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ycrpg/js/plugins/VirtualButtons_OnlyForSelf.js

1935 lines
72 KiB
JavaScript

//Change for use d-pad
/*:
* @plugindesc v3.0 Creates buttons on the screen for touch input
* @author Aloe Guvner
*
*
* @param dPadSettings
* @text D-Pad Settings
* @type struct<dpad>
* @desc Settings for the D-Pad.
*
* @param keyButtonSettings
* @text Key Button Settings
* @type struct<keyButton>[]
* @desc Settings for on-screen buttons that simulate key presses.
*
* @param controlButtonSettings
* @text Control Button Settings
* @type struct<controlButton>
* @desc A "toggle" button that allows players to turn the UI
* on and off.
*
* @param fadeDuration
* @text Fade Duration
* @desc Duration of hiding the buttons (number of frames)
* for the buttons to fade and un-fade.
* @default 20
* @type number
*
* @param fadeDelay
* @text Fade Delay
* @desc Delay before hiding and unhiding buttons (number
* of frames)
* @default 1
* @type number
*
*
*
* @param enableDiagonalInput
* @text Enable Diagonal Input
* @type boolean
* @desc If the player touches in the corners of the D-Pad, both
* direction inputs are recorded. See info in help file.
* @default false
*
* @param hideButtonsDuringDialogue
* @text Hide Buttons During Dialogue
* @type boolean
* @desc Hide the virtual buttons during event dialogue.
* @default true
*
* @param enableDPadDebugWindow
* @text Enable DPad Debug Window
* @type boolean
* @desc Shows a window with the current D-Pad state. For
* plugin debugging only.
* @default false
*
* @help
*
* //=============================================================================
* // Background:
* //=============================================================================
* This plugin focuses on improving the user interface for mobile games created
* in RPG Maker MV. This plugin allows the developer to have virtual buttons
* on the screen that interact with touch input.
*
* This plugin allows maximum flexibility for the developer, you can add
* as many or as few buttons as you want to the screen, and you can add these buttons
* on whichever screens you would like (i.e. map, menu, credits, title, etc.).
*
* //=============================================================================
* // Functionality:
* //=============================================================================
*
* This plugin can create 3 different types of buttons:
* -Directional Pad
* --A single picture which is used for up, left, right, and down movement.
* --The picture is divided into 9 sections. The top 3 sections trigger the "up"
* input, the left 3 sections trigger the "left" input, the right 3 sections
* trigger the "right" input, and the bottom 3 section triggers the "down" input.
* --The middle section does not trigger any input.
* --The scenes that this button appears in can be defined.
* --This button is not mandatory.
*
* -Key buttons
* --These buttons can be used to represent any key. Common keys to use would be
* "ok" , "escape", "pagedown", "pageup".
* --However, these can be any key, and there can be as many or as few as the developer
* would like.
* --Additionally, the scenes that these buttons appear in can be controlled individually.
*
*
* -Control button
* --The control button, if pressed, will collapse and hide other buttons on the screen.
* --If pressed again, it will expand and show other buttons on the screen.
* --You can configure which other buttons are affected. This can allow you to create
* a dynamic menu where pressing this button opens other buttons for "Items", "Save",
* etc., while leaving the DPad or any other button active all of the time.
* --The scenes that this button appears in can be defined.
* --This button is not mandatory.
*
* //=============================================================================
* // Touch Input Methods:
* //=============================================================================
*
* The following methods can be chosen for any of the key buttons. The default
* method is "triggered".
*
* Triggered:
* This input method occurs when the button is just pressed down. It occurs only
* once, in the same frame that the button was pressed.
*
* Pressed:
* This input method occurs every frame while the button is pressed down. Any action
* that this button is doing will execute every frame (60 frames per second)
*
* Repeated:
* This input method occurs after 24 frames from when the button is pressed, and
* then occurs every 6 frames while the button is still pressed.
*
* Long Pressed:
* This input method occurs after 24 frames from when the button is pressed, and
* then occurs every frame while the button is still pressed.
*
* Released:
* This input method occurs when the button is no longer being pressed.
*
* //=============================================================================
* // Setup:
* //=============================================================================
* This plugin requires a new folder to be created within the project "img" folder.
* The folder must be titled "VirtualButtons".
* Place all UI button images into this folder, and they can be accessed from the
* plugin parameters.
*
* //=============================================================================
* // Vibrate Parameter
* //=============================================================================
* Buttons can trigger a vibrate on the mobile device when pressed, controlled by
* a parameter.
* This parameter follows a pattern of vibrate,pause,vibrate,pause, etc.
* Separate each time interval by a comma.
* Examples:
* 200 --> vibrate for 200ms
* 100,30,100,30,100,30 --> vibrate for 100ms, pause for 30ms; repeat 2 more times
*
* Note that most devices support the Vibration API, but not all.
* Additionally, this may not work in all methods of deployment.
*
*
*
* //=============================================================================
* Diagonal Movement Parameter
* //=============================================================================
*
* There is a parameter that controls whether diagonal input is recorded from the
* D-Pad. This is not a diagonal movement plugin! This parameter merely controls
* whether touching on the top left will add the input values of both "top" and
* "left" to the input state. Other diagonal movement plugins would consume these
* input values to move the character diagonally.
*
* If your game uses diagonal movement, this parameter must be on. If your game
* does not use diagonal movement, it is recommended to turn this parameter off.
*
* //=============================================================================
* Terms of Use:
* //=============================================================================
* Free for use in commercial or non-commercial projects.
* Credits required to: Aloe Guvner
*
* //=============================================================================
* Version History:
* //=============================================================================
* v2.0.1 (May 13 2019)
* --Fix bug where DPad got stuck in menus
* v2.0.0 (May 4 2019)
* --Clears input state on transfer to mitigate stuck DPad input bug
* --Improves clearing of input state each frame to mitigate bug
* --Fix bug where the DPad would not clear the direction after a parallel event
* checking for a input direction triggered a Show Choices event command
* --Add plugin parameter to toggle whether the buttons are hidden during dialogue
* --Plugin command to change button opacity
* --Plugin command option to hide all buttons
* --Plugin command option to show all buttons
* --Delay parameter to fade-in
* --Option to use a "hot" image that shows when the button is pressed
* --Key buttons can trigger common events
* --Buttons hidden via plugin command will stay hidden until the show plugin command
* v1.4.0 (December 13 2018)
* --Added ability to configure which buttons are affected by the "control" button
* Can be used to create dynamic menus.
* v1.3.1 (October 30 2018)
* --Added a parameter to control whether diagonal movement is detected as a
* possible fix for a hard to reproduce movement bug.
* v1.3.0 (September 27 2018)
* --Added a parameter to choose to disable the normal touch input on any chosen
* scene. The only touch input enabled on these scenes is the mobile UI.
* v1.2.3 (September 27 2018)
* --Fixed a bug where buttons that the player had chosen to hide would reappear
* after a game message.
* v1.2.2 (September 27 2018)
* --Fixed a bug where buttons could be pressed before they were fully visible
* v1.2.1 (September 27 2018)
* --Added an "instant" feature to hide/show for smoother cutscene transitions
* v1.2.0 (August 26 2018)
* --Added ability to vibrate when button is pressed
* v1.1.0 (June 27 2018)
* --Fixed bug with awkward player movement on the DPad
* --Added ability to specify the type of touch input on key buttons
* v1.0.3 (May 14 2018)
* --Added ability to run custom code when a key button is pressed
* v1.0.2 (May 9 2018)
* --Added ability to play a sound effect when a button is pressed
* --Fixed a bug where the parameters weren't read correctly due to plugin name change
* --Fixed a bug where the control button didn't hide the dpad properly
* v1.0.1 (May 8 2018)
* --Added a version compatible with MV earlier than 1.6.0 using Babel.js
* v1.0.0 (April 17 2018)
* --Initial release
*
* //=============================================================================
* End of Help File
* //=============================================================================
*/
/*~struct~dpad:
* @param rockerImage
* @text rockerImage
* @type file
* @dir img/VirtualButtons
* @desc File path for the D-Pad rocker image
* @require 1
*
* @param pressedpointimage
* @text pressedpointimage
* @type file
* @dir img/VirtualButtons
* @desc File path for the D-Pad rocker point image
* @require 1
*
* @param padImage
* @text padImage
* @type file
* @dir img/VirtualButtons
* @desc File path for the button image
* @require 1
* *
* @param x
* @text X
* @desc X position of the D-Pad. Formulas are allowed.
* (ex. Graphics.width - 96)
* @type text
* @default 0
*
* @param y
* @text Y
* @desc Y position of the D-Pad. Formulas are allowed.
* (ex. Graphics.height - 96)
* @type text
* @default 0
*
* @param soundEffect
* @text Sound Effect
* @type struct<soundEffect>
* @desc Sound Effect to play when button is pressed.
* Depending on scenario, SE might already play. Test first.
*
* @param Use Dynamic roker
* @text Use Dynamic roker(need)
* @desc Use Dynamic roker need pressedPoint (must set true)
* @type boolean
* @default false
*
* @param Dynamic rocker back img
* @text Dynamic rocker back img
* @desc Dynamic rocker Rectangle limit (must set it)
* @type file
* @dir img/VirtualButtons
* @require 1
*
* @param Rectangle X
* @text Rectangle Left position
* @type text
* @default 0
* @desc Rectangle left position use for Dynamic rocker
*
* @param Rectangle Y
* @text Rectangle Top position
* @type text
* @default 0
* @desc Rectangle top position use for Dynamic rocker
*
*
*/
/*~struct~keyButton:
* @param name
* @text Name
* @type text
* @desc The name of the button
*
* @param inputMethod
* @text Input Method
* @type select
* @option Triggered
* @value 0
* @option Pressed
* @value 1
* @option Repeated
* @value 2
* @option Long Pressed
* @value 3
* @option Released
* @value 4
* @desc The type of touch input that will trigger the button.
* See the help file for full descriptions of the options.
* @default 0
*
* @param inputTrigger
* @text Input Code
* @type text
* @desc The input code triggered when the button is pressed.
* ex. ok / escape / pagedown / pageup
*
* @param image
* @text Image
* @type file
* @dir img/VirtualButtons
* @desc File path for the button image
* @require 1
*
* @param hotImage
* @text Hot Image
* @type file
* @dir img/VirtualButtons
* @desc File path for the "Hot" button image
* This image shows while the button is being pressed
* @require 1
*
*
* @param x
* @text X
* @type text
* @desc X position of the button. Formulas are allowed.
* (ex. Graphics.width - 96)
* @default 0
*
* @param y
* @text Y
* @type text
* @desc Y position of the button. Formulas are allowed.
* (ex. Graphics.height - 96)
* @default 0
*
* @param soundEffect
* @text Sound Effect
* @type struct<soundEffect>
* @desc Sound Effect to play when button is pressed.
* Depending on scenario, SE might already play. Test first.
*
* @param commonEvent
* @text Common Event
* @type number
* @desc Common Event to trigger when the button is pressed.
* @default 0
* @min 0
*
* @param customCode
* @text Custom Code
* @type note
* @desc Custom Javascript code to run on button press.
* Use the 'this' keyword to refer to the current scene.
*
* @param vibratePattern
* @text Vibrate Pattern
* @type text
* @default 0
* @desc Pattern of miliseconds to vibrate on press.
* Use 0 for no vibration. See help for more info.
*/
/*~struct~controlButton:
* @param image
* @text Image
* @type file
* @dir img/VirtualButtons
* @desc File path for the button image
* @require 1
* *
* @param x
* @text X
* @type text
* @desc X position of the button. Formulas are allowed.
* (ex. Graphics.width - 96)
* @default 0
*
* @param y
* @text Y
* @type text
* @desc Y position of the button. Formulas are allowed.
* (ex. Graphics.height - 96)
* @default 0
*
* @param soundEffect
* @text Sound Effect
* @type struct<soundEffect>
* @desc Sound Effect to play when button is pressed.
* Depending on scenario, SE might already play. Test first.
*
* @param buttonsToHide
* @text Buttons To Show / Hide
* @type text[]
* @desc A list of the Key Buttons to show and hide when
* this button is pressed. Leave empty to hide all.
* @default []
*
* @param hideDPad
* @text Show / Hide DPad?
* @type boolean
* @desc Controls whether the DPad is affected when
* this button is pressed.
* @default true
*
* @param inputMethod
* @text Input Method
* @type select
* @option Triggered
* @value 0
* @option Pressed
* @value 1
* @option Repeated
* @value 2
* @option Long Pressed
* @value 3
* @option Released
* @value 4
* @desc The type of touch input that will trigger the button.May can't use
* See the help file for full descriptions of the options.
* @default 0
*
*/
/*~struct~soundEffect:
* @param name
* @text Sound Effect Name
* @type file
* @dir audio/se
* @desc Sound effect to play when the button is pressed.
* @default
* @require 1
*
* @param volume
* @text Volume
* @type number
* @min 0
* @max 100
* @desc Volume of the sound effect, in %
* Allowed values: 0% - 100%
* @default 90
*
* @param pitch
* @text Pitch
* @type number
* @min 50
* @max 150
* @desc Pitch of the sound effect, in %
* Allowed values: 50% - 150%
* @default 100
*
* @param pan
* @text Pan
* @type number
* @min -100
* @max 100
* @desc Pan of the sound effect
* Allowed values: -100 - 100
* @default 0
*
*/
var Imported = Imported || {};
Imported.VituralButtons_OnlyForSelf = true;
var ALOE = ALOE || {};
(function () {
"use strict";
var Alias = {};
var Parameters = {};
//=============================================================================
// Utils
//=============================================================================
// Create a utility function to parse complex parameters.
//=============================================================================
ALOE.recursiveParse = function (param) {
try {
return JSON.parse(
param,
function (key, value) {
try {
return this.recursiveParse(value);
} catch (e) {
return value;
}
}.bind(this)
);
} catch (e) {
return param;
}
}; //=============================================================================
// Parameters
//=============================================================================
// Read and parse parameters into a locally scoped Parameters object.
//=============================================================================
Object.keys(PluginManager.parameters("VirtualButtons_OnlyForSelf")).forEach(function (a) {
return (Parameters[a] = ALOE.recursiveParse(PluginManager.parameters("VirtualButtons_OnlyForSelf")[a]));
}); //=============================================================================
// ImageManager
//=============================================================================
// Load and reserve virtual button images.
//=============================================================================
ImageManager.loadVirtualButton = function (filename, hue) {
return this.loadBitmap("img/VirtualButtons/", filename, hue, true);
};
ImageManager.reserveVirtualButton = function (filename, hue, reservationId) {
return this.reserveBitmap("img/VirtualButtons/", filename, hue, true, reservationId);
}; //=============================================================================
// Sprite_VirtualButton
//=============================================================================
// Sprite for the UI button(s)
// Parent class for Sprite_DirectionalPad, Sprite_KeyButton, Sprite_ControlButton
//=============================================================================
function Sprite_VirtualButton() {
this.initialize.apply(this, arguments);
}
Sprite_VirtualButton.prototype = Object.create(Sprite_Base.prototype);
Sprite_VirtualButton.prototype.constructor = Sprite_VirtualButton;
Sprite_VirtualButton.prototype.initialize = function (x, y, normalImage, soundEffect, vibratePattern, hotImage) {
Sprite_Base.prototype.initialize.call(this);
if (normalImage) {
this.bitmap = ImageManager.loadVirtualButton(normalImage);
this.normalImage = this.bitmap;
}
if (hotImage) {
this.hotImage = ImageManager.loadVirtualButton(hotImage);
}
if (soundEffect) {
this._soundEffect = soundEffect;
}
if (vibratePattern) {
if (!window.navigator.vibrate) {
this._vibratePattern = 0;
} else if (typeof vibratePattern === "number") {
this._vibratePattern = vibratePattern;
} else {
this._vibratePattern = vibratePattern.split(",").map(Number);
}
}
if (isNaN(x)) {
x = eval(x);
}
if (isNaN(y)) {
y = eval(y);
}
this.move(x, y);
this._start = new Point(null, null);
this._distance = new Point(null, null);
this._destination = new Point(null, null);
this._velocity = new Point(null, null);
this._origin = new Point(x, y);
this._hiding = false;
this._showing = false;
this._duration = Parameters.fadeDuration;
this._delay = Parameters.fadeDelay;
this._delayCounter = 0;
this.active = true;
this._pluginHidden = false;
this.z = 5;
this._point = null;
this._lastPoint = null;
this._TouchID = null;
};
Sprite_VirtualButton.prototype.update = function () {
Sprite_Base.prototype.update.call(this);
if (this.active) this.updatePressPoint();
else {
if (this._TouchID != null) {
delete Alias.TouchIdUsed[this._TouchID];
}
this._TouchID = null;
this._lastPoint = null;
this._point = null;
}
if (this.active && !this.moving) {
this.updateTouchInput();
}
if (this.active && this.updateHotImage) {
this.updateHotImage();
}
if (this.moving) {
this.updatePosition();
}
if (!this.active) {
this.updateActive();
}
};
Sprite_VirtualButton.prototype.updatePressPoint = function () {
this._lastPoint = this._point;
this._point = this.GetPressPoint();
if (this._point) {
if (!!this._lastPoint) {
this._trigger = false;
} else {
this._trigger = true;
}
this._pressed = true;
this._pressCount++;
} else {
this._pressed = false;
this._pressCount = 0;
if (!!this._lastPoint) {
this._released = true;
} else {
this._released = false;
}
}
};
Sprite_VirtualButton.prototype.updateTouchInput = function () {};
Sprite_VirtualButton.prototype.updateHotImage = function () {
if (this._pressed) {
var point = this._point;
if (this.containsPoint(point)) {
if (this.hotImage) {
this.bitmap = this.hotImage;
}
}
} else {
if (this.bitmap !== this.normalImage) {
this.bitmap = this.normalImage;
}
}
};
Sprite_VirtualButton.prototype.updateVisibility = function () {
if (this._hiding && this.opacity > 0) {
if (this._delayCounter < this._delay) {
this._delayCounter++;
} else {
this.opacity -= 255 / this._duration;
if (this.opacity <= 0) {
this._delayCounter = 0;
this._showing = false;
}
}
} else if (this._showing && this.opacity < 255) {
if (this._delayCounter < this._delay) {
this._delayCounter++;
} else {
this.opacity += 255 / this._duration;
if (this.opacity >= 255) this._delayCounter = 0;
}
}
};
Sprite_VirtualButton.prototype.updateActive = function () {
if (this.opacity === 255 && !this.moving && !this._pluginHidden && !this._hiding) {
this.active = true;
}
};
Sprite_VirtualButton.prototype.updatePosition = function () {
this.x += this._velocity.x;
this.y += this._velocity.y;
var currentPos = new Point(this.x, this.y);
var currentDistance = this.absDistance(this._start, currentPos);
if (currentDistance >= this._distance.abs) {
this.x = this._destination.x;
this.y = this._destination.y;
this._velocity.x = 0;
this._velocity.y = 0;
this.moving = false;
}
};
Sprite_VirtualButton.prototype.hide = function () {
this._hiding = true;
this.active = false;
};
Sprite_VirtualButton.prototype.show = function () {
this._hiding = false;
this._showing = true;
};
Sprite_VirtualButton.prototype.hideInstant = function () {
this._hiding = true;
this.opacity = 0;
this.active = false;
this._delayCounter = this._delay;
};
Sprite_VirtualButton.prototype.showInstant = function () {
this._hiding = false;
this._showing = true;
this.opacity = 255;
this.active = true;
this._delayCounter = this._delay;
};
Sprite_VirtualButton.prototype.collapse = function (x, y) {
this._destination.x = x;
this._destination.y = y;
this._start.x = this.x;
this._start.y = this.y;
this._distance.x = this._destination.x - this._start.x;
this._distance.y = this._destination.y - this._start.y;
this._distance.abs = this.absDistance(this._destination, this._start);
this._velocity.x = this._distance.x / this._duration;
this._velocity.y = this._distance.y / this._duration;
this.moving = true;
};
Sprite_VirtualButton.prototype.expand = function () {
this._destination.x = this._origin.x;
this._destination.y = this._origin.y;
this._start.x = this.x;
this._start.y = this.y;
this._distance.x = this._destination.x - this._start.x;
this._distance.y = this._destination.y - this._start.y;
this._distance.abs = this.absDistance(this._destination, this._start);
this._velocity.x = this._distance.x / this._duration;
this._velocity.y = this._distance.y / this._duration;
this.moving = true;
};
Sprite_VirtualButton.prototype.absDistance = function (pos1, pos2) {
return Math.sqrt(Math.pow(pos1.x - pos2.x, 2) + Math.pow(pos1.y - pos2.y, 2));
};
Sprite_VirtualButton.prototype.GetPressPoint = function () {
var i;
var touches = TouchInput._event;
var touch = null;
var point = null;
var x = null;
var y = null;
if (window.TouchEvent && touches instanceof TouchEvent) {
if (this._TouchID != null) {
touches = TouchInput._event.targetTouches;
for (i = 0; i < touches.length; i++) {
touch = touches.item(i);
if (this._TouchID != touch.identifier) {
continue;
}
x = Graphics.pageToCanvasX(touch.pageX);
y = Graphics.pageToCanvasY(touch.pageY);
return new Point(x, y);
}
}
if (
SceneManager._scene._directionalPadDynamic &&
SceneManager._scene._directionalPadDynamic.active &&
(this == SceneManager._scene._directionalPad || this == SceneManager._scene._directionalPadPoint)
) {
//Nothing to do
//console.log("skip");
} else {
touches = TouchInput._event.targetTouches;
for (i = 0; i < touches.length; i++) {
touch = touches.item(i);
if (!touch) continue;
x = Graphics.pageToCanvasX(touch.pageX);
y = Graphics.pageToCanvasY(touch.pageY);
point = new Point(x, y);
if (this.containsPoint(point) && !Alias.TouchIdUsed[touch.identifier]) {
if (
SceneManager._scene._controlButton &&
SceneManager._scene._controlButton.active &&
SceneManager._scene._controlButton.containsPoint(point) &&
SceneManager._scene._controlButton != this
) {
continue;
}
Alias.TouchIdUsed[touch.identifier] = this;
this._TouchID = touch.identifier;
return point;
}
}
}
} else if (touches instanceof MouseEvent && TouchInput.isPressed()) {
touch = touches;
x = Graphics.pageToCanvasX(touch.pageX);
y = Graphics.pageToCanvasY(touch.pageY);
point = new Point(x, y);
if (TouchInput.isPressed() && Alias.MouseUsed == this) {
return point;
} else if (
SceneManager._scene._directionalPadDynamic &&
SceneManager._scene._directionalPadDynamic.active &&
(this == SceneManager._scene._directionalPad || this == SceneManager._scene._directionalPadPoint)
) {
//Noting to do
} else if (!Alias.MouseUsed && TouchInput.isPressed() && this.containsPoint(point)) {
if (
SceneManager._scene._controlButton &&
SceneManager._scene._controlButton.active &&
(SceneManager._scene._controlButton == Alias.MouseUsed ||
SceneManager._scene._controlButton.containsPoint(point)) &&
SceneManager._scene._controlButton != this
) {
//Nothing to do
} else {
Alias.MouseUsed = this;
return point;
}
}
return;
}
Alias.MouseUsed = null;
delete Alias.TouchIdUsed[this._TouchID];
this._TouchID = null;
return;
};
Sprite_VirtualButton.prototype.GetCenterPoint = function () {
return new Point(this.x + this.width / 2, this.y + this.height / 2);
};
Sprite_VirtualButton.prototype.isTouchTriggered = function () {
switch (this._inputMethod) {
case 0:
// Was just pressed
return this._trigger;
case 1:
//Currently pressed down
return this._pressed;
case 2:
//Is repeated
return (
this._pressed &&
(this._trigger ||
(this._pressCount >= TouchInput.keyRepeatWait &&
this._pressCount % TouchInput.keyRepeatInterval === 0))
);
case 3:
//Is kept pressed
return this._pressed && this._pressCount >= TouchInput.keyRepeatWait;
case 4:
//Was just released
return this._released;
default:
return this._trigger;
}
};
//=============================================================================
// Sprite_DirectionalPad
//=============================================================================
// Sprite for the Directional Pad
//=============================================================================
function Sprite_DirectionalPad() {
this.initialize.apply(this, arguments);
}
Sprite_DirectionalPad.prototype = Object.create(Sprite_VirtualButton.prototype);
Sprite_DirectionalPad.prototype.constructor = Sprite_DirectionalPad;
Sprite_DirectionalPad.prototype.initialize = function (x, y, image, hotImage, soundEffect) {
Sprite_VirtualButton.prototype.initialize.call(this, x, y, image, soundEffect, undefined, hotImage);
this._lastInput = "";
this._hiding = false;
};
Sprite_DirectionalPad.prototype.updateTouchInput = function () {
this.clearLastDirection();
var point = null;
if (
Alias.globalShowStates.controlMethod == "fixed rocker" ||
Alias.globalShowStates.controlMethod == "dynamic rocker"
) {
point = SceneManager._scene._directionalPadPoint._point;
} else if (Alias.globalShowStates.controlMethod == "fixed button") {
//否则
point = this._point;
}
if (point) {
if (this._soundEffect) {
AudioManager.playSe(this._soundEffect);
}
var index = this.whichIndex(point);
switch (index) {
case 0:
if (Parameters.enableDiagonalInput) {
Input._currentState.up = true;
Input._currentState.left = true;
this._lastInput = "up-left";
}
break;
case 1:
Input._currentState.up = true;
this._lastInput = "up";
break;
case 2:
if (Parameters.enableDiagonalInput) {
Input._currentState.right = true;
Input._currentState.up = true;
this._lastInput = "up-right";
}
break;
case 3:
Input._currentState.left = true;
this._lastInput = "left";
break;
case 4:
break;
case 5:
Input._currentState.right = true;
this._lastInput = "right";
break;
case 6:
if (Parameters.enableDiagonalInput) {
Input._currentState.left = true;
Input._currentState.down = true;
this._lastInput = "down-left";
}
break;
case 7:
Input._currentState.down = true;
this._lastInput = "down";
break;
case 8:
if (Parameters.enableDiagonalInput) {
Input._currentState.down = true;
Input._currentState.right = true;
this._lastInput = "down-right";
}
break;
default:
break;
}
}
};
Sprite_DirectionalPad.prototype.whichIndex = function (point) {
// 2 1 0
// 5 4 3
// 8 7 6
var index = 0;
if (
Alias.globalShowStates.controlMethod == "fixed rocker" ||
Alias.globalShowStates.controlMethod == "dynamic rocker"
) {
var centerX = this.x + this.width / 2;
var centerY = this.y + this.height / 2;
var range = this.absDistance(point, this.GetCenterPoint());
if (range < Math.max(this.width / 6, this.height / 6)) {
return 4;
}
if (centerX == point.x) {
return centerY == point.y ? 4 : centerY > point.y ? 7 : 1;
}
var rad = (Math.atan((point.y - centerY) / (point.x - centerX)) / Math.PI) * 180;
rad = point.x < centerX ? rad : rad + 180;
rad = rad < 0 ? rad + 360 : rad;
if (rad < 22.5 || rad > 360 - 22.5) {
return 3;
} else if (rad > 22.5 && rad < 22.5 + 45) {
return 0;
} else if (rad > 22.5 + 45 && rad < 22.5 + 45 * 2) {
return 1;
} else if (rad > 22.5 + 45 * 2 && rad < 22.5 + 45 * 3) {
return 2;
} else if (rad > 22.5 + 45 * 3 && rad < 22.5 + 45 * 4) {
return 5;
} else if (rad > 22.5 + 45 * 4 && rad < 22.5 + 45 * 5) {
return 8;
} else if (rad > 22.5 + 45 * 5 && rad < 22.5 + 45 * 6) {
return 7;
} else if (rad > 22.5 + 45 * 6 && rad < 22.5 + 45 * 7) {
return 6;
} else {
return 4;
}
} else if (Alias.globalShowStates.controlMethod == "fixed button") {
//否则
index += point.x - this.x > this.width / 3 ? (point.x - this.x > (this.width * 2) / 3 ? 2 : 1) : 0;
index += point.y - this.y > this.height / 3 ? (point.y - this.y > (this.height * 2) / 3 ? 6 : 3) : 0;
}
return index;
};
Sprite_DirectionalPad.prototype.clearLastDirection = function () {
if (this._lastInput) {
this._lastInput.split("-").forEach(function (direction) {
return (Input._currentState[direction] = false);
});
this._lastInput = "";
}
};
//=============================================================================
// Sprite_DirectionalPadPoint
//=============================================================================
// Sprite for the Directional Pad Press Point
//=============================================================================
function Sprite_DirectionalPadPoint() {
this.initialize.apply(this, arguments);
}
Sprite_DirectionalPadPoint.prototype = Object.create(Sprite_VirtualButton.prototype);
Sprite_DirectionalPadPoint.prototype.constructor = Sprite_DirectionalPad;
Sprite_DirectionalPadPoint.prototype.initialize = function (image) {
Sprite_VirtualButton.prototype.initialize.call(this, 0, 0, image, undefined, undefined, undefined);
this.followLeft = 10;
var x = SceneManager._scene._directionalPad.x;
var y = SceneManager._scene._directionalPad.y;
var width = SceneManager._scene._directionalPad.width;
var height = SceneManager._scene._directionalPad.height;
this._origin = new Point(x + width / 2 - this.width / 2, y + height / 2 - this.height / 2);
this._TouchID = null;
};
Sprite_DirectionalPadPoint.prototype.updateTouchInput = function () {
var x = SceneManager._scene._directionalPad.x;
var y = SceneManager._scene._directionalPad.y;
var width = SceneManager._scene._directionalPad.width;
var height = SceneManager._scene._directionalPad.height;
var point = this._point;
if (point) {
this.x = point.x - this.width / 2;
this.y = point.y - this.height / 2;
} else {
this.x = x + width / 2 - this.width / 2;
this.y = y + height / 2 - this.height / 2;
}
};
Sprite_DirectionalPadPoint.prototype.updatePosition = function () {
var x = SceneManager._scene._directionalPad.x;
var y = SceneManager._scene._directionalPad.y;
var width = SceneManager._scene._directionalPad.width;
var height = SceneManager._scene._directionalPad.height;
var currentPos = new Point(x + width / 2 - this.width / 2, y + height / 2 - this.height / 2);
var currentDistance = this.absDistance(this._start, currentPos);
this.x = currentPos.x;
this.y = currentPos.y;
if (currentDistance >= this._distance.abs) {
this.x = this._destination.x;
this.y = this._destination.y;
this._velocity.x = 0;
this._velocity.y = 0;
this.moving = false;
}
};
//=============================================================================
// Sprite_DirectionalPadDynamic
//=============================================================================
// Sprite for the Directional Pad Dynamic
//=============================================================================
function Sprite_DirectionalPadDynamic() {
this.initialize.apply(this, arguments);
}
Sprite_DirectionalPadDynamic.prototype = Object.create(Sprite_VirtualButton.prototype);
Sprite_DirectionalPadDynamic.prototype.constructor = Sprite_DirectionalPad;
Sprite_DirectionalPadDynamic.prototype.initialize = function (x, y, image) {
Sprite_VirtualButton.prototype.initialize.call(this, x, y, image, undefined, undefined, undefined);
this._TouchID = null;
};
Sprite_DirectionalPadDynamic.prototype.updateTouchInput = function () {
var padPoint = SceneManager._scene._directionalPadPoint;
var pad = SceneManager._scene._directionalPad;
var button = SceneManager._scene._directionalPadButton;
if (Alias.globalShowStates.controlMethod == "dynamic rocker") {
if (this._TouchID != null && padPoint._TouchID == null) {
padPoint._TouchID = this._TouchID;
Alias.TouchIdUsed[this._TouchID] = padPoint;
pad.x = this._point.x - pad.width / 2;
pad.y = this._point.y - pad.height / 2;
padPoint.update();
} else if (Alias.MouseUsed == this) {
Alias.MouseUsed = padPoint;
pad.x = this._point.x - pad.width / 2;
pad.y = this._point.y - pad.height / 2;
padPoint.update();
}
} else if (Alias.globalShowStates.controlMethod == "fixed rocker") {
if (this._TouchID != null && padPoint._TouchID == null) {
padPoint._TouchID = this._TouchID;
Alias.TouchIdUsed[this._TouchID] = padPoint;
pad.x = isNaN(Parameters.dPadSettings.x) ? eval(Parameters.dPadSettings.x) : Parameters.dPadSettings.x;
pad.y = isNaN(Parameters.dPadSettings.y) ? eval(Parameters.dPadSettings.y) : Parameters.dPadSettings.y;
this._TouchID = null;
padPoint.update();
} else if (Alias.MouseUsed == this) {
Alias.MouseUsed = padPoint;
pad.x = isNaN(Parameters.dPadSettings.x) ? eval(Parameters.dPadSettings.x) : Parameters.dPadSettings.x;
pad.y = isNaN(Parameters.dPadSettings.y) ? eval(Parameters.dPadSettings.y) : Parameters.dPadSettings.y;
padPoint.update();
}
} else if (Alias.globalShowStates.controlMethod == "fixed button") {
if (this._TouchID != null && button._TouchID == null) {
button._TouchID = this._TouchID;
Alias.TouchIdUsed[this._TouchID] = padPoint;
this._TouchID = null;
button.update();
} else if (Alias.MouseUsed == this) {
Alias.MouseUsed = button;
button.update();
}
} else if (Alias.globalShowStates.controlMethod == "touch input") {
SceneManager._scene.setControlMethod("touch input");
}
};
//=============================================================================
// Sprite_KeyButton
//=============================================================================
// Sprite for the buttons that simulate a key input (besides arrow keys).
// Ex. "ok", "cancel", "pageup", "pagedown"
//=============================================================================
function Sprite_KeyButton() {
this.initialize.apply(this, arguments);
}
Sprite_KeyButton.prototype = Object.create(Sprite_VirtualButton.prototype);
Sprite_KeyButton.prototype.constructor = Sprite_KeyButton;
Sprite_KeyButton.prototype.initialize = function (
x,
y,
image,
hotImage,
soundEffect,
inputTrigger,
customCode,
vibratePattern
) {
var inputMethod = arguments.length > 8 && arguments[8] !== undefined ? arguments[8] : 0;
var commonEvent = arguments.length > 9 && arguments[9] !== undefined ? arguments[9] : 0;
Sprite_VirtualButton.prototype.initialize.call(this, x, y, image, soundEffect, vibratePattern, hotImage);
if (inputTrigger) {
this._inputTrigger = inputTrigger;
}
if (customCode) {
this._customCode = customCode;
this._customFunction = new Function(customCode).bind(SceneManager._scene);
}
this._commonEvent = commonEvent;
this._inputMethod = inputMethod;
this._point = null;
};
Sprite_KeyButton.prototype.updateTouchInput = function () {
if (this.isTouchTriggered()) {
var point = this._point;
if (!!point && this.containsPoint(point)) {
if (this._soundEffect) {
AudioManager.playSe(this._soundEffect);
}
if (this._vibratePattern) {
window.navigator.vibrate(this._vibratePattern);
}
if (this._customFunction) {
this._customFunction();
}
if (this._commonEvent && $gameTemp) {
$gameTemp.reserveCommonEvent(this._commonEvent);
}
if (this._inputTrigger) {
Input._currentState[this._inputTrigger] = true;
}
} else {
Input._currentState[this._inputTrigger] = false;
}
} else {
Input._currentState[this._inputTrigger] = false;
}
}; //=============================================================================
// Sprite_ControlButton
//=============================================================================
// Sprite for the button that activates / deactivates all other buttons.
//=============================================================================
function Sprite_ControlButton() {
this.initialize.apply(this, arguments);
}
Sprite_ControlButton.prototype = Object.create(Sprite_VirtualButton.prototype);
Sprite_ControlButton.prototype.constructor = Sprite_ControlButton;
Sprite_ControlButton.prototype.initialize = function (x, y, image, soundEffect) {
Sprite_VirtualButton.prototype.initialize.call(this, x, y, image, soundEffect);
this._buttonsHidden = !(
Alias.globalShowStates.dPadSettings &&
Alias.globalShowStates.controlButtonSettings &&
Object.keys(Alias.globalShowStates.keyButtonSettings).some(function (a) {
return Alias.globalShowStates.keyButtonSettings[a];
})
);
this.inputMethod = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : 0;
this._moveDistance = 0;
};
Sprite_ControlButton.prototype.updateTouchInput = function () {
var point = this._point;
var moveDistance = 0;
if (!!point) {
this._lastx = this.x;
this._lasty = this.y;
this.x =
point.x - this.width / 2 < 0
? 0
: point.x - this.width / 2 > Graphics.width - this.width
? Graphics.width - this.width
: point.x - this.width / 2;
this.y =
point.y - this.height / 2 < 0
? 0
: point.y - this.height / 2 > Graphics.height - this.height
? Graphics.height - this.height
: point.y - this.height / 2;
}
if (this._trigger) {
this._dstx = this.x;
this._dsty = this.y;
}
if (this._released) {
moveDistance = this.absDistance(new Point(this._dstx, this._dsty), new Point(this.x, this.y));
Alias.globalShowStates.controlButtonX = this.x;
Alias.globalShowStates.controlButtonY = this.y;
if (moveDistance > 40) {
return;
}
}
if (this._released) {
if (this._soundEffect) {
AudioManager.playSe(this._soundEffect);
}
SceneManager._scene.hideVirtualButtonsInstant.call(SceneManager._scene);
this.changeControlMethod();
}
};
Sprite_ControlButton.prototype.changeControlMethod = function () {
var method = ["fixed button", "fixed rocker", "dynamic rocker", "touch input"];
var index = method.indexOf(Alias.globalShowStates.controlMethod);
if (index == -1) index = 3;
index = (index + 1) % method.length;
SceneManager._scene.setControlMethod.call(SceneManager._scene, method[index]);
};
//=============================================================================
// Scene_Base
//=============================================================================
// Methods to create the buttons in any scene.
//=============================================================================
Alias.Scene_Boot_create = Scene_Boot.prototype.create;
Scene_Boot.prototype.create = function () {
Alias.Scene_Boot_create.call(this);
var params = null;
Alias.globalShowStates = {};
Alias.TouchIdUsed = [];
Alias.MouseUsed = null;
Alias.globalShowStates.controlMethod = "touch input"; // fixed rocker , dynamic rocker , touch input , fixed button
Alias.globalShowStates.dPadSettings = true;
Alias.globalShowStates.keyButtonSettings = {};
params = Parameters.keyButtonSettings;
for (var i = 0; i < params.length; i++) {
Alias.globalShowStates.keyButtonSettings[params[i].name.toLowerCase()] = true;
}
Alias.globalShowStates.controlButtonSettings = true;
Alias.globalShowStates.controlButtonX = Parameters.controlButtonSettings.x;
Alias.globalShowStates.controlButtonY = Parameters.controlButtonSettings.y;
window.VituralButtons = Alias.globalShowStates;
};
Alias.Scene_Base_start = Scene_Base.prototype.start;
Scene_Base.prototype.start = function () {
Alias.Scene_Base_start.call(this);
if (this instanceof Scene_Boot) {
return;
}
TouchInput.clear();
Input.clear();
Alias.MouseUsed = null;
Alias.TouchIdUsed = [];
this.createDirPad();
this.createKeyButtons();
this.createControlButton();
this.hideVirtualButtonsInstant();
this.setControlMethod(Alias.globalShowStates.controlMethod);
};
Scene_Base.prototype.createDirPad = function () {
var params = Parameters.dPadSettings;
if (params) {
//if (params.activeScenes.length > 0 && params.activeScenes.contains(this.constructor)) {
if (this instanceof Scene_Base) {
var x = params.x;
var y = params.y;
var image = params.rockerImage || "";
var hotImage = "";
var soundEffect = params.soundEffect;
var pressedpointimage = params.pressedpointimage || "";
var buttonImage = params.padImage || "";
this._directionalPad = new Sprite_DirectionalPad(x, y, image, hotImage, soundEffect);
this.addChild(this._directionalPad);
this._directionalPadButton = new Sprite_DirectionalPad(x, y, buttonImage, hotImage, soundEffect);
this.addChild(this._directionalPadButton);
this._directionalPadPoint = new Sprite_DirectionalPadPoint(pressedpointimage);
this.addChild(this._directionalPadPoint);
this._directionalPadDynamic = new Sprite_DirectionalPadDynamic(
params["Rectangle X"],
params["Rectangle Y"],
params["Dynamic rocker back img"]
);
this.addChild(this._directionalPadDynamic);
}
}
};
Scene_Base.prototype.createKeyButtons = function () {
var params = Parameters.keyButtonSettings;
if (params) {
if (params.length > 0) {
this._keyButtons = {};
for (var i = 0; i < params.length; i++) {
//if (params[i].activeScenes.length > 0 && params[i].activeScenes.contains(this.constructor)) {
if (this instanceof Scene_Base) {
var a = params[i];
this._keyButtons[a.name.toLowerCase()] = new Sprite_KeyButton(
a.x,
a.y,
a.image,
a.hotImage,
a.soundEffect,
a.inputTrigger.toLowerCase(),
a.customCode,
a.vibratePattern,
a.inputMethod,
a.commonEvent
);
this._keyButtons[a.name.toLowerCase()].name = a.name.toLowerCase();
this.addChild(this._keyButtons[a.name.toLowerCase()]);
}
}
}
}
};
Scene_Base.prototype.createControlButton = function () {
var params = Parameters.controlButtonSettings;
if (params) {
//if (params.activeScenes.length > 0 && params.activeScenes.contains(this.constructor)) {
if (this instanceof Scene_Base) {
var x = Alias.globalShowStates.controlButtonX;
var y = Alias.globalShowStates.controlButtonY;
var image = params.image || "";
var soundEffect = params.soundEffect;
this._controlButton = new Sprite_ControlButton(x, y, image, soundEffect, params.inputMethod);
this.addChild(this._controlButton);
this._controlButton._keyButtons = this._keyButtons;
this._controlButton._directionalPad = this._directionalPad;
}
}
};
Scene_Base.prototype.hideVirtualButtons = function () {
var _this3 = this;
if (this._directionalPad) {
this._directionalPad.hide();
this._directionalPadPoint.hide();
this._directionalPadDynamic.hide();
this._directionalPadButton.hide();
}
if (this._keyButtons) {
Object.keys(this._keyButtons).forEach(function (a) {
return _this3._keyButtons[a].hide();
});
}
if (this._controlButton) {
this._controlButton.hide();
}
};
Scene_Base.prototype.hideVirtualButtonsInstant = function () {
var _this3 = this;
if (this._directionalPad) {
this._directionalPad.hideInstant();
this._directionalPadPoint.hideInstant();
this._directionalPadDynamic.hideInstant();
this._directionalPadButton.hideInstant();
}
if (this._keyButtons) {
Object.keys(this._keyButtons).forEach(function (a) {
return _this3._keyButtons[a].hideInstant();
});
}
if (this._controlButton) {
this._controlButton.hideInstant();
}
};
Alias.Scene_Base_terminate = Scene_Base.prototype.terminate;
Scene_Base.prototype.terminate = function () {
var _this5 = this;
Alias.Scene_Base_terminate.call(this);
if (this._directionalPad) {
this.removeChild(this._directionalPad);
this.removeChild(this._directionalPadPoint);
this.removeChild(this._directionalPadDynamic);
this.removeChild(this._directionalPadButton);
}
if (this._keyButtons) {
Object.keys(this._keyButtons).forEach(function (a) {
return _this5.removeChild(_this5._keyButtons[a]);
});
}
if (this._controlButton) {
this.removeChild(this._controlButton);
}
};
Scene_Base.prototype.setControlMethod = function (method) {
this.hideVirtualButtonsInstant();
switch (method) {
case "touch input":
if (this._controlButton) this._controlButton.show();
break;
case "fixed rocker":
case "dynamic rocker":
if (this._controlButton && Alias.globalShowStates.controlButtonSettings) this._controlButton.show();
if (this._directionalPadDynamic && Alias.globalShowStates.dPadSettings)
this._directionalPadDynamic.show();
if (this._directionalPadPoint && Alias.globalShowStates.dPadSettings) this._directionalPadPoint.show();
if (this._directionalPad && Alias.globalShowStates.dPadSettings) {
this._directionalPad.show();
this._directionalPad.x = isNaN(Parameters.dPadSettings.x)
? eval(Parameters.dPadSettings.x)
: Parameters.dPadSettings.x;
this._directionalPad.y = isNaN(Parameters.dPadSettings.y)
? eval(Parameters.dPadSettings.y)
: Parameters.dPadSettings.y;
}
Object.keys(this._keyButtons).forEach(function (key) {
if (Alias.globalShowStates.keyButtonSettings[key]) SceneManager._scene._keyButtons[key].show();
});
break;
case "fixed button":
if (this._controlButton && Alias.globalShowStates.controlButtonSettings) this._controlButton.show();
//if(this._directionalPadDynamic && Alias.globalShowStates.dPadSettings) this._directionalPadDynamic.show();
//if(this._directionalPadPoint && Alias.globalShowStates.dPadSettings) this._directionalPadPoint.show();
if (this._directionalPadButton && Alias.globalShowStates.dPadSettings)
this._directionalPadButton.show();
Object.keys(this._keyButtons).forEach(function (key) {
if (Alias.globalShowStates.keyButtonSettings[key]) SceneManager._scene._keyButtons[key].show();
});
break;
default:
if (this._controlButton) this._controlButton.show();
}
Alias.globalShowStates.controlMethod = method;
};
//=============================================================================
// Scene_Map
//=============================================================================
// If map movement is disabled from the parameters, return.
// If an active button is pressed, don't do the usual map movement.
//=============================================================================
Alias.Scene_Map_processMapTouch = Scene_Map.prototype.processMapTouch;
Scene_Map.prototype.processMapTouch = function () {
var point = new Point(TouchInput.x, TouchInput.y);
if (
Alias.globalShowStates.controlMethod == "touch input" &&
!SceneManager._scene._controlButton.containsPoint(point)
)
Alias.Scene_Map_processMapTouch.call(this);
};
Alias.Scene_Map_isMenuCalled = Scene_Map.prototype.isMenuCalled;
Scene_Map.prototype.isMenuCalled = function () {
if (Alias.globalShowStates.controlMethod == "touch input") {
return Alias.Scene_Map_isMenuCalled.call(this);
} else {
return Input.isTriggered("menu");
}
};
//=============================================================================
// Window_Selectable
//=============================================================================
// Disable Touch Input on selectable windows if configured in the parameters.
//=============================================================================
Alias.Window_Selectable_processTouch = Window_Selectable.prototype.processTouch;
Window_Selectable.prototype.processTouch = function () {
var point = new Point(TouchInput.x, TouchInput.y);
if (
SceneManager._scene._controlButton &&
SceneManager._scene._controlButton.active &&
(Alias.globalShowStates.controlMethod != "touch input" ||
SceneManager._scene._controlButton.containsPoint(point))
)
return;
Alias.Window_Selectable_processTouch.call(this);
};
//=============================================================================
// Window_Message
//=============================================================================
// Control UI visibility when the dialogue window is activated.
//=============================================================================
if (Parameters.hideButtonsDuringDialogue) {
Alias.Window_Message_startMessage = Window_Message.prototype.startMessage;
Window_Message.prototype.startMessage = function () {
SceneManager._scene.hideVirtualButtons();
if (SceneManager._scene._keyButtons["debug"]) {
//&&Alias.globalShowStates.controlMethod!='touch input'){
SceneManager._scene._keyButtons["debug"].showInstant();
}
ALOE.clearDpadInput();
Alias.Window_Message_startMessage.call(this);
};
Alias.Window_Message_terminateMessage = Window_Message.prototype.terminateMessage;
Window_Message.prototype.terminateMessage = function () {
Alias.Window_Message_terminateMessage.call(this);
SceneManager._scene.setControlMethod(Alias.globalShowStates.controlMethod);
};
}
if (Parameters.enableDPadDebugWindow) {
//=============================================================================
// Window_TouchInputTest
//=============================================================================
// The window to test what inputs are currently pressed on the D-Pad
//=============================================================================
var Window_TouchInputTest = function Window_TouchInputTest() {
this.initialize.apply(this, arguments);
};
Window_TouchInputTest.prototype = Object.create(Window_Base.prototype);
Window_TouchInputTest.prototype.constructor = Window_TouchInputTest;
Window_TouchInputTest.prototype.initialize = function () {
Window_Base.prototype.initialize.call(this, Graphics.width - 300, 0, 300, 200);
this._lastState = {
up: false,
right: false,
down: false,
left: false,
};
this.refresh();
};
Window_TouchInputTest.prototype.update = function () {
Window_Base.prototype.update.call(this);
if (this.stateHasChanged()) {
this.refresh();
}
};
Window_TouchInputTest.prototype.refresh = function () {
this.contents.clear();
this.drawText("Up: ".concat(Input._currentState.up), 6, 0);
this.drawText("Right: ".concat(Input._currentState.right), 6, this.lineHeight());
this.drawText("Down: ".concat(Input._currentState.down), 6, this.lineHeight() * 2);
this.drawText("Left: ".concat(Input._currentState.left), 6, this.lineHeight() * 3);
};
Window_TouchInputTest.prototype.stateHasChanged = function () {
if (this._lastState.up !== Input._currentState.up) {
this._lastState.up = Input._currentState.up;
return true;
}
if (this._lastState.right !== Input._currentState.right) {
this._lastState.right = Input._currentState.right;
return true;
}
if (this._lastState.down !== Input._currentState.down) {
this._lastState.down = Input._currentState.down;
return true;
}
if (this._lastState.left !== Input._currentState.left) {
this._lastState.left = Input._currentState.left;
return true;
}
return false;
};
var Scene_Map_createMapNameWindow = Scene_Map.prototype.createMapNameWindow;
Scene_Map.prototype.createMapNameWindow = function () {
this._touchInputTestWindow = new Window_TouchInputTest();
this.addChild(this._touchInputTestWindow);
Scene_Map_createMapNameWindow.call(this);
};
} // end if Parameters.enableDPadDebugWindow
//=============================================================================
// Game_Player
//=============================================================================
// Help solve bug with stuck movement by clearing input on map transfer.
//=============================================================================
var Game_Player_performTransfer = Game_Player.prototype.performTransfer;
Game_Player.prototype.performTransfer = function () {
if (this.isTransferring()) {
Game_Player_performTransfer.call(this);
ALOE.clearDpadInput();
}
};
ALOE.clearDpadInput = function () {
delete Input._currentState.left;
delete Input._currentState.right;
delete Input._currentState.up;
delete Input._currentState.down;
};
//==============================================================================
// Array.prototype.includes
// Array.prototype.find
//==============================================================================
// Polyfill for old versions of MV (1.5 and earlier)
//==============================================================================
// https://tc39.github.io/ecma262/#sec-array.prototype.includes
if (!Array.prototype.includes) {
Object.defineProperty(Array.prototype, "includes", {
value: function value(valueToFind, fromIndex) {
if (this == null) {
throw new TypeError('"this" is null or not defined');
} // 1. Let O be ? ToObject(this value).
var o = Object(this); // 2. Let len be ? ToLength(? Get(O, "length")).
var len = o.length >>> 0; // 3. If len is 0, return false.
if (len === 0) {
return false;
} // 4. Let n be ? ToInteger(fromIndex).
// (If fromIndex is undefined, this step produces the value 0.)
var n = fromIndex | 0; // 5. If n ≥ 0, then
// a. Let k be n.
// 6. Else n < 0,
// a. Let k be len + n.
// b. If k < 0, let k be 0.
var k = Math.max(n >= 0 ? n : len - Math.abs(n), 0);
function sameValueZero(x, y) {
return x === y || (typeof x === "number" && typeof y === "number" && isNaN(x) && isNaN(y));
} // 7. Repeat, while k < len
while (k < len) {
// a. Let elementK be the result of ? Get(O, ! ToString(k)).
// b. If SameValueZero(valueToFind, elementK) is true, return true.
if (sameValueZero(o[k], valueToFind)) {
return true;
} // c. Increase k by 1.
k++;
} // 8. Return false
return false;
},
});
} // https://tc39.github.io/ecma262/#sec-array.prototype.find
if (!Array.prototype.find) {
Object.defineProperty(Array.prototype, "find", {
value: function value(predicate) {
// 1. Let O be ? ToObject(this value).
if (this == null) {
throw new TypeError('"this" is null or not defined');
}
var o = Object(this); // 2. Let len be ? ToLength(? Get(O, "length")).
var len = o.length >>> 0; // 3. If IsCallable(predicate) is false, throw a TypeError exception.
if (typeof predicate !== "function") {
throw new TypeError("predicate must be a function");
} // 4. If thisArg was supplied, let T be thisArg; else let T be undefined.
var thisArg = arguments[1]; // 5. Let k be 0.
var k = 0; // 6. Repeat, while k < len
while (k < len) {
// a. Let Pk be ! ToString(k).
// b. Let kValue be ? Get(O, Pk).
// c. Let testResult be ToBoolean(? Call(predicate, T, « kValue, k, O »)).
// d. If testResult is true, return kValue.
var kValue = o[k];
if (predicate.call(thisArg, kValue, k, o)) {
return kValue;
} // e. Increase k by 1.
k++;
} // 7. Return undefined.
return undefined;
},
configurable: true,
writable: true,
});
}
//Rewrite TouchInput
Alias.TouchInput_update = TouchInput.update;
TouchInput.update = function () {
Alias.TouchInput_update.call(this);
this._event = this._events._event;
//this._events._event = null;
};
Alias.TouchInput_clear = TouchInput.clear;
TouchInput.clear = function () {
Alias.TouchInput_clear.call(this);
this._events._event = null;
};
Alias.TouchInput_onMouseDown = TouchInput._onMouseDown;
TouchInput._onMouseDown = function (event) {
this._events._event = event;
Alias.TouchInput_onMouseDown.call(this, event);
};
Alias.TouchInput_onMouseMove = TouchInput._onMouseMove;
TouchInput._onMouseMove = function (event) {
this._events._event = event;
Alias.TouchInput_onMouseMove.call(this, event);
};
Alias.TouchInput_onMouseUp = TouchInput._onMouseUp;
TouchInput._onMouseUp = function (event) {
this._events._event = event;
Alias.TouchInput_onMouseUp.call(this, event);
};
Alias.TouchInput_onWheel = TouchInput._onWheel;
TouchInput._onWheel = function (event) {
this._events._event = event;
Alias.TouchInput_onWheel.call(this, event);
};
Alias.TouchInput_onTouchStart = TouchInput._onTouchStart;
TouchInput._onTouchStart = function (event) {
this._events._event = event;
Alias.TouchInput_onTouchStart.call(this, event);
this._screenPressed = event.targetTouches.length !== 0;
};
Alias.TouchInput_onTouchMove = TouchInput._onTouchMove;
TouchInput._onTouchMove = function (event) {
this._events._event = event;
Alias.TouchInput_onTouchMove.call(this, event);
this._screenPressed = event.targetTouches.length !== 0;
};
Alias.TouchInput_onTouchEnd = TouchInput._onTouchEnd;
TouchInput._onTouchEnd = function (event) {
this._events._event = event;
Alias.TouchInput_onTouchEnd.call(this, event);
this._screenPressed = event.targetTouches.length !== 0;
};
Alias.TouchInput_onTouchCancel = TouchInput._onTouchCancel;
TouchInput._onTouchCancel = function (event) {
this._events._event = event;
Alias.TouchInput_onTouchCancel.call(this, event);
this._screenPressed = event.targetTouches.length !== 0;
};
Alias.TouchInput_onPointerDown = TouchInput._onPointerDown;
TouchInput._onPointerDown = function (event) {
this._events._event = event;
Alias.TouchInput_onPointerDown.call(this, event);
};
Alias.DataManager_makeSaveContents = DataManager.makeSaveContents;
DataManager.makeSaveContents = function () {
var contents = Alias.DataManager_makeSaveContents.call(this);
contents.virtualButtonSates = Alias.globalShowStates;
return contents;
};
Alias.DataManager_extractSaveContents = DataManager.extractSaveContents;
DataManager.extractSaveContents = function (contents) {
Alias.DataManager_extractSaveContents.call(this, contents);
Alias.globalShowStates = contents.virtualButtonSates;
if (!Alias.globalShowStates) {
var params = null;
Alias.globalShowStates = {};
if (Parameters.dPadSettings.activeScenes) {
Alias.globalShowStates.dPadSettings = true;
}
if (Parameters.keyButtonSettings) {
Alias.globalShowStates.keyButtonSettings = {};
params = Parameters.keyButtonSettings;
for (var i = 0; i < params.length; i++) {
Alias.globalShowStates.keyButtonSettings[params[i].name.toLowerCase()] = true;
}
}
if (Parameters.controlButtonSettings.activeScenes) {
Alias.globalShowStates.controlButtonSettings = true;
Alias.globalShowStates.controlButtonX = Parameters.controlButtonSettings.x;
Alias.globalShowStates.controlButtonY = Parameters.controlButtonSettings.y;
}
Alias.globalShowStates.controlMethod = "touch input";
}
window.VituralButtons = Alias.globalShowStates;
};
Object.defineProperties(Game_CharacterBase.prototype, {
_moveSpeed: {
get: function () {
if (
SceneManager._scene &&
SceneManager._scene._directionalPadPoint &&
SceneManager._scene._directionalPadPoint.active
) {
var point1 = SceneManager._scene._directionalPadPoint._point;
var center = SceneManager._scene._directionalPad.GetCenterPoint();
if (!(center && point1)) {
return this._ALOE_maxMoveSpeed;
}
var range = SceneManager._scene._directionalPad.absDistance(point1, center);
var width = Math.max(
SceneManager._scene._directionalPad.width,
SceneManager._scene._directionalPad.height
);
if (range > width / 2 || range < width / 6) {
return this._ALOE_maxMoveSpeed;
} else {
return ((range - width / 6) / (width / 3)) * this._ALOE_maxMoveSpeed;
}
} else {
return this._ALOE_maxMoveSpeed;
}
},
set: function (value) {
this._ALOE_maxMoveSpeed = value;
return value;
},
configurable: true,
},
});
})();