Compare commits
2 commits
2913d5d51c
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990d72a959
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990d72a959 | |||
4d3370bba9 |
2 changed files with 194 additions and 1 deletions
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@ -1,5 +1,5 @@
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<?xml version='1.0' encoding='utf-8'?>
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<widget id="su.viende.omori" version="1.0.8-dev" xmlns="http://www.w3.org/ns/widgets" xmlns:cdv="http://cordova.apache.org/ns/1.0" xmlns:android="http://schemas.android.com/apk/res/android">
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<widget id="su.viende.omori" android-versionCode="10081" version="1.0.8-dev" xmlns="http://www.w3.org/ns/widgets" xmlns:cdv="http://cordova.apache.org/ns/1.0" xmlns:android="http://schemas.android.com/apk/res/android">
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<preference name="orientation" value="sensorLandscape" />
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<preference name="Fullscreen" value="true" />
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193
www.sc/js/plugins/GTP_CoreUpdates.js
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193
www.sc/js/plugins/GTP_CoreUpdates.js
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@ -0,0 +1,193 @@
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//=============================================================================
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// Gamefall Team Plugins - Optimization for Omori taking in account
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// YEP_Core Updates;
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// GTP_CoreUpdates.js VERSION 1.0.1
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//=============================================================================
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var Imported = Imported || {};
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Imported.GTP_CoreUpdates = true;
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var Gamefall = Gamefall || {};
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Gamefall.CoreUpdates = Gamefall.CoreUpdates || {};
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//=============================================================================
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/*:
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* @plugindesc v1.0.1 Optimization for Omori taking in account YEP Core Updates
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* @author Gamefall Team || Luca Mastroianni
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* @help
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* CHANGELOG:
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* VERSION 1.0.0: Plugin Released!
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* VERSION 1.0.1: Reduced lag filtering events;
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*/
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//=============================================================================
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(function ($) {
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// Replaced ForEach
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Sprite.prototype.update = function () {
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var length = this.children.length;
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for (var i = 0; i < length; ++i) {
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var child = this.children[i];
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if (!child) { continue; }
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if (child && child.update) child.update();
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};
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};
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// Replaced ForEach
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Tilemap.prototype.update = function () {
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this.animationCount++;
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this.animationFrame = Math.floor(this.animationCount / 30);
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var length = this.children.length;
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for (var i = 0; i < length; ++i) {
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var child = this.children[i];
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if (!child) { continue; }
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if (child && child.update) child.update();
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}
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var length = this.bitmaps.length;
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for (var i = 0; i < length; ++i) {
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if (this.bitmaps[i]) this.bitmaps[i].touch();
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}
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};
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// Replaced ForEach
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TilingSprite.prototype.update = function () {
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var length = this.children.length;
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for (var i = 0; i < length; ++i) {
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var child = this.children[i];
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if (child && child.update) child.update();
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}
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};
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// Replaced ForEach
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Window.prototype.update = function () {
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if (this.active) this._animationCount++;
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var length = this.children.length;
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for (var i = 0; i < length; ++i) {
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var child = this.children[i];
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if (child && child.update) child.update();
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}
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};
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// Replaced ForEach
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WindowLayer.prototype.update = function () {
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var length = this.children.length;
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for (var i = 0; i < length; ++i) {
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var child = this.children[i];
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if (child && child.update) child.update();
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}
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};
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// Replaced ForEach
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Weather.prototype._updateAllSprites = function () {
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var maxSprites = Math.floor(this.power * 10);
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while (this._sprites.length < maxSprites) {
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this._addSprite();
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}
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while (this._sprites.length > maxSprites) {
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this._removeSprite();
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}
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var length = this._sprites.length;
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for (var i = 0; i < length; ++i) {
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var sprite = this._sprites[i];
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this._updateSprite(sprite);
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sprite.x = sprite.ax - this.origin.x;
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sprite.y = sprite.ay - this.origin.y;
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}
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};
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Game_Interpreter.prototype.setup = function (list, eventId) {
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this.clear();
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this._mapId = $gameMap.mapId();
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this._eventId = eventId || 0;
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this._list = list;
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};
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// Change Tileset Event: load instead of reserve
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Game_Interpreter.prototype.command282 = function () {
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var tileset = $dataTilesets[this._params[0]];
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for (var i = 0; i < tileset.tilesetNames.length; i++) {
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ImageManager.loadTileset(tileset.tilesetNames[i]);
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}
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if (ImageManager.isReady()) {
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$gameMap.changeTileset(this._params[0]);
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return true;
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} else {
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return false;
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}
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};
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// Ready preparation now refers to fully loaded instead of reservation
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Sprite_Animation.prototype.isReady = function () {
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return ImageManager.isReady();
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};
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// Replaced ForEach
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Sprite_Animation.prototype.updateFrame = function () {
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if (this._duration > 0) {
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var frameIndex = this.currentFrameIndex();
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this.updateAllCellSprites(this._animation.frames[frameIndex]);
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var length = this._animation.timings.length;
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for (var i = 0; i < length; ++i) {
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var timing = this._animation.timings[i];
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if (timing.frame === frameIndex) this.processTimingData(timing);
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};
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}
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};
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// Cleaning algorithm up
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Sprite_Animation.prototype.updateCellSprite = function (sprite, cell) {
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var pattern = cell[0];
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if (pattern >= 0) {
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var sx = pattern % 5 * 192;
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var sy = Math.floor(pattern % 100 / 5) * 192;
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var mirror = this._mirror;
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sprite.bitmap = pattern < 100 ? this._bitmap1 : this._bitmap2;
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sprite.setFrame(sx, sy, 192, 192);
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sprite.x = cell[1];
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sprite.y = cell[2];
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if (this._mirror) {
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sprite.x *= -1;
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}
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sprite.rotation = cell[4] * Math.PI / 180;
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sprite.scale.x = cell[3] / 100;
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if ((cell[5] && !mirror) || (!cell[5] && mirror)) {
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sprite.scale.x *= -1;
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}
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sprite.scale.y = cell[3] / 100;
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sprite.opacity = cell[6];
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sprite.blendMode = cell[7];
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sprite.visible = true;
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} else {
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sprite.visible = false;
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}
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};
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Scene_Base.prototype.updateChildren = function () {
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var length = this.children.length;
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for (var i = 0; i < length; ++i) {
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var child = this.children[i];
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if (!child) { continue; }
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if (child.update) child.update();
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}
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};
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Scene_Boot.prototype.isGameFontLoaded = function () {
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if (Graphics.isFontLoaded('GameFont')) {
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return true;
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} else {
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var elapsed = Date.now() - this._startDate;
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if (elapsed >= 600000) {
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throw new Error('Failed to load GameFont');
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}
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}
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};
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Game_Map.prototype.eventsXy = function (x, y) {
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return this._events.filter(event => { return !!event && event.pos(x, y) })
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}
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Game_Map.prototype.eventsXyNt = function (x, y) {
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return this._events.filter(event => { return !!event && event.posNt(x, y) })
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}
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})(Gamefall.CoreUpdates);
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