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

6
package-lock.json generated
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@ -92,9 +92,9 @@
} }
}, },
"node_modules/android-versions": { "node_modules/android-versions": {
"version": "1.8.2", "version": "1.9.0",
"resolved": "https://registry.npmjs.org/android-versions/-/android-versions-1.8.2.tgz", "resolved": "https://registry.npmjs.org/android-versions/-/android-versions-1.9.0.tgz",
"integrity": "sha512-2MT/Y/mR3BLSbR9E3ugwvE/aA4k84XtjG2Iusu4pRKt4FwfpEvIEAHzm7ZBhL3/aTVNdx3PzZ+sAiK+Dbc4r9A==", "integrity": "sha512-13O2B6PQMEM4ej9n13ePRQeckrCoKbZrvuzlLvK+9s2QmncpHDbYzZxhgapN32sJNoifN6VAHexLnd/6CYrs7Q==",
"dev": true, "dev": true,
"dependencies": { "dependencies": {
"semver": "^7.5.2" "semver": "^7.5.2"

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@ -11,6 +11,6 @@
"./plugins_dev/*.js", "./plugins_dev/*.js",
"./plugins/*.js", "./plugins/*.js",
"libs/yaml.js", "libs/yaml.js",
"require.js" "porting/require.js"
] ]
} }

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@ -1,404 +1,428 @@
var __extends = (this && this.__extends) || (function () { var __extends = (this && this.__extends) || function (d, b) {
var extendStatics = function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
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 extendStatics(d, b);
};
return function (d, b) {
extendStatics(d, b);
function __() { this.constructor = d; } function __() { this.constructor = d; }
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); 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 () {
var pixi_picture;
(function (pixi_picture) {
var BackdropFilter = (function (_super) {
__extends(BackdropFilter, _super);
function BackdropFilter() {
var _this = _super !== null && _super.apply(this, arguments) || this;
_this.backdropUniformName = null;
_this._backdropActive = false;
_this.clearColor = null;
return _this;
}
return BackdropFilter;
}(PIXI.Filter));
pixi_picture.BackdropFilter = BackdropFilter;
var filterFrag = "\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform sampler2D uBackdrop;\n\n%UNIFORM_CODE%\n\nvoid main(void)\n{\n vec4 b_src = texture2D(uSampler, vTextureCoord);\n vec4 b_dest = texture2D(uBackdrop, vTextureCoord);\n vec4 b_res = b_dest;\n \n %BLEND_CODE%\n\n gl_FragColor = b_res;\n}";
var BlendFilter = (function (_super) {
__extends(BlendFilter, _super);
function BlendFilter(shaderParts) {
var _this = this;
var fragCode = filterFrag;
fragCode = fragCode.replace('%UNIFORM_CODE%', shaderParts.uniformCode || "");
fragCode = fragCode.replace('%BLEND_CODE%', shaderParts.blendCode || "");
_this = _super.call(this, undefined, fragCode, shaderParts.uniforms) || this;
_this.backdropUniformName = 'uBackdrop';
return _this;
}
return BlendFilter;
}(BackdropFilter));
pixi_picture.BlendFilter = BlendFilter;
})(pixi_picture || (pixi_picture = {}));
var pixi_picture;
(function (pixi_picture) {
function containsRect(rectOut, rectIn) {
var r1 = rectIn.x + rectIn.width;
var b1 = rectIn.y + rectIn.height;
var r2 = rectOut.x + rectOut.width;
var b2 = rectOut.y + rectOut.height;
return (rectIn.x >= rectOut.x) &&
(rectIn.x <= r2) &&
(rectIn.y >= rectOut.y) &&
(rectIn.y <= b2) &&
(r1 >= rectOut.x) &&
(r1 <= r2) &&
(b1 >= rectOut.y) &&
(b1 <= b2);
}
PIXI.systems.TextureSystem.prototype.bindForceLocation = function (texture, location) {
if (location === void 0) { location = 0; }
var gl = this.gl;
if (this.currentLocation !== location) {
this.currentLocation = location;
gl.activeTexture(gl.TEXTURE0 + location);
}
this.bind(texture, location);
}; };
function pushWithCheck(target, filters, checkEmptyBounds) { PictureRenderer.prototype.flush = function () {
if (checkEmptyBounds === void 0) { checkEmptyBounds = true; } };
var renderer = this.renderer; PictureRenderer.prototype._getRenderTexture = function (minWidth, minHeight) {
var filterStack = this.defaultFilterStack; if (this._renderTexture.width < minWidth ||
var state = this.statePool.pop() || new PIXI.FilterState(); this._renderTexture.height < minHeight) {
var resolution = filters[0].resolution; minHeight = nextPow2(minWidth);
var padding = filters[0].padding; minHeight = nextPow2(minHeight);
var autoFit = filters[0].autoFit; this._renderTexture.resize(minWidth, minHeight);
var legacy = filters[0].legacy;
for (var i = 1; i < filters.length; i++) {
var filter = filters[i];
resolution = Math.min(resolution, filter.resolution);
padding = this.useMaxPadding
? Math.max(padding, filter.padding)
: padding + filter.padding;
autoFit = autoFit || filter.autoFit;
legacy = legacy || filter.legacy;
} }
if (filterStack.length === 1) { return this._renderTexture;
this.defaultFilterStack[0].renderTexture = renderer.renderTexture.current; };
PictureRenderer.prototype._getBuf = function (size) {
var buf = this._bigBuf;
if (buf.length < size) {
size = nextPow2(size);
buf = new Uint8Array(size);
this._bigBuf = buf;
} }
filterStack.push(state); return buf;
state.resolution = resolution; };
state.legacy = legacy; PictureRenderer.prototype.render = function (sprite) {
state.target = target; if (!sprite.texture.valid) {
state.sourceFrame.copyFrom(target.filterArea || target.getBounds(true)); return;
var canUseBackdrop = true; }
state.sourceFrame.pad(padding); var tilingMode = 0;
if (autoFit) { if (sprite.tileTransform) {
state.sourceFrame.fit(this.renderer.renderTexture.sourceFrame); tilingMode = this._isSimpleSprite(sprite) ? 1 : 2;
}
var blendShader = this.drawModes[sprite.blendMode];
if (blendShader) {
this._renderBlend(sprite, blendShader[tilingMode]);
} }
else { else {
canUseBackdrop = containsRect(this.renderer.renderTexture.sourceFrame, state.sourceFrame); this._renderNormal(sprite, this.normalShader[tilingMode]);
} }
if (checkEmptyBounds && state.sourceFrame.width <= 1 && state.sourceFrame.height <= 1) { };
filterStack.pop(); PictureRenderer.prototype._renderNormal = function (sprite, shader) {
state.clear();
this.statePool.push(state);
return false;
}
state.sourceFrame.ceil(resolution);
if (canUseBackdrop) {
var backdrop = null;
for (var i = 0; i < filters.length; i++) {
var bName = filters[i].backdropUniformName;
if (bName) {
if (backdrop === null) {
backdrop = this.prepareBackdrop(state.sourceFrame);
}
filters[i].uniforms[bName] = backdrop;
if (backdrop) {
filters[i]._backdropActive = true;
}
}
}
}
state.renderTexture = this.getOptimalFilterTexture(state.sourceFrame.width, state.sourceFrame.height, resolution);
state.filters = filters;
state.destinationFrame.width = state.renderTexture.width;
state.destinationFrame.height = state.renderTexture.height;
var destinationFrame = this.tempRect;
destinationFrame.width = state.sourceFrame.width;
destinationFrame.height = state.sourceFrame.height;
state.renderTexture.filterFrame = state.sourceFrame;
renderer.renderTexture.bind(state.renderTexture, state.sourceFrame, destinationFrame);
renderer.renderTexture.clear(filters[filters.length - 1].clearColor);
return true;
}
function push(target, filters) {
return this.pushWithCheck(target, filters, false);
}
function pop() {
var filterStack = this.defaultFilterStack;
var state = filterStack.pop();
var filters = state.filters;
this.activeState = state;
var globalUniforms = this.globalUniforms.uniforms;
globalUniforms.outputFrame = state.sourceFrame;
globalUniforms.resolution = state.resolution;
var inputSize = globalUniforms.inputSize;
var inputPixel = globalUniforms.inputPixel;
var inputClamp = globalUniforms.inputClamp;
inputSize[0] = state.destinationFrame.width;
inputSize[1] = state.destinationFrame.height;
inputSize[2] = 1.0 / inputSize[0];
inputSize[3] = 1.0 / inputSize[1];
inputPixel[0] = inputSize[0] * state.resolution;
inputPixel[1] = inputSize[1] * state.resolution;
inputPixel[2] = 1.0 / inputPixel[0];
inputPixel[3] = 1.0 / inputPixel[1];
inputClamp[0] = 0.5 * inputPixel[2];
inputClamp[1] = 0.5 * inputPixel[3];
inputClamp[2] = (state.sourceFrame.width * inputSize[2]) - (0.5 * inputPixel[2]);
inputClamp[3] = (state.sourceFrame.height * inputSize[3]) - (0.5 * inputPixel[3]);
if (state.legacy) {
var filterArea = globalUniforms.filterArea;
filterArea[0] = state.destinationFrame.width;
filterArea[1] = state.destinationFrame.height;
filterArea[2] = state.sourceFrame.x;
filterArea[3] = state.sourceFrame.y;
globalUniforms.filterClamp = globalUniforms.inputClamp;
}
this.globalUniforms.update();
var lastState = filterStack[filterStack.length - 1];
if (state.renderTexture.framebuffer.multisample > 1) {
this.renderer.framebuffer.blit();
}
if (filters.length === 1) {
filters[0].apply(this, state.renderTexture, lastState.renderTexture, PIXI.CLEAR_MODES.BLEND, state);
this.returnFilterTexture(state.renderTexture);
}
else {
var flip = state.renderTexture;
var flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution);
flop.filterFrame = flip.filterFrame;
var i = 0;
for (i = 0; i < filters.length - 1; ++i) {
filters[i].apply(this, flip, flop, PIXI.CLEAR_MODES.CLEAR, state);
var t = flip;
flip = flop;
flop = t;
}
filters[i].apply(this, flip, lastState.renderTexture, PIXI.CLEAR_MODES.BLEND, state);
this.returnFilterTexture(flip);
this.returnFilterTexture(flop);
}
var backdropFree = false;
for (var i = 0; i < filters.length; i++) {
if (filters[i]._backdropActive) {
var bName = filters[i].backdropUniformName;
if (!backdropFree) {
this.returnFilterTexture(filters[i].uniforms[bName]);
backdropFree = true;
}
filters[i].uniforms[bName] = null;
filters[i]._backdropActive = false;
}
}
state.clear();
this.statePool.push(state);
}
var hadBackbufferError = false;
function prepareBackdrop(bounds) {
var renderer = this.renderer; var renderer = this.renderer;
var renderTarget = renderer.renderTexture.current; renderer.bindShader(shader);
var fr = this.renderer.renderTexture.sourceFrame; renderer.state.setBlendMode(sprite.blendMode);
if (!renderTarget) { this._renderInner(sprite, shader);
if (!hadBackbufferError) { };
hadBackbufferError = true; PictureRenderer.prototype._renderBlend = function (sprite, shader) {
console.warn('pixi-picture: you are trying to use Blend Filter on main framebuffer! That wont work.'); 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;
} }
return null; if (flipY) {
bounds.y = fbh - bounds.height - bounds.y;
} }
var resolution = renderTarget.baseTexture.resolution; var screenBounds = this._tempRect3;
var x = (bounds.x - fr.x) * resolution; var x_1 = Math.floor(Math.max(screen.x, bounds.x));
var y = (bounds.y - fr.y) * resolution; var x_2 = Math.ceil(Math.min(screen.x + screen.width, bounds.x + bounds.width));
var w = (bounds.width) * resolution; var y_1 = Math.floor(Math.max(screen.y, bounds.y));
var h = (bounds.height) * resolution; 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; var gl = renderer.gl;
var rt = this.getOptimalFilterTexture(w, h, 1); if (renderer.renderingToScreen && renderTarget.root) {
rt.filterFrame = fr; var buf = this._getBuf(pixelsWidth * pixelsHeight * 4);
renderer.texture.bindForceLocation(rt.baseTexture, 0); gl.readPixels(x_1, y_1, pixelsWidth, pixelsHeight, gl.RGBA, gl.UNSIGNED_BYTE, this._bigBuf);
gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, x, y, w, h); gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, pixelsWidth, pixelsHeight, gl.RGBA, gl.UNSIGNED_BYTE, this._bigBuf);
return rt;
}
PIXI.systems.FilterSystem.prototype.push = push;
PIXI.systems.FilterSystem.prototype.pushWithCheck = pushWithCheck;
PIXI.systems.FilterSystem.prototype.pop = pop;
PIXI.systems.FilterSystem.prototype.prepareBackdrop = prepareBackdrop;
})(pixi_picture || (pixi_picture = {}));
var pixi_picture;
(function (pixi_picture) {
var MASK_CHANNEL;
(function (MASK_CHANNEL) {
MASK_CHANNEL[MASK_CHANNEL["RED"] = 0] = "RED";
MASK_CHANNEL[MASK_CHANNEL["GREEN"] = 1] = "GREEN";
MASK_CHANNEL[MASK_CHANNEL["BLUE"] = 2] = "BLUE";
MASK_CHANNEL[MASK_CHANNEL["ALPHA"] = 3] = "ALPHA";
})(MASK_CHANNEL = pixi_picture.MASK_CHANNEL || (pixi_picture.MASK_CHANNEL = {}));
var MaskConfig = (function () {
function MaskConfig(maskBefore, channel) {
if (maskBefore === void 0) { maskBefore = false; }
if (channel === void 0) { channel = MASK_CHANNEL.ALPHA; }
this.maskBefore = maskBefore;
this.uniformCode = 'uniform vec4 uChannel;';
this.uniforms = {
uChannel: new Float32Array([0, 0, 0, 0]),
};
this.blendCode = "b_res = dot(b_src, uChannel) * b_dest;";
this.uniforms.uChannel[channel] = 1.0;
}
return MaskConfig;
}());
pixi_picture.MaskConfig = MaskConfig;
var MaskFilter = (function (_super) {
__extends(MaskFilter, _super);
function MaskFilter(baseFilter, config) {
if (config === void 0) { config = new MaskConfig(); }
var _this = _super.call(this, config) || this;
_this.baseFilter = baseFilter;
_this.config = config;
_this.padding = baseFilter.padding;
return _this;
}
MaskFilter.prototype.apply = function (filterManager, input, output, clearMode) {
var target = filterManager.getFilterTexture(input);
if (this.config.maskBefore) {
var blendMode = this.state.blendMode;
this.state.blendMode = PIXI.BLEND_MODES.NONE;
filterManager.applyFilter(this, input, target, PIXI.CLEAR_MODES.YES);
this.baseFilter.blendMode = blendMode;
this.baseFilter.apply(filterManager, target, output, clearMode);
this.state.blendMode = blendMode;
} }
else { else {
var uBackdrop = this.uniforms.uBackdrop; gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, x_1, y_1, pixelsWidth, pixelsHeight);
this.baseFilter.apply(filterManager, uBackdrop, target, PIXI.CLEAR_MODES.YES);
this.uniforms.uBackdrop = target;
filterManager.applyFilter(this, input, output, clearMode);
this.uniforms.uBackdrop = uBackdrop;
} }
filterManager.returnFilterTexture(target); 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);
}; };
return MaskFilter; PictureRenderer.prototype._renderInner = function (sprite, shader) {
}(pixi_picture.BlendFilter)); var renderer = this.renderer;
pixi_picture.MaskFilter = MaskFilter; if (shader.tilingMode > 0) {
})(pixi_picture || (pixi_picture = {})); this._renderWithShader(sprite, shader.tilingMode === 1, shader);
var pixi_picture;
(function (pixi_picture) {
var blends;
(function (blends) {
blends.NPM_BLEND = "if (b_src.a == 0.0) {\n gl_FragColor = vec4(0, 0, 0, 0);\n return;\n}\nvec3 Cb = b_src.rgb / b_src.a, Cs;\nif (b_dest.a > 0.0) {\n Cs = b_dest.rgb / b_dest.a;\n}\n%NPM_BLEND%\nb_res.a = b_src.a + b_dest.a * (1.0-b_src.a);\nb_res.rgb = (1.0 - b_src.a) * Cs + b_src.a * B;\nb_res.rgb *= b_res.a;\n";
blends.OVERLAY_PART = "vec3 multiply = Cb * Cs * 2.0;\nvec3 Cb2 = Cb * 2.0 - 1.0;\nvec3 screen = Cb2 + Cs - Cb2 * Cs;\nvec3 B;\nif (Cs.r <= 0.5) {\n B.r = multiply.r;\n} else {\n B.r = screen.r;\n}\nif (Cs.g <= 0.5) {\n B.g = multiply.g;\n} else {\n B.g = screen.g;\n}\nif (Cs.b <= 0.5) {\n B.b = multiply.b;\n} else {\n B.b = screen.b;\n}\n";
blends.HARDLIGHT_PART = "vec3 multiply = Cb * Cs * 2.0;\nvec3 Cs2 = Cs * 2.0 - 1.0;\nvec3 screen = Cb + Cs2 - Cb * Cs2;\nvec3 B;\nif (Cb.r <= 0.5) {\n B.r = multiply.r;\n} else {\n B.r = screen.r;\n}\nif (Cb.g <= 0.5) {\n B.g = multiply.g;\n} else {\n B.g = screen.g;\n}\nif (Cb.b <= 0.5) {\n B.b = multiply.b;\n} else {\n B.b = screen.b;\n}\n";
blends.SOFTLIGHT_PART = "vec3 first = Cb - (1.0 - 2.0 * Cs) * Cb * (1.0 - Cb);\nvec3 B;\nvec3 D;\nif (Cs.r <= 0.5)\n{\n B.r = first.r;\n}\nelse\n{\n if (Cb.r <= 0.25)\n {\n D.r = ((16.0 * Cb.r - 12.0) * Cb.r + 4.0) * Cb.r; \n }\n else\n {\n D.r = sqrt(Cb.r);\n }\n B.r = Cb.r + (2.0 * Cs.r - 1.0) * (D.r - Cb.r);\n}\nif (Cs.g <= 0.5)\n{\n B.g = first.g;\n}\nelse\n{\n if (Cb.g <= 0.25)\n {\n D.g = ((16.0 * Cb.g - 12.0) * Cb.g + 4.0) * Cb.g; \n }\n else\n {\n D.g = sqrt(Cb.g);\n }\n B.g = Cb.g + (2.0 * Cs.g - 1.0) * (D.g - Cb.g);\n}\nif (Cs.b <= 0.5)\n{\n B.b = first.b;\n}\nelse\n{\n if (Cb.b <= 0.25)\n {\n D.b = ((16.0 * Cb.b - 12.0) * Cb.b + 4.0) * Cb.b; \n }\n else\n {\n D.b = sqrt(Cb.b);\n }\n B.b = Cb.b + (2.0 * Cs.b - 1.0) * (D.b - Cb.b);\n}\n";
blends.MULTIPLY_FULL = "if (b_dest.a > 0.0) {\n vec4 mult;\nmult.a = min(b_src.a + b_dest.a - b_src.a * b_dest.a, 1.0);\n mult.rgb = (b_dest.rgb / b_dest.a) * ((1.0 - b_src.a) + b_src.rgb);\n b_res.rgb = (b_dest.rgb / b_dest.a) * ((1.0 - b_src.a) + b_src.rgb);\n b_res.a = min(b_src.a + b_dest.a - b_src.a * b_dest.a, 1.0);\n b_res.rgb *= mult.a;\n}\n";
blends.OVERLAY_FULL = blends.NPM_BLEND.replace("%NPM_BLEND%", blends.OVERLAY_PART);
blends.HARDLIGHT_FULL = blends.NPM_BLEND.replace("%NPM_BLEND%", blends.HARDLIGHT_PART);
blends.SOFTLIGHT_FULL = blends.NPM_BLEND.replace("%NPM_BLEND%", blends.SOFTLIGHT_PART);
blends.blendFullArray = [];
blends.blendFullArray[PIXI.BLEND_MODES.MULTIPLY] = blends.MULTIPLY_FULL;
blends.blendFullArray[PIXI.BLEND_MODES.OVERLAY] = blends.OVERLAY_FULL;
blends.blendFullArray[PIXI.BLEND_MODES.HARD_LIGHT] = blends.HARDLIGHT_FULL;
blends.blendFullArray[PIXI.BLEND_MODES.SOFT_LIGHT] = blends.SOFTLIGHT_FULL;
})(blends = pixi_picture.blends || (pixi_picture.blends = {}));
var filterCache = [];
var filterCacheArray = [];
function getBlendFilter(blendMode) {
if (!blends.blendFullArray[blendMode]) {
return null;
} }
if (!filterCache[blendMode]) { else {
filterCache[blendMode] = new pixi_picture.BlendFilter({ blendCode: blends.blendFullArray[blendMode] }); this._renderSprite(sprite, shader);
}
return filterCache[blendMode];
}
pixi_picture.getBlendFilter = getBlendFilter;
function getBlendFilterArray(blendMode) {
if (!blends.blendFullArray[blendMode]) {
return null;
}
if (!filterCacheArray[blendMode]) {
filterCacheArray[blendMode] = [this.getBlendFilter(blendMode)];
}
return filterCacheArray[blendMode];
}
pixi_picture.getBlendFilterArray = getBlendFilterArray;
})(pixi_picture || (pixi_picture = {}));
var pixi_picture;
(function (pixi_picture) {
var Sprite = (function (_super) {
__extends(Sprite, _super);
function Sprite() {
return _super !== null && _super.apply(this, arguments) || this;
}
Sprite.prototype._render = function (renderer) {
var texture = this._texture;
if (!texture || !texture.valid) {
return;
}
var blendFilterArray = pixi_picture.getBlendFilterArray(this.blendMode);
if (blendFilterArray) {
renderer.batch.flush();
if (!renderer.filter.pushWithCheck(this, blendFilterArray)) {
return;
}
}
this.calculateVertices();
renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);
renderer.plugins[this.pluginName].render(this);
if (blendFilterArray) {
renderer.batch.flush();
renderer.filter.pop();
} }
}; };
return Sprite; 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)); }(PIXI.Sprite));
pixi_picture.Sprite = Sprite; extras.PictureSprite = PictureSprite;
})(pixi_picture || (pixi_picture = {})); })(extras = PIXI.extras || (PIXI.extras = {}));
var pixi_picture; })(PIXI || (PIXI = {}));
(function (pixi_picture) { var PIXI;
var TilingSprite = (function (_super) { (function (PIXI) {
__extends(TilingSprite, _super); var extras;
function TilingSprite() { (function (extras) {
return _super !== null && _super.apply(this, arguments) || this; var PictureTilingSprite = (function (_super) {
__extends(PictureTilingSprite, _super);
function PictureTilingSprite(texture) {
_super.call(this, texture);
this.pluginName = 'picture';
} }
TilingSprite.prototype._render = function (renderer) { return PictureTilingSprite;
var texture = this._texture; }(extras.TilingSprite));
if (!texture || !texture.valid) { extras.PictureTilingSprite = PictureTilingSprite;
return; })(extras = PIXI.extras || (PIXI.extras = {}));
} })(PIXI || (PIXI = {}));
var blendFilterArray = pixi_picture.getBlendFilterArray(this.blendMode);
if (blendFilterArray) {
renderer.batch.flush();
if (!renderer.filter.pushWithCheck(this, blendFilterArray)) {
return;
}
}
this.tileTransform.updateLocalTransform();
this.uvMatrix.update();
renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);
renderer.plugins[this.pluginName].render(this);
if (blendFilterArray) {
renderer.batch.flush();
renderer.filter.pop();
}
};
return TilingSprite;
}(PIXI.TilingSprite));
pixi_picture.TilingSprite = TilingSprite;
})(pixi_picture || (pixi_picture = {}));
var pixi_picture;
(function (pixi_picture) {
PIXI.picture = pixi_picture;
})(pixi_picture || (pixi_picture = {}));
//# sourceMappingURL=pixi-picture.js.map //# sourceMappingURL=pixi-picture.js.map

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@ -51,7 +51,7 @@ AEL.Archeia_CoreChanges = AEL.Archeia_CoreChanges || {};
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// * Pixi Texture Fix // * Pixi Texture Fix
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
PIXI.GLTexture.prototype.upload = function(source) PIXI.glCore.GLTexture.prototype.upload = function(source)
{ {
this.bind(); this.bind();

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@ -1902,13 +1902,7 @@ Gamefall.OmoriFixes = Gamefall.OmoriFixes || {};
for (let obj of mainWindows) { obj.filters = []; } for (let obj of mainWindows) { obj.filters = []; }
} }
else { else {
let hasToneFilter; let hasToneFilter = objects[0].filters.length > 0;
if (objects[0].filters !== null) {
hasToneFilter = objects[0].filters.length > 0;
} else {
hasToneFilter = false;
}
if (!hasToneFilter) { if (!hasToneFilter) {
for (let obj of mainWindows) { obj.filters = [this._spriteset.getToneFilter()]; } for (let obj of mainWindows) { obj.filters = [this._spriteset.getToneFilter()]; }
this._usingToneFilter = true; this._usingToneFilter = true;

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@ -413,7 +413,7 @@ Scene_OmoriTitleScreen.prototype.createTitleCommands = function () {
Scene_OmoriTitleScreen.prototype.createOptionWindowsContainer = function () { Scene_OmoriTitleScreen.prototype.createOptionWindowsContainer = function () {
// Create Help Window Container // Create Help Window Container
this._optionsWindowsContainer = new Sprite(); this._optionsWindowsContainer = new Sprite();
this._optionsWindowsContainer.x = 0; this._optionsWindowsContainer.x = 10;
this._optionsWindowsContainer.y = -406; this._optionsWindowsContainer.y = -406;
this._optionsWindowsContainer.opacity = 255; this._optionsWindowsContainer.opacity = 255;
this.addChild(this._optionsWindowsContainer); this.addChild(this._optionsWindowsContainer);
@ -424,7 +424,7 @@ Scene_OmoriTitleScreen.prototype.createOptionWindowsContainer = function () {
Scene_OmoriTitleScreen.prototype.createHelpWindow = function () { Scene_OmoriTitleScreen.prototype.createHelpWindow = function () {
// Create Help Window // Create Help Window
this._helpWindow = new Window_OmoMenuOptionsHelp(); this._helpWindow = new Window_OmoMenuOptionsHelp();
this._helpWindow.x = 10; this._helpWindow.x = 0;
this._helpWindow.y = Graphics.height - this._helpWindow.height - 10; this._helpWindow.y = Graphics.height - this._helpWindow.height - 10;
this._optionsWindowsContainer.addChild(this._helpWindow); this._optionsWindowsContainer.addChild(this._helpWindow);
}; };
@ -434,8 +434,6 @@ Scene_OmoriTitleScreen.prototype.createHelpWindow = function () {
Scene_OmoriTitleScreen.prototype.createOptionCategoriesWindow = function () { Scene_OmoriTitleScreen.prototype.createOptionCategoriesWindow = function () {
// Create Options Categories Window // Create Options Categories Window
this._optionCategoriesWindow = new Window_OmoMenuOptionsCategory(); this._optionCategoriesWindow = new Window_OmoMenuOptionsCategory();
this._optionCategoriesWindow.x = 10;
this._optionCategoriesWindow.y = 37;
this._optionCategoriesWindow.deactivate(); this._optionCategoriesWindow.deactivate();
this._optionCategoriesWindow.setHandler('ok', this.onCategoryOk.bind(this)); this._optionCategoriesWindow.setHandler('ok', this.onCategoryOk.bind(this));
@ -462,8 +460,6 @@ Scene_OmoriTitleScreen.prototype.createOptionCategoriesWindow = function () {
Scene_OmoriTitleScreen.prototype.createGeneralOptionsWindow = function () { Scene_OmoriTitleScreen.prototype.createGeneralOptionsWindow = function () {
// Create General Options Window // Create General Options Window
this._generalOptionsWindow = new Window_OmoMenuOptionsGeneral(); this._generalOptionsWindow = new Window_OmoMenuOptionsGeneral();
this._generalOptionsWindow.x = 10;
this._generalOptionsWindow.y = 37;
this._generalOptionsWindow.setHandler('cancel', this.onOptionWindowCancel.bind(this)); this._generalOptionsWindow.setHandler('cancel', this.onOptionWindowCancel.bind(this));
this._generalOptionsWindow.deactivate() this._generalOptionsWindow.deactivate()
// Set Help Window Position // Set Help Window Position
@ -478,8 +474,6 @@ Scene_OmoriTitleScreen.prototype.createGeneralOptionsWindow = function () {
Scene_OmoriTitleScreen.prototype.createAudioOptionsWindow = function () { Scene_OmoriTitleScreen.prototype.createAudioOptionsWindow = function () {
// Create Audio Options Window // Create Audio Options Window
this._audioOptionsWindow = new Window_OmoMenuOptionsAudio(); this._audioOptionsWindow = new Window_OmoMenuOptionsAudio();
this._audioOptionsWindow.x = 10;
this._audioOptionsWindow.y = 37;
this._audioOptionsWindow.setHandler('cancel', this.onOptionWindowCancel.bind(this)); this._audioOptionsWindow.setHandler('cancel', this.onOptionWindowCancel.bind(this));
this._audioOptionsWindow.visible = false; this._audioOptionsWindow.visible = false;
this._optionsWindowsContainer.addChild(this._audioOptionsWindow); this._optionsWindowsContainer.addChild(this._audioOptionsWindow);
@ -490,8 +484,6 @@ Scene_OmoriTitleScreen.prototype.createAudioOptionsWindow = function () {
Scene_OmoriTitleScreen.prototype.createControllerOptionsWindow = function () { Scene_OmoriTitleScreen.prototype.createControllerOptionsWindow = function () {
// Create Control Options Window // Create Control Options Window
this._controlOptionsWindow = new Window_OmoMenuOptionsControls(); this._controlOptionsWindow = new Window_OmoMenuOptionsControls();
this._controlOptionsWindow.x = 10;
this._controlOptionsWindow.y = 37;
this._controlOptionsWindow.setHandler('cancel', this.onOptionWindowCancel.bind(this)); this._controlOptionsWindow.setHandler('cancel', this.onOptionWindowCancel.bind(this));
this._controlOptionsWindow.visible = false; this._controlOptionsWindow.visible = false;
this._optionsWindowsContainer.addChild(this._controlOptionsWindow); this._optionsWindowsContainer.addChild(this._controlOptionsWindow);
@ -502,8 +494,6 @@ Scene_OmoriTitleScreen.prototype.createControllerOptionsWindow = function () {
Scene_OmoriTitleScreen.prototype.createSystemOptionsWindow = function () { Scene_OmoriTitleScreen.prototype.createSystemOptionsWindow = function () {
// Create System Option Window // Create System Option Window
this._systemOptionsWindow = new Window_OmoMenuOptionsSystem(); this._systemOptionsWindow = new Window_OmoMenuOptionsSystem();
this._systemOptionsWindow.x = 10;
this._systemOptionsWindow.y = 37;
this._systemOptionsWindow.setHandler('restoreConfig', () => { this._systemOptionsWindow.setHandler('restoreConfig', () => {
ConfigManager.restoreDefaultConfig(); ConfigManager.restoreDefaultConfig();
this._controlOptionsWindow.makeOptionsList() this._controlOptionsWindow.makeOptionsList()
@ -598,12 +588,7 @@ Scene_OmoriTitleScreen.prototype.start = function () {
this._lightBulbLinesSprite.opacity = 255; this._lightBulbLinesSprite.opacity = 255;
for (var i = 0; i < this._titleCommands.length; i++) { for (var i = 0; i < this._titleCommands.length; i++) {
var win = this._titleCommands[i]; var win = this._titleCommands[i];
var patch = 40;
win.y = (Graphics.height - win.height) - 15; win.y = (Graphics.height - win.height) - 15;
win.x = win.x - patch;
win.width = win.width + patch;
win.pivot.x = win.pivot.x - patch;
win.children[0].width = win.children[0].width - patch;
win.opacity = 255; win.opacity = 255;
win.contentsOpacity = 255; win.contentsOpacity = 255;
}; };
@ -1011,7 +996,7 @@ Scene_OmoriTitleScreen.prototype.commandOptions = function () {
// Set Duration // Set Duration
var duration = 35; var duration = 35;
var obj = this._optionsWindowsContainer; var obj = this._optionsWindowsContainer;
var data = { obj: obj, properties: ['y', 'opacity'], from: { y: obj.y, opacity: obj.opacity }, to: { y: 0, opacity: 255 }, durations: { y: duration, opacity: duration } } var data = { obj: obj, properties: ['y', 'opacity'], from: { y: obj.y, opacity: obj.opacity }, to: { y: 37, opacity: 255 }, durations: { y: duration, opacity: duration } }
data.easing = Object_Movement.easeOutCirc; data.easing = Object_Movement.easeOutCirc;
this.move.startMove(data); this.move.startMove(data);
}.bind(this)) }.bind(this))

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@ -1,7 +1,6 @@
//============================================================================= //=============================================================================
// rpg_managers.js v1.6.2.2 // rpg_managers.js v1.6.1
//============================================================================= //=============================================================================
/*jshint esversion: 6 */
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// DataManager // DataManager
@ -35,6 +34,7 @@ var $gameMessage = null;
var $gameSwitches = null; var $gameSwitches = null;
var $gameVariables = null; var $gameVariables = null;
var $gameSelfSwitches = null; var $gameSelfSwitches = null;
var $gameSelfVariables = null;
var $gameActors = null; var $gameActors = null;
var $gameParty = null; var $gameParty = null;
var $gameTroop = null; var $gameTroop = null;
@ -76,10 +76,11 @@ DataManager.loadDatabase = function () {
} }
}; };
window._dfs = require("fs");
DataManager.loadDataFile = function (name, src) { DataManager.loadDataFile = function (name, src) {
var xhr = new XMLHttpRequest(); var xhr = new XMLHttpRequest();
var url = CS_URL.MapURL('data/' + src); var url = _dfs.cachedAlternativeName('data/' + src);
xhr.open('GET', CS_URL.MapURL(url)); xhr.open('GET', url);
xhr.overrideMimeType('application/json'); xhr.overrideMimeType('application/json');
xhr.onload = function () { xhr.onload = function () {
if (xhr.status < 400) { if (xhr.status < 400) {
@ -207,6 +208,7 @@ DataManager.createGameObjects = function () {
$gameSwitches = new Game_Switches(); $gameSwitches = new Game_Switches();
$gameVariables = new Game_Variables(); $gameVariables = new Game_Variables();
$gameSelfSwitches = new Game_SelfSwitches(); $gameSelfSwitches = new Game_SelfSwitches();
$gameSelfVariables = new Game_SelfVariables();
$gameActors = new Game_Actors(); $gameActors = new Game_Actors();
$gameParty = new Game_Party(); $gameParty = new Game_Party();
$gameTroop = new Game_Troop(); $gameTroop = new Game_Troop();
@ -437,6 +439,7 @@ DataManager.makeSaveContents = function () {
contents.switches = $gameSwitches; contents.switches = $gameSwitches;
contents.variables = $gameVariables; contents.variables = $gameVariables;
contents.selfSwitches = $gameSelfSwitches; contents.selfSwitches = $gameSelfSwitches;
contents.selfVariables = $gameSelfVariables;
contents.actors = $gameActors; contents.actors = $gameActors;
contents.party = $gameParty; contents.party = $gameParty;
contents.map = $gameMap; contents.map = $gameMap;
@ -451,6 +454,7 @@ DataManager.extractSaveContents = function (contents) {
$gameSwitches = contents.switches; $gameSwitches = contents.switches;
$gameVariables = contents.variables; $gameVariables = contents.variables;
$gameSelfSwitches = contents.selfSwitches; $gameSelfSwitches = contents.selfSwitches;
$gameSelfVariables = contents.selfVariables;
$gameActors = contents.actors; $gameActors = contents.actors;
$gameParty = contents.party; $gameParty = contents.party;
$gameMap = contents.map; $gameMap = contents.map;
@ -603,11 +607,9 @@ StorageManager.remove = function (savefileId) {
StorageManager.backup = function (savefileId) { StorageManager.backup = function (savefileId) {
if (this.exists(savefileId)) { if (this.exists(savefileId)) {
var data;
var compressed;
if (this.isLocalMode()) { if (this.isLocalMode()) {
data = this.loadFromLocalFile(savefileId); var data = this.loadFromLocalFile(savefileId);
compressed = LZString.compressToBase64(data); var compressed = LZString.compressToBase64(data);
var fs = require('fs'); var fs = require('fs');
var dirPath = this.localFileDirectoryPath(); var dirPath = this.localFileDirectoryPath();
var filePath = this.localFilePath(savefileId) + ".bak"; var filePath = this.localFilePath(savefileId) + ".bak";
@ -616,8 +618,8 @@ StorageManager.backup = function (savefileId) {
} }
fs.writeFileSync(filePath, compressed); fs.writeFileSync(filePath, compressed);
} else { } else {
data = this.loadFromWebStorage(savefileId); var data = this.loadFromWebStorage(savefileId);
compressed = LZString.compressToBase64(data); var compressed = LZString.compressToBase64(data);
var key = this.webStorageKey(savefileId) + "bak"; var key = this.webStorageKey(savefileId) + "bak";
localStorage.setItem(key, compressed); localStorage.setItem(key, compressed);
} }
@ -648,11 +650,9 @@ StorageManager.cleanBackup = function (savefileId) {
StorageManager.restoreBackup = function (savefileId) { StorageManager.restoreBackup = function (savefileId) {
if (this.backupExists(savefileId)) { if (this.backupExists(savefileId)) {
var data;
var compressed;
if (this.isLocalMode()) { if (this.isLocalMode()) {
data = this.loadFromLocalBackupFile(savefileId); var data = this.loadFromLocalBackupFile(savefileId);
compressed = LZString.compressToBase64(data); var compressed = LZString.compressToBase64(data);
var fs = require('fs'); var fs = require('fs');
var dirPath = this.localFileDirectoryPath(); var dirPath = this.localFileDirectoryPath();
var filePath = this.localFilePath(savefileId); var filePath = this.localFilePath(savefileId);
@ -662,8 +662,8 @@ StorageManager.restoreBackup = function (savefileId) {
fs.writeFileSync(filePath, compressed); fs.writeFileSync(filePath, compressed);
fs.unlinkSync(filePath + ".bak"); fs.unlinkSync(filePath + ".bak");
} else { } else {
data = this.loadFromWebStorageBackup(savefileId); var data = this.loadFromWebStorageBackup(savefileId);
compressed = LZString.compressToBase64(data); var compressed = LZString.compressToBase64(data);
var key = this.webStorageKey(savefileId); var key = this.webStorageKey(savefileId);
localStorage.setItem(key, compressed); localStorage.setItem(key, compressed);
localStorage.removeItem(key + "bak"); localStorage.removeItem(key + "bak");
@ -863,7 +863,7 @@ ImageManager.loadTitle2 = function (filename, hue) {
ImageManager.loadBitmap = function (folder, filename, hue, smooth) { ImageManager.loadBitmap = function (folder, filename, hue, smooth) {
if (filename) { if (filename) {
var path = folder + encodeURIComponent(filename) + '.png'; var path = folder + filename + '.png';
var bitmap = this.loadNormalBitmap(path, hue || 0); var bitmap = this.loadNormalBitmap(path, hue || 0);
bitmap.smooth = smooth; bitmap.smooth = smooth;
return bitmap; return bitmap;
@ -1468,7 +1468,7 @@ AudioManager.makeEmptyAudioObject = function () {
AudioManager.createBuffer = function (folder, name) { AudioManager.createBuffer = function (folder, name) {
var ext = this.audioFileExt(); var ext = this.audioFileExt();
var url = CS_URL.MapURL(this._path + folder + '/' + encodeURIComponent(name) + ext); var url = this._path + folder + '/' + encodeURIComponent(name) + ext;
if (this.shouldUseHtml5Audio() && folder === 'bgm') { if (this.shouldUseHtml5Audio() && folder === 'bgm') {
if (this._blobUrl) Html5Audio.setup(this._blobUrl); if (this._blobUrl) Html5Audio.setup(this._blobUrl);
else Html5Audio.setup(url); else Html5Audio.setup(url);
@ -1875,10 +1875,9 @@ SceneManager.initInput = function () {
}; };
SceneManager.initNwjs = function () { SceneManager.initNwjs = function () {
try {
if (Utils.isNwjs()) { if (Utils.isNwjs()) {
var gui = require('nw.gui'); var gui = require('nw.gui');
var win = gui.Window.get(); var win = gui.window;
if (process.platform === 'darwin' && !win.menu) { if (process.platform === 'darwin' && !win.menu) {
var menubar = new gui.Menu({ type: 'menubar' }); var menubar = new gui.Menu({ type: 'menubar' });
var option = { hideEdit: true, hideWindow: true }; var option = { hideEdit: true, hideWindow: true };
@ -1886,10 +1885,6 @@ SceneManager.initNwjs = function () {
win.menu = menubar; win.menu = menubar;
} }
} }
} catch (ex)
{
Utils.isNwjs = function () { return false; };
}
}; };
SceneManager.checkPluginErrors = function () { SceneManager.checkPluginErrors = function () {
@ -1944,11 +1939,11 @@ SceneManager.onKeyDown = function (event) {
location.reload(); location.reload();
} }
break; break;
/*case 119: // F8 case 119: // F8
if (Utils.isNwjs() && Utils.isOptionValid('test')) { if (Utils.isNwjs() && Utils.isOptionValid('test')) {
require('nw.gui').Window.get().showDevTools(); require('nw.gui').window.showDevTools();
} }
break;*/ break;
} }
} }
}; };
@ -2834,7 +2829,7 @@ PluginManager.setParameters = function (name, parameters) {
}; };
PluginManager.loadScript = function (name) { PluginManager.loadScript = function (name) {
var url = CS_URL.MapURL(this._path + name); var url = this._path + name;
var script = document.createElement('script'); var script = document.createElement('script');
script.type = 'text/javascript'; script.type = 'text/javascript';
script.src = url; script.src = url;
@ -2847,3 +2842,4 @@ PluginManager.loadScript = function (name) {
PluginManager.onError = function (e) { PluginManager.onError = function (e) {
this._errorUrls.push(e.target._url); this._errorUrls.push(e.target._url);
}; };

View file

@ -1,7 +1,6 @@
//============================================================================= //=============================================================================
// rpg_objects.js v1.6.2.2 // rpg_objects.js v1.6.1
//============================================================================= //=============================================================================
/*jshint esversion: 6 */
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Game_Temp // Game_Temp
@ -40,6 +39,7 @@ Game_Temp.prototype.reservedCommonEvent = function () {
}; };
Game_Temp.prototype.setDestination = function (x, y) { Game_Temp.prototype.setDestination = function (x, y) {
return;
this._destinationX = x; this._destinationX = x;
this._destinationY = y; this._destinationY = y;
}; };
@ -609,6 +609,43 @@ Game_SelfSwitches.prototype.onChange = function () {
$gameMap.requestRefresh(); $gameMap.requestRefresh();
}; };
//-----------------------------------------------------------------------------
// Game_SelfVariables
//
// The game object class for self variables.
function Game_SelfVariables() {
this.initialize.apply(this, arguments);
}
Game_SelfVariables.prototype.initialize = function () {
this.clear();
};
Game_SelfVariables.prototype.clear = function () {
this._data = {};
};
Game_SelfVariables.prototype.value = function (key) {
return this._data[key] || 0;
};
Game_SelfVariables.prototype.setValue = function (key, value) {
if (value) {
if (typeof value === 'number') {
value = Math.floor(value);
}
this._data[key] = value;
} else {
delete this._data[key];
}
this.onChange();
};
Game_SelfVariables.prototype.onChange = function () {
$gameMap.requestRefresh();
};
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Game_Screen // Game_Screen
// //
@ -1695,7 +1732,7 @@ Game_Action.prototype.evalDamageFormula = function (target) {
var b = target; var b = target;
var v = $gameVariables._data; var v = $gameVariables._data;
var sign = ([3, 4].contains(item.damage.type) ? -1 : 1); var sign = ([3, 4].contains(item.damage.type) ? -1 : 1);
var value = Math.max(eval(item.damage.formula), 0) * sign; // jshint ignore:line var value = Math.max(eval(item.damage.formula), 0) * sign;
if (isNaN(value)) value = 0; if (isNaN(value)) value = 0;
return value; return value;
} catch (e) { } catch (e) {
@ -1981,7 +2018,7 @@ Game_Action.prototype.applyGlobal = function () {
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Game_ActionResult // Game_ActionResult
// //
// The game object class for a result of a battle action. For convenience, all // The game object class for a result of a battle action. For convinience, all
// member variables in this class are public. // member variables in this class are public.
function Game_ActionResult() { function Game_ActionResult() {
@ -2203,7 +2240,7 @@ Game_BattlerBase.prototype.initMembers = function () {
}; };
Game_BattlerBase.prototype.clearParamPlus = function () { Game_BattlerBase.prototype.clearParamPlus = function () {
this._paramPlus = [0, 0, 0, 0, 0, 0, 0, 0]; this._paramPlus = [0,0,0,0,0,0,0,0];
}; };
Game_BattlerBase.prototype.clearStates = function () { Game_BattlerBase.prototype.clearStates = function () {
@ -2250,8 +2287,8 @@ Game_BattlerBase.prototype.updateStateTurns = function () {
}; };
Game_BattlerBase.prototype.clearBuffs = function () { Game_BattlerBase.prototype.clearBuffs = function () {
this._buffs = [0, 0, 0, 0, 0, 0, 0, 0]; this._buffs = [0,0,0,0,0,0,0,0];
this._buffTurns = [0, 0, 0, 0, 0, 0, 0, 0]; this._buffTurns = [0,0,0,0,0,0,0,0];
}; };
Game_BattlerBase.prototype.eraseBuff = function (paramId) { Game_BattlerBase.prototype.eraseBuff = function (paramId) {
@ -2434,9 +2471,9 @@ Game_BattlerBase.prototype.paramMax = function (paramId) {
if (paramId === 0) { if (paramId === 0) {
return 999999; // MHP return 999999; // MHP
} else if (paramId === 1) { } else if (paramId === 1) {
return 9999; // MMP return 999999; // MMP
} else { } else {
return 999; return 99999;
} }
}; };
@ -3528,8 +3565,8 @@ Game_Actor.prototype.expForLevel = function (level) {
var extra = c.expParams[1]; var extra = c.expParams[1];
var acc_a = c.expParams[2]; var acc_a = c.expParams[2];
var acc_b = c.expParams[3]; var acc_b = c.expParams[3];
return Math.round(basis * (Math.pow(level - 1, 0.9 + acc_a / 250)) * level * 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); (level+1)/(6+Math.pow(level,2)/50/acc_b)+(level-1)*extra);
}; };
Game_Actor.prototype.initExp = function () { Game_Actor.prototype.initExp = function () {
@ -3672,7 +3709,7 @@ Game_Actor.prototype.discardEquip = function (item) {
}; };
Game_Actor.prototype.releaseUnequippableItems = function (forcing) { Game_Actor.prototype.releaseUnequippableItems = function (forcing) {
for (; ;) { for (;;) {
var slots = this.equipSlots(); var slots = this.equipSlots();
var equips = this.equips(); var equips = this.equips();
var changed = false; var changed = false;
@ -3836,7 +3873,7 @@ Game_Actor.prototype.bareHandsElementId = function () {
Game_Actor.prototype.paramMax = function (paramId) { Game_Actor.prototype.paramMax = function (paramId) {
if (paramId === 0) { if (paramId === 0) {
return 9999; // MHP return 999999; // MHP
} }
return Game_Battler.prototype.paramMax.call(this, paramId); return Game_Battler.prototype.paramMax.call(this, paramId);
}; };
@ -4411,7 +4448,7 @@ Game_Enemy.prototype.name = function () {
}; };
Game_Enemy.prototype.isLetterEmpty = function () { Game_Enemy.prototype.isLetterEmpty = function () {
return this._letter === ''; // return this._letter === '';
}; };
Game_Enemy.prototype.setLetter = function (letter) { Game_Enemy.prototype.setLetter = function (letter) {
@ -4946,7 +4983,7 @@ Game_Party.prototype.loseGold = function (amount) {
}; };
Game_Party.prototype.maxGold = function () { Game_Party.prototype.maxGold = function () {
return 99999999; return 9999999999;
}; };
Game_Party.prototype.steps = function () { Game_Party.prototype.steps = function () {
@ -4963,7 +5000,7 @@ Game_Party.prototype.numItems = function (item) {
}; };
Game_Party.prototype.maxItems = function (item) { Game_Party.prototype.maxItems = function (item) {
return 99; return 9999;
}; };
Game_Party.prototype.hasMaxItems = function (item) { Game_Party.prototype.hasMaxItems = function (item) {
@ -5205,12 +5242,12 @@ Game_Troop.prototype = Object.create(Game_Unit.prototype);
Game_Troop.prototype.constructor = Game_Troop; Game_Troop.prototype.constructor = Game_Troop;
Game_Troop.LETTER_TABLE_HALF = [ Game_Troop.LETTER_TABLE_HALF = [
' A', ' B', ' C', ' D', ' E', ' F', ' G', ' H', ' I', ' J', ' K', ' L', ' M', ' 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' ' N',' O',' P',' Q',' R',' S',' T',' U',' V',' W',' X',' Y',' Z'
]; ];
Game_Troop.LETTER_TABLE_FULL = [ Game_Troop.LETTER_TABLE_FULL = [
'', '', '', '', '', '', '', '', '', '', '', '', '', '','','','','','','','','','','','','',
'', '', '', '', '', '', '', '', '', '', '', '', '' '','','','','','','','','','','','',''
]; ];
Game_Troop.prototype.initialize = function () { Game_Troop.prototype.initialize = function () {
@ -5439,7 +5476,7 @@ Game_Map.prototype.setup = function (mapId) {
this._tilesetId = $dataMap.tilesetId; this._tilesetId = $dataMap.tilesetId;
this._displayX = 0; this._displayX = 0;
this._displayY = 0; this._displayY = 0;
this.refreshVehicles(); this.refereshVehicles();
this.setupEvents(); this.setupEvents();
this.setupScroll(); this.setupScroll();
this.setupParallax(); this.setupParallax();
@ -5510,7 +5547,7 @@ Game_Map.prototype.createVehicles = function () {
this._vehicles[2] = new Game_Vehicle('airship'); this._vehicles[2] = new Game_Vehicle('airship');
}; };
Game_Map.prototype.refreshVehicles = function () { Game_Map.prototype.refereshVehicles = function () {
this._vehicles.forEach(function (vehicle) { this._vehicles.forEach(function (vehicle) {
vehicle.refresh(); vehicle.refresh();
}); });
@ -6112,7 +6149,7 @@ Game_Map.prototype.changeParallax = function (name, loopX, loopY, sx, sy) {
}; };
Game_Map.prototype.updateInterpreter = function () { Game_Map.prototype.updateInterpreter = function () {
for (; ;) { for (;;) {
this._interpreter.update(); this._interpreter.update();
if (this._interpreter.isRunning()) { if (this._interpreter.isRunning()) {
return; return;
@ -6189,6 +6226,10 @@ Game_Map.prototype.isAnyEventStarting = function () {
}); });
}; };
Game_Map.prototype.selfVariableValue = function (variableId) {
return this._interpreter.selfVariableValue(variableId) || "";
};
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Game_CommonEvent // Game_CommonEvent
// //
@ -7080,6 +7121,7 @@ Game_Character.prototype.processMoveCommand = function (command) {
break; break;
case gc.ROUTE_CHANGE_IMAGE: case gc.ROUTE_CHANGE_IMAGE:
this.setImage(params[0], params[1]); this.setImage(params[0], params[1]);
this.updateAnimation(); // Archeia
break; break;
case gc.ROUTE_CHANGE_OPACITY: case gc.ROUTE_CHANGE_OPACITY:
this.setOpacity(params[0]); this.setOpacity(params[0]);
@ -7091,7 +7133,7 @@ Game_Character.prototype.processMoveCommand = function (command) {
AudioManager.playSe(params[0]); AudioManager.playSe(params[0]);
break; break;
case gc.ROUTE_SCRIPT: case gc.ROUTE_SCRIPT:
eval(params[0]); // jshint ignore:line eval(params[0]);
break; break;
} }
}; };
@ -7627,7 +7669,7 @@ Game_Player.prototype.moveByInput = function () {
var direction = this.getInputDirection(); var direction = this.getInputDirection();
if (direction > 0) { if (direction > 0) {
$gameTemp.clearDestination(); $gameTemp.clearDestination();
} else if ($gameTemp.isDestinationValid()) { } else if ($gameTemp.isDestinationValid()){
var x = $gameTemp.destinationX(); var x = $gameTemp.destinationX();
var y = $gameTemp.destinationY(); var y = $gameTemp.destinationY();
direction = this.findDirectionTo(x, y); direction = this.findDirectionTo(x, y);
@ -7755,7 +7797,7 @@ Game_Player.prototype.updateNonmoving = function (wasMoving) {
if (!$gameMap.isEventRunning()) { if (!$gameMap.isEventRunning()) {
if (wasMoving) { if (wasMoving) {
$gameParty.onPlayerWalk(); $gameParty.onPlayerWalk();
this.checkEventTriggerHere([1, 2]); this.checkEventTriggerHere([1,2]);
if ($gameMap.setupStartingEvent()) { if ($gameMap.setupStartingEvent()) {
return; return;
} }
@ -7792,7 +7834,7 @@ Game_Player.prototype.triggerButtonAction = function () {
if ($gameMap.setupStartingEvent()) { if ($gameMap.setupStartingEvent()) {
return true; return true;
} }
this.checkEventTriggerThere([0, 1, 2]); this.checkEventTriggerThere([0,1,2]);
if ($gameMap.setupStartingEvent()) { if ($gameMap.setupStartingEvent()) {
return true; return true;
} }
@ -7801,7 +7843,7 @@ Game_Player.prototype.triggerButtonAction = function () {
}; };
Game_Player.prototype.triggerTouchAction = function () { Game_Player.prototype.triggerTouchAction = function () {
if ($gameTemp.isDestinationValid()) { if ($gameTemp.isDestinationValid()){
var direction = this.direction(); var direction = this.direction();
var x1 = this.x; var x1 = this.x;
var y1 = this.y; var y1 = this.y;
@ -7843,13 +7885,13 @@ Game_Player.prototype.triggerTouchActionD2 = function (x2, y2) {
return true; return true;
} }
} }
this.checkEventTriggerThere([0, 1, 2]); this.checkEventTriggerThere([0,1,2]);
return $gameMap.setupStartingEvent(); return $gameMap.setupStartingEvent();
}; };
Game_Player.prototype.triggerTouchActionD3 = function (x2, y2) { Game_Player.prototype.triggerTouchActionD3 = function (x2, y2) {
if ($gameMap.isCounter(x2, y2)) { if ($gameMap.isCounter(x2, y2)) {
this.checkEventTriggerThere([0, 1, 2]); this.checkEventTriggerThere([0,1,2]);
} }
return $gameMap.setupStartingEvent(); return $gameMap.setupStartingEvent();
}; };
@ -7900,7 +7942,7 @@ Game_Player.prototype.checkEventTriggerThere = function (triggers) {
Game_Player.prototype.checkEventTriggerTouch = function (x, y) { Game_Player.prototype.checkEventTriggerTouch = function (x, y) {
if (this.canStartLocalEvents()) { if (this.canStartLocalEvents()) {
this.startMapEvent(x, y, [1, 2], true); this.startMapEvent(x, y, [1,2], true);
} }
}; };
@ -8632,9 +8674,43 @@ Game_Event.prototype.meetsConditions = function (page) {
} }
} }
if (c.variableValid) { if (c.variableValid) {
switch (c.variableOperator) {
case 0: // Greater than or Equal to
if ($gameVariables.value(c.variableId) < c.variableValue) { if ($gameVariables.value(c.variableId) < c.variableValue) {
return false; return false;
} }
break;
case 1: // Greather than
if ($gameVariables.value(c.variableId) <= c.variableValue) {
return false;
}
break;
case 2: // Equal to
if ($gameVariables.value(c.variableId) != c.variableValue) {
return false;
}
break;
case 3: // Less than
if ($gameVariables.value(c.variableId) >= c.variableValue) {
return false;
}
break;
case 4: // Less than or Equal to
if ($gameVariables.value(c.variableId) > c.variableValue) {
return false;
}
break;
case 5: // Not Equals to
if ($gameVariables.value(c.variableId) === c.variableValue) {
return false;
}
break;
default: // Compatibility with MV BASE defaults to Greater than or equal to
if ($gameVariables.value(c.variableId) < c.variableValue) {
return false;
}
break;
}
} }
if (c.selfSwitchValid) { if (c.selfSwitchValid) {
var key = [this._mapId, this._eventId, c.selfSwitchCh]; var key = [this._mapId, this._eventId, c.selfSwitchCh];
@ -8642,6 +8718,41 @@ Game_Event.prototype.meetsConditions = function (page) {
return false; return false;
} }
} }
if (c.selfVariableValid) {
var key = [this._mapId, this._eventId, c.selfVariableId];
switch (c.selfVariableOperator) {
case 0: // Greater than or Equal to
if ($gameSelfVariables.value(key) < c.selfVariableValue) {
return false;
}
break;
case 1: // Greather than
if ($gameSelfVariables.value(key) <= c.selfVariableValue) {
return false;
}
break;
case 2: // Equal to
if ($gameSelfVariables.value(key) != c.selfVariableValue) {
return false;
}
break;
case 3: // Less than
if ($gameSelfVariables.value(key) >= c.selfVariableValue) {
return false;
}
break;
case 4: // Less than or Equal to
if ($gameSelfVariables.value(key) > c.selfVariableValue) {
return false;
}
break;
case 5: // Not Equals to
if ($gameSelfVariables.value(key) === c.selfVariableValue) {
return false;
}
break;
}
}
if (c.itemValid) { if (c.itemValid) {
var item = $dataItems[c.itemId]; var item = $dataItems[c.itemId];
if (!$gameParty.hasItem(item)) { if (!$gameParty.hasItem(item)) {
@ -8654,6 +8765,18 @@ Game_Event.prototype.meetsConditions = function (page) {
return false; return false;
} }
} }
if (c.scriptValid) {
try {
var run = false;
var script = eval(c.script);
if (!run) {
return false;
}
} catch (e) {
SceneManager.onError(e);
return false;
}
}
return true; return true;
}; };
@ -9305,11 +9428,42 @@ Game_Interpreter.prototype.command111 = function () {
result = Input.isPressed(this._params[1]); result = Input.isPressed(this._params[1]);
break; break;
case 12: // Script case 12: // Script
result = !!eval(this._params[1]); // jshint ignore:line result = !!eval(this._params[1]);
break; break;
case 13: // Vehicle case 13: // Vehicle
result = ($gamePlayer.vehicle() === $gameMap.vehicle(this._params[1])); result = ($gamePlayer.vehicle() === $gameMap.vehicle(this._params[1]));
break; break;
case 14: // Self Variable
var value1 = $gameSelfVariables.value([this._mapId,this._eventId,this._params[1]]);
var value2;
if (this._params[2] === 0) {
value2 = this._params[3];
} else if (this._params[2] === 1){
value2 = $gameSelfVariables.value([this._mapId,this._eventId,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;
} }
this._branch[this._indent] = result; this._branch[this._indent] = result;
if (this._branch[this._indent] === false) { if (this._branch[this._indent] === false) {
@ -9437,15 +9591,16 @@ Game_Interpreter.prototype.command122 = function () {
this.operateVariable(i, this._params[2], this._params[4] + Math.randomInt(value)); this.operateVariable(i, this._params[2], this._params[4] + Math.randomInt(value));
} }
return true; return true;
break;
case 3: // Game Data case 3: // Game Data
value = this.gameDataOperand(this._params[4], this._params[5], this._params[6]); value = this.gameDataOperand(this._params[4], this._params[5], this._params[6]);
break; break;
case 4: // Script case 4: // Script
value = eval(this._params[4]); // jshint ignore:line value = eval(this._params[4]);
break; break;
} }
for (var j = this._params[0]; j <= this._params[1]; j++) { for (var i = this._params[0]; i <= this._params[1]; i++) {
this.operateVariable(j, this._params[2], value); this.operateVariable(i, this._params[2], value);
} }
return true; return true;
}; };
@ -9568,6 +9723,68 @@ Game_Interpreter.prototype.operateVariable = function (variableId, operationType
} }
}; };
// Control Self Variables
Game_Interpreter.prototype.command357 = 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.operateSelfVariable(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;
case 5:
value = $gameSelfVariables.value([this._mapId,this._eventId,this._params[4]]);
break;
}
for (var i = this._params[0]; i <= this._params[1]; i++) {
this.operateSelfVariable(i, this._params[2], value);
}
return true;
};
Game_Interpreter.prototype.operateSelfVariable = function (variableId, operationType, value) {
var key = [this._mapId, this._eventId, variableId];
try {
var oldValue = $gameSelfVariables.value(key);
switch (operationType) {
case 0: // Set
$gameSelfVariables.setValue(key, oldValue = value);
break;
case 1: // Add
$gameSelfVariables.setValue(key, oldValue + value);
break;
case 2: // Sub
$gameSelfVariables.setValue(key, oldValue - value);
break;
case 3: // Mul
$gameSelfVariables.setValue(key, oldValue * value);
break;
case 4: // Div
$gameSelfVariables.setValue(key, oldValue / value);
break;
case 5: // Mod
$gameSelfVariables.setValue(key, oldValue % value);
break;
}
} catch (e) {
$gameSelfVariables.setValue(key, 0);
}
};
// Control Self Switch // Control Self Switch
Game_Interpreter.prototype.command123 = function () { Game_Interpreter.prototype.command123 = function () {
if (this._eventId > 0) { if (this._eventId > 0) {
@ -9577,6 +9794,8 @@ Game_Interpreter.prototype.command123 = function () {
return true; return true;
}; };
// Control Timer // Control Timer
Game_Interpreter.prototype.command124 = function () { Game_Interpreter.prototype.command124 = function () {
if (this._params[0] === 0) { // Start if (this._params[0] === 0) { // Start
@ -9977,6 +10196,9 @@ Game_Interpreter.prototype.command236 = function () {
// Play BGM // Play BGM
Game_Interpreter.prototype.command241 = function () { Game_Interpreter.prototype.command241 = function () {
AudioManager.playBgm(this._params[0]); AudioManager.playBgm(this._params[0]);
if (this._params[1] > 0) {
AudioManager.fadeInBgm(this._params[1]);
}
return true; return true;
}; };
@ -10063,13 +10285,13 @@ Game_Interpreter.prototype.command281 = function () {
// Change Tileset // Change Tileset
Game_Interpreter.prototype.command282 = function () { Game_Interpreter.prototype.command282 = function () {
var tileset = $dataTilesets[this._params[0]]; var tileset = $dataTilesets[this._params[0]];
if (!this._imageReservationId) { if(!this._imageReservationId){
this._imageReservationId = Utils.generateRuntimeId(); this._imageReservationId = Utils.generateRuntimeId();
} }
var allReady = tileset.tilesetNames.map(function (tilesetName) { var allReady = tileset.tilesetNames.map(function (tilesetName) {
return ImageManager.reserveTileset(tilesetName, 0, this._imageReservationId); return ImageManager.reserveTileset(tilesetName, 0, this._imageReservationId);
}, this).every(function (bitmap) { return bitmap.isReady(); }); }, this).every(function (bitmap) {return bitmap.isReady();});
if (allReady) { if (allReady) {
$gameMap.changeTileset(this._params[0]); $gameMap.changeTileset(this._params[0]);
@ -10427,10 +10649,10 @@ Game_Interpreter.prototype.command336 = function () {
// Show Battle Animation // Show Battle Animation
Game_Interpreter.prototype.command337 = function () { Game_Interpreter.prototype.command337 = function () {
if (this._params[2] === true) { if (this._params[2] == true) {
this.iterateEnemyIndex(-1, function (enemy) { this.iterateEnemyIndex(-1,function (enemy) {
if (enemy.isAlive()) { if (enemy.isAlive()) {
enemy.startAnimation(this._params[1], false, 0); enemy.startAnimation(this._params[1],false,0);
} }
}.bind(this)); }.bind(this));
} else { } else {
@ -10497,7 +10719,7 @@ Game_Interpreter.prototype.command355 = function () {
this._index++; this._index++;
script += this.currentCommand().parameters[0] + '\n'; script += this.currentCommand().parameters[0] + '\n';
} }
eval(script); // jshint ignore:line eval(script);
return true; return true;
}; };
@ -10513,13 +10735,12 @@ Game_Interpreter.prototype.pluginCommand = function (command, args) {
// to be overridden by plugins // to be overridden by plugins
}; };
Game_Interpreter.requestImages = function (list, commonList) { Game_Interpreter.requestImages = function (list, commonList){
if (!list) return; if(!list) return;
list.forEach(function (command) { list.forEach(function (command){
var params = command.parameters; var params = command.parameters;
var name = ""; switch(command.code){
switch (command.code) {
// Show Text // Show Text
case 101: case 101:
ImageManager.requestFace(params[0]); ImageManager.requestFace(params[0]);
@ -10543,17 +10764,17 @@ Game_Interpreter.requestImages = function (list, commonList) {
case 129: case 129:
var actor = $gameActors.actor(params[0]); var actor = $gameActors.actor(params[0]);
if (actor && params[1] === 0) { if (actor && params[1] === 0) {
name = actor.characterName(); var name = actor.characterName();
ImageManager.requestCharacter(name); ImageManager.requestCharacter(name);
} }
break; break;
// Set Movement Route // Set Movement Route
case 205: case 205:
if (params[1]) { if(params[1]){
params[1].list.forEach(function (command) { params[1].list.forEach(function (command){
var params = command.parameters; var params = command.parameters;
if (command.code === Game_Character.ROUTE_CHANGE_IMAGE) { if(command.code === Game_Character.ROUTE_CHANGE_IMAGE){
ImageManager.requestCharacter(params[0]); ImageManager.requestCharacter(params[0]);
} }
}); });
@ -10562,7 +10783,7 @@ Game_Interpreter.requestImages = function (list, commonList) {
// Show Animation, Show Battle Animation // Show Animation, Show Battle Animation
case 212: case 337: case 212: case 337:
if (params[1]) { if(params[1]) {
var animation = $dataAnimations[params[1]]; var animation = $dataAnimations[params[1]];
var name1 = animation.animation1Name; var name1 = animation.animation1Name;
var name2 = animation.animation2Name; var name2 = animation.animation2Name;
@ -10591,7 +10812,7 @@ Game_Interpreter.requestImages = function (list, commonList) {
// Change Tileset // Change Tileset
case 282: case 282:
var tileset = $dataTilesets[params[0]]; var tileset = $dataTilesets[params[0]];
tileset.tilesetNames.forEach(function (tilesetName) { tileset.tilesetNames.forEach(function (tilesetName){
ImageManager.requestTileset(tilesetName); ImageManager.requestTileset(tilesetName);
}); });
break; break;
@ -10621,7 +10842,7 @@ Game_Interpreter.requestImages = function (list, commonList) {
// Change Vehicle Image // Change Vehicle Image
case 323: case 323:
var vehicle = $gameMap.vehicle(params[0]); var vehicle = $gameMap.vehicle(params[0]);
if (vehicle) { if(vehicle){
ImageManager.requestCharacter(params[1]); ImageManager.requestCharacter(params[1]);
} }
break; break;
@ -10629,7 +10850,7 @@ Game_Interpreter.requestImages = function (list, commonList) {
// Enemy Transform // Enemy Transform
case 336: case 336:
var enemy = $dataEnemies[params[1]]; var enemy = $dataEnemies[params[1]];
name = enemy.battlerName; var name = enemy.battlerName;
var hue = enemy.battlerHue; var hue = enemy.battlerHue;
if ($gameSystem.isSideView()) { if ($gameSystem.isSideView()) {
ImageManager.requestSvEnemy(name, hue); ImageManager.requestSvEnemy(name, hue);
@ -10640,3 +10861,8 @@ Game_Interpreter.requestImages = function (list, commonList) {
} }
}); });
}; };
Game_Interpreter.prototype.selfVariableValue = function (variableId) {
var key = [this._mapId,this._eventId,variableId];
return $gameSelfVariables.value(key);
};

View file

@ -1,7 +1,6 @@
//============================================================================= //=============================================================================
// rpg_scenes.js v1.6.2.2 // rpg_scenes.js v1.6.1
//============================================================================= //=============================================================================
/*jshint esversion: 6 */
//============================================================================= //=============================================================================

View file

@ -1,7 +1,6 @@
//============================================================================= //=============================================================================
// rpg_sprites.js v1.6.2.2 // rpg_sprites.js v1.6.1
//============================================================================= //=============================================================================
/*jshint esversion: 6 */
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Sprite_Base // Sprite_Base
@ -844,7 +843,7 @@ Sprite_Actor.prototype.motionSpeed = function () {
Sprite_Actor.prototype.refreshMotion = function () { Sprite_Actor.prototype.refreshMotion = function () {
var actor = this._actor; var actor = this._actor;
var motionGuard = Sprite_Actor.MOTIONS.guard; var motionGuard = Sprite_Actor.MOTIONS['guard'];
if (actor) { if (actor) {
if (this._motion === motionGuard && !BattleManager.isInputting()) { if (this._motion === motionGuard && !BattleManager.isInputting()) {
return; return;
@ -1422,10 +1421,10 @@ Sprite_Animation.prototype.updateCellSprite = function (sprite, cell) {
sprite.rotation = cell[4] * Math.PI / 180; sprite.rotation = cell[4] * Math.PI / 180;
sprite.scale.x = cell[3] / 100; sprite.scale.x = cell[3] / 100;
if (cell[5]) { if(cell[5]){
sprite.scale.x *= -1; sprite.scale.x *= -1;
} }
if (mirror) { if(mirror){
sprite.x *= -1; sprite.x *= -1;
sprite.rotation *= -1; sprite.rotation *= -1;
sprite.scale.x *= -1; sprite.scale.x *= -1;
@ -1908,9 +1907,6 @@ function Sprite_Picture() {
Sprite_Picture.prototype = Object.create(Sprite.prototype); Sprite_Picture.prototype = Object.create(Sprite.prototype);
Sprite_Picture.prototype.constructor = Sprite_Picture; 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_Picture.prototype.initialize = function (pictureId) {
Sprite.prototype.initialize.call(this); Sprite.prototype.initialize.call(this);
this._pictureId = pictureId; this._pictureId = pictureId;
@ -2075,7 +2071,7 @@ Sprite_Destination.prototype.initialize = function () {
Sprite_Destination.prototype.update = function () { Sprite_Destination.prototype.update = function () {
Sprite.prototype.update.call(this); Sprite.prototype.update.call(this);
if ($gameTemp.isDestinationValid()) { if ($gameTemp.isDestinationValid()){
this.updatePosition(); this.updatePosition();
this.updateAnimation(); this.updateAnimation();
this.visible = true; this.visible = true;
@ -2382,14 +2378,14 @@ Spriteset_Map.prototype._canvasReAddParallax = function () {
this._parallax = new TilingSprite(); this._parallax = new TilingSprite();
this._parallax.move(0, 0, Graphics.width, Graphics.height); this._parallax.move(0, 0, Graphics.width, Graphics.height);
this._parallax.bitmap = ImageManager.loadParallax(this._parallaxName); this._parallax.bitmap = ImageManager.loadParallax(this._parallaxName);
this._baseSprite.addChildAt(this._parallax, index); this._baseSprite.addChildAt(this._parallax,index);
}; };
Spriteset_Map.prototype.updateParallax = function () { Spriteset_Map.prototype.updateParallax = function () {
if (this._parallaxName !== $gameMap.parallaxName()) { if (this._parallaxName !== $gameMap.parallaxName()) {
this._parallaxName = $gameMap.parallaxName(); this._parallaxName = $gameMap.parallaxName();
if (this._parallax.bitmap && Graphics.isWebGL() !== true) { if (this._parallax.bitmap && Graphics.isWebGL() != true) {
this._canvasReAddParallax(); this._canvasReAddParallax();
} else { } else {
this._parallax.bitmap = ImageManager.loadParallax(this._parallaxName); this._parallax.bitmap = ImageManager.loadParallax(this._parallaxName);
@ -2404,14 +2400,6 @@ Spriteset_Map.prototype.updateParallax = function () {
Spriteset_Map.prototype.updateTilemap = function () { Spriteset_Map.prototype.updateTilemap = function () {
this._tilemap.origin.x = $gameMap.displayX() * $gameMap.tileWidth(); this._tilemap.origin.x = $gameMap.displayX() * $gameMap.tileWidth();
this._tilemap.origin.y = $gameMap.displayY() * $gameMap.tileHeight(); 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 () { Spriteset_Map.prototype.updateShadow = function () {

View file

@ -1,7 +1,6 @@
//============================================================================= //=============================================================================
// rpg_windows.js v1.6.2.2 // rpg_windows.js v1.6.1
//============================================================================= //=============================================================================
/*jshint esversion: 6 */
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Window_Base // Window_Base
@ -285,6 +284,9 @@ Window_Base.prototype.convertEscapeCharacters = function (text) {
text = text.replace(/\x1bV\[(\d+)\]/gi, function () { text = text.replace(/\x1bV\[(\d+)\]/gi, function () {
return $gameVariables.value(parseInt(arguments[1])); return $gameVariables.value(parseInt(arguments[1]));
}.bind(this)); }.bind(this));
text = text.replace(/\x1bSV\[(\d+)\]/gi, function () {
return $gameMap.selfVariableValue(parseInt(arguments[1]));
}.bind(this));
text = text.replace(/\x1bN\[(\d+)\]/gi, function () { text = text.replace(/\x1bN\[(\d+)\]/gi, function () {
return this.actorName(parseInt(arguments[1])); return this.actorName(parseInt(arguments[1]));
}.bind(this)); }.bind(this));
@ -1481,7 +1483,7 @@ Window_Help.prototype.constructor = Window_Help;
Window_Help.prototype.initialize = function (numLines) { Window_Help.prototype.initialize = function (numLines) {
var width = Graphics.boxWidth; var width = Graphics.boxWidth;
var height = this.fittingHeight(numLines || 2); var height = this.fittingHeight(numLines || 3);
Window_Base.prototype.initialize.call(this, 0, 0, width, height); Window_Base.prototype.initialize.call(this, 0, 0, width, height);
this._text = ''; this._text = '';
}; };
@ -3071,7 +3073,7 @@ Window_ShopNumber.prototype.setup = function (item, max, price) {
this._price = price; this._price = price;
this._number = 1; this._number = 1;
this.placeButtons(); this.placeButtons();
this.updateButtonsVisibility(); this.updateButtonsVisiblity();
this.refresh(); this.refresh();
}; };
@ -3119,7 +3121,7 @@ Window_ShopNumber.prototype.placeButtons = function () {
} }
}; };
Window_ShopNumber.prototype.updateButtonsVisibility = function () { Window_ShopNumber.prototype.updateButtonsVisiblity = function () {
if (TouchInput.date > Input.date) { if (TouchInput.date > Input.date) {
this.showButtons(); this.showButtons();
} else { } else {
@ -3127,8 +3129,6 @@ Window_ShopNumber.prototype.updateButtonsVisibility = function () {
} }
}; };
Window_ShopNumber.prototype.updateButtonsVisiblity = Window_ShopNumber.prototype.updateButtonsVisibility;
Window_ShopNumber.prototype.showButtons = function () { Window_ShopNumber.prototype.showButtons = function () {
for (var i = 0; i < this._buttons.length; i++) { for (var i = 0; i < this._buttons.length; i++) {
this._buttons[i].visible = true; this._buttons[i].visible = true;
@ -3975,7 +3975,7 @@ Window_NumberInput.prototype.start = function () {
this._number = this._number.clamp(0, Math.pow(10, this._maxDigits) - 1); this._number = this._number.clamp(0, Math.pow(10, this._maxDigits) - 1);
this.updatePlacement(); this.updatePlacement();
this.placeButtons(); this.placeButtons();
this.updateButtonsVisibility(); this.updateButtonsVisiblity();
this.createContents(); this.createContents();
this.refresh(); this.refresh();
this.open(); this.open();
@ -4057,7 +4057,7 @@ Window_NumberInput.prototype.placeButtons = function () {
} }
}; };
Window_NumberInput.prototype.updateButtonsVisibility = function () { Window_NumberInput.prototype.updateButtonsVisiblity = function () {
if (TouchInput.date > Input.date) { if (TouchInput.date > Input.date) {
this.showButtons(); this.showButtons();
} else { } else {
@ -4065,8 +4065,6 @@ Window_NumberInput.prototype.updateButtonsVisibility = function () {
} }
}; };
Window_NumberInput.prototype.updateButtonsVisiblity = Window_NumberInput.prototype.updateButtonsVisibility;
Window_NumberInput.prototype.showButtons = function () { Window_NumberInput.prototype.showButtons = function () {
for (var i = 0; i < this._buttons.length; i++) { for (var i = 0; i < this._buttons.length; i++) {
this._buttons[i].visible = true; this._buttons[i].visible = true;