//=========================================================================== // MOG_TimeSystem_Hud.js // Translate to Japanese : fungamemake.com //=========================================================================== /*: * @plugindesc (v1.7) Adiciona uma HUD apresentando o tempo. * @author Moghunter * * @param Initial Visible * @desc Ativar a Hud no inicio do jogo. * @default true * * @param X-axis * @desc Definição da posição X-Axis da Hud. * @default 633 * * @param Y-axis * @desc Definição da posição Y-Axis da Hud. * @default 0 * * @param Fade Max * @desc Definição do fade maximo. * @default 60 * * @param Point Visible * @desc Ativar os ponteiros de tempo. * @default true * * @param Point X-axis * @desc Definição da posição X-Axis dos ponteiros. * @default 123 * * @param Point Y-axis * @desc Definição da posição Y-Axis dos ponteiros. * @default 66 * * @param Timer Visible * @desc Ativar o timer. * @default false * * @param Timer X-axis * @desc Definição da posição X-Axis do timer. * @default 63 * * @param Timer Y-axis * @desc Definição da posição Y-Axis do timer. * @default 66 * * @param Day Visible * @desc Apresentar os dias. * @default true * * @param Day X-axis * @desc Definição da posição X-Axis dos dias. * @default 130 * * @param Day Y-axis * @desc Definição da posição Y-Axis dos dias. * @default 120 * * @param Month Visible * @desc Apresentar os mêses. * @default true * * @param Month X-axis * @desc Definição da posição X-Axis dos meses. * @default 70 * * @param Month Y-axis * @desc Definição da posição Y-Axis dos meses. * @default 129 * * @param Year Visible * @desc Apresentar os anos. * @default true * * @param Year X-axis * @desc Definição da posição X-Axis dos anos. * @default 20 * * @param Year Y-axis * @desc Definição da posição Y-Axis dos anos. * @default 60 * * @param Day Phase Visible * @desc Apresentar os anos. * @default true * * @param Day Phase X-axis * @desc Definição da posição X-Axis dos anos. * @default 160 * * @param Day Phase Y-axis * @desc Definição da posição Y-Axis dos anos. * @default -2 * * @param Season Visible * @desc Apresentar as estações. * @default true * * @param Season X-axis * @desc Definição da posição X-Axis das estações. * @default 53 * * @param Season Y-axis * @desc Definição da posição Y-Axis das estações. * @default 100 * * @param Day Week Visible * @desc Apresentar os dias da semana. * @default true * * @param Day Week X-axis * @desc Definição da posição X-Axis dos dias da semana. * @default 85 * * @param Day Week Y-axis * @desc Definição da posição Y-Axis dos dias da semana. * @default 165 * * @help * =========================================================================== * +++ MOG Time System Hud (v1.7) +++ * By Moghunter * https://atelierrgss.wordpress.com/ * =========================================================================== * Adiciona uma HUD apresentando o tempo, addon para ser usado com MOG_TimeSystem. * * Serão necessários as imagens (/img/system/) * * TimeHud_A.png * TimeHud_B.png * TimeHud_C.png * TimeHud_D.png * TimeHud_E.png * * =========================================================================== * HISTÓRICO * =========================================================================== * (v1.7) - Melhoria da codificação e na compatibilidade de plugins. * (v1.6) Correção do tamanho do texto nos dias da semana. * (v1.5) Compatibilidade com Chrono Engine. * (v1.4) Correção do glitch de piscar a hud. * (v1.3) Adição de ocultar a hud no inicio do jogo. * (v1.2) Correção de piscar a hud no modo ocultar a hud. * */ /*:ja * @plugindesc (v1.7) 要MOG_TimeSyst.js。タイムシステムにHUDを追加します。 * @author Moghunter * * @param Initial Visible * @text ゲーム開始時のHUD有効化 * @type boolean * @on 有効 * @off 無効 * @default true * * @param X-axis * @text HUDのX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 633 * * @param Y-axis * @text HUDのY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 0 * * @param Fade Max * @text 最大不透明度 * @type number * @max 255 * @default 60 * * @param Point Visible * @text 時間針の表示 * @type boolean * @on 表示 * @off 非表示 * @default true * * @param Point X-axis * @text 時間針のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 123 * * @param Point Y-axis * @text 時間針のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 66 * * @param Timer Visible * @text タイマーの表示 * @type boolean * @on 表示 * @off 非表示 * @default false * * @param Timer X-axis * @text タイマーのX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 63 * * @param Timer Y-axis * @text タイマーのY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 66 * * @param Day Visible * @text 日の表示 * @type boolean * @on 表示 * @off 非表示 * @default true * * @param Day X-axis * @text 日のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 130 * * @param Day Y-axis * @text 日のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 120 * * @param Month Visible * @text 月の表示 * @type boolean * @on 表示 * @off 非表示 * @default true * * @param Month X-axis * @text 月のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 70 * * @param Month Y-axis * @text 月のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 129 * * @param Year Visible * @text 年の表示 * @type boolean * @on 表示 * @off 非表示 * @default true * * @param Year X-axis * @text 年のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 20 * * @param Year Y-axis * @text 年のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 60 * * @param Day Phase Visible * @text 年の表示 * @type boolean * @on 表示 * @off 非表示 * @default true * * @param Day Phase X-axis * @text 年のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 160 * * @param Day Phase Y-axis * @text 年のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default -2 * * @param Season Visible * @text 季節の表示 * @type boolean * @on 表示 * @off 非表示 * @default true * * @param Season X-axis * @text 季節のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 53 * * @param Season Y-axis * @text 季節のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 100 * * @param Day Week Visible * @text 曜日の表示 * @type boolean * @on 表示 * @off 非表示 * @default true * * @param Day Week X-axis * @text 曜日のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 85 * * @param Day Week Y-axis * @text 曜日のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 165 * * @help * 翻訳:ムノクラ * https://fungamemake.com/ * https://twitter.com/munokura/ * * =========================================================================== * +++ MOG Time System Hud (v1.7) +++ * By Moghunter * https://atelierrgss.wordpress.com/ * =========================================================================== * 要MOG_TimeSyst.js。タイムシステムにHUDを追加します。 * * 必要な画像ファイルを下記に保存してください。 * (/img/system/) * * TimeHud_A.png * TimeHud_B.png * TimeHud_C.png * TimeHud_D.png * TimeHud_E.png * * =========================================================================== * 更新履歴 * =========================================================================== * (v1.7) - コーディングとプラグインの互換性を改善 * (v1.6) 日中のテキストサイズの修正 * (v1.5) クロノエンジンの互換性 * (v1.4) 点滅からHUDまでのグリッチ修正 * (v1.3) ゲーム開始時にHUDを隠す機能追加 * (v1.2) 非表示モードでのHUDの点滅を修正 * */ //=========================================================================== // ** PLUGIN PARAMETERS //=========================================================================== var Imported = Imported || {}; Imported.MOG_TimeSystem_Hud = true; var Moghunter = Moghunter || {}; // MAIN Moghunter.parameters = PluginManager.parameters('MOG_TimeSystem_Hud'); Moghunter.timehud_X = Number(Moghunter.parameters['X-axis'] || 633); Moghunter.timehud_Y = Number(Moghunter.parameters['Y-axis'] || 0); Moghunter.timehud_fade_limit = Number(Moghunter.parameters['Fade Max'] || 60); Moghunter.timehud_point_visible = String(Moghunter.parameters['Point Visible'] || "true"); Moghunter.timehud_point_x = Number(Moghunter.parameters['Point X-axis'] || 123); Moghunter.timehud_point_y = Number(Moghunter.parameters['Point Y-axis'] || 66); Moghunter.timehud_fontSize = Number(Moghunter.parameters['Font Size'] || 22); Moghunter.timehud_fontItalic = String(Moghunter.parameters['Font Italic'] || true); Moghunter.timehud_day_visible = String(Moghunter.parameters['Day Visible'] || "true"); Moghunter.timehud_day_x = Number(Moghunter.parameters['Day X-axis'] || 130); Moghunter.timehud_day_y = Number(Moghunter.parameters['Day Y-axis'] || 120); Moghunter.timehud_month_visible = String(Moghunter.parameters['Month Visible'] || "true"); Moghunter.timehud_month_x = Number(Moghunter.parameters['Month X-axis'] || 70); Moghunter.timehud_month_y = Number(Moghunter.parameters['Month Y-axis'] || 129); Moghunter.timehud_year_visible = String(Moghunter.parameters['Year Visible'] || "true"); Moghunter.timehud_year_x = Number(Moghunter.parameters['Year X-axis'] || 20); Moghunter.timehud_year_y = Number(Moghunter.parameters['Year Y-axis'] || 60); Moghunter.timehud_phase_visible = String(Moghunter.parameters['Day Phase Visible'] || "true"); Moghunter.timehud_phase_x = Number(Moghunter.parameters['Day Phase X-axis'] || 160); Moghunter.timehud_phase_y = Number(Moghunter.parameters['Day Phase Y-axis'] || -2); Moghunter.timehud_season_visible = String(Moghunter.parameters['Season Visible'] || "true"); Moghunter.timehud_season_x = Number(Moghunter.parameters['Season X-axis'] || 53); Moghunter.timehud_season_y = Number(Moghunter.parameters['Season Y-axis'] || 100); Moghunter.timehud_dayweek_visible = String(Moghunter.parameters['Day Week Visible'] || "true"); Moghunter.timehud_dayweek_x = Number(Moghunter.parameters['Day Week X-axis'] || 85); Moghunter.timehud_dayweek_y = Number(Moghunter.parameters['Day Week Y-axis'] || 165); Moghunter.timehud_timer_visible = String(Moghunter.parameters['Timer Visible'] || "false"); Moghunter.timehud_timer_x = Number(Moghunter.parameters['Timer X-axis'] || 63); Moghunter.timehud_timer_y = Number(Moghunter.parameters['Timer Y-axis'] || 66); Moghunter.timehud_hudvisible = String(Moghunter.parameters['Initial Visible'] || "true"); if (Imported.MOG_TimeSystem) { //============================== // * Setup Time System //============================== var _mog_tmSysmhud_setup_time_system = Game_System.prototype.setup_time_system; Game_System.prototype.setup_time_system = function () { _mog_tmSysmhud_setup_time_system.call(this); this._time_window_visible = String(Moghunter.timehud_hudvisible) === "true" ? true : false; }; //=========================================================================== // ** Game Character Base //=========================================================================== //============================== // * Screen RealX //============================== Game_CharacterBase.prototype.screen_realX = function () { return this.scrolledX() * $gameMap.tileWidth() }; //============================== // * Screen RealY //============================== Game_CharacterBase.prototype.screen_realY = function () { return this.scrolledY() * $gameMap.tileHeight() }; //=========================================================================== // ** Scene Base //=========================================================================== //============================== // ** create Hud Field //============================== Scene_Base.prototype.createHudField = function () { this._hudField = new Sprite(); this._hudField.z = 10; this.addChild(this._hudField); }; //============================== // ** sort MZ //============================== Scene_Base.prototype.sortMz = function () { this._hudField.children.sort(function (a, b) { return a.mz - b.mz }); }; //=========================================================================== // ** Scene Map //=========================================================================== //============================== // ** create Spriteset //============================== var _mog_TimeSystemHud_sMap_createSpriteset = Scene_Map.prototype.createSpriteset; Scene_Map.prototype.createSpriteset = function () { _mog_TimeSystemHud_sMap_createSpriteset.call(this); if (!this._hudField) { this.createHudField() }; this.createTimeSystemHud(); this.sortMz(); }; //============================== // ** create Time System Hud //============================== Scene_Map.prototype.createTimeSystemHud = function () { this.sprite_time_engine = new SpriteTimeEngine(); this.sprite_time_engine.mz = 120; this._hudField.addChild(this.sprite_time_engine); }; //=========================================================================== // * Sprite Time Engine //=========================================================================== function SpriteTimeEngine() { this.initialize.apply(this, arguments); }; SpriteTimeEngine.prototype = Object.create(Sprite.prototype); SpriteTimeEngine.prototype.constructor = SpriteTimeEngine; //============================== // * Initialize //============================== SpriteTimeEngine.prototype.initialize = function () { Sprite.prototype.initialize.call(this); this._maxMin = $gameSystem._min_max / (Math.PI * 2); this._maxHour = $gameSystem._hour_max / (Math.PI * 4); this._hud_size = [-1, -1, -1, -1]; this.loadImages(); this.create_sprites(); }; //============================== // * Load Images //============================== SpriteTimeEngine.prototype.loadImages = function () { Sprite.prototype.initialize.call(this); this._layout_img = ImageManager.loadSystem("TimeHud_A"); this._pont1_img = ImageManager.loadSystem("TimeHud_B"); this._pont2_img = ImageManager.loadSystem("TimeHud_C"); if (Moghunter.timehud_phase_visible === "true") { this._phase_img = ImageManager.loadSystem("TimeHud_D") }; if (Moghunter.timehud_season_visible === "true") { this._season_img = ImageManager.loadSystem("TimeHud_E") }; }; //============================== // * Refresh Data //============================== SpriteTimeEngine.prototype.refresh_data = function () { this._hud_size[0] = Moghunter.timehud_X - ($gameMap.tileWidth() / 2); this._hud_size[1] = Moghunter.timehud_Y - ($gameMap.tileHeight() / 2); this._hud_size[2] = Moghunter.timehud_X + this._layout_img.width - $gameMap.tileWidth(); this._hud_size[3] = Moghunter.timehud_Y + this._layout_img.height; }; //============================== // * Create Sprites //============================== SpriteTimeEngine.prototype.create_sprites = function () { this._pos_x = Moghunter.timehud_X; this._pos_y = Moghunter.timehud_Y; this.create_layout(); this.create_point(); this.create_timer(); this.create_day(); this.create_month(); this.create_year(); this.create_dayweek(); this.create_phase(); this.create_season(); }; //============================== // * Create Layout //============================== SpriteTimeEngine.prototype.create_layout = function () { this._layout = new Sprite(this._layout_img); this._layout.x = this._pos_x; this._layout.y = this._pos_y; this.addChild(this._layout); }; //============================== // * Create Layout //============================== SpriteTimeEngine.prototype.create_point = function () { if (Moghunter.timehud_point_visible !== "true") { return }; this._point1 = new Sprite(this._pont1_img); this._point1.x = this._pos_x + Moghunter.timehud_point_x; this._point1.y = this._pos_y + Moghunter.timehud_point_y; this._point1.anchor.x = 0.5; this._point1.scale.y = -1; this.addChild(this._point1); this._point2 = new Sprite(this._pont2_img); this._point2.x = this._point1.x; this._point2.y = this._point1.y; this._point2.anchor.x = 0.5; this._point2.scale.y = -1; this.addChild(this._point2); }; //============================== // * Create Timer //============================== SpriteTimeEngine.prototype.create_timer = function () { if (Moghunter.timehud_timer_visible !== "true") { return }; this._timer_old = $gameSystem.minute(); this._timer = new Sprite(new Bitmap(120, 32)); this._timer.x = this._pos_x + Moghunter.timehud_timer_x; this._timer.y = this._pos_y + Moghunter.timehud_timer_y; this._timer.bitmap.fontSize = Moghunter.timehud_fontSize; if (Moghunter.timehud_fontItalic === "true") { this._timer.bitmap.fontItalic = true }; this.addChild(this._timer); this.refresh_timer() }; //============================== // * Refresh Timer //============================== SpriteTimeEngine.prototype.refresh_timer = function () { this._timer_old = $gameSystem.minute(); this._timer.bitmap.clear(); var text = $gameSystem.hour().padZero(2) + ":" + $gameSystem.minute().padZero(2) this._timer.bitmap.drawText(text, 0, 0, 120, 32, "center") }; //============================== // * Create Day //============================== SpriteTimeEngine.prototype.create_day = function () { if (Moghunter.timehud_day_visible !== "true") { return }; this._day_old = $gameSystem.day(); this._day = new Sprite(new Bitmap(60, 32)); this._day.x = this._pos_x + Moghunter.timehud_day_x; this._day.y = this._pos_y + Moghunter.timehud_day_y; this._day.bitmap.fontSize = Moghunter.timehud_fontSize; if (Moghunter.timehud_fontItalic === "true") { this._day.bitmap.fontItalic = true }; this.addChild(this._day); this.refresh_day() }; //============================== // * Refresh Day //============================== SpriteTimeEngine.prototype.refresh_day = function () { this._day_old = $gameSystem.day(); this._day.bitmap.clear(); this._day.bitmap.drawText(this._day_old, 0, 0, 60, 32, "center") }; //============================== // * Create Month //============================== SpriteTimeEngine.prototype.create_month = function () { if (Moghunter.timehud_month_visible !== "true") { return }; this._month_old = $gameSystem.month(); this._month = new Sprite(new Bitmap(60, 32)); this._month.x = this._pos_x + Moghunter.timehud_month_x; this._month.y = this._pos_y + Moghunter.timehud_month_y; this._month.bitmap.fontSize = Moghunter.timehud_fontSize; if (Moghunter.timehud_fontItalic === "true") { this._month.bitmap.fontItalic = true }; this.addChild(this._month); this.refresh_month() }; //============================== // * Refresh Month //============================== SpriteTimeEngine.prototype.refresh_month = function () { this._month_old = $gameSystem.month(); this._month.bitmap.clear(); this._month.bitmap.drawText(this._month_old, 0, 0, 60, 32, "center") }; //============================== // * Create Year //============================== SpriteTimeEngine.prototype.create_year = function () { if (Moghunter.timehud_year_visible !== "true") { return }; this._year_old = $gameSystem.year(); this._year = new Sprite(new Bitmap(60, 32)); this._year.x = this._pos_x + Moghunter.timehud_year_x; this._year.y = this._pos_y + Moghunter.timehud_year_y; this._year.bitmap.fontSize = Moghunter.timehud_fontSize; if (Moghunter.timehud_fontItalic === "true") { this._year.bitmap.fontItalic = true }; this.addChild(this._year); this.refresh_year() }; //============================== // * Refresh Year //============================== SpriteTimeEngine.prototype.refresh_year = function () { this._year_old = $gameSystem.year(); this._year.bitmap.clear(); this._year.bitmap.drawText(this._year_old, 0, 0, 60, 32, "center") }; //============================== // * Create Phase //============================== SpriteTimeEngine.prototype.create_phase = function () { if (Moghunter.timehud_phase_visible !== "true") { return }; this._phase = new Sprite(this._phase_img); this.addChild(this._phase); this._phase.x = this._pos_x + Moghunter.timehud_phase_x; this._phase.y = this._pos_y + Moghunter.timehud_phase_y; this._phase.visible = false; this._phase_data = [-1, -1, -1] }; //============================== // * Get Phase Data //============================== SpriteTimeEngine.prototype.getPhaseData = function () { this._phase_data[0] = this._phase_img.width / 6; this._phase_data[1] = this._phase_img.height; }; //============================== // * Refresh Phase //============================== SpriteTimeEngine.prototype.refresh_phase = function () { this._phase_data[2] = $gameSystem.day_phase() this._phase.visible = true; this._phase.setFrame(this._phase_data[0] * this._phase_data[2], 0, this._phase_data[0], this._phase_data[1]); this._phase.opacity = 0; }; //============================== // * Create Season //============================== SpriteTimeEngine.prototype.create_season = function () { if (Moghunter.timehud_season_visible !== "true") { return }; this._season = new Sprite(this._season_img); this.addChild(this._season); this._season.x = this._pos_x + Moghunter.timehud_season_x; this._season.y = this._pos_y + Moghunter.timehud_season_y; this._season.visible = false; this._season_data = [-1, -1, -1] }; //============================== // * Get Season Data //============================== SpriteTimeEngine.prototype.getSeasonData = function () { this._season_data[0] = this._season_img.width / $gameSystem._season_max; this._season_data[1] = this._season_img.height; }; //============================== // * Refresh Season //============================== SpriteTimeEngine.prototype.refresh_season = function () { this._season_data[2] = $gameSystem.season() this._season.visible = true; this._season.setFrame(this._season_data[0] * (this._season_data[2] - 1), 0, this._season_data[0], this._season_data[1]); this._season.opacity = 0; }; //============================== // * Create DayWeek //============================== SpriteTimeEngine.prototype.create_dayweek = function () { if (Moghunter.timehud_dayweek_visible !== "true") { return }; this._dayweek_old = $gameSystem.day_week(); this._dayweek = new Sprite(new Bitmap(90, 32)); this._dayweek.x = this._pos_x + Moghunter.timehud_dayweek_x; this._dayweek.y = this._pos_y + Moghunter.timehud_dayweek_y; this._dayweek.bitmap.fontSize = Moghunter.timehud_fontSize; if (Moghunter.timehud_fontItalic === "true") { this._dayweek.bitmap.fontItalic = true }; this.addChild(this._dayweek); this.refresh_dayweek() }; //============================== // * Refresh DayWeek //============================== SpriteTimeEngine.prototype.refresh_dayweek = function () { this._dayweek_old = $gameSystem.day_week(); this._dayweek.bitmap.clear(); this._dayweek.bitmap.drawText($gameSystem.day_week_name(), 0, 0, 90, 32, "center") }; //============================== // * Min //============================== SpriteTimeEngine.prototype.min = function () { return $gameSystem.minute() / this._maxMin; }; //============================== // * hour //============================== SpriteTimeEngine.prototype.hour = function () { return $gameSystem.hour() / this._maxHour; }; //============================== // * Update //============================== SpriteTimeEngine.prototype.update = function () { Sprite.prototype.update.call(this); if (this._hud_size[0] === -1 && this._layout_img.isReady()) { this.refresh_data() }; if (this._hud_size[0] === -1) { return }; this.update_visible(); if (this._point1) { this.update_point() }; if (this._timer) { this.update_timer() }; if (this._day) { this.update_day() }; if (this._dayweek) { this.update_dayweek() }; if (this._month) { this.update_month() }; if (this._year) { this.update_year() }; if (this._phase) { this.update_phase() }; if (this._season) { this.update_season() }; }; //============================== // * Update visible //============================== SpriteTimeEngine.prototype.update_visible = function () { if (Imported.MOG_ChronoEngine && $gameSystem.isChronoMode()) { this.opacity -= 20; return; }; this.visible = $gameSystem._time_window_visible; if (this.is_hud_visible()) { this.opacity += 10 } else { if ($gameMessage.isBusy()) { this.opacity -= 10; } else { if (this.opacity > Moghunter.timehud_fade_limit) { this.opacity -= 10; if (this.opacity < Moghunter.timehud_fade_limit) { this.opacity = Moghunter.timehud_fade_limit }; }; }; }; }; //============================== // * Is Hud Visible //============================== SpriteTimeEngine.prototype.is_hud_visible = function () { if ($gameMessage.isBusy()) { return false }; if (!$gameSystem._time_window_visible) { return false }; if ($gamePlayer.screen_realX() < this._hud_size[0]) { return true }; if ($gamePlayer.screen_realX() > this._hud_size[2]) { return true }; if ($gamePlayer.screen_realY() < this._hud_size[1]) { return true }; if ($gamePlayer.screen_realY() > this._hud_size[3]) { return true }; if (this.opacity < Moghunter.timehud_fade_limit) { return true }; return false; }; //============================== // * Update Point //============================== SpriteTimeEngine.prototype.update_point = function () { this._point1.rotation = this.min(); this._point2.rotation = this.hour(); }; //============================== // * Update Day //============================== SpriteTimeEngine.prototype.update_day = function () { if (this._day_old != $gameSystem.day()) { this.refresh_day() }; }; //============================== // * Update Timer //============================== SpriteTimeEngine.prototype.update_timer = function () { if (this._timer_old != $gameSystem.minute()) { this.refresh_timer() }; }; //============================== // * Update DayWeek //============================== SpriteTimeEngine.prototype.update_dayweek = function () { if (this._dayweek_old != $gameSystem.day_week()) { this.refresh_dayweek() }; }; //============================== // * Update Month //============================== SpriteTimeEngine.prototype.update_month = function () { if (this._month_old != $gameSystem.month()) { this.refresh_month() }; }; //============================== // * Update Year //============================== SpriteTimeEngine.prototype.update_year = function () { if (this._year_old != $gameSystem.year()) { this.refresh_year() }; }; //============================== // * Update Phase //============================== SpriteTimeEngine.prototype.update_phase = function () { if (this._phase_data[0] === -1 && this._phase_img.isReady()) { this.getPhaseData() }; if (this._phase_data[0] === -1) { return }; if (this._phase_data[2] != $gameSystem.day_phase()) { this.refresh_phase() }; this._phase.opacity += 10; }; //============================== // * Update Season //============================== SpriteTimeEngine.prototype.update_season = function () { if (this._season_data[0] === -1 && this._season_img.isReady()) { this.getSeasonData() }; if (this._season_data[0] === -1) { return }; if (this._season_data[2] != $gameSystem.season()) { this.refresh_season() }; this._season.opacity += 10; }; //============================== // * create Time Status //============================== Scene_Map.prototype.createTimeStatus = function () { }; };