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 || function __() { this.constructor = d; }
({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; };
return extendStatics(d, b); var PIXI;
}; (function (PIXI) {
return function (d, b) { var extras;
extendStatics(d, b); (function (extras) {
function __() { this.constructor = d; } var shaderLib = [
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); {
}; vertUniforms: "",
})(); vertCode: "vTextureCoord = aTextureCoord;",
var pixi_picture; fragUniforms: "uniform vec4 uTextureClamp;",
(function (pixi_picture) { fragCode: "vec2 textureCoord = clamp(vTextureCoord, uTextureClamp.xy, uTextureClamp.zw);"
var BackdropFilter = (function (_super) { },
__extends(BackdropFilter, _super); {
function BackdropFilter() { vertUniforms: "uniform mat3 uTransform;",
var _this = _super !== null && _super.apply(this, arguments) || this; vertCode: "vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;",
_this.backdropUniformName = null; fragUniforms: "",
_this._backdropActive = false; fragCode: "vec2 textureCoord = vTextureCoord;"
_this.clearColor = null; },
return _this; {
} vertUniforms: "uniform mat3 uTransform;",
return BackdropFilter; vertCode: "vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;",
}(PIXI.Filter)); fragUniforms: "uniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;",
pixi_picture.BackdropFilter = BackdropFilter; fragCode: "vec2 textureCoord = mod(vTextureCoord - uClampOffset, vec2(1.0, 1.0)) + uClampOffset;" +
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}"; "\ntextureCoord = (uMapCoord * vec3(textureCoord, 1.0)).xy;" +
var BlendFilter = (function (_super) { "\ntextureCoord = clamp(textureCoord, uClampFrame.xy, uClampFrame.zw);"
__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) {
if (checkEmptyBounds === void 0) { checkEmptyBounds = true; }
var renderer = this.renderer;
var filterStack = this.defaultFilterStack;
var state = this.statePool.pop() || new PIXI.FilterState();
var resolution = filters[0].resolution;
var padding = filters[0].padding;
var autoFit = filters[0].autoFit;
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) {
this.defaultFilterStack[0].renderTexture = renderer.renderTexture.current;
}
filterStack.push(state);
state.resolution = resolution;
state.legacy = legacy;
state.target = target;
state.sourceFrame.copyFrom(target.filterArea || target.getBounds(true));
var canUseBackdrop = true;
state.sourceFrame.pad(padding);
if (autoFit) {
state.sourceFrame.fit(this.renderer.renderTexture.sourceFrame);
}
else {
canUseBackdrop = containsRect(this.renderer.renderTexture.sourceFrame, state.sourceFrame);
}
if (checkEmptyBounds && state.sourceFrame.width <= 1 && state.sourceFrame.height <= 1) {
filterStack.pop();
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); var PictureShader = (function (_super) {
state.filters = filters; __extends(PictureShader, _super);
state.destinationFrame.width = state.renderTexture.width; function PictureShader(gl, vert, frag, tilingMode) {
state.destinationFrame.height = state.renderTexture.height; var lib = shaderLib[tilingMode];
var destinationFrame = this.tempRect; _super.call(this, gl, vert.replace(/%SPRITE_UNIFORMS%/gi, lib.vertUniforms)
destinationFrame.width = state.sourceFrame.width; .replace(/%SPRITE_CODE%/gi, lib.vertCode), frag.replace(/%SPRITE_UNIFORMS%/gi, lib.fragUniforms)
destinationFrame.height = state.sourceFrame.height; .replace(/%SPRITE_CODE%/gi, lib.fragCode));
state.renderTexture.filterFrame = state.sourceFrame; this.bind();
renderer.renderTexture.bind(state.renderTexture, state.sourceFrame, destinationFrame); this.tilingMode = tilingMode;
renderer.renderTexture.clear(filters[filters.length - 1].clearColor); this.tempQuad = new PIXI.Quad(gl);
return true; this.tempQuad.initVao(this);
} this.uniforms.uColor = new Float32Array([1, 1, 1, 1]);
function push(target, filters) { this.uniforms.uSampler = [0, 1];
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); 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";
this.returnFilterTexture(flip); return PictureShader;
this.returnFilterTexture(flop); }(PIXI.Shader));
} extras.PictureShader = PictureShader;
var backdropFree = false; })(extras = PIXI.extras || (PIXI.extras = {}));
for (var i = 0; i < filters.length; i++) { })(PIXI || (PIXI = {}));
if (filters[i]._backdropActive) { var PIXI;
var bName = filters[i].backdropUniformName; (function (PIXI) {
if (!backdropFree) { var extras;
this.returnFilterTexture(filters[i].uniforms[bName]); (function (extras) {
backdropFree = true; 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) {
filters[i].uniforms[bName] = null; __extends(HardLightShader, _super);
filters[i]._backdropActive = false; 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;
} }
state.clear(); extras.mapFilterBlendModesToPixi = mapFilterBlendModesToPixi;
this.statePool.push(state); })(extras = PIXI.extras || (PIXI.extras = {}));
} })(PIXI || (PIXI = {}));
var hadBackbufferError = false; var PIXI;
function prepareBackdrop(bounds) { (function (PIXI) {
var renderer = this.renderer; var extras;
var renderTarget = renderer.renderTexture.current; (function (extras) {
var fr = this.renderer.renderTexture.sourceFrame; 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";
if (!renderTarget) { 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";
if (!hadBackbufferError) { var NormalShader = (function (_super) {
hadBackbufferError = true; __extends(NormalShader, _super);
console.warn('pixi-picture: you are trying to use Blend Filter on main framebuffer! That wont work.'); function NormalShader(gl, tilingMode) {
_super.call(this, gl, normalVert, normalFrag, tilingMode);
} }
return null; 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 resolution = renderTarget.baseTexture.resolution; var PictureRenderer = (function (_super) {
var x = (bounds.x - fr.x) * resolution; __extends(PictureRenderer, _super);
var y = (bounds.y - fr.y) * resolution; function PictureRenderer(renderer) {
var w = (bounds.width) * resolution; _super.call(this, renderer);
var h = (bounds.height) * resolution; }
var gl = renderer.gl; PictureRenderer.prototype.onContextChange = function () {
var rt = this.getOptimalFilterTexture(w, h, 1); var gl = this.renderer.gl;
rt.filterFrame = fr; this.drawModes = extras.mapFilterBlendModesToPixi(gl);
renderer.texture.bindForceLocation(rt.baseTexture, 0); this.normalShader = [new extras.NormalShader(gl, 0), new extras.NormalShader(gl, 1), new extras.NormalShader(gl, 2)];
gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, x, y, w, h); this._tempClamp = new Float32Array(4);
return rt; this._tempColor = new Float32Array(4);
} this._tempRect = new PIXI.Rectangle();
PIXI.systems.FilterSystem.prototype.push = push; this._tempRect2 = new PIXI.Rectangle();
PIXI.systems.FilterSystem.prototype.pushWithCheck = pushWithCheck; this._tempRect3 = new PIXI.Rectangle();
PIXI.systems.FilterSystem.prototype.pop = pop; this._tempMatrix = new PIXI.Matrix();
PIXI.systems.FilterSystem.prototype.prepareBackdrop = prepareBackdrop; this._tempMatrix2 = new PIXI.Matrix();
})(pixi_picture || (pixi_picture = {})); this._bigBuf = new Uint8Array(1 << 20);
var pixi_picture; this._renderTexture = new PIXI.BaseRenderTexture(1024, 1024);
(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;"; PictureRenderer.prototype.start = function () {
this.uniforms.uChannel[channel] = 1.0; };
} PictureRenderer.prototype.flush = function () {
return MaskConfig; };
}()); PictureRenderer.prototype._getRenderTexture = function (minWidth, minHeight) {
pixi_picture.MaskConfig = MaskConfig; if (this._renderTexture.width < minWidth ||
var MaskFilter = (function (_super) { this._renderTexture.height < minHeight) {
__extends(MaskFilter, _super); minHeight = nextPow2(minWidth);
function MaskFilter(baseFilter, config) { minHeight = nextPow2(minHeight);
if (config === void 0) { config = new MaskConfig(); } this._renderTexture.resize(minWidth, minHeight);
var _this = _super.call(this, config) || this; }
_this.baseFilter = baseFilter; return this._renderTexture;
_this.config = config; };
_this.padding = baseFilter.padding; PictureRenderer.prototype._getBuf = function (size) {
return _this; var buf = this._bigBuf;
} if (buf.length < size) {
MaskFilter.prototype.apply = function (filterManager, input, output, clearMode) { size = nextPow2(size);
var target = filterManager.getFilterTexture(input); buf = new Uint8Array(size);
if (this.config.maskBefore) { this._bigBuf = buf;
var blendMode = this.state.blendMode; }
this.state.blendMode = PIXI.BLEND_MODES.NONE; return buf;
filterManager.applyFilter(this, input, target, PIXI.CLEAR_MODES.YES); };
this.baseFilter.blendMode = blendMode; PictureRenderer.prototype.render = function (sprite) {
this.baseFilter.apply(filterManager, target, output, clearMode); if (!sprite.texture.valid) {
this.state.blendMode = blendMode;
}
else {
var uBackdrop = this.uniforms.uBackdrop;
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);
};
return MaskFilter;
}(pixi_picture.BlendFilter));
pixi_picture.MaskFilter = MaskFilter;
})(pixi_picture || (pixi_picture = {}));
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]) {
filterCache[blendMode] = new pixi_picture.BlendFilter({ blendCode: blends.blendFullArray[blendMode] });
}
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; return;
} }
} var tilingMode = 0;
this.calculateVertices(); if (sprite.tileTransform) {
renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); tilingMode = this._isSimpleSprite(sprite) ? 1 : 2;
renderer.plugins[this.pluginName].render(this); }
if (blendFilterArray) { var blendShader = this.drawModes[sprite.blendMode];
renderer.batch.flush(); if (blendShader) {
renderer.filter.pop(); this._renderBlend(sprite, blendShader[tilingMode]);
} }
}; else {
return Sprite; this._renderNormal(sprite, this.normalShader[tilingMode]);
}(PIXI.Sprite)); }
pixi_picture.Sprite = Sprite; };
})(pixi_picture || (pixi_picture = {})); PictureRenderer.prototype._renderNormal = function (sprite, shader) {
var pixi_picture; var renderer = this.renderer;
(function (pixi_picture) { renderer.bindShader(shader);
var TilingSprite = (function (_super) { renderer.state.setBlendMode(sprite.blendMode);
__extends(TilingSprite, _super); this._renderInner(sprite, shader);
function TilingSprite() { };
return _super !== null && _super.apply(this, arguments) || this; PictureRenderer.prototype._renderBlend = function (sprite, shader) {
} var renderer = this.renderer;
TilingSprite.prototype._render = function (renderer) { var spriteBounds = sprite.getBounds();
var texture = this._texture; var renderTarget = renderer._activeRenderTarget;
if (!texture || !texture.valid) { var matrix = renderTarget.projectionMatrix;
return; var flipX = matrix.a < 0;
} var flipY = matrix.d < 0;
var blendFilterArray = pixi_picture.getBlendFilterArray(this.blendMode); var resolution = renderTarget.resolution;
if (blendFilterArray) { var screen = this._tempRect;
renderer.batch.flush(); var fr = renderTarget.sourceFrame || renderTarget.destinationFrame;
if (!renderer.filter.pushWithCheck(this, blendFilterArray)) { screen.x = 0;
screen.y = 0;
screen.width = fr.width;
screen.height = fr.height;
var bounds = this._tempRect2;
var fbw = fr.width * resolution, fbh = fr.height * resolution;
bounds.x = (spriteBounds.x + matrix.tx / matrix.a) * resolution + fbw / 2;
bounds.y = (spriteBounds.y + matrix.ty / matrix.d) * resolution + fbh / 2;
bounds.width = spriteBounds.width * resolution;
bounds.height = spriteBounds.height * resolution;
if (flipX) {
bounds.y = fbw - bounds.width - bounds.x;
}
if (flipY) {
bounds.y = fbh - bounds.height - bounds.y;
}
var screenBounds = this._tempRect3;
var x_1 = Math.floor(Math.max(screen.x, bounds.x));
var x_2 = Math.ceil(Math.min(screen.x + screen.width, bounds.x + bounds.width));
var y_1 = Math.floor(Math.max(screen.y, bounds.y));
var y_2 = Math.ceil(Math.min(screen.y + screen.height, bounds.y + bounds.height));
var pixelsWidth = x_2 - x_1;
var pixelsHeight = y_2 - y_1;
if (pixelsWidth <= 0 || pixelsHeight <= 0) {
return; return;
} }
var rt = this._getRenderTexture(pixelsWidth, pixelsHeight);
renderer.bindTexture(rt, 1, true);
var gl = renderer.gl;
if (renderer.renderingToScreen && renderTarget.root) {
var buf = this._getBuf(pixelsWidth * pixelsHeight * 4);
gl.readPixels(x_1, y_1, pixelsWidth, pixelsHeight, gl.RGBA, gl.UNSIGNED_BYTE, this._bigBuf);
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, pixelsWidth, pixelsHeight, gl.RGBA, gl.UNSIGNED_BYTE, this._bigBuf);
}
else {
gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, x_1, y_1, pixelsWidth, pixelsHeight);
}
renderer.bindShader(shader);
renderer.state.setBlendMode(PIXI.BLEND_MODES.NORMAL);
if (shader.uniforms.mapMatrix) {
var mapMatrix = this._tempMatrix;
mapMatrix.a = bounds.width / rt.width / spriteBounds.width;
if (flipX) {
mapMatrix.a = -mapMatrix.a;
mapMatrix.tx = (bounds.x - x_1) / rt.width - (spriteBounds.x + spriteBounds.width) * mapMatrix.a;
}
else {
mapMatrix.tx = (bounds.x - x_1) / rt.width - spriteBounds.x * mapMatrix.a;
}
mapMatrix.d = bounds.height / rt.height / spriteBounds.height;
if (flipY) {
mapMatrix.d = -mapMatrix.d;
mapMatrix.ty = (bounds.y - y_1) / rt.height - (spriteBounds.y + spriteBounds.height) * mapMatrix.d;
}
else {
mapMatrix.ty = (bounds.y - y_1) / rt.height - spriteBounds.y * mapMatrix.d;
}
shader.uniforms.mapMatrix = mapMatrix.toArray(true);
}
this._renderInner(sprite, shader);
};
PictureRenderer.prototype._renderInner = function (sprite, shader) {
var renderer = this.renderer;
if (shader.tilingMode > 0) {
this._renderWithShader(sprite, shader.tilingMode === 1, shader);
}
else {
this._renderSprite(sprite, shader);
}
};
PictureRenderer.prototype._renderWithShader = function (ts, isSimple, shader) {
var quad = shader.tempQuad;
var renderer = this.renderer;
renderer.bindVao(quad.vao);
var vertices = quad.vertices;
var _width = ts._width;
var _height = ts._height;
var _anchorX = ts._anchor._x;
var _anchorY = ts._anchor._y;
var w0 = _width * (1 - _anchorX);
var w1 = _width * -_anchorX;
var h0 = _height * (1 - _anchorY);
var h1 = _height * -_anchorY;
var wt = ts.transform.worldTransform;
var a = wt.a;
var b = wt.b;
var c = wt.c;
var d = wt.d;
var tx = wt.tx;
var ty = wt.ty;
vertices[0] = (a * w1) + (c * h1) + tx;
vertices[1] = (d * h1) + (b * w1) + ty;
vertices[2] = (a * w0) + (c * h1) + tx;
vertices[3] = (d * h1) + (b * w0) + ty;
vertices[4] = (a * w0) + (c * h0) + tx;
vertices[5] = (d * h0) + (b * w0) + ty;
vertices[6] = (a * w1) + (c * h0) + tx;
vertices[7] = (d * h0) + (b * w1) + ty;
vertices = quad.uvs;
vertices[0] = vertices[6] = -ts.anchor.x;
vertices[1] = vertices[3] = -ts.anchor.y;
vertices[2] = vertices[4] = 1.0 - ts.anchor.x;
vertices[5] = vertices[7] = 1.0 - ts.anchor.y;
quad.upload();
var tex = ts._texture;
var lt = ts.tileTransform.localTransform;
var uv = ts.uvTransform;
var mapCoord = uv.mapCoord;
var uClampFrame = uv.uClampFrame;
var uClampOffset = uv.uClampOffset;
var w = tex.width;
var h = tex.height;
var W = _width;
var H = _height;
var tempMat = this._tempMatrix2;
tempMat.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H);
tempMat.invert();
if (isSimple) {
tempMat.append(mapCoord);
}
else {
shader.uniforms.uMapCoord = mapCoord.toArray(true);
shader.uniforms.uClampFrame = uClampFrame;
shader.uniforms.uClampOffset = uClampOffset;
}
shader.uniforms.uTransform = tempMat.toArray(true);
var color = this._tempColor;
var alpha = ts.worldAlpha;
PIXI.utils.hex2rgb(ts.tint, color);
color[0] *= alpha;
color[1] *= alpha;
color[2] *= alpha;
color[3] = alpha;
shader.uniforms.uColor = color;
renderer.bindTexture(tex, 0, true);
quad.vao.draw(this.renderer.gl.TRIANGLES, 6, 0);
};
PictureRenderer.prototype._renderSprite = function (sprite, shader) {
var renderer = this.renderer;
var quad = shader.tempQuad;
renderer.bindVao(quad.vao);
var uvs = sprite.texture._uvs;
var vertices = quad.vertices;
var vd = sprite.vertexData;
for (var i = 0; i < 8; i++) {
quad.vertices[i] = vd[i];
}
quad.uvs[0] = uvs.x0;
quad.uvs[1] = uvs.y0;
quad.uvs[2] = uvs.x1;
quad.uvs[3] = uvs.y1;
quad.uvs[4] = uvs.x2;
quad.uvs[5] = uvs.y2;
quad.uvs[6] = uvs.x3;
quad.uvs[7] = uvs.y3;
quad.upload();
var frame = sprite.texture.frame;
var base = sprite.texture.baseTexture;
var clamp = this._tempClamp;
var eps = 0.5 / base.resolution;
clamp[0] = (frame.x + eps) / base.width;
clamp[1] = (frame.y + eps) / base.height;
clamp[2] = (frame.x + frame.width - eps) / base.width;
clamp[3] = (frame.y + frame.height - eps) / base.height;
shader.uniforms.uTextureClamp = clamp;
var color = this._tempColor;
PIXI.utils.hex2rgb(sprite.tint, color);
var alpha = sprite.worldAlpha;
color[0] *= alpha;
color[1] *= alpha;
color[2] *= alpha;
color[3] = alpha;
shader.uniforms.uColor = color;
renderer.bindTexture(base, 0, true);
quad.vao.draw(this.renderer.gl.TRIANGLES, 6, 0);
};
PictureRenderer.prototype._isSimpleSprite = function (ts) {
var renderer = this.renderer;
var tex = ts._texture;
var baseTex = tex.baseTexture;
var isSimple = baseTex.isPowerOfTwo && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height;
if (isSimple) {
if (!baseTex._glTextures[renderer.CONTEXT_UID]) {
if (baseTex.wrapMode === PIXI.WRAP_MODES.CLAMP) {
baseTex.wrapMode = PIXI.WRAP_MODES.REPEAT;
}
}
else {
isSimple = baseTex.wrapMode !== PIXI.WRAP_MODES.CLAMP;
}
}
return isSimple;
};
return PictureRenderer;
}(PIXI.ObjectRenderer));
extras.PictureRenderer = PictureRenderer;
PIXI.WebGLRenderer.registerPlugin('picture', PictureRenderer);
PIXI.CanvasRenderer.registerPlugin('picture', PIXI.CanvasSpriteRenderer);
})(extras = PIXI.extras || (PIXI.extras = {}));
})(PIXI || (PIXI = {}));
var PIXI;
(function (PIXI) {
var extras;
(function (extras) {
var PictureSprite = (function (_super) {
__extends(PictureSprite, _super);
function PictureSprite(texture) {
_super.call(this, texture);
this.pluginName = 'picture';
} }
this.tileTransform.updateLocalTransform(); return PictureSprite;
this.uvMatrix.update(); }(PIXI.Sprite));
renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); extras.PictureSprite = PictureSprite;
renderer.plugins[this.pluginName].render(this); })(extras = PIXI.extras || (PIXI.extras = {}));
if (blendFilterArray) { })(PIXI || (PIXI = {}));
renderer.batch.flush(); var PIXI;
renderer.filter.pop(); (function (PIXI) {
var extras;
(function (extras) {
var PictureTilingSprite = (function (_super) {
__extends(PictureTilingSprite, _super);
function PictureTilingSprite(texture) {
_super.call(this, texture);
this.pluginName = 'picture';
} }
}; return PictureTilingSprite;
return TilingSprite; }(extras.TilingSprite));
}(PIXI.TilingSprite)); extras.PictureTilingSprite = PictureTilingSprite;
pixi_picture.TilingSprite = TilingSprite; })(extras = PIXI.extras || (PIXI.extras = {}));
})(pixi_picture || (pixi_picture = {})); })(PIXI || (PIXI = {}));
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();

View file

@ -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;

View file

@ -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);
@ -1875,20 +1875,15 @@ 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;
var win = gui.Window.get(); 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 }; menubar.createMacBuiltin('Game', option);
menubar.createMacBuiltin('Game', option); win.menu = menubar;
win.menu = menubar;
}
} }
} catch (ex)
{
Utils.isNwjs = function () { return false; };
} }
}; };
@ -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);
}; };

File diff suppressed because it is too large Load diff

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
@ -252,9 +251,9 @@ Sprite_Character.prototype.updateBitmap = function () {
Sprite_Character.prototype.isImageChanged = function () { Sprite_Character.prototype.isImageChanged = function () {
return (this._tilesetId !== $gameMap.tilesetId() || return (this._tilesetId !== $gameMap.tilesetId() ||
this._tileId !== this._character.tileId() || this._tileId !== this._character.tileId() ||
this._characterName !== this._character.characterName() || this._characterName !== this._character.characterName() ||
this._characterIndex !== this._character.characterIndex()); this._characterIndex !== this._character.characterIndex());
}; };
Sprite_Character.prototype.setTileBitmap = function () { 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.prototype.constructor = Sprite_Actor;
Sprite_Actor.MOTIONS = { Sprite_Actor.MOTIONS = {
walk: { index: 0, loop: true }, walk: { index: 0, loop: true },
wait: { index: 1, loop: true }, wait: { index: 1, loop: true },
chant: { index: 2, loop: true }, chant: { index: 2, loop: true },
guard: { index: 3, loop: true }, guard: { index: 3, loop: true },
damage: { index: 4, loop: false }, damage: { index: 4, loop: false },
evade: { index: 5, loop: false }, evade: { index: 5, loop: false },
thrust: { index: 6, loop: false }, thrust: { index: 6, loop: false },
swing: { index: 7, loop: false }, swing: { index: 7, loop: false },
missile: { index: 8, loop: false }, missile: { index: 8, loop: false },
skill: { index: 9, loop: false }, skill: { index: 9, loop: false },
spell: { index: 10, loop: false }, spell: { index: 10, loop: false },
item: { index: 11, loop: false }, item: { index: 11, loop: false },
escape: { index: 12, loop: true }, escape: { index: 12, loop: true },
victory: { index: 13, loop: true }, victory: { index: 13, loop: true },
dying: { index: 14, loop: true }, dying: { index: 14, loop: true },
abnormal: { index: 15, loop: true }, abnormal: { index: 15, loop: true },
sleep: { index: 16, loop: true }, sleep: { index: 16, loop: true },
dead: { index: 17, loop: true } dead: { index: 17, loop: true }
}; };
Sprite_Actor.prototype.initialize = function (battler) { Sprite_Actor.prototype.initialize = function (battler) {
@ -844,10 +843,10 @@ 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;
} }
var stateMotion = actor.stateMotionIndex(); var stateMotion = actor.stateMotionIndex();
if (actor.isInputting() || actor.isActing()) { if (actor.isInputting() || actor.isActing()) {
@ -1020,27 +1019,27 @@ Sprite_Enemy.prototype.setupEffect = function () {
Sprite_Enemy.prototype.startEffect = function (effectType) { Sprite_Enemy.prototype.startEffect = function (effectType) {
this._effectType = effectType; this._effectType = effectType;
switch (this._effectType) { switch (this._effectType) {
case 'appear': case 'appear':
this.startAppear(); this.startAppear();
break; break;
case 'disappear': case 'disappear':
this.startDisappear(); this.startDisappear();
break; break;
case 'whiten': case 'whiten':
this.startWhiten(); this.startWhiten();
break; break;
case 'blink': case 'blink':
this.startBlink(); this.startBlink();
break; break;
case 'collapse': case 'collapse':
this.startCollapse(); this.startCollapse();
break; break;
case 'bossCollapse': case 'bossCollapse':
this.startBossCollapse(); this.startBossCollapse();
break; break;
case 'instantCollapse': case 'instantCollapse':
this.startInstantCollapse(); this.startInstantCollapse();
break; break;
} }
this.revertToNormal(); this.revertToNormal();
}; };
@ -1083,27 +1082,27 @@ Sprite_Enemy.prototype.updateEffect = function () {
if (this._effectDuration > 0) { if (this._effectDuration > 0) {
this._effectDuration--; this._effectDuration--;
switch (this._effectType) { switch (this._effectType) {
case 'whiten': case 'whiten':
this.updateWhiten(); this.updateWhiten();
break; break;
case 'blink': case 'blink':
this.updateBlink(); this.updateBlink();
break; break;
case 'appear': case 'appear':
this.updateAppear(); this.updateAppear();
break; break;
case 'disappear': case 'disappear':
this.updateDisappear(); this.updateDisappear();
break; break;
case 'collapse': case 'collapse':
this.updateCollapse(); this.updateCollapse();
break; break;
case 'bossCollapse': case 'bossCollapse':
this.updateBossCollapse(); this.updateBossCollapse();
break; break;
case 'instantCollapse': case 'instantCollapse':
this.updateInstantCollapse(); this.updateInstantCollapse();
break; break;
} }
if (this._effectDuration === 0) { if (this._effectDuration === 0) {
this._effectType = null; this._effectType = null;
@ -1395,7 +1394,7 @@ Sprite_Animation.prototype.updateFrame = function () {
Sprite_Animation.prototype.currentFrameIndex = function () { Sprite_Animation.prototype.currentFrameIndex = function () {
return (this._animation.frames.length - 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) { 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.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;
@ -1443,15 +1442,15 @@ Sprite_Animation.prototype.updateCellSprite = function (sprite, cell) {
Sprite_Animation.prototype.processTimingData = function (timing) { Sprite_Animation.prototype.processTimingData = function (timing) {
var duration = timing.flashDuration * this._rate; var duration = timing.flashDuration * this._rate;
switch (timing.flashScope) { switch (timing.flashScope) {
case 1: case 1:
this.startFlash(timing.flashColor, duration); this.startFlash(timing.flashColor, duration);
break; break;
case 2: case 2:
this.startScreenFlash(timing.flashColor, duration); this.startScreenFlash(timing.flashColor, duration);
break; break;
case 3: case 3:
this.startHiding(duration); this.startHiding(duration);
break; break;
} }
if (!this._duplicated && timing.se) { if (!this._duplicated && timing.se) {
AudioManager.playSe(timing.se); AudioManager.playSe(timing.se);
@ -1614,7 +1613,7 @@ Sprite_StateIcon.prototype.initialize = function () {
this.loadBitmap(); this.loadBitmap();
}; };
Sprite_StateIcon._iconWidth = 32; Sprite_StateIcon._iconWidth = 32;
Sprite_StateIcon._iconHeight = 32; Sprite_StateIcon._iconHeight = 32;
Sprite_StateIcon.prototype.initMembers = function () { Sprite_StateIcon.prototype.initMembers = function () {
@ -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 () {
@ -2566,57 +2554,57 @@ Spriteset_Battle.prototype.overworldBattleback2Name = function () {
Spriteset_Battle.prototype.normalBattleback1Name = function () { Spriteset_Battle.prototype.normalBattleback1Name = function () {
return (this.terrainBattleback1Name(this.autotileType(1)) || return (this.terrainBattleback1Name(this.autotileType(1)) ||
this.terrainBattleback1Name(this.autotileType(0)) || this.terrainBattleback1Name(this.autotileType(0)) ||
this.defaultBattleback1Name()); this.defaultBattleback1Name());
}; };
Spriteset_Battle.prototype.normalBattleback2Name = function () { Spriteset_Battle.prototype.normalBattleback2Name = function () {
return (this.terrainBattleback2Name(this.autotileType(1)) || return (this.terrainBattleback2Name(this.autotileType(1)) ||
this.terrainBattleback2Name(this.autotileType(0)) || this.terrainBattleback2Name(this.autotileType(0)) ||
this.defaultBattleback2Name()); this.defaultBattleback2Name());
}; };
Spriteset_Battle.prototype.terrainBattleback1Name = function (type) { Spriteset_Battle.prototype.terrainBattleback1Name = function (type) {
switch (type) { switch (type) {
case 24: case 25: case 24: case 25:
return 'Wasteland'; return 'Wasteland';
case 26: case 27: case 26: case 27:
return 'DirtField'; return 'DirtField';
case 32: case 33: case 32: case 33:
return 'Desert'; return 'Desert';
case 34: case 34:
return 'Lava1'; return 'Lava1';
case 35: case 35:
return 'Lava2'; return 'Lava2';
case 40: case 41: case 40: case 41:
return 'Snowfield'; return 'Snowfield';
case 42: case 42:
return 'Clouds'; return 'Clouds';
case 4: case 5: case 4: case 5:
return 'PoisonSwamp'; return 'PoisonSwamp';
default: default:
return null; return null;
} }
}; };
Spriteset_Battle.prototype.terrainBattleback2Name = function (type) { Spriteset_Battle.prototype.terrainBattleback2Name = function (type) {
switch (type) { switch (type) {
case 20: case 21: case 20: case 21:
return 'Forest'; return 'Forest';
case 22: case 30: case 38: case 22: case 30: case 38:
return 'Cliff'; return 'Cliff';
case 24: case 25: case 26: case 27: case 24: case 25: case 26: case 27:
return 'Wasteland'; return 'Wasteland';
case 32: case 33: case 32: case 33:
return 'Desert'; return 'Desert';
case 34: case 35: case 34: case 35:
return 'Lava'; return 'Lava';
case 40: case 41: case 40: case 41:
return 'Snowfield'; return 'Snowfield';
case 42: case 42:
return 'Clouds'; return 'Clouds';
case 4: case 5: case 4: case 5:
return 'PoisonSwamp'; return 'PoisonSwamp';
} }
}; };

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;