OMORI_Android/www.eng/js/plugins/ExtraMovementFrames.js
2024-01-15 18:44:53 +03:00

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JavaScript

//=============================================================================
// ExtraMovementFrames.js
//=============================================================================
// Version: 1.0.3
// Date: 10 November 2015
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/*:
* @author Modern Algebra (rmrk.net)
* @plugindesc Set sprites with more than 3 frames of animation
*
* @param Cycle Time
* @desc The normal number of frames to complete animation cycle for custom sprites
* @default 60
*
* @param Default Idle Frame
* @desc The idle frame for custom sprites unless changed in the filename
* @default 0
*
* @param Default Pattern
* @desc Set patterns for custom sprites unless changed in the filename.
* @default []
*
* @help INSTRUCTIONS:
*
* To create sprites that have more than 3 frames of animation, you need
* to rename the character graphic to something of the form:
*
* RegularName%(x)
* x : the number of frames in each character sprite
*
* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* EXAMPLES:
*
* $001-Fighter01%(4)
* // This graphic is a single character with four frames of animation.
*
* 022-Actors12%(6)
* // This graphic would be interpreted as a character sheet of 8
* // characters each having six frames of animation.
* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*
* Additionally, this script also allows you to specify the "idle" frame (the
* frame where the sprite is not moving), and also the pattern if you wish to so
* specify. In essence, all you need to do is add those integers after the
* number of frames:
*
* Regular_Name%(x y z1 z2 ... zn)
* x : the number of frames in each character sprite
* y : the idle frame (the frame shown when sprite is not moving)
* z1 ... zn : the pattern.
*
* If you choose to specify a pattern, then the idle frame is not automatically
* included in the pattern and should be repeated if you want it to appear
*
* When naming your files, be aware that the first frame in a sprite is index 0,
* the second frame is index 1, etc.
* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* EXAMPLES:
*
* $003-Fighter03%(4 2)
* // This graphic is a single character with four frames of animation.
* // The idle frame is 2 (the third one over). The pattern when moving
* // would be 2 3 0 1, 2 3 0 1, etc. (unless default patterns set -
* // see below)
*
* 032-People05%(4 0 1 0 3 2)
* // This graphic would be interpreted as a character sheet of 8
* // characters, each having four frames of animation. The idle frame is
* // 0 (the first in the sheet), and the pattern is 1 0 3 2,
* // 1 0 3 2, etc.
*
* $003-Fighter03%(6 0 1 2 3 4 5)
* // This graphic is a single character with six frames of animation.
* // The idle frame is 0 (the first frame). The pattern when moving
* // is 1 2 3 4 5, 1 2 3 4 5, etc.
* ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
* PLUGIN SETTINGS:
*
* Cycle Time = 60
*
* Cycle Time is the number of frames it will take to complete a full
* animation cycle for custom sprites at normal speed. It must be set to an
* integer.
*
*
* Default Idle Frame = 0
*
* If you do not specify an idle frame for custom sprites in the file name, then it
* will be this frame. You must set this to an integer.
*
* Default Pattern = []
*
* If you do not specify a pattern, then what happens depends on what you write
* in the plugin setting for "Default Pattern". For this setting, you have the
* option of writing in arrays of numbers in the following format:
*
* [x y z1 z2 ... zn]
* x : number of frames in the sprites for which this pattern is default
* y : idle frame
* z1 z2 ... zn : the pattern
*
* If you have setup one of those arrays for the number of frames which this
* custom sprite has, then it will use that pattern and idle frame.
*
* If you have not set up a default pattern for this number of frames, then the
* animation will simply cycle through the number of frames, starting with the
* idle frame and moving right. The idle frame will be included in the animation.
*
* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* EXAMPLES
*
* Default Pattern = [5 1 2 3 4 3 2]
* // Whenever you set up a custom sprite that has 5 frames of animation
* // but do not specify a pattern, the idle frame will be 1 and the
* // pattern will be 2 3 4 3 2, 2 3 4 3 2, etc.
*
* Default Pattern = [5 1 2 3 4 3 2], [6 0 1 2 5 4 3 0]
* // Whenever you set up a custom sprite that has 5 frames of animation
* // but do not specify a pattern, the idle frame will be 1 and the
* // pattern will be 2 3 4 3 2, 2 3 4 3 2, etc.
* // Whenever you set up a custom sprite that has 6 frames of animation
* // but do not specify a pattern, the idle frame will be 0 and the
* // pattern will be 1 2 5 4 3 0, 1 2 5 4 3 0, etc.
*/
//=============================================================================
var Imported = Imported || {};
Imported.MA_ExtraMovementFrames = true;
var ModernAlgebra = ModernAlgebra || {};
ModernAlgebra.EMF = {};
(function() {
// Get Script Name, in case user unexpectedly altered it
//var path = document.currentScript.src;
//var scriptName = path.substring(path.lastIndexOf('/')+1).match(/^(.+?)(\.[^.]*$|$)/)[1];
// Set Parameters
ModernAlgebra.EMF.parameters = PluginManager.parameters("ExtraMovementFrames");
ModernAlgebra.EMF.cycleTime = (+ModernAlgebra.EMF.parameters['Cycle Time']) || 60; // Default = 60
ModernAlgebra.EMF.idleFrame = (+ModernAlgebra.EMF.parameters['Default Idle Frame']) || 0; // Default = 0
ModernAlgebra.EMF.defaultPattern = [];
var emfPattMatch = ModernAlgebra.EMF.parameters['Default Pattern'].match(/\[.+?\]/g); // Default []
if (emfPattMatch) {
// Get all arrays of numbers
for (var i = 0; i < emfPattMatch.length; i++) {
digitMatch = emfPattMatch[i].match(/\d+/g);
if (digitMatch) { ModernAlgebra.EMF.defaultPattern.push(digitMatch.map(Number)); }
}
}
//=========================================================================
// ImageManager
//=========================================================================
// isEmfCharacter - Checks if filename is a customly animated sprite
ImageManager.isEmfCharacter = function(filename) {
return !!filename.match(/\%[\(\[][\d\s]+[\)\]]/); // check filename for %() or %[]
};
//=========================================================================
// Game_CharacterBase
//=========================================================================
// initMembers
ModernAlgebra.EMF.GameCharacterBase_initMembers =
Game_CharacterBase.prototype.initMembers;
Game_CharacterBase.prototype.initMembers = function() {
this.maClearEmfCharacterState();
ModernAlgebra.EMF.GameCharacterBase_initMembers.apply(this, arguments); // original method
};
// maClearEmfCharacterState
Game_CharacterBase.prototype.maClearEmfCharacterState = function() {
this._isEmfCharacter = false;
this._emfCharacterState = { frameNum: 3, idleFrame: ModernAlgebra.EMF.idleFrame, pattern: [2, 1, 0, 1] };
};
// isEmfCharacter - Check whether a customly animated sprites
Game_CharacterBase.prototype.isEmfCharacter = function() {
return this._isEmfCharacter;
};
// emfCharacterState - makes this._emfCharacterState public
Game_CharacterBase.prototype.emfCharacterState = function() {
return this._emfCharacterState;
};
// setImage - adjusts to call EMF setup method
ModernAlgebra.EMF.GameCharacterBase_setImage =
Game_CharacterBase.prototype.setImage;
Game_CharacterBase.prototype.setImage = function(characterName, characterIndex) {
const [oldCharName, oldCharIndex] = [this.characterName(), this.characterIndex()]
ModernAlgebra.EMF.GameCharacterBase_setImage.apply(this, arguments); // original method
this.maemfSetupEmfCharacter();
if(oldCharName !== characterName) {this.resetPattern();}
if(oldCharName === characterName && oldCharIndex !== characterIndex) {this.resetPattern();}
};
// maSetupEmfCharacter - setup custom animation sprite
Game_CharacterBase.prototype.maemfSetupEmfCharacter = function() {
this.maClearEmfCharacterState();
var charName = this.characterName();
if (ImageManager.isEmfCharacter(charName)) {
var sign = charName.match(/(?:\%[\(\[])[\d\s]+(?:[\)\]])/);
var signArgs = sign[0].match(/\d+/g); // array of digit strings
if (signArgs) {
this._isEmfCharacter = true;
// Map arguments in file name to an array of numbers
signArgs = signArgs.map(Number);
signArgsLength = signArgs.length;
this.emfCharacterState().frameNum = signArgs.shift();
this.emfCharacterState().idleFrame = (signArgsLength > 1) ? signArgs.shift() : ModernAlgebra.EMF.idleFrame;
if (signArgsLength > 2) {
this.emfCharacterState().pattern = signArgs;
} else {
var success = false;
// Check for a default match for this number of frames
for (var i = 0; i < ModernAlgebra.EMF.defaultPattern.length; i++) {
if (ModernAlgebra.EMF.defaultPattern[i][0] === this.emfCharacterState().frameNum) {
this.emfCharacterState().idleFrame = ModernAlgebra.EMF.defaultPattern[i][1];
this.emfCharacterState().pattern = ModernAlgebra.EMF.defaultPattern[i].slice(2, (ModernAlgebra.EMF.defaultPattern[i].length));
success = true;
break;
}
}
// If still no pattern specified
if (!success) {
// Populate pattern with a simple cycle starting after idle
this.emfCharacterState().pattern = [];
var idleFramePlus = this.emfCharacterState().idleFrame + 1;
for (var i = 0; i < this.emfCharacterState().frameNum; i++) {
this.emfCharacterState().pattern.push((i + idleFramePlus) % this.emfCharacterState().frameNum);
}
}
}
}
}
};
// animationWait
ModernAlgebra.EMF.GameCharacterBase_animationWait =
Game_CharacterBase.prototype.animationWait;
Game_CharacterBase.prototype.animationWait = function() {
// If EMF Character
if (this.isEmfCharacter()) {
var realSpeed = this.realMoveSpeed();
var frameNum = this.maxPattern();
return Math.floor((8 - realSpeed)*(ModernAlgebra.EMF.cycleTime / (4*frameNum))); // CycleTime divided by number of frames in animation
} else {
// Run Default Method - approx. 60 frames at normal speed
return ModernAlgebra.EMF.GameCharacterBase_animationWait.apply(this, arguments) // original method
}
};
// maxPattern
ModernAlgebra.EMF.GameCharacterBase_maxPattern =
Game_CharacterBase.prototype.maxPattern;
Game_CharacterBase.prototype.maxPattern = function() {
if (this.isEmfCharacter()) {
return this.emfCharacterState().pattern.length; // Length of pattern array
} else {
return ModernAlgebra.EMF.GameCharacterBase_maxPattern.apply(this, arguments); // original method
}
};
// pattern
ModernAlgebra.EMF.GameCharacterBase_pattern =
Game_CharacterBase.prototype.pattern;
Game_CharacterBase.prototype.pattern = function() {
if (this.isEmfCharacter()) {
if (this._pattern < 0) {
return this.emfCharacterState().idleFrame; // Idle Frame if _pattern < 0
} else {
var patternIndex = (this._pattern % this.emfCharacterState().pattern.length);
return this.emfCharacterState().pattern[patternIndex]; // index of pattern array
}
} else {
return ModernAlgebra.EMF.GameCharacterBase_pattern.apply(this, arguments); // original method
}
};
// isOriginalPattern - Original pattern is -1 for custom sprites
ModernAlgebra.EMF.GameCharacterBase_isOriginalpattern =
Game_CharacterBase.prototype.isOriginalPattern;
Game_CharacterBase.prototype.isOriginalPattern = function() {
if (this.isEmfCharacter()) {
return this.pattern() === -1;
} else {
return ModernAlgebra.EMF.GameCharacterBase_isOriginalpattern.apply(this, arguments); // original method
}
};
// straighten - Straighten to original pattern
ModernAlgebra.EMF.GameCharacterBase_straighten =
Game_CharacterBase.prototype.straighten;
Game_CharacterBase.prototype.straighten = function() {
if (this.isEmfCharacter()) {
if (this.hasWalkAnime() || this.hasStepAnime()) {
this._pattern = -1;
}
this._animationCount = 0;
} else {
ModernAlgebra.EMF.GameCharacterBase_straighten.apply(this, arguments)
}
};
// resetPattern - Idle is -1 for custom sprites
ModernAlgebra.EMF.GameCharacterBase_resetPattern =
Game_CharacterBase.prototype.resetPattern;
Game_CharacterBase.prototype.resetPattern = function() {
if (this.isEmfCharacter()) {
this.setPattern(-1);
} else {
ModernAlgebra.EMF.GameCharacterBase_resetPattern.apply(this, arguments); // original method
}
};
//=========================================================================
// Game_Event
//=========================================================================
// setupPageSettings - adjust original pattern
ModernAlgebra.EMF.GameEvent_setupPageSettings =
Game_Event.prototype.setupPageSettings;
Game_Event.prototype.setupPageSettings = function() {
ModernAlgebra.EMF.GameEvent_setupPageSettings.apply(this, arguments);
// Original pattern is always idle for custom sprites
if (this.isEmfCharacter()) { this._originalPattern = -1; }
this.resetPattern();
};
//=========================================================================
// Sprite_Character
//=========================================================================
// patternWidth - afjust based on number of frames
ModernAlgebra.EMF.SpriteCharacter_patternWidth =
Sprite_Character.prototype.patternWidth;
Sprite_Character.prototype.patternWidth = function() {
var pw = ModernAlgebra.EMF.SpriteCharacter_patternWidth.apply(this, arguments)
if (this._character.isEmfCharacter()) {
var frameNum = this._character.emfCharacterState().frameNum;
return ((pw*3) / frameNum);
} else {
return pw;
}
};
})();