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192 lines
7.0 KiB
JavaScript
192 lines
7.0 KiB
JavaScript
2 years ago
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//=============================================================================
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// SF_Cursor.js
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/*:
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* @plugindesc windows selectable cursor
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* @author SaltedFish
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*
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* @help
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* just trace on.
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* Thanks galvs-scripts.com
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* require img/system/cursor.png
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* Change From GALV_CursorImage.js and MOG_MenuCursor
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*/
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//=============================================================================
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(function () {
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Cursor = {};
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Cursor.imgUrl = "img/system/Cursor.png";
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Cursor.offsetx = 0; // px
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Cursor.offsety = 0; // px
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Cursor.moveSpeed = 0.3; // px
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Cursor.moveDirection = "horizontal"; //"horizontal" : x , "vertical" : y
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Cursor.moveRange = 8; // px
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Cursor.iIndent = 0; // Indent items and skills in menus to make room for the cursor if required
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Cursor.cIndent = 0; //Indent commands in menus to make room for the cursor if required
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// Spirit_Cursor
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function Sprite_Cursor() {
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this.initialize.apply(this, arguments);
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}
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Sprite_Cursor.prototype = Object.create(Sprite_Base.prototype);
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Sprite_Cursor.prototype.constructor = Sprite_Cursor;
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Sprite_Cursor.prototype.initialize = function (window) {
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Sprite_Base.prototype.initialize.call(this);
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this._window = window;
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this.createImage();
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this._ticker = 0;
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this.offsetx = 0;
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this.offsety = 0;
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this.nowMoingDirction = 1; // 1,-1
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this.moveDirection = null;
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this.move_x = 0;
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this.move_y = 0;
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};
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Sprite_Cursor.prototype.createImage = function () {
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this.bitmap = ImageManager.loadNormalBitmap(Cursor.imgUrl);
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this.opacity = 0;
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};
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Sprite_Cursor.prototype.update = function () {
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Sprite_Base.prototype.update.call(this);
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if (this._window.isCursorVisible() && !$gameSystem._cursorHidden) {
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this.opacity = this._window.openness >= 255 ? 255 : 0;
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this.updatePosition();
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if (this._window.isHorizontal()) {
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this.moveDirection = "vertical";
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} else {
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this.moveDirection = "horizontal";
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}
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if (this._window.active) this.updateMoving();
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} else {
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this.opacity = 0;
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}
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};
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Sprite_Cursor.prototype.updatePosition = function () {
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var rect = this._window._cursorRect;
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var Direction = this.moveDirection ? this.moveDirection : Cursor.moveDirection;
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if (Direction == "horizontal") {
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this.y =
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rect.y +
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Cursor.offsety +
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this.offsety +
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this._window.standardPadding() +
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this.yPos(rect.height) -
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this.yPos(this.height);
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this.x =
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rect.x + Cursor.offsetx + this.offsetx - this.width - Cursor.moveRange + this._window.standardPadding();
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if (this._window.position.x + this.x < 0) {
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this.x = rect.x + Cursor.offsetx + this.offsetx + rect.width - this._window.standardPadding();
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}
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} else if (Direction == "vertical") {
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this.y =
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rect.y +
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Cursor.offsety +
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this.offsety -
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this.height -
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Cursor.moveRange +
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this._window.standardPadding();
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this.x =
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rect.x +
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Cursor.offsetx +
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this.offsetx +
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this._window.standardPadding() +
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this.yPos(rect.width) -
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this.yPos(this.width);
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if (this.y + this._window.position.y < 0) {
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this.y = rect.y + Cursor.offsety + this.offsety + rect.height - this._window.standardPadding();
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}
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}
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};
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Sprite_Cursor.prototype.yPos = function (height) {
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return height / 2;
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};
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Sprite_Cursor.prototype.updateMoving = function () {
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var Direction = this.moveDirection ? this.moveDirection : Cursor.moveDirection;
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if (Direction == "horizontal") {
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var offsetx = this.move_x + Cursor.moveSpeed * this.nowMoingDirction;
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if (offsetx > Cursor.moveRange) {
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offsetx = 2 * Cursor.moveRange - offsetx;
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this.nowMoingDirction *= -1;
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} else if (offsetx < -Cursor.moveRange) {
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offsetx = -2 * Cursor.moveRange - offsetx;
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this.nowMoingDirction *= -1;
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}
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this.x = this.x + offsetx;
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this.move_x = offsetx;
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} else if (Direction == "vertical") {
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var offsety = this.move_y + Cursor.moveSpeed * this.nowMoingDirction;
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if (offsety > Cursor.moveRange) {
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offsety = 2 * Cursor.moveRange - offsety;
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this.nowMoingDirction *= -1;
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} else if (offsety < -Cursor.moveRange) {
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offsety = -2 * Cursor.moveRange - offsety;
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this.nowMoingDirction *= -1;
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}
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this.y = this.y + offsety;
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this.move_y = offsety;
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}
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};
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// Pre cache
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Scene_Boot_loadSystemImages = Scene_Boot.loadSystemImages;
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Scene_Boot.loadSystemImages = function () {
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Scene_Boot_loadSystemImages.call(this);
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ImageManager.loadNormalBitmap(Cursor.imgUrl);
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};
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Game_System_initialize = Game_System.prototype.initialize;
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Game_System.prototype.initialize = function () {
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Game_System_initialize.call(this);
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this._cursorHidden = false;
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};
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Window_NumberInput.prototype.createSFCursor = function () {};
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Window_ShopNumber.prototype.createSFCursor = function () {};
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Window_BattleStatus.prototype.createSFCursor = function () {};
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Window_Selectable.prototype.createSFCursor = function () {
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this._SFCursor = new Sprite_Cursor(this);
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this.addChild(this._SFCursor);
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};
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Window_BattleActor.prototype.createSFCursor = Window_Selectable.prototype.createSFCursor;
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Window_Selectable_initialize = Window_Selectable.prototype.initialize;
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Window_Selectable.prototype.initialize = function (x, y, width, height) {
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Window_Selectable_initialize.call(this, x, y, width, height);
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this.createSFCursor();
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};
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Window_Command_textPadding = Window_Command.prototype.textPadding;
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Window_Command.prototype.textPadding = function () {
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return Window_Command_textPadding.call(this) + Cursor.cIndent;
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};
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Window_EquipSlot_drawText = Window_EquipSlot.prototype.drawText;
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Window_EquipSlot.prototype.drawText = function (text, x, y, maxWidth, align) {
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x += Cursor.iIndent;
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Window_EquipSlot_drawText.call(this, text, x, y, maxWidth, align);
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};
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Window_Selectable_drawItemName = Window_Selectable.prototype.drawItemName;
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Window_Selectable.prototype.drawItemName = function (item, x, y, width) {
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x += Cursor.iIndent;
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Window_Selectable_drawItemName.call(this, item, x, y, width);
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};
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Window_EquipSlot_drawIcon = Window_EquipSlot.prototype.drawIcon;
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Window_EquipSlot.prototype.drawIcon = function (iconIndex, x, y) {
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x += Cursor.iIndent;
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Window_EquipSlot_drawIcon.call(this, iconIndex, x, y);
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};
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})();
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