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

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9.5 KiB
JavaScript

//-----------------------------------------------------------------------------
// Galv's Cam Control
//-----------------------------------------------------------------------------
// For: RPGMAKER MV
// GALV_CamControl.js
// With some fixes by Anisoft
//-----------------------------------------------------------------------------
// 2016-05-02 - Version 2.0 - compatibilty with zooming and offset fixes
// - by Anisoft
// 2016-04-18 - Version 1.9 - fixed a bug with saving while cam disabled
// 2016-03-16 - Version 1.8 - transferring player to same map no longer moves
// - the camera if it has a different target.
// 2015-12-30 - Version 1.7 - another fix for shuttering issue
// 2015-12-17 - Version 1.6 - put in code to fix potential shuttering issue
// 2015-12-17 - Version 1.5 - fixed an issue that enabled the disabled cam
// 2015-12-01 - Version 1.4 - minor code changes
// 2015-12-01 - Version 1.3 - missed part of the last bug. Fixed now.
// 2015-11-30 - Version 1.2 - fixed bug with loading game and target breaking
// 2015-11-27 - Version 1.1 - added tile size option
// 2015-11-27 - Version 1.0 - release
//-----------------------------------------------------------------------------
// Terms can be found at:
// galvs-scripts.com
//-----------------------------------------------------------------------------
var Imported = Imported || {};
Imported.Galv_CamControl = true;
var Galv = Galv || {}; // Galv's main object
Galv.pCmd = Galv.pCmd || {}; // Plugin Command manager
Galv.CC = Galv.CC || {}; // Galv's stuff
//-----------------------------------------------------------------------------
/*:
* @plugindesc Allows greater control over where the game camera is focused. View HELP for plugin commands.
*
* @author Galv - galvs-scripts.com
*
* @param Tile Size
* @desc Default 48. Only change if you change tile size in your game
* @default 48
*
* @help
* Galv's Cam Control
* ----------------------------------------------------------------------------
* This plugin creates a sliding movement for the camera as well as allows you
* to set the target position of it to wherever required. (Player, event, xy)
*
* ----------------------------------------------------------------------------
* PLUGIN COMMANDS
* ----------------------------------------------------------------------------
* CAM PLAYER SPD // Set camera focus to player.
* // CAM - the plugin command word
* // PLAYER - command word to choose player
* // SPD - speed camera scrolls to target
* // v# to use a variable
* // default scroll speed is 800
* // leave speed blank for default
*
* CAM EVENT ID SPD // Set camera focus to an event.
* // CAM - the plugin command word
* // EVENT - command word to choose event
* // ID - the event's id
* // v# to use a variable
* // SPD - speed camera scrolls to target
* // v# to use a variable
* // default scroll speed is 800
* // leave speed blank for default
*
* CAM X Y SPD // Set camera focus to an x,y position.
* // CAM - the plugin command word
* // X - the position on the map
* // Y - the position on the map
* // v# to use variables
* // SPD - speed camera scrolls to target
* // v# to use a variable
* // default scroll speed is 800
* // leave speed blank for default
*
* CAM DISABLE // Sets the focus on player and disables the
* // sliding motion. (RPGMaker default);
* // Using any command above will enable again
*
* NOTE: The higher the SPD value for these commands, the slower the movement.
* Not recommended to use speeds that are too fast.
*
* EXAMPLES
* CAM PLAYER // Camera focuses on player at speed 800
* CAM PLAYER 1600 // Camera focuses on player at speed 1600 (slower)
* CAM EVENT 3 // Camera focuses on event 3 at speed 800
* CAM EVENT 12 400 // Camera focuses on event 12 at speed 400 (faster)
* CAM 23 18 // Camera focuses on x23, y18 position on the map
*/
//-----------------------------------------------------------------------------
// CODE STUFFS
//-----------------------------------------------------------------------------
(function() {
Galv.CC.size = Number(PluginManager.parameters('Galv_CamControl')["Tile Size"]);
// OVERWRITE - BECAUSE OF JITTER
Game_Map.prototype.displayX = function() {return Math.round(this._displayX * Galv.CC.size) / Galv.CC.size};
Game_Map.prototype.displayY = function() {return Math.round(this._displayY * Galv.CC.size) / Galv.CC.size};
// GALV'S PLUGIN MANAGEMENT. INCLUDED IN ALL GALV PLUGINS THAT HAVE PLUGIN COMMAND CALLS, BUT ONLY RUN ONCE.
if (!Galv.aliased) {
var Galv_Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function(command, args) {
if (Galv.pCmd[command]) {
Galv.pCmd[command](args);
return;
};
Galv_Game_Interpreter_pluginCommand.call(this, command, args);
};
Galv.aliased = true; // Don't keep aliasing for other Galv scripts.
};
// Direct to Plugin Object
Galv.pCmd.CAM = function(arguments) {
Galv.CC.camControl(arguments);
};
// END GALV'S PLUGIN MANAGEMENT
Galv.CC.camControl = function(args) {
var key = args[0].toLowerCase();
var speed = 100;
switch (key) {
case "player":
var target = $gamePlayer;
if (args[1]) speed = Galv.CC.getValue(args[1]);
break;
case "event":
var eId = Galv.CC.getValue(args[1]);
var target = $gameMap.event(eId);
if (args[2]) speed = Galv.CC.getValue(args[2]);
break;
case "disable":
$gameMap.camTarget = $gamePlayer;
$gameMap.camNorm = true;
$gameMap.savedCamTarget = null;
return;
default:
var px = Galv.CC.getValue(args[0]);
var py = Galv.CC.getValue(args[1]);
if (args[2]) speed = Galv.CC.getValue(args[2]);
var target = {
x: px,
y: py,
_realX: px,
_realY: py,
screenX: Game_CharacterBase.prototype.screenX,
screenY: function() {
var th = $gameMap.tileHeight();
return Math.round(this.scrolledY() * th + th);
},
scrolledX: Game_CharacterBase.prototype.scrolledX,
scrolledY: Game_CharacterBase.prototype.scrolledY
};
};
$gameMap.camTargetSet(target,speed);
$gameMap.savedCamTarget = args;
};
Galv.CC.getValue = function(string) {
if (string[0].toLowerCase() === "v") {
// Use variable
var varId = Number(string.replace("v",""));
return $gameVariables.value(varId);
} else {
return Number(string);
};
};
// GAME PLAYER
Galv.CC.Game_Player_updateScroll = Game_Player.prototype.updateScroll;
Game_Player.prototype.updateScroll = function(lastScrolledX, lastScrolledY) {
if ($gameMap.camNorm) return Galv.CC.Game_Player_updateScroll.call(this,lastScrolledX, lastScrolledY);
};
// GAME MAP
Galv.CC.Scene_Map_onMapLoaded = Scene_Map.prototype.onMapLoaded;
Scene_Map.prototype.onMapLoaded = function() {
Galv.CC.Scene_Map_onMapLoaded.call(this);
if (!$gameMap.camNorm) {
$gameMap.savedCamTarget = $gameMap.savedCamTarget || ["PLAYER"];
Galv.CC.camControl($gameMap.savedCamTarget);
};
};
Galv.CC.Game_Map_setup = Game_Map.prototype.setup;
Game_Map.prototype.setup = function(mapId) {
this.zoom = this.zoom || new PIXI.Point(1,1);
if (!this.camNorm) {
this.camTargetSet($gamePlayer,800);
this.savedCamTarget = ["PLAYER"];
};
Galv.CC.Game_Map_setup.call(this,mapId);
};
Game_Map.prototype.camTargetSet = function(target,speed) {
this.camTarget = target;
this.camNorm = false;
this.camSpeed = speed || 800;
};
Galv.CC.Game_Map_updateScroll = Game_Map.prototype.updateScroll;
Game_Map.prototype.updateScroll = function() {
if (this.camNorm) return Galv.CC.Game_Map_updateScroll.call(this);
this._scrollRest = 0;
var cw = (Graphics.boxWidth / 2);
var ch = (Graphics.boxHeight / 2);
var screenX = this.camTarget.screenX()*this.zoom.x;
var screenY = this.camTarget.screenY()*this.zoom.y;
var sx = Math.abs(screenX - cw) / this.camSpeed;
var sy = Math.abs(screenY - ch) / this.camSpeed;
if (sx < 0.005) (sx = 0);
if (sy < 0.005) (sy = 0);
var x_pos = screenX;
var y_pos = screenY;
if (y_pos < ch) {
this.scrollUp(sy);
} else if (y_pos > ch) {
this.scrollDown(sy);
};
if (x_pos < cw) {
this.scrollLeft(sx);
} else if (x_pos > cw) {
this.scrollRight(sx);
};
};
Galv.CC.Game_Player_center = Game_Player.prototype.center;
Game_Player.prototype.center = function(x, y) {
if ($gameMap.camTarget == $gamePlayer || $gameMap.camNorm) {
return Galv.CC.Game_Player_center.call(this,x,y);
};
};
Game_Player.prototype.centerX = function() {
return ((Graphics.width / $gameMap.tileWidth() - (1*$gameMap.zoom.x)) / 2.0)/$gameMap.zoom.x;
};
Game_Player.prototype.centerY = function() {
return ((Graphics.height / $gameMap.tileHeight() - 1.75*$gameMap.zoom.y) / 2.0)/$gameMap.zoom.y;
};
})();