Revert to PIXI4

This commit is contained in:
OleSTEEP 2024-01-10 04:00:51 +03:00
parent 35dcbf3276
commit a7d6c0355c
21 changed files with 44598 additions and 88738 deletions

View file

@ -1,7 +1,6 @@
//=============================================================================
// rpg_sprites.js v1.6.2.2
// rpg_sprites.js v1.6.1
//=============================================================================
/*jshint esversion: 6 */
//-----------------------------------------------------------------------------
// Sprite_Base
@ -252,9 +251,9 @@ Sprite_Character.prototype.updateBitmap = function () {
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());
this._tileId !== this._character.tileId() ||
this._characterName !== this._character.characterName() ||
this._characterIndex !== this._character.characterIndex());
};
Sprite_Character.prototype.setTileBitmap = function () {
@ -648,24 +647,24 @@ 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 }
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) {
@ -844,10 +843,10 @@ Sprite_Actor.prototype.motionSpeed = function () {
Sprite_Actor.prototype.refreshMotion = function () {
var actor = this._actor;
var motionGuard = Sprite_Actor.MOTIONS.guard;
var motionGuard = Sprite_Actor.MOTIONS['guard'];
if (actor) {
if (this._motion === motionGuard && !BattleManager.isInputting()) {
return;
return;
}
var stateMotion = actor.stateMotionIndex();
if (actor.isInputting() || actor.isActing()) {
@ -1020,27 +1019,27 @@ Sprite_Enemy.prototype.setupEffect = function () {
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;
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();
};
@ -1083,27 +1082,27 @@ Sprite_Enemy.prototype.updateEffect = function () {
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;
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;
@ -1395,7 +1394,7 @@ Sprite_Animation.prototype.updateFrame = function () {
Sprite_Animation.prototype.currentFrameIndex = function () {
return (this._animation.frames.length -
Math.floor((this._duration + this._rate - 1) / this._rate));
Math.floor((this._duration + this._rate - 1) / this._rate));
};
Sprite_Animation.prototype.updateAllCellSprites = function (frame) {
@ -1422,10 +1421,10 @@ Sprite_Animation.prototype.updateCellSprite = function (sprite, cell) {
sprite.rotation = cell[4] * Math.PI / 180;
sprite.scale.x = cell[3] / 100;
if (cell[5]) {
if(cell[5]){
sprite.scale.x *= -1;
}
if (mirror) {
if(mirror){
sprite.x *= -1;
sprite.rotation *= -1;
sprite.scale.x *= -1;
@ -1443,15 +1442,15 @@ Sprite_Animation.prototype.updateCellSprite = function (sprite, cell) {
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;
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);
@ -1614,7 +1613,7 @@ Sprite_StateIcon.prototype.initialize = function () {
this.loadBitmap();
};
Sprite_StateIcon._iconWidth = 32;
Sprite_StateIcon._iconWidth = 32;
Sprite_StateIcon._iconHeight = 32;
Sprite_StateIcon.prototype.initMembers = function () {
@ -1908,9 +1907,6 @@ function Sprite_Picture() {
Sprite_Picture.prototype = Object.create(Sprite.prototype);
Sprite_Picture.prototype.constructor = Sprite_Picture;
Sprite_Picture.prototype._renderCanvas_PIXI = PIXI.picture.Sprite.prototype._renderCanvas;
Sprite_Picture.prototype._render_PIXI = PIXI.picture.Sprite.prototype._render;
Sprite_Picture.prototype.initialize = function (pictureId) {
Sprite.prototype.initialize.call(this);
this._pictureId = pictureId;
@ -2075,7 +2071,7 @@ Sprite_Destination.prototype.initialize = function () {
Sprite_Destination.prototype.update = function () {
Sprite.prototype.update.call(this);
if ($gameTemp.isDestinationValid()) {
if ($gameTemp.isDestinationValid()){
this.updatePosition();
this.updateAnimation();
this.visible = true;
@ -2382,14 +2378,14 @@ Spriteset_Map.prototype._canvasReAddParallax = function () {
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);
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) {
if (this._parallax.bitmap && Graphics.isWebGL() != true) {
this._canvasReAddParallax();
} else {
this._parallax.bitmap = ImageManager.loadParallax(this._parallaxName);
@ -2404,14 +2400,6 @@ Spriteset_Map.prototype.updateParallax = function () {
Spriteset_Map.prototype.updateTilemap = function () {
this._tilemap.origin.x = $gameMap.displayX() * $gameMap.tileWidth();
this._tilemap.origin.y = $gameMap.displayY() * $gameMap.tileHeight();
/* removed in 1.6.2 - But apparently is still needed for some games */
if (this._tilemap.bitmaps) {
if (!this.isTilesetReady && this._tilemap.bitmaps.every(bitmap => bitmap.isRequestReady())) {
this._tilemap.refresh();
this._tilemap.refreshTileset();
this.isTilesetReady = true;
}
}
};
Spriteset_Map.prototype.updateShadow = function () {
@ -2566,57 +2554,57 @@ Spriteset_Battle.prototype.overworldBattleback2Name = function () {
Spriteset_Battle.prototype.normalBattleback1Name = function () {
return (this.terrainBattleback1Name(this.autotileType(1)) ||
this.terrainBattleback1Name(this.autotileType(0)) ||
this.defaultBattleback1Name());
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());
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;
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';
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';
}
};