Opac":"-1","Version Back Opac":"-1","Version Font Size":"-1","Version Height":"this.fittingHeight(1);","Version X Eval":"0","Version Y Eval":"0","--Title Image & Text--":"","Title Text":"Null","Title Image Name":"Null","Title Image 2":"Null","Title Image Hue":"0","Title Image Hue 2":"0","Title Font Size":"72","Title Outline Width":"8","Title X Eval":"20","Title Y Eval":"Graphics.height/4","Title MaxWidth Eval":"Graphics.width-x*2","--Other Options--":"","Skin Only":"false","Version Skin only":"false","Command Skin only":"false","Custom Skin":"false","Custom Version Skin":"false","Custom Command Skin":"","--Command Text Options--":"","Options Prefix":"","Options Suffix":"","New Game Prefix":"","New Game Suffix":"","Continue Prefix":"","Continue Suffix":"","Exit Prefix":"","Exit Suffix":""}}, +{"name":"AltSaveScreen","status":true,"description":"Alternative save/load screen layout.","parameters":{}}, +{"name":"YEP_CoreEngine","status":true,"description":"v1.25 Needed for the majority of Yanfly Engine Scripts. Also\r\ncontains bug fixes found inherently in RPG Maker.","parameters":{"---Screen---":"","Screen Width":"816","Screen Height":"624","Scale Battlebacks":"true","Scale Title":"true","Scale Game Over":"true","Open Console":"false","Reposition Battlers":"true","GameFont Load Timer":"0","Update Real Scale":"false","Collection Clear":"true","---Gold---":"","Gold Max":"99999999","Gold Font Size":"20","Gold Icon":"313","Gold Overlap":"A lotta","---Items---":"","Default Max":"99","Quantity Text Size":"20","---Parameters---":"","Max Level":"99","Actor MaxHP":"9999","Actor MaxMP":"9999","Actor Parameter":"999","Enemy MaxHP":"999999","Enemy MaxMP":"9999","Enemy Parameter":"999","---Battle---":"","Animation Rate":"4","Flash Target":"false","Show Events Transition":"true","Show Events Snapshot":"true","---Font---":"","Chinese Font":"SimHei, Heiti TC, sans-serif","Korean Font":"Dotum, AppleGothic, sans-serif","Default Font":"GameFont, Verdana, Arial, Courier New","Font Size":"28","Text Align":"left","---Windows---":"","Digit Grouping":"true","Line Height":"36","Icon Width":"32","Icon Height":"32","Face Width":"144","Face Height":"144","Window Padding":"18","Text Padding":"6","Window Opacity":"192","Gauge Outline":"true","Gauge Height":"18","Menu TP Bar":"true","---Window Colors---":"","Color: Normal":"0","Color: System":"16","Color: Crisis":"17","Color: Death":"18","Color: Gauge Back":"19","Color: HP Gauge 1":"20","Color: HP Gauge 2":"21","Color: MP Gauge 1":"22","Color: MP Gauge 2":"23","Color: MP Cost":"23","Color: Power Up":"24","Color: Power Down":"25","Color: TP Gauge 1":"28","Color: TP Gauge 2":"29","Color: TP Cost Color":"29"}}, +{"name":"YEP_MainMenuManager","status":true,"description":"v1.03 This plugin allows you to manage the various aspects\nof your main menu.","parameters":{"---General---":"","Hide Actor Window":"false","Hide Gold Window":"false","Blurry Background":"true","---Command---":"","Command Alignment":"left","Command Position":"left","Command 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Show":"","Menu 98 Enabled":"","Menu 98 Ext":"","Menu 98 Main Bind":"","Menu 98 Actor Bind":"","---Menu 99---":"","Menu 99 Name":"'Debug'","Menu 99 Symbol":"debug","Menu 99 Show":"$gameTemp.isPlaytest()","Menu 99 Enabled":"true","Menu 99 Ext":"","Menu 99 Main Bind":"this.commandDebug.bind(this)","Menu 99 Actor Bind":"","---Menu 100---":"","Menu 100 Name":"TextManager.gameEnd","Menu 100 Symbol":"gameEnd","Menu 100 Show":"true","Menu 100 Enabled":"this.isGameEndEnabled()","Menu 100 Ext":"","Menu 100 Main Bind":"this.commandGameEnd.bind(this)","Menu 100 Actor Bind":""}}, +{"name":"YEP_StatusMenuCore","status":true,"description":"v1.04 Changes the Status menu for your characters into\na hub that displays more character information.","parameters":{"---Settings---":"","Command Order":"General Parameters Elements States Attributes Custom Cancel","Command Window Width":"240","Command Window Rows":"4","Command Alignment":"center","---General---":"","General Command":"General","Parameters Text":"Parameters","Experience Text":"Experience","Total Format":"Total %1 for Next %2","EXP Gauge Color 1":"30","EXP Gauge Color 2":"31","---Parameters---":"","Parameters Command":"Parameters","Graph Text":"Parameter Graph","ATK Color":"#ed1c24 #f26c4f","DEF Color":"#f7941d #fdc689","MAT Color":"#605ca8 #bd8cbf","MDF Color":"#448ccb #a6caf4","AGI Color":"#39b54a #82ca9c","LUK Color":"#fff568 #fffac3","---Resist Colors---":"","Above 300%":"10","200% to 300%":"20","150% to 200%":"14","120% to 150%":"6","100% to 120%":"0","80% to 100%":"24","50% to 80%":"29","1% to 50%":"23","Exactly 0%":"31","Below 0%":"27","---Elements---":"","Elements Command":"Elements","Elements Decimal":"2","Element Column 1":"1","Element Column 2":"2 3 4 5 6 7 8 9","Element Column 3":"","Element Column 4":"","---States---":"","States Command":"States","States Decimal":"2","States Column 1":"1 4 5 6","States Column 2":"7 8 9 10","States Column 3":"","States Column 4":"","---Attributes---":"","Attributes Command":"Attributes","Attribute Font Size":"20","Attribute Decimal":"0","Attributes Column 1":"exr hit eva cri cev mev mrf cnt","Attributes Column 2":"mcr tcr pdr mdr fdr grd rec pha","Attributes Column 3":"hrg mrg trg tgr","Attributes Column 4":"","---XParam Names---":"","hit Name":"Hit Rate","eva Name":"Evasion Rate","cri Name":"Critical Hit Rate","cev Name":"Critical Evasion Rate","mev Name":"Magic Evasion Rate","mrf Name":"Magic Reflect Rate","cnt Name":"Counter Rate","hrg Name":"HP Regen Rate","mrg Name":"MP Regen Rate","trg Name":"TP Regen Rate","tgr Name":"Aggro Rate","grd Name":"Guard Effect","rec Name":"Recovery Effect","pha Name":"Pharmacology Effect","mcr Name":"MP Cost Rate","tcr Name":"TP Charge Rate","pdr Name":"Physical Damage Rate","mdr Name":"Magical Damage Rate","fdr Name":"Floor Damage Rate","exr Name":"Experience Rate"}}, +{"name":"YEP_PartySystem","status":true,"description":"v1.13 Replaces the default 'Formation' command with a new\nmenu for players to easily change party formations.","parameters":{"---General---":"","Max Battle Members":"4","Show Battle Command":"true","Enable Battle Command":"true","Battle Cooldown":"1","Maximum Followers":"4","EXP Distribution":"false","---Menu---":"","Help Window":"false","Text Alignment":"center","Change Command":"Change","Remove Command":"Remove","Revert Command":"Revert","Finish Command":"Finish","---Selection---":"","Empty Text":"- Empty -","Actor Face":"true","Actor Sprite":"false","---List---":"","Remove Icon":"16","Show Sprite":"true","Sprite Y Buffer":"16","In Party Text Color":"6","---Locking---":"","Lock First Actor":"false","Locked Icon":"195","Required Icon":"205","---Detail Window---":"","Enable Detail Window":"true","List Width":"300","Actor Parameters":"Parameters","Actor Equipment":"Equipment"}}, +{"name":"YEP_EventMiniLabel","status":false,"description":"v1.12 Creates miniature-sized labels over events to allow\nyou to insert whatever text you'd like in them.","parameters":{"Default Show":"true","Minimum Width":"136","Font Size":"20","X Buffer":"0","Y Buffer":"36","Battle Transition":"false"}}, +{"name":"YEP_ExternalLinks","status":false,"description":"v1.01 Link back to your home page through the title screen\nand also be able to link your players from within the game.","parameters":{"Home Page URL":"https://drive.google.com/open?id=1sYYBpq8kBBN3VeZCOYhPYg_wdP9DHByy","Home Page Text":"Download Game","Popup Blocker Notice":"The link was blocked by a pop-up blocker."}}, +{"name":"YEP_BaseTroopEvents","status":false,"description":"v1.01 Enabling this plugin will cause all troops to have\nevents occur in every fight.","parameters":{"Base Troop ID":"1"}}, +{"name":"YEP_MapGoldWindow","status":true,"description":"v1.02 Allows you to display the gold window on your map.","parameters":{"Automatic Open":"false","Default Position":"9","Opacity":"255"}}, +{"name":"SRD_AltMenuScreen_Face","status":true,"description":"Alternative Menu Screen: shows only Actor faces for Actor menu displays and gives more room for larger parties.","parameters":{"Face Padding":"20","Face X":"10","Face Y":"10","Max Status Rows":"2","Max Status Cols":"4","Command Columns":"4","Command Rows":"2"}}, +{"name":"SRD_AltMenuScreen_FaceBars","status":true,"description":"Extension Plugin. Use this with a Face Alt Menu Screen to add HP and MP bars to the faces.","parameters":{"Bar Rows":"1","Show TP":"false","Bar Offset":"20"}} +]; diff --git a/js/plugins/AltMenuScreen.js b/js/plugins/AltMenuScreen.js new file mode 100644 index 0000000..5003d2e --- /dev/null +++ b/js/plugins/AltMenuScreen.js @@ -0,0 +1,92 @@ +//============================================================================= +// AltMenuScreen.js +//============================================================================= + +/*: + * @plugindesc Alternative menu screen layout. + * @author Yoji Ojima + * + * @help This plugin does not provide plugin commands. + */ + +/*:ja + * @plugindesc メニュー画面のレイアウトを変更します。 + * @author Yoji Ojima + * + * @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 _Scene_Menu_create = Scene_Menu.prototype.create; + Scene_Menu.prototype.create = function() { + _Scene_Menu_create.call(this); + this._statusWindow.x = 0; + this._statusWindow.y = this._commandWindow.height; + this._goldWindow.x = Graphics.boxWidth - this._goldWindow.width; + }; + + Window_MenuCommand.prototype.windowWidth = function() { + return Graphics.boxWidth; + }; + + Window_MenuCommand.prototype.maxCols = function() { + return 4; + }; + + Window_MenuCommand.prototype.numVisibleRows = function() { + return 2; + }; + + Window_MenuStatus.prototype.windowWidth = function() { + return Graphics.boxWidth; + }; + + Window_MenuStatus.prototype.windowHeight = function() { + var h1 = this.fittingHeight(1); + var h2 = this.fittingHeight(2); + return Graphics.boxHeight - h1 - h2; + }; + + Window_MenuStatus.prototype.maxCols = function() { + return 4; + }; + + Window_MenuStatus.prototype.numVisibleRows = function() { + return 1; + }; + + Window_MenuStatus.prototype.drawItemImage = function(index) { + var actor = $gameParty.members()[index]; + var rect = this.itemRectForText(index); + var w = Math.min(rect.width, 144); + var h = Math.min(rect.height, 144); + var lineHeight = this.lineHeight(); + this.changePaintOpacity(actor.isBattleMember()); + this.drawActorFace(actor, rect.x, rect.y + lineHeight * 2.5, w, h); + this.changePaintOpacity(true); + }; + + Window_MenuStatus.prototype.drawItemStatus = function(index) { + var actor = $gameParty.members()[index]; + var rect = this.itemRectForText(index); + var x = rect.x; + var y = rect.y; + var width = rect.width; + var bottom = y + rect.height; + var lineHeight = this.lineHeight(); + this.drawActorName(actor, x, y + lineHeight * 0, width); + this.drawActorLevel(actor, x, y + lineHeight * 1, width); + this.drawActorClass(actor, x, bottom - lineHeight * 4, width); + this.drawActorHp(actor, x, bottom - lineHeight * 3, width); + this.drawActorMp(actor, x, bottom - lineHeight * 2, width); + this.drawActorIcons(actor, x, bottom - lineHeight * 1, width); + }; + + var _Window_MenuActor_initialize = Window_MenuActor.prototype.initialize; + Window_MenuActor.prototype.initialize = function() { + _Window_MenuActor_initialize.call(this); + this.y = this.fittingHeight(2); + }; + +})(); diff --git a/js/plugins/AltSaveScreen.js b/js/plugins/AltSaveScreen.js new file mode 100644 index 0000000..867b434 --- /dev/null +++ b/js/plugins/AltSaveScreen.js @@ -0,0 +1,134 @@ +//============================================================================= +// AltSaveScreen.js +//============================================================================= + +/*: + * @plugindesc Alternative save/load screen layout. + * @author Yoji Ojima + * + * @help This plugin does not provide plugin commands. + */ + +/*:ja + * @plugindesc セーブ/ロード画面のレイアウトを変更します。 + * @author Yoji Ojima + * + * @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 _Scene_File_create = Scene_File.prototype.create; + Scene_File.prototype.create = function() { + _Scene_File_create.call(this); + this._listWindow.height = this._listWindow.fittingHeight(8); + var x = 0; + var y = this._listWindow.y + this._listWindow.height; + var width = Graphics.boxWidth; + var height = Graphics.boxHeight - y; + this._statusWindow = new Window_SavefileStatus(x, y, width, height); + this._statusWindow.setMode(this.mode()); + this._listWindow.statusWindow = this._statusWindow; + this._listWindow.callUpdateHelp(); + this.addWindow(this._statusWindow); + }; + + var _Scene_File_start = Scene_File.prototype.start; + Scene_File.prototype.start = function() { + _Scene_File_start.call(this); + this._listWindow.ensureCursorVisible(); + this._listWindow.callUpdateHelp(); + }; + + Window_SavefileList.prototype.windowWidth = function() { + return Graphics.boxWidth; + }; + + Window_SavefileList.prototype.maxCols = function() { + return 4; + }; + + Window_SavefileList.prototype.numVisibleRows = function() { + return 5; + }; + + Window_SavefileList.prototype.spacing = function() { + return 8; + }; + + Window_SavefileList.prototype.itemHeight = function() { + return this.lineHeight() * 2; + }; + + var _Window_SavefileList_callUpdateHelp = + Window_SavefileList.prototype.callUpdateHelp; + Window_SavefileList.prototype.callUpdateHelp = function() { + _Window_SavefileList_callUpdateHelp.call(this); + if (this.active && this.statusWindow) { + this.statusWindow.setId(this.index() + 1); + } + }; + + function Window_SavefileStatus() { + this.initialize.apply(this, arguments); + } + + Window_SavefileStatus.prototype = Object.create(Window_Base.prototype); + Window_SavefileStatus.prototype.constructor = Window_SavefileStatus; + + Window_SavefileStatus.prototype.initialize = function(x, y, width, height) { + Window_Base.prototype.initialize.call(this, x, y, width, height); + this._id = 1; + }; + + Window_SavefileStatus.prototype.setMode = function(mode) { + this._mode = mode; + }; + + Window_SavefileStatus.prototype.setId = function(id) { + this._id = id; + this.refresh(); + }; + + Window_SavefileStatus.prototype.refresh = function() { + this.contents.clear(); + var id = this._id; + var valid = DataManager.isThisGameFile(id); + var info = DataManager.loadSavefileInfo(id); + var rect = this.contents.rect; + 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_SavefileStatus.prototype.drawFileId = function(id, x, y) { + this.drawText(TextManager.file + ' ' + id, x, y, 180); + }; + + Window_SavefileStatus.prototype.drawContents = function(info, rect, valid) { + var bottom = rect.y + rect.height; + var playtimeY = bottom - this.lineHeight(); + this.drawText(info.title, rect.x + 192, rect.y, rect.width - 192); + if (valid) { + this.drawPartyfaces(info, rect.x, bottom - 144); + } + this.drawText(info.playtime, rect.x, playtimeY, rect.width, 'right'); + }; + + Window_SavefileStatus.prototype.drawPartyfaces = function(info, x, y) { + if (info && info.faces) { + for (var i = 0; i < info.faces.length; i++) { + var data = info.faces[i]; + this.drawFace(data[0], data[1], x + i * 150, y); + } + } + }; + +})(); diff --git a/js/plugins/Community_Basic.js b/js/plugins/Community_Basic.js new file mode 100644 index 0000000..f85823d --- /dev/null +++ b/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/js/plugins/DMV_Core.js b/js/plugins/DMV_Core.js new file mode 100644 index 0000000..b282636 --- /dev/null +++ b/js/plugins/DMV_Core.js @@ -0,0 +1,525 @@ +// ============================================================================ +// Plug-in: DMV_Core.js +// Version: 1.0.1 +// Author: David Bow (Dekita) +// MailTo: dekita@dekyde.com +// ============================================================================ + +/*: + * @author Dekita (www.dekyde.com) + * + * @plugindesc DMV_Core contains functions that are used within some of + * the more advanced RPG Maker MV plugins of mine. + * + * @help + * ============================================================================ + * ■ System Information: + * ============================================================================ + * This plugin is a requirement for almost all of my other RPG Maker MV plugins. + * You should ensure this plugin is also loaded before all other DMV plugins. + * + * Frequent updates will also be applied to this particular plugin, therefore, + * it is advised that you check to ensure you have the latest version whenever + * you install a new DMV Engine Plugin. + * + * ============================================================================ + * ■ Terms && Conditions: + * ============================================================================ + * This plugin is completely free to use, both commercially and privately - + * Providing the following copy is shown within the project credits; + * + * Copyright (C) 2015 - Dekyde Studios + * Dekyde Studios Developer: Dekita - dekita(at)dekyde.com + * + * Additionally, this header should remain intact at all times. + * + * You are not allowed to redistribute this plugin directly. Instead, provide + * a link to the following website; + * www.dekyde.com + * + * ============================================================================ + * ■ Financial Contributions: + * ============================================================================ + * If you like my work and want to see more of it in the future, I ask that you + * consider offering a financial donation. + * + * Most of the plugins I write are free to use commercially, and many hours of + * work go into each and every one - not including the time spent bug hunting + * and performing optimization modifications. + * + * If you do wish to provide your support, you can do so at the following link; + * www.patreon.com/Dekita + * + * ============================================================================ + * ■ Stay Up To Date: + * ============================================================================ + * I advise that you check regularly to see if any of the plugins you use + * have been updated. The plugin updates will include things like bugfixes and + * new features, so it is highly recommended. + * + * You can get the latest versions of my Mv plugins from www.dekyde.com/DMV + * + * ============================================================================ + * ■ Change Log: + * ============================================================================ + * v.1.0.1 - Added Function: DMV.isScene(sceneClass), + * v.1.0.0 - Initial Release, + * + * ============================================================================ + * www.dekyde.com + * ============================================================================ + */ + +/** + * Checks to ensure DMV Core plugin exists. + */ +(function(){ + if (typeof MVC === 'undefined') { + var strA = "You need to install the MVCommons plugin "; + var strB = "in order for the DMV_Core plugin to work!"; + var strC = "\nvisit www.dekyde.com/mvcommons to get an"; + var strD = " up to date version." + throw new Error(strA + strB + strC + strD); + }else{ + var name = "DMV_Core"; + var vers = "1.0.1"; + var date = "16/11/2o15"; + var desc = "DMV plugins by dekita @ www.dekyde.com" + var auth = {name:"David Bow (Dekita)", + email:"dekita@dekyde.com",website:"www.dekyde.com", + } + PluginManager.register(name, vers, desc, auth, date); + if (console){console.log("Loaded: "+name+' v'+vers)}; + }; +})(); + +/** + * Setup DMV + */ +var DMV = MVC.extend(); + +/** + * Function to keep everything within a dedicated scope + */ +(function($){ + /**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ + * DMV General Variables && Functions + **////////////////////////////////// + + /** + * DMV.author + * Holds object for the author of the DMV plugins (me) + */ + $.author = { + name: "David Bow (Dekita)", + email: "dekita@dekyde.com", + website: "www.dekyde.com", + }; + + /** + * base_static_error + * Holds string for base static error, to save retyping.. + */ + var base_static_error = " is a static class, cannot create instance!" + + /** + * Convenience methods taken from MVCommons script. + */ + $.extend = MVC.extend; + $.reader = MVC.reader; + $.writer = MVC.writer; + $.accessor = MVC.accessor; + + /** + * [ private ] map2n + * @param e the element of the array currently being mapped + * @return the number obtained from the array element + * @note used internally from within DMV.map2n(array) + */ + function map2n(e) { + return Number(e); + }; + + /** + * DMV.map2n(array) + * @param array the array to map into a number array + * @return the number array that has been mapped + */ + $.map2n = function(array){ + return array.map(map2n); + }; + + /** + * DMV.mapParams2n(paramstring, splitter) + * @param paramstring the paramter string to map to a number array + * @param splitter [optional] the character to use to delimit the string + * @return the number array that has been mapped + */ + $.mapParams2n = function(paramstring /*, splitter */){ + if (!paramstring){ return [] }; + var spl = (arguments.length > 1 ? arguments[1] : ','); + return $.map2n(paramstring.split(spl)); + }; + + /** + * DMV.mapMeta2n(object, metaid, splitter) + * @param object the meta object to extract data from + * @param metaid the meta identifier string value + * @param splitter [optional] the character to use to split meta + * @return an integer array containing the required meta information + */ + $.mapMeta2n = function(object, metaid /* , splitter*/){ + return $.mapParams2n($.extractMetaData(object, metaid)/* , splitter*/); + }; + + /** + * DMV.extractMetaData(object, metaid) + * @param object the meta object to extract data from + * @param metaid the meta identifier to return if found + * @return the meta id information or null if not found + */ + $.extractMetaData = function(object, metaid){ + var meta = object.meta[metaid]; + return meta !== undefined ? meta : null; + }; + + /** + * DMV.reduceMeta(array, vname) + * @param array the array of database object, such as equips(). + * @param vname the variable name to scan meta data for + * @return the total value gained from all vname notetags, or 0. + */ + $.reduceMeta = function(array, vname){ + return array.reduce(function(prev, curr, i, obj){ + return (obj[i] ? (prev + curr[vname]) : prev); + }, 0); + }; + + /** + * DMV.reduceMetaID(array, vname, id) + * @param array the array of database object, such as equips(). + * @param vname the variable name to scan meta data for + * @param id the array index to use for adding values.. + * @return the total value gained from all vname notetags, or 0. + * @note this function is used when scanning meta that is an array + */ + $.reduceMetaID = function(array, vname, id){ + return array.reduce(function(prev, curr, i, obj){ + return (obj[i] ? (prev + curr[vname][id]) : prev); + }, 0); + }; + + + /** + * DMV.extractFunkString(objekt, funkName, defaultFunkString) + * @param objekt the object to scan the meta for funkName + * @param funkName the function name to get from meta + * @param defaultFunkString the default function string + * @return a string that can be used to create functions + */ + $.extractFunkString = function(objekt, funkName, defaultFunkString){ + var meta = $.extractMetaData(objekt, funkName); + return "return " + (meta ? meta : defaultFunkString); + }; + + /** + * DMV.extractFunkStringF(objekt, funkName, defaultFunkString) + * @param objekt the object to scan the meta for funkName + * @param funkName the function name to get from meta + * @param defaultFunkString the default function string + * @return a function that is bound to the objekt + */ + $.extractFunkStringF = function(objekt, funkName, defaultFunkString){ + var str = $.extractFunkString(objekt, funkName, defaultFunkString); + return Function(str).bind(objekt); + }; + + /** + * DMV.register(pluginName, pluginVer, date, reqr, exit) + * @param pluginName the plugin name to br registered + * @param pluginVer the plugin version to be registered + * @param date the date the plugin was written + * @param reqr array of all required plugins + * @param exit boolean value to determine exit + * @return N/A + */ + $.register = function(pluginName, pluginVer, date, reqr, exit){ + var name = "DMV_" + pluginName; + var desc = pluginName + " by dekita @ www.dekyde.com" + PluginManager.register(name, pluginVer, desc, $.author, date, reqr, exit); + if (console){console.log("Loaded: " + name + ' v' + pluginVer)}; + }; + + /** + * DMV.require(pluginName, pluginVer) + * @param pluginName the name of plugin to check for + * @param pluginVer the version of plugin to check for + * @return boolean value based on if plugin available + */ + $.require = function(pluginName, pluginVer){ + return PluginManager.version(pluginName, ">=", pluginVer); + }; + + /** + * DMV.rand(max, min) + * @param max the maximum value that can be returned + * @param min [optional] same as max, but minimum value + * @return a random value between min (0 if not given) and max + */ + $.rand = function(max, min){ + if (min === undefined){ var min = 0 }; + return Math.floor(Math.random()*(max-min+1)+min); + }; + + /** + * DMV.createIconButton(icon1, icon2, parent) + * @param icon1 the icon to show for buttons cold frame + * @param icon2 the icon to show for buttons hot frame + * @param parent [optional] if given will call addChild + * to add the button into the parents child list + * @return new button + */ + $.createIconButton = function(icon1, icon2, parent) { + var bw = 32, bh = 32, button = new Sprite_Button(); + button.bitmap = ImageManager.loadSystem('IconSet'); + button.setColdFrame(icon1%16*bw, Math.floor(icon1/16)*bh, bw, bh); + button.setHotFrame(icon2%16*bw, Math.floor(icon2/16)*bh ,bw, bh); + if (parent != undefined && parent.addChild){ + parent.addChild(button); + };button.visible = true; + return button; + }; + + /** + * Setup metadata helper functions + * Game_BattlerBase.prototype.meta + * Game_Actor.prototype.meta + * Game_Enemy.prototype.meta + */ + $.reader(Game_BattlerBase.prototype,'meta', function(){ + return {}; + }); + $.reader(Game_Actor.prototype,'meta', function(){ + return this.actor() ? this.actor().meta : {}; + }); + $.reader(Game_Enemy.prototype,'meta', function(){ + return this.enemy() ? this.enemy().meta : {}; + }); + + /**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ + * DMV HTTP Variables && Functions + **/////////////////////////////// + + /** + * HTTP::KnownErrors + * Cross-Origin Request Blocked: The Same Origin Policy disallows reading the + * remote resource at http://www.dekyde.com/BasicHTTPDemo/BasicPost.php5 + * (Reason: CORS header 'Access-Control-Allow-Origin' missing). + * ^CORS header was available and this only happens 1/100 times... + * I suspect some other underlying cause - continuing to research... + */ + $.HTTP = function() { + throw new Error('DMV.HTTP' + base_static_error); + }; + + /** + * DMV.HTTP functions + */ + (function(http){ + /** + * DMV.HTTP.FORM_ENCODE + * Content-type used when performing post requests + */ + http.FORM_ENCODE = "application/x-www-form-urlencoded"; + + /** + * [ private ] aSyncRequest(cbk) + * @param cbk The main callback function + * @param obj The object to perform the cbk on + * @return an asyncronous request + */ + function aSyncRequest(cbk, thisobj){ + var request = new XMLHttpRequest(); + request.onreadystatechange = function() { + if (request.readyState == 4 && request.status == 200){ + cbk.apply(thisobj, [request.responseText]); + }; + }; + return request; + }; + + /** + * DMV.HTTP.getAsync(url, str, cbk, obj) + * @param url URL to send request to + * @param str string to pass with url + * @param cbk Callback function + * @param obj The object to perform the cbk on + */ + http.getAsync = function(url, str, cbk, obj){ + var request = aSyncRequest(cbk, obj); + request.open("GET", url, true); + request.send(str); + }; + + /** + * DMV.HTTP.postAsync(url, str, cbk) + * @param url URL to send request to + * @param str string to pass with url + * @param cbk Callback function + * @param obj The object to perform the cbk on + */ + http.postAsync = function(url, str, cbk, obj){ + var request = aSyncRequest(cbk, obj); + request.open("POST", url, true); + request.setRequestHeader("Content-type", http.FORM_ENCODE); + request.send(str); + }; + /** + * End HTTP Declarations + */ + })($.HTTP); + + /**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ + * DMV Scene Related Variables && Functions + **//////////////////////////////////////// + + /** + * DMV.isScene(sceneClass) + * @param sceneClass the class to check for + * @return true if the current class is sceneClass + */ + $.isScene = function(sceneClass){ + var scene = SceneManager._scene; + return scene && scene.constructor === sceneClass; + }; + + /** + * DMV.Sprite + * Container to hold my custom sprite classes + */ + $.Sprite = function() { + throw new Error('DMV.Sprite'+base_static_error) + }; + + /** + * DMV.Window + * Container to hold my custom window classes + */ + $.Window = function() { + throw new Error('DMV.Window'+base_static_error) + }; + + /** + * DMV.Scene + * Container to hold my custom scene classes + */ + $.Scene = function() { + throw new Error('DMV.Scene'+base_static_error) + }; + + /** + * DMV.Sprite.TogButton + * Sprite_Button class with dedicated toggled state + */ + $.Sprite.TogButton = $.extend(Sprite_Button); + + /** + * DMV.Sprite.TogButton.prototype functions + */ + (function (butt){ + /** + * DMV.Sprite.TogButton.prototype.initialize(bitmap) + * Initiailizes toggle button sprite. + * @param bitmap [optional] the bitmap image to use for the button + */ + butt.initialize = function(/* bitmap */){ + Sprite_Button.prototype.initialize.call(this); + if (arguments[0]){ + this.bitmap = arguments[0]; + }; + this._dmv_toggled = false; + this.update(); + }; + + /** + * DMV.Sprite.TogButton.prototype.updateFrame() + * Overwrite parent function to allow for toggle state + */ + butt.updateFrame = function() { + var frame = null, touch = this._touching; + if (this._dmv_toggled){ + frame = touch ? this._dmv_tog_hotFrame : this._dmv_tog_coldFrame; + } else { + frame = touch ? this._hotFrame : this._coldFrame; + }; + if (frame) { + this.setFrame(frame.x, frame.y, frame.width, frame.height); + }; + }; + + /** + * DMV.Sprite.TogButton.prototype.setTogColdFrame(x, y, w, h) + * Sets the button sprites cold frame for toggled state. + * @param x the x position to use for this frame + * @param y the y position to use for this frame + * @param w the width to use for this frame + * @param h the height to use for this frame + */ + butt.setTogColdFrame = function(x, y, width, height) { + this._dmv_tog_coldFrame = new Rectangle(x, y, width, height); + }; + + /** + * DMV.Sprite.TogButton.prototype.setTogHotFrame(x, y, w, h) + * Sets the button sprites hot frame for toggled state. + * @param x the x position to use for this frame + * @param y the y position to use for this frame + * @param w the width to use for this frame + * @param h the height to use for this frame + */ + butt.setTogHotFrame = function(x, y, width, height) { + this._dmv_tog_hotFrame = new Rectangle(x, y, width, height); + }; + + /** + * DMV.Sprite.TogButton.prototype.setRegularFrames(coldArray, hotArray) + * Sets the regular state hot and cold frames for this button. + * @param coldArray the array of [x,y,w,h] to use for the cold frame + * @param hotArray the array of [x,y,w,h] to use for the hot frame + */ + butt.setRegularFrames = function(coldArray, hotArray) { + butt.setColdFrame.apply(this,coldArray); + butt.setHotFrame.apply(this,hotArray); + }; + + /** + * DMV.Sprite.TogButton.prototype.setToggledFrames(coldArray, hotArray) + * Sets the toggled state hot and cold frames for this button. + * @param coldArray the array of [x,y,w,h] to use for the cold frame + * @param hotArray the array of [x,y,w,h] to use for the hot frame + */ + butt.setToggledFrames = function(coldArray, hotArray) { + butt.setTogColdFrame.apply(this,coldArray); + butt.setTogHotFrame.apply(this,hotArray); + }; + + /** + * DMV.Sprite.TogButton.prototype.callClickHandler() + * Calls the handler that processes when the button is clicked, + * if it is available, and also toggles the toggle state flag. + */ + butt.callClickHandler = function() { + if (this._clickHandler) { + this._dmv_toggled = !this._dmv_toggled; + this._clickHandler(); + } + }; + })($.Sprite.TogButton.prototype); + /** + * End DMV declarations + */ +})(DMV); +/** + * End plugin + * www.dekyde.com + */ \ No newline at end of file diff --git a/js/plugins/DMV_MapButtons.js b/js/plugins/DMV_MapButtons.js new file mode 100644 index 0000000..8f34b02 --- /dev/null +++ b/js/plugins/DMV_MapButtons.js @@ -0,0 +1,311 @@ +// ============================================================================ +// Plug-in: DMV_MapMenuButtons.js +// Version: 1.0.0 +// Author: David Bow (Dekita) +// MailTo: dekita@dekyde.com +// ============================================================================ + +/*: + * @author Dekita (www.dekyde.com) + * + * @plugindesc This plugin allows for the game map screen to show some + * cool menu buttons that run user defined code upon trigger. + * + * @param Button 1 Data + * @desc Sets the x, y, coldIcon and hotIcon for button 1 + * @default 466, 2, 1, 17 + * + * @param Button 1 Func + * @desc Sets the function used for when button 1 is triggered + * @default SceneManager.push(Scene_Item) + * + * @param Button 2 Data + * @desc Sets the x, y, coldIcon and hotIcon for button 2 + * @default 500, 2, 2, 18 + * + * @param Button 2 Func + * @desc Sets the function used for when button 2 is triggered + * @default $gameParty.setMenuActor($gameParty.leader());SceneManager.push(Scene_Skill) + * + * @param Button 3 Data + * @desc Sets the x, y, coldIcon and hotIcon for button 3 + * @default 534, 2, 3, 19 + * + * @param Button 3 Func + * @desc Sets the function used for when button 3 is triggered + * @default $gameParty.setMenuActor($gameParty.leader());SceneManager.push(Scene_Equip) + * + * @param Button 4 Data + * @desc Sets the x, y, coldIcon and hotIcon for button 4 + * @default 568, 2, 4, 20 + * + * @param Button 4 Func + * @desc Sets the function used for when button 4 is triggered + * @default $gameParty.setMenuActor($gameParty.leader());SceneManager.push(Scene_Status) + * + * @param Button 5 Data + * @desc Sets the x, y, coldIcon and hotIcon for button 5 + * @default 602, 2, 5, 21 + * + * @param Button 5 Func + * @desc Sets the function used for when button 5 is triggered + * @default SceneManager.push(Scene_Options) + * + * @param Button 6 Data + * @desc Sets the x, y, coldIcon and hotIcon for button 6 + * @default 636, 2, 6, 22 + * + * @param Button 6 Func + * @desc Sets the function used for when button 6 is triggered + * @default SceneManager.push(Scene_Save) + * + * @param Button 7 Data + * @desc Sets the x, y, coldIcon and hotIcon for button 7 + * @default 670, 2, 7, 23 + * + * @param Button 7 Func + * @desc Sets the function used for when button 7 is triggered + * @default SceneManager.push(Scene_GameEnd) + * + * @param Button 8 Data + * @desc Sets the x, y, coldIcon and hotIcon for button 8 + * @default -1, -1, 0, 0 + * + * @param Button 8 Func + * @desc Sets the function used for when button 8 is triggered + * @default null + * + * @param Button 9 Data + * @desc Sets the x, y, coldIcon and hotIcon for button 9 + * @default -1, -1, 0, 0 + * + * @param Button 9 Func + * @desc Sets the function used for when button 9 is triggered + * @default null + * + * @help + * ============================================================================ + * ■ System Information: + * ============================================================================ + * This plugin creates upto 9 map buttons that can be used to run almost any + * code you desire. By default, 7 of these buttons trigger the main menu + * scenes, and 2 buttons are left used to allow for expansion with custom + * plugins that create a new scene. + * + * Each button consists of two states - hot, and cold. + * Cold state means that the button is not being pressed, hot means that it is. + * Each state also has its own image, in this case, an icon. This means that + * each map button is designated two icon id's, one for hot, and one for cold. + * + * ============================================================================ + * ■ Terms && Conditions: + * ============================================================================ + * This plugin is completely free to use, both commercially and privately - + * Providing the following copy is shown within the project credits; + * + * Copyright (C) 2015 - Dekyde Studios + * Dekyde Studios Developer: Dekita - dekita(at)dekyde.com + * + * Additionally, this header should remain intact at all times. + * + * You are not allowed to redistribute this plugin directly. Instead, provide + * a link to the following website; + * www.dekyde.com + * + * ============================================================================ + * ■ Financial Contributions: + * ============================================================================ + * If you like my work and want to see more of it in the future, I ask that you + * consider offering a financial donation. + * + * Most of the plugins I write are free to use commercially, and many hours of + * work go into each and every one - not including the time spent bug hunting + * and performing optimization modifications. + * + * If you do wish to provide your support, you can do so at the following link; + * www.patreon.com/Dekita + * + * ============================================================================ + * ■ Stay Up To Date: + * ============================================================================ + * I advise that you check regularly to see if any of the plugins you use + * have been updated. The plugin updates will include things like bugfixes and + * new features, so it is highly recommended. + * + * You can get the latest versions of my Mv plugins from www.dekyde.com/DMV + * + * ============================================================================ + * www.dekyde.com + * ============================================================================ + */ + +/** + * Checks for DMV Core plugin and register if available + */ +(function(){ + if (typeof DMV === 'undefined') { + var strA = "You need to install the DMV_Core plugin "; + var strB = "in order for other DMV plugins to work!"; + throw new Error(strA + strB); + }else{ + DMV.register("MapMenuButtons", "1.0.0", "23/1o/2o15"); + } +})(); + +/** + * Function to keep everything within a dedicated scope. + */ +(function($){ + /** + * Use strict mode + */ + "use strict"; + + /** + * params + * Holds all parameters for this plugin + */ + var params = PluginManager.parameters('DMV_MapMenuButtons'); + + /** + * button_data + * Holds array of all button position data + */ + var button_data = [ + $.mapParams2n(params["Button 1 Data"]), + $.mapParams2n(params["Button 2 Data"]), + $.mapParams2n(params["Button 3 Data"]), + $.mapParams2n(params["Button 4 Data"]), + $.mapParams2n(params["Button 5 Data"]), + $.mapParams2n(params["Button 6 Data"]), + $.mapParams2n(params["Button 7 Data"]), + $.mapParams2n(params["Button 8 Data"]), + $.mapParams2n(params["Button 9 Data"]), + ]; + + /** + * button_func + * Holds array of all button function strings + */ + var button_func = [ + params["Button 1 Func"],params["Button 2 Func"], + params["Button 3 Func"],params["Button 4 Func"], + params["Button 5 Func"],params["Button 6 Func"], + params["Button 7 Func"],params["Button 8 Func"], + params["Button 9 Func"], + ]; + + /** + * map_buttons + * Holds array of all buttons current displayed on the map + */ + var map_buttons = []; + + /** + * Spriteset_Map.prototype.createUpperLayer(); + * Calls previous function definition and then creates + * all the menu buttons that should be shown on the map + */ + var createUpper = Spriteset_Map.prototype.createUpperLayer; + Spriteset_Map.prototype.createUpperLayer = function() { + createUpper.apply(this, arguments); + this.createMapMenuButtons(); + }; + + /** + * Spriteset_Map.prototype.createMapMenuButtons(); + * Adds all menu buttons that should be shown onto + * the spriteset and then positions them correctly + */ + Spriteset_Map.prototype.createMapMenuButtons = function() { + if (map_buttons.length > 0){ + map_buttons.length = 0; + } + var button, data; + for (var i = 0; i < 9; i++){ + data = button_data[i]; + if (data[0] != -1 && data[1] != -1){ + button = DMV.createIconButton(data[2],data[3],this); + button.setClickHandler(Function(button_func[i]).bind(this)); + button.x = data[0]; button.y = data[1]; + map_buttons.push(button); + } + } + }; + + /** + * Game_Temp.prototype.setDestination(x,y) + * Ensures a button is not pressed at the desired + * point and if not, allows the previous definition + * to be called which will make the player move. + */ + var setDest = Game_Temp.prototype.setDestination; + Game_Temp.prototype.setDestination = function(x, y) { + if (allowSetDestination()){ + setDest.apply(this, arguments); + }; + }; + + /** + * [ private ] allowSetDestination() + * Ensures a button was not pressed at the current TouchInput x && y + * Called internally from within Game_Temp.setDestination + * @return false if input was within the space of a button. + * @return true otherwise. + */ + function allowSetDestination(){ + var bt, ix, iy; + var x = TouchInput.x; + var y = TouchInput.y; + var s = map_buttons.length; + for (var i = 0; i < s; i++){ + bt = map_buttons[i]; + ix = (x >= bt.x) && (x <= bt.x + bt.width); + iy = (y >= bt.y) && (y <= bt.y + bt.height); + if (ix && iy) {return false}; + } + return true + } + + /** + * Scene_Status.prototype.start() + * Ensures the status window is refreshed upon scene start + * This fixes a bug where actors faces would not show + */ + var scene_Status_start = Scene_Status.prototype.start; + Scene_Status.prototype.start = function() { + scene_Status_start.apply(this, arguments); + this._statusWindow.refresh(); + }; + + /** + * Scene_Equip.prototype.start() + * Ensures the status window is refreshed upon scene start + * This fixes a bug where actors faces would not show + * @note this has no effect unless using a custon script + * that would show the actor face within equip scene + */ + var scene_Equip_start = Scene_Equip.prototype.start; + Scene_Equip.prototype.start = function() { + scene_Equip_start.apply(this, arguments); + this._statusWindow.refresh(); + }; + + /** + * Scene_Skill.prototype.start() + * Ensures the status window is refreshed upon scene start + * This fixes a bug where actors faces would not show + */ + var scene_Skill_start = Scene_Skill.prototype.start; + Scene_Skill.prototype.start = function() { + scene_Skill_start.apply(this, arguments); + this._statusWindow.refresh(); + }; + /** + * End declarations + */ +})(DMV) +/** + * End Plugin + * www.dekyde.com + */ \ No newline at end of file diff --git a/js/plugins/EnemyBook.js b/js/plugins/EnemyBook.js new file mode 100644 index 0000000..7e0f059 --- /dev/null +++ b/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/js/plugins/HIME_EndPhaseTriggers.js b/js/plugins/HIME_EndPhaseTriggers.js new file mode 100644 index 0000000..8db7a8e --- /dev/null +++ b/js/plugins/HIME_EndPhaseTriggers.js @@ -0,0 +1,75 @@ +/*: +------------------------------------------------------------------------- +@title End Phase Triggers +@author Hime +@date Nov 11, 2015 +@url http://himeworks.com/2015/10/end-phase-triggers-mv/ +------------------------------------------------------------------------- +@plugindesc Checks whether there are any events to run before ending the +battle. +@help +------------------------------------------------------------------------- +== Description == + +By default, when all actors or enemies are defeated in battle, the game +will simply go straight to the victory or defeat processing. + +However, by enabling plugin, the game will perform a check to see if +there are any events that can be run before the battle finishes. + +== Terms of Use == + +- Free for use in non-commercial projects with credits +- Contact me for commercial use + +== Change Log == + +Nov 11, 2015 - added a check to see if events can run. +Oct 28, 2015 - initial release + +== Usage == + +Plug and Play. + +------------------------------------------------------------------------- + */ +var Imported = Imported || {}; +var TH = TH || {}; + +Imported.EndPhaseTriggers = 1 +TH.EndPhaseTriggers = TH.EndPhaseTriggers || {}; + +(function ($) { + + /* Overwrite. The order of the event checking logic is changed so that + battle end check occurs after all events have been checked */ + BattleManager.updateEventMain = function() { + $gameTroop.updateInterpreter(); + $gameParty.requestMotionRefresh(); + + /* If event is running, don't start a new one */ + if ($gameTroop.isEventRunning()) { + return true; + } + + /* See if there are any events that we can run */ + if (this.canRunEvents()) { + $gameTroop.setupBattleEvent(); + if ($gameTroop.isEventRunning() || SceneManager.isSceneChanging()) { + return true; + } + } + + /* No events? Let's check if the battle should end */ + if (this.checkBattleEnd()) { + return true + } + return false; + }; + + /* Determines whether events can run or not */ + BattleManager.canRunEvents = function() { + return true; + } + +})(TH.EndPhaseTriggers); \ No newline at end of file diff --git a/js/plugins/ItemBook.js b/js/plugins/ItemBook.js new file mode 100644 index 0000000..0ee0d9e --- /dev/null +++ b/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/js/plugins/MUE_TitleEnhanced.js b/js/plugins/MUE_TitleEnhanced.js new file mode 100644 index 0000000..7d7f7b5 --- /dev/null +++ b/js/plugins/MUE_TitleEnhanced.js @@ -0,0 +1,1114 @@ +/*: +@plugindesc |V1.8.0.0| This allows you to customize your title screen a little more +@author MutationIndustries(MuteDay) + +@param --Command Window-- + +@param Exit Game Show +@desc This tells the game weither or not to add the exit Command(default true) +@default true + +@param Exit Game Text +@desc The text that is shown for the Exit Game Command +@default Exit + +@param Command X Eval +@default (Graphics.boxWidth-this.width)/2; +@desc Use this to adjust the X position of the title command window + +@param Command Y Eval +@default Graphics.boxHeight-this.height-96; +@desc Use this to adjust the Y position of the title command window + +@param Command Layout +@desc Use this to change the way things are drawn (availible Vert and Hori) +@default Vert + +@param Command Win Opac +@desc This adjusts the opacity of the background of the Versioning Window(-1 = use default) +@default -1 + +@param Command Back Opac +@desc Set this to 0-255 to set the opacity of the Ver Window Background (-1= use default) +@default -1 + +@param Command Font Size +@desc Set this to what you want the font size to be of the version window(-1 = use default) +@default -1 + +@param Command Max Columns +@desc This allows you to modify the amount of colums that are shown +@default 4 + +@param --Version Window-- + +@param Enable Version +@desc This allows you to show what version your game is currently running +@default false + +@param Version Text +@desc This tells the game what to draw when the Version Window is Enabled +@default V1.0 + +@param Version Prefix +@desc this is used to draw icons and so forth +@default + +@param Version Suffix +@desc this is used to add things using the commands +@default + +@param Version Width +@desc This allows you to modify how wide you wish the version window to be +@default this.textWidth(MUE.TitleEX.VerText)+10; + +@param Version Opac +@desc This adjusts the opacity of the background of the Versioning Window(-1 = use default) +@default -1 + +@param Version Back Opac +@desc Set this to 0-255 to set the opacity of the Ver Window Background(-1= use default) +@default -1 + +@param Version Font Size +@desc Set this to what you want the font size to be of the version window(-1 = use default) +@default -1 + +@param Version Height +@desc Setting this allows you to change the height of the Version Window +@default this.fittingHeight(1); + +@param Version X Eval +@desc Setting this allows for custom placement of the Version window on x axis +@default 0 + +@param Version Y Eval +@desc Setting this allows for custom placement of the Version window on x axis +@default 0 + +@param --Title Image & Text-- + +@param Title Text +@desc This tells the game what to draw, type None to disable text set to Null to use default +@default Null + +@param Title Image Name +@desc Set to Null to disable, otherwise use filename without extention to file in your img/picture folder +@default Null + +@param Title Image 2 +@desc Set to Null to disable, otherwise use filename without extention to file in your img/picture folder +@default Null + +@param Title Image Hue +@desc This allows you to update the game to change the Hue of the image you use +@default 0 + +@param Title Image Hue 2 +@desc This allows you to update the game to change the Hue of the image you use +@default 0 + +@param Title Font Size +@desc allows you to adjust the games title screen font size +@default 72 + +@param Title Outline Width +@desc Allows for custom width on the outline of the title +@default 8 + +@param Title X Eval +@desc Allows you to tell game where to place the title on the x Axis +@default 20 + +@param Title Y Eval +@desc Allows you to place the title at a different y axis +@default Graphics.height/4 + +@param Title MaxWidth Eval +@desc allows you to choose custom width for game title +@default Graphics.width-x*2 + + +@param --Other Options-- + +@param Skin Only +@desc this tells the game not to use the games Window Tint(which can be quite Ugly +@default false + +@param Version Skin only +@desc Tells the plugin to only use window skin for the version window +@default false + +@param Command Skin only +@desc tells the plugin to use a custom skin inside your img/system folder +@default false + +@param Custom Skin +@desc Changing this will allow you to change the custom window background(put false to disable) +@default false + +@param Custom Version Skin +@desc Changing this will allow you to change version windows Skin, Overrides Custom Skin +@default false + +@param Custom Command Skin +@desc Changing this will allow you to change Command Window SKin(false to disable, overrides Custom Skin) +default false + + + +@param --Command Text Options-- + +@param Options Prefix +@desc used with any type of command that can be used with the message system +@default + +@param Options Suffix +@desc used with any type of command that can be used with the message system +@default + +@param New Game Prefix +@desc used with any type of command that can be used with the message system +@default + +@param New Game Suffix +@desc used with any type of command that can be used with the message system +@default + +@param Continue Prefix +@desc used with any type of command that can be used with the message system +@default + +@param Continue Suffix +@desc used with any type of command that can be used with the message system +@default + +@param Exit Prefix +@desc used with any type of command that can be used with the message system +@default + +@param Exit Suffix +@desc used with any type of command that can be used with the message system +@default + +@help +------------------------------------------------------------------------ +youtube Video +------------------------------------------------------------------------ +https://www.youtube.com/watch?v=whvR1r-VzPE +======================================================================== +Important +======================================================================== +Always check the Website Changelog mutationengine.altervista.org/changelog.html +For updates + +======================================================================== +Info +======================================================================== +This plugin allows you to edit the default game title screen, everything +from layout to font size to modifing the games title size and position +this does not reinvint the world to quote Echo607 from youtube, who did +a video on the old version of this plugin, a few things have changed +sence then + +======================================================================== +Required Plugins +======================================================================== +---------------------- +Layout +---------------------- +Plugin Name +Link +Reason it is Required +---------------------- +-NONE- + +======================================================================== +Optinal Plugins +======================================================================== +---------------------- +Layout +---------------------- +Plugin Name +Link +Features added +---------------------- +MUE_GraphicsAdvanced: http://mutationengine.altervista.org/graphicsadvanced.html +Adds more features to this plugin + +======================================================================== +Plugin Params +======================================================================== +---------------------- +Layout +---------------------- +Param Name +Default +Description +Note ID +---------------------- +--Command Window-- +Exit Game Show +true +This tells the game weither or not to add the exit Command +- + +Exit Game Text +Exit +The text that is shown for the Exit Game Command +- + +Command X Eval +(Graphics.boxWidth-this.width)/2; +Use this to adjust the X position of the title command window +- + +Command Y Eval +Graphics.boxHeight-this.height-96; +Use this to adjust the Y position of the title command window +- + +Command Layout +Vert +Use this to change the way things are drawn (availible Vert and Hori) +- + +Command Win Opac +-1 +This adjusts the opacity of the background of the Versioning Window(-1 = use default) +1 + +Command Back Opac +-1 +Set this to 0-255 to set the opacity of the Ver Window Background(-1= use default) +1 + +Command Font Size +-1 +Set this to what you want the font size to be of the version window(-1 = use default) +1 + +--Version Window-- +Enable Version +true +This allows you to show what version your game is currently running +- + +Version Text +V1.0 +This tells the game what to draw when the Version Window is Enabled +- + +Version Prefix + +Used with any type of command that can be used with the message system +2 + +Version Suffix + +used with any type of command that can be used with the message system +2 + +Version Width +this.textWidth(MUE.TitleEX.VerText)+10; +This allows you to modify how wide you wish the version window to be +- + +Version Opac +-1 +This adjusts the opacity of the background of the Versioning Window(-1 = use default) +1 + +Version Back Opac +-1 +Set this to 0-255 to set the opacity of the Ver Window Background(-1= use default) +1 + +Version Font Size +-1 +Set this to what you want the font size to be of the version window(-1 = use default) +1 + +Version Height +this.fittingHeight(1); +Setting this allows you to change the height of the Version Window +- + +Version X Eval +0 +Setting this allows for custom placement of the Version window on x axis +- + +Version Y Eval +0 +Setting this allows for custom placement of the Version window on y axis +- + +--Title Image And Text-- +Title Text +Null +This tells the game what to draw, type None to disable text set to Null to use default +- + +Title Image Name +Null +Set to Null to disable, otherwise use filename without extention to file in your img/picture folder +- + +Title Image Name 2 +Null +Set to Null to disable, otherwise use filename without extention to file in your img/picture folder +- + +Title Image Hue +0 +This allows you to update the game to change the Hue of the image you use +3 + +Title Image Hue +0 +This allows you to update the game to change the Hue of the image you use +3 + +Title Font Size +72 +allows you to adjust the games title screen font size +- + +Title Outline Width +8 +Allows for custom width on the outline of the title +- + +Title MaxWidth Eval +Graphics.width-x*2 +allows you to choose custom width for game title +- + +Title Y Eval +Graphics.height/4 +Allows you to place the title at a different y axis +- + +Title X Eval +20 +Allows you to tell game where to place the title on the x Axis +- + +--Other Options-- +Skin Only +false +this tells the game not to use the games Window Tint +- + +Version Skin only +false +Tells the plugin to only use window skin for the version window +- + +Command Skin only +false +tells the plugin to only use window skin for the Title Command Page +- + +Custom Skin +false +Changing this will allow you to change the custom window background(put false to disable) +- + +Custom Version Skin +false +Changing this will allow you to change version windows Skin, Overrides Custom Skin +- + +Custom Command Skin +false +Changing this will allow you to change Command Window SKin +(false to disable, overrides Custom Skin) +- + +--Command Text Options-- +Options Prefix + +used with any type of command that can be used with the message system +2 + +Options Suffix + +used with any type of command that can be used with the message system +2 + +New Game Prefix + +used with any type of command that can be used with the message system +2 + +New Game Suffix + +used with any type of command that can be used with the message system +2 + +Continue Prefix + +used with any type of command that can be used with the message system +2 + +Continue Suffix + +used with any type of command that can be used with the message system +2 + +Exit Prefix + +used with any type of command that can be used with the message system +2 + +Exit Suffix + +used with any type of command that can be used with the message system +2 + +------------------------------------------------------------------------ +Plugin Param Notes +------------------------------------------------------------------------ +1: +(-1 = use default) + +2: +Use the message codes, although some will not look right + +3: +Now works on the default title background images + +======================================================================== +Updates History +======================================================================== +V1.8.0.0 +-Normalized Website +-Normalized Help Page +-Normalized Params +-Security update for Browsers +-Normalized VersionID + +V1.7: +Fixed it so if a command isnt availiable it is not drawn + +V1.6: +Fixed a Error in the code + +V1.5: +Added Fixes to the code to prevent errors if your not showing version window +Added new function for adding commands which will increase the game's ability +to make sure commands can be put in certian places + +V1.4: +Updated for second Image and Hue +Updated for Version Height,X and Y Evals +Updated For custom Skins + +V1.3: +Updated to allow for more features +Renamed the plugin Options for better look and feel +(if your upgrading please make not of your settings very few will be kept) + +V1.2: +Updated Help File +Updated to Include few more customization Options + +V1.1: +Updated to give a exit command +updated to give a special feature without overriding any functions + +V1.0: +Initial Release + +======================================================================== +Note Tag Data +======================================================================== +-NONE- +------------------------------------------------------------------------ +NoteTag Data Notes +------------------------------------------------------------------------ +When using the note tags always surround with a opening < bracket +then the note tag +then the closing > + +======================================================================== +Plugin Commands +======================================================================== +---------------------- +Layout +---------------------- +Plugin Command +Variables will be surrounded +By | |'s replace the all +|+variable+| with your varaible +---------------------- +-NONE- + +======================================================================== +Script Calls +======================================================================== +---------------------- +Layout +---------------------- +Script Call +Variables will be surrounded +By | |'s replace the all +|+variable+| with your varaible +---------------------- +-NONE For Non Scripters- + +======================================================================== +Extra Data +======================================================================== +So for this plugin i decided to go an extra step and enable special +features such as + +if you wish your plugin to add a new command to the Title Command page +simply add a statement at the bottom of your plugin + +you can also use the statement (if (Imported.MUE_TitleEnhanced)) +that way it only runs that code if this is running on peoples games +your script is being used on + +!NOTE: all the values need to be in "" because they are all evaluated +at run time :) + +MUE.TitleEX.AddNewCommand(symbol,bind,text,maineval) + +replace symbol with the symbol you wish to use, if it already contains + that symbol it will be ignored IE: "options" +replace 'bind' with the binds you wish to use IE: +"this.commandOptions.bind(this)" +replace text with the text you wish the game to show via your command +if you do not need to use an eval you can leave maineval alone and only +put 3 parts or you can put "" and it will ignore it + +then to add custom Abilities to the text simply call +MUE.TitleEX.SetPreAndSuf(symbol,prefix,Suffix) + +replace symbol with what symbol you wish +replace prefix and Suffix with the message codes you wish to use +(Be warned not all of them will work or be all the good in truth, ones +that work right and have been tested are the color codes + +so what does this do, well what it does is when you add a command +via the perious function it then when the title scene is loaded it +evaluates that code then adds all the proper commands at creation + +What does this do? +well it makes it so when you add a command you do not have to +keep overriding or aliasing the two functions that are used for +adding commands to the title which should help increasing game speed :) + +======================================================================== +ScreenShots +======================================================================== + +======================================================================== +Important Links and Notes +======================================================================== +Patreon: https://www.patreon.com/MutationIndustries?ty=h + +Notes: If you like any of the mutation engine plugins +consider supporting me, your support will allow me to + build you more of what you want + +======================================================================== +Credits and Inportant info +======================================================================== +Credits: +Myself +The rpg maker team for creating mv + + +Info: +Feel free to use this for any type of project some limits apply +1) Do not claim the work as your own +2) Do not post anywhere without my constent +3) Do not Make edits and then post anywhere +======================================================================== +*/ + +//#region Namespace and imported +var Imported=Imported||{}; +var MUE=MUE||{}; +MUE.TitleEX=MUE.TitleEX||{}; +Imported.MUE_TitleEnhanced=true; +//#endregion +(function($){ + //#region Varaibles + var param=PluginManager.parameters('MUE_TitleEnhanced'); + //#region version var + $.ShowVerWin=eval(param['Enable Version']||"false"); + $.VerText=String(param['Version Text']||"V1.0"); + $.VerWinEval=String(param['Version Width']||"this.textWidth($.VerText)+10;"); + $.VerWinOpac=Number(param['Version Opac']||-1); + $.VerWinPrefix=String(param['Version Prefix']||""); + $.VerWinSuffix=String(param['Version Suffix']||""); + $.VerWinFontSize=Number(param['Version Font Size']||-1); + $.VerWinConOpac=Number(param['Version Back Opac']||-1); + $.VerWinX=String(param['Version X Eval']||"0"); + $.VerWinY=String(param['Version Y Eval']||"0"); + $.VerWinHeight=String(param['Version Height']||"this.fittingHeight(1);"); + //#endregion + + //#region title image and text + $.TitleText=String(param['Title Text']||"Null"); + $.TitleSize=Number(param['Title Font Size']||72); + $.TitleX=String(param['Title X Eval']||"20"); + $.TitleY=String(param['Title Y Eval']||"Graphics.height/4"); + $.TitleMaxWidth=String(param['Title MaxWidth Eval']||"Graphics.width-x*2"); + $.TitleOulineSize=Number(param['Title Outline Width']||"8"); + $.TitleBackgroundImage=String(param['Title Image Name']||"Null"); + $.TitleBackgroundImage2=String(param['Title Image 2']||"Null"); + $.TitleBackGroundHue=Number(param['Title Image Hue']||0); + $.TitleBackGroundHue2=Number(param['Title Image Hue 2']||0); + $.TitleCommandExit=String(param['Exit Game Text']||"Exit"); + $.TitleCommandShow=eval(param['Exit Game Show']||"true"); + $.TitleCommandLayout=String(param['Command Layout']||"Vert"); + $.TicWinOpac=Number(param['Command Win Opac']||-1); + $.TicWinConOpac=Number(param['Command Back Opac']||-1); + $.TicWinFontSize=Number(param['Command Font Size']||-1); + $.TicMaxColums=Number(param['Command Max Columns']||4); + $.TitleCommandX=String(param['Command X Eval']||"(Graphics.boxWidth-this.width)/2;"); + $.TitleCommandY=String(param['Command Y Eval']||"Graphics.boxHeight-this.height-96;"); + //#endregion + + //#region Skin and Tone + $.UseWinSkinOnly=eval(param['Skin Only']||"false"); + $.TCmdWinSkinOnly=eval(param['Command Skin Only']||"false"); + $.VerWinSkinOnly=eval(param['Version Skin only']||"false"); + $.CustomSkin=String(param['Custom Skin']||"false"); + $.CustomSkinVer=String(param['Custom Version Skin']||"false"); + $.CustomSkinCom=String(param['Custom Command Skin']||"false"); + //#endregion + + //#region Commands + $.Commands=$.Commands||{}; + $.Commands.Optionspre=param['Options Prefix']||""; + $.Commands.Optionssuf=param['Options Suffix']||""; + $.Commands.NewGamepre=param['New Game Prefix']||""; + $.Commands.NewGamesuf=param['New Game Suffix']||""; + $.Commands.Continuepre=param['Continue Prefix']||""; + $.Commands.Continuesuf=param['Continue Suffix']||""; + $.Commands.Exitpre=param['Exit Prefix']||""; + $.Commands.Exitsuf=param['Exit Suffix']||""; + param=null; + //#endregion + + //#endregion + + //#region Namspace functions + $.TitleCommands=[]; + $.SetCommands=function() { + if(!$.CommandsSet) { + $.TitleCommands.push({ symbol: 'newGame',Binds: "this.commandNewGame.bind(this)",Text: "TextManager.newGame",MainEval: "",prefix: $.Commands.NewGamepre,Suffix: $.Commands.NewGamesuf }); + $.TitleCommands.push({ symbol: 'continue',Binds: "this.commandContinue.bind(this)",Text: "TextManager.continue_",MainEval: "this.isContinueEnabled()",prefix: $.Commands.Continuepre,Suffix: $.Commands.Continuesuf }); + $.TitleCommands.push({ symbol: 'options',Binds: "this.commandOptions.bind(this)",Text: "TextManager.options",MainEval: "",prefix: $.Commands.Optionspre,Suffix: $.Commands.Optionssuf }); + } + $.CommandsSet=true; + } + $.getTextFromSymbol=function(symbol) { + for(var x=0;x<$.TitleCommands.length;x++) { + x2=$.TitleCommands[Number(x)]; + if(x2.symbol==symbol) { + return eval(x2.Text); + } + } + return ""; + } + $.AddNewCommand=function(symbol,bind,text,maineval) { + for(var x=0;x<$.TitleCommands.length;x++) { + x2=$.TitleCommands[Number(x)]; + + if(x2.symbol==symbol) { + console.log("The Symbol "+symbol+"is already added please Choose another symbol"); + return; + } + } + if(!maineval||maineval=="") { + $.TitleCommands.push({ symbol: symbol,Binds: bind,Text: text,MainEval: "" }); + } + else + $.TitleCommands.push({ symbol: symbol,Binds: bind,Text: text,MainEval: maineval }); + } + $.SetPreAndSuf=function(symbol,prefix,Suffix) { + for(var x=0;x<$.TitleCommands.length;x++) { + x2=$.TitleCommands[Number(x)]; + if(x2.symbol==symbol) { + x2.prefix=prefix; + x2.Suffix=Suffix; + } + } + }; + $.AddAtSpot=function(symbol,bind,text,spot,maineval) { + for(var x=0;x<$.TitleCommands.length;x++) { + x2=$.TitleCommands[Number(x)]; + if(x2.symbol==symbol) { + console.log("The Symbol "+symbol+"is already added please Choose another symbol"); + return; + } + } + if (spot==-1){ + spot=$.TitleCommands.length-1; + } + if(!maineval||maineval=="") { + $.TitleCommands.splice(spot,0, {symbol: symbol,Binds: bind,Text: text,MainEval: "" }); + } + else + $.TitleCommands.splice(spot,0, {symbol: symbol,Binds: bind,Text: text,MainEval: maineval }); + }; + //#endregion + + //#region Scene_Title + Scene_Title.prototype.create=function() { + Scene_Base.prototype.create.call(this); + this.createBackground(); + this.createForeground(); + this.createWindowLayer(); + this.createCommandWindow(); + if($.ShowVerWin) + this.createVersionWindow(); + + }; + + Scene_Title.prototype.createVersionWindow=function() { + this._verWindow=new Window_Version(0,0); + if($.VerWinConOpac>-1) + this._verWindow.backOpacity=$.VerWinConOpac; + if($.VerWinFontSize>-1) { + this._verWindow.fontSize=$.VerWinFontSize; + } + this._verWindow.width=this._verWindow.RunWidthEval(); + this.addWindow(this._verWindow); + }; + + Scene_Title.prototype.createForeground=function() { + this._gameTitleSprite=new Sprite(new Bitmap(Graphics.width,Graphics.height)); + this.addChild(this._gameTitleSprite); + if($.TitleText=="None") return; + if($dataSystem.optDrawTitle) { + this.drawGameTitle(); + } + }; + + Scene_Title.prototype.drawGameTitle=function() { + var x=Number(eval($.TitleX)); + var y=Number(eval($.TitleY)); + var maxWidth=Number(eval($.TitleMaxWidth)); + if($.TitleText=="Null") { + var text=$dataSystem.gameTitle; + } + else { + var text=$.TitleText; + } + this._gameTitleSprite.bitmap.outlineColor='black'; + this._gameTitleSprite.bitmap.outlineWidth=$.TitleOutlineSize; + this._gameTitleSprite.bitmap.fontSize=$.TitleSize; + this._gameTitleSprite.bitmap.drawText(text,x,y,maxWidth,48,'center'); + }; + + Scene_Title.prototype.update=function() { + if(!this.isBusy()) { + this._commandWindow.refresh(); + this._commandWindow.open(); + if($.ShowVerWin) + this._verWindow.refresh(); + } + Scene_Base.prototype.update.call(this); + + }; + + Scene_Title.prototype.commandNewGame=function() { + DataManager.setupNewGame(); + this._commandWindow.close(); + if($.ShowVerWin) + this._verWindow.close(); + this.fadeOutAll(); + SceneManager.goto(Scene_Map); + }; + + Scene_Title.prototype.commandContinue=function() { + this._commandWindow.close(); + if($.ShowVerWin) + this._verWindow.close(); + SceneManager.push(Scene_Load); + }; + + Scene_Title.prototype.commandOptions=function() { + this._commandWindow.close(); + if($.ShowVerWin) + this._verWindow.close(); + SceneManager.push(Scene_Options); + }; + Scene_Title.prototype.createBackground=function() { + if($.TitleBackgroundImage=="Null") { + this._backSprite1=new Sprite(ImageManager.loadTitle1($dataSystem.title1Name,$.TitleBackGroundHue)); + this._backSprite2=new Sprite(ImageManager.loadTitle2($dataSystem.title2Name,$.TitleBackGroundHue2)); + this.addChild(this._backSprite1); + this.addChild(this._backSprite2); + } + else { + this._backSprite1=new Sprite(ImageManager.loadPicture($.TitleBackgroundImage,$.TitleBackGroundHue)); + if($.TitleBackgroundImage2!="Null") + this._backSprite2=new Sprite(ImageManager.loadPicture($.TitleBackgroundImage2,$.TitleBackGroundHue2)); + else + this._backSprite2=new Sprite(ImageManager.loadPicture("")); + this.addChild(this._backSprite1); + this.addChild(this._backSprite2); + } + + }; + Scene_Title.prototype.commandExitGame=function() { + //closes the window + this._commandWindow.close(); + if($.ShowVerWin) + this._verWindow.close(); + //fades everything out + this.fadeOutAll(); + //tells game to close + SceneManager.exit(); + }; + Scene_Title.prototype.createCommandWindow=function() { + //creates the title command window + this._commandWindow=new Window_TitleCommand(); + //creates the options handler + for(var x=0;x<$.TitleCommands.length;x++) { + x2=$.TitleCommands[Number(x)]; + eval("this._commandWindow.setHandler('"+x2.symbol+"',"+x2.Binds+")"); + } + if($.CustomSkin.toLocaleLowerCase()!="false") + this._commandWindow.windowskin=ImageManager.loadSystem($.CustomSkin); + if($.CustomSkinCom.toLocaleLowerCase()!="false") + this._commandWindow.windowskin=ImageManager.loadSystem($.CustomSkinCom); + //adds the window + this.addWindow(this._commandWindow); + + }; + //#endregion + + //#region Title_Command Window + if($.TitleCommandLayout.toLocaleLowerCase()=="vert") { + //updates the command windows x and y based on plugin options + Window_TitleCommand.prototype.updatePlacement=function() { + this.x=eval($.TitleCommandX); + this.y=eval($.TitleCommandY); + if($.TicWinOpac>-1) + this.opacity=$.TicWinOpac; + if($.TicWinConOpac>-1) + this.backOpacity=$.TicWinConOpac; + }; + //this generates the text and the symbol if the command is visible + Window_TitleCommand.prototype.makeCommandList=function() { + //generate commands from list + for(var x=0;x<$.TitleCommands.length;x++) { + x2=$.TitleCommands[Number(x)]; + var temp=x2.prefix; + temp+=eval(x2.Text); + temp+=x2.Suffix; + if(x2.MainEval=="") + this.addCommand(temp,x2.symbol); + else + if (eval(x2.MainEval)) + this.addCommand(temp,x2.symbol,eval(x2.MainEval)); + } + }; + //tells the game to update tone + Window_TitleCommand.prototype.updateTone=function() { + //if plugin is told to not show tone it wont else it updates tone + if(!$.UseWinSkinOnly) { + if(!$.TCmdWinSkinOnly) { + Window_Base.prototype.updateTone.call(this); + } + } + }; + } + else { + Window_TitleCommand.prototype=Object.create(Window_HorzCommand.prototype); + Window_TitleCommand.prototype.constructor=Window_TitleCommand; + Window_TitleCommand.prototype.initialize=function() { + Window_HorzCommand.prototype.initialize.call(this,0,0); + this.updatePlacement(); + this.openness=0; + this.selectLast(); + }; + Window_TitleCommand.prototype.windowWidth=function() { + return Graphics.boxWidth; + }; + Window_TitleCommand.prototype.numVisibleRows=function() { + return Math.ceil($.TitleCommands.length/this.maxCols()); + }; + + Window_TitleCommand.prototype.maxCols=function() { + return $.TicMaxColums; + }; + Window_TitleCommand.prototype.isContinueEnabled=function() { + return DataManager.isAnySavefileExists(); + }; + + Window_TitleCommand.prototype.selectLast=function() { + if(Window_TitleCommand._lastCommandSymbol) { + this.selectSymbol(Window_TitleCommand._lastCommandSymbol); + } else if(this.isContinueEnabled()) { + this.selectSymbol('continue'); + } + }; + //updates the command windows x and y based on plugin options + Window_TitleCommand.prototype.updatePlacement=function() { + this.x=eval($.TitleCommandX); + this.y=eval($.TitleCommandY); + if($.TicWinOpac>-1) + this.opacity=$.TicWinOpac; + if($.TicWinConOpac>-1) + this.backOpacity=$.TicWinConOpac; + this.refresh(); + }; + Window_TitleCommand.prototype.makeCommandList=function() { + //generate commands from list + for(var x=0;x<$.TitleCommands.length;x++) { + x2=$.TitleCommands[Number(x)]; + var temp=x2.prefix; + temp+=eval(x2.Text); + temp+=x2.Suffix; + if(x2.MainEval=="") + this.addCommand(temp,x2.symbol); + else + if(eval(x2.MainEval)) + this.addCommand(temp,x2.symbol,eval(x2.MainEval)); + } + }; + //tells the game to update tone + Window_TitleCommand.prototype.updateTone=function() { + //if plugin is told to not show tone it wont else it updates tone + if(!$.UseWinSkinOnly) { + if(!$.TCmdWinSkinOnly) { + Window_Base.prototype.updateTone.call(this); + } + } + }; + }; + Window_TitleCommand.prototype.standardFontSize=function() { + //if the font size is less the -1 set font else return base (for use with yanfly's) + if($.TicWinFontSize>-1) + return $.TicWinFontSize; + else + return Window_Base.prototype.standardFontSize.call(this); + }; + Window_TitleCommand.prototype.drawItem=function(index) { + if(!this.isCommandEnabled(index)) { + return; + } + var rect=this.itemRectForText(index); + var temp=this.commandSymbol(index); + var temp=$.getTextFromSymbol(temp); + var rectoffset=Math.floor(this.textWidth(temp)); + var rectoffsety=Math.floor((this.contents.fontSize+8)/2); + var rectYFinal=Math.floor(rect.y+(rect.height/2-rectoffsety)); + var rectXFinal=Math.floor(rect.x+(rect.width/2-rectoffset/2)); + if(Imported.MUE_GraphicsEX) { + rectXFinal-=(MUE.GraphicsEX.CalcTextOffset(this.commandName(index),this)); + } + if(Imported.MUEDRAW) + this.drawTextEx2(this.commandName(index),rectXFinal,rectYFinal,'center'); + else + this.drawTextEx(this.commandName(index),rectXFinal,rectYFinal); + }; + //#endregion + + //#region Window Version + + //Tells game how to create this object + function Window_Version() { + //initializes the window + this.initialize.apply(this,arguments); + } + //Sets the game on what the base functions are + Window_Version.prototype=Object.create(Window_Base.prototype); + //Sets the game on what the constructor of the object is + Window_Version.prototype.constructor=Window_Version; + + //Tells the game what to do when it is created + Window_Version.prototype.initialize=function(x,y) { + //sets var to hold the windows width + var width=this.windowWidth(); + //sets a var as to the height + var height=this.windowHeight(); + // Initializes the base object with the data given + Window_Base.prototype.initialize.call(this,x,y,width,height); + //updates the game with the version windows opacity + if($.VerWinOpac>=0) + this.opacity=$.VerWinOpac; + if($.CustomSkin.toLocaleLowerCase()!="false") + this.windowskin=ImageManager.loadSystem($.CustomSkin); + if($.CustomSkinVer.toLocaleLowerCase()!="false") + this.windowskin=ImageManager.loadSystem($.CustomSkinVer); + //Refreshes the window + this.refresh(); + }; + Window_Version.prototype.RunWidthEval=function() { + //this sets the version window's width + return Number(eval($.VerWinEval)||100); + } + //Tells the game what the window width is + Window_Version.prototype.windowWidth=function() { + + return Graphics.boxWidth; + }; + //tells the game the height of the window + Window_Version.prototype.windowHeight=function() { + //this is how many lines you currently have and makes height + return Number(eval($.VerWinHeight)); + }; + //refreshes our window + Window_Version.prototype.refresh=function() { + this.x=Number(eval($.VerWinX)); + this.y=Number(eval($.VerWinY)); + this.createContents(); + //Clear the contents so it doesnt look retarded + this.contents.clear(); + this.createContents(); + //Draws our version text + if(Imported.MUEDRAW) + this.drawTextEx2(this.value(),0,0,'left'); + else + this.drawTextEx(this.value(),0,0); + }; + //this returns our version text + Window_Version.prototype.value=function() { + //gets the text from our namespace + return $.VerWinPrefix+$.VerText+$.VerWinSuffix; + }; + //updates the game + Window_Version.prototype.update=function() { + // used to resize the Window + this.createContents(); + // Used to refresh what is drawn + this.refresh(); + //updates the base + Window_Base.prototype.update.call(this); + }; + Window_Version.prototype.standardFontSize=function() { + if($.VerWinFontSize>-1) + return $.VerWinFontSize; + else + return Window_Base.prototype.standardFontSize.call(this); + }; + Window_Version.prototype.updateTone=function() { + if(!$.UseWinSkinOnly) { + if(!$.VerWinSkinOnly) { + Window_Base.prototype.updateTone.call(this); + } + } + }; + //#endregion + + //#region End of file Functions + if(!$.CommandsSet) { + $.SetCommands(); + if($.TitleCommandShow) { + $.AddNewCommand("exitGame","this.commandExitGame.bind(this)","$.TitleCommandExit",""); + $.SetPreAndSuf("exitGame",$.Commands.Exitpre,$.Commands.Exitsuf); + } + } + //#endregion +})(MUE.TitleEX) \ No newline at end of file diff --git a/js/plugins/MadeWithMv.js b/js/plugins/MadeWithMv.js new file mode 100644 index 0000000..fce27ea --- /dev/null +++ b/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/js/plugins/SRD_AltMenuScreen_Face.js b/js/plugins/SRD_AltMenuScreen_Face.js new file mode 100644 index 0000000..b32e6e3 --- /dev/null +++ b/js/plugins/SRD_AltMenuScreen_Face.js @@ -0,0 +1,110 @@ +/*: + * @plugindesc Alternative Menu Screen: shows only Actor faces for Actor menu displays and gives more room for larger parties. + * @author SumRndmDde + * + * @param Face Padding + * @desc This is the amount of padding surrounding the Actor's face. + * @default 20 + * + * @param Face X + * @desc The x position of the face image within its selection box. + * @default 10 + * + * @param Face Y + * @desc The y position of the face image within its selection box. + * @default 10 + * + * @param Max Status Rows + * @desc The maximum amount of rows the Actor select in the menu can have. + * @default 2 + * + * @param Max Status Cols + * @desc The maximum amount of columns the Actor select in the menu can have. + * @default 4 + * + * @param Command Columns + * @desc The max amount of columns in the command selector within the menu. + * @default 4 + * + * @param Command Rows + * @desc The amount of visible rows in the command selector within the menu. + * @default 2 + * + * @help + * + * + * Alternative Menu Screen: Face + * Version 1.00 + * SumRndmDde + * + * + * Gives your game an alternative menu screen. + * + * This one shows only Actor faces for Actor menu displays + * and gives more room for larger parties. + * + * + * Until next time, + * ~ SumRndmDde + */ + +(function() { + var sumFacePadding = Number(PluginManager.parameters('SRD_AltMenuScreen_Face')['Face Padding']); + var sumX = Number(PluginManager.parameters('SRD_AltMenuScreen_Face')['Face X']); + var sumY = Number(PluginManager.parameters('SRD_AltMenuScreen_Face')['Face Y']); + var sumMaxRows = Number(PluginManager.parameters('SRD_AltMenuScreen_Face')['Max Status Rows']); + var sumMaxCols = Number(PluginManager.parameters('SRD_AltMenuScreen_Face')['Max Status Cols']); + var sumColumns = Number(PluginManager.parameters('SRD_AltMenuScreen_Face')['Command Columns']); + var sumRows = Number(PluginManager.parameters('SRD_AltMenuScreen_Face')['Command Rows']); + + var _Scene_Menu_create = Scene_Menu.prototype.create; + Scene_Menu.prototype.create = function() { + _Scene_Menu_create.call(this); + this._goldWindow.x = (Graphics.width / 2) - (this._goldWindow.width / 2); + this._goldWindow.y = 0; + this._statusWindow.x = (Graphics.width / 2) - (this._statusWindow.width / 2); + this._statusWindow.y = this._goldWindow.height; + this._commandWindow.x = 0; + this._commandWindow.y = Graphics.height - this._commandWindow.height; + }; + Window_MenuCommand.prototype.windowWidth = function() { + return Graphics.width; + }; + Window_MenuCommand.prototype.maxCols = function() { + return sumColumns; + }; + Window_MenuCommand.prototype.numVisibleRows = function() { + return sumRows; + }; + Window_MenuStatus.prototype.windowWidth = function() { + var l = Math.min(this.maxItems(), this.maxCols()); + return (l * this.itemWidth()) + (this.standardPadding() * 2) + (this.textPadding() * l * 2) - (this.textPadding() * 2); + }; + Window_MenuStatus.prototype.windowHeight = function() { + return (this.itemHeight() * this.numVisibleRows()) + (this.standardPadding() * 2); + }; + Window_MenuStatus.prototype.numVisibleRows = function() { + var rows = Math.floor((this.maxItems() - 1) / this.maxCols()) + 1; + return Math.min(rows, sumMaxRows); + }; + Window_MenuStatus.prototype.maxCols = function() { + return Math.min(this.maxItems(), sumMaxCols); + }; + Window_MenuStatus.prototype.drawItem = function(index) { + this.drawItemBackground(index); + this.drawItemImage(index); + }; + Window_MenuStatus.prototype.itemHeight = function() { + return Window_Base._faceHeight + sumFacePadding; + }; + Window_MenuStatus.prototype.itemWidth = function() { + return Window_Base._faceWidth + sumFacePadding; + }; + 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 + sumX, rect.y + sumY, Window_Base._faceWidth, Window_Base._faceHeight); + this.changePaintOpacity(true); + }; +})(); \ No newline at end of file diff --git a/js/plugins/SRD_AltMenuScreen_FaceBars.js b/js/plugins/SRD_AltMenuScreen_FaceBars.js new file mode 100644 index 0000000..d248cda --- /dev/null +++ b/js/plugins/SRD_AltMenuScreen_FaceBars.js @@ -0,0 +1,105 @@ +/*: + * @plugindesc Extension Plugin. Use this with a Face Alt Menu Screen to add HP and MP bars to the faces. + * @author SumRndmDde + * + * @param Bar Rows + * @desc Set this to '1' or '2' to have 1 or 2 rows. + * 2 rows are easier to read, but cover the face more. + * @default 1 + * + * @param Show TP + * @desc 'true' - Shows TP of the Actors + * 'false' - Hides TP of the Actors + * @default false + * + * @param Bar Offset + * @desc The Y Offset added to the bars' position. + * Set this to different number if things look to high or low. + * @default 20 + * + * @help + * + * + * Alternative Menu Screen: Face Bars + * Extension Plugin + * Version 1.00 + * SumRndmDde + * + * + * This is an extension plugin that requires a + * face type alt menu screen. + * + * It adds health and magic bars to the faces + * in the menu. + * + * + * Until next time, + * ~ SumRndmDde + */ + +(function() { + + var rows = Number(PluginManager.parameters('SRD_AltMenuScreen_FaceBars')['Bar Rows']); + var tp = String(PluginManager.parameters('SRD_AltMenuScreen_FaceBars')['Show TP']).trim().toLowerCase() === 'true'; + var off = Number(PluginManager.parameters('SRD_AltMenuScreen_FaceBars')['Bar Offset']); + + var _Window_MenuStatus_drawItemImage = Window_MenuStatus.prototype.drawItemImage; + Window_MenuStatus.prototype.drawItemImage = function(index) { + _Window_MenuStatus_drawItemImage.call(this, index); + var actor = $gameParty.members()[index]; + var rect = this.itemRect(index); + if(rows === 1) { + if(!tp) { + var h = (rect.width / 2); + this.drawActorHp(actor, rect.x, rect.y + this.lineHeight() * 3 + off, (rect.width / 2) - 2); + this.drawActorMp(actor, rect.x + h, rect.y + this.lineHeight() * 3 + off, (rect.width / 2) - 2); + } else { + var h = (rect.width / 2); + this.drawActorHp(actor, rect.x, rect.y + this.lineHeight() * 2 + off, rect.width); + this.drawActorMp(actor, rect.x, rect.y + this.lineHeight() * 3 + off, (rect.width / 2) - 2); + this.drawActorTp(actor, rect.x + h, rect.y + this.lineHeight() * 3 + off, (rect.width / 2) - 2); + } + } else { + if(!tp) { + this.drawActorHp(actor, rect.x, rect.y + this.lineHeight() * 2 + off, rect.width); + this.drawActorMp(actor, rect.x, rect.y + this.lineHeight() * 3 + off, rect.width); + } else { + this.drawActorHp(actor, rect.x, rect.y + this.lineHeight() * 1 + off, rect.width); + this.drawActorMp(actor, rect.x, rect.y + this.lineHeight() * 2 + off, rect.width); + this.drawActorTp(actor, rect.x, rect.y + this.lineHeight() * 3 + off, rect.width); + } + } + }; + + if(rows === 1) { + Window_MenuStatus.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.drawCurrentAndMax(actor.hp, actor.mhp, x, y, width, + this.hpColor(actor), this.normalColor()); + }; + + Window_MenuStatus.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.drawCurrentAndMax(actor.mp, actor.mmp, x, y, width, + this.mpColor(actor), this.normalColor()); + }; + + Window_Base.prototype.drawActorTp = function(actor, x, y, width) { + width = width || 186; + var color1 = this.tpGaugeColor1(); + var color2 = this.tpGaugeColor2(); + this.drawGauge(x, y, width, actor.tpRate(), color1, color2); + this.changeTextColor(this.tpColor(actor)); + this.drawText(actor.tp, x + width - 64, y, 64, 'right'); + }; + } + +})(); \ No newline at end of file diff --git a/js/plugins/SimpleMsgSideView.js b/js/plugins/SimpleMsgSideView.js new file mode 100644 index 0000000..73ce58b --- /dev/null +++ b/js/plugins/SimpleMsgSideView.js @@ -0,0 +1,91 @@ +//============================================================================= +// SimpleMsgSideView.js +//============================================================================= + +/*: + * @plugindesc at sideview battle, only display item/skill names. + * @author Sasuke KANNAZUKI + * + * @param displayAttack + * @desc Whether to display normal attack. 1:yes 0:no + * @default 0 + * + * @param position + * @desc Skill name display position. 0:left, 1:center + * @default 1 + * + * @help This plugin does not provide plugin commands. + * + * By not displaying the log and only displaying the skill name, + * the speed of battle will increase slightly. + */ + +/*:ja + * @plugindesc サイドビューバトルで技/アイテムの名前のみ表示します。 + * @author 神無月サスケ + * + * @param displayAttack + * @desc 通常攻撃も表示するか (1:する 0:しない) + * @default 0 + * + * @param position + * @desc 技名を表示する位置 (0:左寄せ, 1:中央) + * @default 1 + * + * @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。 + * + * ログを表示せず、技名のみを表示することで、戦闘のテンポが若干高速になります。 + */ + +(function() { + + var parameters = PluginManager.parameters('SimpleMsgSideView'); + var displayAttack = Number(parameters['displayAttack']) != 0; + var position = Number(parameters['position'] || 1); + + var _Window_BattleLog_addText = Window_BattleLog.prototype.addText; + Window_BattleLog.prototype.addText = function(text) { + if($gameSystem.isSideView()){ + this.refresh(); + this.wait(); + return; // not display battle log + } + _Window_BattleLog_addText.call(this, text); + }; + + // for sideview battle only + Window_BattleLog.prototype.addItemNameText = function(itemName) { + this._lines.push(itemName); + this.refresh(); + this.wait(); + }; + + var _Window_BattleLog_displayAction = + Window_BattleLog.prototype.displayAction; + Window_BattleLog.prototype.displayAction = function(subject, item) { + if($gameSystem.isSideView()){ + if(displayAttack || + !(DataManager.isSkill(item) && item.id == subject.attackSkillId())) { +   this.push('addItemNameText', item.name); // display item/skill name + } else { + this.push('wait'); + } + return; + } + _Window_BattleLog_displayAction.call(this, subject, item); + }; + + // to put skill/item name at center + var _Window_BattleLog_drawLineText = Window_BattleLog.prototype.drawLineText; + Window_BattleLog.prototype.drawLineText = function(index) { + if($gameSystem.isSideView() && position == 1){ + var rect = this.itemRectForText(index); + this.contents.clearRect(rect.x, rect.y, rect.width, rect.height); + this.drawText(this._lines[index], rect.x, rect.y, + rect.width, 'center'); + return; + } + _Window_BattleLog_drawLineText.call(this, index); + }; + +})(); diff --git a/js/plugins/TitleCommandPosition.js b/js/plugins/TitleCommandPosition.js new file mode 100644 index 0000000..09a7e02 --- /dev/null +++ b/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/js/plugins/WeaponSkill.js b/js/plugins/WeaponSkill.js new file mode 100644 index 0000000..ae94ef3 --- /dev/null +++ b/js/plugins/WeaponSkill.js @@ -0,0 +1,83 @@ +//============================================================================= +// WeaponSkill.js +//============================================================================= + +/*: + * @plugindesc Change skill id of attack for each weapon. + * @author Sasuke KANNAZUKI + * + * @help This plugin does not provide plugin commands. + * + * When is written in a weapon's note field, + * skill id # 3 is used for the weapon's attack. + * If nothing is written, default id(=1) is used. + * + * Check Points: + * - When multiple weapons are equipped, the skill id of the weapon + * held in the dominant hand (previously defined) is used. + * - It is most favorable for "skill type" to be "none"(=0), + * otherwise you cannot attack when your skill is blocked. + * + * Usage examples of this plugin: + * - to create all-range weapons + * - to create dual-attack or triple-attack weapons + * - If healing skill is set when actor attacks, you can choose a friend to heal. + * - It is possible to make a weapon that functions similar to a guard command. + */ + +/*:ja + * @plugindesc 武器ごとに通常攻撃のスキルIDを変更します。 + * @author 神無月サスケ + * + * @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。 + * + * 武器の「メモ」欄に、 と書いた場合、 + * 通常攻撃の際、3番のスキルが発動します。 + * ※特に記述がなければ、通常通り1番のスキルが採用されます。 + * + * チェックポイント: + * - 二刀流の場合、利き腕(先に定義された方)に持っているスキルIDが採用されます。 + * - スキルタイプは「なし」にするのが望ましいです。 + * さもなくば、技などを封じられたとき、攻撃が出来なくなります。 + * + * 想定される用途: + * - 全体攻撃可能な武器 + * - 2回攻撃、3回攻撃する武器 + * - 回復魔法をスキルに指定した場合、 + * 「攻撃」を選んだ際、味方の選択が出来、その仲間を回復します + * - 防御コマンドなどと同等になる武器も実現可能です。 + */ + +(function() { + + // + // set skill id for attack. + // + Game_Actor.prototype.attackSkillId = function() { + var normalId = Game_BattlerBase.prototype.attackSkillId.call(this); + if(this.hasNoWeapons()){ + return normalId; + } + var weapon = this.weapons()[0]; // at plural weapon, one's first skill. + var id = weapon.meta.skill_id; + return id ? Number(id) : normalId; + }; + + // + // for command at battle + // + var _Scene_Battle_commandAttack = Scene_Battle.prototype.commandAttack; + Scene_Battle.prototype.commandAttack = function() { + BattleManager.inputtingAction().setAttack(); + // normal attack weapon (or other single attack weapon) + var action = BattleManager.inputtingAction(); + if(action.needsSelection() && action.isForOpponent()){ + _Scene_Battle_commandAttack.call(this); + return; + } + // special skill weapon + this.onSelectAction(); + }; + +})(); + diff --git a/js/plugins/YEP_BaseTroopEvents.js b/js/plugins/YEP_BaseTroopEvents.js new file mode 100644 index 0000000..743be15 --- /dev/null +++ b/js/plugins/YEP_BaseTroopEvents.js @@ -0,0 +1,93 @@ +//============================================================================= +// Yanfly Engine Plugins - Base Troop Events +// YEP_BaseTroopEvents.js +//============================================================================= + +var Imported = Imported || {}; +Imported.YEP_BaseTroopEvents = true; + +var Yanfly = Yanfly || {}; +Yanfly.BTE = Yanfly.BTE || {}; +Yanfly.BTE.version = 1.01 + +//============================================================================= +/*: + * @plugindesc v1.01 Enabling this plugin will cause all troops to have + * events occur in every fight. + * @author Yanfly Engine Plugins + * + * @param Base Troop ID + * @type troop + * @desc Change this value to the Troop ID you want all of the recurring + * troop events to draw from. + * @default 1 + * + * @help + * ============================================================================ + * Introduction + * ============================================================================ + * + * For all the eventers out there who love to customize their battles through + * custom event pages, you can now save yourself some time by drawing all the + * event pages from a base troop event to occur in every fight. All of the + * events will be present in every single battle. + * + * ============================================================================ + * Changelog + * ============================================================================ + * + * Version 1.01: + * - Updated for RPG Maker MV version 1.5.0. + * + * Version 1.00: + * - Finished Plugin! + */ +//============================================================================= + +//============================================================================= +// Parameter Variables +//============================================================================= + +Yanfly.Parameters = PluginManager.parameters('YEP_BaseTroopEvents'); +Yanfly.Param = Yanfly.Param || {}; + +Yanfly.Param.BaseTroopID = Number(Yanfly.Parameters['Base Troop ID']); + +//============================================================================= +// DataManager +//============================================================================= + +Yanfly.BTE.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded; +DataManager.isDatabaseLoaded = function() { + if (!Yanfly.BTE.DataManager_isDatabaseLoaded.call(this)) return false; + this.processBTEPages(); + return true; +}; + +DataManager.processBTEPages = function() { + for (var n = 1; n < $dataTroops.length; n++) { + var base_troop = $dataTroops[Yanfly.Param.BaseTroopID]; + var troop = $dataTroops[n]; + if (n !== Yanfly.Param.BaseTroopID && Yanfly.Param.BaseTroopID > 0) { + if (troop._baseTroopEventsMade) continue; + Yanfly.Util.extend(troop.pages, base_troop.pages); + troop._baseTroopEventsMade = true; + } + } +}; + +//============================================================================= +// New Function +//============================================================================= + +Yanfly.Util = Yanfly.Util || {}; + +Yanfly.Util.extend = function (mainArray, otherArray) { + otherArray.forEach(function(i) { + mainArray.push(i) + }, this); +} + +//============================================================================= +// End of File +//============================================================================= diff --git a/js/plugins/YEP_CoreEngine.js b/js/plugins/YEP_CoreEngine.js new file mode 100644 index 0000000..7ea9d60 --- /dev/null +++ b/js/plugins/YEP_CoreEngine.js @@ -0,0 +1,2492 @@ +//============================================================================= +// Yanfly Engine Plugins - Core Engine +// YEP_CoreEngine.js +//============================================================================= + +var Imported = Imported || {}; +Imported.YEP_CoreEngine = true; + +var Yanfly = Yanfly || {}; +Yanfly.Core = Yanfly.Core || {}; +Yanfly.Core.version = 1.25; + +//============================================================================= +/*: + * @plugindesc v1.25 Needed for the majority of Yanfly Engine Scripts. Also + * contains bug fixes found inherently in RPG Maker. + * @author Yanfly Engine Plugins + * + * @param ---Screen--- + * @default + * + * @param Screen Width + * @parent ---Screen--- + * @type number + * @min 0 + * @desc Adjusts the width of the screen. + * Default: 816 + * @default 816 + * + * @param Screen Height + * @parent ---Screen--- + * @type number + * @min 0 + * @desc Adjusts the height of the screen. + * Default: 624 + * @default 624 + * + * @param Scale Battlebacks + * @parent ---Screen--- + * @type boolean + * @on YES + * @off NO + * @desc Do you wish to scale battlebacks to resolution? + * NO - false YES - true + * @default true + * + * @param Scale Title + * @parent ---Screen--- + * @type boolean + * @on YES + * @off NO + * @desc Do you wish to scale the title screen to resolution? + * NO - false YES - true + * @default true + * + * @param Scale Game Over + * @parent ---Screen--- + * @type boolean + * @on YES + * @off NO + * @desc Do you wish to scale the game over screen to resolution? + * NO - false YES - true + * @default true + * + * @param Open Console + * @parent ---Screen--- + * @type boolean + * @on Open + * @off Don't Open + * @desc For testing and debug purposes, this opens up the console. + * Don't Open - false Open - true + * @default false + * + * @param Reposition Battlers + * @parent ---Screen--- + * @type boolean + * @on YES + * @off NO + * @desc Allow the plugin to reposition battlers to resolution? + * NO - false YES - true + * @default true + * + * @param GameFont Load Timer + * @parent ---Screen--- + * @type number + * @min 0 + * @desc This allows you to set the timer for loading the GameFont. + * Set to 0 for unlimited time. Default: 20000 + * @default 0 + * + * @param Update Real Scale + * @parent ---Screen--- + * @type boolean + * @on YES + * @off NO + * @desc For now, best left alone, but it will allow real scaling for + * screen stretching. NO - false YES - true + * @default false + * + * @param Collection Clear + * @parent ---Screen--- + * @type boolean + * @on YES + * @off NO + * @desc Clears stored objects within major scenes upon switching + * scenes to free up memory. NO - false YES - true + * @default true + * + * @param ---Gold--- + * @desc + * + * @param Gold Max + * @parent ---Gold--- + * @type number + * @min 1 + * @desc The maximum amount of gold the player can have. + * Default: 99999999 + * @default 99999999 + * + * @param Gold Font Size + * @parent ---Gold--- + * @type number + * @min 1 + * @desc The font size used to display gold. + * Default: 28 + * @default 20 + * + * @param Gold Icon + * @parent ---Gold--- + * @type number + * @min 0 + * @desc This will be the icon used to represent gold in the gold + * window. If left at 0, no icon will be displayed. + * @default 313 + * + * @param Gold Overlap + * @parent ---Gold--- + * @desc This will be what's displayed when the gold number + * exceeds the allocated area's content size. + * @default A lotta + * + * @param ---Items--- + * @desc + * + * @param Default Max + * @parent ---Items--- + * @type number + * @min 1 + * @desc This is the maximum number of items a player can hold. + * Default: 99 + * @default 99 + * + * @param Quantity Text Size + * @parent ---Items--- + * @type number + * @min 1 + * @desc This is the text's font size used for the item quantity. + * Default: 28 + * @default 20 + * + * @param ---Parameters--- + * @default + * + * @param Max Level + * @parent ---Parameters--- + * @type number + * @min 1 + * @desc Adjusts the maximum level limit for actors. + * Default: 99 + * @default 99 + * + * @param Actor MaxHP + * @parent ---Parameters--- + * @type number + * @min 1 + * @desc Adjusts the maximum HP limit for actors. + * Default: 9999 + * @default 9999 + * + * @param Actor MaxMP + * @parent ---Parameters--- + * @type number + * @min 0 + * @desc Adjusts the maximum MP limit for actors. + * Default: 9999 + * @default 9999 + * + * @param Actor Parameter + * @parent ---Parameters--- + * @type number + * @min 1 + * @desc Adjusts the maximum parameter limit for actors. + * Default: 999 + * @default 999 + * + * @param Enemy MaxHP + * @parent ---Parameters--- + * @type number + * @min 1 + * @desc Adjusts the maximum HP limit for enemies. + * Default: 999999 + * @default 999999 + * + * @param Enemy MaxMP + * @parent ---Parameters--- + * @type number + * @min 0 + * @desc Adjusts the maximum MP limit for enemies. + * Default: 9999 + * @default 9999 + * + * @param Enemy Parameter + * @parent ---Parameters--- + * @type number + * @min 1 + * @desc Adjusts the maximum parameter limit for enemies. + * Default: 999 + * @default 999 + * + * @param ---Battle--- + * @desc + * + * @param Animation Rate + * @parent ---Battle--- + * @type number + * @min 1 + * @desc Adjusts the rate of battle animations. Lower for faster. + * Default: 4 + * @default 4 + * + * @param Flash Target + * @parent ---Battle--- + * @type boolean + * @on YES + * @off NO + * @desc If an enemy is targeted, it flashes or it can whiten. + * OFF - false ON - true + * @default false + * + * @param Show Events Transition + * @parent ---Battle--- + * @type boolean + * @on Show + * @off Hide + * @desc Show events during the battle transition? + * SHOW - true HIDE - false Default: false + * @default true + * + * @param Show Events Snapshot + * @parent ---Battle--- + * @type boolean + * @on Show + * @off Hide + * @desc Show events for the battle background snapshot? + * SHOW - true HIDE - false Default: false + * @default true + * + * @param ---Font--- + * @desc + * + * @param Chinese Font + * @parent ---Font--- + * @desc Default font(s) used for a Chinese RPG. + * Default: SimHei, Heiti TC, sans-serif + * @default SimHei, Heiti TC, sans-serif + * + * @param Korean Font + * @parent ---Font--- + * @desc Default font(s) used for a Korean RPG. + * Default: Dotum, AppleGothic, sans-serif + * @default Dotum, AppleGothic, sans-serif + * + * @param Default Font + * @parent ---Font--- + * @desc Default font(s) used for everything else. + * Default: GameFont + * @default GameFont, Verdana, Arial, Courier New + * + * @param Font Size + * @parent ---Font--- + * @type number + * @min 1 + * @desc Default font size used for windows. + * Default: 28 + * @default 28 + * + * @param Text Align + * @parent ---Font--- + * @type combo + * @option left + * @option center + * @option right + * @desc How to align the text for command windows. + * left center right + * @default left + * + * @param ---Windows--- + * @default + * + * @param Digit Grouping + * @parent ---Windows--- + * @type boolean + * @on YES + * @off NO + * @desc Groups together digits with a comma. + * false - OFF true - ON + * @default true + * + * @param Line Height + * @parent ---Windows--- + * @type number + * @min 0 + * @desc Adjusts universal line height used in Windows. + * Default: 36 + * @default 36 + * + * @param Icon Width + * @parent ---Windows--- + * @type number + * @min 0 + * @desc Adjusts the width of your icons. + * Default: 32 + * @default 32 + * + * @param Icon Height + * @parent ---Windows--- + * @type number + * @min 0 + * @desc Adjusts the height of your icons. + * Default: 32 + * @default 32 + * + * @param Face Width + * @parent ---Windows--- + * @type number + * @min 0 + * @desc Adjusts the width of actors' faces. + * Default: 144 + * @default 144 + * + * @param Face Height + * @parent ---Windows--- + * @type number + * @min 0 + * @desc Adjusts the height of actors' faces. + * Default: 144 + * @default 144 + * + * @param Window Padding + * @parent ---Windows--- + * @type number + * @min 0 + * @desc Adjusts the padding for all standard windows. + * Default: 18 + * @default 18 + * + * @param Text Padding + * @parent ---Windows--- + * @type number + * @min 0 + * @desc Adjusts the padding for text inside of windows. + * Default: 6 + * @default 6 + * + * @param Window Opacity + * @parent ---Windows--- + * @type number + * @min 0 + * @desc Adjusts the background opacity for windows. + * Default: 192 + * @default 192 + * + * @param Gauge Outline + * @parent ---Windows--- + * @type boolean + * @on YES + * @off NO + * @desc Enable outlines for gauges. + * false - OFF true - ON + * @default true + * + * @param Gauge Height + * @parent ---Windows--- + * @type number + * @min 0 + * @desc Sets the height for gauges. + * Default: 6 + * @default 18 + * + * @param Menu TP Bar + * @parent ---Windows--- + * @type boolean + * @on YES + * @off NO + * @desc Draws a TP bar in the menu status for actors. + * false - OFF true - ON + * @default true + * + * @param ---Window Colors--- + * @default + * + * @param Color: Normal + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 0 + * @default 0 + * + * @param Color: System + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 16 + * @default 16 + * + * @param Color: Crisis + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 17 + * @default 17 + * + * @param Color: Death + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 18 + * @default 18 + * + * @param Color: Gauge Back + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 19 + * @default 19 + * + * @param Color: HP Gauge 1 + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 20 + * @default 20 + * + * @param Color: HP Gauge 2 + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 21 + * @default 21 + * + * @param Color: MP Gauge 1 + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 22 + * @default 22 + * + * @param Color: MP Gauge 2 + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 23 + * @default 23 + * + * @param Color: MP Cost + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 23 + * @default 23 + * + * @param Color: Power Up + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 24 + * @default 24 + * + * @param Color: Power Down + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 25 + * @default 25 + * + * @param Color: TP Gauge 1 + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 28 + * @default 28 + * + * @param Color: TP Gauge 2 + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 29 + * @default 29 + * + * @param Color: TP Cost Color + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 29 + * @default 29 + * + * @help + * ============================================================================ + * Introduction and Instructions + * ============================================================================ + * + * Yanfly Engine Plugins - Core Engine is made for RPG Maker MV. This plugin + * functions primarily to fix bugs and to allow the user more control over RPG + * Maker MV's various features, such as the screen resolution, font, window + * colors, and more. + * + * Just place this on top of all the other Yanfly Engine Plugins. + * Adjust any parameters as you see fit. + * + * ============================================================================ + * Bug Fixes + * ============================================================================ + * + * This plugin fixes a few bugs found present within RPG Maker MV. Of them are + * the following: + * + * Animation Overlay + * When a skill/item that targets multiple enemies at once using a fullscreen + * animation, it will overlay multiple times causing the image to look + * distorted by a series of overlayed effects. The plugin fixes this issue by + * having only one animation played over the group instead of every one. + * + * Event Movement Speed + * The movement speed of events are slightly slower than what they should be + * due a small error in the source code. The plugin fixes this issue and they + * move at the properly speed. + * + * Event Movement Queue + * If an event were to move through an event command, changing a condition + * that would set the event to change to a different page would cause that + * event's move route to halt in its tracks. The plugin fixes this issue and + * the event's move route will finish. + * + * Event Colliding + * Events cannot move over other events with a Below Player setting. This + * makes it difficult for certain types of puzzles or events to exist. This + * plugin fixes this issue by making the collision check only apply to events + * of "Same as Characters" priority. Any event that's above or below the + * characters will no longer collide with other events. + * + * Screen Tearing + * When moving slowly, the tiles on the screen tear. While it's not + * noticeable on all systems, slower computers will definitely show it. The + * plugin will fix this issue and synch the tiles to keep up to pace with + * the screen's camera movement properly. + * + * Sprite Distortion + * Because of JavaScript's strange mathematical behavior, sometimes values + * with decimal places cause spritesheets to end up looking distorted. The + * plugin will get rid of the decimal places and have sprite sheets take out + * frames properly by using integer values only. + * + * ============================================================================ + * Gold + * ============================================================================ + * + * You can use the plugin commands to add or remove gold more than the + * editor's 9,999,999 limit. You can also place notetags into items, weapons, + * and armors to over the 999,999 cost limit. + * + * Plugin Command: + * GainGold 1234567890 # Party gains 1234567890 gold. + * LoseGold 9876543210 # Party loses 9876543210 gold. + * + * Item, Weapon, Armor Notetags + * + * Changes the price of the item to x. This notetag allows you to bypass the + * editor's 999,999 gold cost limit. + * + * Enemy Notetag + * + * Changes the gold drop value of enemies to x. This notetag allows you to + * bypass the editor's 9,999,999 gold drop limit. + * + * ============================================================================ + * Items + * ============================================================================ + * + * Change the parameters to reflect the maximum number of items a player can + * hold per item. If you wish to make individual items have different max + * values, use the following notetag: + * + * Item, Weapon, Armor Notetag: + * + * This changes the maximum amount of the item to x. + * + * ============================================================================ + * Stats + * ============================================================================ + * + * Even with the parameter limits raised, the editor is still confined to RPG + * Maker MV's default limits. To break past them, use the following notetags + * to allow further control over the individual aspects for the parameters. + * + * Actor Notetag + * + * Changes the actor's initial level to x. This allows you to bypass the + * editor's level 99 limit. + * + * + * Changes the actor's max level to x. This allows you to bypass the editor's + * level 99 limit. + * + * Class Skill Learn Notetag + * + * When placed inside a class's "Skills to Learn" notetag, this will cause + * the class to learn the skill at level x. + * + * Weapon and Armor Notetags + * + * + * Allows the piece of weapon or armor to gain or lose x amount of stat. + * Replace "stat" with "hp", "mp", "atk", "def", "mat", "mdf", "agi", or + * "luk" to alter that specific stat. This allows the piece of equipment + * to go past the editor's default limitation so long as the maximum value + * allows for it. + * + * Enemy Notetags + * + * This changes the enemy's stat to x amount. Replace "stat" with "hp", + * "mp", "atk", "def", "mat", "mdf", "agi", or "luk" to alter that + * specific stat. This allows the piece of equipment to go past the + * editor's default limitation. + * + * + * This changes the enemy's exp given out to x amount. This allows the + * enemy give out more exp than the editor's default 9,999,999 limit. + * + * ============================================================================ + * Script Call Fail Safe + * ============================================================================ + * + * Irregular code in damage formulas, script calls, conditional branches, and + * variable events will no longer crash the game. Instead, they will force open + * the console window to display the error only during test play. + * + * If the player is not in test play, the game will continue as normal without + * the error being shown. If the game is being played in a browser, opening up + * the console window will still display the error. + * + * ============================================================================ + * Changelog + * ============================================================================ + * + * Version 1.25: + * - Updated for RPG Maker MV version 1.5.0. + * - Updated Scale Title and Scale GameOver to work with 1.5.0. + * + * Version 1.24: + * - Screen jittering prevention is now prevented for RPG Maker MV 1.3.4 and + * above since Pixi4 handles that now. + * + * Version 1.23: + * - For RPG Maker MV version 1.3.2 and above, the 'Scale Battlebacks' plugin + * parameter will now recreate the battleback sprites in a different format. + * This is because battleback scaling with Tiling Sprites is just too volatile. + * Battleback sprites are now just regular sprites instead of tiling sprites. + * This may or may not cause plugin incompatibilities with other plugins that + * alter battlebacks. + * - For RPG Maker MV version 1.3.4, Game_Actor.meetsUsableItemConditions is + * now updated to return a check back to the original Game_BattlerBase version + * to maintain compatibility with other plugins. + * + * Version 1.22: + * - Added 'Show Events Transition' plugin parameter. Enabling this will make + * events on the map no longer hide themselves while entering battle during the + * transition. + * - Added 'Show Events Snapshot' plugin parameter. Enabling this will keep + * events shown as a part of the battle snapshot when entering battle. + * - Irregular code in damage formulas, script calls, conditional branches, and + * variable events will no longer crash the game. Instead, it will force open + * the console window to display the error only during Test Play. + * + * Version 1.21: + * - Fixed a bug with scaling battlebacks not working properly for Front View. + * - Optimization update to keep garbage collection across all scenes. + * + * Version 1.20: + * - Altered increasing resolution function. + * - Added 'Update Real Scale' plugin parameter. This is best left alone for + * now and to be used if a later update meshes with rendered scaling. + * - Added memory clear functionality for versions under 1.3.2 to free up more + * memory upon leaving the map scene. + * - Added 'Collection Clear' plugin parameter. This option, if left on, will + * clear the attached children to Scene_Map and Scene_Battle upon switching to + * a different scene. This will potentially free up memory from various objects + * added to those scenes from other plugins (depending on how they're added) + * and serve as a means of reducing memory bloat. + * + * Version 1.19: + * - Updated for RPG Maker MV version 1.3.2. + * - Fixed 'LearnSkill' function for actors to not be bypassed if a piece of + * equipment has temporarily added a skill. + * + * Version 1.18: + * - Fixed a bug with scaling battlebacks not working properly for Front View. + * + * Version 1.17: + * - Updated for RPG Maker MV version 1.3.0. + * + * Version 1.16: + * - Fixed a bug with RPG Maker MV's inherent 'drawTextEx' function. By default + * it calculates the text height and then resets the font settings before + * drawing the text, which makes the text height inconsistent if it were to + * match the calculated height settings. + * + * Version 1.15: + * - Window's are now set to have only widths and heights of whole numbers. No + * longer is it possible for them to have decimal values. This is to reduce any + * and all clipping issues caused by non-whole numbers. + * + * Version 1.14: + * - Optimization update for RPG Maker MV itself by replacing more memory + * intensive loops in commonly used functions with more efficient loops. + * + * Version 1.13: + * - Updated for RPG Maker MV version 1.1.0. + * + * Version 1.12: + * - Fixed a bug with a notetag: . Now, the notetag works + * with both and + * + * Version 1.11: + * - Made fixes to the MV Source Code where FaceWidth was using a hard-coded + * 144 value regardless of what was changed for the Face Width parameter. + * - Fixed a notetag that wasn't working with the enemy EXP values. + * - Updated battler repositioning to no longer clash when entering-exiting the + * scene with Row Formation. + * + * Version 1.10: + * - Removed an MV bugfix that was applied through MV's newes tupdate. + * + * Version 1.09: + * - Changed minimum display width for status drawing to accomodate Party + * Formation defaults. + * + * Version 1.08: + * - Fixed a bug within the MV Source with changing classes and maintaining + * levels, even though the feature to maintain the levels has been removed. + * + * Version 1.07: + * - Fixed an issue with the gauges drawing outlines thicker than normal at odd + * intervals when windows are scaled irregularly. + * + * Version 1.06: + * - Removed event frequency bug fix since it's now included in the source. + * + * Version 1.05: + * - Added 'Scale Game Over' parameter to plugin settings. + * + * Version 1.04: + * - Reworked math for calculating scaled battleback locations. + * - Fixed a bug where if the party failed to escape from battle, states that + * would be removed by battle still get removed. *Fixed by Emjenoeg* + * + * Version 1.03: + * - Fixed a strange bug that made scaled battlebacks shift after one battle. + * + * Version 1.02: + * - Fixed a bug that made screen fading on mobile devices work incorrectly. + * - Added 'Scale Battlebacks' and 'Scale Title' parameters. + * + * Version 1.01: + * - Fixed a bug that where if button sprites had different anchors, they would + * not be properly clickable. *Fixed by Zalerinian* + * + * Version 1.00: + * - Finished plugin! + */ +//============================================================================= + +//============================================================================= +// Parameter Variables +//============================================================================= + +Yanfly.Parameters = PluginManager.parameters('YEP_CoreEngine'); +Yanfly.Param = Yanfly.Param || {}; +Yanfly.Icon = Yanfly.Icon || {}; + +Yanfly.Param.ScreenWidth = Number(Yanfly.Parameters['Screen Width'] || 816); +Yanfly.Param.ScreenHeight = Number(Yanfly.Parameters['Screen Height'] || 624); +Yanfly.Param.ScaleBattleback = String(Yanfly.Parameters['Scale Battlebacks']); +Yanfly.Param.ScaleBattleback = eval(Yanfly.Param.ScaleBattleback); +Yanfly.Param.ScaleTitle = String(Yanfly.Parameters['Scale Title']); +Yanfly.Param.ScaleGameOver = String(Yanfly.Parameters['Scale Game Over']); +Yanfly.Param.OpenConsole = String(Yanfly.Parameters['Open Console']); +Yanfly.Param.OpenConsole = eval(Yanfly.Param.OpenConsole); +Yanfly.Param.ReposBattlers = String(Yanfly.Parameters['Reposition Battlers']); +Yanfly.Param.ReposBattlers = eval(Yanfly.Param.ReposBattlers); +Yanfly.Param.GameFontTimer = Number(Yanfly.Parameters['GameFont Load Timer']); +Yanfly.Param.UpdateRealScale = String(Yanfly.Parameters['Update Real Scale']); +Yanfly.Param.UpdateRealScale = eval(Yanfly.Param.UpdateRealScale); +Yanfly.Param.CollectionClear = String(Yanfly.Parameters['Collection Clear']); +Yanfly.Param.CollectionClear = eval(Yanfly.Param.CollectionClear); + +Yanfly.Param.MaxGold = String(Yanfly.Parameters['Gold Max']); +Yanfly.Param.GoldFontSize = Number(Yanfly.Parameters['Gold Font Size']); +Yanfly.Icon.Gold = Number(Yanfly.Parameters['Gold Icon']); +Yanfly.Param.GoldOverlap = String(Yanfly.Parameters['Gold Overlap']); + +Yanfly.Param.MaxItem = Number(Yanfly.Parameters['Default Max']); +Yanfly.Param.ItemQuantitySize = Number(Yanfly.Parameters['Quantity Text Size']); + +Yanfly.Param.MaxLevel = Number(Yanfly.Parameters['Max Level']); +Yanfly.Param.EnemyMaxHp = Number(Yanfly.Parameters['Enemy MaxHP']); +Yanfly.Param.EnemyMaxMp = Number(Yanfly.Parameters['Enemy MaxMP']); +Yanfly.Param.EnemyParam = Number(Yanfly.Parameters['Enemy Parameter']); +Yanfly.Param.ActorMaxHp = Number(Yanfly.Parameters['Actor MaxHP']); +Yanfly.Param.ActorMaxMp = Number(Yanfly.Parameters['Actor MaxMP']); +Yanfly.Param.ActorParam = Number(Yanfly.Parameters['Actor Parameter']); + +Yanfly.Param.AnimationRate = Number(Yanfly.Parameters['Animation Rate']); +Yanfly.Param.FlashTarget = eval(String(Yanfly.Parameters['Flash Target'])); +Yanfly.Param.ShowEvTrans = String(Yanfly.Parameters['Show Events Transition']); +Yanfly.Param.ShowEvTrans = eval(Yanfly.Param.ShowEvTrans); +Yanfly.Param.ShowEvSnap = String(Yanfly.Parameters['Show Events Snapshot']); +Yanfly.Param.ShowEvSnap = eval(Yanfly.Param.ShowEvSnap); + +Yanfly.Param.ChineseFont = String(Yanfly.Parameters['Chinese Font']); +Yanfly.Param.KoreanFont = String(Yanfly.Parameters['Korean Font']); +Yanfly.Param.DefaultFont = String(Yanfly.Parameters['Default Font']); +Yanfly.Param.FontSize = Number(Yanfly.Parameters['Font Size']); +Yanfly.Param.TextAlign = String(Yanfly.Parameters['Text Align']); + +Yanfly.Param.DigitGroup = String(Yanfly.Parameters['Digit Grouping']); +Yanfly.Param.LineHeight = Number(Yanfly.Parameters['Line Height']); +Yanfly.Param.IconWidth = Number(Yanfly.Parameters['Icon Width'] || 32);; +Yanfly.Param.IconHeight = Number(Yanfly.Parameters['Icon Height'] || 32);; +Yanfly.Param.FaceWidth = Number(Yanfly.Parameters['Face Width'] || 144); +Yanfly.Param.FaceHeight = Number(Yanfly.Parameters['Face Height'] || 144); +Yanfly.Param.WindowPadding = Number(Yanfly.Parameters['Window Padding']); +Yanfly.Param.TextPadding = Number(Yanfly.Parameters['Text Padding']); +Yanfly.Param.WindowOpacity = Number(Yanfly.Parameters['Window Opacity']); +Yanfly.Param.GaugeOutline = String(Yanfly.Parameters['Gauge Outline']); +Yanfly.Param.GaugeHeight = Number(Yanfly.Parameters['Gauge Height']); +Yanfly.Param.MenuTpGauge = String(Yanfly.Parameters['Menu TP Bar']); + +Yanfly.Param.ColorNormal = Number(Yanfly.Parameters['Color: Normal']); +Yanfly.Param.ColorSystem = Number(Yanfly.Parameters['Color: System']); +Yanfly.Param.ColorCrisis = Number(Yanfly.Parameters['Color: Crisis']); +Yanfly.Param.ColorDeath = Number(Yanfly.Parameters['Color: Death']); +Yanfly.Param.ColorGaugeBack = Number(Yanfly.Parameters['Color: Gauge Back']); +Yanfly.Param.ColorHpGauge1 = Number(Yanfly.Parameters['Color: HP Gauge 1']); +Yanfly.Param.ColorHpGauge2 = Number(Yanfly.Parameters['Color: HP Gauge 2']); +Yanfly.Param.ColorMpGauge1 = Number(Yanfly.Parameters['Color: MP Gauge 1']); +Yanfly.Param.ColorMpGauge2 = Number(Yanfly.Parameters['Color: MP Gauge 2']); +Yanfly.Param.ColorMpCost = Number(Yanfly.Parameters['Color: MP Cost']); +Yanfly.Param.ColorPowerUp = Number(Yanfly.Parameters['Color: Power Up']); +Yanfly.Param.ColorPowerDown = Number(Yanfly.Parameters['Color: Power Down']); +Yanfly.Param.ColorTpGauge1 = Number(Yanfly.Parameters['Color: TP Gauge 1']); +Yanfly.Param.ColorTpGauge2 = Number(Yanfly.Parameters['Color: TP Gauge 2']); +Yanfly.Param.ColorTpCost = Number(Yanfly.Parameters['Color: TP Cost Color']); + +//============================================================================= +// Bitmap +//============================================================================= + +Yanfly.Core.Bitmap_initialize = Bitmap.prototype.initialize; +Bitmap.prototype.initialize = function(width, height) { + Yanfly.Core.Bitmap_initialize.call(this, width, height); + this.fontFace = Yanfly.Param.DefaultFont; +}; + +Yanfly.Core.Bitmap_blt = Bitmap.prototype.blt; +Bitmap.prototype.blt = function(source, sx, sy, sw, sh, dx, dy, dw, dh) { + sx = Math.floor(sx); + sy = Math.floor(sy); + sw = Math.floor(sw); + sh = Math.floor(sh); + dx = Math.floor(dx); + dy = Math.floor(dy); + dw = Math.floor(dw); + dh = Math.floor(dh); + Yanfly.Core.Bitmap_blt.call(this, source, sx, sy, sw, sh, dx, dy, dw, dh); +}; + +Yanfly.Core.Bitmap_fillRect = Bitmap.prototype.fillRect; +Bitmap.prototype.fillRect = function(x, y, w, h, c) { + x = Math.floor(x); + y = Math.floor(y); + w = Math.floor(w); + h = Math.floor(h); + Yanfly.Core.Bitmap_fillRect.call(this, x, y, w, h, c); +}; + +Yanfly.Core.Bitmap_gradientFillRect = Bitmap.prototype.gradientFillRect; +Bitmap.prototype.gradientFillRect = function(x, y, w, h, c1, c2, ve) { + Yanfly.Core.Bitmap_gradientFillRect.call(this, x, y, w, h, c1, c2, ve); +}; + +Yanfly.Core.Bitmap_drawCircle = Bitmap.prototype.drawCircle; +Bitmap.prototype.drawCircle = function(x, y, r, c) { + x = Math.floor(x); + y = Math.floor(y); + Yanfly.Core.Bitmap_drawCircle.call(this, x, y, r, c); +}; + +Yanfly.Core.Bitmap_drawText = Bitmap.prototype.drawText; +Bitmap.prototype.drawText = function(text, x, y, mW, l, align) { + x = Math.floor(x); + y = Math.floor(y); + mW = Math.floor(mW); + l = Math.floor(l); + Yanfly.Core.Bitmap_drawText.call(this, text, x, y, mW, l, align); +}; + +//============================================================================= +// Graphics +//============================================================================= + +if (Yanfly.Param.UpdateRealScale) { + +Graphics._updateRealScale = function() { + if (this._stretchEnabled) { + var h = window.innerWidth / this._width; + var v = window.innerHeight / this._height; + this._realScale = Math.min(h, v); + if (this._realScale >= 3) this._realScale = 3; + else if (this._realScale >= 2) this._realScale = 2; + else if (this._realScale >= 1.5) this._realScale = 1.5; + else if (this._realScale >= 1) this._realScale = 1; + else this._realScale = 0.5; + } else { + this._realScale = this._scale; + } +}; + +}; // Yanfly.Param.UpdateRealScale + +//============================================================================= +// Sprite +//============================================================================= + +Yanfly.Core.Sprite_updateTransform = Sprite.prototype.updateTransform; +Sprite.prototype.updateTransform = function() { + Yanfly.Core.Sprite_updateTransform.call(this); + this.worldTransform.tx = Math.floor(this.worldTransform.tx); + this.worldTransform.ty = Math.floor(this.worldTransform.ty); +}; + +//============================================================================= +// ScreenSprite +//============================================================================= + +Yanfly.Core.ScreenSprite_initialize = ScreenSprite.prototype.initialize; +ScreenSprite.prototype.initialize = function() { + Yanfly.Core.ScreenSprite_initialize.call(this); + if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= '1.3.0') return; + this.scale.x = Graphics.boxWidth * 10; + this.scale.y = Graphics.boxHeight * 10; + this.anchor.x = 0.5; + this.anchor.y = 0.5; + this.x = 0; + this.y = 0; +}; + +//============================================================================= +// Window +//============================================================================= + +Yanfly.Core.Window_refreshAllParts = Window.prototype._refreshAllParts; +Window.prototype._refreshAllParts = function() { + this._roundWhUp(); + Yanfly.Core.Window_refreshAllParts.call(this); +}; + +Window.prototype._roundWhUp = function() { + this._width = Math.ceil(this._width); + this._height = Math.ceil(this._height); +}; + +//============================================================================= +// DataManager +//============================================================================= + +Yanfly.Core.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded; +DataManager.isDatabaseLoaded = function() { + if (!Yanfly.Core.DataManager_isDatabaseLoaded.call(this)) return false; + if (!Yanfly._loaded_YEP_CoreEngine) { + this.processCORENotetags1($dataItems); + this.processCORENotetags1($dataWeapons); + this.processCORENotetags1($dataArmors); + this.processCORENotetags2($dataEnemies); + this.processCORENotetags3($dataActors); + this.processCORENotetags4($dataClasses); + Yanfly._loaded_YEP_CoreEngine = true; + } + return true; +}; + +DataManager.processCORENotetags1 = function(group) { + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + var notedata = obj.note.split(/[\r\n]+/); + + obj.maxItem = Yanfly.Param.MaxItem; + + for (var i = 0; i < notedata.length; i++) { + var line = notedata[i]; + if (line.match(/<(?:PRICE):[ ](\d+)>/i)) { + obj.price = parseInt(RegExp.$1); + } else if (line.match(/<(?:MAX ITEM):[ ](\d+)>/i)) { + obj.maxItem = Math.max(1, parseInt(RegExp.$1)); + } else if (line.match(/<(.*):[ ]([\+\-]\d+)>/i)) { + var stat = String(RegExp.$1).toUpperCase(); + var value = parseInt(RegExp.$2); + switch (stat) { + case 'HP': + case 'MAXHP': + case 'MAX HP': + obj.params[0] = value; + break; + case 'MP': + case 'MAXMP': + case 'MAX MP': + case 'SP': + case 'MAXSP': + case 'MAX SP': + obj.params[1] = value; + break; + case 'ATK': + case 'STR': + obj.params[2] = value; + break; + case 'DEF': + obj.params[3] = value; + break; + case 'MAT': + case 'INT' || 'SPI': + obj.params[4] = value; + break; + case 'MDF': + case 'RES': + obj.params[5] = value; + break; + case 'AGI': + case 'SPD': + obj.params[6] = value; + break; + case 'LUK': + obj.params[7] = value; + break; + case 'EXP': + case 'XP': + obj.exp = value; + break; + } + } + } + } +}; + +DataManager.processCORENotetags2 = function(group) { + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + var notedata = obj.note.split(/[\r\n]+/); + + for (var i = 0; i < notedata.length; i++) { + var line = notedata[i]; + if (line.match(/<(?:GOLD):[ ](\d+)>/i)) { + obj.gold = parseInt(RegExp.$1); + } else if (line.match(/<(.*):[ ](\d+)>/i)) { + var stat = String(RegExp.$1).toUpperCase(); + var value = parseInt(RegExp.$2); + switch (stat) { + case 'HP': + case 'MAXHP': + case 'MAX HP': + obj.params[0] = value; + break; + case 'MP': + case 'MAXMP': + case 'MAX MP': + case 'SP': + case 'MAXSP': + case 'MAX SP': + obj.params[1] = value; + break; + case 'ATK': + case 'STR': + obj.params[2] = value; + break; + case 'DEF': + obj.params[3] = value; + break; + case 'MAT': + case 'INT': + case 'SPI': + obj.params[4] = value; + break; + case 'MDF': + case 'RES': + obj.params[5] = value; + break; + case 'AGI': + case 'SPD': + obj.params[6] = value; + break; + case 'LUK': + obj.params[7] = value; + break; + case 'EXP': + case 'XP': + obj.exp = value; + break; + } + } + } + } +}; + +DataManager.processCORENotetags3 = function(group) { + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + var notedata = obj.note.split(/[\r\n]+/); + + obj.maxLevel = Yanfly.Param.MaxLevel; + + for (var i = 0; i < notedata.length; i++) { + var line = notedata[i]; + if (line.match(/<(?:MAX LEVEL):[ ](\d+)>/i)) { + obj.maxLevel = parseInt(RegExp.$1); + if (obj.maxLevel < 1) obj.maxLevel = 1; + } else if (line.match(/<(?:INITIAL LEVEL):[ ](\d+)>/i)) { + obj.initialLevel = parseInt(RegExp.$1); + if (obj.initialLevel < 1) obj.initialLevel = 1; + } + } + } +}; + +DataManager.processCORENotetags4 = function(group) { + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + var notedata = obj.note.split(/[\r\n]+/); + + obj.learnings.forEach(function(learning) { + if (learning.note.match(/<(?:LEARN LEVEL|LEARN AT LEVEL):[ ](\d+)>/i)) { + learning.level = parseInt(RegExp.$1); + if (learning.level < 1) obj.maxLevel = 1; + } + }, this); + } +}; + +//============================================================================= +// SceneManager +//============================================================================= + +SceneManager._screenWidth = Yanfly.Param.ScreenWidth; +SceneManager._screenHeight = Yanfly.Param.ScreenHeight; +SceneManager._boxWidth = Yanfly.Param.ScreenWidth; +SceneManager._boxHeight = Yanfly.Param.ScreenHeight + +Yanfly.Core.SceneManager_run = SceneManager.run; +SceneManager.run = function(sceneClass) { + Yanfly.Core.SceneManager_run.call(this, sceneClass); + if (!Utils.isNwjs()) return; + Yanfly.updateResolution(); + if (Yanfly.Param.OpenConsole) Yanfly.openConsole(); +}; + +Yanfly.updateResolution = function() { + var resizeWidth = Yanfly.Param.ScreenWidth - window.innerWidth; + var resizeHeight = Yanfly.Param.ScreenHeight - window.innerHeight; + if (!Imported.ScreenResolution) { + window.moveBy(-1 * resizeWidth / 2, -1 * resizeHeight / 2); + window.resizeBy(resizeWidth, resizeHeight); + } +}; + +Yanfly.openConsole = function() { + if (Utils.isNwjs() && Utils.isOptionValid('test')) { + var _debugWindow = require('nw.gui').Window.get().showDevTools(); + _debugWindow.moveTo(0, 0); + window.focus(); + } +}; + +//============================================================================= +// BattleManager +//============================================================================= + +Yanfly.Core.BattleManager_displayStartMessages = + BattleManager.displayStartMessages; +BattleManager.displayStartMessages = function() { + Yanfly.Core.BattleManager_displayStartMessages.call(this); + $gameTroop.members().forEach(function(enemy) { + enemy.recoverAll(); + }); +}; + +BattleManager.processEscape = function() { + $gameParty.performEscape(); + SoundManager.playEscape(); + var success = this._preemptive ? true : (Math.random() < this._escapeRatio); + if (success) { + $gameParty.removeBattleStates(); + this.displayEscapeSuccessMessage(); + this._escaped = true; + this.processAbort(); + } else { + this.displayEscapeFailureMessage(); + this._escapeRatio += 0.1; + $gameParty.clearActions(); + this.startTurn(); + } + return success; +}; + +//============================================================================= +// Game_BattlerBase +//============================================================================= + +Game_BattlerBase.prototype.paramMax = function(paramId) { + if (paramId === 0) { + return Yanfly.Param.EnemyMaxHp; + } else if (paramId === 1) { + return Yanfly.Param.EnemyMaxMp; + } else { + return Yanfly.Param.EnemyParam; + } +}; + +//============================================================================= +// Game_Actor +//============================================================================= + +Yanfly.Core.Game_Actor_isMaxLevel = Game_Actor.prototype.isMaxLevel; +Game_Actor.prototype.isMaxLevel = function() { + if (this.maxLevel() === 0) return false; + return Yanfly.Core.Game_Actor_isMaxLevel.call(this); +}; + +Game_Actor.prototype.paramMax = function(paramId) { + if (paramId === 0) { + return Yanfly.Param.ActorMaxHp; + } else if (paramId === 1) { + return Yanfly.Param.ActorMaxMp; + } else { + return Yanfly.Param.ActorParam; + } +}; + +Yanfly.Core.Game_Actor_paramBase = Game_Actor.prototype.paramBase; +Game_Actor.prototype.paramBase = function(paramId) { + if (this.level > 99) { + var i = this.currentClass().params[paramId][99]; + var j = this.currentClass().params[paramId][98]; + i += (i - j) * (this.level - 99); + return i; + } + return Yanfly.Core.Game_Actor_paramBase.call(this, paramId); +}; + +Game_Actor.prototype.changeClass = function(classId, keepExp) { + if (keepExp) { + this._exp[classId] = this._exp[this._classId]; + } + this._classId = classId; + this.changeExp(this._exp[this._classId] || 0, false); + this.refresh(); +}; + +Game_Actor.prototype.learnSkill = function(skillId) { + if (!this._skills.contains(skillId)) { + this._skills.push(skillId); + this._skills.sort(function(a, b) { + return a - b; + }); + } +}; + +if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= '1.3.4') { + +Game_Actor.prototype.meetsUsableItemConditions = function(item) { + if($gameParty.inBattle() && !BattleManager.canEscape() && + this.testEscape(item)){ + return false; + } + return Game_BattlerBase.prototype.meetsUsableItemConditions.call(this, item); +}; + +}; // Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= '1.3.4' + +//============================================================================= +// Game_Party +//============================================================================= + +Game_Party.prototype.maxGold = function() { + return eval(Yanfly.Param.MaxGold); +}; + +Game_Party.prototype.maxItems = function(item) { + if (!item) return 1; + return item.maxItem; +}; + +Game_Party.prototype.onPlayerWalk = function() { + var group = this.members(); + var length = group.length; + for (var i = 0; i < length; ++i) { + var actor = group[i]; + if (actor) actor.onPlayerWalk(); + } +}; + +//============================================================================= +// Game_Map +//============================================================================= + +Yanfly.isPreventScreenJittering = function() { + if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= '1.3.4') return false; + return true; +}; + +if (Yanfly.isPreventScreenJittering()) { + +Game_Map.prototype.displayX = function() { + return parseFloat(Math.floor(this._displayX * + this.tileWidth())) / this.tileWidth(); +}; + +Game_Map.prototype.displayY = function() { + return parseFloat(Math.floor(this._displayY * + this.tileHeight())) / this.tileHeight(); +}; + +}; // Yanfly.isPreventScreenJittering + +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.updateEvents = function() { + var group = this.events(); + var length = group.length; + for (var i = 0; i < length; ++i) { + var ev = group[i]; + if (ev) ev.update(); + } + var group = this._commonEvents; + var length = group.length; + for (var i = 0; i < length; ++i) { + var ev = group[i]; + if (ev) ev.update(); + } +}; + +Game_Map.prototype.updateVehicles = function() { + var group = this._vehicles; + var length = group.length; + for (var i = 0; i < length; ++i) { + var vehicle = group[i]; + if (vehicle) vehicle.update(); + } +}; + +//============================================================================= +// Game_Character +//============================================================================= + +Game_Character.prototype.queueMoveRoute = function(moveRoute) { + this._originalMoveRoute = moveRoute; + this._originalMoveRouteIndex = 0; +}; + +Yanfly.Core.Game_Event_setMoveRoute = + Game_Event.prototype.setMoveRoute; +Game_Character.prototype.setMoveRoute = function(moveRoute) { + if (!this._moveRouteForcing) { + Yanfly.Core.Game_Event_setMoveRoute.call(this, moveRoute); + } else { + this.queueMoveRoute(moveRoute); + } +}; + +Yanfly.Core.Game_Character_processMoveCommand = + Game_Character.prototype.processMoveCommand; +Game_Character.prototype.processMoveCommand = function(command) { + var gc = Game_Character; + var params = command.parameters; + switch (command.code) { + case gc.ROUTE_SCRIPT: + try { + eval(params[0]); + } catch (e) { + Yanfly.Util.displayError(e, params[0], 'MOVE ROUTE SCRIPT ERROR'); + } + return; + break; + } + return Yanfly.Core.Game_Character_processMoveCommand.call(this, command); +}; + +//============================================================================= +// Game_Event +//============================================================================= + +Game_Event.prototype.isCollidedWithEvents = function(x, y) { + var events = $gameMap.eventsXyNt(x, y).filter(function(ev) { + return ev.isNormalPriority(); + }); + if (events.length <= 0) return false; + return this.isNormalPriority(); +}; + +//============================================================================= +// Game_Screen +//============================================================================= + +Game_Screen.prototype.updatePictures = function() { + var group = this._pictures; + var length = group.length; + for (var i = 0; i < length; ++i) { + var picture = group[i]; + if (picture) picture.update(); + } +}; + +//============================================================================= +// Game_Action +//============================================================================= + +Yanfly.Core.Game_Action_testItemEffect = Game_Action.prototype.testItemEffect; +Game_Action.prototype.testItemEffect = function(target, effect) { + switch (effect.code) { + case Game_Action.EFFECT_LEARN_SKILL: + return target.isActor() && !target._skills.contains(effect.dataId); + default: + return Yanfly.Core.Game_Action_testItemEffect.call(this, target, effect); + } +}; + +Game_Action.prototype.evalDamageFormula = function(target) { + 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); + try { + var value = Math.max(eval(item.damage.formula), 0) * sign; + if (isNaN(value)) value = 0; + return value; + } catch (e) { + Yanfly.Util.displayError(e, item.damage.formula, 'DAMAGE FORMULA ERROR'); + return 0; + } +}; + +//============================================================================= +// Game_Interpreter +//============================================================================= + +// Conditional Branch +Yanfly.Core.Game_Interpreter_command111 = + Game_Interpreter.prototype.command111; +Game_Interpreter.prototype.command111 = function() { + var result = false; + switch (this._params[0]) { + case 12: // Script + var code = this._params[1]; + try { + result = !!eval(code); + } catch (e) { + result = false; + Yanfly.Util.displayError(e, code, 'CONDITIONAL BRANCH SCRIPT ERROR'); + } + this._branch[this._indent] = result; + if (this._branch[this._indent] === false) this.skipBranch(); + return true + break; + } + return Yanfly.Core.Game_Interpreter_command111.call(this); +}; + +// Control Variables +Yanfly.Core.Game_Interpreter_command122 = + Game_Interpreter.prototype.command122; +Game_Interpreter.prototype.command122 = function() { + switch (this._params[3]) { + case 4: // Script + var value = 0; + var code = this._params[4]; + try { + value = eval(code); + } catch (e) { + Yanfly.Util.displayError(e, code, 'CONTROL VARIABLE SCRIPT ERROR'); + } + for (var i = this._params[0]; i <= this._params[1]; i++) { + this.operateVariable(i, this._params[2], value); + } + return true; + break; + } + return Yanfly.Core.Game_Interpreter_command122.call(this); +}; + +// 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'; + } + try { + eval(script); + } catch (e) { + Yanfly.Util.displayError(e, script, 'SCRIPT CALL ERROR'); + } + return true; +}; + +Yanfly.Core.Game_Interpreter_pluginCommand = + Game_Interpreter.prototype.pluginCommand; +Game_Interpreter.prototype.pluginCommand = function(command, args) { + Yanfly.Core.Game_Interpreter_pluginCommand.call(this, command, args); + if (command === 'GainGold') { + $gameParty.gainGold(parseInt(args[0])); + } + if (command === 'LoseGold') { + $gameParty.loseGold(parseInt(args[0])); + } +}; + +//============================================================================= +// Scene_Base +//============================================================================= + +Scene_Base.prototype.clearChildren = function() { + while (this.children.length > 0) { + this.removeChild(this.children[0]); + } +}; + +if (Yanfly.Param.CollectionClear) { + +Yanfly.Core.Scene_Base_terminate = Scene_Base.prototype.terminate; +Scene_Base.prototype.terminate = function() { + Yanfly.Core.Scene_Base_terminate.call(this); + if (this._bypassFirstClear) return; + this.clearChildren(); +}; + +Yanfly.Core.Scene_Title_terminate = Scene_Title.prototype.terminate; +Scene_Title.prototype.terminate = function() { + this._bypassFirstClear = true; + Yanfly.Core.Scene_Title_terminate.call(this); + this.clearChildren(); +}; + +Yanfly.Core.Scene_Map_terminate = Scene_Map.prototype.terminate; +Scene_Map.prototype.terminate = function() { + this._bypassFirstClear = true; + Yanfly.Core.Scene_Map_terminate.call(this); + this.clearChildren(); +}; + +Yanfly.Core.Scene_Battle_terminate = Scene_Battle.prototype.terminate; +Scene_Battle.prototype.terminate = function() { + this._bypassFirstClear = true; + Yanfly.Core.Scene_Battle_terminate.call(this); + this.clearChildren(); +}; + +Yanfly.Core.Scene_Options_terminate = Scene_Options.prototype.terminate; +Scene_Options.prototype.terminate = function() { + this._bypassFirstClear = true; + Yanfly.Core.Scene_Options_terminate.call(this); + this.clearChildren(); +}; + +Yanfly.Core.Scene_Load_terminate = Scene_Load.prototype.terminate; +Scene_Load.prototype.terminate = function() { + this._bypassFirstClear = true; + Yanfly.Core.Scene_Load_terminate.call(this); + this.clearChildren(); +}; + +Yanfly.Core.Scene_Gameover_terminate = Scene_Gameover.prototype.terminate; +Scene_Gameover.prototype.terminate = function() { + this._bypassFirstClear = true; + Yanfly.Core.Scene_Gameover_terminate.call(this); + this.clearChildren(); +}; + +}; // Yanfly.Param.CollectionClear + +//============================================================================= +// Scene_Boot +//============================================================================= + +Scene_Boot.prototype.isGameFontLoaded = function() { + if (Graphics.isFontLoaded('GameFont')) { + return true; + } else if (Yanfly.Param.GameFontTimer <= 0) { + return false; + } else { + var elapsed = Date.now() - this._startDate; + if (elapsed >= Yanfly.Param.GameFontTimer) { + throw new Error('Failed to load GameFont'); + } else { + return false; + } + } +}; + +//============================================================================= +// Scene_Title +//============================================================================= + +Yanfly.Core.Scene_Title_start = Scene_Title.prototype.start; +Scene_Title.prototype.start = function() { + Yanfly.Core.Scene_Title_start.call(this); + if (eval(Yanfly.Param.ScaleTitle)) this.rescaleTitle(); +}; + +Scene_Title.prototype.rescaleTitle = function() { + this.rescaleTitleSprite(this._backSprite1); + this.rescaleTitleSprite(this._backSprite2); +}; + +Scene_Title.prototype.rescaleTitleSprite = function(sprite) { + if (sprite.bitmap.width <= 0 || sprite.bitmap <= 0) { + return setTimeout(this.rescaleTitleSprite.bind(this, sprite), 5); + } + var width = Graphics.boxWidth; + var height = Graphics.boxHeight; + var ratioX = width / sprite.bitmap.width; + var ratioY = height / sprite.bitmap.height; + if (ratioX > 1.0) sprite.scale.x = ratioX; + if (ratioY > 1.0) sprite.scale.y = ratioY; + this.centerSprite(sprite); +}; + +//============================================================================= +// Scene_Map +//============================================================================= + +if (Yanfly.Param.ShowEvTrans) { + +Scene_Map.prototype.startEncounterEffect = function() { + this._encounterEffectDuration = this.encounterEffectSpeed(); +}; + +}; // Yanfly.Param.ShowEvTrans + +Yanfly.Core.Scene_Map_snapForBattleBackground = + Scene_Map.prototype.snapForBattleBackground; +Scene_Map.prototype.snapForBattleBackground = function() { + if (!Yanfly.Param.ShowEvSnap) this._spriteset.hideCharacters(); + Yanfly.Core.Scene_Map_snapForBattleBackground.call(this); + if (Yanfly.Param.ShowEvTrans) this._spriteset.showCharacters(); +}; + +//============================================================================= +// Scene_Gameover +//============================================================================= + +Yanfly.Core.Scene_Gameover_start = Scene_Gameover.prototype.start; +Scene_Gameover.prototype.start = function() { + Yanfly.Core.Scene_Gameover_start.call(this); + if (eval(Yanfly.Param.ScaleGameOver)) this.rescaleBackground(); +}; + +Scene_Gameover.prototype.rescaleBackground = function() { + this.rescaleImageSprite(this._backSprite); +}; + +Scene_Gameover.prototype.rescaleImageSprite = function(sprite) { + if (sprite.bitmap.width <= 0 || sprite.bitmap <= 0) { + return setTimeout(this.rescaleImageSprite.bind(this, sprite), 5); + } + var width = Graphics.boxWidth; + var height = Graphics.boxHeight; + var ratioX = width / sprite.bitmap.width; + var ratioY = height / sprite.bitmap.height; + if (ratioX > 1.0) sprite.scale.x = ratioX; + if (ratioY > 1.0) sprite.scale.y = ratioY; + this.centerSprite(sprite); +}; + +Scene_Gameover.prototype.centerSprite = function(sprite) { + sprite.x = Graphics.width / 2; + sprite.y = Graphics.height / 2; + sprite.anchor.x = 0.5; + sprite.anchor.y = 0.5; +}; + +//============================================================================= +// Sprite_Animation +//============================================================================= + +Sprite_Animation.prototype.setupRate = function() { + this._rate = Yanfly.Param.AnimationRate; +}; + +//============================================================================= +// Sprite_Battler +//============================================================================= + +if (!Yanfly.Param.FlashTarget) { + +Yanfly.Core.Sprite_Battler_updateSelectionEffect = + Sprite_Battler.prototype.updateSelectionEffect; +Sprite_Battler.prototype.updateSelectionEffect = function() { + if (this._battler.isActor()) { + Yanfly.Core.Sprite_Battler_updateSelectionEffect.call(this); + } else { + if (this._battler.isSelected()) this.startEffect('whiten'); + } +}; + +}; // Yanfly.Param.FlashTarget + +//============================================================================= +// Sprite_Actor +//============================================================================= + +if (Yanfly.Param.ReposBattlers) { + Yanfly.Core.Sprite_Actor_setActorHome = Sprite_Actor.prototype.setActorHome; + Sprite_Actor.prototype.setActorHome = function(index) { + Yanfly.Core.Sprite_Actor_setActorHome.call(this, index); + this._homeX += Graphics.boxWidth - 816; + this._homeY += Graphics.boxHeight - 624; + }; +}; + +Sprite_Actor.prototype.retreat = function() { + this.startMove(1200, 0, 120); +}; + +//============================================================================= +// Sprite_Enemy +//============================================================================= + +if (Yanfly.Param.ReposBattlers) { + +Yanfly.Core.Sprite_Enemy_setBattler = Sprite_Enemy.prototype.setBattler; +Sprite_Enemy.prototype.setBattler = function(battler) { + Yanfly.Core.Sprite_Enemy_setBattler.call(this, battler); + if (!this._enemy._alteredScreenY) { + this._homeY += Graphics.boxHeight - 624; + this._enemy._screenY = this._homeY; + this._enemy._alteredScreenY = true; + } + if ($gameSystem.isSideView()) return; + if (!this._enemy._alteredScreenX) { + this._homeX += (Graphics.boxWidth - 816) / 2; + this._enemy._screenX = this._homeX; + this._enemy._alteredScreenX = true; + } +}; + +}; // Yanfly.Param.ReposBattlers + +//============================================================================= +// Sprite_StateIcon +//============================================================================= + +Sprite_StateIcon._iconWidth = Yanfly.Param.IconWidth; +Sprite_StateIcon._iconHeight = Yanfly.Param.IconHeight; + +//============================================================================= +// Sprite_Button +//============================================================================= + +Sprite_Button.prototype.isButtonTouched = function() { + var x = this.canvasToLocalX(TouchInput.x) + (this.anchor.x * this.width); + var y = this.canvasToLocalY(TouchInput.y) + (this.anchor.y * this.height); + return x >= 0 && y >= 0 && x < this.width && y < this.height; +}; + +//============================================================================= +// Sprite_Battleback +//============================================================================= + +function Sprite_Battleback() { + this.initialize.apply(this, arguments); +} + +Sprite_Battleback.prototype = Object.create(Sprite.prototype); +Sprite_Battleback.prototype.constructor = Sprite_Battleback; + +Sprite_Battleback.prototype.initialize = function(bitmapName, type) { + Sprite.prototype.initialize.call(this); + this._bitmapName = bitmapName; + this._battlebackType = type; + this.createBitmap(); +}; + +Sprite_Battleback.prototype.createBitmap = function() { + if (this._bitmapName === '') { + this.bitmap = new Bitmap(Graphics.boxWidth, Graphics.boxHeight); + } else { + if (this._battlebackType === 1) { + this.bitmap = ImageManager.loadBattleback1(this._bitmapName); + } else { + this.bitmap = ImageManager.loadBattleback2(this._bitmapName); + } + this.scaleSprite(); + } +}; + +Sprite_Battleback.prototype.scaleSprite = function() { + if (this.bitmap.width <= 0) return setTimeout(this.scaleSprite.bind(this), 5); + var width = Graphics.boxWidth; + var height = Graphics.boxHeight; + if (this.bitmap.width < width) { + this.scale.x = width / this.bitmap.width; + } + if (this.bitmap.height < height) { + this.scale.y = height / this.bitmap.height; + } + this.anchor.x = 0.5; + this.x = Graphics.boxWidth / 2; + if ($gameSystem.isSideView()) { + this.anchor.y = 1; + this.y = Graphics.boxHeight; + } else { + this.anchor.y = 0.5; + this.y = Graphics.boxHeight / 2; + } +}; + +//============================================================================= +// Spriteset_Map +//============================================================================= + +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.showCharacters = function() { + for (var i = 0; i < this._characterSprites.length; i++) { + var sprite = this._characterSprites[i]; + if (!sprite.isTile()) sprite.show(); + } +}; + +//============================================================================= +// Spriteset_Battle +//============================================================================= + +if (Yanfly.Param.ScaleBattleback) { + +if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= '1.3.2') { + +// Rewriting the battlebacks +Spriteset_Battle.prototype.createBattleback = function() { + this._back1Sprite = new Sprite_Battleback(this.battleback1Name(), 1); + this._back2Sprite = new Sprite_Battleback(this.battleback2Name(), 2); + this._battleField.addChild(this._back1Sprite); + this._battleField.addChild(this._back2Sprite); +}; + +// No more updateBattleback +Spriteset_Battle.prototype.updateBattleback = function() { +}; + +} else { // Version 1.3.0 and below + +Yanfly.Core.Spriteset_Battle_locateBattleback = + Spriteset_Battle.prototype.locateBattleback; +Spriteset_Battle.prototype.locateBattleback = function() { + var sprite1 = this._back1Sprite; + var sprite2 = this._back2Sprite; + if (sprite1.bitmap.width <= 0) return; + if (sprite2.bitmap.width <= 0) return; + if (this._rescaledBattlebackSprite) return; + this._rescaledBattlebackSprite = true; + Yanfly.Core.Spriteset_Battle_locateBattleback.call(this); + var height = this._battleField.height; + sprite1.origin.y = sprite1.x + sprite1.bitmap.height - height; + sprite2.origin.y = sprite1.y + sprite2.bitmap.height - height; + this.rescaleBattlebacks(); +}; + +Spriteset_Battle.prototype.rescaleBattlebacks = function() { + this.rescaleBattlebackSprite(this._back1Sprite, 'fnord'); + this.rescaleBattlebackSprite(this._back2Sprite, 'blah'); +}; + +Spriteset_Battle.prototype.rescaleBattlebackSprite = function(sprite) { + if (sprite.bitmap.width <= 0 || sprite.bitmap <= 0) return; + var width = Graphics.boxWidth; + var height = Graphics.boxHeight; + var ratioX = width / sprite.bitmap.width; + var ratioY = height / sprite.bitmap.height; + if (ratioX > 1.0) { + sprite.scale.x = ratioX; + sprite.anchor.x = 0.5; + sprite.x = width / 2; + } + if (ratioY > 1.0) { + sprite.scale.y = ratioY; + sprite.origin.y = 0; + sprite.y = 0; + } +}; + +} // Version 1.3.0 and below + +} // Yanfly.Param.ScaleBattleback + +//============================================================================= +// Window_Base +//============================================================================= + +Window_Base._iconWidth = Yanfly.Param.IconWidth; +Window_Base._iconHeight = Yanfly.Param.IconHeight; +Window_Base._faceWidth = Yanfly.Param.FaceWidth; +Window_Base._faceHeight = Yanfly.Param.FaceHeight; + +Window_Base.prototype.lineHeight = function() { + return Yanfly.Param.LineHeight; +}; + +Window_Base.prototype.drawTextEx = function(text, x, y) { + if (text) { + this.resetFontSettings(); + var textState = { index: 0, x: x, y: y, left: x }; + textState.text = this.convertEscapeCharacters(text); + textState.height = this.calcTextHeight(textState, false); + while (textState.index < textState.text.length) { + this.processCharacter(textState); + } + return textState.x - x; + } else { + return 0; + } +}; + +Window_Base.prototype.textWidthEx = function(text) { + return this.drawTextEx(text, 0, this.contents.height + this.lineHeight()); +}; + +Window_Base.prototype.standardFontFace = function() { + if ($gameSystem.isChinese()) { + return Yanfly.Param.ChineseFont; + } else if ($gameSystem.isKorean()) { + return Yanfly.Param.KoreanFont; + } else { + return Yanfly.Param.DefaultFont; + } +}; + +Window_Base.prototype.standardFontSize = function() { + return Yanfly.Param.FontSize; +}; + +Window_Base.prototype.standardPadding = function() { + return Yanfly.Param.WindowPadding; +}; + +Window_Base.prototype.textPadding = function() { + return Yanfly.Param.TextPadding; +}; + +Window_Base.prototype.standardBackOpacity = function() { + return Yanfly.Param.WindowOpacity; +}; + +Window_Base.prototype.normalColor = function() { + return this.textColor(Yanfly.Param.ColorNormal); +}; +Window_Base.prototype.systemColor = function() { + return this.textColor(Yanfly.Param.ColorSystem); +}; + +Window_Base.prototype.crisisColor = function() { + return this.textColor(Yanfly.Param.ColorCrisis); +}; + +Window_Base.prototype.deathColor = function() { + return this.textColor(Yanfly.Param.ColorDeath); +}; + +Window_Base.prototype.gaugeBackColor = function() { + return this.textColor(Yanfly.Param.ColorGaugeBack); +}; + +Window_Base.prototype.hpGaugeColor1 = function() { + return this.textColor(Yanfly.Param.ColorHpGauge1); +}; + +Window_Base.prototype.hpGaugeColor2 = function() { + return this.textColor(Yanfly.Param.ColorHpGauge2); +}; + +Window_Base.prototype.mpGaugeColor1 = function() { + return this.textColor(Yanfly.Param.ColorMpGauge1); +}; + +Window_Base.prototype.mpGaugeColor2 = function() { + return this.textColor(Yanfly.Param.ColorMpGauge2); +}; + +Window_Base.prototype.mpCostColor = function() { + return this.textColor(Yanfly.Param.ColorMpCost); +}; + +Window_Base.prototype.powerUpColor = function() { + return this.textColor(Yanfly.Param.ColorPowerUp); +}; + +Window_Base.prototype.powerDownColor = function() { + return this.textColor(Yanfly.Param.ColorPowerDown); +}; + +Window_Base.prototype.tpGaugeColor1 = function() { + return this.textColor(Yanfly.Param.ColorTpGauge1); +}; + +Window_Base.prototype.tpGaugeColor2 = function() { + return this.textColor(Yanfly.Param.ColorTpGauge2); +}; + +Window_Base.prototype.tpCostColor = function() { + return this.textColor(Yanfly.Param.ColorTpCost); +}; + +Window_Base.prototype.drawGauge = function(dx, dy, dw, rate, color1, color2) { + var color3 = this.gaugeBackColor(); + var fillW = Math.floor(dw * rate).clamp(0, dw); + var gaugeH = this.gaugeHeight(); + var gaugeY = dy + this.lineHeight() - gaugeH - 2; + if (eval(Yanfly.Param.GaugeOutline)) { + color3.paintOpacity = this.translucentOpacity(); + this.contents.fillRect(dx, gaugeY - 1, dw, gaugeH, color3); + fillW = Math.max(fillW - 2, 0); + gaugeH -= 2; + dx += 1; + } else { + var fillW = Math.floor(dw * rate); + var gaugeY = dy + this.lineHeight() - gaugeH - 2; + this.contents.fillRect(dx, gaugeY, dw, gaugeH, color3); + } + this.contents.gradientFillRect(dx, gaugeY, fillW, gaugeH, color1, color2); +}; + +Window_Base.prototype.gaugeHeight = function() { + return Yanfly.Param.GaugeHeight; +}; + +Window_Base.prototype.drawActorLevel = function(actor, x, y) { + this.changeTextColor(this.systemColor()); + var dw1 = this.textWidth(TextManager.levelA); + this.drawText(TextManager.levelA, x, y, dw1); + this.resetTextColor(); + var level = Yanfly.Util.toGroup(actor.level); + var dw2 = this.textWidth(Yanfly.Util.toGroup(actor.maxLevel())); + this.drawText(level, x + dw1, y, dw2, 'right'); +}; + +Window_Base.prototype.drawCurrentAndMax = function(current, max, x, y, + width, color1, color2) { + var labelWidth = this.textWidth('HP'); + var valueWidth = this.textWidth(Yanfly.Util.toGroup(max)); + 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(Yanfly.Util.toGroup(current), x3, y, valueWidth, + 'right'); + this.changeTextColor(color2); + this.drawText('/', x2, y, slashWidth, 'right'); + this.drawText(Yanfly.Util.toGroup(max), x1, y, valueWidth, 'right'); + } else { + this.changeTextColor(color1); + this.drawText(Yanfly.Util.toGroup(current), x1, y, valueWidth, + 'right'); + } +}; + +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(Yanfly.Util.toGroup(actor.tp), x + width - 64, y, 64, + 'right'); +}; + +Window_Base.prototype.drawActorSimpleStatus = function(actor, x, y, width) { + var lineHeight = this.lineHeight(); + var xpad = Window_Base._faceWidth + (2 * Yanfly.Param.TextPadding); + var x2 = x + xpad; + var width2 = Math.max(180, width - xpad - 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, width2); + this.drawActorHp(actor, x2, y + lineHeight * 1, width2); + this.drawActorMp(actor, x2, y + lineHeight * 2, width2); + if (eval(Yanfly.Param.MenuTpGauge)) { + this.drawActorTp(actor, x2, y + lineHeight * 3, width2); + } +}; + +Window_Base.prototype.drawCurrencyValue = function(value, unit, wx, wy, ww) { + this.resetTextColor(); + this.contents.fontSize = Yanfly.Param.GoldFontSize; + if (this.usingGoldIcon(unit)) { + var cx = Window_Base._iconWidth; + } else { + var cx = this.textWidth(unit); + } + var text = Yanfly.Util.toGroup(value); + if (this.textWidth(text) > ww - cx) { + text = Yanfly.Param.GoldOverlap; + } + this.drawText(text, wx, wy, ww - cx - 4, 'right'); + if (this.usingGoldIcon(unit)) { + this.drawIcon(Yanfly.Icon.Gold, wx + ww - Window_Base._iconWidth, wy + 2); + } else { + this.changeTextColor(this.systemColor()); + this.drawText(unit, wx, wy, ww, 'right'); + } + this.resetFontSettings(); +}; + +Window_Base.prototype.usingGoldIcon = function(unit) { + if (unit !== TextManager.currencyUnit) return false; + return Yanfly.Icon.Gold > 0; +}; + +Window_Base.prototype.drawItemName = function(item, x, y, width) { + width = width || 312; + if (item) { + var iconBoxWidth = this.lineHeight(); + var padding = (iconBoxWidth - Window_Base._iconWidth) / 2; + this.resetTextColor(); + this.drawIcon(item.iconIndex, x + padding, y + padding); + this.drawText(item.name, x + iconBoxWidth, y, width - iconBoxWidth); + } +}; + +//============================================================================= +// Window_Command +//============================================================================= + +Window_Command.prototype.itemTextAlign = function() { + return Yanfly.Param.TextAlign; +}; + +//============================================================================= +// Window_MenuStatus +//============================================================================= + +Window_MenuStatus.prototype.drawItemImage = function(index) { + var actor = $gameParty.members()[index]; + var rect = this.itemRect(index); + this.changePaintOpacity(actor.isBattleMember()); + var fw = Window_Base._faceWidth; + this.drawActorFace(actor, rect.x + 1, rect.y + 1, fw, rect.height - 2); + this.changePaintOpacity(true); +}; + +Window_MenuStatus.prototype.drawItemStatus = function(index) { + var actor = $gameParty.members()[index]; + var rect = this.itemRect(index); + var xpad = Yanfly.Param.WindowPadding + Window_Base._faceWidth; + var x = rect.x + xpad; + if (!eval(Yanfly.Param.MenuTpGauge)) { + var y = rect.y + rect.height / 2 - this.lineHeight() * 1.5; + } else { + var y = rect.y; + } + var width = rect.width - x - this.textPadding(); + this.drawActorSimpleStatus(actor, x, y, width); +}; + +//============================================================================= +// Window_ItemList +//============================================================================= + +Window_ItemList.prototype.numberWidth = function() { + return this.textWidth('\u00d70,000'); +}; + +Window_ItemList.prototype.drawItemNumber = function(item, x, y, width) { + if (!this.needsNumber()) return; + var numItems = Yanfly.Util.toGroup($gameParty.numItems(item)); + this.contents.fontSize = Yanfly.Param.ItemQuantitySize; + this.drawText('\u00d7' + numItems, x, y, width, 'right'); + this.resetFontSettings(); +}; + +//============================================================================= +// Window_SkillStatus +//============================================================================= + +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; + if (!eval(Yanfly.Param.MenuTpGauge)) { + var y = h / 2 - this.lineHeight() * 1.5; + } else { + var y = 0; + } + var xpad = Yanfly.Param.WindowPadding + Window_Base._faceWidth; + var width = w - xpad - this.textPadding(); + this.drawActorFace(this._actor, 0, 0, Window_Base._faceWidth, h); + this.drawActorSimpleStatus(this._actor, xpad, y, width); + } +}; + +Window_SkillList.prototype.drawSkillCost = function(skill, x, y, width) { + if (this._actor.skillTpCost(skill) > 0) { + this.changeTextColor(this.tpCostColor()); + var skillcost = Yanfly.Util.toGroup(this._actor.skillTpCost(skill)); + this.drawText(skillcost, x, y, width, 'right'); + } else if (this._actor.skillMpCost(skill) > 0) { + this.changeTextColor(this.mpCostColor()); + var skillcost = Yanfly.Util.toGroup(this._actor.skillMpCost(skill)); + this.drawText(skillcost, x, y, width, 'right'); + } +}; + +//============================================================================= +// Window_EquipStatus +//============================================================================= + +Window_EquipStatus.prototype.drawCurrentParam = function(x, y, paramId) { + this.resetTextColor(); + var actorparam = Yanfly.Util.toGroup(this._actor.param(paramId)); + this.drawText(actorparam, x, y, 48, 'right'); +}; + +Window_EquipStatus.prototype.drawNewParam = function(x, y, paramId) { + var newValue = this._tempActor.param(paramId); + var diffvalue = newValue - this._actor.param(paramId); + var actorparam = Yanfly.Util.toGroup(newValue); + this.changeTextColor(this.paramchangeTextColor(diffvalue)); + this.drawText(actorparam, x, y, 48, 'right'); +}; + +//============================================================================= +// Window_SkillType +//============================================================================= + +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_ActorCommand +//============================================================================= + +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_Status +//============================================================================= + +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(); + var actorParam = Yanfly.Util.toGroup(this._actor.param(paramId)); + var dw = this.textWidth(Yanfly.Util.toGroup(this._actor.paramMax(i + 2))); + this.drawText(actorParam, x + 160, y2, dw, '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 = '-------'; + } else { + value1 = Yanfly.Util.toGroup(value1); + value2 = Yanfly.Util.toGroup(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_ShopBuy +//============================================================================= + +Window_ShopBuy.prototype.drawItem = function(index) { + var item = this._data[index]; + var rect = this.itemRect(index); + rect.width -= this.textPadding(); + this.changePaintOpacity(this.isEnabled(item)); + this.drawItemName(item, rect.x, rect.y, rect.width); + this.contents.fontSize = Yanfly.Param.GoldFontSize; + var itemPrice = Yanfly.Util.toGroup(this.price(item)); + this.drawText(itemPrice, rect.x, rect.y, rect.width, 'right'); + this.changePaintOpacity(true); + this.resetFontSettings(); +}; + +//============================================================================= +// Window_ShopNumber +//============================================================================= + +Window_ShopNumber.prototype.drawNumber = function() { + var x = this.cursorX(); + var y = this.itemY(); + var width = this.cursorWidth() - this.textPadding(); + this.resetTextColor(); + var itemNumber = Yanfly.Util.toGroup(this._number); + this.drawText(itemNumber, x, y, width, 'right'); +}; + +//============================================================================= +// Window_NameEdit +//============================================================================= + +Window_NameEdit.prototype.faceWidth = function() { + return Window_Base._faceWidth; +}; + +//============================================================================= +// Window_BattleStatus +//============================================================================= + +Window_BattleStatus.prototype.gaugeAreaWidth = function() { + return this.width / 2 + this.standardPadding(); +}; + +Window_BattleStatus.prototype.drawBasicArea = function(rect, actor) { + var minIconArea = Window_Base._iconWidth * 2; + var nameLength = this.textWidth('0') * 16 + 6; + var iconWidth = Math.max(rect.width - nameLength, minIconArea); + var nameWidth = rect.width - iconWidth; + this.drawActorName(actor, rect.x + 0, rect.y, nameWidth); + this.drawActorIcons(actor, rect.x + nameWidth, rect.y, iconWidth); +}; + +Window_BattleStatus.prototype.drawGaugeAreaWithTp = function(rect, actor) { + var totalArea = this.gaugeAreaWidth() - 30; + var hpW = parseInt(totalArea * 108 / 300); + var otW = parseInt(totalArea * 96 / 300); + this.drawActorHp(actor, rect.x + 0, rect.y, hpW); + this.drawActorMp(actor, rect.x + hpW + 15, rect.y, otW); + this.drawActorTp(actor, rect.x + hpW + otW + 30, rect.y, otW); +}; + +Window_BattleStatus.prototype.drawGaugeAreaWithoutTp = function(rect, actor) { + var totalArea = this.gaugeAreaWidth() - 15; + var hpW = parseInt(totalArea * 201 / 315); + var otW = parseInt(totalArea * 114 / 315); + this.drawActorHp(actor, rect.x + 0, rect.y, hpW); + this.drawActorMp(actor, rect.x + hpW + 15, rect.y, otW); +}; + +//============================================================================= +// Window_BattleLog +//============================================================================= + +Window_BattleLog.prototype.showNormalAnimation = function(targets, +animationId, mirror) { + var animation = $dataAnimations[animationId]; + if (animation) { + if (animation.position === 3) { + targets.forEach(function(target) { + target.startAnimation(animationId, mirror, 0); + }); + } else { + var delay = this.animationBaseDelay(); + var nextDelay = this.animationNextDelay(); + targets.forEach(function(target) { + target.startAnimation(animationId, mirror, delay); + delay += nextDelay; + }); + } + } +}; + +//============================================================================= +// New Function +//============================================================================= + +Yanfly.Util = Yanfly.Util || {}; + +Yanfly.Util.toGroup = function(inVal) { + if (typeof inVal !== 'string') { inVal = String(inVal); } + if (!eval(Yanfly.Param.DigitGroup)) return inVal; + return inVal.replace(/(^|[^\w.])(\d{4,})/g, function($0, $1, $2) { + return $1 + $2.replace(/\d(?=(?:\d\d\d)+(?!\d))/g, "$&,"); + }); +}; + +Yanfly.Util.displayError = function(e, code, message) { + console.log(message); + console.log(code || 'NON-EXISTENT'); + console.error(e); + if (Utils.isNwjs() && Utils.isOptionValid('test')) { + if (!require('nw.gui').Window.get().isDevToolsOpen()) { + require('nw.gui').Window.get().showDevTools(); + } + } +}; + +//============================================================================= +// End of File +//============================================================================= diff --git a/js/plugins/YEP_EventMiniLabel.js b/js/plugins/YEP_EventMiniLabel.js new file mode 100644 index 0000000..7f9afeb --- /dev/null +++ b/js/plugins/YEP_EventMiniLabel.js @@ -0,0 +1,557 @@ +//============================================================================= +// Yanfly Engine Plugins - Event Mini Label +// YEP_EventMiniLabel.js +//============================================================================= + +var Imported = Imported || {}; +Imported.YEP_EventMiniLabel = true; + +var Yanfly = Yanfly || {}; +Yanfly.EML = Yanfly.EML || {}; +Yanfly.EML.version = 1.12 + +//============================================================================= + /*: + * @plugindesc v1.12 Creates miniature-sized labels over events to allow + * you to insert whatever text you'd like in them. + * @author Yanfly Engine Plugins + * + * @param Default Show + * @desc Show mini labels by default? + * @type boolean + * @on YES + * @off NO + * NO - false YES - true + * @default true + * + * @param Minimum Width + * @type number + * @min 1 + * @desc What is the minimum width in pixels for mini labels? + * @default 136 + * + * @param Font Size + * @type number + * @min 1 + * @desc What is the font size used for text inside a mini label? + * Default: 28 + * @default 20 + * + * @param X Buffer + * @type number + * @desc Alter the X position of the label by this much. + * @default 0 + * + * @param Y Buffer + * @type number + * @desc Alter the Y position of the label by this much. + * @default 36 + * + * @param Battle Transition + * @type boolean + * @on YES + * @off NO + * @desc Show Event Mini label during battle transition? + * NO - false YES - true + * @default false + * + * @help + * ============================================================================ + * Introduction + * ============================================================================ + * + * This plugin lets you place text above the heads of various events using a + * miniature label through a comment tag. + * + * ============================================================================ + * Comment Tags + * ============================================================================ + * + * Comment tags are 'notetags' used within the lines of an event's comments. + * The reason I'm using the comment tags instead of the notetags is because + * each page of an event can yield a different potential name. + * + * To use this, make a comment within the event you wish to make the mini + * label for and insert the following: + * + * + * This will display the 'text' above the event. You can use text codes for + * this comment tag and it will create dynamic messages. + * + * + * This will change the font size used for the mini label to x. If this tag + * isn't used, the font size will be the default value in the parameters. + * + * + * + * This will adjust the X buffer for the mini label by x value. If this tag + * isn't used, the X buffer will be the default value in the parameters. + * + * + * + * This will adjust the Y buffer for the mini label by x value. If this tag + * isn't used, the Y buffer will be the default value in the parameters. + * + * + * This will make the mini label to always be shown, even when the plugin + * command to hide mini labels is used. + * + * + * The player will have to be within x tiles of this event in order for the + * mini label to appear visibly. + * + * + * This will require the player to be facing the direction of the event in + * order for the mini label to appear. + * + * ============================================================================ + * Plugin Commands + * ============================================================================ + * + * If you would like to shut off the Event Mini Label mid-game or turn it on, + * you can use the following plugin commands: + * + * Plugin Command: + * + * HideMiniLabel + * Hides all Event Mini Label. + * + * ShowMiniLabel + * Shows all Event Mini Label. + * + * RefreshMiniLabel + * Refreshes all Event Mini Labels on the map. + * + * ============================================================================ + * Changelog + * ============================================================================ + * + * Version 1.12: + * - Updated for RPG Maker MV version 1.5.0. + * + * Version 1.11: + * - Added 'Battle Transition' plugin parameter. Enabling this will allow you + * to show the Event Mini Labels during the battle transition. Keeping it + * disabled will hide them during the transition. + * + * Version 1.10: + * - Mini Windows will now readjust their size to show at normal scale if the + * map is zoomed in. + * + * Version 1.09: + * - Fixed a bug that caused Mini Labels that started off as hidden to remain + * hidden even after turning the Mini Labels on. + * + * Version 1.08: + * - Added comment tag. + * - Moved the priority of the Mini Labels to be later added to the spriteset + * so they can stay on top of more effects. + * + * Version 1.07: + * - Added more padding space so text doesn't get cut off. + * + * Version 1.06: + * - Fixed a bug that caused some mini labels to show if the event was loaded + * onto the map without any currently active pages. + * + * Version 1.05: + * - Added 'X Buffer' plugin parameter and the and + * comment tags to alter the X position of the event + * mini label. + * + * Version 1.04: + * - Added 'RefreshMiniLabel' plugin command to allow you to manually refresh + * all mini labels on the map. + * + * Version 1.03: + * - Optimized updating performance to reduce lag on maps with many events. + * + * Version 1.01: + * - Fixed a bug that didn't update event labels under certain page conditions. + * - Added notetag. + * + * Version 1.00: + * - Finished Plugin! + */ +//============================================================================= + +//============================================================================= +// Parameter Variables +//============================================================================= + +Yanfly.Parameters = PluginManager.parameters('YEP_EventMiniLabel'); +Yanfly.Param = Yanfly.Param || {}; + +Yanfly.Param.EMWDefaultShow = eval(String(Yanfly.Parameters['Default Show'])); +Yanfly.Param.EMWMinWidth = Number(Yanfly.Parameters['Minimum Width']); +Yanfly.Param.EMWFontSize = Number(Yanfly.Parameters['Font Size']); +Yanfly.Param.EMWBufferX = Number(Yanfly.Parameters['X Buffer']); +Yanfly.Param.EMWBufferY = Number(Yanfly.Parameters['Y Buffer']); +Yanfly.Param.EMWBatTran = eval(String(Yanfly.Parameters['Battle Transition'])); + +//============================================================================= +// Game_System +//============================================================================= + +Yanfly.EML.Game_System_initialize = Game_System.prototype.initialize; +Game_System.prototype.initialize = function() { + Yanfly.EML.Game_System_initialize.call(this); + this.initEventMiniLabel(); +}; + +Game_System.prototype.initEventMiniLabel = function() { + this._showEventMiniLabel = Yanfly.Param.EMWDefaultShow; +}; + +Game_System.prototype.isShowEventMiniLabel = function() { + if (this._showEventMiniLabel === undefined) this.initEventMiniLabel(); + return this._showEventMiniLabel; +}; + +Game_System.prototype.setEventMiniLabel = function(value) { + this._showEventMiniLabel = value; + Game_Interpreter.prototype.refreshEventMiniLabel.call(this); +}; + +//============================================================================= +// Game_Interpreter +//============================================================================= + +Yanfly.EML.Game_Interpreter_pluginCommand = + Game_Interpreter.prototype.pluginCommand; +Game_Interpreter.prototype.pluginCommand = function(command, args) { + Yanfly.EML.Game_Interpreter_pluginCommand.call(this, command, args) + if (command === 'HideMiniLabel') $gameSystem.setEventMiniLabel(false); + if (command === 'ShowMiniLabel') $gameSystem.setEventMiniLabel(true); + if (command === 'RefreshMiniLabel') this.refreshEventMiniLabel(); +}; + +Game_Interpreter.prototype.refreshEventMiniLabel = function() { + if ($gameParty.inBattle()) return; + var scene = SceneManager._scene; + if (scene instanceof Scene_Map) { + scene.refreshAllMiniLabels(); + } +}; + +//============================================================================= +// Window_EventMiniLabel +//============================================================================= + +function Window_EventMiniLabel() { + this.initialize.apply(this, arguments); +} + +Window_EventMiniLabel.prototype = Object.create(Window_Base.prototype); +Window_EventMiniLabel.prototype.constructor = Window_EventMiniLabel; + +Window_EventMiniLabel.prototype.initialize = function() { + this._bufferX = Yanfly.Param.EMWBufferX; + this._bufferY = Yanfly.Param.EMWBufferY; + this._fontSize = Yanfly.Param.EMWFontSize; + this._alwaysShow = false; + var width = Yanfly.Param.EMWMinWidth; + var height = this.windowHeight(); + this._range = 500; + this._reqFacing = false; + Window_Base.prototype.initialize.call(this, 0, 0, width, height); + this.opacity = 0; + this.contentsOpacity = 0; + this._character = null; + this._page = 0; + this._text = ''; +}; + +Window_EventMiniLabel.prototype.standardFontSize = function() { + if (this._fontSize !== undefined) return this._fontSize; + return Yanfly.Param.EMWFontSize; +}; + +Window_EventMiniLabel.prototype.windowHeight = function() { + var height = this.fittingHeight(1) + height = Math.max(height, 36 + this.standardPadding() * 2); + return height; +}; + +Window_EventMiniLabel.prototype.lineHeight = function() { + return this.standardFontSize() + 8; +}; + +Window_EventMiniLabel.prototype.bufferX = function() { + if (this._bufferX !== undefined) return this._bufferX; + return Yanfly.Param.EMWBufferX; +}; + +Window_EventMiniLabel.prototype.bufferY = function() { + if (this._bufferY !== undefined) return this._bufferY; + return Yanfly.Param.EMWBufferY; +}; + +Window_EventMiniLabel.prototype.setCharacter = function(character) { + this.setText(''); + this._character = character; + if (character._eventId) this.gatherDisplayData(); +}; + +Window_EventMiniLabel.prototype.gatherDisplayData = function() { + this._page = this._character.page(); + this._pageIndex = this._character._pageIndex; + this._range = 500; + this._bufferY = Yanfly.Param.EMWBufferY; + this._fontSize = Yanfly.Param.EMWFontSize; + this._alwaysShow = false; + this._reqFacing = false; + if (!this._character.page()) { + return this.visible = false; + } + var list = this._character.list(); + var max = list.length; + var comment = ''; + for (var i = 0; i < max; ++i) { + var ev = list[i]; + if ([108, 408].contains(ev.code)) comment += ev.parameters[0] + '\n'; + } + this.extractNotedata(comment); +}; + +Window_EventMiniLabel.prototype.extractNotedata = function(comment) { + if (comment === '') return; + var tag1 = /<(?:MINI WINDOW|MINI LABEL):[ ](.*)>/i; + var tag2 = /<(?:MINI WINDOW FONT SIZE|MINI LABEL FONT SIZE):[ ](\d+)>/i; + var tag3 = /<(?:MINI WINDOW Y BUFFER|MINI LABEL Y BUFFER):[ ]([\+\-]\d+)>/i; + var tag4 = /<(?:ALWAYS SHOW MINI WINDOW|ALWAYS SHOW MINI LABEL)>/i; + var tag5 = /<(?:MINI WINDOW RANGE|MINI LABEL RANGE):[ ](\d+)>/i; + var tag6 = /<(?:MINI WINDOW X BUFFER|MINI LABEL X BUFFER):[ ]([\+\-]\d+)>/i; + var tag7 = /<(?:MINI WINDOW REQUIRE FACING|MINI LABEL REQUIRE FACING)>/i; + var notedata = comment.split(/[\r\n]+/); + var text = ''; + for (var i = 0; i < notedata.length; ++i) { + var line = notedata[i]; + if (line.match(tag1)) { + text = String(RegExp.$1); + } else if (line.match(tag2)) { + this._fontSize = parseInt(RegExp.$1); + } else if (line.match(tag3)) { + this._bufferY = parseInt(RegExp.$1); + } else if (line.match(tag4)) { + this._alwaysShow = true; + } else if (line.match(tag5)) { + this._range = parseInt(RegExp.$1); + } else if (line.match(tag6)) { + this._bufferX = parseInt(RegExp.$1); + } else if (line.match(tag7)) { + this._reqFacing = true; + } + } + this.setText(text); + if (this._text === '' || !$gameSystem.isShowEventMiniLabel()) { + this.visible = false; + this.contentsOpacity = 0; + } else { + this.visible = true; + if (this._reqFacing) { + this.contentsOpacity = 0; + } else { + this.contentsOpacity = 255; + } + } + +}; + +Window_EventMiniLabel.prototype.setText = function(text) { + if (this._text === text) return; + this._text = text; + this.refresh(); +}; + +Window_EventMiniLabel.prototype.refresh = function() { + if (Imported.YEP_SelfSwVar) { + $gameTemp.setSelfSwVarEvent(this._character._mapId, this._character._eventId); + } + this.contents.clear(); + var txWidth = this.textWidthEx(this._text); + txWidth += this.textPadding() * 2; + var width = txWidth; + this.width = Math.max(width, Yanfly.Param.EMWMinWidth); + this.width += this.standardPadding() * 2; + this.height = this.windowHeight(); + this.createContents(); + var wx = (this.contents.width - txWidth) / 2; + var wy = 0; + this.drawTextEx(this._text, wx + this.textPadding(), wy); + if (Imported.YEP_SelfSwVar) $gameTemp.clearSelfSwVarEvent(); +}; + +Window_EventMiniLabel.prototype.forceRefresh = function() { + this.refresh(); + this.updateOpacity(); +}; + +Window_EventMiniLabel.prototype.textWidthEx = function(text) { + return this.drawTextEx(text, 0, this.contents.height); +}; + +Window_EventMiniLabel.prototype.update = function() { + Window_Base.prototype.update.call(this); + if (!this._character) return; + if (!this._character._eventId) return; + this.updatePage(); + if (this._text === '') return; + this.updateOpacity(); +}; + +Window_EventMiniLabel.prototype.updatePage = function() { + if (this._pageIndex === this._character._pageIndex) return; + this._pageIndex = this._character._pageIndex; + this.contents.clear(); + this._text = ''; + this.gatherDisplayData(); +}; + +Window_EventMiniLabel.prototype.updateOpacity = function() { + if (this.showMiniLabel()) { + this.show(); + } else { + this.hide(); + } +}; + +Window_EventMiniLabel.prototype.show = function() { + if (this.contentsOpacity >= 255) return; + this.contentsOpacity += 16; + this.visible = true; +}; + +Window_EventMiniLabel.prototype.hide = function() { + if (this.contentsOpacity <= 0) { + if (this.visible) this.visible = false; + return; + } + this.contentsOpacity -= 16; +}; + +Window_EventMiniLabel.prototype.showMiniLabel = function() { + if (this._alwaysShow) return true; + if (!this.withinRange()) return false; + if (!this.meetsFacingRequirements()) return false; + if (!Yanfly.Param.EMWBatTran) { + if (SceneManager._scene._encounterEffectDuration > 0) { + this.contentsOpacity = 0; + return false; + } + } + return $gameSystem.isShowEventMiniLabel(); +}; + +Window_EventMiniLabel.prototype.withinRange = function() { + if (this._range >= 500) return true; + var player = $gamePlayer; + var chara = this._character; + if (this._range >= Math.abs(player.x - chara.x)) { + if (this._range >= Math.abs(player.y - chara.y)) { + return true; + } + } + return false; +}; + +Window_EventMiniLabel.prototype.meetsFacingRequirements = function() { + if (!this._character) return true; + if (!this._reqFacing) return true; + var direction = $gamePlayer.direction(); + var playerX = $gamePlayer.x; + var playerY = $gamePlayer.y; + var eventX = this._character.x; + var eventY = this._character.y; + switch (direction) { + case 1: + return playerX >= eventX && playerY <= eventY; + break; + case 2: + return playerY <= eventY; + break; + case 3: + return playerX <= eventX && playerY <= eventY; + break; + case 4: + return playerX >= eventX; + break; + case 6: + return playerX <= eventX; + break; + case 7: + return playerX >= eventX && playerY >= eventY; + break; + case 8: + return playerY >= eventY; + break; + case 9: + return playerX <= eventX && playerY >= eventY; + break; + default: + return true; + break; + } +}; + +//============================================================================= +// Sprite_Character +//============================================================================= + +Yanfly.EML.Sprite_Character_update = Sprite_Character.prototype.update; +Sprite_Character.prototype.update = function() { + Yanfly.EML.Sprite_Character_update.call(this); + this.updateMiniLabel(); + this.updateMiniLabelZoom(); +}; + +Sprite_Character.prototype.updateMiniLabel = function() { + this.setupMiniLabel(); + if (!this._miniLabel) return; + this.positionMiniLabel(); +}; + +Sprite_Character.prototype.setupMiniLabel = function() { + if (this._miniLabel) return; + if (!SceneManager._scene._spriteset) return; + this._miniLabel = new Window_EventMiniLabel(); + this._miniLabel.setCharacter(this._character); + //this.parent.parent.addChild(this._miniLabel); + SceneManager._scene._spriteset.addChild(this._miniLabel); +}; + +Sprite_Character.prototype.positionMiniLabel = function() { + var win = this._miniLabel; + var width = win.width * win.scale.x; + win.x = this.x + width / -2 + win.bufferX(); + var height = win.height * win.scale.y; + var buffer = win.bufferY() * win.scale.y; + win.y = this.y + (this.height * -1) - height + buffer; +}; + +Sprite_Character.prototype.updateMiniLabelZoom = function() { + if (!this._miniLabel) return; + var spriteset = SceneManager._scene._spriteset; + this._miniLabel.scale.x = 1 / spriteset.scale.x; + this._miniLabel.scale.y = 1 / spriteset.scale.y; +}; + +Sprite_Character.prototype.refreshMiniLabel = function() { + if (this._miniLabel) this._miniLabel.forceRefresh(); +}; + +//============================================================================= +// Scene_Map +//============================================================================= + +Scene_Map.prototype.refreshAllMiniLabels = function() { + var length = this._spriteset._characterSprites.length; + for (var i = 0; i < length; ++i) { + var sp = this._spriteset._characterSprites[i]; + sp.refreshMiniLabel(); + } +}; + +//============================================================================= +// End of File +//============================================================================= diff --git a/js/plugins/YEP_ExternalLinks.js b/js/plugins/YEP_ExternalLinks.js new file mode 100644 index 0000000..f4e2eb5 --- /dev/null +++ b/js/plugins/YEP_ExternalLinks.js @@ -0,0 +1,242 @@ +//============================================================================= +// Yanfly Engine Plugins - External Links +// YEP_ExternalLinks.js +//============================================================================= + +var Imported = Imported || {}; +Imported.YEP_ExternalLinks = true; + +var Yanfly = Yanfly || {}; +Yanfly.LINK = Yanfly.LINK || {}; +Yanfly.LINK.version = 1.00 + +//============================================================================= + /*: + * @plugindesc v1.01 Link back to your home page through the title screen + * and also be able to link your players from within the game. + * @author Yanfly Engine Plugins + * + * @param Home Page URL + * @desc Places a link to your website homepage at the title screen. + * Leave this blank if you don't wish to enable this feature. + * @default https://www.google.com/ + * + * @param Home Page Text + * @desc This is how 'Home Page' will appear on the title screen. + * @default Home Page + * + * @param Popup Blocker Notice + * @desc This is a window to notify the player the link was blocked + * by a pop-up blocker. + * @default The link was blocked by a pop-up blocker. + * + * @help + * ============================================================================ + * Introduction . + * ============================================================================ + * This plugin allows you to place a "link" to your home page at the title + * screen's command window towards the bottom. To adjust where the link goes, + * change the Home Page URL in the plugin's parameters. + * + * ============================================================================ + * Plugin Commands + * ============================================================================ + * + * If you wish to send players to other links, you can use the following + * plugin commands. + * + * Plugin Command + * OpenNewTab http://www.google.com/ Opens link in a new tab. + * OpenNewWindow http://www.google.com/ Opens link in a new window. + * + * Some web browsers may not differentiate these commands too much. + * + * ============================================================================ + * Changelog + * ============================================================================ + * + * Version 1.01: + * - Updated for RPG Maker MV version 1.5.0. + * + * Version 1.00: + * - Finished Plugin! + */ +//============================================================================= + +//============================================================================= +// Parameter Variables +//============================================================================= + +Yanfly.Parameters = PluginManager.parameters('YEP_ExternalLinks'); +Yanfly.Param = Yanfly.Param || {}; + +Yanfly.Param.HomePageUrl = String(Yanfly.Parameters['Home Page URL']); +Yanfly.Param.HomePageText = String(Yanfly.Parameters['Home Page Text']); +Yanfly.Param.PopupMessage = String(Yanfly.Parameters['Popup Blocker Notice']); + +//============================================================================= +// SceneManager +//============================================================================= + +SceneManager.openPopupBlockerMessage = function() { + this._scene.openPopupBlockerMessage(); +}; + +//============================================================================= +// Game_Interpreter +//============================================================================= + +Yanfly.LINK.Game_Interpreter_pluginCommand = + Game_Interpreter.prototype.pluginCommand; +Game_Interpreter.prototype.pluginCommand = function(command, args) { + Yanfly.LINK.Game_Interpreter_pluginCommand.call(this, command, args) + if (command === 'OpenNewTab') this.openNewTab(args); + if (command === 'OpenNewWindow') this.openNewWindow(args); +}; + +Game_Interpreter.prototype.openNewTab = function(args) { + TouchInput.clear(); + Input.clear(); + var url = String(args[0]); + var win = window.open(url, '_blank'); + if (win) { + win.focus(); + } else { + SceneManager.openPopupBlockerMessage(); + } +}; + +Game_Interpreter.prototype.openNewWindow = function(args) { + TouchInput.clear(); + Input.clear(); + var url = String(args[0]); + var win = window.open(url); + if (win) { + win.focus(); + } else { + SceneManager.openPopupBlockerMessage(); + } +}; + +//============================================================================= +// Window_TitleCommand +//============================================================================= + +Yanfly.LINK.Window_TitleCommand_makeCommandList = + Window_TitleCommand.prototype.makeCommandList; +Window_TitleCommand.prototype.makeCommandList = function() { + Yanfly.LINK.Window_TitleCommand_makeCommandList.call(this); + this.addHomePageCommand(); +}; + +Window_TitleCommand.prototype.addHomePageCommand = function() { + if (Yanfly.Param.HomePageUrl.length <= 0) return; + this.addCommand(Yanfly.Param.HomePageText, 'homePage'); +}; + +//============================================================================= +// Window_PopupBlocker +//============================================================================= + +function Window_PopupBlocker() { + this.initialize.apply(this, arguments); +} + +Window_PopupBlocker.prototype = Object.create(Window_Base.prototype); +Window_PopupBlocker.prototype.constructor = Window_PopupBlocker; + +Window_PopupBlocker.prototype.initialize = function() { + var width = Graphics.boxWidth; + var height = this.fittingHeight(1); + Window_Base.prototype.initialize.call(this, 0, 0, width, height); + this.resizeWindow(); + this.refresh(); + this.openness = 0; +}; + +Window_PopupBlocker.prototype.resizeWindow = function() { + this.width = this.windowWidth(); + this.createContents(); + this.x = (Graphics.boxWidth - this.width) / 2; + this.y = (Graphics.boxHeight - this.height) / 2; +}; + +Window_PopupBlocker.prototype.windowWidth = function() { + return this.textWidth(Yanfly.Param.PopupMessage); +}; + +Window_PopupBlocker.prototype.refresh = function() { + this.contents.clear(); + this.drawText(Yanfly.Param.PopupMessage, 0, 0, this.contents.width); +}; + +//============================================================================= +// Scene_Base +//============================================================================= + +Yanfly.LINK.Scene_Base_createWindowLayer = + Scene_Base.prototype.createWindowLayer; +Scene_Base.prototype.createWindowLayer = function() { + Yanfly.LINK.Scene_Base_createWindowLayer.call(this); + this.createPopupBlockerMessage(); +}; + +Scene_Base.prototype.createPopupBlockerMessage = function() { + if (this._popupBlockerWindow) return; + this._popupBlockerWindow = new Window_PopupBlocker(); + this.addWindow(this._popupBlockerWindow); + this._popupCounter = 0; +}; + +Yanfly.LINK.Scene_Base_update = Scene_Base.prototype.update; +Scene_Base.prototype.update = function() { + Yanfly.LINK.Scene_Base_update.call(this); + this.updatePopupBlockerMessage(); +}; + +Scene_Base.prototype.updatePopupBlockerMessage = function() { + if (!this._popupBlockerWindow) return; + if (this._popupBlockerWindow.isClosed()) return; + if (--this._popupCounter > 0) return; + this.closePopupBlockerMessage(); +}; + +Scene_Base.prototype.openPopupBlockerMessage = function() { + this._popupBlockerWindow.open(); + this._popupBlockerWindow.activate(); + this._popupCounter = 180; +}; + +Scene_Base.prototype.closePopupBlockerMessage = function() { + if (!this._popupBlockerWindow) return; + if (this._popupBlockerWindow.isClosed()) return; + this._popupBlockerWindow.close(); + this._popupBlockerWindow.deactivate(); +}; + +//============================================================================= +// Scene_Base +//============================================================================= + +Yanfly.LINK.Scene_Title_createCommandWindow = + Scene_Title.prototype.createCommandWindow; +Scene_Title.prototype.createCommandWindow = function() { + Yanfly.LINK.Scene_Title_createCommandWindow.call(this); + this._commandWindow.setHandler('homePage', this.commandHomePage.bind(this)); +}; + +Scene_Title.prototype.commandHomePage = function() { + TouchInput.clear(); + Input.clear(); + this._commandWindow.activate(); + var win = window.open(Yanfly.Param.HomePageUrl, '_blank'); + if (win) { + win.focus(); + } else { + SceneManager.openPopupBlockerMessage(); + } +}; + +//============================================================================= +// End of File +//============================================================================= diff --git a/js/plugins/YEP_MainMenuManager.js b/js/plugins/YEP_MainMenuManager.js new file mode 100644 index 0000000..8e85481 --- /dev/null +++ b/js/plugins/YEP_MainMenuManager.js @@ -0,0 +1,4783 @@ +//============================================================================= +// Yanfly Engine Plugins - Main Menu Manager +// YEP_MainMenuManager.js +//============================================================================= + +var Imported = Imported || {}; +Imported.YEP_MainMenuManager = true; + +var Yanfly = Yanfly || {}; +Yanfly.MMM = Yanfly.MMM || {}; +Yanfly.MMM.version = 1.03 + +//============================================================================= + /*: + * @plugindesc v1.03 This plugin allows you to manage the various aspects + * of your main menu. + * @author Yanfly Engine Plugins + * + * @param ---General--- + * @default + * + * @param Hide Actor Window + * @parent ---General--- + * @type boolean + * @on YES + * @off NO + * @desc Do you wish to hide the main actor window? + * NO - false YES - true + * @default false + * + * @param Hide Gold Window + * @parent ---General--- + * @type boolean + * @on YES + * @off NO + * @desc Do you wish to hide the gold window? + * NO - false YES - true + * @default false + * + * @param Blurry Background + * @parent ---General--- + * @type boolean + * @on YES + * @off NO + * @desc Do you wish to have a blurry background? + * NO - false YES - true Default: true + * @default true + * + * @param ---Command--- + * @default + * + * @param Command Alignment + * @parent ---Command--- + * @type combo + * @option left + * @option center + * @option right + * @desc This is the text alignment for the Command Window. + * left center right + * @default left + * + * @param Command Position + * @parent ---Command--- + * @type combo + * @option left + * @option right + * @desc Determine the command window's position. + * left right + * @default left + * + * @param Command Columns + * @parent ---Command--- + * @desc Amount of columns to be displayed by the command window. + * This is a formula. Default: 1 + * @default 1 + * + * @param Command Rows + * @parent ---Command--- + * @desc The number of visible rows for the command window. + * This is a formula. + * @default Math.min(10, Math.ceil(this.maxItems() / this.maxCols())) + * + * @param Command Width + * @parent ---Command--- + * @desc This is the command window width in pixels. + * This is a formula. Default: 240 + * @default 240 + * + * @param ---Menu Items--- + * @default + * + * @param ---Menu 1--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 1 Name + * @parent ---Menu 1--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 1 Symbol + * @parent ---Menu 1--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 1 Show + * @parent ---Menu 1--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 1 Enabled + * @parent ---Menu 1--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 1 Ext + * @parent ---Menu 1--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 1 Main Bind + * @parent ---Menu 1--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 1 Actor Bind + * @parent ---Menu 1--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 2--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 2 Name + * @parent ---Menu 2--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 2 Symbol + * @parent ---Menu 2--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 2 Show + * @parent ---Menu 2--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 2 Enabled + * @parent ---Menu 2--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 2 Ext + * @parent ---Menu 2--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 2 Main Bind + * @parent ---Menu 2--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 2 Actor Bind + * @parent ---Menu 2--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 3--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 3 Name + * @parent ---Menu 3--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 3 Symbol + * @parent ---Menu 3--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 3 Show + * @parent ---Menu 3--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 3 Enabled + * @parent ---Menu 3--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 3 Ext + * @parent ---Menu 3--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 3 Main Bind + * @parent ---Menu 3--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 3 Actor Bind + * @parent ---Menu 3--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 4--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 4 Name + * @parent ---Menu 4--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 4 Symbol + * @parent ---Menu 4--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 4 Show + * @parent ---Menu 4--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 4 Enabled + * @parent ---Menu 4--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 4 Ext + * @parent ---Menu 4--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 4 Main Bind + * @parent ---Menu 4--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 4 Actor Bind + * @parent ---Menu 4--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 5--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 5 Name + * @parent ---Menu 5--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 5 Symbol + * @parent ---Menu 5--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 5 Show + * @parent ---Menu 5--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 5 Enabled + * @parent ---Menu 5--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 5 Ext + * @parent ---Menu 5--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 5 Main Bind + * @parent ---Menu 5--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 5 Actor Bind + * @parent ---Menu 5--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 6--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 6 Name + * @parent ---Menu 6--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 6 Symbol + * @parent ---Menu 6--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 6 Show + * @parent ---Menu 6--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 6 Enabled + * @parent ---Menu 6--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 6 Ext + * @parent ---Menu 6--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 6 Main Bind + * @parent ---Menu 6--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 6 Actor Bind + * @parent ---Menu 6--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 7--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 7 Name + * @parent ---Menu 7--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 7 Symbol + * @parent ---Menu 7--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 7 Show + * @parent ---Menu 7--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 7 Enabled + * @parent ---Menu 7--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 7 Ext + * @parent ---Menu 7--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 7 Main Bind + * @parent ---Menu 7--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 7 Actor Bind + * @parent ---Menu 7--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 8--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 8 Name + * @parent ---Menu 8--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 8 Symbol + * @parent ---Menu 8--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 8 Show + * @parent ---Menu 8--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 8 Enabled + * @parent ---Menu 8--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 8 Ext + * @parent ---Menu 8--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 8 Main Bind + * @parent ---Menu 8--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 8 Actor Bind + * @parent ---Menu 8--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 9--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 9 Name + * @parent ---Menu 9--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 9 Symbol + * @parent ---Menu 9--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 9 Show + * @parent ---Menu 9--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 9 Enabled + * @parent ---Menu 9--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 9 Ext + * @parent ---Menu 9--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 9 Main Bind + * @parent ---Menu 9--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 9 Actor Bind + * @parent ---Menu 9--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 10--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 10 Name + * @parent ---Menu 10--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default TextManager.item + * + * @param Menu 10 Symbol + * @parent ---Menu 10--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default item + * + * @param Menu 10 Show + * @parent ---Menu 10--- + * @desc This is the eval condition for this menu command to appear. + * @default this.needsCommand('item') + * + * @param Menu 10 Enabled + * @parent ---Menu 10--- + * @desc Is this menu command enabled? This is an eval. + * @default this.areMainCommandsEnabled() + * + * @param Menu 10 Ext + * @parent ---Menu 10--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 10 Main Bind + * @parent ---Menu 10--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default this.commandItem.bind(this) + * + * @param Menu 10 Actor Bind + * @parent ---Menu 10--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 11--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 11 Name + * @parent ---Menu 11--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 11 Symbol + * @parent ---Menu 11--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 11 Show + * @parent ---Menu 11--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 11 Enabled + * @parent ---Menu 11--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 11 Ext + * @parent ---Menu 11--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 11 Main Bind + * @parent ---Menu 11--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 11 Actor Bind + * @parent ---Menu 11--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 12--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 12 Name + * @parent ---Menu 12--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 12 Symbol + * @parent ---Menu 12--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 12 Show + * @parent ---Menu 12--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 12 Enabled + * @parent ---Menu 12--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 12 Ext + * @parent ---Menu 12--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 12 Main Bind + * @parent ---Menu 12--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 12 Actor Bind + * @parent ---Menu 12--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 13--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 13 Name + * @parent ---Menu 13--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 13 Symbol + * @parent ---Menu 13--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 13 Show + * @parent ---Menu 13--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 13 Enabled + * @parent ---Menu 13--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 13 Ext + * @parent ---Menu 13--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 13 Main Bind + * @parent ---Menu 13--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 13 Actor Bind + * @parent ---Menu 13--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 14--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 14 Name + * @parent ---Menu 14--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 14 Symbol + * @parent ---Menu 14--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 14 Show + * @parent ---Menu 14--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 14 Enabled + * @parent ---Menu 14--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 14 Ext + * @parent ---Menu 14--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 14 Main Bind + * @parent ---Menu 14--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 14 Actor Bind + * @parent ---Menu 14--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 15--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 15 Name + * @parent ---Menu 15--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default TextManager.skill + * + * @param Menu 15 Symbol + * @parent ---Menu 15--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default skill + * + * @param Menu 15 Show + * @parent ---Menu 15--- + * @desc This is the eval condition for this menu command to appear. + * @default this.needsCommand('skill') + * + * @param Menu 15 Enabled + * @parent ---Menu 15--- + * @desc Is this menu command enabled? This is an eval. + * @default this.areMainCommandsEnabled() + * + * @param Menu 15 Ext + * @parent ---Menu 15--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 15 Main Bind + * @parent ---Menu 15--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default this.commandPersonal.bind(this) + * + * @param Menu 15 Actor Bind + * @parent ---Menu 15--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default SceneManager.push(Scene_Skill) + * + * @param ---Menu 16--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 16 Name + * @parent ---Menu 16--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 16 Symbol + * @parent ---Menu 16--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 16 Show + * @parent ---Menu 16--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 16 Enabled + * @parent ---Menu 16--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 16 Ext + * @parent ---Menu 16--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 16 Main Bind + * @parent ---Menu 16--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 16 Actor Bind + * @parent ---Menu 16--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 17--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 17 Name + * @parent ---Menu 17--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 17 Symbol + * @parent ---Menu 17--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 17 Show + * @parent ---Menu 17--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 17 Enabled + * @parent ---Menu 17--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 17 Ext + * @parent ---Menu 17--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 17 Main Bind + * @parent ---Menu 17--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 17 Actor Bind + * @parent ---Menu 17--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 18--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 18 Name + * @parent ---Menu 18--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 18 Symbol + * @parent ---Menu 18--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 18 Show + * @parent ---Menu 18--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 18 Enabled + * @parent ---Menu 18--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 18 Ext + * @parent ---Menu 18--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 18 Main Bind + * @parent ---Menu 18--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 18 Actor Bind + * @parent ---Menu 18--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 19--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 19 Name + * @parent ---Menu 19--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 19 Symbol + * @parent ---Menu 19--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 19 Show + * @parent ---Menu 19--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 19 Enabled + * @parent ---Menu 19--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 19 Ext + * @parent ---Menu 19--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 19 Main Bind + * @parent ---Menu 19--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 19 Actor Bind + * @parent ---Menu 19--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 20--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 20 Name + * @parent ---Menu 20--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default TextManager.equip + * + * @param Menu 20 Symbol + * @parent ---Menu 20--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default equip + * + * @param Menu 20 Show + * @parent ---Menu 20--- + * @desc This is the eval condition for this menu command to appear. + * @default this.needsCommand('equip') + * + * @param Menu 20 Enabled + * @parent ---Menu 20--- + * @desc Is this menu command enabled? This is an eval. + * @default this.areMainCommandsEnabled() + * + * @param Menu 20 Ext + * @parent ---Menu 20--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 20 Main Bind + * @parent ---Menu 20--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default this.commandPersonal.bind(this) + * + * @param Menu 20 Actor Bind + * @parent ---Menu 20--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default SceneManager.push(Scene_Equip) + * + * @param ---Menu 21--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 21 Name + * @parent ---Menu 21--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 21 Symbol + * @parent ---Menu 21--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 21 Show + * @parent ---Menu 21--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 21 Enabled + * @parent ---Menu 21--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 21 Ext + * @parent ---Menu 21--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 21 Main Bind + * @parent ---Menu 21--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 21 Actor Bind + * @parent ---Menu 21--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 22--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 22 Name + * @parent ---Menu 22--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 22 Symbol + * @parent ---Menu 22--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 22 Show + * @parent ---Menu 22--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 22 Enabled + * @parent ---Menu 22--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 22 Ext + * @parent ---Menu 22--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 22 Main Bind + * @parent ---Menu 22--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 22 Actor Bind + * @parent ---Menu 22--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 23--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 23 Name + * @parent ---Menu 23--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 23 Symbol + * @parent ---Menu 23--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 23 Show + * @parent ---Menu 23--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 23 Enabled + * @parent ---Menu 23--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 23 Ext + * @parent ---Menu 23--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 23 Main Bind + * @parent ---Menu 23--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 23 Actor Bind + * @parent ---Menu 23--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 24--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 24 Name + * @parent ---Menu 24--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 24 Symbol + * @parent ---Menu 24--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 24 Show + * @parent ---Menu 24--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 24 Enabled + * @parent ---Menu 24--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 24 Ext + * @parent ---Menu 24--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 24 Main Bind + * @parent ---Menu 24--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 24 Actor Bind + * @parent ---Menu 24--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 25--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 25 Name + * @parent ---Menu 25--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default Yanfly.Param.CCCCmdName + * + * @param Menu 25 Symbol + * @parent ---Menu 25--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default class + * + * @param Menu 25 Show + * @parent ---Menu 25--- + * @desc This is the eval condition for this menu command to appear. + * @default Imported.YEP_ClassChangeCore && $gameSystem.isShowClass() + * + * @param Menu 25 Enabled + * @parent ---Menu 25--- + * @desc Is this menu command enabled? This is an eval. + * @default $gameSystem.isEnableClass() && this.areMainCommandsEnabled() + * + * @param Menu 25 Ext + * @parent ---Menu 25--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 25 Main Bind + * @parent ---Menu 25--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default this.commandPersonal.bind(this) + * + * @param Menu 25 Actor Bind + * @parent ---Menu 25--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default SceneManager.push(Scene_Class) + * + * @param ---Menu 26--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 26 Name + * @parent ---Menu 26--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 26 Symbol + * @parent ---Menu 26--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 26 Show + * @parent ---Menu 26--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 26 Enabled + * @parent ---Menu 26--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 26 Ext + * @parent ---Menu 26--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 26 Main Bind + * @parent ---Menu 26--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 26 Actor Bind + * @parent ---Menu 26--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 27--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 27 Name + * @parent ---Menu 27--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 27 Symbol + * @parent ---Menu 27--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 27 Show + * @parent ---Menu 27--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 27 Enabled + * @parent ---Menu 27--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 27 Ext + * @parent ---Menu 27--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 27 Main Bind + * @parent ---Menu 27--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 27 Actor Bind + * @parent ---Menu 27--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 28--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 28 Name + * @parent ---Menu 28--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 28 Symbol + * @parent ---Menu 28--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 28 Show + * @parent ---Menu 28--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 28 Enabled + * @parent ---Menu 28--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 28 Ext + * @parent ---Menu 28--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 28 Main Bind + * @parent ---Menu 28--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 28 Actor Bind + * @parent ---Menu 28--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 29--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 29 Name + * @parent ---Menu 29--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 29 Symbol + * @parent ---Menu 29--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 29 Show + * @parent ---Menu 29--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 29 Enabled + * @parent ---Menu 29--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 29 Ext + * @parent ---Menu 29--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 29 Main Bind + * @parent ---Menu 29--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 29 Actor Bind + * @parent ---Menu 29--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 30--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 30 Name + * @parent ---Menu 30--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 30 Symbol + * @parent ---Menu 30--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 30 Show + * @parent ---Menu 30--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 30 Enabled + * @parent ---Menu 30--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 30 Ext + * @parent ---Menu 30--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 30 Main Bind + * @parent ---Menu 30--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 30 Actor Bind + * @parent ---Menu 30--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 31--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 31 Name + * @parent ---Menu 31--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 31 Symbol + * @parent ---Menu 31--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 31 Show + * @parent ---Menu 31--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 31 Enabled + * @parent ---Menu 31--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 31 Ext + * @parent ---Menu 31--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 31 Main Bind + * @parent ---Menu 31--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 31 Actor Bind + * @parent ---Menu 31--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 32--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 32 Name + * @parent ---Menu 32--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 32 Symbol + * @parent ---Menu 32--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 32 Show + * @parent ---Menu 32--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 32 Enabled + * @parent ---Menu 32--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 32 Ext + * @parent ---Menu 32--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 32 Main Bind + * @parent ---Menu 32--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 32 Actor Bind + * @parent ---Menu 32--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 33--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 33 Name + * @parent ---Menu 33--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 33 Symbol + * @parent ---Menu 33--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 33 Show + * @parent ---Menu 33--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 33 Enabled + * @parent ---Menu 33--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 33 Ext + * @parent ---Menu 33--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 33 Main Bind + * @parent ---Menu 33--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 33 Actor Bind + * @parent ---Menu 33--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 34--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 34 Name + * @parent ---Menu 34--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 34 Symbol + * @parent ---Menu 34--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 34 Show + * @parent ---Menu 34--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 34 Enabled + * @parent ---Menu 34--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 34 Ext + * @parent ---Menu 34--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 34 Main Bind + * @parent ---Menu 34--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 34 Actor Bind + * @parent ---Menu 34--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 35--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 35 Name + * @parent ---Menu 35--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 35 Symbol + * @parent ---Menu 35--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 35 Show + * @parent ---Menu 35--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 35 Enabled + * @parent ---Menu 35--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 35 Ext + * @parent ---Menu 35--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 35 Main Bind + * @parent ---Menu 35--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 35 Actor Bind + * @parent ---Menu 35--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 36--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 36 Name + * @parent ---Menu 36--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 36 Symbol + * @parent ---Menu 36--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 36 Show + * @parent ---Menu 36--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 36 Enabled + * @parent ---Menu 36--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 36 Ext + * @parent ---Menu 36--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 36 Main Bind + * @parent ---Menu 36--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 36 Actor Bind + * @parent ---Menu 36--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 37--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 37 Name + * @parent ---Menu 37--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 37 Symbol + * @parent ---Menu 37--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 37 Show + * @parent ---Menu 37--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 37 Enabled + * @parent ---Menu 37--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 37 Ext + * @parent ---Menu 37--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 37 Main Bind + * @parent ---Menu 37--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 37 Actor Bind + * @parent ---Menu 37--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 38--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 38 Name + * @parent ---Menu 38--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 38 Symbol + * @parent ---Menu 38--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 38 Show + * @parent ---Menu 38--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 38 Enabled + * @parent ---Menu 38--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 38 Ext + * @parent ---Menu 38--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 38 Main Bind + * @parent ---Menu 38--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 38 Actor Bind + * @parent ---Menu 38--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 39--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 39 Name + * @parent ---Menu 39--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 39 Symbol + * @parent ---Menu 39--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 39 Show + * @parent ---Menu 39--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 39 Enabled + * @parent ---Menu 39--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 39 Ext + * @parent ---Menu 39--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 39 Main Bind + * @parent ---Menu 39--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 39 Actor Bind + * @parent ---Menu 39--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 40--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 40 Name + * @parent ---Menu 40--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 40 Symbol + * @parent ---Menu 40--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 40 Show + * @parent ---Menu 40--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 40 Enabled + * @parent ---Menu 40--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 40 Ext + * @parent ---Menu 40--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 40 Main Bind + * @parent ---Menu 40--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 40 Actor Bind + * @parent ---Menu 40--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 41--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 41 Name + * @parent ---Menu 41--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 41 Symbol + * @parent ---Menu 41--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 41 Show + * @parent ---Menu 41--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 41 Enabled + * @parent ---Menu 41--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 41 Ext + * @parent ---Menu 41--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 41 Main Bind + * @parent ---Menu 41--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 41 Actor Bind + * @parent ---Menu 41--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 42--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 42 Name + * @parent ---Menu 42--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 42 Symbol + * @parent ---Menu 42--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 42 Show + * @parent ---Menu 42--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 42 Enabled + * @parent ---Menu 42--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 42 Ext + * @parent ---Menu 42--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 42 Main Bind + * @parent ---Menu 42--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 42 Actor Bind + * @parent ---Menu 42--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 43--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 43 Name + * @parent ---Menu 43--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 43 Symbol + * @parent ---Menu 43--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 43 Show + * @parent ---Menu 43--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 43 Enabled + * @parent ---Menu 43--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 43 Ext + * @parent ---Menu 43--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 43 Main Bind + * @parent ---Menu 43--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 43 Actor Bind + * @parent ---Menu 43--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 44--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 44 Name + * @parent ---Menu 44--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 44 Symbol + * @parent ---Menu 44--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 44 Show + * @parent ---Menu 44--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 44 Enabled + * @parent ---Menu 44--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 44 Ext + * @parent ---Menu 44--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 44 Main Bind + * @parent ---Menu 44--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 44 Actor Bind + * @parent ---Menu 44--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 45--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 45 Name + * @parent ---Menu 45--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 45 Symbol + * @parent ---Menu 45--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 45 Show + * @parent ---Menu 45--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 45 Enabled + * @parent ---Menu 45--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 45 Ext + * @parent ---Menu 45--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 45 Main Bind + * @parent ---Menu 45--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 45 Actor Bind + * @parent ---Menu 45--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 46--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 46 Name + * @parent ---Menu 46--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 46 Symbol + * @parent ---Menu 46--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 46 Show + * @parent ---Menu 46--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 46 Enabled + * @parent ---Menu 46--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 46 Ext + * @parent ---Menu 46--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 46 Main Bind + * @parent ---Menu 46--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 46 Actor Bind + * @parent ---Menu 46--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 47--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 47 Name + * @parent ---Menu 47--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 47 Symbol + * @parent ---Menu 47--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 47 Show + * @parent ---Menu 47--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 47 Enabled + * @parent ---Menu 47--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 47 Ext + * @parent ---Menu 47--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 47 Main Bind + * @parent ---Menu 47--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 47 Actor Bind + * @parent ---Menu 47--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 48--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 48 Name + * @parent ---Menu 48--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 48 Symbol + * @parent ---Menu 48--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 48 Show + * @parent ---Menu 48--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 48 Enabled + * @parent ---Menu 48--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 48 Ext + * @parent ---Menu 48--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 48 Main Bind + * @parent ---Menu 48--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 48 Actor Bind + * @parent ---Menu 48--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 49--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 49 Name + * @parent ---Menu 49--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 49 Symbol + * @parent ---Menu 49--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 49 Show + * @parent ---Menu 49--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 49 Enabled + * @parent ---Menu 49--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 49 Ext + * @parent ---Menu 49--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 49 Main Bind + * @parent ---Menu 49--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 49 Actor Bind + * @parent ---Menu 49--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 50--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 50 Name + * @parent ---Menu 50--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default TextManager.status + * + * @param Menu 50 Symbol + * @parent ---Menu 50--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default status + * + * @param Menu 50 Show + * @parent ---Menu 50--- + * @desc This is the eval condition for this menu command to appear. + * @default this.needsCommand('status') + * + * @param Menu 50 Enabled + * @parent ---Menu 50--- + * @desc Is this menu command enabled? This is an eval. + * @default this.areMainCommandsEnabled() + * + * @param Menu 50 Ext + * @parent ---Menu 50--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 50 Main Bind + * @parent ---Menu 50--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default this.commandPersonal.bind(this) + * + * @param Menu 50 Actor Bind + * @parent ---Menu 50--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default SceneManager.push(Scene_Status) + * + * @param ---Menu 51--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 51 Name + * @parent ---Menu 51--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 51 Symbol + * @parent ---Menu 51--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 51 Show + * @parent ---Menu 51--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 51 Enabled + * @parent ---Menu 51--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 51 Ext + * @parent ---Menu 51--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 51 Main Bind + * @parent ---Menu 51--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 51 Actor Bind + * @parent ---Menu 51--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 52--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 52 Name + * @parent ---Menu 52--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 52 Symbol + * @parent ---Menu 52--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 52 Show + * @parent ---Menu 52--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 52 Enabled + * @parent ---Menu 52--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 52 Ext + * @parent ---Menu 52--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 52 Main Bind + * @parent ---Menu 52--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 52 Actor Bind + * @parent ---Menu 52--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 53--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 53 Name + * @parent ---Menu 53--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 53 Symbol + * @parent ---Menu 53--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 53 Show + * @parent ---Menu 53--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 53 Enabled + * @parent ---Menu 53--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 53 Ext + * @parent ---Menu 53--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 53 Main Bind + * @parent ---Menu 53--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 53 Actor Bind + * @parent ---Menu 53--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 54--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 54 Name + * @parent ---Menu 54--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 54 Symbol + * @parent ---Menu 54--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 54 Show + * @parent ---Menu 54--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 54 Enabled + * @parent ---Menu 54--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 54 Ext + * @parent ---Menu 54--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 54 Main Bind + * @parent ---Menu 54--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 54 Actor Bind + * @parent ---Menu 54--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 55--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 55 Name + * @parent ---Menu 55--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default TextManager.formation + * + * @param Menu 55 Symbol + * @parent ---Menu 55--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default formation + * + * @param Menu 55 Show + * @parent ---Menu 55--- + * @desc This is the eval condition for this menu command to appear. + * @default this.needsCommand('formation') + * + * @param Menu 55 Enabled + * @parent ---Menu 55--- + * @desc Is this menu command enabled? This is an eval. + * @default this.isFormationEnabled() + * + * @param Menu 55 Ext + * @parent ---Menu 55--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 55 Main Bind + * @parent ---Menu 55--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default this.commandFormation.bind(this) + * + * @param Menu 55 Actor Bind + * @parent ---Menu 55--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 56--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 56 Name + * @parent ---Menu 56--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 56 Symbol + * @parent ---Menu 56--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 56 Show + * @parent ---Menu 56--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 56 Enabled + * @parent ---Menu 56--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 56 Ext + * @parent ---Menu 56--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 56 Main Bind + * @parent ---Menu 56--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 56 Actor Bind + * @parent ---Menu 56--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 57--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 57 Name + * @parent ---Menu 57--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 57 Symbol + * @parent ---Menu 57--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 57 Show + * @parent ---Menu 57--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 57 Enabled + * @parent ---Menu 57--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 57 Ext + * @parent ---Menu 57--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 57 Main Bind + * @parent ---Menu 57--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 57 Actor Bind + * @parent ---Menu 57--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 58--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 58 Name + * @parent ---Menu 58--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 58 Symbol + * @parent ---Menu 58--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 58 Show + * @parent ---Menu 58--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 58 Enabled + * @parent ---Menu 58--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 58 Ext + * @parent ---Menu 58--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 58 Main Bind + * @parent ---Menu 58--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 58 Actor Bind + * @parent ---Menu 58--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 59--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 59 Name + * @parent ---Menu 59--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 59 Symbol + * @parent ---Menu 59--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 59 Show + * @parent ---Menu 59--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 59 Enabled + * @parent ---Menu 59--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 59 Ext + * @parent ---Menu 59--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 59 Main Bind + * @parent ---Menu 59--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 59 Actor Bind + * @parent ---Menu 59--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 60--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 60 Name + * @parent ---Menu 60--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 60 Symbol + * @parent ---Menu 60--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 60 Show + * @parent ---Menu 60--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 60 Enabled + * @parent ---Menu 60--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 60 Ext + * @parent ---Menu 60--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 60 Main Bind + * @parent ---Menu 60--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 60 Actor Bind + * @parent ---Menu 60--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 61--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 61 Name + * @parent ---Menu 61--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 61 Symbol + * @parent ---Menu 61--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 61 Show + * @parent ---Menu 61--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 61 Enabled + * @parent ---Menu 61--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 61 Ext + * @parent ---Menu 61--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 61 Main Bind + * @parent ---Menu 61--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 61 Actor Bind + * @parent ---Menu 61--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 62--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 62 Name + * @parent ---Menu 62--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 62 Symbol + * @parent ---Menu 62--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 62 Show + * @parent ---Menu 62--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 62 Enabled + * @parent ---Menu 62--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 62 Ext + * @parent ---Menu 62--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 62 Main Bind + * @parent ---Menu 62--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 62 Actor Bind + * @parent ---Menu 62--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 63--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 63 Name + * @parent ---Menu 63--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 63 Symbol + * @parent ---Menu 63--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 63 Show + * @parent ---Menu 63--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 63 Enabled + * @parent ---Menu 63--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 63 Ext + * @parent ---Menu 63--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 63 Main Bind + * @parent ---Menu 63--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 63 Actor Bind + * @parent ---Menu 63--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 64--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 64 Name + * @parent ---Menu 64--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 64 Symbol + * @parent ---Menu 64--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 64 Show + * @parent ---Menu 64--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 64 Enabled + * @parent ---Menu 64--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 64 Ext + * @parent ---Menu 64--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 64 Main Bind + * @parent ---Menu 64--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 64 Actor Bind + * @parent ---Menu 64--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 65--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 65 Name + * @parent ---Menu 65--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 65 Symbol + * @parent ---Menu 65--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 65 Show + * @parent ---Menu 65--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 65 Enabled + * @parent ---Menu 65--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 65 Ext + * @parent ---Menu 65--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 65 Main Bind + * @parent ---Menu 65--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 65 Actor Bind + * @parent ---Menu 65--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 66--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 66 Name + * @parent ---Menu 66--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 66 Symbol + * @parent ---Menu 66--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 66 Show + * @parent ---Menu 66--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 66 Enabled + * @parent ---Menu 66--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 66 Ext + * @parent ---Menu 66--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 66 Main Bind + * @parent ---Menu 66--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 66 Actor Bind + * @parent ---Menu 66--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 67--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 67 Name + * @parent ---Menu 67--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 67 Symbol + * @parent ---Menu 67--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 67 Show + * @parent ---Menu 67--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 67 Enabled + * @parent ---Menu 67--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 67 Ext + * @parent ---Menu 67--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 67 Main Bind + * @parent ---Menu 67--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 67 Actor Bind + * @parent ---Menu 67--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 68--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 68 Name + * @parent ---Menu 68--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 68 Symbol + * @parent ---Menu 68--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 68 Show + * @parent ---Menu 68--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 68 Enabled + * @parent ---Menu 68--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 68 Ext + * @parent ---Menu 68--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 68 Main Bind + * @parent ---Menu 68--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 68 Actor Bind + * @parent ---Menu 68--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 69--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 69 Name + * @parent ---Menu 69--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 69 Symbol + * @parent ---Menu 69--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 69 Show + * @parent ---Menu 69--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 69 Enabled + * @parent ---Menu 69--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 69 Ext + * @parent ---Menu 69--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 69 Main Bind + * @parent ---Menu 69--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 69 Actor Bind + * @parent ---Menu 69--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 70--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 70 Name + * @parent ---Menu 70--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 70 Symbol + * @parent ---Menu 70--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 70 Show + * @parent ---Menu 70--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 70 Enabled + * @parent ---Menu 70--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 70 Ext + * @parent ---Menu 70--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 70 Main Bind + * @parent ---Menu 70--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 70 Actor Bind + * @parent ---Menu 70--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 71--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 71 Name + * @parent ---Menu 71--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 71 Symbol + * @parent ---Menu 71--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 71 Show + * @parent ---Menu 71--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 71 Enabled + * @parent ---Menu 71--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 71 Ext + * @parent ---Menu 71--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 71 Main Bind + * @parent ---Menu 71--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 71 Actor Bind + * @parent ---Menu 71--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 72--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 72 Name + * @parent ---Menu 72--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 72 Symbol + * @parent ---Menu 72--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 72 Show + * @parent ---Menu 72--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 72 Enabled + * @parent ---Menu 72--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 72 Ext + * @parent ---Menu 72--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 72 Main Bind + * @parent ---Menu 72--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 72 Actor Bind + * @parent ---Menu 72--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 73--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 73 Name + * @parent ---Menu 73--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 73 Symbol + * @parent ---Menu 73--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 73 Show + * @parent ---Menu 73--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 73 Enabled + * @parent ---Menu 73--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 73 Ext + * @parent ---Menu 73--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 73 Main Bind + * @parent ---Menu 73--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 73 Actor Bind + * @parent ---Menu 73--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 74--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 74 Name + * @parent ---Menu 74--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 74 Symbol + * @parent ---Menu 74--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 74 Show + * @parent ---Menu 74--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 74 Enabled + * @parent ---Menu 74--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 74 Ext + * @parent ---Menu 74--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 74 Main Bind + * @parent ---Menu 74--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 74 Actor Bind + * @parent ---Menu 74--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 75--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 75 Name + * @parent ---Menu 75--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 75 Symbol + * @parent ---Menu 75--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 75 Show + * @parent ---Menu 75--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 75 Enabled + * @parent ---Menu 75--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 75 Ext + * @parent ---Menu 75--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 75 Main Bind + * @parent ---Menu 75--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 75 Actor Bind + * @parent ---Menu 75--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 76--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 76 Name + * @parent ---Menu 76--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 76 Symbol + * @parent ---Menu 76--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 76 Show + * @parent ---Menu 76--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 76 Enabled + * @parent ---Menu 76--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 76 Ext + * @parent ---Menu 76--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 76 Main Bind + * @parent ---Menu 76--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 76 Actor Bind + * @parent ---Menu 76--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 77--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 77 Name + * @parent ---Menu 77--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 77 Symbol + * @parent ---Menu 77--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 77 Show + * @parent ---Menu 77--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 77 Enabled + * @parent ---Menu 77--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 77 Ext + * @parent ---Menu 77--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 77 Main Bind + * @parent ---Menu 77--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 77 Actor Bind + * @parent ---Menu 77--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 78--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 78 Name + * @parent ---Menu 78--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 78 Symbol + * @parent ---Menu 78--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 78 Show + * @parent ---Menu 78--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 78 Enabled + * @parent ---Menu 78--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 78 Ext + * @parent ---Menu 78--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 78 Main Bind + * @parent ---Menu 78--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 78 Actor Bind + * @parent ---Menu 78--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 79--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 79 Name + * @parent ---Menu 79--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 79 Symbol + * @parent ---Menu 79--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 79 Show + * @parent ---Menu 79--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 79 Enabled + * @parent ---Menu 79--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 79 Ext + * @parent ---Menu 79--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 79 Main Bind + * @parent ---Menu 79--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 79 Actor Bind + * @parent ---Menu 79--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 80--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 80 Name + * @parent ---Menu 80--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 80 Symbol + * @parent ---Menu 80--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 80 Show + * @parent ---Menu 80--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 80 Enabled + * @parent ---Menu 80--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 80 Ext + * @parent ---Menu 80--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 80 Main Bind + * @parent ---Menu 80--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 80 Actor Bind + * @parent ---Menu 80--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 81--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 81 Name + * @parent ---Menu 81--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default 'Common Event 1' + * + * @param Menu 81 Symbol + * @parent ---Menu 81--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default common event + * + * @param Menu 81 Show + * @parent ---Menu 81--- + * @desc This is the eval condition for this menu command to appear. + * @default false + * + * @param Menu 81 Enabled + * @parent ---Menu 81--- + * @desc Is this menu command enabled? This is an eval. + * @default true + * + * @param Menu 81 Ext + * @parent ---Menu 81--- + * @desc This is the menu command's extension. This is an eval. + * @default 1 + * + * @param Menu 81 Main Bind + * @parent ---Menu 81--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default this.callCommonEvent.bind(this) + * + * @param Menu 81 Actor Bind + * @parent ---Menu 81--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 82--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 82 Name + * @parent ---Menu 82--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default 'Common Event 2' + * + * @param Menu 82 Symbol + * @parent ---Menu 82--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default common event + * + * @param Menu 82 Show + * @parent ---Menu 82--- + * @desc This is the eval condition for this menu command to appear. + * @default false + * + * @param Menu 82 Enabled + * @parent ---Menu 82--- + * @desc Is this menu command enabled? This is an eval. + * @default true + * + * @param Menu 82 Ext + * @parent ---Menu 82--- + * @desc This is the menu command's extension. This is an eval. + * @default 2 + * + * @param Menu 82 Main Bind + * @parent ---Menu 82--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default this.callCommonEvent.bind(this) + * + * @param Menu 82 Actor Bind + * @parent ---Menu 82--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 83--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 83 Name + * @parent ---Menu 83--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default 'Common Event 3' + * + * @param Menu 83 Symbol + * @parent ---Menu 83--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default common event + * + * @param Menu 83 Show + * @parent ---Menu 83--- + * @desc This is the eval condition for this menu command to appear. + * @default false + * + * @param Menu 83 Enabled + * @parent ---Menu 83--- + * @desc Is this menu command enabled? This is an eval. + * @default true + * + * @param Menu 83 Ext + * @parent ---Menu 83--- + * @desc This is the menu command's extension. This is an eval. + * @default 3 + * + * @param Menu 83 Main Bind + * @parent ---Menu 83--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default this.callCommonEvent.bind(this) + * + * @param Menu 83 Actor Bind + * @parent ---Menu 83--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 84--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 84 Name + * @parent ---Menu 84--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 84 Symbol + * @parent ---Menu 84--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 84 Show + * @parent ---Menu 84--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 84 Enabled + * @parent ---Menu 84--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 84 Ext + * @parent ---Menu 84--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 84 Main Bind + * @parent ---Menu 84--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 84 Actor Bind + * @parent ---Menu 84--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 85--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 85 Name + * @parent ---Menu 85--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 85 Symbol + * @parent ---Menu 85--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 85 Show + * @parent ---Menu 85--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 85 Enabled + * @parent ---Menu 85--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 85 Ext + * @parent ---Menu 85--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 85 Main Bind + * @parent ---Menu 85--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 85 Actor Bind + * @parent ---Menu 85--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 86--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 86 Name + * @parent ---Menu 86--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 86 Symbol + * @parent ---Menu 86--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 86 Show + * @parent ---Menu 86--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 86 Enabled + * @parent ---Menu 86--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 86 Ext + * @parent ---Menu 86--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 86 Main Bind + * @parent ---Menu 86--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 86 Actor Bind + * @parent ---Menu 86--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 87--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 87 Name + * @parent ---Menu 87--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 87 Symbol + * @parent ---Menu 87--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 87 Show + * @parent ---Menu 87--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 87 Enabled + * @parent ---Menu 87--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 87 Ext + * @parent ---Menu 87--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 87 Main Bind + * @parent ---Menu 87--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 87 Actor Bind + * @parent ---Menu 87--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 88--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 88 Name + * @parent ---Menu 88--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 88 Symbol + * @parent ---Menu 88--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 88 Show + * @parent ---Menu 88--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 88 Enabled + * @parent ---Menu 88--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 88 Ext + * @parent ---Menu 88--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 88 Main Bind + * @parent ---Menu 88--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 88 Actor Bind + * @parent ---Menu 88--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 89--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 89 Name + * @parent ---Menu 89--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 89 Symbol + * @parent ---Menu 89--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 89 Show + * @parent ---Menu 89--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 89 Enabled + * @parent ---Menu 89--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 89 Ext + * @parent ---Menu 89--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 89 Main Bind + * @parent ---Menu 89--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 89 Actor Bind + * @parent ---Menu 89--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 90--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 90 Name + * @parent ---Menu 90--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default TextManager.options + * + * @param Menu 90 Symbol + * @parent ---Menu 90--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default options + * + * @param Menu 90 Show + * @parent ---Menu 90--- + * @desc This is the eval condition for this menu command to appear. + * @default this.needsCommand('options') + * + * @param Menu 90 Enabled + * @parent ---Menu 90--- + * @desc Is this menu command enabled? This is an eval. + * @default this.isOptionsEnabled() + * + * @param Menu 90 Ext + * @parent ---Menu 90--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 90 Main Bind + * @parent ---Menu 90--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default this.commandOptions.bind(this) + * + * @param Menu 90 Actor Bind + * @parent ---Menu 90--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 91--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 91 Name + * @parent ---Menu 91--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 91 Symbol + * @parent ---Menu 91--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 91 Show + * @parent ---Menu 91--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 91 Enabled + * @parent ---Menu 91--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 91 Ext + * @parent ---Menu 91--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 91 Main Bind + * @parent ---Menu 91--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 91 Actor Bind + * @parent ---Menu 91--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 92--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 92 Name + * @parent ---Menu 92--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 92 Symbol + * @parent ---Menu 92--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 92 Show + * @parent ---Menu 92--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 92 Enabled + * @parent ---Menu 92--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 92 Ext + * @parent ---Menu 92--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 92 Main Bind + * @parent ---Menu 92--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 92 Actor Bind + * @parent ---Menu 92--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 93--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 93 Name + * @parent ---Menu 93--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 93 Symbol + * @parent ---Menu 93--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 93 Show + * @parent ---Menu 93--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 93 Enabled + * @parent ---Menu 93--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 93 Ext + * @parent ---Menu 93--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 93 Main Bind + * @parent ---Menu 93--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 93 Actor Bind + * @parent ---Menu 93--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 94--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 94 Name + * @parent ---Menu 94--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 94 Symbol + * @parent ---Menu 94--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 94 Show + * @parent ---Menu 94--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 94 Enabled + * @parent ---Menu 94--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 94 Ext + * @parent ---Menu 94--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 94 Main Bind + * @parent ---Menu 94--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 94 Actor Bind + * @parent ---Menu 94--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 95--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 95 Name + * @parent ---Menu 95--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default TextManager.save + * + * @param Menu 95 Symbol + * @parent ---Menu 95--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default save + * + * @param Menu 95 Show + * @parent ---Menu 95--- + * @desc This is the eval condition for this menu command to appear. + * @default this.needsCommand('save') + * + * @param Menu 95 Enabled + * @parent ---Menu 95--- + * @desc Is this menu command enabled? This is an eval. + * @default this.isSaveEnabled() + * + * @param Menu 95 Ext + * @parent ---Menu 95--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 95 Main Bind + * @parent ---Menu 95--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default this.commandSave.bind(this) + * + * @param Menu 95 Actor Bind + * @parent ---Menu 95--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 96--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 96 Name + * @parent ---Menu 96--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 96 Symbol + * @parent ---Menu 96--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 96 Show + * @parent ---Menu 96--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 96 Enabled + * @parent ---Menu 96--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 96 Ext + * @parent ---Menu 96--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 96 Main Bind + * @parent ---Menu 96--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 96 Actor Bind + * @parent ---Menu 96--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 97--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 97 Name + * @parent ---Menu 97--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 97 Symbol + * @parent ---Menu 97--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 97 Show + * @parent ---Menu 97--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 97 Enabled + * @parent ---Menu 97--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 97 Ext + * @parent ---Menu 97--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 97 Main Bind + * @parent ---Menu 97--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 97 Actor Bind + * @parent ---Menu 97--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 98--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 98 Name + * @parent ---Menu 98--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default + * + * @param Menu 98 Symbol + * @parent ---Menu 98--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default + * + * @param Menu 98 Show + * @parent ---Menu 98--- + * @desc This is the eval condition for this menu command to appear. + * @default + * + * @param Menu 98 Enabled + * @parent ---Menu 98--- + * @desc Is this menu command enabled? This is an eval. + * @default + * + * @param Menu 98 Ext + * @parent ---Menu 98--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 98 Main Bind + * @parent ---Menu 98--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default + * + * @param Menu 98 Actor Bind + * @parent ---Menu 98--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 99--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 99 Name + * @parent ---Menu 99--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default 'Debug' + * + * @param Menu 99 Symbol + * @parent ---Menu 99--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default debug + * + * @param Menu 99 Show + * @parent ---Menu 99--- + * @desc This is the eval condition for this menu command to appear. + * @default $gameTemp.isPlaytest() + * + * @param Menu 99 Enabled + * @parent ---Menu 99--- + * @desc Is this menu command enabled? This is an eval. + * @default true + * + * @param Menu 99 Ext + * @parent ---Menu 99--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 99 Main Bind + * @parent ---Menu 99--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default this.commandDebug.bind(this) + * + * @param Menu 99 Actor Bind + * @parent ---Menu 99--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @param ---Menu 100--- + * @parent ---Menu Items--- + * @default + * + * @param Menu 100 Name + * @parent ---Menu 100--- + * @desc This is the name for the menu command. This is an eval. To + * make it a string, use 'quotes' around the name. + * @default TextManager.gameEnd + * + * @param Menu 100 Symbol + * @parent ---Menu 100--- + * @desc This is the symbol for the menu command. This needs to be + * unique per menu command. + * @default gameEnd + * + * @param Menu 100 Show + * @parent ---Menu 100--- + * @desc This is the eval condition for this menu command to appear. + * @default true + * + * @param Menu 100 Enabled + * @parent ---Menu 100--- + * @desc Is this menu command enabled? This is an eval. + * @default this.isGameEndEnabled() + * + * @param Menu 100 Ext + * @parent ---Menu 100--- + * @desc This is the menu command's extension. This is an eval. + * @default + * + * @param Menu 100 Main Bind + * @parent ---Menu 100--- + * @desc This is the function activated by this menu command. + * This is an eval. + * @default this.commandGameEnd.bind(this) + * + * @param Menu 100 Actor Bind + * @parent ---Menu 100--- + * @desc If the menu command leads to selecting an actor, this is + * the function activated after selecting an actor. + * @default + * + * @help + * ============================================================================ + * Introduction + * ============================================================================ + * + * For those who wish to alter the various aspects of the main menu commands + * without needing to touch the source code can use this plugin to do so. + * Although this plugin mostly ports the menu creation process to the Plugin + * Manager parameters, it allows for a cleaner way to handle the menu command + * management process. + * + * ============================================================================ + * How to Use This Plugin + * ============================================================================ + * + * Each section in the parameters is divided up into various parts. Each of + * these parts play a role in how the menu command functions. Here's what each + * part does: + * + * Name + * - This is how the command will appear visually in the main menu. This is an + * eval, which means, it's code driven. If you want the command to appear just + * as it is, use 'quotes' around it. + * + * Symbol + * - This is the identifier for the command. Each command should have a unique + * symbol, so much as to not cause conflicts with each command. However, shared + * symbols are perfectly fine as long as you're fine with them performing the + * same function when selected. + * + * Show + * - This is an eval condition for whether or not the command shows up in the + * main menu. If you wish for this to always show up, simply use 'true' without + * the quotes. + * + * Enabled + * - This is an eval condition for whether or not the command is enabled. The + * difference between showing a command and enabling a command is that a + * command can show, but it can't be selected because it isn't enabled. If you + * wish for this command to always be enabled, use 'true' without the quotes. + * + * Ext + * - Stands for extension. This serves as a secondary symbol for the command + * and it can be used for pretty much anything. It has no direct impact on the + * command unless the command's objective is related to the extension value. + * The majority of commands do not need to make use of the Ext value. + * + * Main Bind + * - This is an eval function that is to be ran when this command is selected + * straight from the main menu. The function that is to be bound to this + * command needs to be accessible from Scene_Menu is some way or another. For + * commands that are meant to select an actor first, use + * 'this.commandItem.bind(this)' without the quotes. + * + * Actor Bind + * - This is an eval function that is to be ran when an actor is selected after + * choosing this command, usually to push a scene. This function isn't needed + * for any menu commands that don't require selecting an actor. + * + * ============================================================================ + * Examples + * ============================================================================ + * + * The following are some examples to help you add/alter/change the way + * commands appear for your main menu. + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * Name: TextManager.item + * Symbol: item + * Show: this.needsCommand('item') + * Enabled: this.areMainCommandsEnabled() + * Ext: + * Main Bind: this.commandItem.bind(this) + * Actor Bind: + * + * The item command is made using the above example. 'TextManager.item' is how + * the command name will appear. It draws the name information from the + * database Text Manager entry for 'Item' and uses whatever you put into the + * database in here. The symbol 'item' is used to make the item command's + * unique identifier. In order for the command to show, it will run a + * 'needsCommand' function to check if it will appear. This 'needsCommand' + * function is related to your database on whether or not you want the item to + * appear there. In order for this command to be enabled, it will check for + * whether or not the main commands are enabled, which is related to whether or + * not there are actors in the current party. And finally, the line of code + * 'this.commandItem.bind(this)' is the command that will run once the item + * entry is selected. + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * Name: TextManager.skill + * Symbol: skill + * Show: this.needsCommand('skill') + * Enabled: this.areMainCommandsEnabled() + * Ext: + * Main Bind: this.commandPersonal.bind(this) + * Actor Bind: SceneManager.push(Scene_Skill) + * + * The skill command is made using the above example. 'TextManager.skill' is + * how the command name will appear. It draws the name information from the + * database Text Manager entry for 'Skill' and uses whatever you put into the + * database in here. The symbol 'skill' is used to make the skill command's + * unique identifier. In order for the command to show, it will run a line code + * 'needsCommand' function to check if it will appear. This 'needsCommand' + * function is related to your database on whether or not you want the skill + * option to appear there. In order for this command to be enabled, it will + * check for whether or not the main commands are enabled, which is related to + * whether or not there are actors in the current party. This time, the main + * bind command is to send the player to the actor selection process using + * 'this.commandPersonal.bind(this)' instead. Once the player selects an actor, + * 'SceneManager.push(Scene_Skill)' is then ran to send the player to + * Scene_Skill to manage the actor's skills. + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * Name: 'Common Event 1' + * Symbol: common event + * Show: false + * Enabled: true + * Ext: 1 + * Main Bind: this.callCommonEvent.bind(this) + * Actor Bind: + * + * This is a customized command that is included by default with the plugin. + * This command's name is 'Common Event 1', but it can be changed to whatever + * you want by simply changing what's in between the 'quotes' in the parameter + * settings. The symbol is the identifier for all common events. However, by + * default, this common event item does not show in the main menu. If you want + * it to appear, set the Show option to 'true' without the quotes and it will + * appear. Because the Enabled option is 'true', the command can always be + * selected by the player. The Ext actually has a role with this command. The + * Ext determines which common event is to be played. In this example, the Ext + * value is 1, which means common event 1 will be ran when this command is + * selected. Should the Ext value equal to 25, it will be common event 25 that + * will run once this command is selected. The reason is because the Main Bind + * for this command option is 'this.callCommonEvent.bind(this)', which is a + * function included in this plugin to allow for common events to be ran. + * + * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * + * ============================================================================ + * Changelog + * ============================================================================ + * + * Version 1.03: + * - Updated for RPG Maker MV version 1.5.0. + * + * Version 1.02: + * - The gold window will now match the command window's width. + * + * Version 1.01: + * - Added 'Hide Actor Window', 'Hide Gold Window', 'Blurry Background' + * parameters for the plugin settings. + * + * Version 1.00: + * - Finished plugin! + */ +//============================================================================= + +//============================================================================= +// Parameter Variables +//============================================================================= + +Yanfly.Parameters = PluginManager.parameters('YEP_MainMenuManager'); +Yanfly.Param = Yanfly.Param || {}; + +Yanfly.Param.MMMCmdAlign = String(Yanfly.Parameters['Command Alignment']); +Yanfly.Param.MMMCmdPosition = String(Yanfly.Parameters['Command Position']); +Yanfly.Param.MMMCmdCols = String(Yanfly.Parameters['Command Columns']); +Yanfly.Param.MMMCmdRows = String(Yanfly.Parameters['Command Rows']); +Yanfly.Param.MMMCmdWidth = String(Yanfly.Parameters['Command Width']); +Yanfly.Param.MMMHideActorWin = String(Yanfly.Parameters['Hide Actor Window']); +Yanfly.Param.MMMHideGoldWin = String(Yanfly.Parameters['Hide Gold Window']); +Yanfly.Param.MMMBlurryBG = String(Yanfly.Parameters['Blurry Background']); +Yanfly.MMM.Name = {}; +Yanfly.MMM.Symbol = {}; +Yanfly.MMM.Show = {}; +Yanfly.MMM.Enabled = {}; +Yanfly.MMM.Ext = {}; +Yanfly.MMM.MainBind = {}; +Yanfly.MMM.ActorBind = {}; +for (Yanfly.i = 1; Yanfly.i <= 100; ++Yanfly.i) { + Yanfly.line = "String(Yanfly.Parameters['Menu " + Yanfly.i + " Name'])"; + Yanfly.MMM.Name[Yanfly.i] = eval(Yanfly.line); + Yanfly.line = "String(Yanfly.Parameters['Menu " + Yanfly.i + " Symbol'])"; + Yanfly.MMM.Symbol[Yanfly.i] = eval(Yanfly.line); + Yanfly.line = "String(Yanfly.Parameters['Menu " + Yanfly.i + " Show'])"; + Yanfly.MMM.Show[Yanfly.i] = eval(Yanfly.line); + Yanfly.line = "String(Yanfly.Parameters['Menu " + Yanfly.i + " Enabled'])"; + Yanfly.MMM.Enabled[Yanfly.i] = eval(Yanfly.line); + Yanfly.line = "String(Yanfly.Parameters['Menu " + Yanfly.i + " Ext'])"; + Yanfly.MMM.Ext[Yanfly.i] = eval(Yanfly.line); + Yanfly.line = "String(Yanfly.Parameters['Menu " + Yanfly.i + " Main Bind'])"; + Yanfly.MMM.MainBind[Yanfly.i] = eval(Yanfly.line); + Yanfly.line = "String(Yanfly.Parameters['Menu " + Yanfly.i + " Actor Bind'])"; + Yanfly.MMM.ActorBind[Yanfly.i] = eval(Yanfly.line); +}; + +//============================================================================= +// SceneManager +//============================================================================= + +Yanfly.MMM.SceneManager_snapForBackground = SceneManager.snapForBackground; +SceneManager.snapForBackground = function() { + if (eval(Yanfly.Param.MMMBlurryBG)) { + Yanfly.MMM.SceneManager_snapForBackground.call(this); + } else { + this._backgroundBitmap = this.snap(); + } +}; + +//============================================================================= +// Window_MenuCommand +//============================================================================= + +Window_MenuCommand.prototype.makeCommandList = function() { + for (var i = 1; i <= 100; ++i) { + this.createCommand(i); + } +}; + +Window_MenuCommand.prototype.addMainCommands = function() { +}; + +Window_MenuCommand.prototype.addFormationCommand = function() { +}; + +Window_MenuCommand.prototype.addOriginalCommands = function() { +}; + +Window_MenuCommand.prototype.addOptionsCommand = function() { +}; + +Window_MenuCommand.prototype.addSaveCommand = function() { +}; + +Window_MenuCommand.prototype.addGameEndCommand = function() { +}; + +Window_MenuCommand.prototype.createCommand = function(i) { + var show = Yanfly.MMM.Show[i]; + if (show === '') return; + if (!eval(show)) return; + var name = Yanfly.MMM.Name[i]; + if (name === '') return; + name = eval(name); + var symbol = Yanfly.MMM.Symbol[i]; + if (symbol === '') return; + var enabled = eval(Yanfly.MMM.Enabled[i]); + if (enabled === '') enabled = true; + var ext = eval(Yanfly.MMM.Ext[i]); + this.addCommand(name, symbol, enabled, ext); + this.addSymbolBridge(symbol); +}; + +Window_MenuCommand.prototype.addSymbolBridge = function(symbol) { + if (symbol === 'item') this.addMainCommands(); + if (symbol === 'formation') this.addFormationCommand(); + if (symbol === 'formation') this.addOriginalCommands(); + if (symbol === 'options') this.addOptionsCommand(); + if (symbol === 'save') this.addSaveCommand(); + if (symbol === 'gameEnd') this.addGameEndCommand(); +}; + +Window_MenuCommand.prototype.itemTextAlign = function() { + return Yanfly.Param.MMMCmdAlign; +}; + +Window_MenuCommand.prototype.windowWidth = function() { + return eval(Yanfly.Param.MMMCmdWidth); +}; + +Window_MenuCommand.prototype.maxCols = function() { + return eval(Yanfly.Param.MMMCmdCols); +}; + +Window_MenuCommand.prototype.numVisibleRows = function() { + return eval(Yanfly.Param.MMMCmdRows); +}; + +//============================================================================= +// Window_MenuStatus +//============================================================================= + +Yanfly.MMM.Window_MenuStatus_initialize = + Window_MenuStatus.prototype.initialize; +Window_MenuStatus.prototype.initialize = function(wx, wy) { + this._initX = wx; + Yanfly.MMM.Window_MenuStatus_initialize.call(this, wx, wy); +}; + +Window_MenuStatus.prototype.windowWidth = function() { + return Graphics.boxWidth - this._initX; +}; + +//============================================================================= +// Scene_Menu +//============================================================================= + +Yanfly.MMM.Scene_Menu_create = Scene_Menu.prototype.create; +Scene_Menu.prototype.create = function() { + Yanfly.MMM.Scene_Menu_create.call(this); + this.repositionWindows(); +}; + +Scene_Menu.prototype.createCommandWindow = function() { + this._commandWindow = new Window_MenuCommand(0, 0); + this.createCommandWindowBinds(); + this._commandWindow.setHandler('cancel', this.popScene.bind(this)); + this.addWindow(this._commandWindow); +}; + +Yanfly.MMM.Scene_Menu_createGoldWindow = + Scene_Menu.prototype.createGoldWindow; +Scene_Menu.prototype.createGoldWindow = function() { + Yanfly.MMM.Scene_Menu_createGoldWindow.call(this); + if (eval(Yanfly.Param.MMMHideGoldWin)) this._goldWindow.hide(); +}; + +Yanfly.MMM.Scene_Menu_createStatusWindow = + Scene_Menu.prototype.createStatusWindow; +Scene_Menu.prototype.createStatusWindow = function() { + Yanfly.MMM.Scene_Menu_createStatusWindow.call(this); + if (eval(Yanfly.Param.MMMHideActorWin)) this._statusWindow.hide(); +}; + +Scene_Menu.prototype.createCommandWindowBinds = function() { + this._actorBinds = {}; + for (var i = 1; i <= 100; ++i) { + var symbol = Yanfly.MMM.Symbol[i]; + if (symbol === '') continue; + var bind = Yanfly.MMM.MainBind[i]; + if (bind === '') continue; + eval("this._commandWindow.setHandler('" + symbol + "', " + bind + ")"); + var actorBind = Yanfly.MMM.ActorBind[i]; + if (actorBind === '') continue; + this._actorBinds[symbol] = actorBind; + } +}; + +Scene_Menu.prototype.resizeGoldWindow = function() { + this._goldWindow.width = this._commandWindow.width; + this._goldWindow.createContents(); + this._goldWindow.refresh(); +}; + +Scene_Menu.prototype.repositionWindows = function() { + this.resizeGoldWindow(); + if (Yanfly.Param.MMMCmdPosition === 'right') { + this._commandWindow.x = Graphics.boxWidth - this._commandWindow.width; + this._goldWindow.x = Graphics.boxWidth - this._goldWindow.width; + this._statusWindow.x = 0; + } else if (Yanfly.Param.MMMCmdPosition === 'left') { + this._commandWindow.x = 0; + this._goldWindow.x = 0; + this._statusWindow.x = this._commandWindow.width; + } +}; + +Yanfly.MMM.Scene_Menu_commandPersonal = Scene_Menu.prototype.commandPersonal; +Scene_Menu.prototype.commandPersonal = function() { + Yanfly.MMM.Scene_Menu_commandPersonal.call(this); + this._statusWindow.show(); +}; + +Scene_Menu.prototype.onPersonalOk = function() { + var symbol = this._commandWindow.currentSymbol(); + var actorBind = this._actorBinds[symbol]; + if (!actorBind) return; + eval(actorBind); +}; + +Yanfly.MMM.Scene_Menu_onPersonalCancel = Scene_Menu.prototype.onPersonalCancel; +Scene_Menu.prototype.onPersonalCancel = function() { + Yanfly.MMM.Scene_Menu_onPersonalCancel.call(this); + if (eval(Yanfly.Param.MMMHideActorWin)) this._statusWindow.hide(); +}; + +Scene_Menu.prototype.callCommonEvent = function() { + var ext = this._commandWindow.currentExt(); + $gameTemp.reserveCommonEvent(parseInt(ext)); + this.popScene(); +}; + +Scene_Menu.prototype.commandDebug = function() { + SceneManager.push(Scene_Debug); +}; + +//============================================================================= +// End of File +//============================================================================= diff --git a/js/plugins/YEP_MapGoldWindow.js b/js/plugins/YEP_MapGoldWindow.js new file mode 100644 index 0000000..7260812 --- /dev/null +++ b/js/plugins/YEP_MapGoldWindow.js @@ -0,0 +1,280 @@ +//============================================================================= +// Yanfly Engine Plugins - Map Gold Window +// YEP_MapGoldWindow.js +//============================================================================= + +var Imported = Imported || {}; +Imported.YEP_MapGoldWindow = true; + +var Yanfly = Yanfly || {}; +Yanfly.MGW = Yanfly.MGW || {}; +Yanfly.MGW.version = 1.02 + +//============================================================================= + /*: + * @plugindesc v1.02 Allows you to display the gold window on your map. + * @author Yanfly Engine Plugins + * + * @param Automatic Open + * @type boolean + * @on YES + * @off NO + * @desc Automatically open the map window by default? + * NO - false YES - true + * @default true + * + * @param Default Position + * @type number + * @min 1 + * @max 9 + * @desc The default position of the gold window. + * Refer to the numbers on the NumPad for screen position. + * @default 9 + * + * @param Opacity + * @type number + * @min 0 + * @max 255 + * @desc The opacity value used for the gold window. + * Default: 255 + * @default 255 + * + * @help + * ============================================================================ + * Introduction + * ============================================================================ + * + * Ever wanted to display the gold window and leave it on the map screen for a + * bit? This plugin will allow you to do that with just a few plugin commands. + * + * ============================================================================ + * Plugin Commands + * ============================================================================ + * + * Use the following plugin commands to control the gold window. + * + * Plugin Command: + * + * OpenMapGoldWindow + * Opens the map gold window. + * + * CloseMapGoldWindow + * Closes the map gold window. + * + * MapGoldWindowPosition x + * Changes the screen position of the map gold window to x. Refer to the + * NumPad for the screen position like below: + * + * 7 8 9 + * 4 5 6 + * 1 2 3 + * + * If you set the value to 0, it will maintain its current position but will + * automatically move itself to a different location if it intrudes on the + * message window. + * + * ============================================================================ + * Changelog + * ============================================================================ + * + * Version 1.02: + * - Updated for RPG Maker MV version 1.5.0. + * + * Version 1.01: + * - Fixed a bug where a finished message in battle would open up the gold + * window if it is set to automatically open. + * + * Version 1.00: + * - Finished Plugin! + */ +//============================================================================= + +//============================================================================= +// Parameter Variables +//============================================================================= + +Yanfly.Parameters = PluginManager.parameters('YEP_MapGoldWindow'); +Yanfly.Param = Yanfly.Param || {}; + +Yanfly.Param.MGWAutomatic = eval(String(Yanfly.Parameters['Automatic Open'])); +Yanfly.Param.MGWPosition = Number(Yanfly.Parameters['Default Position']); +Yanfly.Param.MGWOpacity = Number(Yanfly.Parameters['Opacity']); + +//============================================================================= +// Game_System +//============================================================================= + +Yanfly.MGW.Game_System_initialize = Game_System.prototype.initialize; +Game_System.prototype.initialize = function() { + Yanfly.MGW.Game_System_initialize.call(this); + this.initMapGoldWindow(); +}; + +Game_System.prototype.initMapGoldWindow = function() { + this._mapGoldWindowAutoOpen = Yanfly.Param.MGWAutomatic; + this._mapGoldWindowPosition = Yanfly.Param.MGWPosition; +}; + +Game_System.prototype.setMapGoldWindowAutoOpen = function(value) { + this._mapGoldWindowAutoOpen = value; +}; + +Game_System.prototype.isMapGoldWindowAutoOpen = function() { + if (this._mapGoldWindowAutoOpen === undefined) this.initMapGoldWindow(); + return this._mapGoldWindowAutoOpen; +}; + +Game_System.prototype.setMapGoldWindowPosition = function(value) { + this._mapGoldWindowPosition = parseInt(value); +}; + +Game_System.prototype.getMapGoldWindowPosition = function() { + if (this._mapGoldWindowPosition === undefined) this.initMapGoldWindow(); + return this._mapGoldWindowPosition; +}; + +//============================================================================= +// Game_Interpreter +//============================================================================= + +Yanfly.MGW.Game_Interpreter_pluginCommand = + Game_Interpreter.prototype.pluginCommand; +Game_Interpreter.prototype.pluginCommand = function(command, args) { + Yanfly.MGW.Game_Interpreter_pluginCommand.call(this, command, args) + if (command === 'OpenMapGoldWindow') { + $gameSystem.setMapGoldWindowAutoOpen(true); + } + if (command === 'CloseMapGoldWindow') { + $gameSystem.setMapGoldWindowAutoOpen(false); + } + if (command === 'MapGoldWindowPosition') { + $gameSystem.setMapGoldWindowPosition(args[0]); + } +}; + +//============================================================================= +// Scene_Map +//============================================================================= + +Yanfly.MGW.Scene_Map_update = Scene_Map.prototype.update; +Scene_Map.prototype.update = function() { + Yanfly.MGW.Scene_Map_update.call(this); + this.updateGoldWindow(); +}; + +Scene_Map.prototype.updateGoldWindow = function() { + if (!this._messageWindow) return; + if (!this._messageWindow._goldWindow) return; + this.updateGoldWindowOpenness(); + this.updateGoldWindowPosition(); + this.updateGoldWindowOpacity(); +}; + +Scene_Map.prototype.updateGoldWindowOpenness = function() { + var win = this._messageWindow._goldWindow; + if (SceneManager.isSceneChanging() && !win.isClosing()) { + win.openness = 0; + } else if (this.checkOpenMapGoldWindow()) { + if (win.isOpening() || win.isOpen()) { + this.updateGoldRefresh(); + } else { + win.open(); + } + } else { + win.close(); + } +}; + +Scene_Map.prototype.checkOpenMapGoldWindow = function() { + if ($gameSystem.isMapGoldWindowAutoOpen()) return true; + if (this._messageWindow._goldWindowOpened) return true; + return false; +}; + +Scene_Map.prototype.updateGoldRefresh = function() { + if (this._goldWindowValue === $gameParty.gold()) return; + this._goldWindowValue = $gameParty.gold(); + this._messageWindow._goldWindow.refresh(); +}; + +Scene_Map.prototype.updateGoldWindowPosition = function() { + var win = this._messageWindow._goldWindow; + var pos = $gameSystem.getMapGoldWindowPosition(); + switch (pos) { + case 1: + win.x = 0; + win.y = Graphics.boxHeight - win.height; + break; + case 2: + win.x = (Graphics.boxWidth - win.width) / 2; + win.y = Graphics.boxHeight - win.height; + break; + case 3: + win.x = Graphics.boxWidth - win.width; + win.y = Graphics.boxHeight - win.height; + break; + case 4: + win.x = 0; + win.y = (Graphics.boxHeight - win.height) / 2; + break; + case 5: + win.x = (Graphics.boxWidth - win.width) / 2; + win.y = (Graphics.boxHeight - win.height) / 2; + break; + case 6: + win.x = Graphics.boxWidth - win.width; + win.y = (Graphics.boxHeight - win.height) / 2; + break; + case 7: + win.x = 0; + win.y = 0; + break; + case 8: + win.x = (Graphics.boxWidth - win.width) / 2; + win.y = 0; + break; + case 9: + win.x = Graphics.boxWidth - win.width; + win.y = 0; + break; + } +}; + +Scene_Map.prototype.updateGoldWindowOpacity = function() { + this._messageWindow._goldWindow.opacity = Yanfly.Param.MGWOpacity; +}; + +//============================================================================= +// Window_Message +//============================================================================= + +Yanfly.MGW.Window_Message_processNewPage = + Window_Message.prototype.processNewPage; +Window_Message.prototype.processNewPage = function(textState) { + Yanfly.MGW.Window_Message_processNewPage.call(this, textState); + this._goldWindowOpened = false; +}; + +Yanfly.MGW.Window_Message_pEC = Window_Message.prototype.processEscapeCharacter; +Window_Message.prototype.processEscapeCharacter = function(code, textState) { + if (code === '$') { + this._goldWindow.open(); + this._goldWindowOpened = true; + } else { + Yanfly.MGW.Window_Message_pEC.call(this, code, textState); + } +}; + +Yanfly.MGW.Window_Message_terminateMessage = + Window_Message.prototype.terminateMessage; +Window_Message.prototype.terminateMessage = function() { + Yanfly.MGW.Window_Message_terminateMessage.call(this); + if ($gameSystem.isMapGoldWindowAutoOpen() && !$gameParty.inBattle()) { + this._goldWindow.open(); + } + this._goldWindowOpened = false; +}; + +//============================================================================= +// End of File +//============================================================================= diff --git a/js/plugins/YEP_MusicMenu.js b/js/plugins/YEP_MusicMenu.js new file mode 100644 index 0000000..06404ae --- /dev/null +++ b/js/plugins/YEP_MusicMenu.js @@ -0,0 +1,1018 @@ +//============================================================================= +// Yanfly Engine Plugins - Music Menu +// YEP_MusicMenu.js +//============================================================================= + +var Imported = Imported || {}; +Imported.YEP_MusicMenu = true; + +var Yanfly = Yanfly || {}; +Yanfly.MusicMenu = Yanfly.MusicMenu || {}; +Yanfly.MusicMenu.version = 1.01; + +//============================================================================= + /*: + * @plugindesc v1.01 Access and play music from a menu! Players can unlock + * songs from in the game as they play. + * @author Yanfly Engine Plugins + Chickie Collaboration + * + * @param ---General--- + * @default + * + * @param Music Icon + * @parent ---General--- + * @desc This icon will be displayed next to each song entry! + * @default 80 + * + * @param Hidden Name + * @parent ---General--- + * @desc This will be a song's name in the song list if it hasn't been + * unlocked in the music menu yet. + * @default ? ? ? ? ? + * + * @param Hidden Help + * @parent ---General--- + * @desc This text will display in the help window at the top of the + * page when a song hasn't been unlocked yet. + * @default This song hasn't been unlocked yet. + * + * @param ---Song List--- + * @default + * + * @param Song 1 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default Theme1; Title Theme; 90; 100; 0; Title theme for this game! + * + * @param Song 2 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default Battle1; Let's Battle; 100; 100; 0; En garde! + * + * @param Song 3 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default Field1; World of Fantasy; 90; 110; 0; The overworld theme! + * + * @param Song 4 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default Town1; Calm, Peaceful Days; 90; 100; 0; Our town theme! + * + * @param Song 5 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default Castle1; Castle Royalty; 90; 100; 0; Living a life of royalty! + * + * @param Song 6 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default Dungeon1; Depths of Dungeon Diving; 90; 100; 0; So mysterious! + * + * @param Song 7 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default Scene1; Day to Day; 90; 100; 0; Living life one day at a time! + * + * @param Song 8 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default Ship1; Let's Set Sail!; 90; 100; 0; Ahoy! To open waters we go! + * + * @param Song 9 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 10 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 11 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 12 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 13 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 14 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 15 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 16 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 17 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 18 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 19 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 20 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 21 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 22 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 23 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 24 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 25 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 26 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 27 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 28 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 29 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 30 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 31 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 32 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 33 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 34 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 35 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 36 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 37 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 38 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 39 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 40 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 41 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 42 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 43 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 44 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 45 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 46 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 47 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 48 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 49 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 50 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 51 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 52 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 53 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 54 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 55 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 56 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 57 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 58 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 59 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 60 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 61 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 62 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 63 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 64 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 65 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 66 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 67 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 68 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 69 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 70 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 71 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 72 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 73 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 74 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 75 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 76 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 77 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 78 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 79 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 80 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 81 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 82 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 83 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 84 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 85 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 86 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 87 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 88 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 89 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 90 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 91 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 92 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 93 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 94 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 95 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 96 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 97 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 98 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 99 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @param Song 100 Data + * @parent ---Song List--- + * @desc Song data for this entry. Format: + * filename; display name; volume; pitch; pan; description + * @default + * + * @help + * ============================================================================ + * Introduction + * ============================================================================ + * + * This plugin adds a new menu that you can send the player into. In it, the + * player will be able to play any songs previously encountered within the game + * that you allow them to be able to play. You can set the filename, display + * name of the song, the volume, pitch, pan, and even the help description for + * when the song will be replayed. + * + * This is a collaboration plugin by Chickie and Yanfly to ensure compatibility + * with the Yanfly Engine Plugins library. + * + * ============================================================================ + * Instructions + * ============================================================================ + * + * The songs displayed in the Music Menu will only be the ones you list within + * the plugin parameters labled as Song x Data. + * + * When entering the song data, it has to be done in a certain format: + * + * filename; display name; volume; pitch; pan; description + * + * Each data segment is separated by a ; and must be entered in that particular + * order to keep all the data ordered and read correctly. Here is how to apply + * each entry: + * + * filename + * - This is the filename of the song. This must be case sensitive and must + * not include the file extension. For example, theme.mp3 will be written as + * theme for the parameters + * + * display name + * - This is the name displayed in the game in the music menu. This has no + * effect on the actual song itself. + * + * volume + * - This will be the volume the song will be played at inside the music menu + * scene. Use an integar value from 0 to 100 for the plugin parameters. + * + * pitch + * - This is the pitch played for the song inside the music menu. Use an + * integar value from 0 to 200 for the plugin parameters. + * + * pan + * - This is the pan applied to the song inside the music menu. Use a value + * from -100 to 100 for the plugin parameters. + * + * description + * - The help description that appears when the song is selected. The help + * description will appear at the top of the screen. You can use any kind of + * text code you want for this setting. + * + * ============================================================================ + * Main Menu Manager - Positioning the Music Menu + * ============================================================================ + * + * For those using the Main Menu Manager and would like to position the Music + * Menu command in a place you'd like, use the following format: + * + * Name: "Music Menu" + * Symbol: musicMenu + * Show: $gameSwitches.value(Insert a Switch ID to show this command) + * Enabled: $gameSwitches.value(Insert a Switch ID to enable this command) + * Ext: + * Main Bind: this.commandMusicMenu.bind(this) + * Actor Bind: + * + * Insert the above setup within a Main Menu Manager slot. Provided you copy + * the exact settings to where you need it, it will appear there while using + * all of the naming, enabling, disabling, hiding, and showing effects done by + * the plugin parameters. + * + * Remember to turn off 'Auto Add Menu' from the plugin parameters. + * + * ============================================================================ + * Plugin Commands + * ============================================================================ + * + * You can use the following plugin commands to alter the music menu settings + * for your game in many ways. + * + * Plugin Commands: + * + * GoToMusicMenu + * - Sends the player to the music menu scene. + * + * AllMusicMenuSongs + * - Unlocks all music for the player without the player needing to hear it + * in the game at least once. + * + * NormalMusicMenuSongs + * - Removes the unlock all setting. The player now needs to hear music in + * the game at least once to unlock the song. This does not remove already + * unlocked song entries. + * + * UnlockMusicMenuSong x + * UnlockMusicMenuSong x x x + * - This will unlock song ID x for the game. Use multiple x's to unlock a + * group of songs at once. x will refer to the ID found in the plugin's + * parameters. The referred song will be unlocked without the player needing + * to hear the song in the game at least once. + * + * ============================================================================ + * Changelog + * ============================================================================ + * + * Version 1.01: + * - Updated for RPG Maker MV version 1.5.0. + * + * Version 1.00: + * - Finished Plugin! + */ +//============================================================================= + +//============================================================================= +// Parameter Variables +//============================================================================= + +Yanfly.Parameters = PluginManager.parameters('YEP_MusicMenu'); +Yanfly.Param = Yanfly.Param || {}; + +Yanfly.Param.MusicMenuIcon = Number(Yanfly.Parameters['Music Icon']); +Yanfly.Param.MusicMenuHiddenName = String(Yanfly.Parameters['Hidden Name']); +Yanfly.Param.MusicMenuHiddenHelp = String(Yanfly.Parameters['Hidden Help']); + +Yanfly.SetupMusicMenuParameters = function() { + Yanfly.Param.MusicMenuSongFilenameList = ['']; + Yanfly.Param.MusicMenuSongList = [['']]; + for (var i = 1; i < 101; i++) { + var paramName = 'Song ' + i + ' Data'; + var paramStr = String(Yanfly.Parameters[paramName]); + var paramData = paramStr.split(';') + Yanfly.Param.MusicMenuSongList.push(paramData); + Yanfly.Param.MusicMenuSongFilenameList.push(paramData[0]); + } +} + +Yanfly.SetupMusicMenuParameters(); + +//============================================================================= +// AudioManager +//============================================================================= + +Yanfly.MusicMenu.AudioManager_playBgm = AudioManager.playBgm; +AudioManager.playBgm = function(bgm, pos) { + Yanfly.MusicMenu.AudioManager_playBgm.call(this, bgm, pos); + var bgmName = bgm.name; + if (bgmName && Yanfly.Param.MusicMenuSongFilenameList.contains(bgmName)) { + if ($gameSystem) { + var index = Yanfly.Param.MusicMenuSongFilenameList.indexOf(bgmName); + $gameSystem.unlockMusicMenuSong(index); + } + } +}; + +//============================================================================= +// Game_System +//============================================================================= + +Yanfly.MusicMenu.Game_System_initialize = Game_System.prototype.initialize; +Game_System.prototype.initialize = function() { + Yanfly.MusicMenu.Game_System_initialize.call(this); + this.initMusicMenuSettings(); +}; + +Game_System.prototype.initMusicMenuSettings = function() { + this._unlockedMusicMenuSongs = []; + this._unlockAllMusicMenuSongs = false; +}; + +Game_System.prototype.getUnlockedMusicMenuSongs = function() { + if (this._unlockedMusicMenuSongs === undefined) { + this.initMusicMenuSettings(); + } + return this._unlockedMusicMenuSongs; +}; + +Game_System.prototype.unlockMusicMenuSong = function(id) { + if (this._unlockedMusicMenuSongs === undefined) { + this.initMusicMenuSettings(); + } + if (this._unlockedMusicMenuSongs.contains(id)) { + return; + } else { + this._unlockedMusicMenuSongs.push(id); + } +}; + +Game_System.prototype.isUnlockedMusicMenuSong = function(id) { + if (this._unlockedMusicMenuSongs === undefined) { + this.initMusicMenuSettings(); + } + if (this.isUnlockedAllMusicMenuSongs()) { + return true; + } + return this._unlockedMusicMenuSongs.contains(id); +}; + +Game_System.prototype.unlockAllMusicMenuSongs = function(value) { + if (this._unlockedMusicMenuSongs === undefined) { + this.initMusicMenuSettings(); + } + this._unlockAllMusicMenuSongs = value; +}; + +Game_System.prototype.isUnlockedAllMusicMenuSongs = function() { + if (this._unlockedMusicMenuSongs === undefined) { + this.initMusicMenuSettings(); + } + return this._unlockAllMusicMenuSongs; +}; + +//============================================================================= +// Game_Interpreter +//============================================================================= + +Yanfly.MusicMenu.Game_Interpreter_pluginCommand = + Game_Interpreter.prototype.pluginCommand; +Game_Interpreter.prototype.pluginCommand = function(command, args) { + Yanfly.MusicMenu.Game_Interpreter_pluginCommand.call(this, command, args); + if (command === 'GoToMusicMenu') { + SceneManager.push(Scene_MusicMenu); + } + if (command === 'AllMusicMenuSongs') { + $gameSystem.unlockAllMusicMenuSongs(true); + } + if (command === 'NormalMusicMenuSongs') { + $gameSystem.unlockAllMusicMenuSongs(false); + } + if (command === 'UnlockMusicMenuSong') { + for (var i = 0; i < args.length; i++) { + var songId = args[i]; + if (songId > 0) { + $gameSystem.unlockMusicMenuSong(parseInt(songId)); + } + } + } +}; + +//============================================================================= +// Window_MusicMenuList +//============================================================================= + +function Window_MusicMenuList() { + this.initialize.apply(this, arguments); +} + +Window_MusicMenuList.prototype = Object.create(Window_Command.prototype); +Window_MusicMenuList.prototype.constructor = Window_MusicMenuList; + +Window_MusicMenuList.prototype.initialize = function(helpWindow) { + this._helpWindow = helpWindow; + Window_Command.prototype.initialize.call(this, 0, helpWindow.height); + this.setHelpWindow(helpWindow); +}; + +Window_MusicMenuList.prototype.windowWidth = function() { + return Graphics.boxWidth; +}; + +Window_MusicMenuList.prototype.windowHeight = function() { + return Graphics.boxHeight - this._helpWindow.height; +}; + +Window_MusicMenuList.prototype.makeCommandList = function() { + var array = Yanfly.Param.MusicMenuSongList; + var length = array.length; + for (var i = 0; i < length; ++i) { + var data = array[i]; + if (data.length > 1) { + var ext = { + name: data[0], + volume: data[2], + pitch: data[3], + pan: data[4], + description: '' + } + if ($gameSystem.isUnlockedMusicMenuSong(i)) { + var name = data[1].trim(); + ext.description = data[5].trim(); + var enabled = true; + } else { + var name = Yanfly.Param.MusicMenuHiddenName.trim(); + ext.description = Yanfly.Param.MusicMenuHiddenHelp.trim(); + var enabled = false; + } + this.addCommand(name, 'playsong', enabled, ext); + } + } +}; + +Window_MusicMenuList.prototype.updateHelp = function() { + this.setHelpWindowItem(this.currentExt()); +}; + +Window_MusicMenuList.prototype.drawItem = function(index) { + var rect = this.itemRectForText(index); + var align = this.itemTextAlign(); + this.resetTextColor(); + this.changePaintOpacity(this.isCommandEnabled(index)); + this.drawIcon(Yanfly.Param.MusicMenuIcon, rect.x + 2, rect.y + 2); + var ibw = Window_Base._iconWidth + 4; + var name = this.commandName(index); + this.drawText(name, rect.x + ibw, rect.y, rect.width - ibw, align); +}; + +//============================================================================= +// Scene_Menu +//============================================================================= + +Scene_Menu.prototype.commandMusicMenu = function() { + SceneManager.push(Scene_MusicMenu); +}; + +//============================================================================= +// Scene_MusicMenu +//============================================================================= + +function Scene_MusicMenu() { + this.initialize.apply(this, arguments); +} + +Scene_MusicMenu.prototype = Object.create(Scene_MenuBase.prototype); +Scene_MusicMenu.prototype.constructor = Scene_MusicMenu; + +Scene_MusicMenu.prototype.initialize = function() { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_MusicMenu.prototype.create = function() { + Scene_MenuBase.prototype.create.call(this); + this.saveBgmAndBgs(); + AudioManager.fadeOutBgm(1) + this.createHelpWindow(); + this.createMusicListWindow(); +}; + +Scene_MusicMenu.prototype.saveBgmAndBgs = function() { + this._mapBgm = AudioManager.saveBgm(); + this._mapBgs = AudioManager.saveBgs(); +}; + +Scene_MusicMenu.prototype.replayBgmAndBgs = function() { + if (this._mapBgm) { + AudioManager.replayBgm(this._mapBgm); + } else { + AudioManager.stopBgm(); + } + if (this._mapBgs) { + AudioManager.replayBgs(this._mapBgs); + } +}; + +Scene_MusicMenu.prototype.createMusicListWindow = function() { + this._musicListWindow = new Window_MusicMenuList(this._helpWindow); + this.addWindow(this._musicListWindow); + this._musicListWindow.setHandler('cancel', this.exitScene.bind(this)); + this._musicListWindow.setHandler('playsong', this.playSong.bind(this)); +}; + +Scene_MusicMenu.prototype.exitScene = function() { + this.replayBgmAndBgs(); + this.popScene(); +}; + +Scene_MusicMenu.prototype.playSong = function() { + var songData = this._musicListWindow.currentExt(); + AudioManager.playBgm(songData); + this._musicListWindow.activate(); +}; + +//============================================================================= +// End of File +//============================================================================= \ No newline at end of file diff --git a/js/plugins/YEP_PartySystem.js b/js/plugins/YEP_PartySystem.js new file mode 100644 index 0000000..7e5fcc3 --- /dev/null +++ b/js/plugins/YEP_PartySystem.js @@ -0,0 +1,1833 @@ +//============================================================================= +// Yanfly Engine Plugins - Party System +// YEP_PartySystem.js +//============================================================================= + +var Imported = Imported || {}; +Imported.YEP_PartySystem = true; + +var Yanfly = Yanfly || {}; +Yanfly.Party = Yanfly.Party || {}; +Yanfly.Party.version = 1.13; + +//============================================================================= + /*: + * @plugindesc v1.13 Replaces the default 'Formation' command with a new + * menu for players to easily change party formations. + * @author Yanfly Engine Plugins + * + * @param ---General--- + * @default + * + * @param Max Battle Members + * @parent ---General--- + * @type number + * @min 1 + * @desc Maximum amount of actors that can participate in battle. + * Default: 4 + * @default 4 + * + * @param Show Battle Command + * @parent ---General--- + * @type boolean + * @on Show + * @off Hide + * @desc Show the 'Formation' command in the Party Command Window? + * NO - false YES - true + * @default true + * + * @param Enable Battle Command + * @parent ---General--- + * @type boolean + * @on Enable + * @off Disable + * @desc Enable the 'Formation' command in the Party Command Window? + * NO - false YES - true + * @default true + * + * @param Battle Cooldown + * @parent ---General--- + * @type number + * @min 0 + * @desc How many turns must the player wait after changing party? + * @default 1 + * + * @param Maximum Followers + * @parent ---General--- + * @type number + * @min 0 + * @desc Maximum number of followers on the map. + * Default: 4 + * @default 4 + * + * @param EXP Distribution + * @parent ---General--- + * @type boolean + * @on Distribute EXP + * @off Full EXP + * @desc Divide battle EXP gained across live members? + * NO - false YES - true + * @default false + * + * @param ---Menu--- + * @default + * + * @param Help Window + * @parent ---Menu--- + * @type boolean + * @on Show + * @off Hide + * @desc Show the Help Window in the party menu? + * NO - false YES - true + * @default false + * + * @param Text Alignment + * @parent ---Menu--- + * @type combo + * @option left + * @option center + * @option right + * @desc The text alignment for the command window. + * left center right + * @default center + * + * @param Change Command + * @parent ---Menu--- + * @desc How the 'Change' command appears in the command menu. + * Leave this blank to remove it. + * @default Change + * + * @param Remove Command + * @parent ---Menu--- + * @desc How the 'Remove' command appears in the command menu. + * Leave this blank to remove it. + * @default Remove + * + * @param Revert Command + * @parent ---Menu--- + * @desc How the 'Revert' command appears in the command menu. + * Leave this blank to remove it. + * @default Revert + * + * @param Finish Command + * @parent ---Menu--- + * @desc How the 'Finish' command appears in the command menu. + * Leave this blank to remove it. + * @default Finish + * + * @param ---Selection--- + * @default + * + * @param Empty Text + * @parent ---Selection--- + * @desc What text to display in an empty party slot. + * @default - Empty - + * + * @param Actor Face + * @parent ---Selection--- + * @type boolean + * @on Show Face + * @off No Face + * @desc Show the actor's face? + * NO - false YES - true + * @default true + * + * @param Actor Sprite + * @parent ---Selection--- + * @type boolean + * @on Show Sprite + * @off No Sprite + * @desc Show the actor's sprite? + * NO - false YES - true + * @default true + * + * @param ---List--- + * @default + * + * @param Remove Icon + * @parent ---List--- + * @type number + * @min 0 + * @desc The icon used to display next to the "Remove" command in the + * party member list. + * @default 16 + * + * @param Show Sprite + * @parent ---List--- + * @type boolean + * @on Show Sprite + * @off No Sprite + * @desc Show the actor sprite on the list? + * YES - true NO - false + * @default true + * + * @param Sprite Y Buffer + * @parent ---List--- + * @type number + * @desc This is the amount to adjust the actor graphic by. + * @default 16 + * + * @param In Party Text Color + * @parent ---List--- + * @type number + * @min 0 + * @max 31 + * @desc This is the text color to be used if the actor is currently + * in the party. + * @default 6 + * + * @param ---Locking--- + * @default + * + * @param Lock First Actor + * @parent ---Locking--- + * @type boolean + * @on Lock First Actor + * @off No Change + * @desc Allows you to lock the first actor in the game by default. + * OFF - false ON - true + * @default false + * + * @param Locked Icon + * @parent ---Locking--- + * @type number + * @min 0 + * @desc This sets what icon to be used when an actor is locked. + * @default 195 + * + * @param Required Icon + * @parent ---Locking--- + * @type number + * @min 0 + * @desc This sets what icon to be used when an actor is required. + * @default 205 + * + * @param ---Detail Window--- + * @default + * + * @param Enable Detail Window + * @parent ---Detail Window--- + * @type boolean + * @on Enable + * @off Disable + * @desc Make use of the detailed party window next to the list. + * NO - false YES - true + * @default true + * + * @param List Width + * @parent ---Detail Window--- + * @type number + * @min 1 + * @desc If detail window is enabled, what is the width of the + * party list window? + * @default 300 + * + * @param Actor Parameters + * @parent ---Detail Window--- + * @desc If there is enough room, this is the text shown to list + * the actor's parameters. + * @default Parameters + * + * @param Actor Equipment + * @parent ---Detail Window--- + * @desc If there is enough room, this is the text shown to list + * the actor's equipment. + * @default Equipment + * + * @help + * ============================================================================ + * Introduction + * ============================================================================ + * + * This plugin replaces the "Formation" command found in the in-game menu with + * a new scene where the player can adjust the party he or she wants in a more + * comfortable way. + * + * If you are using YEP_BattleEngineCore.js and would like to enable party + * switching mid-battle, place this plugin under YEP_BattleEngineCore.js in + * the plugin's list. + * + * This plugin is plug and play. All you have to do is just turn it on and + * change the parameters to your liking. + * + * ============================================================================ + * Plugin Commands + * ============================================================================ + * + * Here are some plugin commands you can use! + * + * Plugin Command: + * OpenPartyMenu Opens up the Party Menu from the field. + * + * Actors can also be required, meaning the player must have that actor(s) in + * the party before the player is able to leave the party menu. Required actors + * can be moved around, unlike locked actors. Keep in mind if you do make some + * actors required, do not make the game require more actors than the possible + * maximum battle members or else the player will be stuck in the party menu. + * + * Plugin Command: + * ShowBattleFormation - Shows 'Formation' command in battle. + * HideBattleFormation - Hides 'Formation' command in battle. + * EnableBattleFormation - Enables 'Formation' command in battle. + * DisableBattleFormation - Disables 'Formation' command in battle. + * + * LockActor 3 - Locks actor 3. + * LockActor 4 5 6 - Locks actors 4, 5, and 6. + * UnlockActor 3 - Unlocks actor 3. + * UnlockActor 4 5 6 - Unlocks actors 4, 5, and 6. + * * Locked Actors cannot be moved out of their current + * position and must be in the party. + * + * RequireActor 3 - Player must have actor 3 in party. + * RequireActor 4 5 6 - Player must have actors 4, 5, and 6 in party. + * UnrequireActor 3 - Player no longer needs actor 3 in party. + * UnrequireActor 4 5 6 - Player no longer needs actors 4, 5, and 6 in party. + * * Required Actors must be in the party in order for + * the player to be able to exit the party menu. + * + * ChangePartyMax 5 - Changes max party size to 5. + * + * ============================================================================ + * Changelog + * ============================================================================ + * + * Version 1.13: + * - Updated for RPG Maker MV version 1.5.0. + * + * Version 1.12: + * - Functions updated to maintain compatibility. + * + * Version 1.11: + * - 'Show Sprite' plugin parameter added for those who would wish to show/hide + * the sprites in the list on the left side of the menu. + * - Change for 'Remove Icon' plugin parameter: if the icon ID used here is 0, + * an icon will not be drawn at all and the text will be realigned to the left. + * - Game now refreshes all battlers upon reentry into the battle after + * entering and leaving the Party change menu mid-battle. + * + * Version 1.10: + * - Optimization update. + * + * Version 1.09: + * - Fixed a bug that caused party members to not index themselves properly in + * battle. When in battle, actor index will now refer to the index of their + * battle member positions. + * + * Version 1.08: + * - Added 'EXP Distribution' parameter into the plugin parameters. Enabling + * this will cause the EXP distributed to party members to be divided based on + * the number of alive members at the end of battle. + * + * Version 1.07: + * - Fixed a bug that caused music to not replay properly when accessing the + * Party change menu from battle. + * + * Version 1.06: + * - Fixed a bug with certain actors not drawing properly. + * + * Version 1.05: + * - Added 'Maximum Followers' parameter. This number should be the maximum + * number you have in your game if you ever increase the maximum party size + * midway through your game. + * + * Version 1.04: + * - Fixed a visual bug with mid-battle formation changing against backgrounds + * without battlebacks. + * - Formation changes during mid-battle will resume bgm/bgs currently played. + * + * Version 1.03: + * - Fixed a bug that would cause AutoBattlers to stall if they got added into + * the party mid-battle. + * + * Version 1.02: + * - Made a change so that the number of followers updates properly when you + * increase the maximum number of battle members. + * + * Version 1.01: + * - Added 'Battle Cooldown' plugin parameter. + * - Added 'ChangePartyMax x' plugin command. + * - Added feature where if you leave the class comand name empty, it will + * remove the command. + * + * Version 1.00: + * - Finished Plugin! + */ +//============================================================================= + +//============================================================================= +// Parameter Variables +//============================================================================= + +Yanfly.Parameters = PluginManager.parameters('YEP_PartySystem'); +Yanfly.Param = Yanfly.Param || {}; +Yanfly.Icon = Yanfly.Icon || {}; + +Yanfly.Param.MaxBattleMembers = Number(Yanfly.Parameters['Max Battle Members']); +Yanfly.Param.PartyShowBattle = String(Yanfly.Parameters['Show Battle Command']); +Yanfly.Param.PartyShowBattle = eval(Yanfly.Param.PartyShowBattle); +Yanfly.Param.PartyEnBattle = String(Yanfly.Parameters['Enable Battle Command']); +Yanfly.Param.PartyEnBattle = eval(Yanfly.Param.PartyEnBattle); +Yanfly.Param.PartyCooldown = Number(Yanfly.Parameters['Battle Cooldown']); +Yanfly.Param.PartyMaxFollower = Number(Yanfly.Parameters['Maximum Followers']); +Yanfly.Param.ParamExpDis = eval(String(Yanfly.Parameters['EXP Distribution'])); + +Yanfly.Param.PartyHelpWindow = String(Yanfly.Parameters['Help Window']); +Yanfly.Param.PartyHelpWindow = eval(Yanfly.Param.PartyHelpWindow); +Yanfly.Param.PartyTextAlign = String(Yanfly.Parameters['Text Alignment']); +Yanfly.Param.PartyCommand1 = String(Yanfly.Parameters['Change Command']); +Yanfly.Param.PartyCommand2 = String(Yanfly.Parameters['Remove Command']); +Yanfly.Param.PartyCommand3 = String(Yanfly.Parameters['Revert Command']); +Yanfly.Param.PartyCommand4 = String(Yanfly.Parameters['Finish Command']); + +Yanfly.Param.PartyEmptyText = String(Yanfly.Parameters['Empty Text']); +Yanfly.Param.PartyShowFace = String(Yanfly.Parameters['Actor Face']); +Yanfly.Param.PartyShowFace = eval(Yanfly.Param.PartyShowFace); +Yanfly.Param.PartyShowCharacter = String(Yanfly.Parameters['Actor Sprite']); +Yanfly.Param.PartyShowCharacter = eval(Yanfly.Param.PartyShowCharacter); + +Yanfly.Icon.PartyRemove = Number(Yanfly.Parameters['Remove Icon']); +Yanfly.Param.PartyShowListSprite = String(Yanfly.Parameters['Show Sprite']); +Yanfly.Param.PartyShowListSprite = eval(Yanfly.Param.PartyShowListSprite); +Yanfly.Param.PartySpriteBufferY = Number(Yanfly.Parameters['Sprite Y Buffer']); +Yanfly.Param.ColorInParty = Number(Yanfly.Parameters['In Party Text Color']); + +Yanfly.Param.PartyLockFirst = String(Yanfly.Parameters['Lock First Actor']); +Yanfly.Param.PartyLockFirst = eval(Yanfly.Param.PartyLockFirst); +Yanfly.Icon.PartyLocked = Number(Yanfly.Parameters['Locked Icon']); +Yanfly.Icon.PartyRequired = Number(Yanfly.Parameters['Required Icon']); + +Yanfly.Param.PartyDetailWin = String(Yanfly.Parameters['Enable Detail Window']); +Yanfly.Param.PartyDetailWin = eval(Yanfly.Param.PartyDetailWin); +Yanfly.Param.PartyListWidth = Number(Yanfly.Parameters['List Width']); +Yanfly.Param.PartyDetailParam = String(Yanfly.Parameters['Actor Parameters']); +Yanfly.Param.PartyDetailEquip = String(Yanfly.Parameters['Actor Equipment']); + +//============================================================================= +// BattleManager +//============================================================================= + +if (Yanfly.Param.ParamExpDis) { + +Yanfly.Party.BattleManager_gainExp = BattleManager.gainExp; +BattleManager.gainExp = function() { + var alive = $gameParty.aliveMembers().length; + this._rewards.exp = Math.ceil(this._rewards.exp / alive); + Yanfly.Party.BattleManager_gainExp.call(this); +}; + +}; // Yanfly.Param.ParamExpDis + +//============================================================================= +// Game_Temp +//============================================================================= + +Game_Temp.prototype.hasStoredBattleSpriteset = function() { + return this._battleSpriteset; +}; + +Game_Temp.prototype.storeBattleSpriteset = function() { + this._battleSpriteset = SceneManager._scene._spriteset; +}; + +Game_Temp.prototype.restoreBattleSpriteset = function() { + if (this._battleSpriteset) { + SceneManager._scene._spriteset = this._battleSpriteset; + SceneManager._scene.addChild(SceneManager._scene._spriteset); + this._battleSpriteset = undefined; + } +}; + +//============================================================================= +// Game_System +//============================================================================= + +Yanfly.Party.Game_System_initialize = Game_System.prototype.initialize; +Game_System.prototype.initialize = function() { + Yanfly.Party.Game_System_initialize.call(this); + this.initPartySettings(); +}; + +Game_System.prototype.initPartySettings = function() { + this._showBattleFormation = Yanfly.Param.PartyShowBattle; + this._battleFormationEnabled = Yanfly.Param.PartyEnBattle; +}; + +Game_System.prototype.isShowBattleFormation = function() { + if (this._showBattleFormation === undefined) this.initPartySettings(); + return this._showBattleFormation; +}; + +Game_System.prototype.setShowBattleFormation = function(value) { + if (this._showBattleFormation === undefined) this.initPartySettings(); + this._showBattleFormation = value; +}; + +Game_System.prototype.isBattleFormationEnabled = function() { + if (this._battleFormationEnabled === undefined) this.initPartySettings(); + if (this._battleFormationCooldown === undefined) { + this.resetBattleFormationCooldown(); + } + if (this._battleFormationCooldown > 0) return false; + return this._battleFormationEnabled; +}; + +Game_System.prototype.setBattleFormationEnabled = function(value) { + if (this._battleFormationEnabled === undefined) this.initPartySettings(); + this._battleFormationEnabled = value; +}; + +Game_System.prototype.resetBattleFormationCooldown = function() { + this._battleFormationCooldown = 0; +}; + +Game_System.prototype.updateBattleFormationCooldown = function() { + if (this._battleFormationCooldown === undefined) { + this.resetBattleFormationCooldown(); + } + this._battleFormationCooldown--; +}; + +Game_System.prototype.setBattleFormationCooldown = function() { + this._battleFormationCooldown = Yanfly.Param.PartyCooldown; +}; + +//============================================================================= +// Game_Actor +//============================================================================= + +Yanfly.Party.Game_Actor_setup = Game_Actor.prototype.setup; +Game_Actor.prototype.setup = function(actorId) { + Yanfly.Party.Game_Actor_setup.call(this, actorId); + this.initLocked(); +}; + +Game_Actor.prototype.initLocked = function() { + this._locked = false; + this._required = false; +}; + +Yanfly.Party.Game_Actor_isFormationChangeOk = + Game_Actor.prototype.isFormationChangeOk; +Game_Actor.prototype.isFormationChangeOk = function() { + if (this._locked) return false; + return Yanfly.Party.Game_Actor_isFormationChangeOk.call(this); +}; + +Yanfly.Party.Game_Actor_index = Game_Actor.prototype.index; +Game_Actor.prototype.index = function() { + if ($gameParty.inBattle()) { + return $gameParty.battleMembers().indexOf(this); + } else { + return Yanfly.Party.Game_Actor_index.call(this); + } + return $gameParty.members().indexOf(this); +}; + +//============================================================================= +// Game_Party +//============================================================================= + +Yanfly.Party.Game_Party_initialize = Game_Party.prototype.initialize; +Game_Party.prototype.initialize = function() { + Yanfly.Party.Game_Party_initialize.call(this); + this.initBattleMaxSize(); + this.initializeBattleMembers(); +}; + +Game_Party.prototype.initBattleMaxSize = function() { + this._BattleMaxSize = Yanfly.Param.MaxBattleMembers; + this.initializeBattleMembers(); +}; + +Game_Party.prototype.changeBattleMax = function(value) { + this._BattleMaxSize = value; + this.initializeBattleMembers(); +}; + +Game_Party.prototype.loadActorImages = function() { + for (var i = 0; i < this.members().length; ++i) { + var actor = this.members()[i]; + if (!actor) continue; + ImageManager.loadFace(actor.faceName()); + ImageManager.loadCharacter(actor.characterName()); + } +}; + +Game_Party.prototype.battleMembers = function() { + if (this.toInitializeBattleMembers()) this.initializeBattleMembers(); + var battleParty = []; + for (var i = 0; i < this._battleMembers.length; ++i) { + var actorId = this._battleMembers[i]; + if (battleParty.length > this.maxBattleMembers()) break; + if (actorId === null) continue; + if (!$gameActors.actor(actorId)) continue; + if (!$gameActors.actor(actorId).isAppeared()) continue; + battleParty.push($gameActors.actor(actorId)); + } + return battleParty; +}; + +Game_Party.prototype.maxBattleMembers = function() { + if (this._BattleMaxSize === undefined) this.initBattleMaxSize(); + return Math.max(this._BattleMaxSize, 1); +}; + +Yanfly.Party.Game_Party_setupStartingMembers = + Game_Party.prototype.setupStartingMembers; +Game_Party.prototype.setupStartingMembers = function() { + Yanfly.Party.Game_Party_setupStartingMembers.call(this); + this.initializeBattleMembers(); + if (Yanfly.Param.PartyLockFirst) this.lockActor(this._actors[0]); +}; + +Game_Party.prototype.toInitializeBattleMembers = function() { + if (this._battleMembers === null) return true; + if (!this._battleMembers) this.initializeBattleMembers(); + return (this._battleMembers.length !== this.maxBattleMembers()); +}; + +Yanfly.Party.Game_Party_setupBattleTestMembers = + Game_Party.prototype.setupBattleTestMembers; +Game_Party.prototype.setupBattleTestMembers = function() { + Yanfly.Party.Game_Party_setupBattleTestMembers.call(this); + if (Yanfly.Param.PartyLockFirst) this.lockActor(this._actors[0]); + for (var i = 0; i < $dataActors.length; ++i) { + var actor = $dataActors[i]; + if (!actor) continue; + if (this._battleMembers.contains(actor.id)) continue; + this._actors.push(actor.id); + } + this.loadActorImages(); +}; + +Game_Party.prototype.initializeBattleMembers = function() { + this._battleMembers = []; + for (var i = 0; i < this.maxBattleMembers(); ++i) { + if (this._actors[i]) { + this._battleMembers.push(this._actors[i]); + } else { + this._battleMembers.push(0); + } + } + if ($gamePlayer) $gamePlayer.refresh(); +}; + +Yanfly.Party.Game_Party_addActor = Game_Party.prototype.addActor; +Game_Party.prototype.addActor = function(actorId) { + Yanfly.Party.Game_Party_addActor.call(this, actorId); + if (this._battleMembers.contains(actorId)) return; + if (!this._battleMembers.contains(0)) return; + var index = this._battleMembers.indexOf(0); + this._battleMembers[index] = actorId; + $gamePlayer.refresh(); + $gameMap.requestRefresh(); + this.rearrangeActors(); +}; + +Yanfly.Party.Game_Party_removeActor = Game_Party.prototype.removeActor; +Game_Party.prototype.removeActor = function(actorId) { + Yanfly.Party.Game_Party_removeActor.call(this, actorId); + if (!this._battleMembers.contains(actorId)) return; + var index = this._battleMembers.indexOf(actorId); + this._battleMembers[index] = 0; + $gamePlayer.refresh(); + $gameMap.requestRefresh(); + this.rearrangeActors(); +}; + +Game_Party.prototype.rearrangeActors = function() { + if (this._battleMembers === null) this.initializeBattleMembers(); + var battleArray = []; + for (var i = 0; i < this._battleMembers.length; ++i) { + var actorId = this._battleMembers[i]; + if (actorId === null) continue; + if ($gameActors.actor(actorId)) battleArray.push(actorId); + } + var reserveArray = []; + for (var i = 0; i < this._actors.length; ++i) { + var actorId = this._actors[i]; + if (battleArray.contains(actorId)) continue; + if ($gameActors.actor(actorId) === null) continue; + reserveArray.push(actorId); + } + reserveArray = this.sortReserveParty(reserveArray); + this._actors = battleArray.concat(reserveArray); +}; + +Game_Party.prototype.sortReserveParty = function(party) { + party.sort(function(a, b) { return a - b; }); + return party; +}; + +Game_Party.prototype.lockActor = function(actorId) { + var actor = $gameActors.actor(actorId); + if (actor) actor._locked = true; +}; + +Game_Party.prototype.reconstructActions = function(actorId) { + for (var i = 0; i < this.members().length; ++i) { + var member = this.members()[i]; + if (!member) continue; + if (member.currentAction() && member.currentAction().item()) continue; + member.makeActions(); + } +}; + +Yanfly.Party.Game_Party_swapOrder = Game_Party.prototype.swapOrder; +Game_Party.prototype.swapOrder = function(index1, index2) { + this.swapOrderBattleMembers(index1, index2); + Yanfly.Party.Game_Party_swapOrder.call(this, index1, index2); + this.rearrangeActors(); + $gamePlayer.refresh(); +}; + +Game_Party.prototype.swapOrderBattleMembers = function(index1, index2) { + var bm = this._battleMembers; + if (bm.length > index1 && bm.length > index2) { + var actorId1 = this._battleMembers[index1]; + var actorId2 = this._battleMembers[index2]; + } else if (bm.length > index1) { + var actorId1 = this._battleMembers[index1]; + var actorId2 = this._actors[index2]; + } else if (bm.length > index2) { + var actorId1 = this._actors[index1]; + var actorId2 = this._battleMembers[index2]; + } + if (bm.length > index1) this._battleMembers[index1] = actorId2; + if (bm.length > index2) this._battleMembers[index2] = actorId1; +}; + +//============================================================================= +// Game_Troop +//============================================================================= + +Yanfly.Party.Game_Troop_increaseTurn = Game_Troop.prototype.increaseTurn; +Game_Troop.prototype.increaseTurn = function() { + Yanfly.Party.Game_Troop_increaseTurn.call(this); + $gameSystem.updateBattleFormationCooldown(); +}; + +//============================================================================= +// Game_Player +//============================================================================= + +Game_Followers.prototype.initialize = function() { + this._visible = $dataSystem.optFollowers; + this._gathering = false; + this._data = []; + var max = Yanfly.Param.PartyMaxFollower || $gameParty.maxBattleMembers(); + for (var i = 1; i < max; i++) { + this._data.push(new Game_Follower(i)); + } +}; + +//============================================================================= +// Game_Interpreter +//============================================================================= + +Yanfly.Party.Game_Interpreter_pluginCommand = + Game_Interpreter.prototype.pluginCommand; +Game_Interpreter.prototype.pluginCommand = function(command, args) { + Yanfly.Party.Game_Interpreter_pluginCommand.call(this, command, args) + if (command === 'OpenPartyMenu') this.gotoSceneParty(); + if (command === 'ChangePartyMax') $gameParty.changeBattleMax(args[0]); + if (command === 'LockActor') this.lockActor(args, true); + if (command === 'UnlockActor') this.lockActor(args, false); + if (command === 'RequireActor') this.requireActor(args, true); + if (command === 'UnrequireActor') this.requireActor(args, false); + if (command === 'ShowBattleFormation') { + $gameSystem.setShowBattleFormation(true); + } + if (command === 'HideBattleFormation') { + $gameSystem.setShowBattleFormation(false); + } + if (command === 'EnableBattleFormation') { + $gameSystem.setBattleFormationEnabled(true); + } + if (command === 'DisableBattleFormation') { + $gameSystem.setBattleFormationEnabled(false); + } +}; + +Game_Interpreter.prototype.gotoSceneParty = function() { + if ($gameParty.inBattle()) return; + $gameParty.loadActorImages(); + SceneManager.push(Scene_Party); +}; + +Game_Interpreter.prototype.lockActor = function(args, value) { + for (i = 0; i < args.length; i++) { + var actorId = Number(args[i]); + if ($gameActors.actor(actorId)) { + $gameActors.actor(actorId)._locked = value; + } + } +}; + +Game_Interpreter.prototype.requireActor = function(args, value) { + for (i = 0; i < args.length; i++) { + var actorId = Number(args[i]); + if ($gameActors.actor(actorId)) { + $gameActors.actor(actorId)._required = value; + } + } +}; + +//============================================================================= +// Window_PartyMenuCommand +//============================================================================= + +function Window_PartyMenuCommand() { + this.initialize.apply(this, arguments); +} + +Window_PartyMenuCommand.prototype = Object.create(Window_Command.prototype); +Window_PartyMenuCommand.prototype.constructor = Window_PartyMenuCommand; + +Window_PartyMenuCommand.prototype.initialize = function(x, y) { + Window_Command.prototype.initialize.call(this, x, y); +}; + +Window_PartyMenuCommand.prototype.windowWidth = function() { + var ww = $gameParty.maxBattleMembers() * Window_Base._faceWidth; + ww += this.standardPadding() * 2; + return (Graphics.boxWidth - ww).clamp(Graphics.boxWidth / 4, 240); +}; + +Window_PartyMenuCommand.prototype.numVisibleRows = function() { + return 4; +}; + +Window_PartyMenuCommand.prototype.itemTextAlign = function() { + return Yanfly.Param.PartyTextAlign; +}; + +Window_PartyMenuCommand.prototype.makeCommandList = function() { + this.addChangeCommand(); + this.addRemoveCommand(); + this.addRevertCommand(); + this.addCustomCommand(); + this.addCancelCommand(); +}; + +Window_PartyMenuCommand.prototype.addChangeCommand = function() { + if (Yanfly.Param.PartyCommand1 === '') return; + this.addCommand(Yanfly.Param.PartyCommand1, 'change'); +}; + +Window_PartyMenuCommand.prototype.addRemoveCommand = function() { + if (Yanfly.Param.PartyCommand2 === '') return; + this.addCommand(Yanfly.Param.PartyCommand2, 'remove'); +}; + +Window_PartyMenuCommand.prototype.addRevertCommand = function() { + if (Yanfly.Param.PartyCommand3 === '') return; + this.addCommand(Yanfly.Param.PartyCommand3, 'revert'); +}; + +Window_PartyMenuCommand.prototype.addCustomCommand = function() { +}; + +Window_PartyMenuCommand.prototype.addCancelCommand = function() { + var enabled = this.isCancelEnabled(); + if (Yanfly.Param.PartyCommand4 === '') return; + this.addCommand(Yanfly.Param.PartyCommand4, 'cancel', enabled); +}; + +Window_PartyMenuCommand.prototype.inParty = function(actor) { + return ($gameParty.battleMembers().contains(actor)); +}; + +Window_PartyMenuCommand.prototype.isCancelEnabled = function() { + if ($gameParty.aliveMembers().length <= 0) return false; + if ($gameParty.battleMembers().length <= 0) return false; + for (var i = 0; i < $gameParty._actors.length; ++i) { + var actorId = $gameParty._actors[i]; + if (this.refuseCancel(actorId)) return false; + } + return true +}; + +Window_PartyMenuCommand.prototype.refuseCancel = function(actorId) { + if ($gameParty._battleMembers.contains(actorId)) return false; + if ($gameActors.actor(actorId)._required) return true; + return false; +}; + +//============================================================================= +// Window_PartySelect +//============================================================================= + +function Window_PartySelect() { + this.initialize.apply(this, arguments); +} + +Window_PartySelect.prototype = Object.create(Window_Selectable.prototype); +Window_PartySelect.prototype.constructor = Window_PartySelect; + +Window_PartySelect.prototype.initialize = function(commandWindow) { + var wx = commandWindow.width; + var wy = commandWindow.y; + var ww = Graphics.boxWidth - commandWindow.width; + var wh = commandWindow.height; + Window_Selectable.prototype.initialize.call(this, wx, wy, ww, wh); + this.select(-1); + this.deactivate(); + this.refresh(); +}; + +Window_PartySelect.prototype.maxCols = function() { + return $gameParty.maxBattleMembers(); +}; + +Window_PartySelect.prototype.maxItems = function() { + return $gameParty.maxBattleMembers(); +}; + +Window_PartySelect.prototype.itemRect = function(index) { + var rect = new Rectangle(); + rect.width = this.contents.width / this.maxItems(); + rect.height = this.contents.height; + rect.x = index * rect.width; + rect.y = 0; + return rect; +}; + +Window_PartySelect.prototype.refresh = function() { + this.makeItemList(); + this.createContents(); + this.drawAllItems(); +}; + +Window_PartySelect.prototype.makeItemList = function() { + this._data = $gameParty._battleMembers.slice(0); +}; + +Window_PartySelect.prototype.drawItem = function(index) { + var actor = $gameActors.actor(this._data[index]); + var rect = this.itemRect(index); + rect.x += this.textPadding() / 2; + rect.y += this.textPadding() / 2; + rect.width -= this.textPadding(); + rect.height -= this.textPadding(); + if (actor) { + this.drawActor(rect, actor); + } else { + this.drawEmpty(rect); + } +}; + +Window_PartySelect.prototype.drawEmpty = function(rect) { + var color = this.gaugeBackColor(); + this.changePaintOpacity(false); + this.contents.fillRect(rect.x, rect.y, rect.width, rect.height, color); + this.changePaintOpacity(true); + this.resetFontSettings(); + var text = Yanfly.Param.PartyEmptyText + this.contents.drawText(text, rect.x, rect.y, rect.width, + rect.height, 'center'); +}; + +Window_PartySelect.prototype.drawActor = function(rect, actor) { + if (Yanfly.Param.PartyShowFace) { + this.drawActorFace(actor, rect.x, rect.y, rect.width, rect.height); + } + if (Yanfly.Param.PartyShowCharacter) { + var ry = rect.height * 19/20; + this.drawActorCharacter(actor, rect.x + rect.width / 2, ry); + } + this.drawActorName(actor, rect.x, rect.y, rect.width); + this.drawLockedIcon(actor, rect); + this.drawRequiredIcon(actor, rect); +}; + +Window_PartySelect.prototype.drawLockedIcon = function(actor, rect) { + if (!actor._locked) return; + var ix = rect.x + rect.width - Window_Base._iconWidth - 2; + var iy = rect.y + rect.height - Window_Base._iconHeight - 2; + this.drawIcon(Yanfly.Icon.PartyLocked, ix, iy) +}; + +Window_PartySelect.prototype.drawRequiredIcon = function(actor, rect) { + if (!actor._required) return; + var ix = rect.x + 2; + var iy = rect.y + rect.height - Window_Base._iconHeight - 2; + this.drawIcon(Yanfly.Icon.PartyRequired, ix, iy) +}; + +Window_PartySelect.prototype.curActor = function() { + if (!this._data) return null; + var actorId = this._data[this._index]; + return $gameActors.actor(actorId); +}; + +Window_PartySelect.prototype.prevActor = function() { + var id = this._index === 0 ? this._data.length - 1 : this._index - 1; + var actorId = this._data[id]; + return $gameActors.actor(actorId); +}; + +Window_PartySelect.prototype.nextActor = function() { + var id = this._index === this._data.length - 1 ? 0 : this._index + 1; + var actorId = this._data[id]; + return $gameActors.actor(actorId); +}; + +Window_PartySelect.prototype.processActor = function(value) { + return true; +}; + +Window_PartySelect.prototype.isCurrentItemEnabled = function() { + if (this.curActor()) return this.curActor().isFormationChangeOk(); + return true; +}; + +Window_PartySelect.prototype.processPageup = function() { + if (this.curActor() && this.curActor()._locked) { + this.playBuzzerSound(); + } else if (this.prevActor() && this.prevActor()._locked) { + this.playBuzzerSound(); + } else if (this.processActor('prevActor')) { + Window_Selectable.prototype.processPageup.call(this); + this.activate(); + this.select(this._index === 0 ? this._data.length - 1 : this._index - 1) + } else { + this.playBuzzerSound(); + } +}; + +Window_PartySelect.prototype.processPagedown = function() { + if (this.curActor() && this.curActor()._locked) { + this.playBuzzerSound(); + } else if (this.nextActor() && this.nextActor()._locked) { + this.playBuzzerSound(); + } else if (this.processActor('nextActor')) { + Window_Selectable.prototype.processPagedown.call(this); + this.activate(); + this.select(this._index === this._data.length - 1 ? 0 : this._index + 1) + } else { + this.playBuzzerSound(); + } +}; + +Window_PartySelect.prototype.setDetailWindow = function(win) { + this._detailWindow = win; + this.callUpdateHelp(); +}; + +Window_PartySelect.prototype.callUpdateHelp = function() { + this.setHelpWindowItem(this.curActor()); + this.setDetailWindowItem(this.curActor()); +}; + +Window_PartySelect.prototype.setHelpWindowItem = function(actor) { + if (this._helpWindow && actor) { + this._helpWindow.setText(actor.profile()); + } else if (this._helpWindow) { + this._helpWindow.clear(); + } +}; + +Window_PartySelect.prototype.setDetailWindowItem = function(actor) { + if (this._detailWindow) this._detailWindow.setActor(actor); +}; + +Window_PartySelect.prototype.item = function() { + var index = this.index(); + return this._data && index >= 0 ? this._data[index] : null; +}; + +//============================================================================= +// Window_PartyList +//============================================================================= + +function Window_PartyList() { + this.initialize.apply(this, arguments); +} + +Window_PartyList.prototype = Object.create(Window_Selectable.prototype); +Window_PartyList.prototype.constructor = Window_PartyList; + +Window_PartyList.prototype.initialize = function(partyWindow) {; + var wy = partyWindow.y + partyWindow.height; + this._detailedWindow = Yanfly.Param.PartyDetailWin; + var ww = this.windowWidth(); + var wh = Graphics.boxHeight - wy; + Window_Selectable.prototype.initialize.call(this, 0, wy, ww, wh); + this.select(1); + this.deactivate(); + this.refresh(); +}; + +Window_PartyList.prototype.windowWidth = function() { + if (this._detailedWindow) { + return Yanfly.Param.PartyListWidth; + } else { + return Graphics.boxWidth; + } +}; + +Window_PartyList.prototype.maxItems = function() { + return this._data ? this._data.length : 1; +}; + +Window_PartyList.prototype.refresh = function() { + this.makeItemList(); + this.createContents(); + this.drawAllItems(); +}; + +Window_PartyList.prototype.makeItemList = function() { + this._data = [0]; + this.createActorOrder(); + this._data.push(0); +}; + +Window_PartyList.prototype.createActorOrder = function() { + for (var i = 0; i < $gameParty._actors.length; ++i) { + var actorId = $gameParty._actors[i]; + if ($gameActors.actor(actorId)) this._data.push(actorId); + } +}; + +Window_PartyList.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); + this.clearItem(index + 1); + } + } +}; + +Window_PartyList.prototype.drawItem = function(index) { + var actor = $gameActors.actor(this._data[index]); + if (actor) { + var bitmap = ImageManager.loadCharacter(actor.characterName()); + if (bitmap.width <= 0) { + return setTimeout(this.drawItem.bind(this, index), 5); + } + } + this.clearItem(index); + var rect = this.itemRect(index); + if (this._data[index] === 0) { + this.drawRemove(rect); + return; + } + this.drawActor(actor, rect); +}; + +Window_PartyList.prototype.drawRemove = function(rect) { + var ibw = Window_Base._iconWidth + 4; + if (Yanfly.Icon.PartyRemove <= 0) ibw = this.textPadding(); + rect.width -= this.textPadding(); + this.drawIcon(Yanfly.Icon.PartyRemove, rect.x + 2, rect.y + 2); + this.drawText(Yanfly.Param.PartyCommand2, rect.x + ibw, rect.y, + rect.width - ibw); +}; + +Window_PartyList.prototype.drawActor = function(actor, rect) { + this.drawBasic(actor, rect); + if (this._detailedWindow) return; + this.drawExtra(actor, rect); +}; + +Window_PartyList.prototype.drawBasic = function(actor, rect) { + var wx = Window_Base._iconWidth / 2 + this.textPadding() / 2; + var wy = rect.y + rect.height + Yanfly.Param.PartySpriteBufferY + if (Yanfly.Param.PartyShowListSprite) { + this.drawActorCharacter(actor, wx, wy); + } + this.changeTextColor(this.listColor(actor)); + this.changePaintOpacity(this.actorIsEnabled(actor)); + var ibw = Window_Base._iconWidth + 4; + if (!Yanfly.Param.PartyShowListSprite) ibw = this.textPadding(); + this.drawText(actor.name(), rect.x + ibw, rect.y, rect.width - ibw); + this.changePaintOpacity(true); + this.drawRestrictions(actor, rect); + this.resetFontSettings(); +}; + +Window_PartyList.prototype.drawExtra = function(actor, rect) { + var section = this.itemSection(); + this.drawActorLevel(actor, section * 2, rect.y); + this.drawActorHp(actor, section * 3, rect.y, section - 6); + this.drawActorMp(actor, section * 4, rect.y, section - 6); + if ($dataSystem.optDisplayTp) { + this.drawActorTp(actor, section * 5, rect.y, section - 6); + } + this.drawRestrictions(actor, rect); +}; + +Window_PartyList.prototype.drawRestrictions = function(actor, rect) { + if (this._detailedWindow) { + var wx = this.contents.width - Window_Base._iconWidth - 2; + } else { + var section = this.itemSection(); + var wx = section * 2 - Window_Base._iconWidth - 2; + } + if (actor._locked) { + this.drawIcon(Yanfly.Icon.PartyLocked, wx, rect.y); + wx -= Window_Base._iconWidth; + } + if (actor._required) { + this.drawIcon(Yanfly.Icon.PartyRequired, wx, rect.y); + } +}; + +Window_PartyList.prototype.itemSection = function() { + var sections = 5; + if ($dataSystem.optDisplayTp) sections += 1; + return this.contents.width / sections; +}; + +Window_PartyList.prototype.drawCurrentAndMax = function(current, max, x, y, + width, color1, color2) { + var labelWidth = this.textWidth('HP'); + var valueWidth = this.textWidth(Yanfly.Util.toGroup(max)); + var slashWidth = this.textWidth('/'); + var x1 = x + width - valueWidth; + this.changeTextColor(color1); + this.drawText(Yanfly.Util.toGroup(current), x1, y, valueWidth, 'right'); +}; + +Window_PartyList.prototype.listColor = function(actor) { + if (actor.isBattleMember()) { + return this.textColor(Yanfly.Param.ColorInParty); + } + return this.normalColor() +}; + +Window_PartyList.prototype.curActor = function() { + var actorId = this._data[this._index]; + return $gameActors.actor(actorId); +}; + +Window_PartyList.prototype.isCurrentItemEnabled = function() { + if (this.curActor()) return this.curActor().isFormationChangeOk(); + return true; +}; + +Window_PartyList.prototype.actorIsEnabled = function(actor) { + return actor.isAppeared(); +}; + +Window_PartyList.prototype.setDetailWindow = function(win) { + this._detailWindow = win; + this.callUpdateHelp(); +}; + +Window_PartyList.prototype.callUpdateHelp = function() { + this.setHelpWindowItem($gameActors.actor(this.item())); + this.setDetailWindowItem($gameActors.actor(this.item())); +}; + +Window_PartyList.prototype.setHelpWindowItem = function(actor) { + if (this._helpWindow && actor) { + this._helpWindow.setText(actor.profile()); + } else if (this._helpWindow) { + this._helpWindow.clear(); + } +}; + +Window_PartyList.prototype.setDetailWindowItem = function(actor) { + if (this._detailWindow) this._detailWindow.setActor(actor); +}; + +Window_PartyList.prototype.item = function() { + var index = this.index(); + return this._data && index >= 0 ? this._data[index] : null; +}; + +//============================================================================= +// Window_PartyDetail +//============================================================================= + +function Window_PartyDetail() { + this.initialize.apply(this, arguments); +} + +Window_PartyDetail.prototype = Object.create(Window_Base.prototype); +Window_PartyDetail.prototype.constructor = Window_PartyDetail; + +Window_PartyDetail.prototype.initialize = function(x, y, width, height) { + Window_Base.prototype.initialize.call(this, x, y, width, height); + this._actor = null; +}; + +Window_PartyDetail.prototype.setActor = function(actor) { + if (this._actor === actor) return; + this._actor = actor; + this.refresh(); +}; + +Window_PartyDetail.prototype.clear = function() { + this.contents.clear(); + this.drawDarkRect(0, 0, this.contents.width, this.contents.height); + this.changeTextColor(this.systemColor()); + var text = Yanfly.Param.PartyEmptyText + this.contents.drawText(text, 0, 0, this.contents.width, + this.contents.height, 'center'); +}; + +Window_PartyDetail.prototype.refresh = function() { + if (!this._actor) return this.clear(); + this.contents.clear(); + this.drawActorBasicInfo(); + this.calculateAvailableLines(); + this.drawDarkRectangles(); + this.drawActorParams(); + this.drawActorEquips(); +}; + +Window_PartyDetail.prototype.drawDarkRectangles = function() { + var ww = this.contents.width / 2; + var wy = this.lineHeight() * 4; + if (this._linesAvailable >= 7) wy += this.lineHeight(); + if (this._linesAvailable === 4) wy += this.lineHeight(); + var max = this._linesAvailable; + max = Math.min(this._linesAvailable, this._actor.equipSlots().length); + for (var i = 0; i < max; ++i) { + if (wy + this.lineHeight() > this.contents.height) break; + this.drawDarkRect(ww, wy, ww, this.lineHeight()); + wy += this.lineHeight(); + } + var wy = this.lineHeight() * 4; + if (this._linesAvailable >= 7) wy += this.lineHeight(); + if (this._linesAvailable === 4) wy += this.lineHeight(); + for (var i = 0; i < 6; ++i) { + var rect = this.paramRect(i); + this.drawDarkRect(rect.x, rect.y, rect.width, rect.height); + } +}; + +Window_PartyDetail.prototype.drawDarkRect = function(dx, dy, dw, dh) { + var color = this.gaugeBackColor(); + this.changePaintOpacity(false); + this.contents.fillRect(dx + 1, dy + 1, dw - 2, dh - 2, color); + this.changePaintOpacity(true); +}; + +Window_PartyDetail.prototype.paramRect = function(index) { + var rect = new Rectangle(); + rect.x = 0; + rect.y = this.lineHeight() * 4; + rect.height = this.lineHeight(); + rect.width = this.contents.width / 2 + if (this._linesAvailable >= 7) rect.y += this.lineHeight(); + if (this._linesAvailable === 4) rect.y += this.lineHeight(); + if (this._linesAvailable >= 6) { + rect.y += this.lineHeight() * index; + } else { + rect.width /= 2; + rect.x = index % 2 === 0 ? 0 : rect.width; + rect.y += this.lineHeight() * Math.floor(index / 2); + } + return rect; +}; + +Window_PartyDetail.prototype.drawActorBasicInfo = function() { + var w = this.width - this.padding * 2; + var h = this.height - this.padding * 2; + var y = 0; + var padding = 0; + var xpad = padding + Window_Base._faceWidth; + var width = w - 162 - this.textPadding(); + h = Window_Base._faceHeight; + this.drawActorFace(this._actor, 0, 0, Window_Base._faceWidth, h); + this.drawActorSimpleStatus(this._actor, xpad, y, width); +}; + +Window_PartyDetail.prototype.calculateAvailableLines = function() { + if (this._linesAvailable) return; + this._linesAvailable = this.contents.height - this.lineHeight() * 4; + this._linesAvailable /= this.lineHeight(); + this._linesAvailable = Math.floor(this._linesAvailable); +}; + +Window_PartyDetail.prototype.drawActorParams = function() { + this.drawActorParamsTitle(); + for (var i = 0; i < 6; ++i) { + var rect = this.paramRect(i); + if (this._linesAvailable > 4) { + rect.x += 8; + rect.width -= 16; + } else { + rect.x += 4; + rect.width -= 8; + } + var paramId = i + 2; + var text = TextManager.param(paramId); + this.changeTextColor(this.systemColor()); + this.drawText(text, rect.x, rect.y, rect.width); + var paramValue = Yanfly.Util.toGroup(this._actor.param(paramId)); + this.changeTextColor(this.normalColor()); + this.drawText(paramValue, rect.x, rect.y, rect.width, 'right'); + } +}; + +Window_PartyDetail.prototype.drawActorParamsTitle = function() { + var wy = this.lineHeight() * 4; + var ww = this.contents.width / 2; + if (this._linesAvailable >= 7) { + var text = Yanfly.Param.PartyDetailParam; + this.changeTextColor(this.systemColor()); + this.drawText(text, 0, wy, ww, 'center'); + } else if (this._linesAvailable === 4) { + var text = Yanfly.Param.PartyDetailParam; + this.changeTextColor(this.systemColor()); + this.drawText(text, 0, wy, ww, 'center'); + } +}; + +Window_PartyDetail.prototype.drawActorEquips = function() { + this.drawActorEquipsTitle(); + var equips = this.getActorEquips(); + this.drawActorEquipsList(equips); +}; + +Window_PartyDetail.prototype.drawActorEquipsTitle = function() { + var wy = this.lineHeight() * 4; + var ww = this.contents.width / 2; + if (this._linesAvailable >= 7) { + var text = Yanfly.Param.PartyDetailEquip; + this.changeTextColor(this.systemColor()); + this.drawText(text, ww, wy, ww, 'center'); + } else if (this._linesAvailable === 4) { + var text = Yanfly.Param.PartyDetailEquip; + this.changeTextColor(this.systemColor()); + this.drawText(text, ww, wy, ww, 'center'); + } +}; + +Window_PartyDetail.prototype.getActorEquips = function() { + var equips = []; + for (var i = 0; i < this._actor.equips().length; ++i) { + var equip = this._actor.equips()[i]; + if (equip) equips.push(equip); + } + return equips; +}; + +Window_PartyDetail.prototype.drawActorEquipsList = function(equips) { + this._lastSlot = false; + var max = this._linesAvailable; + var ww = this.contents.width / 2; + var wh = this.lineHeight(); + var wy = this.lineHeight() * 4; + var wx = ww + 6; + ww -= 12; + if (this._linesAvailable >= 7) { + max -= 1; + wy += this.lineHeight(); + } + if (this._linesAvailable === 4) { + max -= 1; + wy += this.lineHeight(); + } + for (var i = 0; i < equips.length; ++i) { + var equip = equips[i]; + if (!equip) break; + if (i >= max - 1 && i < equips.length - 1) this._lastSlot = true; + if (this._lastSlot) { + var iconIndex = equip.iconIndex; + this.drawIcon(iconIndex, wx + 2, wy + 2); + wx += Window_Base._iconWidth; + continue; + } else if (this._lastSlot && i === equips.length - 1) { + var iconIndex = equip.iconIndex; + this.drawIcon(iconIndex, wx + 2, wy + 2); + wx += Window_Base._iconWidth; + } else { + this.drawItemName(equip, wx, wy, ww); + } + wy += this.lineHeight(); + } +}; + +//============================================================================= +// Battle Engine Core Implementation +//============================================================================= + +if (Imported.YEP_BattleEngineCore) { + +//============================================================================= +// BattleManager +//============================================================================= + +Yanfly.Party.BattleManager_startBattle = BattleManager.startBattle; +BattleManager.startBattle = function() { + if (!$gameTemp._partyBattle) { + Yanfly.Party.BattleManager_startBattle.call(this); + } + $gameTemp._partyBattle = false; + this._bypassMoveToStartLocation = false; + BattleManager.refreshAllBattlers(); +}; + +BattleManager.refreshAllBattlers = function() { + var members = $gameParty.members().concat($gameTroop.members()); + var length = members.length; + for (var i = 0; i < length; ++i) { + var member = members[i]; + if (member) member.refresh(); + } +}; + +Yanfly.Party.BattleManager_playBattleBgm = BattleManager.playBattleBgm; +BattleManager.playBattleBgm = function() { + var restartBgm = true; + if (Yanfly.Party.SavedBattleBgm) { + AudioManager.playBgm(Yanfly.Party.SavedBattleBgm); + Yanfly.Party.SavedBattleBgm = undefined; + restartBgm = false; + } + if (Yanfly.Party.SavedBattleBgs) { + AudioManager.playBgs(Yanfly.Party.SavedBattleBgs); + Yanfly.Party.SavedBattleBgs = undefined; + restartBgm = false; + } + if (restartBgm) Yanfly.Party.BattleManager_playBattleBgm.call(this); +}; + +//============================================================================= +// Game_Unit +//============================================================================= + +Yanfly.Party.Game_Unit_onBattleStart = Game_Unit.prototype.onBattleStart; +Game_Unit.prototype.onBattleStart = function() { + if ($gameTemp._partyBattle) return; + Yanfly.Party.Game_Unit_onBattleStart.call(this); + $gameSystem.resetBattleFormationCooldown(); +}; + +Yanfly.Party.Game_Unit_onBattleEnd = Game_Unit.prototype.onBattleEnd; +Game_Unit.prototype.onBattleEnd = function() { + if ($gameTemp._partyBattle) return; + Yanfly.Party.Game_Unit_onBattleEnd.call(this); + $gameSystem.resetBattleFormationCooldown(); +}; + +//============================================================================= +// Window_Command +//============================================================================= + +Window_Command.prototype.addCommandAt = function(index, name, symbol, en, ext) { + if (en === undefined) enabled = true; + if (ext === undefined) ext = null; + var obj = { name: name, symbol: symbol, enabled: en, ext: ext}; + this._list.splice(index, 0, obj); +}; + +//============================================================================= +// Window_PartyCommand +//============================================================================= + +Yanfly.Party.Window_PartyCommand_makeCommandList = + Window_PartyCommand.prototype.makeCommandList; +Window_PartyCommand.prototype.makeCommandList = function() { + Yanfly.Party.Window_PartyCommand_makeCommandList.call(this); + this.addFormationCommand(); +}; + +Window_PartyCommand.prototype.addFormationCommand = function() { + if (!$gameSystem.isShowBattleFormation()) return; + var index = this.findSymbol('escape'); + var enabled = $gameSystem.isBattleFormationEnabled(); + this.addCommandAt(index, TextManager.formation, 'formation', enabled); +}; + +//============================================================================= +// Sprite_Actor +//============================================================================= + +Yanfly.Party.Sprite_Actor_moveToStartPosition = + Sprite_Actor.prototype.moveToStartPosition; +Sprite_Actor.prototype.moveToStartPosition = function() { + if (BattleManager._bypassMoveToStartLocation) return; + Yanfly.Party.Sprite_Actor_moveToStartPosition.call(this); +}; + +//============================================================================= +// Spriteset_Battle +//============================================================================= + +Yanfly.Party.Spriteset_Battle_createBackground = + Spriteset_Battle.prototype.createBackground; +Spriteset_Battle.prototype.createBackground = function() { + Yanfly.Party.Spriteset_Battle_createBackground.call(this); + if (Yanfly.Party.SavedBackgroundBitmap) { + var spr = this._backgroundSprite; + spr.bitmap = Yanfly.Party.SavedBackgroundBitmap; + Yanfly.Party.SavedBackgroundBitmap = undefined; + } +}; + +//============================================================================= +// Scene_Map +//============================================================================= + +Yanfly.Party.Scene_Map_create = Scene_Map.prototype.create; +Scene_Map.prototype.create = function() { + Yanfly.Party.Scene_Map_create.call(this); + $gameParty.loadActorImages(); +}; + +//============================================================================= +// Scene_Battle +//============================================================================= + +Yanfly.Party.Scene_Battle_createDisplayObjects = + Scene_Battle.prototype.createDisplayObjects; +Scene_Battle.prototype.createDisplayObjects = function() { + Yanfly.Party.Scene_Battle_createDisplayObjects.call(this); + $gameParty.loadActorImages(); +}; + +Yanfly.Party.Scene_Battle_createSpriteset = + Scene_Battle.prototype.createSpriteset; +Scene_Battle.prototype.createSpriteset = function() { + if ($gameTemp.hasStoredBattleSpriteset()) { + $gameTemp.restoreBattleSpriteset(); + } else { + Yanfly.Party.Scene_Battle_createSpriteset.call(this); + } +}; + +Yanfly.Party.Scene_Battle_createPartyCommandWindow = + Scene_Battle.prototype.createPartyCommandWindow; +Scene_Battle.prototype.createPartyCommandWindow = function() { + Yanfly.Party.Scene_Battle_createPartyCommandWindow.call(this); + var win = this._partyCommandWindow; + win.setHandler('formation', this.partyCommandFormation.bind(this)); +}; + +Scene_Battle.prototype.partyCommandFormation = function() { + BattleManager._bypassMoveToStartLocation = true; + $gameParty.loadActorImages(); + this.prepareBackground(); + BattleManager._savedActor = BattleManager.actor(); + $gameSystem.setBattleFormationCooldown(); + Yanfly.Party.SavedBattleBgm = AudioManager.saveBgm(); + Yanfly.Party.SavedBattleBgs = AudioManager.saveBgs(); + $gameTemp.storeBattleSpriteset(); + SceneManager.push(Scene_Party); + BattleManager._phase = 'input'; + $gameTemp._partyBattle = true; +}; + +Scene_Battle.prototype.prepareBackground = function() { + Yanfly.Party.SavedBackgroundBitmap = SceneManager._backgroundBitmap; + this._prevWindowLayer = this._windowLayer.y; + this._windowLayer.y = Graphics.boxHeight * 495; + SceneManager.snapForBackground(); + this._windowLayer.y = this._prevWindowLayer; +}; + +}; // Imported.YEP_BattleEngineCore + +//============================================================================= +// Scene_Menu +//============================================================================= + +Scene_Menu.prototype.commandFormation = function() { + $gameParty.loadActorImages(); + SceneManager.push(Scene_Party); +}; + +//============================================================================= +// Scene_Party +//============================================================================= + +function Scene_Party() { + this.initialize.apply(this, arguments); +} + +Scene_Party.prototype = Object.create(Scene_MenuBase.prototype); +Scene_Party.prototype.constructor = Scene_Party; + +Scene_Party.prototype.initialize = function() { + Scene_MenuBase.prototype.initialize.call(this); + this._formerParty = $gameParty._battleMembers.slice(0); +}; + +Scene_Party.prototype.create = function() { + Scene_MenuBase.prototype.create.call(this); + if (Yanfly.Param.PartyHelpWindow) this.createHelpWindow(); + this.createCommandWindow(); + this.createPartyWindow(); + this.createListWindow(); + this.createDetailWindow(); +}; + +Scene_Party.prototype.createCommandWindow = function() { + this._commandWindow = new Window_PartyMenuCommand(0, 0); + if (this._helpWindow) this._commandWindow.y = this._helpWindow.height; + this._commandWindow.setHandler('change', this.commandAdjust.bind(this)); + this._commandWindow.setHandler('remove', this.commandAdjust.bind(this)); + this._commandWindow.setHandler('revert', this.commandRevert.bind(this)); + this._commandWindow.setHandler('cancel', this.commandFinish.bind(this)); + this.addWindow(this._commandWindow); +}; + +Scene_Party.prototype.createPartyWindow = function() { + this._partyWindow = new Window_PartySelect(this._commandWindow); + if (this._helpWindow) this._partyWindow.setHelpWindow(this._helpWindow); + this._partyWindow.setHandler('ok', this.onPartyOk.bind(this)); + this._partyWindow.setHandler('cancel', this.onPartyCancel.bind(this)); + this._partyWindow.setHandler('pageup', this.onPartyPageUp.bind(this)); + this._partyWindow.setHandler('pagedown', this.onPartyPageDown.bind(this)); + this.addWindow(this._partyWindow); +}; + +Scene_Party.prototype.createListWindow = function() { + this._listWindow = new Window_PartyList(this._partyWindow); + if (this._helpWindow) this._listWindow.setHelpWindow(this._helpWindow); + this._listWindow.setHandler('ok', this.onListOk.bind(this)); + this._listWindow.setHandler('cancel', this.onListCancel.bind(this)); + this.addWindow(this._listWindow); +}; + +Scene_Party.prototype.createDetailWindow = function() { + if (!Yanfly.Param.PartyDetailWin) return; + var wx = this._listWindow.width; + var wy = this._listWindow.y; + var ww = Graphics.boxWidth - wx; + var wh = Graphics.boxHeight - wy; + this._detailWindow = new Window_PartyDetail(wx, wy, ww, wh); + this.addWindow(this._detailWindow); + this._partyWindow.setDetailWindow(this._detailWindow); + this._listWindow.setDetailWindow(this._detailWindow); + this._detailWindow.clear(); +}; + +Scene_Party.prototype.refreshWindows = function() { + $gameParty.rearrangeActors(); + this._commandWindow.refresh(); + this._partyWindow.refresh(); + this._listWindow.refresh(); + $gamePlayer.refresh(); + $gameMap.requestRefresh(); +}; + +Scene_Party.prototype.commandAdjust = function() { + this._partyWindow.activate(); + this._partyWindow.select(0); +}; + +Scene_Party.prototype.commandRevert = function() { + this._commandWindow.activate(); + $gameParty._battleMembers = this._formerParty.slice(0); + this.refreshWindows(); +}; + +Scene_Party.prototype.commandFinish = function() { + if ($gameParty.inBattle()) { + $gameParty.reconstructActions(); + if (BattleManager._savedActor) { + BattleManager._actorIndex = BattleManager._savedActor.index(); + } + } + this.popScene(); +}; + +Scene_Party.prototype.onPartyOk = function() { + var symbol = this._commandWindow.currentSymbol(); + if (symbol === 'change') { + this._listWindow.activate() + } else if (symbol === 'remove') { + SoundManager.playEquip(); + var index = this._partyWindow._index; + var actor = $gameActors.actor($gameParty._battleMembers[index]); + $gameParty._battleMembers[index] = 0 + this.refreshWindows(); + this._partyWindow.activate(); + } +}; + +Scene_Party.prototype.onPartyCancel = function() { + this._partyWindow.select(-1); + this._commandWindow.activate(); + if (this._helpWindow) this._helpWindow.setItem(null); +}; + +Scene_Party.prototype.onPartyPageUp = function() { + SoundManager.playEquip(); + var actorId1 = this._partyWindow.item(); + if (!this._partyWindow.prevActor()) { + var actorId2 = 0; + } else { + var actorId2 = this._partyWindow.prevActor().actorId(); + } + var max = this._partyWindow.maxItems() - 1; + var index1 = this._partyWindow._index; + var index2 = this._partyWindow._index === 0 ? max : index1 - 1; + $gameParty._battleMembers[index1] = actorId2; + $gameParty._battleMembers[index2] = actorId1; + this.refreshWindows(); +}; + +Scene_Party.prototype.onPartyPageDown = function() { + SoundManager.playEquip(); + var actorId1 = this._partyWindow.item(); + if (!this._partyWindow.nextActor()) { + var actorId2 = 0; + } else { + var actorId2 = this._partyWindow.nextActor().actorId(); + } + var max = this._partyWindow.maxItems() - 1; + var index1 = this._partyWindow._index; + var index2 = this._partyWindow._index === max ? 0 : index1 + 1; + $gameParty._battleMembers[index1] = actorId2; + $gameParty._battleMembers[index2] = actorId1; + this.refreshWindows(); +}; + +Scene_Party.prototype.onListCancel = function() { + this._partyWindow.activate(); +}; + +Scene_Party.prototype.onListOk = function() { + SoundManager.playEquip(); + if (this._listWindow.item() <= 0) { + this.otherAction(); + } else { + this.switchActors(); + } + this.refreshWindows(); + this._partyWindow.activate(); +}; + +Scene_Party.prototype.otherAction = function() { + if (this._listWindow.item() === 0) { + $gameParty._battleMembers[this._partyWindow._index] = 0; + } +}; + +Scene_Party.prototype.switchActors = function() { + var targetId = this._listWindow.item(); + var targetIndex = this._partyWindow._index; + if ($gameParty._battleMembers.contains(targetId)) { + var switchId = this._partyWindow.item(); + var switchIndex = $gameParty._battleMembers.indexOf(targetId); + $gameParty._battleMembers[switchIndex] = switchId; + }; + $gameParty._battleMembers[targetIndex] = targetId; +}; + +//============================================================================= +// Utilities +//============================================================================= + +Yanfly.Util = Yanfly.Util || {}; + +if (!Yanfly.Util.toGroup) { + Yanfly.Util.toGroup = function(inVal) { + return inVal; + } +}; + +//============================================================================= +// End of File +//============================================================================= diff --git a/js/plugins/YEP_StatusMenuCore.js b/js/plugins/YEP_StatusMenuCore.js new file mode 100644 index 0000000..edb66b5 --- /dev/null +++ b/js/plugins/YEP_StatusMenuCore.js @@ -0,0 +1,1445 @@ +//============================================================================= +// Yanfly Engine Plugins - Status Menu Core +// YEP_StatusMenuCore.js +//============================================================================= + +var Imported = Imported || {}; +Imported.YEP_StatusMenuCore = true; + +var Yanfly = Yanfly || {}; +Yanfly.Status = Yanfly.Status || {}; +Yanfly.Status.version = 1.04; + +//============================================================================= + /*: + * @plugindesc v1.04 Changes the Status menu for your characters into + * a hub that displays more character information. + * @author Yanfly Engine Plugins + * + * @param ---Settings--- + * @default + * + * @param Command Order + * @parent ---Settings--- + * @desc This is the order in which the command menu will appear. Use + * a space to separate the individual commands. + * @default General Parameters Elements States Attributes Custom Cancel + * + * @param Command Window Width + * @parent ---Settings--- + * @type number + * @min 1 + * @desc This is the window width for the Command Window. + * @default 240 + * + * @param Command Window Rows + * @parent ---Settings--- + * @type number + * @min 1 + * @desc This is the number of rows for the Command Window. + * @default 4 + * + * @param Command Alignment + * @parent ---Settings--- + * @type combo + * @option left + * @option center + * @option right + * @desc This is the text alignment for the Command Window. + * left center right + * @default center + * + * @param ---General--- + * @default + * + * @param General Command + * @parent ---General--- + * @desc This is how the command for 'General' will appear. + * @default General + * + * @param Parameters Text + * @parent ---General--- + * @desc This is how the word 'Parameters' will appear. + * @default Parameters + * + * @param Experience Text + * @parent ---General--- + * @desc This is how the word 'Experience' will appear. + * @default Experience + * + * @param Total Format + * @parent ---General--- + * @desc This is the word total experience. + * @default Total %1 for Next %2 + * + * @param EXP Gauge Color 1 + * @parent ---General--- + * @type number + * @min 0 + * @max 31 + * @desc The skin color used in EXP Gauge Color 1 shown in the + * status window. + * @default 30 + * + * @param EXP Gauge Color 2 + * @parent ---General--- + * @type number + * @min 0 + * @max 31 + * @desc The skin color used in EXP Gauge Color 2 shown in the + * status window. + * @default 31 + * + * @param ---Parameters--- + * @default + * + * @param Parameters Command + * @parent ---Parameters--- + * @desc This is how the command for 'Parameters' will appear. + * @default Parameters + * + * @param Graph Text + * @parent ---Parameters--- + * @desc This is how the words for 'Parameter Graph' appear. + * @default Parameter Graph + * + * @param ATK Color + * @parent ---Parameters--- + * @desc This is the gauge color for ATK. + * #Color1 #Color2 + * @default #ed1c24 #f26c4f + * + * @param DEF Color + * @parent ---Parameters--- + * @desc This is the gauge color for DEF. + * #Color1 #Color2 + * @default #f7941d #fdc689 + * + * @param MAT Color + * @parent ---Parameters--- + * @desc This is the gauge color for MAT. + * #Color1 #Color2 + * @default #605ca8 #bd8cbf + * + * @param MDF Color + * @parent ---Parameters--- + * @desc This is the gauge color for MDF. + * #Color1 #Color2 + * @default #448ccb #a6caf4 + * + * @param AGI Color + * @parent ---Parameters--- + * @desc This is the gauge color for AGI. + * #Color1 #Color2 + * @default #39b54a #82ca9c + * + * @param LUK Color + * @parent ---Parameters--- + * @desc This is the gauge color for LUK. + * #Color1 #Color2 + * @default #fff568 #fffac3 + * + * @param ---Resist Colors--- + * @default + * + * @param Above 300% + * @parent ---Resist Colors--- + * @type number + * @min 0 + * @max 31 + * @desc This is the text color for rates over 300%. + * @default 10 + * + * @param 200% to 300% + * @parent ---Resist Colors--- + * @type number + * @min 0 + * @max 31 + * @desc This is the text color for rates over 200%. + * @default 20 + * + * @param 150% to 200% + * @parent ---Resist Colors--- + * @type number + * @min 0 + * @max 31 + * @desc This is the text color for rates over 150%. + * @default 14 + * + * @param 120% to 150% + * @parent ---Resist Colors--- + * @type number + * @min 0 + * @max 31 + * @desc This is the text color for rates over 120%. + * @default 6 + * + * @param 100% to 120% + * @parent ---Resist Colors--- + * @type number + * @min 0 + * @max 31 + * @desc This is the text color for rates over 100%. + * @default 0 + * + * @param 80% to 100% + * @parent ---Resist Colors--- + * @type number + * @min 0 + * @max 31 + * @desc This is the text color for rates over 80%. + * @default 24 + * + * @param 50% to 80% + * @parent ---Resist Colors--- + * @type number + * @min 0 + * @max 31 + * @desc This is the text color for rates over 50%. + * @default 29 + * + * @param 1% to 50% + * @parent ---Resist Colors--- + * @type number + * @min 0 + * @max 31 + * @desc This is the text color for rates over 1%. + * @default 23 + * + * @param Exactly 0% + * @parent ---Resist Colors--- + * @type number + * @min 0 + * @max 31 + * @desc This is the text color for rates exactly 0%. + * @default 31 + * + * @param Below 0% + * @parent ---Resist Colors--- + * @type number + * @min 0 + * @max 31 + * @desc This is the text color for rates below 0%. + * @default 27 + * + * @param ---Elements--- + * @default + * + * @param Elements Command + * @parent ---Elements--- + * @desc This is how the command for 'Elements' will appear. + * @default Elements + * + * @param Elements Decimal + * @parent ---Elements--- + * @type number + * @min 0 + * @desc How many decimal places to display for rates. + * @default 2 + * + * @param Element Column 1 + * @parent ---Elements--- + * @desc These are the element ID's drawn in column 1. + * Separate these element ID's with a space. + * @default 1 + * + * @param Element Column 2 + * @parent ---Elements--- + * @desc These are the element ID's drawn in column 2. + * Separate these element ID's with a space. + * @default 2 3 4 5 6 7 8 9 + * + * @param Element Column 3 + * @parent ---Elements--- + * @desc These are the element ID's drawn in column 3. + * Separate these element ID's with a space. + * @default + * + * @param Element Column 4 + * @parent ---Elements--- + * @desc These are the element ID's drawn in column 4. + * Separate these element ID's with a space. + * @default + * + * @param ---States--- + * @default + * + * @param States Command + * @parent ---States--- + * @desc This is how the command for 'States' will appear. + * @default States + * + * @param States Decimal + * @parent ---States--- + * @type number + * @min 0 + * @desc How many decimal places to display for rates. + * @default 2 + * + * @param States Column 1 + * @parent ---States--- + * @desc These are the state ID's drawn in column 1. + * Separate these state ID's with a space. + * @default 1 4 5 6 + * + * @param States Column 2 + * @parent ---States--- + * @desc These are the state ID's drawn in column 2. + * Separate these state ID's with a space. + * @default 7 8 9 10 + * + * @param States Column 3 + * @parent ---States--- + * @desc These are the state ID's drawn in column 3. + * Separate these state ID's with a space. + * @default + * + * @param States Column 4 + * @parent ---States--- + * @desc These are the state ID's drawn in column 4. + * Separate these state ID's with a space. + * @default + * + * @param ---Attributes--- + * @default + * + * @param Attributes Command + * @parent ---Attributes--- + * @desc This is how the command for 'Attributes' will appear. + * @default Attributes + * + * @param Attribute Font Size + * @text Attributes Font Size + * @parent ---Attributes--- + * @type number + * @min 1 + * @desc The font size used to display attributes. + * Default: 28 + * @default 20 + * + * @param Attribute Decimal + * @text Attributes Decimal + * @parent ---Attributes--- + * @type number + * @min 0 + * @desc How many decimal places to display for rates. + * @default 0 + * + * @param Attributes Column 1 + * @parent ---Attributes--- + * @desc These are the attributes drawn in column 1. + * Separate these attributes with a space. + * @default exr hit eva cri cev mev mrf cnt + * + * @param Attributes Column 2 + * @parent ---Attributes--- + * @desc These are the attributes drawn in column 2. + * Separate these attributes with a space. + * @default mcr tcr pdr mdr fdr grd rec pha + * + * @param Attributes Column 3 + * @parent ---Attributes--- + * @desc These are the attributes drawn in column 3. + * Separate these attributes with a space. + * @default hrg mrg trg tgr + * + * @param Attributes Column 4 + * @parent ---Attributes--- + * @desc These are the attributes drawn in column 4. + * Separate these attributes with a space. + * @default + * + * @param ---XParam Names--- + * @default + * + * @param hit Name + * @parent ---XParam Names--- + * @desc The text name used for this attribute. + * @default Hit Rate + * + * @param eva Name + * @parent ---XParam Names--- + * @desc The text name used for this attribute. + * @default Evasion Rate + * + * @param cri Name + * @parent ---XParam Names--- + * @desc The text name used for this attribute. + * @default Critical Hit Rate + * + * @param cev Name + * @parent ---XParam Names--- + * @desc The text name used for this attribute. + * @default Critical Evasion Rate + * + * @param mev Name + * @parent ---XParam Names--- + * @desc The text name used for this attribute. + * @default Magic Evasion Rate + * + * @param mrf Name + * @parent ---XParam Names--- + * @desc The text name used for this attribute. + * @default Magic Reflect Rate + * + * @param cnt Name + * @parent ---XParam Names--- + * @desc The text name used for this attribute. + * @default Counter Rate + * + * @param hrg Name + * @parent ---XParam Names--- + * @desc The text name used for this attribute. + * @default HP Regen Rate + * + * @param mrg Name + * @parent ---XParam Names--- + * @desc The text name used for this attribute. + * @default MP Regen Rate + * + * @param trg Name + * @parent ---XParam Names--- + * @desc The text name used for this attribute. + * @default TP Regen Rate + * + * @param tgr Name + * @parent ---XParam Names--- + * @desc The text name used for this attribute. + * @default Aggro Rate + * + * @param grd Name + * @parent ---XParam Names--- + * @desc The text name used for this attribute. + * @default Guard Effect + * + * @param rec Name + * @parent ---XParam Names--- + * @desc The text name used for this attribute. + * @default Recovery Effect + * + * @param pha Name + * @parent ---XParam Names--- + * @desc The text name used for this attribute. + * @default Pharmacology Effect + * + * @param mcr Name + * @parent ---XParam Names--- + * @desc The text name used for this attribute. + * @default MP Cost Rate + * + * @param tcr Name + * @parent ---XParam Names--- + * @desc The text name used for this attribute. + * @default TP Charge Rate + * + * @param pdr Name + * @parent ---XParam Names--- + * @desc The text name used for this attribute. + * @default Physical Damage Rate + * + * @param mdr Name + * @parent ---XParam Names--- + * @desc The text name used for this attribute. + * @default Magical Damage Rate + * + * @param fdr Name + * @parent ---XParam Names--- + * @desc The text name used for this attribute. + * @default Floor Damage Rate + * + * @param exr Name + * @parent ---XParam Names--- + * @desc The text name used for this attribute. + * @default Experience Rate + * + * @help + * ============================================================================ + * Introduction + * ============================================================================ + * + * This plugin replaces the Status menu with a whole new layout. Including the + * function to display more information regarding the actor. You can change the + * order commands appear in game with the Command Order parameter. + * + * To add more commands, insert extension plugins under this plugin in the + * Plugin Manager. Then, it will appear automatically in the Command Order + * where you placed the 'Custom' string or elsewhere if you've placed the + * extension plugin's keyword elsewhere. + * + * ============================================================================ + * Instructions + * ============================================================================ + * + * You can add and remove commands from the Command Window by changing the + * 'Command Order' parameter. Here is a list of commands you may use: + * + * General + * - Displays the current current stats and EXP for the actor. + * + * Parameters + * - Displays a parameter gauge of the actor relative to other stats. + * + * Elements + * - Displays the listed elements and their elemental rates. + * + * States + * - Displays the listed states and their status infliction rates. + * + * Attributes + * - Displays the listed attributes and their rates. + * + * Custom + * - If you have any custom status window items to display, they will + * appear here. + * + * Cancel + * - Adds a cancel command for leaving the Status Menu. + * + * ============================================================================ + * Adding Icons to Elements and Attributes + * ============================================================================ + * + * You can use icons for elements and attributes by using text codes. + * + * In the RPG Maker MV editor's database, types tab, for the elements, name + * them as such: + * + * \i[64]Fire + * + * This will enable you to give the element an icon. You can also change the + * text color and such using any of the available text codes. + * + * The same is applied for Attributes except you modify it within this plugin's + * parameters. If you wish to display 'HP Regen Rate' with an icon, name it: + * + * \i[72]HP Regen Rate + * + * The icons will be drawn for the said attributes in addition to any other + * text code modifications used. + * + * ============================================================================ + * Changelog + * ============================================================================ + * + * Version 1.04: + * - Added a function to split the icon and text for Attribute names so that + * icons will be centered properly if icons are used for the Attribute names. + * + * Version 1.03: + * - Updated for RPG Maker MV version 1.5.0. + * + * Version 1.02: + * - Compatibility update made for other plugins. + * + * Version 1.01a: + * - Converted Window_StatusInfo to Window_Selectable for those who would like + * to use it as such. + * + * Version 1.00: + * - Finished Plugin! + */ +//============================================================================= + +//============================================================================= +// Parameter Variables +//============================================================================= + +Yanfly.Parameters = PluginManager.parameters('YEP_StatusMenuCore'); +Yanfly.Param = Yanfly.Param || {}; + +Yanfly.Param.StatusCmdOrder = String(Yanfly.Parameters['Command Order']); +Yanfly.Param.StatusCmdWidth = Number(Yanfly.Parameters['Command Window Width']); +Yanfly.Param.StatusCmdRows = Number(Yanfly.Parameters['Command Window Rows']); +Yanfly.Param.StatusCmdAlign = String(Yanfly.Parameters['Command Alignment']); + +Yanfly.Param.StatusGeneral = String(Yanfly.Parameters['General Command']); +Yanfly.Param.StatusParamText = String(Yanfly.Parameters['Parameters Text']); +Yanfly.Param.StatusExpText = String(Yanfly.Parameters['Experience Text']); +Yanfly.Param.StatusTotalFmt = String(Yanfly.Parameters['Total Format']); +Yanfly.Param.ColorExp1 = Number(Yanfly.Parameters['EXP Gauge Color 1']); +Yanfly.Param.ColorExp2 = Number(Yanfly.Parameters['EXP Gauge Color 2']); + +Yanfly.Param.StatusParameters = String(Yanfly.Parameters['Parameters Command']); +Yanfly.Param.StatusGraphText = String(Yanfly.Parameters['Graph Text']); +Yanfly.Param.ColorParam2Gauge = String(Yanfly.Parameters['ATK Color']); +Yanfly.Param.ColorParam3Gauge = String(Yanfly.Parameters['DEF Color']); +Yanfly.Param.ColorParam4Gauge = String(Yanfly.Parameters['MAT Color']); +Yanfly.Param.ColorParam5Gauge = String(Yanfly.Parameters['MDF Color']); +Yanfly.Param.ColorParam6Gauge = String(Yanfly.Parameters['AGI Color']); +Yanfly.Param.ColorParam7Gauge = String(Yanfly.Parameters['LUK Color']); + +Yanfly.Param.ColorResistS = Number(Yanfly.Parameters['Above 300%']); +Yanfly.Param.ColorResistA = Number(Yanfly.Parameters['200% to 300%']); +Yanfly.Param.ColorResistB = Number(Yanfly.Parameters['150% to 200%']); +Yanfly.Param.ColorResistC1 = Number(Yanfly.Parameters['120% to 150%']); +Yanfly.Param.ColorResistC2 = Number(Yanfly.Parameters['100% to 120%']); +Yanfly.Param.ColorResistC3 = Number(Yanfly.Parameters['80% to 100%']); +Yanfly.Param.ColorResistD = Number(Yanfly.Parameters['50% to 80%']); +Yanfly.Param.ColorResistE = Number(Yanfly.Parameters['1% to 50%']); +Yanfly.Param.ColorResistF = Number(Yanfly.Parameters['Exactly 0%']); +Yanfly.Param.ColorResistG = Number(Yanfly.Parameters['Below 0%']); + +Yanfly.Param.StatusElements = String(Yanfly.Parameters['Elements Command']); +Yanfly.Param.StatusEleDec = Number(Yanfly.Parameters['Elements Decimal']); +Yanfly.Param.StatusEleCol1 = String(Yanfly.Parameters['Element Column 1']); +Yanfly.Param.StatusEleCol1 = Yanfly.Param.StatusEleCol1.split(' '); +Yanfly.Param.StatusEleCol2 = String(Yanfly.Parameters['Element Column 2']); +Yanfly.Param.StatusEleCol2 = Yanfly.Param.StatusEleCol2.split(' '); +Yanfly.Param.StatusEleCol3 = String(Yanfly.Parameters['Element Column 3']); +Yanfly.Param.StatusEleCol3 = Yanfly.Param.StatusEleCol3.split(' '); +Yanfly.Param.StatusEleCol4 = String(Yanfly.Parameters['Element Column 4']); +Yanfly.Param.StatusEleCol4 = Yanfly.Param.StatusEleCol4.split(' '); + +Yanfly.Param.StatusStates = String(Yanfly.Parameters['States Command']); +Yanfly.Param.StatusStatesDec = Number(Yanfly.Parameters['States Decimal']); +Yanfly.Param.StatusStateCol1 = String(Yanfly.Parameters['States Column 1']); +Yanfly.Param.StatusStateCol1 = Yanfly.Param.StatusStateCol1.split(' '); +Yanfly.Param.StatusStateCol2 = String(Yanfly.Parameters['States Column 2']); +Yanfly.Param.StatusStateCol2 = Yanfly.Param.StatusStateCol2.split(' '); +Yanfly.Param.StatusStateCol3 = String(Yanfly.Parameters['States Column 3']); +Yanfly.Param.StatusStateCol3 = Yanfly.Param.StatusStateCol3.split(' '); +Yanfly.Param.StatusStateCol4 = String(Yanfly.Parameters['States Column 4']); +Yanfly.Param.StatusStateCol4 = Yanfly.Param.StatusStateCol4.split(' '); + +Yanfly.Param.StatusAttributes = String(Yanfly.Parameters['Attributes Command']); +Yanfly.Param.StatusAttriCol1 = String(Yanfly.Parameters['Attributes Column 1']); +Yanfly.Param.StatusAttriCol1 = Yanfly.Param.StatusAttriCol1.split(' '); +Yanfly.Param.StatusAttriCol2 = String(Yanfly.Parameters['Attributes Column 2']); +Yanfly.Param.StatusAttriCol2 = Yanfly.Param.StatusAttriCol2.split(' '); +Yanfly.Param.StatusAttriCol3 = String(Yanfly.Parameters['Attributes Column 3']); +Yanfly.Param.StatusAttriCol3 = Yanfly.Param.StatusAttriCol3.split(' '); +Yanfly.Param.StatusAttriCol4 = String(Yanfly.Parameters['Attributes Column 4']); +Yanfly.Param.StatusAttriCol4 = Yanfly.Param.StatusAttriCol4.split(' '); +Yanfly.Param.StatusAttrSize = Number(Yanfly.Parameters['Attribute Font Size']); +Yanfly.Param.StatusAttrDec = Number(Yanfly.Parameters['Attribute Decimal']); +Yanfly.Param.StatusAttr_hit = String(Yanfly.Parameters['hit Name']); +Yanfly.Param.StatusAttr_eva = String(Yanfly.Parameters['eva Name']); +Yanfly.Param.StatusAttr_cri = String(Yanfly.Parameters['cri Name']); +Yanfly.Param.StatusAttr_cev = String(Yanfly.Parameters['cev Name']); +Yanfly.Param.StatusAttr_mev = String(Yanfly.Parameters['mev Name']); +Yanfly.Param.StatusAttr_mrf = String(Yanfly.Parameters['mrf Name']); +Yanfly.Param.StatusAttr_cnt = String(Yanfly.Parameters['cnt Name']); +Yanfly.Param.StatusAttr_hrg = String(Yanfly.Parameters['hrg Name']); +Yanfly.Param.StatusAttr_mrg = String(Yanfly.Parameters['mrg Name']); +Yanfly.Param.StatusAttr_trg = String(Yanfly.Parameters['trg Name']); +Yanfly.Param.StatusAttr_tgr = String(Yanfly.Parameters['tgr Name']); +Yanfly.Param.StatusAttr_grd = String(Yanfly.Parameters['grd Name']); +Yanfly.Param.StatusAttr_rec = String(Yanfly.Parameters['rec Name']); +Yanfly.Param.StatusAttr_pha = String(Yanfly.Parameters['pha Name']); +Yanfly.Param.StatusAttr_mcr = String(Yanfly.Parameters['mcr Name']); +Yanfly.Param.StatusAttr_tcr = String(Yanfly.Parameters['tcr Name']); +Yanfly.Param.StatusAttr_pdr = String(Yanfly.Parameters['pdr Name']); +Yanfly.Param.StatusAttr_mdr = String(Yanfly.Parameters['mdr Name']); +Yanfly.Param.StatusAttr_fdr = String(Yanfly.Parameters['fdr Name']); +Yanfly.Param.StatusAttr_exr = String(Yanfly.Parameters['exr Name']); + +//============================================================================= +// Window_StatusCommand +//============================================================================= + +function Window_StatusCommand() { + this.initialize.apply(this, arguments); +} + +Window_StatusCommand.prototype = Object.create(Window_Command.prototype); +Window_StatusCommand.prototype.constructor = Window_StatusCommand; + +Window_StatusCommand.prototype.initialize = function() { + Window_Command.prototype.initialize.call(this, 0, 0); + this._actor = null; +}; + +Window_StatusCommand.prototype.windowWidth = function() { + return Yanfly.Param.StatusCmdWidth; +}; + +Window_StatusCommand.prototype.setActor = function(actor) { + if (this._actor === actor) return; + this._actor = actor; + this.refresh(); + this.select(0); +}; + +Window_StatusCommand.prototype.numVisibleRows = function() { + return Yanfly.Param.StatusCmdRows; +}; + +Window_StatusCommand.prototype.makeCommandList = function() { + this._commandOrder = Yanfly.Param.StatusCmdOrder.split(' '); + for (var i = 0; i < this._commandOrder.length; ++i) { + var command = this._commandOrder[i]; + this.createCommand(command); + } +}; + +Window_StatusCommand.prototype.createCommand = function(command) { + command = command.toUpperCase(); + if (['GENERAL', 'MAIN'].contains(command)) { + var text = Yanfly.Param.StatusGeneral; + this.addCommand(text, 'general', true); + } else if (['CANCEL', 'FINISH'].contains(command)) { + this.addCommand(TextManager.cancel, 'cancel', true); + } else if (['CUSTOM', 'ORIGINAL'].contains(command)) { + this.addCustomCommands(); + } else if (['PARAMETER', 'PARAMETERS'].contains(command)) { + var text = Yanfly.Param.StatusParameters; + this.addCommand(text, 'parameters', true); + } else if (['ELEMENT', 'ELEMENTS'].contains(command)) { + var text = Yanfly.Param.StatusElements; + this.addCommand(text, 'elements', true); + } else if (['STATE', 'STATES'].contains(command)) { + var text = Yanfly.Param.StatusStates; + this.addCommand(text, 'states', true); + } else if (['ATTRIBUTE', 'ATTRIBUTES'].contains(command)) { + var text = Yanfly.Param.StatusAttributes; + this.addCommand(text, 'attributes', true); + } +}; + +Window_StatusCommand.prototype.addCustomCommands = function() { +}; + +Window_StatusCommand.prototype.setInfoWindow = function(infoWindow) { + this._infoWindow = infoWindow; +}; + +Window_StatusCommand.prototype.update = function() { + Window_Command.prototype.update.call(this); + if (this._infoWindow) this._infoWindow.setSymbol(this.currentSymbol()); +}; + +Window_StatusCommand.prototype.itemTextAlign = function() { + return Yanfly.Param.StatusCmdAlign; +}; + +Window_StatusCommand.prototype.playOkSound = function() { + if (this.isPlayOkSound()) SoundManager.playOk(); +}; + +Window_StatusCommand.prototype.isPlayOkSound = function() { + if (this.currentSymbol() === 'cancel') return true; + return false; +}; + +//============================================================================= +// Window_StatusInfo +//============================================================================= + +function Window_StatusInfo() { + this.initialize.apply(this, arguments); +} + +Window_StatusInfo.prototype = Object.create(Window_Selectable.prototype); +Window_StatusInfo.prototype.constructor = Window_StatusInfo; + +Window_StatusInfo.prototype.initialize = function(y, commandWindow) { + var width = Graphics.boxWidth; + var height = Graphics.boxHeight - y; + this._commandWindow = commandWindow; + Window_Selectable.prototype.initialize.call(this, 0, y, width, height); + this.findParamLimits(); +}; + +Window_StatusInfo.prototype.findParamLimits = function() { + this._largestParam = 1; + this._smallestParam = $gameActors.actor(1).paramMax(2); + for (var i = 0; i < $gameParty.members().length; ++i) { + var actor = $gameParty.members()[i]; + if (!actor) continue; + for (var j = 2; j < 8; ++j) { + this._largestParam = Math.max(this._largestParam, actor.param(j)); + this._smallestParam = Math.min(this._smallestParam, actor.param(j)); + } + } +}; + +Window_StatusInfo.prototype.setActor = function(actor) { + if (this._actor === actor) return; + this._actor = actor; + this.refresh(); +}; + +Window_StatusInfo.prototype.setSymbol = function(symbol) { + var needRefresh = this._symbol !== symbol; + this._symbol = symbol; + if (needRefresh) this.refresh(); +}; + +Window_StatusInfo.prototype.resetFontSettings = function() { + if (this._bypassResetText) return; + Window_Base.prototype.resetFontSettings.call(this); +}; + +Window_StatusInfo.prototype.resetTextColor = function() { + if (this._bypassResetTextColor) return; + Window_Base.prototype.resetTextColor.call(this); +}; + +Window_StatusInfo.prototype.refresh = function() { + this.contents.clear(); + this.drawInfoContents(this._symbol); +}; + +Window_StatusInfo.prototype.drawInfoContents = function(symbol) { + this.resetFontSettings(); + if (!symbol) return; + switch (symbol.toLowerCase()) { + case 'parameters': + this.drawParameters(); + break; + case 'elements': + this.drawElements(); + break; + case 'states': + this.drawStates(); + break; + case 'attributes': + this.drawAttributes(); + break; + default: + this.drawGeneral(); + break; + } +}; + +Window_StatusInfo.prototype.drawDarkRect = function(dx, dy, dw, dh) { + var color = this.gaugeBackColor(); + this.changePaintOpacity(false); + this.contents.fillRect(dx + 1, dy + 1, dw - 2, dh - 2, color); + this.changePaintOpacity(true); +}; + +Window_StatusInfo.prototype.drawGeneral = function() { + var dx = this.standardPadding() / 2; + var dy = this.lineHeight() / 2; + var dw = (this.contents.width - this.standardPadding()) / 2; + var dh = this.lineHeight(); + var text; + this.changeTextColor(this.systemColor()); + this.drawText(Yanfly.Param.StatusParamText, dx, dy, dw, 'center'); + dx += this.contents.width / 2; + this.drawText(Yanfly.Param.StatusExpText, dx, dy, dw, 'center'); + this.drawGeneralParam(dx, dy, dw, dh); + this.drawGeneralExp(dx, dy, dw, dh); +}; + +Window_StatusInfo.prototype.drawGeneralParam = function() { + var rect = new Rectangle(); + rect.width = (this.contents.width - this.standardPadding()) / 2; + rect.y = this.lineHeight() * 2; + rect.height = this.lineHeight(); + var dx = rect.x + this.textPadding(); + var dw = rect.width - this.textPadding() * 2; + this.drawDarkRect(rect.x, rect.y, rect.width, rect.height); + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.level, dx, rect.y, dw, 'left'); + this.changeTextColor(this.normalColor()); + text = Yanfly.Util.toGroup(this._actor.level); + this.drawText(text, dx, rect.y, dw, 'right'); + for (var i = 0; i < 8; ++i) { + if (i < 2) { + rect.y += this.lineHeight(); + } else if (i === 2) { + rect.y += this.lineHeight(); + rect.width /= 2; + dw = rect.width - this.textPadding() * 2; + } else if (i % 2 === 0) { + rect.x = 0; + dx = rect.x + this.textPadding(); + rect.y += this.lineHeight(); + } else { + rect.x += rect.width; + dx += rect.width; + } + this.drawDarkRect(rect.x, rect.y, rect.width, rect.height); + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.param(i), dx, rect.y, dw, 'left'); + this.changeTextColor(this.normalColor()); + text = Yanfly.Util.toGroup(this._actor.param(i)); + this.drawText(text, dx, rect.y, dw, 'right'); + } +}; + +Window_StatusInfo.prototype.actorCurrentExpRate = function(actor) { + var actorLv = actor.level; + if (actorLv === actor.maxLevel()) return 1.0; + var nowExp = actor.currentExp() - actor.expForLevel(actorLv); + var nextExp = actor.expForLevel(actorLv + 1) - actor.expForLevel(actorLv); + return (1.0 * nowExp / nextExp).clamp(0.0, 1.0); +}; + +Window_StatusInfo.prototype.actorExpRate = function(actor) { + var actorLv = actor.level; + if (actorLv === actor.maxLevel()) return 1.0; + var nowExp = actor.currentExp(); + var nextExp = actor.expForLevel(actorLv + 1); + return (1.0 * nowExp / nextExp).clamp(0.0, 1.0); +}; + +Window_StatusInfo.prototype.drawExpGauge = function(actor, rate, rect) { + var color1 = this.textColor(Yanfly.Param.ColorExp1); + var color2 = this.textColor(Yanfly.Param.ColorExp2); + var wy = rect.y; + this.drawGauge(rect.x, wy, rect.width, rate, color1, color2); +}; + +Window_StatusInfo.prototype.drawGeneralExp = function(dx, dy, dw, dh) { + dy = this.lineHeight() * 2; + dw = (this.contents.width - this.textPadding()) / 2; + dx = this.textPadding() + dw; + // Current Exp + this.changeTextColor(this.systemColor()); + text = TextManager.expTotal.format(TextManager.exp); + this.drawText(text, dx, dy, dw, 'left'); + dy += this.lineHeight(); + this.changeTextColor(this.normalColor()); + text = Yanfly.Util.toGroup(this._actor.currentExp()); + this.drawText(text, dx, dy, dw, 'right'); + // To Next Level + dy += this.lineHeight(); + this.changeTextColor(this.systemColor()); + text = TextManager.expNext.format(TextManager.level); + this.drawText(text, dx, dy, dw, 'left'); + dy += this.lineHeight(); + var rect = new Rectangle(); + rect.x = dx; rect.y = dy; rect.width = dw; + var rate = this.actorCurrentExpRate(this._actor); + this.drawExpGauge(this._actor, rate, rect); + this.changeTextColor(this.normalColor()); + text = Yanfly.Util.toGroup(this._actor.nextRequiredExp()); + if (this._actor.isMaxLevel()) text = '-------'; + this.drawText(text, dx, dy, dw, 'right'); + // Total EXP for Next Level + dy += this.lineHeight(); + this.changeTextColor(this.systemColor()); + text = Yanfly.Param.StatusTotalFmt.format(TextManager.exp, + TextManager.level); + this.drawText(text, dx, dy, dw, 'left'); + dy += this.lineHeight(); + var rect = new Rectangle(); + rect.x = dx; rect.y = dy; rect.width = dw; + var rate = this.actorExpRate(this._actor); + this.drawExpGauge(this._actor, rate, rect); + this.changeTextColor(this.normalColor()); + text = Yanfly.Util.toGroup(this._actor.nextLevelExp()); + if (this._actor.isMaxLevel()) text = '-------'; + this.drawText(text, dx, dy, dw, 'right'); +}; + +Window_StatusInfo.prototype.drawParameters = function() { + var dx = 0; + var dy = this.lineHeight() / 2; + var dw = this.contents.width; + var dh = this.lineHeight(); + var dw2; + var text; + this.changeTextColor(this.systemColor()); + this.drawText(Yanfly.Param.StatusGraphText, dx, dy, dw, 'center'); + dy = this.lineHeight(); + dx = this.standardPadding(); + dw -= this.standardPadding() * 2; + for (var i = 2; i < 8; ++i) { + dy += this.lineHeight(); + var rate = this.drawParamGauge(dx, dy, dw, i); + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.param(i), dx + 4, dy, dw - 4); + text = Yanfly.Util.toGroup(this._actor.param(i)) + this.changeTextColor(this.normalColor()); + dw2 = dw * rate; + this.drawText(text, dx, dy, dw2 - 4, 'right'); + } +}; + +Window_StatusInfo.prototype.drawParamGauge = function(dx, dy, dw, paramId) { + var rate = this.calcParamRate(paramId); + var array = eval('Yanfly.Param.ColorParam' + paramId + 'Gauge').split(' '); + this.drawGauge(dx, dy, dw, rate, array[0], array[1]); + return rate; +}; + +Window_StatusInfo.prototype.calcParamRate = function(paramId) { + if (this._largestParam === this._smallestParam) return 1.0; + var rate = parseFloat(this._actor.param(paramId) - this._smallestParam) / + parseFloat(this._largestParam - this._smallestParam); + rate *= 0.7; + rate += 0.3; + return rate; +}; + +Window_StatusInfo.prototype.getMaxArrayCols = function(array) { + var maxCols = 0; + for (var i = 0; i < array.length; ++i) { + var arr = array[i]; + if (arr[0] !== '') ++maxCols; + } + return maxCols; +}; + +Window_StatusInfo.prototype.getMaxArrayRows = function(array) { + var maxRows = 0; + for (var i = 0; i < array.length; ++i) { + var arr = array[i]; + maxRows = Math.max(maxRows, arr.length); + } + return maxRows; +}; + +Window_StatusInfo.prototype.getArrayX = function() { + return this.standardPadding() * 1.5; +}; + +Window_StatusInfo.prototype.getArrayY = function() { + return 0; +}; + +Window_StatusInfo.prototype.getArrayDW = function(maxCols) { + var dw = this.contents.width - this.standardPadding() * 3; + dw /= maxCols; + dw += this.standardPadding() / maxCols; + dw -= this.standardPadding(); + return dw; +}; + +Window_StatusInfo.prototype.setRateColor = function(rate) { + var colorId = 0; + if (rate >= 3.0) { + colorId = Yanfly.Param.ColorResistS; + } else if (rate >= 2.0) { + colorId = Yanfly.Param.ColorResistA; + } else if (rate >= 1.5) { + colorId = Yanfly.Param.ColorResistB; + } else if (rate >= 1.2) { + colorId = Yanfly.Param.ColorResistC1; + } else if (rate >= 1.0) { + colorId = Yanfly.Param.ColorResistC2; + } else if (rate >= 0.8) { + colorId = Yanfly.Param.ColorResistC3; + } else if (rate >= 0.5) { + colorId = Yanfly.Param.ColorResistD; + } else if (rate > 0) { + colorId = Yanfly.Param.ColorResistE; + } else if (rate === 0) { + colorId = Yanfly.Param.ColorResistF; + } else { + colorId = Yanfly.Param.ColorResistG; + } + this.changeTextColor(this.textColor(colorId)); +}; + +Window_StatusInfo.prototype.drawSplitIcon = function(name, dx, dy) { + if (name.match(/\\I\[(\d+)\]/i)) { + var icon = parseInt(RegExp.$1) || 0; + this.drawIcon(icon, dx, dy + 2); + return true; + } else { + return false; + } +}; + +Window_StatusInfo.prototype.drawElements = function() { + this.drawElementColumnRects(); + this.drawElementInfo(); +}; + +Window_StatusInfo.prototype.elementArray = function() { + var array = [ + Yanfly.Param.StatusEleCol1, + Yanfly.Param.StatusEleCol2, + Yanfly.Param.StatusEleCol3, + Yanfly.Param.StatusEleCol4 + ]; + return array; +}; + +Window_StatusInfo.prototype.drawElementColumnRects = function() { + var maxCols = this.getMaxArrayCols(this.elementArray()); + var maxRows = this.getMaxArrayRows(this.elementArray()); + if (maxCols <= 0) return; + var dx = this.getArrayX(); + var dy = this.getArrayY(); + var dw = this.getArrayDW(maxCols); + for (var i = 0; i < maxCols; ++i) { + for (var j = 0; j < maxRows; ++j) { + this.drawDarkRect(dx, dy, dw, this.lineHeight()); + dy += this.lineHeight(); + } + dx += dw; + dx += (maxCols > 1) ? this.standardPadding() : 0; + dy = 0; + } +}; + +Window_StatusInfo.prototype.drawElementInfo = function() { + var maxCols = this.getMaxArrayCols(this.elementArray()); + var maxRows = this.getMaxArrayRows(this.elementArray()); + if (maxCols <= 0) return; + var infoArray = this.elementArray(); + var dx = this.getArrayX(); + var dy = this.getArrayY(); + var dw = this.getArrayDW(maxCols); + for (var i = 0; i < maxCols; ++i) { + for (var j = 0; j < infoArray[i].length; ++j) { + var eleId = infoArray[i][j]; + this.drawElementData(eleId, dx, dy, dw) + dy += this.lineHeight(); + } + dx += dw; + dx += (maxCols > 1) ? this.standardPadding() : 0; + dy = 0; + } +}; + +Window_StatusInfo.prototype.drawElementData = function(eleId, dx, dy, dw) { + eleId = parseInt(eleId); + var eleName = $dataSystem.elements[eleId]; + var eleRate = this._actor.elementRate(eleId); + dx += this.textPadding(); + dw -= this.textPadding() * 2; + this._bypassResetTextColor = true; + this.changeTextColor(this.systemColor()); + this.drawTextEx(eleName, dx, dy); + this._bypassResetTextColor = false; + this.setRateColor(eleRate); + var text = (eleRate * 100).toFixed(Yanfly.Param.StatusEleDec) + '%'; + this.drawText(text, dx, dy, dw, 'right'); +}; + +Window_StatusInfo.prototype.drawStates = function() { + this.drawStatesColumnRects(); + this.drawStatesInfo(); +}; + +Window_StatusInfo.prototype.stateArray = function() { + var array = [ + Yanfly.Param.StatusStateCol1, + Yanfly.Param.StatusStateCol2, + Yanfly.Param.StatusStateCol3, + Yanfly.Param.StatusStateCol4 + ]; + return array; +}; + +Window_StatusInfo.prototype.drawStatesColumnRects = function() { + var maxCols = this.getMaxArrayCols(this.stateArray()); + var maxRows = this.getMaxArrayRows(this.stateArray()); + if (maxCols <= 0) return; + var dx = this.getArrayX(); + var dy = this.getArrayY(); + var dw = this.getArrayDW(maxCols); + for (var i = 0; i < maxCols; ++i) { + for (var j = 0; j < maxRows; ++j) { + this.drawDarkRect(dx, dy, dw, this.lineHeight()); + dy += this.lineHeight(); + } + dx += dw; + dx += (maxCols > 1) ? this.standardPadding() : 0; + dy = 0; + } +}; + +Window_StatusInfo.prototype.drawStatesInfo = function() { + var maxCols = this.getMaxArrayCols(this.stateArray()); + var maxRows = this.getMaxArrayRows(this.stateArray()); + if (maxCols <= 0) return; + var infoArray = this.stateArray(); + var dx = this.getArrayX(); + var dy = this.getArrayY(); + var dw = this.getArrayDW(maxCols); + for (var i = 0; i < maxCols; ++i) { + for (var j = 0; j < infoArray[i].length; ++j) { + var stateId = infoArray[i][j]; + this.drawStatesData(stateId, dx, dy, dw) + dy += this.lineHeight(); + } + dx += dw; + dx += (maxCols > 1) ? this.standardPadding() : 0; + dy = 0; + } +}; + +Window_StatusInfo.prototype.drawStatesData = function(stateId, dx, dy, dw) { + stateId = parseInt(stateId); + var stateRate = this._actor.stateRate(stateId); + if (this._actor.isStateResist(stateId)) stateRate = 0; + dx += this.textPadding(); + dw -= this.textPadding() * 2; + this._bypassResetTextColor = true; + this.changeTextColor(this.systemColor()); + this.drawItemName($dataStates[stateId], dx, dy, dw); + this._bypassResetTextColor = false; + this.setRateColor(stateRate); + var text = (stateRate * 100).toFixed(Yanfly.Param.StatusStatesDec) + '%'; + this.drawText(text, dx, dy, dw, 'right'); +}; + + + +Window_StatusInfo.prototype.drawAttributes = function() { + this.drawAttributesColumnRects(); + this.drawAttributesInfo(); +}; + +Window_StatusInfo.prototype.attributesArray = function() { + var array = [ + Yanfly.Param.StatusAttriCol1, + Yanfly.Param.StatusAttriCol2, + Yanfly.Param.StatusAttriCol3, + Yanfly.Param.StatusAttriCol4 + ]; + return array; +}; + +Window_StatusInfo.prototype.drawAttributesColumnRects = function() { + var maxCols = this.getMaxArrayCols(this.attributesArray()); + var maxRows = this.getMaxArrayRows(this.attributesArray()); + if (maxCols <= 0) return; + var dx = this.getArrayX(); + var dy = this.getArrayY(); + var dw = this.getArrayDW(maxCols); + for (var i = 0; i < maxCols; ++i) { + for (var j = 0; j < maxRows; ++j) { + this.drawDarkRect(dx, dy, dw, this.lineHeight()); + dy += this.lineHeight(); + } + dx += dw; + dx += (maxCols > 1) ? this.standardPadding() : 0; + dy = 0; + } +}; + +Window_StatusInfo.prototype.drawAttributesInfo = function() { + var maxCols = this.getMaxArrayCols(this.attributesArray()); + var maxRows = this.getMaxArrayRows(this.attributesArray()); + if (maxCols <= 0) return; + var infoArray = this.attributesArray(); + var dx = this.getArrayX(); + var dy = this.getArrayY(); + var dw = this.getArrayDW(maxCols); + for (var i = 0; i < maxCols; ++i) { + for (var j = 0; j < infoArray[i].length; ++j) { + var attribute = infoArray[i][j].toLowerCase(); + this.drawAttributeData(attribute, dx, dy, dw) + dy += this.lineHeight(); + } + dx += dw; + dx += (maxCols > 1) ? this.standardPadding() : 0; + dy = 0; + } +}; + +Window_StatusInfo.prototype.drawAttributeData = function(attr, dx, dy, dw) { + var actor = this._actor; + this.contents.fontSize = Yanfly.Param.StatusAttrSize; + switch (attr) { + case 'hit': + this.drawAttributeName(Yanfly.Param.StatusAttr_hit, dx, dy, dw); + this.drawAttributeRate(actor.hit, dx, dy, dw); + break; + case 'eva': + this.drawAttributeName(Yanfly.Param.StatusAttr_eva, dx, dy, dw); + this.drawAttributeRate(actor.eva, dx, dy, dw); + break; + case 'cri': + this.drawAttributeName(Yanfly.Param.StatusAttr_cri, dx, dy, dw); + this.drawAttributeRate(actor.cri, dx, dy, dw); + break; + case 'cev': + this.drawAttributeName(Yanfly.Param.StatusAttr_cev, dx, dy, dw); + this.drawAttributeRate(actor.cev, dx, dy, dw); + break; + case 'mev': + this.drawAttributeName(Yanfly.Param.StatusAttr_mev, dx, dy, dw); + this.drawAttributeRate(actor.mev, dx, dy, dw); + break; + case 'mrf': + this.drawAttributeName(Yanfly.Param.StatusAttr_mrf, dx, dy, dw); + this.drawAttributeRate(actor.mrf, dx, dy, dw); + break; + case 'cnt': + this.drawAttributeName(Yanfly.Param.StatusAttr_cnt, dx, dy, dw); + this.drawAttributeRate(actor.cnt, dx, dy, dw); + break; + case 'hrg': + this.drawAttributeName(Yanfly.Param.StatusAttr_hrg, dx, dy, dw); + this.drawAttributeRate(actor.hrg, dx, dy, dw); + break; + case 'mrg': + this.drawAttributeName(Yanfly.Param.StatusAttr_mrg, dx, dy, dw); + this.drawAttributeRate(actor.mrg, dx, dy, dw); + break; + case 'trg': + this.drawAttributeName(Yanfly.Param.StatusAttr_trg, dx, dy, dw); + this.drawAttributeRate(actor.trg, dx, dy, dw); + break; + case 'tgr': + this.drawAttributeName(Yanfly.Param.StatusAttr_tgr, dx, dy, dw); + this.drawAttributeRate(actor.tgr, dx, dy, dw); + break; + case 'grd': + this.drawAttributeName(Yanfly.Param.StatusAttr_grd, dx, dy, dw); + this.drawAttributeRate(actor.grd, dx, dy, dw); + break; + case 'rec': + this.drawAttributeName(Yanfly.Param.StatusAttr_rec, dx, dy, dw); + this.drawAttributeRate(actor.rec, dx, dy, dw); + break; + case 'pha': + this.drawAttributeName(Yanfly.Param.StatusAttr_pha, dx, dy, dw); + this.drawAttributeRate(actor.pha, dx, dy, dw); + break; + case 'mcr': + this.drawAttributeName(Yanfly.Param.StatusAttr_mcr, dx, dy, dw); + this.drawAttributeRate(actor.mcr, dx, dy, dw); + break; + case 'tcr': + this.drawAttributeName(Yanfly.Param.StatusAttr_tcr, dx, dy, dw); + this.drawAttributeRate(actor.tcr, dx, dy, dw); + break; + case 'pdr': + this.drawAttributeName(Yanfly.Param.StatusAttr_pdr, dx, dy, dw); + this.drawAttributeRate(actor.pdr, dx, dy, dw); + break; + case 'mdr': + this.drawAttributeName(Yanfly.Param.StatusAttr_mdr, dx, dy, dw); + this.drawAttributeRate(actor.mdr, dx, dy, dw); + break; + case 'fdr': + this.drawAttributeName(Yanfly.Param.StatusAttr_fdr, dx, dy, dw); + this.drawAttributeRate(actor.fdr, dx, dy, dw); + break; + case 'exr': + this.drawAttributeName(Yanfly.Param.StatusAttr_exr, dx, dy, dw); + this.drawAttributeRate(actor.exr, dx, dy, dw); + break; + default: + break; + } +}; + +Window_StatusInfo.prototype.drawAttributeName = function(name, dx, dy, dw) { + this.changeTextColor(this.systemColor()); + dx += this.textPadding(); + dw -= this.textPadding() * 2; + if (this.drawSplitIcon(name, dx, dy, dw)) { + dx += Window_Base._iconWidth + 4; + dw -= Window_Base._iconWidth + 4; + name = name.replace(/\\I\[(\d+)\]/i, ''); + } + dy += Math.floor((this.standardFontSize() - this.contents.fontSize) / 2); + this._bypassResetText = true; + this.changeTextColor(this.systemColor()); + this.drawTextEx(name, dx, dy, dw); + this._bypassResetText = false; +}; + +Window_StatusInfo.prototype.drawAttributeRate = function(rate, dx, dy, dw) { + var value = (rate * 100).toFixed(Yanfly.Param.StatusAttrDec) + '%'; + this.setRateColor(rate); + this.drawAttributeValue(value, dx, dy, dw); +}; + +Window_StatusInfo.prototype.drawAttributeValue = function(value, dx, dy, dw) { + dx += this.textPadding(); + dw -= this.textPadding() * 2; + this.drawText(value, dx, dy, dw, 'right'); +}; + +Window_StatusInfo.prototype.maxPageItems = function() { + return this.maxItems(); +}; + +Window_Selectable.prototype.maxItems = function() { + return 1; +}; + +Window_StatusInfo.prototype.drawItem = function(index) { + this.clearItem(index); +}; + +Window_StatusInfo.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); + } + } +}; + +//============================================================================= +// Scene_Status +//============================================================================= + +Scene_Status.prototype.create = function() { + Scene_MenuBase.prototype.create.call(this); + this.createHelpWindow(); + this.createCommandWindow(); + this.createStatusWindow(); + this.createInfoWindow(); + this.refreshActor(); +}; + +Scene_Status.prototype.refreshActor = function() { + var actor = this.actor(); + this._statusWindow.setActor(actor); + this._commandWindow.setActor(actor); + this._helpWindow.setText(actor.profile()); + this._infoWindow.setActor(actor); +}; + +Scene_Status.prototype.onActorChange = function() { + this.refreshActor(); + this._commandWindow.activate(); +}; + +Scene_Status.prototype.createCommandWindow = function() { + this._commandWindow = new Window_StatusCommand(); + this._commandWindow.x = 0; + this._commandWindow.y = this._helpWindow.height; + this.setCommandWindowHandlers(); + this.addWindow(this._commandWindow); +}; + +Scene_Status.prototype.setCommandWindowHandlers = function() { + this._commandWindow.setHandler('cancel', this.popScene.bind(this)); + this._commandWindow.setHandler('pagedown', this.nextActor.bind(this)); + this._commandWindow.setHandler('pageup', this.previousActor.bind(this)); +}; + +Scene_Status.prototype.createStatusWindow = function() { + var wx = this._commandWindow.width; + var wy = this._helpWindow.height; + var ww = Graphics.boxWidth - wx; + var wh = this._commandWindow.height; + this._statusWindow = new Window_SkillStatus(wx, wy, ww, wh); + this.addWindow(this._statusWindow); +}; + +Scene_Status.prototype.createInfoWindow = function() { + var wy = this._helpWindow.height + this._commandWindow.height; + this._infoWindow = new Window_StatusInfo(wy, this._commandWindow); + this._commandWindow.setInfoWindow(this._infoWindow); + this.addWindow(this._infoWindow); + this._infoWindow.setHandler('cancel', this.onInfoCancel.bind(this)); +}; + +Scene_Status.prototype.onInfoCancel = function() { + this._commandWindow.activate(); + this._infoWindow.deselect(); +}; + +//============================================================================= +// Utilities +//============================================================================= + +Yanfly.Util = Yanfly.Util || {}; + +if (!Yanfly.Util.toGroup) { + Yanfly.Util.toGroup = function(inVal) { + return inVal; + } +}; + +//============================================================================= +// End of File +//============================================================================= diff --git a/js/plugins/YEP_X_VisualHpGauge.js b/js/plugins/YEP_X_VisualHpGauge.js new file mode 100644 index 0000000..1b6340a --- /dev/null +++ b/js/plugins/YEP_X_VisualHpGauge.js @@ -0,0 +1,737 @@ +//============================================================================= +// Yanfly Engine Plugins - Battle Engine Extension - Visual HP Gauge +// YEP_X_VisualHpGauge.js +//============================================================================= + +var Imported = Imported || {}; +Imported.YEP_X_VisualHpGauge = true; + +var Yanfly = Yanfly || {}; +Yanfly.VHG = Yanfly.VHG || {}; +Yanfly.VHG.version = 1.07 + +//============================================================================= + /*: + * @plugindesc v1.07 (Requires YEP_BattleEngineCore.js) Reveal HP Gauges + * when a battler is selected or takes damage in battle. + * @author Yanfly Engine Plugins + * + * @param ---General--- + * @default + * + * @param Display Actor + * @parent ---General--- + * @type boolean + * @on YES + * @off NO + * @desc Do you wish to display the HP Gauge for actors? + * NO - false YES - true + * @default true + * + * @param Defeat First + * @parent ---General--- + * @type boolean + * @on YES + * @off NO + * @desc Enemies must be defeated first before showing the HP Gauge. + * NO - false YES - true + * @default false + * + * @param Always Visible + * @parent ---General--- + * @type boolean + * @on YES + * @off NO + * @desc HP Gauge is always visible and doesn't fade away. + * NO - false YES - true + * @default false + * + * @param ---Appearance--- + * @default + * + * @param Minimum Gauge Width + * @parent ---Appearance--- + * @type number + * @min 1 + * @desc This is the minimum width in pixels for HP Gauges. + * @default 144 + * + * @param Gauge Height + * @parent ---Appearance--- + * @type number + * @min 1 + * @desc This is the height in pixels for HP Gauges. + * @default 18 + * + * @param Back Color + * @parent ---Appearance--- + * @desc This is the text color used for the back of HP Gauges. + * @default 19 + * + * @param HP Color 1 + * @parent ---Appearance--- + * @type number + * @min 0 + * @max 31 + * @desc This is the text color used for the 1st part of HP Gauges. + * @default 20 + * + * @param HP Color 2 + * @parent ---Appearance--- + * @type number + * @min 0 + * @max 31 + * @desc This is the text color used for the 2nd part of HP Gauges. + * @default 21 + * + * @param Gauge Duration + * @parent ---Appearance--- + * @type number + * @min 0 + * @desc This is the frames the HP gauge will continue to show after + * it finishes draining or filling. + * @default 30 + * + * @param Gauge Position + * @parent ---Appearance--- + * @type boolean + * @on Above + * @off Below + * @desc Where do you wish to show the HP gauge? + * BELOW - false ABOVE - true + * @default false + * + * @param Y Buffer + * @parent ---Appearance--- + * @type number + * @desc How much do you wish to shift the gauge Y position? + * @default -16 + * + * @param Use Thick Gauges + * @parent ---Appearance--- + * @type boolean + * @on Thick + * @off Normal + * @desc Use the thick gauges provided by this plugin? + * Default - false Thick - true + * @default true + * + * @param ---Text Display--- + * @default + * + * @param Show HP + * @parent ---Text Display--- + * @type boolean + * @on YES + * @off NO + * @desc Show the actual 'HP' text. + * NO - false YES - true + * @default false + * + * @param Show Value + * @parent ---Text Display--- + * @type boolean + * @on YES + * @off NO + * @desc Show the HP value. + * NO - false YES - true + * @default false + * + * @param Show Max + * @parent ---Text Display--- + * @type boolean + * @on YES + * @off NO + * @desc Show the MaxHP value if value is shown? + * NO - false YES - true + * @default false + * + * @help + * ============================================================================ + * Introduction + * ============================================================================ + * + * This plugin requires YEP_BattleEngineCore. + * Make sure this plugin is located under YEP_BattleEngineCore in the plugin + * list. + * + * This plugin shows the HP Gauges of enemies as they're selected or while they + * take damage. You can also opt for actors to show their HP Gauge as well. + * Adjust the parameters to change the way you want the HP Gauges to appear. + * + * By default, enemies would need to be defeated first in order for the gauges + * to show up. This can be changed within the parameter settings. However, + * during battle test, the HP gauges are always shown unless the enemy has a + * hidden HP gauge. + * + * ============================================================================ + * Notetags + * ============================================================================ + * + * Class and Enemy Notetags: + * + * This HP gauge will always be hidden if this notetag is present. + * + * + * This HP gauge will always be shown if this notetag is present while the + * target is selected or taking damage. + * + * + * This will set the battler's HP Gauge width to x pixels. However, if this + * width is less than the minimum width, minimum width will take priority. + * + * + * This set's the HP Gauge height to x pixels. + * + * + * This changes the HP Gauge's back color to x text color. + * + * + * This changes the HP Gauge's color 1 to x text color. + * + * + * This changes the HP Gauge's color 2 to x text color. + * + * ============================================================================ + * Changelog + * ============================================================================ + * + * Version 1.07: + * - Updated for RPG Maker MV version 1.5.0. + * + * Version 1.06: + * - Compatibility update with State Categories. + * + * Version 1.05: + * - Updated for RPG Maker MV version 1.1.0. + * + * Version 1.04: + * - Optimization update. + * + * Version 1.03: + * - Fixed a bug when Escape skill-effects are used on battlers. + * + * Version 1.02: + * - Fixed a bug with gauge height not adjusting. + * + * Version 1.01b: + * - Fixed a bug regarding dependancy checks. + * - Fixed many bugs regarding stacking errors. + * + * Version 1.01: + * - Rewrote the good majority of plugin to accomodate the following features: + * ---'Always Visible' parameter. + * ---'Gauge Position' parameter. + * ---'Y Buffer' parameter. + * ---'Use Thick Gauges' parameter. + * ---'Show HP' parameter. + * ---'Show Value' parameter. + * ---'Show Max' parameter. + * + * Version 1.00: + * - Finished Plugin! + */ +//============================================================================= + +if (Imported.YEP_BattleEngineCore) { + +//============================================================================= +// Parameter Variables +//============================================================================= + +Yanfly.Parameters = PluginManager.parameters('YEP_X_VisualHpGauge'); +Yanfly.Param = Yanfly.Param || {}; + +Yanfly.Param.VHGDisplayActor = String(Yanfly.Parameters['Display Actor']); +Yanfly.Param.VHGDefeatFirst = String(Yanfly.Parameters['Defeat First']); +Yanfly.Param.VHGAlwaysShow = eval(String(Yanfly.Parameters['Always Visible'])); + +Yanfly.Param.VHGMinHpWidth = Number(Yanfly.Parameters['Minimum Gauge Width']); +Yanfly.Param.VHGGaugeHeight = Number(Yanfly.Parameters['Gauge Height']); +Yanfly.Param.VHGBackColor = Number(Yanfly.Parameters['Back Color']); +Yanfly.Param.VHGHpColor1 = Number(Yanfly.Parameters['HP Color 1']); +Yanfly.Param.VHGHpColor2 = Number(Yanfly.Parameters['HP Color 2']); +Yanfly.Param.VHGGaugeDuration = Number(Yanfly.Parameters['Gauge Duration']); +Yanfly.Param.VHGGaugePos = eval(String(Yanfly.Parameters['Gauge Position'])); +Yanfly.Param.VHGBufferY = Number(Yanfly.Parameters['Y Buffer']); +Yanfly.Param.VHGThick = eval(String(Yanfly.Parameters['Use Thick Gauges'])); + +Yanfly.Param.VHGShowHP = eval(String(Yanfly.Parameters['Show HP'])); +Yanfly.Param.VHGShowValue = eval(String(Yanfly.Parameters['Show Value'])); +Yanfly.Param.VHGShowMax = eval(String(Yanfly.Parameters['Show Max'])); + +//============================================================================= +// DataManager +//============================================================================= + +Yanfly.VHG.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded; +DataManager.isDatabaseLoaded = function() { + if (!Yanfly.VHG.DataManager_isDatabaseLoaded.call(this)) return false; + if (!Yanfly._loaded_YEP_X_VisualHpGauge) { + this.processVHGNotetags($dataClasses); + this.processVHGNotetags($dataEnemies); + Yanfly._loaded_YEP_X_VisualHpGauge = true; + } + return true; +}; + +DataManager.processVHGNotetags = function(group) { + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + var notedata = obj.note.split(/[\r\n]+/); + + obj.hideHpGauge = false; + obj.showHpGauge = false; + obj.hpGaugeWidth = 0; + obj.hpGaugeHeight = Yanfly.Param.VHGGaugeHeight; + obj.hpGaugeBackColor = Yanfly.Param.VHGBackColor; + obj.hpGaugeColor1 = Yanfly.Param.VHGHpColor1; + obj.hpGaugeColor2 = Yanfly.Param.VHGHpColor2; + + for (var i = 0; i < notedata.length; i++) { + var line = notedata[i]; + if (line.match(/<(?:HIDE HP GAUGE)>/i)) { + obj.hideHpGauge = true; + } else if (line.match(/<(?:SHOW HP GAUGE)>/i)) { + obj.showHpGauge = true; + } else if (line.match(/<(?:HP GAUGE WIDTH):[ ](\d+)>/i)) { + obj.hpGaugeWidth = parseInt(RegExp.$1); + } else if (line.match(/<(?:HP GAUGE HEIGHT):[ ](\d+)>/i)) { + obj.hpGaugeHeight = parseInt(RegExp.$1); + } else if (line.match(/<(?:HP GAUGE BACK COLOR):[ ](\d+)>/i)) { + obj.hpGaugeBackColor = parseInt(RegExp.$1); + } else if (line.match(/<(?:HP GAUGE COLOR 1):[ ](\d+)>/i)) { + obj.hpGaugeColor1 = parseInt(RegExp.$1); + } else if (line.match(/<(?:HP GAUGE COLOR 2):[ ](\d+)>/i)) { + obj.hpGaugeColor2 = parseInt(RegExp.$1); + } + } + } +}; + +//============================================================================= +// Game_System +//============================================================================= + +Yanfly.VHG.Game_System_initialize = Game_System.prototype.initialize; +Game_System.prototype.initialize = function() { + Yanfly.VHG.Game_System_initialize.call(this); + this.initShownHpGauge(); +}; + +Game_System.prototype.initShownHpGauge = function() { + this._shownHpGauge = []; +}; + +Game_System.prototype.showHpGaugeEnemy = function(id) { + if (this._shownHpGauge === undefined) this.initShownHpGauge(); + if (!eval(Yanfly.Param.VHGDefeatFirst)) return true; + return this._shownHpGauge.contains(id); +}; + +Game_System.prototype.addHpGaugeEnemy = function(id) { + if (this._shownHpGauge === undefined) this.initShownHpGauge(); + if (this._shownHpGauge.contains(id)) return; + this._shownHpGauge.push(id); +}; + +//============================================================================= +// Game_BattlerBase +//============================================================================= + +Yanfly.VHG.Game_BattlerBase_die = Game_BattlerBase.prototype.die; +Game_BattlerBase.prototype.die = function() { + Yanfly.VHG.Game_BattlerBase_die.call(this); + if (!this.isEnemy()) return; + if (eval(Yanfly.Param.VHGDefeatFirst)) { + if (!$gameSystem.showHpGaugeEnemy(this._enemyId)) this._noHpGauge = true; + } + $gameSystem.addHpGaugeEnemy(this._enemyId); +}; + +//============================================================================= +// Game_Battler +//============================================================================= + +Game_Battler.prototype.hpGaugeVisible = function() { + if (this._noHpGauge) return false; + if (this.isHidden()) return false; + return true; +}; + +Game_Battler.prototype.hpGaugeWidth = function() { + var width = Math.max(this.spriteWidth(), Yanfly.Param.VHGMinHpWidth); + return (width & 1) ? width + 1 : width; +}; + +Game_Battler.prototype.hpGaugeHeight = function() { + return Yanfly.Param.VHGGaugeHeight; +}; + +Game_Battler.prototype.hpGaugeBackColor = function() { + return Yanfly.Param.VHGBackColor; +}; + +Game_Battler.prototype.hpGaugeColor1 = function() { + return Yanfly.Param.VHGHpColor1; +}; + +Game_Battler.prototype.hpGaugeColor2 = function() { + return Yanfly.Param.VHGHpColor2; +}; + +//============================================================================= +// Game_Actor +//============================================================================= + +Game_Actor.prototype.hpGaugeVisible = function() { + if (this.isHidden()) return false; + if (this.currentClass().showHpGauge) return true; + if (!eval(Yanfly.Param.VHGDisplayActor)) return false; + if (this.currentClass().hideHpGauge) return false; + return Game_Battler.prototype.hpGaugeVisible.call(this); +}; + +Game_Actor.prototype.hpGaugeWidth = function() { + if (this.currentClass().hpGaugeWidth > 0) { + var width = this.currentClass().hpGaugeWidth; + } else { + var width = this.spriteWidth(); + } + width = Math.max(width, Yanfly.Param.VHGMinHpWidth); + return (width & 1) ? width + 1 : width; +}; + +Game_Actor.prototype.hpGaugeHeight = function() { + return this.currentClass().hpGaugeHeight; +}; + +Game_Actor.prototype.hpGaugeBackColor = function() { + return this.currentClass().hpGaugeBackColor; +}; + +Game_Actor.prototype.hpGaugeColor1 = function() { + return this.currentClass().hpGaugeColor1; +}; + +Game_Actor.prototype.hpGaugeColor2 = function() { + return this.currentClass().hpGaugeColor2; +}; + +//============================================================================= +// Game_Enemy +//============================================================================= + +Game_Enemy.prototype.hpGaugeVisible = function() { + if (this.isHidden()) return false; + if (this.enemy().hideHpGauge) return false; + if (BattleManager.isBattleTest()) return true; + if (this.enemy().showHpGauge) return true; + if (!$gameSystem.showHpGaugeEnemy(this._enemyId)) return false; + return Game_Battler.prototype.hpGaugeVisible.call(this); +}; + +Yanfly.VHG.Game_Enemy_revive = Game_Enemy.prototype.revive; +Game_Enemy.prototype.revive = function() { + if (this._hp === 0) this._noHpGauge = false; + Yanfly.VHG.Game_Enemy_revive.call(this); +}; + +Game_Enemy.prototype.hpGaugeWidth = function() { + if (this.enemy().hpGaugeWidth > 0) { + var width = this.enemy().hpGaugeWidth; + } else { + var width = this.spriteWidth(); + } + width = Math.max(width, Yanfly.Param.VHGMinHpWidth); + return (width & 1) ? width + 1 : width; +}; + +Game_Enemy.prototype.hpGaugeHeight = function() { + return this.enemy().hpGaugeHeight; +}; + +Game_Enemy.prototype.hpGaugeBackColor = function() { + return this.enemy().hpGaugeBackColor; +}; + +Game_Enemy.prototype.hpGaugeColor1 = function() { + return this.enemy().hpGaugeColor1; +}; + +Game_Enemy.prototype.hpGaugeColor2 = function() { + return this.enemy().hpGaugeColor2; +}; + +//============================================================================= +// Sprite_Battler +//============================================================================= + +Yanfly.VHG.Sprite_Battler_update = Sprite_Battler.prototype.update; +Sprite_Battler.prototype.update = function() { + Yanfly.VHG.Sprite_Battler_update.call(this); + this.createVisualHpGaugeWindow(); +}; + +Sprite_Battler.prototype.createVisualHpGaugeWindow = function() { + if (this._createdVisualHpGaugeWindow) return; + if (!this._battler) return; + if (this.checkVisualATBGauge()) { + if (!this._visualATBWindow) return; + if (!this.parent.parent.children.contains(this._visualATBWindow)) return; + } + this._createdVisualHpGaugeWindow = true; + this._visualHpGauge = new Window_VisualHPGauge(); + this._visualHpGauge.setBattler(this._battler); + this.parent.parent.addChild(this._visualHpGauge); +}; + +Sprite_Battler.prototype.checkVisualATBGauge = function() { + if (!Imported.YEP_X_BattleSysATB) return false; + if (!BattleManager.isATB()) return false; + if (!Imported.YEP_X_VisualATBGauge) return false; + return this._battler.isEnemy(); +}; + +Yanfly.VHG.Sprite_Battler_setBattler = Sprite_Battler.prototype.setBattler; +Sprite_Battler.prototype.setBattler = function(battler) { + Yanfly.VHG.Sprite_Battler_setBattler.call(this, battler); + if (this._visualHpGauge) this._visualHpGauge.setBattler(battler); +}; + +//============================================================================= +// Window_VisualHPGauge +//============================================================================= + +function Window_VisualHPGauge() { + this.initialize.apply(this, arguments); +} + +Window_VisualHPGauge.prototype = Object.create(Window_Base.prototype); +Window_VisualHPGauge.prototype.constructor = Window_VisualHPGauge; + +Window_VisualHPGauge.prototype.initialize = function() { + this._opacitySpeed = 255 / Yanfly.Param.VHGGaugeDuration; + this._dropSpeed = 0; + this._visibleCounter = 0; + Window_Base.prototype.initialize.call(this, 0, 0, 1, 1); + this._battler = null; + this._requestRefresh = false; + this._currentHpValue = 0; + this._displayedValue = 0; + this.contentsOpacity = 0; + this.opacity = 0; +}; + +Window_VisualHPGauge.prototype.setBattler = function(battler) { + if (this._battler === battler) return; + this._battler = battler; + this._currentHpValue = this._battler ? this._battler.hp : 0; + this._displayedValue = this._battler ? this._battler.hp : 0; +}; + +Window_VisualHPGauge.prototype.update = function() { + Window_Base.prototype.update.call(this); + if (!this._battler) return; + this.updateWindowAspects(); +}; + +Window_VisualHPGauge.prototype.updateWindowAspects = function() { + this.updateWindowSize(); + this.updateWindowPosition(); + this.updateOpacity(); + this.updateHpPosition(); + this.updateRefresh(); +}; + +Window_VisualHPGauge.prototype.updateWindowSize = function() { + var spriteWidth = this._battler.hpGaugeWidth(); + var width = spriteWidth + this.standardPadding() * 2; + width = Math.min(width, Graphics.boxWidth + this.standardPadding() * 2); + var height = Math.max(this.lineHeight(), this.gaugeHeight() + 4); + height += this.standardPadding() * 2; + if (width === this.width && height === this.height) return; + this.width = width; + this.height = height; + this.createContents(); + this._requestRefresh = true; + this.makeWindowBoundaries(); +}; + +Window_VisualHPGauge.prototype.makeWindowBoundaries = function() { + if (!this._requestRefresh) return; + this._minX = -1 * this.standardPadding(); + this._maxX = Graphics.boxWidth - this.width + this.standardPadding(); + this._minY = -1 * this.standardPadding(); + this._maxY = Graphics.boxHeight - this.height + this.standardPadding(); + this._maxY -= SceneManager._scene._statusWindow.height; +}; + +Window_VisualHPGauge.prototype.updateWindowPosition = function() { + if (!this._battler) return; + var battler = this._battler; + this.x = battler.spritePosX(); + this.x -= Math.ceil(this.width / 2); + this.x = this.x.clamp(this._minX, this._maxX); + this.y = battler.spritePosY(); + if (Yanfly.Param.VHGGaugePos) { + this.y -= battler.spriteHeight(); + } else { + this.y -= this.standardPadding(); + } + this.y = this.y.clamp(this._minY, this._maxY); + this.y += Yanfly.Param.VHGBufferY; +}; + +Window_VisualHPGauge.prototype.updateOpacity = function() { + if (this.isShowWindow()) { + this.contentsOpacity += 32; + } else { + this.contentsOpacity -= 32; + } +}; + +Window_VisualHPGauge.prototype.isShowWindow = function() { + if (!this._battler.isAppeared()) return false; + if (!this._battler.hpGaugeVisible()) return false; + if (Yanfly.Param.VHGAlwaysShow && !this._battler.isDead()) return true; + if (this._currentHpValue !== this._displayedValue) return true; + if (this._battler.isSelected()) return true; + --this._visibleCounter; + return this._visibleCounter > 0; +}; + +Window_VisualHPGauge.prototype.updateHpPosition = function() { + if (!this._battler) return; + if (this._currentHpValue !== this._battler.hp) { + this._visibleCounter = Yanfly.Param.VHGGaugeDuration; + this._currentHpValue = this._battler.hp; + var difference = Math.abs(this._displayedValue - this._battler.hp); + this._dropSpeed = Math.ceil(difference / Yanfly.Param.VHGGaugeDuration); + } + this.updateDisplayCounter(); +}; + +Window_VisualHPGauge.prototype.updateDisplayCounter = function() { + if (this._battler._barrierAltered) { + this._battler._barrierAltered = false; + } else if (this._currentHpValue === this._displayedValue) { + return; + } + var d = this._dropSpeed; + var c = this._currentHpValue; + if (this._displayedValue > this._currentHpValue) { + this._displayedValue = Math.max(this._displayedValue - d, c); + } else if (this._displayedValue < this._currentHpValue) { + this._displayedValue = Math.min(this._displayedValue + d, c); + } + this._requestRefresh = true; +}; + +Window_VisualHPGauge.prototype.updateRefresh = function() { + if (this._requestRefresh) this.refresh(); +}; + +Window_VisualHPGauge.prototype.refresh = function() { + this.contents.clear(); + if (!this._battler) return; + this._requestRefresh = false; + var wy = this.contents.height - this.lineHeight(); + var ww = this.contents.width; + this.drawActorHp(this._battler, 0, wy, ww); +}; + +Window_VisualHPGauge.prototype.gaugeBackColor = function() { + return this.textColor(this._battler.hpGaugeBackColor()); +}; + +Window_VisualHPGauge.prototype.hpGaugeColor1 = function() { + return this.textColor(this._battler.hpGaugeColor1()); +}; + +Window_VisualHPGauge.prototype.hpGaugeColor2 = function() { + return this.textColor(this._battler.hpGaugeColor2()); +}; + +Window_VisualHPGauge.prototype.drawActorHp = function(actor, x, y, width) { + width = width || 186; + var color1 = this.hpGaugeColor1(); + var color2 = this.hpGaugeColor2(); + var rate = this._displayedValue / actor.mhp; + if (Imported.YEP_AbsorptionBarrier && actor.barrierPoints() > 0) { + ww = this.drawBarrierGauge(actor, x, y, width); + } else { + this.drawGauge(x, y, width, rate, color1, color2); + } + if (Yanfly.Param.VHGShowHP) { + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.hpA, x, y, 44); + } + if (Yanfly.Param.VHGShowValue) { + var val = this._displayedValue + var max = actor.mhp; + var w = width; + var color = this.hpColor(actor); + this.drawCurrentAndMax(val, max, x, y, w, color, this.normalColor()); + } +}; + +Window_VisualHPGauge.prototype.drawCurrentAndMax = function(current, max, x, y, + width, color1, color2) { + if (Yanfly.Param.VHGShowMax) { + Window_Base.prototype.drawCurrentAndMax.call(this, current, max, + x, y, width, color1, color2); + } else { + var align = Yanfly.Param.VHGShowHP ? 'right' : 'center'; + var text = Yanfly.Util.toGroup(current); + this.changeTextColor(color1); + this.drawText(text, x, y, width, align); + } +}; + +Window_VisualHPGauge.prototype.gaugeHeight = function() { + if (!this._battler) return Window_Base.prototype.gaugeHeight.call(this); + return this._battler.hpGaugeHeight(); +}; + +if (Imported.YEP_CoreEngine && Yanfly.Param.VHGThick) { + +Window_VisualHPGauge.prototype.drawGauge = +function(dx, dy, dw, rate, color1, color2) { + var color3 = this.gaugeBackColor(); + var fillW = Math.floor(dw * rate).clamp(0, dw); + var gaugeH = this.gaugeHeight(); + var gaugeY = dy + this.lineHeight() - gaugeH - 2; + if (eval(Yanfly.Param.GaugeOutline)) { + color3.paintOpacity = this.translucentOpacity(); + this.contents.fillRect(dx, gaugeY, dw, gaugeH, color3); + dx += 2; + gaugeY += 2; + fillW = Math.max(0, fillW - 4); + gaugeH -= 4; + } else { + var fillW = Math.floor(dw * rate); + var gaugeY = dy + this.lineHeight() - gaugeH - 2; + this.contents.fillRect(dx, gaugeY, dw, gaugeH, color3); + } + this.contents.gradientFillRect(dx, gaugeY, fillW, gaugeH, color1, color2); +}; + +} // Imported.YEP_CoreEngine + +//============================================================================= +// Utilities +//============================================================================= + +Yanfly.Util = Yanfly.Util || {}; + +if (!Yanfly.Util.toGroup) { + Yanfly.Util.toGroup = function(inVal) { + return inVal; + } +}; + +//============================================================================= +// End of File +//============================================================================= +}; diff --git a/js/rpg_core.js b/js/rpg_core.js new file mode 100644 index 0000000..63d2d66 --- /dev/null +++ b/js/rpg_core.js @@ -0,0 +1,9307 @@ +//============================================================================= +// rpg_core.js v1.5.1 +//============================================================================= + +//----------------------------------------------------------------------------- +/** + * 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 = "1.5.1"; + +/** + * 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) { + return location.search.slice(1).split('&').contains(name); +}; + +/** + * 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 = !Utils.isMobileDevice(); + 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; + 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('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() { + document.addEventListener("touchend", 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('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) { + 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/js/rpg_managers.js b/js/rpg_managers.js new file mode 100644 index 0000000..51f45eb --- /dev/null +++ b/js/rpg_managers.js @@ -0,0 +1,2847 @@ +//============================================================================= +// rpg_managers.js v1.5.1 +//============================================================================= + +//----------------------------------------------------------------------------- +// 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(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.checkAbort2(); +}; + +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 ($gameParty.isEmpty() || this.isAborting()) { + this.processAbort(); + return true; + } + return false; +}; + +BattleManager.checkAbort2 = function() { + if ($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/js/rpg_objects.js b/js/rpg_objects.js new file mode 100644 index 0000000..a6a09a9 --- /dev/null +++ b/js/rpg_objects.js @@ -0,0 +1,10633 @@ +//============================================================================= +// rpg_objects.js v1.5.1 +//============================================================================= + +//----------------------------------------------------------------------------- +// 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() { + while (this._index < this._list.length - 1) { + this._index++; + var command = this.currentCommand(); + if (command.code === 413 && command.indent < this._indent) { + 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/js/rpg_scenes.js b/js/rpg_scenes.js new file mode 100644 index 0000000..1468534 --- /dev/null +++ b/js/rpg_scenes.js @@ -0,0 +1,2689 @@ +//============================================================================= +// rpg_scenes.js v1.5.1 +//============================================================================= + +//============================================================================= + +/** + * 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/js/rpg_sprites.js b/js/rpg_sprites.js new file mode 100644 index 0000000..2f44cc7 --- /dev/null +++ b/js/rpg_sprites.js @@ -0,0 +1,2689 @@ +//============================================================================= +// rpg_sprites.js v1.5.1 +//============================================================================= + +//----------------------------------------------------------------------------- +// 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 ($gamePlayer.isInVehicle()) { + return this.shipBattleback1Name(); + } else { + return this.normalBattleback1Name(); + } +}; + +Spriteset_Battle.prototype.overworldBattleback2Name = function() { + if ($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/js/rpg_windows.js b/js/rpg_windows.js new file mode 100644 index 0000000..35efde9 --- /dev/null +++ b/js/rpg_windows.js @@ -0,0 +1,6028 @@ +//============================================================================= +// rpg_windows.js v1.5.1 +//============================================================================= + +//----------------------------------------------------------------------------- +// 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; + this.update(); +}; + +//----------------------------------------------------------------------------- +// 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; + this.update(); +}; + +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; + this.update(); +}; + +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; +}; + +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; + this.update(); +}; + +//----------------------------------------------------------------------------- +// 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(); + } + } +};