//============================================================================ // MOG_CursorBorder.js // Translate to Japanese : fungamemake.com //============================================================================ /*: * @plugindesc (v1.0) Adiciona bordas na seleção de comandos. * @author Moghunter * * @param Border Visible * @desc Apresentar o borda. * @default true * * @param Border Line Visible * @desc Apresentar a linha da borda. * @default true * * @param Border Animation * @desc Ativar animação de deslize. * @default false * * @param X-Axis Offset * @desc Definição X-axis do cursor. * @default 0 * * @param Y-Axis Offset * @desc Definição Y-axis do cursor. * @default 0 * * @param Border X-Space * @desc Definição X-axis da borda cursor. * @default 4 * * @param Border Y-Space * @desc Definição Y-axis da borda cursor. * @default 4 * * @help * =========================================================================== * +++ MOG - Cursor Border(v1.0) +++ * By Moghunter * https://atelierrgss.wordpress.com/ * =========================================================================== * Adiciona bordas na seleção de comandos. * =========================================================================== * UTILIZAÇÃO * =========================================================================== * Serão necessários as imagens. (/img/system/) * * CursorBorderA.png * CursorBorderB.png * */ /*:ja * @plugindesc (v1.0) コマンド選択に境界線を追加します。 * @author Moghunter * * @param Border Visible * @text 境界Aの有効化 * @default true * @type boolean * @on 有効 * @off 無効 * * @param Border Line Visible * @text 境界Bの有効化 * @default true * @type boolean * @on 有効 * @off 無効 * * @param Border Animation * @text 境界Aのアニメ有効化 * @default false * @type boolean * @on 有効 * @off 無効 * * @param X-Axis Offset * @text 境界のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 0 * * @param Y-Axis Offset * @text 境界のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 0 * * @param Border X-Space * @text 境界BからAへのX間隔量 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 4 * * @param Border Y-Space * @text 境界BからAへのY間隔量 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 4 * * @help * 翻訳:ムノクラ * https://fungamemake.com/ * https://twitter.com/munokura/ * * =========================================================================== * +++ MOG - Cursor Border(v1.0) +++ * By Moghunter * https://atelierrgss.wordpress.com/ * =========================================================================== * コマンド選択に境界線を追加します。 * =========================================================================== * 必要ファイル * =========================================================================== * 必要な画像ファイルを下記に保存してください。 * (/img/system/) * * CursorBorderA.png * CursorBorderB.png * */ //============================================================================ // ** PLUGIN PARAMETERS //============================================================================ var Imported = Imported || {}; Imported.MOG_CursorBorder = true; var Moghunter = Moghunter || {}; Moghunter.parameters = PluginManager.parameters('MOG_CursorBorder'); Moghunter.cborder_Visible = String(Moghunter.parameters['Border Visible'] || "true"); Moghunter.cborder_Slide = String(Moghunter.parameters['Border Animation'] || "false"); Moghunter.cborder_Line = String(Moghunter.parameters['Border Line Visible'] || "true"); Moghunter.cborder_Xaxis = Number(Moghunter.parameters['X-Axis Offset'] || 0); Moghunter.cborder_Yaxis = Number(Moghunter.parameters['Y-Axis Offset'] || 0); Moghunter.cborder_LayoutXaxis = Number(Moghunter.parameters['Border X-Space'] || 4); Moghunter.cborder_LayoutYaxis = Number(Moghunter.parameters['Border Y-Space'] || 4); //============================================================================ // ** Window Selectable //============================================================================ //============================== // * Initialize //============================== var _mog_sprSel_winSel_initialize = Window_Selectable.prototype.initialize; Window_Selectable.prototype.initialize = function (x, y, width, height) { _mog_sprSel_winSel_initialize.call(this, x, y, width, height); this.createSprSelMenu(); }; //============================== // * cursor Border Set Child //============================== Window_Selectable.prototype.cursorBorderSetChild = function () { var id = 3; if (Imported.MOG_Scrollbar) { id = 4 }; if (id > this.children.length) { id = this.children.length }; return id; }; //============================== // * Create Spr Sel //============================== Window_Selectable.prototype.createSprSelMenu = function () { this._refCursorSel = false; this._spriteSelMenu = new SpriteSelectionMenu(this); var id = this.cursorBorderSetChild(); this.addChildAt(this._spriteSelMenu, id); }; //============================== // * set Cursor Rect //============================== var _mog_sprSel_setCursorRect = Window_Selectable.prototype.setCursorRect; Window_Selectable.prototype.setCursorRect = function (x, y, width, height) { _mog_sprSel_setCursorRect.call(this, x, y, width, height); this._refCursorSel = true; }; //============================== // * select //============================== var _mog_sprSel_wsel_select = Window_Selectable.prototype.select; Window_Selectable.prototype.select = function (index) { _mog_sprSel_wsel_select.call(this, index); if (this._spriteSelMenu) { this._spriteSelMenu.update() }; }; //============================================================================ // ** Sprite Selection Menu //============================================================================ function SpriteSelectionMenu() { this.initialize.apply(this, arguments); }; SpriteSelectionMenu.prototype = Object.create(Sprite.prototype); SpriteSelectionMenu.prototype.constructor = SpriteSelectionMenu; //============================== // * Initialize //============================== SpriteSelectionMenu.prototype.initialize = function (win) { Sprite.prototype.initialize.call(this); this._window = win; this.visible = false; this.loadBitmaps(); this.createSprites(); }; //============================== // * rc //============================== SpriteSelectionMenu.prototype.rc = function () { return this._window._cursorRect }; //============================== // * Load Bitmaps //============================== SpriteSelectionMenu.prototype.loadBitmaps = function () { this._img1 = ImageManager.loadSystem("CursorBorderA"); this._img1._fw = -1; this._img2 = ImageManager.loadSystem("CursorBorderB"); }; //============================== // * create Sprites //============================== SpriteSelectionMenu.prototype.createSprites = function () { this.createLines(); this.createBorder(); }; //============================== // * create Border //============================== SpriteSelectionMenu.prototype.createBorder = function () { this._borderAnime = String(Moghunter.cborder_Slide) === "true" ? true : false; this._border = []; this._border._visible = String(Moghunter.cborder_Visible) === "true" ? true : false; this._border._rectX = -1; this._border._rectY = -1; this._border._ani = [0, 0, 0]; for (var i = 0; i < 4; i++) { this._border[i] = new Sprite(this._img1); this._border[i]._org = [0, 0]; this._border[i].visible = this._border._visible; this.addChild(this._border[i]); }; }; //============================== // * Set Frames For Border //============================== SpriteSelectionMenu.prototype.setFramesForBorder = function () { for (var i = 0; i < this._border.length; i++) { var wd = this._img1._fw * i; this._border[i].setFrame(wd, 0, this._img1._fw, this._img1.height) }; }; //============================== // * Set Border Position //============================== SpriteSelectionMenu.prototype.setBorderPosition = function () { this._border._ani = [0, 0, 0]; for (var i = 0; i < this._border.length; i++) { var p = [0, 0]; var a = [this.padding() - (this._img1._fw / 2), this.padding() - (this._img1.height / 2)]; var bx = Moghunter.cborder_LayoutXaxis; var by = Moghunter.cborder_LayoutYaxis; if (i === 0) { p = [a[0] - bx, a[1] - by] }; if (i === 1) { p = [a[0] - bx, a[1] + this.heightF() + by] }; if (i === 2) { p = [a[0] + bx + this.widthF(), a[1] - by] }; if (i === 3) { p = [a[0] + bx + this.widthF(), a[1] + this.heightF() + by] }; this._border[i].x = p[0]; this._border[i].y = p[1]; this._border[i]._org = [p[0], p[1]]; }; this._border._rectX = this.rc().width; this._border._rectY = this.rc().height; }; //============================== // * update Slide Animation //============================== SpriteSelectionMenu.prototype.updateSlideAnimation = function () { this._border._ani[2]++; if (this._border._ani[2] < 3) { return }; this._border._ani[2] = 0; this._border._ani[1]++; if (this._border._ani[1] < 10) { this._border._ani[0]--; } else if (this._border._ani[1] < 20) { this._border._ani[0]++; } else { this._border._ani = [0, 0, 0]; }; }; //============================== // * update Border //============================== SpriteSelectionMenu.prototype.updateBorder = function () { this.updateSlideAnimation(); for (var i = 0; i < this._border.length; i++) { if (i === 0) { nx = this._border[i]._org[0] - this._border._ani[0]; ny = this._border[i]._org[1] - this._border._ani[0]; }; if (i === 1) { nx = this._border[i]._org[0] - this._border._ani[0]; ny = this._border[i]._org[1] + this._border._ani[0]; }; if (i === 2) { nx = this._border[i]._org[0] + this._border._ani[0]; ny = this._border[i]._org[1] - this._border._ani[0]; }; if (i === 3) { nx = this._border[i]._org[0] + this._border._ani[0]; ny = this._border[i]._org[1] + this._border._ani[0]; }; if (!this._window.active) { nx = this._border[i]._org[0]; ny = this._border[i]._org[1]; }; this._border[i].x = nx; this._border[i].y = ny; }; }; //============================== // * create Lines //============================== SpriteSelectionMenu.prototype.createLines = function () { this._lines = []; this._lines._visible = String(Moghunter.cborder_Line) === "true" ? true : false; for (var i = 0; i < 4; i++) { this._lines[i] = new Sprite(this._img2); this._lines[i].anchor.y = 0.5; this._lines[i].visible = this._lines._visible; this._lines[i].rotation = i < 2 ? 0 : 90 * Math.PI / 180; this.addChild(this._lines[i]); }; }; //============================== // * Padding //============================== SpriteSelectionMenu.prototype.padding = function () { return this._window.standardPadding() }; //============================== // * Height R //============================== SpriteSelectionMenu.prototype.heightR = function () { return this.rc().height; } //============================== // * Height F //============================== SpriteSelectionMenu.prototype.heightF = function () { if (this.heightR() > this._window.height - (this.padding() * 2)) { return this._window.height - (this.padding() * 2); }; return this.heightR(); }; //============================== // * Width R //============================== SpriteSelectionMenu.prototype.widthR = function () { return this.rc().width; }; //============================== // * Width F //============================== SpriteSelectionMenu.prototype.widthF = function () { if (this.heightR() > this._window.width - (this.padding() * 2)) { return this._window.width - (this.padding() * 2); }; return this.widthR(); }; //============================== // * Set Line Position //============================== SpriteSelectionMenu.prototype.setLinesPosition = function () { for (var i = 0; i < this._lines.length; i++) { var p = [0, 0]; var a = [this.padding(), this.padding()]; if (i === 0) { p = [a[0], a[1]] }; if (i === 1) { p = [a[0], a[1] + this.heightF()] }; if (i === 2) { p = [a[0], a[1]] }; if (i === 3) { p = [a[0] + this.widthF(), a[1]] }; this._lines[i].x = p[0]; this._lines[i].y = p[1]; }; }; //============================== // * Set Line Zoom //============================== SpriteSelectionMenu.prototype.setLinesZoom = function () { for (var i = 0; i < this._lines.length; i++) { if (i < 2) { var z = this.widthF() / this._img2.width; } else { var z = this.heightF() / this._img2.width; }; this._lines[i].scale.x = z; this._lines[i].scale.y = 1.00; }; }; //============================== // * set Frames For Sprites //============================== SpriteSelectionMenu.prototype.setFramesForSprites = function () { this._img1._fw = this._img1.width / 4; this.setFramesForBorder(); }; //============================== // * refresh Sprites //============================== SpriteSelectionMenu.prototype.refreshSprites = function () { this._window._refCursorSel = false; this.setFramesForSprites(); if (this.needRefreshBorderPosition()) { this.setBorderPosition() }; this.setLinesPosition(); this.setLinesZoom(); }; //============================== // * Is Visible //============================== SpriteSelectionMenu.prototype.needRefreshBorderPosition = function () { if (this._border._rectX != this.rc().width) { return true }; if (this._border._rectY != this.rc().height) { return true }; return false; }; //============================== // * Is Visible //============================== SpriteSelectionMenu.prototype.isVisible = function () { if (this.rc().width <= 0) { return false }; if (this.rc().height <= 0) { return false }; if (this._window.index() < 0) { return false }; if (this._window._opening) { return false }; if (this._window._closing) { return false }; if (this._window.openness <= 0) { return false }; if (!this._window.visible) { return false }; return true; }; //============================== // * needRefresh //============================== SpriteSelectionMenu.prototype.needRefresh = function () { if (this._window._refCursorSel) { return true }; return false; }; //============================== // * update Position //============================== SpriteSelectionMenu.prototype.updatePosition = function () { if (this.needRefresh()) { this.refreshSprites() }; if (this._borderAnime) { this.updateBorder() }; this.visible = this.isVisible(); this.x = this.rc().x + Moghunter.cborder_Xaxis; this.y = this.rc().y + Moghunter.cborder_Yaxis; this.opacity = this._window.contentsOpacity; }; //============================== // * Update //============================== SpriteSelectionMenu.prototype.update = function () { Sprite.prototype.update.call(this); if (!this._img1) { return }; if (!this._img1.isReady()) { return }; if (!this.rc()) { this.visible = false; return }; this.updatePosition(); };