SC: Increase loading font timeout

This commit is contained in:
OleSTEEP 2024-09-30 15:33:27 +03:00
parent 2913d5d51c
commit 4d3370bba9

View file

@ -0,0 +1,193 @@
//=============================================================================
// Gamefall Team Plugins - Optimization for Omori taking in account
// YEP_Core Updates;
// GTP_CoreUpdates.js VERSION 1.0.1
//=============================================================================
var Imported = Imported || {};
Imported.GTP_CoreUpdates = true;
var Gamefall = Gamefall || {};
Gamefall.CoreUpdates = Gamefall.CoreUpdates || {};
//=============================================================================
/*:
* @plugindesc v1.0.1 Optimization for Omori taking in account YEP Core Updates
* @author Gamefall Team || Luca Mastroianni
* @help
* CHANGELOG:
* VERSION 1.0.0: Plugin Released!
* VERSION 1.0.1: Reduced lag filtering events;
*/
//=============================================================================
(function ($) {
// Replaced ForEach
Sprite.prototype.update = function () {
var length = this.children.length;
for (var i = 0; i < length; ++i) {
var child = this.children[i];
if (!child) { continue; }
if (child && child.update) child.update();
};
};
// Replaced ForEach
Tilemap.prototype.update = function () {
this.animationCount++;
this.animationFrame = Math.floor(this.animationCount / 30);
var length = this.children.length;
for (var i = 0; i < length; ++i) {
var child = this.children[i];
if (!child) { continue; }
if (child && child.update) child.update();
}
var length = this.bitmaps.length;
for (var i = 0; i < length; ++i) {
if (this.bitmaps[i]) this.bitmaps[i].touch();
}
};
// Replaced ForEach
TilingSprite.prototype.update = function () {
var length = this.children.length;
for (var i = 0; i < length; ++i) {
var child = this.children[i];
if (child && child.update) child.update();
}
};
// Replaced ForEach
Window.prototype.update = function () {
if (this.active) this._animationCount++;
var length = this.children.length;
for (var i = 0; i < length; ++i) {
var child = this.children[i];
if (child && child.update) child.update();
}
};
// Replaced ForEach
WindowLayer.prototype.update = function () {
var length = this.children.length;
for (var i = 0; i < length; ++i) {
var child = this.children[i];
if (child && child.update) child.update();
}
};
// Replaced ForEach
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();
}
var length = this._sprites.length;
for (var i = 0; i < length; ++i) {
var sprite = this._sprites[i];
this._updateSprite(sprite);
sprite.x = sprite.ax - this.origin.x;
sprite.y = sprite.ay - this.origin.y;
}
};
Game_Interpreter.prototype.setup = function (list, eventId) {
this.clear();
this._mapId = $gameMap.mapId();
this._eventId = eventId || 0;
this._list = list;
};
// Change Tileset Event: load instead of reserve
Game_Interpreter.prototype.command282 = function () {
var tileset = $dataTilesets[this._params[0]];
for (var i = 0; i < tileset.tilesetNames.length; i++) {
ImageManager.loadTileset(tileset.tilesetNames[i]);
}
if (ImageManager.isReady()) {
$gameMap.changeTileset(this._params[0]);
return true;
} else {
return false;
}
};
// Ready preparation now refers to fully loaded instead of reservation
Sprite_Animation.prototype.isReady = function () {
return ImageManager.isReady();
};
// Replaced ForEach
Sprite_Animation.prototype.updateFrame = function () {
if (this._duration > 0) {
var frameIndex = this.currentFrameIndex();
this.updateAllCellSprites(this._animation.frames[frameIndex]);
var length = this._animation.timings.length;
for (var i = 0; i < length; ++i) {
var timing = this._animation.timings[i];
if (timing.frame === frameIndex) this.processTimingData(timing);
};
}
};
// Cleaning algorithm up
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];
if (this._mirror) {
sprite.x *= -1;
}
sprite.rotation = cell[4] * Math.PI / 180;
sprite.scale.x = cell[3] / 100;
if ((cell[5] && !mirror) || (!cell[5] && mirror)) {
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;
}
};
Scene_Base.prototype.updateChildren = function () {
var length = this.children.length;
for (var i = 0; i < length; ++i) {
var child = this.children[i];
if (!child) { continue; }
if (child.update) child.update();
}
};
Scene_Boot.prototype.isGameFontLoaded = function () {
if (Graphics.isFontLoaded('GameFont')) {
return true;
} else {
var elapsed = Date.now() - this._startDate;
if (elapsed >= 600000) {
throw new Error('Failed to load GameFont');
}
}
};
Game_Map.prototype.eventsXy = function (x, y) {
return this._events.filter(event => { return !!event && event.pos(x, y) })
}
Game_Map.prototype.eventsXyNt = function (x, y) {
return this._events.filter(event => { return !!event && event.posNt(x, y) })
}
})(Gamefall.CoreUpdates);