"use strict"; /*: @target MV MZ @plugindesc Dot movement system function extension v2.2.1 @author unagi ootoro @url https://raw.githubusercontent.com/unagiootoro/RPGMZ/master/DotMoveSystem_FunctionEx.js @base DotMoveSystem @help It is a plug-in that extends the functions of the dot movement system. Add the following features. ・ Change player size ・ Adjustment of movement speed ・ Addition of acceleration ・ Addition of inertia ・ Wall slide permission/prohibition switching when moving diagonally ・ Press an event ・ Change of behavior when immersing in an event ・ Jump with collision detection ・ Half-square collision detection of terrain ・ Triangular mass collision detection of terrain ※ When installing this plugin, "DotMoveSystem.js v2.2.1" or later is required. 【How to use】 ■ Change player size Change the size of the player by setting the plug-in parameter "player information". ■ Adjustment of movement speed You will be able to specify any movement speed. You can also add acceleration and inertia to the movement. ・ Adjustment of movement speed In the setting of the movement route this.setDpf(movement speed); Specify. The moving speed specifies the moving speed per frame. (Example) When moving 0.01 squares per frame this.setDpf(0.01); If you want to cancel the movement speed adjustment and reflect the movement speed specified by the event command, this.setDpf(undefined); Specify. ■ Addition of acceleration Acceleration is valid only when the movement speed is adjusted. To specify the acceleration this.setAcc(maximum acceleration, degree of influence); Specify. (Example) Acceleration between 20 frames, maximum acceleration at 3x speed this.setAcc(20, 3); ■ Addition of inertia To specify inertia this.setInertia; Specify. Specify a value of 1 or more for inertia. This value will continue to decrease every frame by the specified value from the current acceleration. When set to 1, acceleration and inertia increase / decrease are the same. (Example) When decelerating 2 times in 1 frame this.setInertia(2); ■ Enable/disable wall slide when moving diagonally In the travel route script this.setEnableWallSlide(false); If you specify , wall slipping due to diagonal movement can be prohibited. You can also re-allow wall sliding with the following settings. this.setEnableWallSlide(true); ■ Press an event Add the ability to press an event. In the memo field of the event being pushed or in the annotation on the 0th page of the event Please describe. ■ Jump with hit detection Performs a jump with hit detection. Write the following script in the movement route setting. this.smartJump(Added value in X-axis direction, Added value in Y-axis direction, Maximum jump height (optional), Presence/absence of slipping (optional)); *The maximum jump height can be omitted. If omitted, 10 is applied. *It is possible to omit the presence or absence of passing through. If omitted, no pass-through is applied. (Example 1) When jumping 2 to the left and 3.5 to the top this.smartJump(2, -3.5); (Example 2) When jumping 2 to the left and 3.5 to the top at a height of 20 and passing through this. smartJump(2, -3.5, 20, true); ■ Jump with hit judgment in absolute coordinates Write the following script in the movement route setting. this.smartJumpAbs(X coordinate, Y coordinate, maximum jump height (optional), pass through (optional)); (Example) When jumping to the coordinates of X=5, Y=10 this.smartJumpAbs(5, 10); ■ Jump with hit judgment by specified angle and distance Write the following script in the movement route setting. this.smartJumpByDeg(angle, distance, maximum jump height (optional), pass through (optional)); (Example) When you are away from jumping for 2.5 squares in the direction of an angle of 30 degrees this.smartJumpByDeg(30, 2.5); ■ Half-square collision detection of terrain By editing the plug-in parameter "HalfCollisionMassInfo" Set the hit judgment for half a square of the terrain based on the region or terrain tag. ■ Judgment of hitting the triangular squares of the terrain By editing the plug-in parameter "TriangleCollisionMassInfo" Set the hit judgment to the triangular square of the terrain based on the region or terrain tag. 【License】 This plugin is available under the terms of the MIT license. @param PlayerInfo @text player information @type struct @default {"Width":"1","Height":"1","OffsetX":"0","OffsetY":"0","SlideLengthX":"0.5","SlideLengthY":"0.5","TransferOffsetX":"0","TransferOffsetY":"0"} @desc Specify various information of the player. @param FollowerInfo @text follower information @type struct @default {"Width":"1","Height":"1","OffsetX":"0","OffsetY":"0","SlideLengthX":"0.75","SlideLengthY":"0.75","TransferOffsetX":"0","TransferOffsetY":"0"} @desc Specify various information of followers. @param HalfCollisionMassInfo @text Collision detection information per half square @type struct @default {"UpCollisionRegionId": "0", "RightCollisionRegionId": "0", "DownCollisionRegionId": "0", "LeftCollisionRegionId": "0", "UpRightCollisionRegionId": "0", "RightDownCollisionRegionId": "0" , "DownLeftCollisionRegionId": "0", "LeftUpCollisionRegionId": "0", "UpRightOpenCollisionRegionId": "0", "RightDownOpenCollisionRegionId": "0", "DownLeftOpenCollisionRegionId": "0", "LeftUpOpenCol" UpCollisionTerrainTagId ":" 0 "," RightCollisionTerrainTagId ":" 0 "," DownCollisionTerrainTagId ":" 0 "," LeftCollisionTerrainTagId ":" 0 "," UpRightCollisionTerrainTagId ":" 0 "," RightDownCollisionTerrainTagId ":" 0 "," RightDownCollisionTerrainTagId ":" 0 " : "0", "LeftUpCollisionTerrainTagId": "0", "UpRightOpenCollisionTerrainTagId": "0", "RightDownOpenCollisionTerrainTagId": "0", "DownLeftOpenCollisionTerrainTagId": "0", "LeftUpOpenCollisionTerrainTagId": "0", "LeftUpOpenCollisionTerrainTagId": "0" @desc Specify various information for half-square collision detection. Common to all types of information, if 0 is set, the setting will be invalidated. @param TriangleCollisionMassInfo @text Triangular cell collision detection information @type struct @default {"LeftUpTriangleRegionId": "0", "DownLeftTriangleRegionId": "0", "RightDownTriangleRegionId": "0", "UpRightTriangleRegionId": "0", "LeftUpTriangleTerrainTagId": "0", "DownLeftTriangleTerrainTagId": "0" , "RightDownTriangleTerrainTagId": "0", "UpRightTriangleTerrainTagId": "0"} @desc Specify various information for collision detection of triangular squares. Common to all types of information, if 0 is set, the setting will be invalidated. */ /*~struct~CharacterInfo: @param Width @text width @type number @decimals 2 @default 1 @desc Specify the width of the character. @param Height @text height @type number @decimals 2 @default 1 @desc Specify the width of the character. @param OffsetX @text offset X @type number @decimals 2 @min -1000 @default 0 @desc Specifies the display offset of the character along the X axis. @param OffsetY @text offset Y @type number @decimals 2 @min -1000 @default 0 @desc Specifies the display offset in the Y-axis direction of the character. @param SlideLengthX @text X-axis slide length @type number @decimals 2 @default 0.5 @desc Specifies the slide length of the character in the X-axis direction. @param SlideLengthY @text Y-axis slide length @type number @decimals 2 @default 0.5 @desc Specifies the slide length of the character in the Y-axis direction. @param TransferOffsetX @text Offset when moving location X @type number @decimals 2 @min -1000 @default 0 @desc Specifies the X coordinate offset when moving to a location. @param TransferOffsetY @text Offset Y when moving to another location @type number @decimals 2 @min -1000 @default 0 @desc Specifies the Y coordinate offset when moving to a location. */ /*~struct~HalfCollisionMassInfo: @param UpCollisionRegionId @text Upward collision detection region ID @type number @min 0 @default 0 @desc Set the region ID for the upward collision detection. @param RightCollisionRegionId @text Right-hand collision detection region ID @type number @min 0 @default 0 @desc Set the region ID for the right-handed mass collision detection. @param DownCollisionRegionId @text Downward collision detection region ID @type number @min 0 @default 0 @desc Set the region ID for the downward mass collision detection. @param LeftCollisionRegionId @text Left-hand collision detection region ID @type number @min 0 @default 0 @desc Set the region ID for the left-handed mass collision detection. @param UpRightCollisionRegionId @text Upper right collision detection region ID @type number @min 0 @default 0 @desc Set the region ID for the mass collision detection in the upper right direction. @param RightDownCollisionRegionId @text Lower right collision detection region ID @type number @min 0 @default 0 @desc Set the region ID for the mass collision detection in the lower right direction. @param DownLeftCollisionRegionId @text Lower left collision detection region ID @type number @min 0 @default 0 @desc Set the region ID for the mass collision detection in the lower left direction. @param LeftUpCollisionRegionId @text Upper left collision detection region ID @type number @min 0 @default 0 @desc Set the region ID for the mass collision detection in the upper left direction. @param UpRightOpenCollisionRegionId @text Top right direction Free collision detection Region ID @type number @min 0 @default 0 @desc Set the region ID for the free space collision detection in the upper right direction. @param RightDownOpenCollisionRegionId @text Lower right collision detection region ID @type number @min 0 @default 0 @desc Set the region ID for collision detection in the lower right direction. @param DownLeftOpenCollisionRegionId @text Lower left collision detection region ID @type number @min 0 @default 0 @desc Set the region ID for collision detection in the lower left direction. @param LeftUpOpenCollisionRegionId @text Upper left collision detection region ID @type number @min 0 @default 0 @desc Set the region ID for the free space collision detection in the upper left direction. @param UpCollisionRegionId @text Upward collision detection region ID @type number @min 0 @default 0 @desc Set the region ID for the upward collision detection. @param RightCollisionRegionId @text Right-hand collision detection region ID @type number @min 0 @default 0 @desc Set the region ID for the right-handed mass collision detection. @param DownCollisionRegionId @text Downward collision detection region ID @type number @min 0 @default 0 @desc Set the region ID for the downward mass collision detection. @param LeftCollisionRegionId @text Left-hand collision detection region ID @type number @min 0 @default 0 @desc Set the region ID for the left-handed mass collision detection. @param UpRightCollisionRegionId @text Upper right collision detection region ID @type number @min 0 @default 0 @desc Set the region ID for the mass collision detection in the upper right direction. @param RightDownCollisionRegionId @text Lower right collision detection region ID @type number @min 0 @default 0 @desc Set the region ID for the mass collision detection in the lower right direction. @param DownLeftCollisionRegionId @text Lower left collision detection region ID @type number @min 0 @default 0 @desc Set the region ID for the mass collision detection in the lower left direction. @param LeftUpCollisionRegionId @text Upper left collision detection region ID @type number @min 0 @default 0 @desc Set the region ID for the mass collision detection in the upper left direction. @param UpRightOpenCollisionRegionId @text Top right direction Free collision detection Region ID @type number @min 0 @default 0 @desc Set the region ID for the free space collision detection in the upper right direction. @param RightDownOpenCollisionRegionId @text Lower right collision detection region ID @type number @min 0 @default 0 @desc Set the region ID for collision detection in the lower right direction. @param DownLeftOpenCollisionRegionId @text Lower left collision detection region ID @type number @min 0 @default 0 @desc Set the region ID for collision detection in the lower left direction. @param LeftUpOpenCollisionRegionId @text Upper left collision detection region ID @type number @min 0 @default 0 @desc Set the region ID for the free space collision detection in the upper left direction. @param UpCollisionTerrainTagId @text Upward collision detection Terrain tag ID @type number @min 0 @default 0 @desc Set the terrain tag ID for the upward collision detection. @param RightCollisionTerrainTagId @text Right-hand collision detection terrain tag ID @type number @min 0 @default 0 @desc Set the terrain tag ID for collision detection in the right direction. @param DownCollisionTerrainTagId @text Downward collision detection Terrain tag ID @type number @min 0 @default 0 @desc Set the terrain tag ID for the downward mass collision detection. @param LeftCollisionTerrainTagId @text Left-hand collision detection terrain tag ID @type number @min 0 @default 0 @desc Set the terrain tag ID for the left-hand side collision detection. @param UpRightCollisionTerrainTagId @text Collision detection terrain tag ID in the upper right direction @type number @min 0 @default 0 @desc Set the terrain tag ID for the square collision detection in the upper right direction. @param RightDownCollisionTerrainTagId @text Lower right collision detection terrain tag ID @type number @min 0 @default 0 @desc Set the terrain tag ID for the mass collision detection in the lower right direction. @param DownLeftCollisionTerrainTagId @text Lower left collision detection terrain tag ID @type number @min 0 @default 0 @desc Set the terrain tag ID for the mass collision detection in the lower left direction. @param LeftUpCollisionTerrainTagId @text Upper left collision detection terrain tag ID @type number @min 0 @default 0 @desc Set the terrain tag ID for the square collision detection in the upper left direction. @param UpRightOpenCollisionTerrainTagId @text Top right direction vacant collision detection terrain tag ID @type number @min 0 @default 0 @desc Set the terrain tag ID for collision detection in the upper right direction. @param RightDownOpenCollisionTerrainTagId @text Lower right collision detection terrain tag ID @type number @min 0 @default 0 @desc Set the terrain tag ID for collision detection in the lower right direction. @param DownLeftOpenCollisionTerrainTagId @text Lower left collision detection terrain tag ID @type number @min 0 @default 0 @desc Set the terrain tag ID for collision detection in the lower left direction. @param LeftUpOpenCollisionTerrainTagId @text Upper left collision detection terrain tag ID @type number @min 0 @default 0 @desc Set the terrain tag ID for collision detection in the upper left direction. */ /*~struct~TriangleCollisionMassInfo: @param LeftUpTriangleRegionId @text Upper left triangle collision detection region ID @type number @min 0 @default 0 @desc Set the region ID for collision detection in the upper left direction. @param DownLeftTriangleRegionId @text Lower left triangle collision detection region ID @type number @min 0 @default 0 @desc Set the region ID for collision detection in the lower left direction. @param RightDownTriangleRegionId @text Lower right triangle collision detection region ID @type number @min 0 @default 0 @desc Set the region ID for collision detection in the lower right direction. @param UpRightTriangleRegionId @text Upper right triangle collision detection region ID @type number @min 0 @default 0 @desc Set the region ID of the triangle collision detection in the upper right direction. @param LeftUpTriangleTerrainTagId @text Upper left collision detection terrain tag ID @type number @min 0 @default 0 @desc Set the terrain tag ID for collision detection in the upper left direction. @param DownLeftTriangleTerrainTagId @text Lower left collision detection terrain tag ID @type number @min 0 @default 0 @desc Set the terrain tag ID for collision detection in the lower left direction. @param RightDownTriangleTerrainTagId @text Lower right collision detection terrain tag ID @type number @min 0 @default 0 @desc Set the terrain tag ID for collision detection in the lower right direction. @param UpRightTriangleTerrainTagId @text Upper right triangle collision detection terrain tag ID @type number @min 0 @default 0 @desc Set the terrain tag ID for collision detection in the upper right triangle direction. */ /*:ja @target MV MZ @plugindesc ドット移動システム機能拡張 v2.2.1 @author うなぎおおとろ @url https://raw.githubusercontent.com/unagiootoro/RPGMZ/master/DotMoveSystem_FunctionEx.js @base DotMoveSystem @help ドット移動システムの機能を拡張するプラグインです。 次の機能を追加します。 ・プレイヤーサイズの変更 ・移動速度の調整 ・加速度の追加 ・慣性の追加 ・斜め移動時の壁スライド許可/禁止切り替え ・イベントを押す ・当たり判定付きジャンプ ・地形の半マス当たり判定 ・地形の三角マス当たり判定 ※ 本プラグインを導入する場合、「DotMoveSystem.js v2.2.1」以降が必要になります。 【使用方法】 ■ プレイヤーサイズの変更 プラグインパラメータ「プレイヤー情報」の設定によりプレイヤーのサイズを変更します。 ■ 移動速度の調整 任意の移動速度を指定できるようになります。 また、移動に加速度と慣性をつけることができます。 ・移動速度の調整 移動ルートの設定で this.setDpf(移動速度); と指定します。移動速度は1フレーム当たりの移動速度を指定します。 (例) 1フレーム当たり0.01マス移動する場合 this.setDpf(0.01); なお、移動速度の調整をキャンセルしてイベントコマンドで指定する移動速度を反映する場合、 this.setDpf(undefined); と指定します。 ■ 加速度の追加 加速度は移動速度の調整を行っている場合のみ有効になります。 加速度を指定するには、 this.setAcc(最大加速度, 影響度); と指定します。 (例) 20フレーム間加速、最高加速で3倍速の場合 this.setAcc(20, 3); ■ 慣性の追加 慣性を指定するには this.setInertia(慣性); と指定します。 慣性には1以上の値を指定してください。 この値が現在の加速度から指定した値だけ毎フレーム減り続けることになります。 1を設定した場合は加速と慣性の増減は同じになります。 (例) 1フレームに2減速する場合 this.setInertia(2); ■ 斜め移動時の壁スライド許可/禁止切り替え 移動ルートのスクリプトで this.setEnableWallSlide(false); を指定すると斜め移動による壁ずりを禁止することができます。 また、以下の設定で壁ずりを再度許可することも可能です。 this.setEnableWallSlide(true); ■ イベントを押す イベントを押す機能を追加します。 押される側のイベントのメモ欄またはイベント0ページ目の注釈に と記載してください。 ■ 当たり判定付きジャンプ 当たり判定付きでジャンプを行います。 移動ルートの設定で以下のスクリプトを記述します。 this.smartJump(X軸方向の加算値, Y軸方向の加算値, 最大のジャンプする高さ(省略可), すり抜け有無(省略可)); ※最大のジャンプする高さは省略可能です。省略した場合、10が適用されます。 ※すり抜け有無は省略可能です。省略した場合、すり抜け無しが適用されます。 (例1) 左方向に2、上方向に3.5ジャンプさせる場合 this.smartJump(2, -3.5); (例2) 左方向に2、上方向に3.5高さ20でジャンプさせ、すり抜けを行う場合 this.smartJump(2, -3.5, 20, true); ■ 絶対座標での当たり判定付きジャンプ 移動ルートの設定で以下のスクリプトを記述します。 this.smartJumpAbs(X座標, Y座標, 最大のジャンプする高さ(省略可), すり抜け有無(省略可)); (例) X=5, Y=10の座標にジャンプする場合 this.smartJumpAbs(5, 10); ■ 指定した角度と距離による当たり判定付きジャンプ 移動ルートの設定で以下のスクリプトを記述します。 this.smartJumpByDeg(角度, 距離, 最大のジャンプする高さ(省略可), すり抜け有無(省略可)); (例) 角度30度の方向へ2.5マス分ジャンプ留守場合 this.smartJumpByDeg(30, 2.5); ■ 地形の半マス当たり判定 プラグインパラメータ「HalfCollisionMassInfo」を編集することで、 リージョンまたは地形タグをもとに地形の半マスに当たり判定を設定します。 ■ 地形の三角マス当たり判定 プラグインパラメータ「TriangleCollisionMassInfo」を編集することで、 リージョンまたは地形タグをもとに地形の三角マスに当たり判定を設定します。 【ライセンス】 このプラグインは、MITライセンスの条件の下で利用可能です。 @param PlayerInfo @text プレイヤー情報 @type struct @default {"Width":"1","Height":"1","OffsetX":"0","OffsetY":"0","SlideLengthX":"0.5","SlideLengthY":"0.5","TransferOffsetX":"0","TransferOffsetY":"0"} @desc プレイヤーの各種情報を指定します。 @param FollowerInfo @text フォロワー情報 @type struct @default {"Width":"1","Height":"1","OffsetX":"0","OffsetY":"0","SlideLengthX":"0.75","SlideLengthY":"0.75","TransferOffsetX":"0","TransferOffsetY":"0"} @desc フォロワーの各種情報を指定します。 @param HalfCollisionMassInfo @text 半マス当たり判定情報 @type struct @default {"UpCollisionRegionId":"0","RightCollisionRegionId":"0","DownCollisionRegionId":"0","LeftCollisionRegionId":"0","UpRightCollisionRegionId":"0","RightDownCollisionRegionId":"0","DownLeftCollisionRegionId":"0","LeftUpCollisionRegionId":"0","UpRightOpenCollisionRegionId":"0","RightDownOpenCollisionRegionId":"0","DownLeftOpenCollisionRegionId":"0","LeftUpOpenCollisionRegionId":"0","UpCollisionTerrainTagId":"0","RightCollisionTerrainTagId":"0","DownCollisionTerrainTagId":"0","LeftCollisionTerrainTagId":"0","UpRightCollisionTerrainTagId":"0","RightDownCollisionTerrainTagId":"0","DownLeftCollisionTerrainTagId":"0","LeftUpCollisionTerrainTagId":"0","UpRightOpenCollisionTerrainTagId":"0","RightDownOpenCollisionTerrainTagId":"0","DownLeftOpenCollisionTerrainTagId":"0","LeftUpOpenCollisionTerrainTagId":"0"} @desc 半マス当たり判定の各種情報を指定します。各種情報共通で、0が設定された場合は設定を無効化します。 @param TriangleCollisionMassInfo @text 三角マス当たり判定情報 @type struct @default {"LeftUpTriangleRegionId":"0","DownLeftTriangleRegionId":"0","RightDownTriangleRegionId":"0","UpRightTriangleRegionId":"0","LeftUpTriangleTerrainTagId":"0","DownLeftTriangleTerrainTagId":"0","RightDownTriangleTerrainTagId":"0","UpRightTriangleTerrainTagId":"0"} @desc 三角マス当たり判定の各種情報を指定します。各種情報共通で、0が設定された場合は設定を無効化します。 */ /*~struct~CharacterInfo:ja @param Width @text 横幅 @type number @decimals 2 @default 1 @desc キャラクターの横幅を指定します。 @param Height @text 縦幅 @type number @decimals 2 @default 1 @desc キャラクターの横幅を指定します。 @param OffsetX @text オフセットX @type number @decimals 2 @min -1000 @default 0 @desc キャラクターのX軸方向の表示オフセットを指定します。 @param OffsetY @text オフセットY @type number @decimals 2 @min -1000 @default 0 @desc キャラクターのY軸方向の表示オフセットを指定します。 @param SlideLengthX @text X軸スライド長 @type number @decimals 2 @default 0.5 @desc キャラクターのX軸方向のスライド長を指定します。 @param SlideLengthY @text Y軸スライド長 @type number @decimals 2 @default 0.5 @desc キャラクターのY軸方向のスライド長を指定します。 @param TransferOffsetX @text 場所移動時X座標オフセット @type number @decimals 2 @min -1000 @default 0 @desc 場所移動時のX座標オフセットを指定します。 @param TransferOffsetY @text 場所移動時Y座標オフセット @type number @decimals 2 @min -1000 @default 0 @desc 場所移動時のY座標オフセットを指定します。 */ /*~struct~HalfCollisionMassInfo:ja @param UpCollisionRegionId @text 上方向当たり判定リージョンID @type number @min 0 @default 0 @desc 上方向のマス当たり判定のリージョンIDを設定します。 @param RightCollisionRegionId @text 右方向当たり判定リージョンID @type number @min 0 @default 0 @desc 右方向のマス当たり判定のリージョンIDを設定します。 @param DownCollisionRegionId @text 下方向当たり判定リージョンID @type number @min 0 @default 0 @desc 下方向のマス当たり判定のリージョンIDを設定します。 @param LeftCollisionRegionId @text 左方向当たり判定リージョンID @type number @min 0 @default 0 @desc 左方向のマス当たり判定のリージョンIDを設定します。 @param UpRightCollisionRegionId @text 右上方向当たり判定リージョンID @type number @min 0 @default 0 @desc 右上方向のマス当たり判定のリージョンIDを設定します。 @param RightDownCollisionRegionId @text 右下方向当たり判定リージョンID @type number @min 0 @default 0 @desc 右下方向のマス当たり判定のリージョンIDを設定します。 @param DownLeftCollisionRegionId @text 左下方向当たり判定リージョンID @type number @min 0 @default 0 @desc 左下方向のマス当たり判定のリージョンIDを設定します。 @param LeftUpCollisionRegionId @text 左上方向当たり判定リージョンID @type number @min 0 @default 0 @desc 左上方向のマス当たり判定のリージョンIDを設定します。 @param UpRightOpenCollisionRegionId @text 右上方向空き当たり判定リージョンID @type number @min 0 @default 0 @desc 右上方向の空きマス当たり判定のリージョンIDを設定します。 @param RightDownOpenCollisionRegionId @text 右下方向当たり判定リージョンID @type number @min 0 @default 0 @desc 右下方向の空きマス当たり判定のリージョンIDを設定します。 @param DownLeftOpenCollisionRegionId @text 左下方向当たり判定リージョンID @type number @min 0 @default 0 @desc 左下方向の空きマス当たり判定のリージョンIDを設定します。 @param LeftUpOpenCollisionRegionId @text 左上方向当たり判定リージョンID @type number @min 0 @default 0 @desc 左上方向の空きマス当たり判定のリージョンIDを設定します。 @param UpCollisionRegionId @text 上方向当たり判定リージョンID @type number @min 0 @default 0 @desc 上方向のマス当たり判定のリージョンIDを設定します。 @param RightCollisionRegionId @text 右方向当たり判定リージョンID @type number @min 0 @default 0 @desc 右方向のマス当たり判定のリージョンIDを設定します。 @param DownCollisionRegionId @text 下方向当たり判定リージョンID @type number @min 0 @default 0 @desc 下方向のマス当たり判定のリージョンIDを設定します。 @param LeftCollisionRegionId @text 左方向当たり判定リージョンID @type number @min 0 @default 0 @desc 左方向のマス当たり判定のリージョンIDを設定します。 @param UpRightCollisionRegionId @text 右上方向当たり判定リージョンID @type number @min 0 @default 0 @desc 右上方向のマス当たり判定のリージョンIDを設定します。 @param RightDownCollisionRegionId @text 右下方向当たり判定リージョンID @type number @min 0 @default 0 @desc 右下方向のマス当たり判定のリージョンIDを設定します。 @param DownLeftCollisionRegionId @text 左下方向当たり判定リージョンID @type number @min 0 @default 0 @desc 左下方向のマス当たり判定のリージョンIDを設定します。 @param LeftUpCollisionRegionId @text 左上方向当たり判定リージョンID @type number @min 0 @default 0 @desc 左上方向のマス当たり判定のリージョンIDを設定します。 @param UpRightOpenCollisionRegionId @text 右上方向空き当たり判定リージョンID @type number @min 0 @default 0 @desc 右上方向の空きマス当たり判定のリージョンIDを設定します。 @param RightDownOpenCollisionRegionId @text 右下方向当たり判定リージョンID @type number @min 0 @default 0 @desc 右下方向の空きマス当たり判定のリージョンIDを設定します。 @param DownLeftOpenCollisionRegionId @text 左下方向当たり判定リージョンID @type number @min 0 @default 0 @desc 左下方向の空きマス当たり判定のリージョンIDを設定します。 @param LeftUpOpenCollisionRegionId @text 左上方向当たり判定リージョンID @type number @min 0 @default 0 @desc 左上方向の空きマス当たり判定のリージョンIDを設定します。 @param UpCollisionTerrainTagId @text 上方向当たり判定地形タグID @type number @min 0 @default 0 @desc 上方向のマス当たり判定の地形タグIDを設定します。 @param RightCollisionTerrainTagId @text 右方向当たり判定地形タグID @type number @min 0 @default 0 @desc 右方向のマス当たり判定の地形タグIDを設定します。 @param DownCollisionTerrainTagId @text 下方向当たり判定地形タグID @type number @min 0 @default 0 @desc 下方向のマス当たり判定の地形タグIDを設定します。 @param LeftCollisionTerrainTagId @text 左方向当たり判定地形タグID @type number @min 0 @default 0 @desc 左方向のマス当たり判定の地形タグIDを設定します。 @param UpRightCollisionTerrainTagId @text 右上方向当たり判定地形タグID @type number @min 0 @default 0 @desc 右上方向のマス当たり判定の地形タグIDを設定します。 @param RightDownCollisionTerrainTagId @text 右下方向当たり判定地形タグID @type number @min 0 @default 0 @desc 右下方向のマス当たり判定の地形タグIDを設定します。 @param DownLeftCollisionTerrainTagId @text 左下方向当たり判定地形タグID @type number @min 0 @default 0 @desc 左下方向のマス当たり判定の地形タグIDを設定します。 @param LeftUpCollisionTerrainTagId @text 左上方向当たり判定地形タグID @type number @min 0 @default 0 @desc 左上方向のマス当たり判定の地形タグIDを設定します。 @param UpRightOpenCollisionTerrainTagId @text 右上方向空き当たり判定地形タグID @type number @min 0 @default 0 @desc 右上方向の空きマス当たり判定の地形タグIDを設定します。 @param RightDownOpenCollisionTerrainTagId @text 右下方向当たり判定地形タグID @type number @min 0 @default 0 @desc 右下方向の空きマス当たり判定の地形タグIDを設定します。 @param DownLeftOpenCollisionTerrainTagId @text 左下方向当たり判定地形タグID @type number @min 0 @default 0 @desc 左下方向の空きマス当たり判定の地形タグIDを設定します。 @param LeftUpOpenCollisionTerrainTagId @text 左上方向当たり判定地形タグID @type number @min 0 @default 0 @desc 左上方向の空きマス当たり判定の地形タグIDを設定します。 */ /*~struct~TriangleCollisionMassInfo:ja @param LeftUpTriangleRegionId @text 左上三角当たり判定リージョンID @type number @min 0 @default 0 @desc 左上方向の三角マス当たり判定のリージョンIDを設定します。 @param DownLeftTriangleRegionId @text 左下三角当たり判定リージョンID @type number @min 0 @default 0 @desc 左下方向の三角マス当たり判定のリージョンIDを設定します。 @param RightDownTriangleRegionId @text 右下三角当たり判定リージョンID @type number @min 0 @default 0 @desc 右下方向の三角マス当たり判定のリージョンIDを設定します。 @param UpRightTriangleRegionId @text 右上三角当たり判定リージョンID @type number @min 0 @default 0 @desc 右上方向の三角マス当たり判定のリージョンIDを設定します。 @param LeftUpTriangleTerrainTagId @text 左上方向当たり判定地形タグID @type number @min 0 @default 0 @desc 左上方向の三角マス当たり判定の地形タグIDを設定します。 @param DownLeftTriangleTerrainTagId @text 左下方向当たり判定地形タグID @type number @min 0 @default 0 @desc 左下方向の三角マス当たり判定の地形タグIDを設定します。 @param RightDownTriangleTerrainTagId @text 右下方向当たり判定地形タグID @type number @min 0 @default 0 @desc 右下方向の三角マス当たり判定の地形タグIDを設定します。 @param UpRightTriangleTerrainTagId @text 右上三角当たり判定地形タグID @type number @min 0 @default 0 @desc 右上三角方向の三角マス当たり判定の地形タグIDを設定します。 */ const DotMoveSystem_FunctionExPluginName = document.currentScript ? decodeURIComponent(document.currentScript.src.match(/^.*\/(.+)\.js$/)[1]) : "DotMoveSystem_FunctionEx"; var DotMoveSystem; (function (DotMoveSystem) { var FunctionEx; (function (FunctionEx) { class PluginParamsParser { constructor(predictEnable = true) { this._predictEnable = predictEnable; } static parse(params, typeData = {}, predictEnable = true) { return new PluginParamsParser(predictEnable).parse(params, typeData); } parse(params, typeData = {}) { const result = {}; for (const name in params) { const expandedParam = this.expandParam(params[name]); result[name] = this.convertParam(expandedParam, typeData[name]); } return result; } expandParam(strParam, loopCount = 0) { if (++loopCount > 255) throw new Error("endless loop error"); if (strParam.match(/^\s*\[.*\]\s*$/)) { const aryParam = JSON.parse(strParam); return aryParam.map((data) => this.expandParam(data), loopCount + 1); } else if (strParam.match(/^\s*\{.*\}\s*$/)) { const result = {}; const objParam = JSON.parse(strParam); for (const name in objParam) { result[name] = this.expandParam(objParam[name], loopCount + 1); } return result; } return strParam; } convertParam(param, type, loopCount = 0) { if (++loopCount > 255) throw new Error("endless loop error"); if (typeof param === "string") { return this.cast(param, type); } else if (typeof param === "object" && param instanceof Array) { if (!((param == null) || (typeof param === "object" && param instanceof Array))) { throw new Error(`Invalid array type: ${type}`); } return param.map((data, i) => { const dataType = type == null ? undefined : type[i]; return this.convertParam(data, dataType, loopCount + 1); }); } else if (typeof param === "object") { if (!((param == null) || (typeof param === "object"))) { throw new Error(`Invalid object type: ${type}`); } const result = {}; for (const name in param) { const dataType = type == null ? undefined : type[name]; result[name] = this.convertParam(param[name], dataType, loopCount + 1); } return result; } else { throw new Error(`Invalid param: ${param}`); } } cast(param, type) { if (param == null || param === "") return undefined; if (type == null) type = "any"; switch (type) { case "any": if (!this._predictEnable) throw new Error("Predict mode is disable"); return this.cast(param, this.predict(param)); case "string": return param; case "number": if (param.match(/^\-?\d+\.\d+$/)) return parseFloat(param); return parseInt(param); case "boolean": return param === "true"; default: throw new Error(`Unknow type: ${type}`); } } predict(param) { if (param.match(/^\-?\d+$/) || param.match(/^\-?\d+\.\d+$/)) { return "number"; } else if (param === "true" || param === "false") { return "boolean"; } else { return "string"; } } } FunctionEx.PluginParamsParser = PluginParamsParser; const typeDefine = { PlayerInfo: {}, FollowerInfo: {}, HalfCollisionMassInfo: {}, TriangleCollisionMassInfo: {}, }; const PP = PluginParamsParser.parse(PluginManager.parameters(DotMoveSystem_FunctionExPluginName), typeDefine); /* * ● 定数定義 */ const LEFT_UP_TRIANGLE_ID = 13; const DOWN_LEFT_TRIANGLE_ID = 14; const RIGHT_DOWN_TRIANGLE_ID = 15; const UP_RIGHT_TRIANGLE_ID = 16; const START_TRIANGLE_ID = 13; const END_TRIANGLE_ID = 16; /* * ● 初期化処理 */ const _CharacterMover_initialize = DotMoveSystem.CharacterMover.prototype.initialize; DotMoveSystem.CharacterMover.prototype.initialize = function (character) { _CharacterMover_initialize.call(this, character); this._lastDirection = character.direction(); this._changeDirectionCount = 0; this._direction8 = this._character.direction(); }; const _Game_CharacterBase_initMembers = Game_CharacterBase.prototype.initMembers; Game_CharacterBase.prototype.initMembers = function () { _Game_CharacterBase_initMembers.call(this); this._acceleration = 0; this._inertia = 1; this._accelerationPlus = 0; this._maxAcceleration = 0; this._enableWallSlide = true; }; const _Game_Player_initMembers = Game_Player.prototype.initMembers; Game_Player.prototype.initMembers = function () { _Game_Player_initMembers.call(this); this._width = PP.PlayerInfo.Width; this._height = PP.PlayerInfo.Height; this._offsetX = PP.PlayerInfo.OffsetX; this._offsetY = PP.PlayerInfo.OffsetY; this._slideLengthX = PP.PlayerInfo.SlideLengthX; this._slideLengthY = PP.PlayerInfo.SlideLengthY; this._transferOffsetX = PP.PlayerInfo.TransferOffsetX == null ? 0 : PP.PlayerInfo.TransferOffsetX; this._transferOffsetY = PP.PlayerInfo.TransferOffsetX == null ? 0 : PP.PlayerInfo.TransferOffsetX; this._enableTransferOffset = true; }; if (!Game_Follower.prototype.hasOwnProperty("initMembers")) { Game_Follower.prototype.initMembers = function () { Game_Character.prototype.initMembers.call(this); }; } const _Game_Follower_initMembers = Game_Follower.prototype.initMembers; Game_Follower.prototype.initMembers = function () { _Game_Follower_initMembers.call(this); this._width = PP.FollowerInfo.Width; this._height = PP.FollowerInfo.Height; this._offsetX = PP.FollowerInfo.OffsetX; this._offsetY = PP.FollowerInfo.OffsetY; this._slideLengthX = PP.FollowerInfo.SlideLengthX; this._slideLengthY = PP.FollowerInfo.SlideLengthY; this._transferOffsetX = PP.FollowerInfo.TransferOffsetX == null ? 0 : PP.FollowerInfo.TransferOffsetX; this._transferOffsetY = PP.FollowerInfo.TransferOffsetX == null ? 0 : PP.FollowerInfo.TransferOffsetX; }; /* * ● 更新処理 */ const _CharacterMover_updateMove = DotMoveSystem.CharacterMover.prototype.updateMove; DotMoveSystem.CharacterMover.prototype.updateMove = function () { _CharacterMover_updateMove.call(this); // TODO: 斜め慣性処理を実装する // this.updateChangeDirection(); }; const _Game_CharacterBase_update = Game_CharacterBase.prototype.update; Game_CharacterBase.prototype.update = function () { if (this.isJumping() && this.isSmartJumping()) this.updateSmartJump(); if (this.isNeedUpdateAcceleration()) this.updateAcceleration(); this.updateCurrentDpf(); _Game_CharacterBase_update.call(this); }; /* * ● プレイヤーサイズの変更機能 */ Game_Player.prototype.setEnableTransferOffset = function (bool) { this._enableTransferOffset = bool; }; const _Game_Player_reserveTransfer = Game_Player.prototype.reserveTransfer; Game_Player.prototype.reserveTransfer = function (mapId, x, y, d, fadeType) { _Game_Player_reserveTransfer.call(this, mapId, x, y, d, fadeType); this._newX = x + this._transferOffsetX; this._newY = y + this._transferOffsetY; }; /* * ● 移動速度の調整 */ DotMoveSystem.CharacterMover.prototype.updateChangeDirection = function () { if (!this._reserveChangeDirection) return; const direction = this._lastDirection; if (direction !== this._character.direction()) { this._changeDirectionCount++; if (this._changeDirectionCount >= 3) { this._reserveChangeDirection = false; const deg = DotMoveSystem.Degree.fromDirection(direction); const direction4 = deg.toDirection4(this._character.direction()); this.setDirection8(direction); this.setDirection(direction4); this._reserveSetDirection = undefined; } } }; DotMoveSystem.CharacterMover.prototype.setDirection8 = function (direction8) { this._direction8 = direction8; }; DotMoveSystem.CharacterMover.prototype.direction8 = function () { return this._direction8; }; const _CharacterMover_dotMoveByDeg = DotMoveSystem.CharacterMover.prototype.dotMoveByDeg; DotMoveSystem.CharacterMover.prototype.dotMoveByDeg = function (deg, dpf = this._character.distancePerFrame(), opt = { changeDir: true }) { if (opt.changeDir) { this.changeDirectionWhenDotMove(deg.toDirection8()); } _CharacterMover_dotMoveByDeg.call(this, deg, dpf); }; const _CharacterMover_dotMoveByDirection = DotMoveSystem.CharacterMover.prototype.dotMoveByDirection; DotMoveSystem.CharacterMover.prototype.dotMoveByDirection = function (direction, dpf = this._character.distancePerFrame(), opt = {}) { const changeDir = opt.changeDir == null ? true : opt.changeDir; if (changeDir) { this.changeDirectionWhenDotMove(direction); } _CharacterMover_dotMoveByDirection.call(this, direction, dpf); }; DotMoveSystem.CharacterMover.prototype.changeDirectionWhenDotMove = function (direction) { if (this._lastDirection !== direction) { this._lastDirection = direction; this._changeDirectionCount = 0; this._reserveChangeDirection = true; this.setDirection8(direction); const deg = DotMoveSystem.Degree.fromDirection(direction); const direction4 = deg.toDirection4(this._character.direction()); this.setDirection(direction4); } }; Game_CharacterBase.prototype.originDistancePerFrame = Game_CharacterBase.prototype.distancePerFrame; Game_CharacterBase.prototype.distancePerFrame = function () { if (this._dpf == null) return this.originDistancePerFrame(); return this._currentDpf; }; Game_CharacterBase.prototype.updateCurrentDpf = function () { const dpf = this.realDpf(); if (this.isNeedUpdateAcceleration()) { const acc = 1 + this._acceleration / this._maxAcceleration * this._accelerationPlus; this._currentDpf = dpf * acc; } else { this._currentDpf = dpf; } }; Game_CharacterBase.prototype.setDpf = function (dpf) { this._dpf = dpf; }; Game_CharacterBase.prototype.setAcc = function (maxAcc, accPlus) { this._maxAcceleration = maxAcc; this._accelerationPlus = accPlus; }; Game_CharacterBase.prototype.setInertia = function (inertia) { this._inertia = inertia; }; Game_CharacterBase.prototype.isNeedUpdateAcceleration = function () { return this._dpf != null && this._maxAcceleration !== 0 && this._accelerationPlus !== 0; }; Game_CharacterBase.prototype.updateAcceleration = function () { if ($gameMap.isEventRunning()) { this.cancelAcceleration(); } else { if (this.isMoved()) { if (this._acceleration < this._maxAcceleration) { this._acceleration++; } } else { if (!this.isMoving() && this._acceleration > 0) { this.inertiaMoveProcess(); } } } }; Game_CharacterBase.prototype.inertiaMoveProcess = function () { this._acceleration -= this._inertia; if (this._acceleration < 0) this._acceleration = 0; // TODO: 暫定 // this.mover().dotMoveByDirection(this.mover().direction8(), { changeDir: false }); this.mover().dotMoveByDirection(this.direction(), undefined, { changeDir: false }); }; Game_CharacterBase.prototype.cancelAcceleration = function () { this._acceleration = 0; }; Game_CharacterBase.prototype.realDpf = function () { if (this._dpf == null) return 0; return this._dpf; }; Game_Player.prototype.distancePerFrame = function () { if (this.isInVehicle()) return this.originDistancePerFrame(); return Game_CharacterBase.prototype.distancePerFrame.call(this); }; Game_Player.prototype.isNeedUpdateAcceleration = function () { if (this.isInVehicle()) return false; return Game_CharacterBase.prototype.isNeedUpdateAcceleration.call(this); }; Game_Player.prototype.realDpf = function () { if (this._dpf == null) return 0; if (this.isDashing()) return this._dpf * 2; return this._dpf; }; Game_Player.prototype.inertiaMoveProcess = function () { Game_Character.prototype.inertiaMoveProcess.call(this); this.checkEventTriggerHere([1, 2]); $gameMap.setupStartingEvent(); }; Game_Follower.prototype.distancePerFrame = function () { if ($gamePlayer.isInVehicle()) return this.originDistancePerFrame(); return Game_CharacterBase.prototype.distancePerFrame.call(this); }; Game_Follower.prototype.isNeedUpdateAcceleration = function () { if ($gamePlayer.isInVehicle()) return false; return Game_CharacterBase.prototype.isNeedUpdateAcceleration.call(this); }; Game_Follower.prototype.changeFollowerSpeed = function (precedingCharacterFar) { if ($gamePlayer.distancePerFrame()) { this.setDpf(this.calcFollowerDpf(precedingCharacterFar)); } else { this.setDpf(undefined); this.setMoveSpeed(this.calcFollowerSpeed(precedingCharacterFar)); } }; Game_Follower.prototype.calcFollowerDpf = function (precedingCharacterFar) { if (precedingCharacterFar >= 2) { return $gamePlayer.distancePerFrame() * 2; } else if (precedingCharacterFar >= 1.5) { return $gamePlayer.distancePerFrame(); } else if (precedingCharacterFar >= 1) { return $gamePlayer.distancePerFrame() / 2; } else { return 0; } }; const _Scene_Map_callMenu = Scene_Map.prototype.callMenu; Scene_Map.prototype.callMenu = function () { _Scene_Map_callMenu.call(this); $gamePlayer.cancelAcceleration(); }; /* * ● 壁スライド許可/禁止切り替え */ DotMoveSystem.CharacterDotMoveProcess.prototype.dotMoveByDeg = function (deg, dpf = this._character.distancePerFrame()) { this._dpf = dpf; const direction = deg.toDirection8(); const distance = this.calcDistance(deg); let movedPoint = this.calcMovedPoint(direction, distance); const realPoint = this._character.positionPoint(); const margin = this._character.distancePerFrame() / DotMoveSystem.DotMoveUtils.MOVED_MARGIN_UNIT; let moved = true; if (this.reachPoint(realPoint, movedPoint, margin)) moved = false; if (moved && !this._character.isEnabledWallSlide()) { const targetPoint = realPoint.add(distance); if (!this.reachPoint(targetPoint, movedPoint, margin)) { // 座標の矯正が行われた場合、矯正していない軸は壁ずりが発生したとみなし、座標の更新をキャンセルする。 if (Math.abs(targetPoint.x - movedPoint.x) <= margin) { movedPoint.x = realPoint.x; } if (Math.abs(targetPoint.y - movedPoint.y) <= margin) { movedPoint.y = realPoint.y; } if (this.reachPoint(realPoint, movedPoint, margin)) moved = false; } } movedPoint.x = $gameMap.roundX(movedPoint.x); movedPoint.y = $gameMap.roundY(movedPoint.y); this._character.setPositionPoint(movedPoint); return moved; }; Game_CharacterBase.prototype.isEnabledWallSlide = function () { return this._enableWallSlide; }; Game_CharacterBase.prototype.setEnableWallSlide = function (bool) { this._enableWallSlide = bool; }; /* * ● イベントを押す */ const _CharacterMover_continuousMoveProcess = DotMoveSystem.CharacterMover.prototype.continuousMoveProcess; DotMoveSystem.CharacterMover.prototype.continuousMoveProcess = function () { // プレイヤー移動の前にイベントを動かし、その後でプレイヤーを動かす this.eventPushProcess(); _CharacterMover_continuousMoveProcess.call(this); }; const _CharacterMover_dotMoveByDeg_2 = DotMoveSystem.CharacterMover.prototype.dotMoveByDeg; DotMoveSystem.CharacterMover.prototype.dotMoveByDeg = function (deg, dpf = this._character.distancePerFrame()) { if (this._moverData.stopping) return; this.eventPushProcess(); _CharacterMover_dotMoveByDeg_2.call(this, deg, dpf); }; DotMoveSystem.CharacterMover.prototype.eventPushProcess = function () { if (!this._character.canPushEvent()) return; const pos = this._character.positionPoint(); const dpf = this._character.distancePerFrame(); const margin = dpf / 2; const dir = this._character.direction(); for (const result of this.checkHitCharactersStepDir(pos.x, pos.y, dir, Game_Event)) { const event = result.targetObject; if (event.isPushableEvent()) { if (!(result.collisionLengthX() >= margin && result.collisionLengthY() >= margin)) continue; event.mover().dotMoveByDirection(dir); } } }; Game_CharacterBase.prototype.canPushEvent = function () { return false; }; Game_Player.prototype.canPushEvent = function () { return true; }; Game_Event.prototype.isPushableEvent = function () { if (this._pushableEvent == null) return false; return this._pushableEvent; }; const _Game_Event_initialize = Game_Event.prototype.initialize; Game_Event.prototype.initialize = function (mapId, eventId) { _Game_Event_initialize.call(this, mapId, eventId); if (this.event().meta.PushableEvent) { this._pushableEvent = true; } else { const values = this.getAnnotationValues(0); if (values.PushableEvent) { this._pushableEvent = true; } } }; /* * ● 当たり判定付きジャンプ */ Game_CharacterBase.prototype.smartJump = function (xPlus, yPlus, baseJumpPeak = 10, through = false) { this._jumpXPlus = xPlus; this._jumpYPlus = yPlus; this._smartJumpLastThrough = this._through; // 既にすり抜けの場合、すり抜け無効にはしない。 if (!(this._through && !through)) { this._through = through; } if (Math.abs(xPlus) > Math.abs(yPlus)) { if (xPlus !== 0) { this.setDirection(xPlus < 0 ? 4 : 6); } } else { if (yPlus !== 0) { this.setDirection(yPlus < 0 ? 8 : 2); } } const distance = Math.round(Math.sqrt(xPlus ** 2 + yPlus ** 2)); this._jumpPeak = baseJumpPeak + distance - this._moveSpeed; this._jumpCount = this._jumpPeak * 2; this.resetStopCount(); this.straighten(); }; Game_CharacterBase.prototype.smartJumpByDeg = function (deg, far, baseJumpPeak = 10, through = false) { const dis = DotMoveSystem.DotMoveUtils.calcDistance(new DotMoveSystem.Degree(deg), far); this.smartJump(dis.x, dis.y, baseJumpPeak, through); }; Game_CharacterBase.prototype.smartJumpAbs = function (x, y, baseJumpPeak = 10, through = false) { const xPlus = x - this._realX; const yPlus = y - this._realY; this.smartJump(xPlus, yPlus, baseJumpPeak, through); }; Game_CharacterBase.prototype.isSmartJumping = function () { return this._jumpXPlus != null || this._jumpYPlus != null; }; const _Game_CharacterBase_updateJump = Game_CharacterBase.prototype.updateJump; Game_CharacterBase.prototype.updateJump = function () { if (!this.isSmartJumping()) _Game_CharacterBase_updateJump.call(this); }; Game_CharacterBase.prototype.updateSmartJump = function () { this._jumpCount--; if (this._jumpXPlus !== 0 || this._jumpYPlus !== 0) { const x = this._realX + this._jumpXPlus / (this._jumpPeak * 2); const y = this._realY + this._jumpYPlus / (this._jumpPeak * 2); const dis = new DotMoveSystem.DotMovePoint(x - this._realX, y - this._realY); const zero = new DotMoveSystem.DotMovePoint(); this.mover().dotMoveByDeg(zero.calcDeg(dis), zero.calcFar(dis)); } if (this._jumpCount === 0) { this._jumpXPlus = undefined; this._jumpYPlus = undefined; this._through = this._smartJumpLastThrough; this.setPosition(this._realX, this._realY); } }; Game_Player.prototype.smartJump = function (xPlus, yPlus, baseJumpPeak = 10, through = false) { Game_Character.prototype.smartJump.call(this, xPlus, yPlus, baseJumpPeak, through); for (const follower of this.followers().data()) { const targetX = this._realX + xPlus; const targetY = this._realY + yPlus; follower.smartJumpAbs(targetX, targetY, baseJumpPeak, through); } }; Game_Player.prototype.smartJumpAbs = function (x, y, baseJumpPeak = 10, through = false) { Game_Character.prototype.smartJumpAbs.call(this, x, y, baseJumpPeak, through); for (const follower of this.followers().data()) { follower.smartJumpAbs(x, y, baseJumpPeak, through); } }; Game_Player.prototype.updateSmartJump = function () { Game_Character.prototype.updateSmartJump.call(this); if (!this.isSmartJumping()) this.setupCollideTriggerEventIds(); }; /* * ● 半マス通行判定設定 */ DotMoveSystem.CharacterCollisionChecker.prototype.getMassRects = function (x, y) { switch (this.getMassCollisionType(x, y)) { case 1: return [new DotMoveSystem.DotMoveRectangle(x, y, 1, 0.5)]; case 2: return [new DotMoveSystem.DotMoveRectangle(x + 0.5, y, 0.5, 1)]; case 3: return [new DotMoveSystem.DotMoveRectangle(x, y + 0.5, 1, 0.5)]; case 4: return [new DotMoveSystem.DotMoveRectangle(x, y, 0.5, 1)]; case 5: return [new DotMoveSystem.DotMoveRectangle(x + 0.5, y, 0.5, 0.5)]; case 6: return [new DotMoveSystem.DotMoveRectangle(x + 0.5, y + 0.5, 0.5, 0.5)]; case 7: return [new DotMoveSystem.DotMoveRectangle(x, y + 0.5, 0.5, 0.5)]; case 8: return [new DotMoveSystem.DotMoveRectangle(x, y, 0.5, 0.5)]; case 9: return [new DotMoveSystem.DotMoveRectangle(x, y, 0.5, 1), new DotMoveSystem.DotMoveRectangle(x + 0.5, y + 0.5, 0.5, 0.5)]; case 10: return [new DotMoveSystem.DotMoveRectangle(x, y, 0.5, 1), new DotMoveSystem.DotMoveRectangle(x + 0.5, y, 0.5, 0.5)]; case 11: return [new DotMoveSystem.DotMoveRectangle(x + 0.5, y, 0.5, 1), new DotMoveSystem.DotMoveRectangle(x, y, 0.5, 0.5)]; case 12: return [new DotMoveSystem.DotMoveRectangle(x + 0.5, y, 0.5, 1), new DotMoveSystem.DotMoveRectangle(x, y + 0.5, 0.5, 0.5)]; } return [new DotMoveSystem.DotMoveRectangle(x, y, 1, 1)]; }; DotMoveSystem.CharacterCollisionChecker.prototype.getMassCollisionType = function (x, y) { const regionId = $gameMap.regionId(x, y); const terrainTag = $gameMap.terrainTag(x, y); if (regionId > 0) { switch (regionId) { case PP.HalfCollisionMassInfo.UpCollisionRegionId: return 1; case PP.HalfCollisionMassInfo.RightCollisionRegionId: return 2; case PP.HalfCollisionMassInfo.DownCollisionRegionId: return 3; case PP.HalfCollisionMassInfo.LeftCollisionRegionId: return 4; case PP.HalfCollisionMassInfo.UpRightCollisionRegionId: return 5; case PP.HalfCollisionMassInfo.RightDownCollisionRegionId: return 6; case PP.HalfCollisionMassInfo.DownLeftCollisionRegionId: return 7; case PP.HalfCollisionMassInfo.LeftUpCollisionRegionId: return 8; case PP.HalfCollisionMassInfo.UpRightOpenCollisionRegionId: return 9; case PP.HalfCollisionMassInfo.RightDownOpenCollisionRegionId: return 10; case PP.HalfCollisionMassInfo.DownLeftOpenCollisionRegionId: return 11; case PP.HalfCollisionMassInfo.LeftUpOpenCollisionRegionId: return 12; case PP.TriangleCollisionMassInfo.LeftUpTriangleRegionId: return LEFT_UP_TRIANGLE_ID; case PP.TriangleCollisionMassInfo.DownLeftTriangleRegionId: return DOWN_LEFT_TRIANGLE_ID; case PP.TriangleCollisionMassInfo.RightDownTriangleRegionId: return RIGHT_DOWN_TRIANGLE_ID; case PP.TriangleCollisionMassInfo.UpRightTriangleRegionId: return UP_RIGHT_TRIANGLE_ID; } } if (terrainTag > 0) { switch (terrainTag) { case PP.HalfCollisionMassInfo.UpCollisionTerrainTagId: return 1; case PP.HalfCollisionMassInfo.RightCollisionTerrainTagId: return 2; case PP.HalfCollisionMassInfo.DownCollisionTerrainTagId: return 3; case PP.HalfCollisionMassInfo.LeftCollisionTerrainTagId: return 4; case PP.HalfCollisionMassInfo.UpRightCollisionTerrainTagId: return 5; case PP.HalfCollisionMassInfo.RightDownCollisionTerrainTagId: return 6; case PP.HalfCollisionMassInfo.DownLeftCollisionTerrainTagId: return 7; case PP.HalfCollisionMassInfo.LeftUpCollisionTerrainTagId: return 8; case PP.HalfCollisionMassInfo.UpRightOpenCollisionTerrainTagId: return 9; case PP.HalfCollisionMassInfo.RightDownOpenCollisionTerrainTagId: return 10; case PP.HalfCollisionMassInfo.DownLeftOpenCollisionTerrainTagId: return 11; case PP.HalfCollisionMassInfo.LeftUpOpenCollisionTerrainTagId: return 12; case PP.TriangleCollisionMassInfo.LeftUpTriangleTerrainTagId: return LEFT_UP_TRIANGLE_ID; case PP.TriangleCollisionMassInfo.DownLeftTriangleTerrainTagId: return DOWN_LEFT_TRIANGLE_ID; case PP.TriangleCollisionMassInfo.RightDownTriangleTerrainTagId: return RIGHT_DOWN_TRIANGLE_ID; case PP.TriangleCollisionMassInfo.UpRightTriangleTerrainTagId: return UP_RIGHT_TRIANGLE_ID; } } return 0; }; const _CharacterCollisionChecker_isNoTargetMass = DotMoveSystem.CharacterCollisionChecker.prototype.isNoCheckMass; DotMoveSystem.CharacterCollisionChecker.prototype.isNoCheckMass = function (ix, iy, d, massRange) { if (this.getMassCollisionType(ix, iy) >= 1 && this.getMassCollisionType(ix, iy) <= END_TRIANGLE_ID) { return false; } return _CharacterCollisionChecker_isNoTargetMass.call(this, ix, iy, d, massRange); }; DotMoveSystem.CharacterCollisionChecker.prototype.checkCollisionMass = function (subjectRect, d, ix, iy) { const results = []; if (!this.checkPassMass(ix, iy, d)) { const massRects = this.getMassRects(ix, iy); for (const massRect of massRects) { const result = this.checkCollidedRect(d, subjectRect.clone(), massRect, new DotMoveSystem.MassInfo(ix, iy)); if (result) results.push(result); } } return results; }; DotMoveSystem.CharacterCollisionChecker.prototype.checkPassMass = function (ix, iy, d) { if (!$gameMap.isValid(ix, iy)) { return false; } if (this._character.isThrough() || this._character.isDebugThrough()) { return true; } if (this.getMassCollisionType(ix, iy) >= 1 && this.getMassCollisionType(ix, iy) <= END_TRIANGLE_ID) { return false; } const prevPoint = DotMoveSystem.DotMoveUtils.prevPointWithDirection(new DotMoveSystem.DotMovePoint(ix, iy), d); if (this.getMassCollisionType(prevPoint.x, prevPoint.y) >= 1 && this.getMassCollisionType(prevPoint.x, prevPoint.y) <= END_TRIANGLE_ID) { return true; } if (!this._character.isMapPassable(prevPoint.x, prevPoint.y, d)) { return false; } return true; }; const _CharacterCollisionChecker_checkCollisionXCliff = DotMoveSystem.CharacterCollisionChecker.prototype.checkCollisionXCliff; DotMoveSystem.CharacterCollisionChecker.prototype.checkCollisionXCliff = function (subjectRect, x1, x2, iy, d) { if (this.getMassCollisionType(x1, iy) >= 1 && this.getMassCollisionType(x1, iy) <= END_TRIANGLE_ID && this.getMassCollisionType(x2, iy) >= 1 && this.getMassCollisionType(x2, iy) <= END_TRIANGLE_ID) { return []; } return _CharacterCollisionChecker_checkCollisionXCliff.call(this, subjectRect, x1, x2, iy, d); }; const _CharacterCollisionChecker_checkCollisionYCliff = DotMoveSystem.CharacterCollisionChecker.prototype.checkCollisionYCliff; DotMoveSystem.CharacterCollisionChecker.prototype.checkCollisionYCliff = function (subjectRect, y1, y2, ix, d) { if (this.getMassCollisionType(ix, y1) >= 1 && this.getMassCollisionType(ix, y1) <= END_TRIANGLE_ID && this.getMassCollisionType(ix, y2) >= 1 && this.getMassCollisionType(ix, y2) <= END_TRIANGLE_ID) { return []; } return _CharacterCollisionChecker_checkCollisionYCliff.call(this, subjectRect, y1, y2, ix, d); }; /* * ● 三角マス通行判定設定 */ class TriangleMassInfo extends DotMoveSystem.MassInfo { get type() { return this._type; } set type(_type) { this._type = _type; } initialize(x, y) { super.initialize(x, y); this._type = 0; } } FunctionEx.TriangleMassInfo = TriangleMassInfo; DotMoveSystem.CharacterCollisionChecker.prototype.calcMassTriangle = function (id, characterRect, direction, ix, iy) { switch (id) { case LEFT_UP_TRIANGLE_ID: if (direction === 8) { const dx = characterRect.x - ix; const h = 1 - dx; return new DotMoveSystem.DotMoveRectangle(ix, iy, 1, h); } else if (direction === 4) { const dy = characterRect.y - iy; let w = 1 - dy; return new DotMoveSystem.DotMoveRectangle(ix, iy, w, 1); } break; case DOWN_LEFT_TRIANGLE_ID: if (direction === 2) { const dx = characterRect.x - ix; const h = 1 - dx; return new DotMoveSystem.DotMoveRectangle(ix, iy + (1 - h), 1, h); } else if (direction === 4) { const dy = characterRect.y2 - iy; const w = dy; return new DotMoveSystem.DotMoveRectangle(ix, iy, w, 1); } break; case RIGHT_DOWN_TRIANGLE_ID: if (direction === 6) { const dy = characterRect.y2 - iy; const w = dy; return new DotMoveSystem.DotMoveRectangle(ix + (1 - w), iy, w, 1); } else if (direction === 2) { const dx = characterRect.x2 - ix; const h = dx; return new DotMoveSystem.DotMoveRectangle(ix, iy + (1 - h), 1, h); } break; case UP_RIGHT_TRIANGLE_ID: if (direction === 8) { const dx = characterRect.x2 - ix; const h = dx; return new DotMoveSystem.DotMoveRectangle(ix, iy, 1, h); } else if (direction === 6) { const dy = characterRect.y - iy; const w = 1 - dy; return new DotMoveSystem.DotMoveRectangle(ix + (1 - w), iy, w, 1); } break; } throw new Error(`Calc triangle failed. (id=${id}, direction=${direction})`); }; const _CharacterCollisionChecker_checkCollisionCliff = DotMoveSystem.CharacterCollisionChecker.prototype.checkCollisionCliff; DotMoveSystem.CharacterCollisionChecker.prototype.checkCollisionCliff = function (subjectRect, massRange, d) { for (let ix = massRange.x; ix < massRange.x2; ix++) { for (let iy = massRange.y; iy < massRange.y2; iy++) { const ix2 = $gameMap.roundX(ix); const iy2 = $gameMap.roundX(iy); const id = $gameMap.regionId(ix2, iy2); if (id >= START_TRIANGLE_ID && id <= END_TRIANGLE_ID) return []; } } return _CharacterCollisionChecker_checkCollisionCliff.call(this, subjectRect, massRange, d); }; const _CharacterCollisionChecker_checkCollisionMass = DotMoveSystem.CharacterCollisionChecker.prototype.checkCollisionMass; DotMoveSystem.CharacterCollisionChecker.prototype.checkCollisionMass = function (subjectRect, d, ix, iy) { const id = this.getMassCollisionType(ix, iy); if (this.checkPassMass(ix, iy, d)) return []; // 三角マスの衝突判定ではthroughIfCollidedを無効にする。 const tmpThroughIfCollided = this._throughIfCollided; this._throughIfCollided = false; if (id === LEFT_UP_TRIANGLE_ID) { return this.checkCollisionMassLeftUp(subjectRect, d, ix, iy); } else if (id === DOWN_LEFT_TRIANGLE_ID) { return this.checkCollisionMassDownLeft(subjectRect, d, ix, iy); } else if (id === RIGHT_DOWN_TRIANGLE_ID) { return this.checkCollisionMassRightDown(subjectRect, d, ix, iy); } else if (id === UP_RIGHT_TRIANGLE_ID) { return this.checkCollisionMassUpRight(subjectRect, d, ix, iy); } this._throughIfCollided = tmpThroughIfCollided; return _CharacterCollisionChecker_checkCollisionMass.call(this, subjectRect, d, ix, iy); }; DotMoveSystem.CharacterCollisionChecker.prototype.checkCollisionMassLeftUp = function (subjectRect, d, ix, iy) { const massRect = new DotMoveSystem.DotMoveRectangle(ix, iy, 1, 1); const pos = new DotMoveSystem.DotMovePoint(this._origX, this._origY); const triangleMassInfo = new TriangleMassInfo(ix, iy); const result = this.checkCollidedRect(d, subjectRect.clone(), massRect, triangleMassInfo); if (!result) return []; if (d === 8) { if (pos.x < ix) { triangleMassInfo.type = LEFT_UP_TRIANGLE_ID; return [result]; } else { const rect = this.calcMassTriangle(LEFT_UP_TRIANGLE_ID, subjectRect, d, ix, iy); const result2 = this.checkCollidedRect(d, subjectRect.clone(), rect, triangleMassInfo); if (!result2) return []; triangleMassInfo.type = LEFT_UP_TRIANGLE_ID; return [result2]; } } else if (d === 6) { if (pos.x < ix) { return [result]; } else { return []; } } else if (d === 2) { if (pos.y < iy) { return [result]; } else { return []; } } else if (d === 4) { if (pos.y < iy) { triangleMassInfo.type = LEFT_UP_TRIANGLE_ID; return [result]; } else { const rect = this.calcMassTriangle(LEFT_UP_TRIANGLE_ID, subjectRect, d, ix, iy); const result2 = this.checkCollidedRect(d, subjectRect.clone(), rect, triangleMassInfo); if (!result2) return []; triangleMassInfo.type = LEFT_UP_TRIANGLE_ID; return [result2]; } } return []; }; DotMoveSystem.CharacterCollisionChecker.prototype.checkCollisionMassDownLeft = function (subjectRect, d, ix, iy) { const massRect = new DotMoveSystem.DotMoveRectangle(ix, iy, 1, 1); const pos = new DotMoveSystem.DotMovePoint(this._origX, this._origY); const triangleMassInfo = new TriangleMassInfo(ix, iy); const result = this.checkCollidedRect(d, subjectRect.clone(), massRect, triangleMassInfo); if (!result) return []; if (d === 8) { if (pos.y + this._character.height() < iy + 1) { return []; } else { return [result]; } } else if (d === 6) { if (pos.x < ix) { return [result]; } else { return []; } } else if (d === 2) { if (pos.x < ix) { triangleMassInfo.type = DOWN_LEFT_TRIANGLE_ID; return [result]; } else { const rect = this.calcMassTriangle(DOWN_LEFT_TRIANGLE_ID, subjectRect, d, ix, iy); const result2 = this.checkCollidedRect(d, subjectRect.clone(), rect, triangleMassInfo); if (!result2) return []; triangleMassInfo.type = DOWN_LEFT_TRIANGLE_ID; return [result2]; } } else if (d === 4) { if (pos.y + this._character.height() > iy + 1) { triangleMassInfo.type = DOWN_LEFT_TRIANGLE_ID; return [result]; } else { const rect = this.calcMassTriangle(DOWN_LEFT_TRIANGLE_ID, subjectRect, d, ix, iy); const result2 = this.checkCollidedRect(d, subjectRect.clone(), rect, triangleMassInfo); if (!result2) return []; triangleMassInfo.type = DOWN_LEFT_TRIANGLE_ID; return [result2]; } } return []; }; DotMoveSystem.CharacterCollisionChecker.prototype.checkCollisionMassRightDown = function (subjectRect, d, ix, iy) { const massRect = new DotMoveSystem.DotMoveRectangle(ix, iy, 1, 1); const pos = new DotMoveSystem.DotMovePoint(this._origX, this._origY); const triangleMassInfo = new TriangleMassInfo(ix, iy); const result = this.checkCollidedRect(d, subjectRect.clone(), massRect, triangleMassInfo); if (!result) return []; if (d === 8) { if (pos.y + this._character.height() < iy + 1) { return []; } else { return [result]; } } else if (d === 6) { if (pos.y + this._character.height() > iy + 1) { triangleMassInfo.type = RIGHT_DOWN_TRIANGLE_ID; return [result]; } else { const rect = this.calcMassTriangle(RIGHT_DOWN_TRIANGLE_ID, subjectRect, d, ix, iy); const result2 = this.checkCollidedRect(d, subjectRect.clone(), rect, triangleMassInfo); if (!result2) return []; triangleMassInfo.type = RIGHT_DOWN_TRIANGLE_ID; return [result2]; } } else if (d === 2) { if (pos.x + this._character.width() > ix + 1) { triangleMassInfo.type = RIGHT_DOWN_TRIANGLE_ID; return [result]; } else { const rect = this.calcMassTriangle(RIGHT_DOWN_TRIANGLE_ID, subjectRect, d, ix, iy); const result2 = this.checkCollidedRect(d, subjectRect.clone(), rect, triangleMassInfo); if (!result2) return []; triangleMassInfo.type = RIGHT_DOWN_TRIANGLE_ID; return [result2]; } } else if (d === 4) { if (pos.x + this._character.width() > ix + 1) { return [result]; } else { return []; } } return []; }; DotMoveSystem.CharacterCollisionChecker.prototype.checkCollisionMassUpRight = function (subjectRect, d, ix, iy) { const massRect = new DotMoveSystem.DotMoveRectangle(ix, iy, 1, 1); const pos = new DotMoveSystem.DotMovePoint(this._origX, this._origY); const triangleMassInfo = new TriangleMassInfo(ix, iy); const result = this.checkCollidedRect(d, subjectRect.clone(), massRect, triangleMassInfo); if (!result) return []; if (d === 8) { if (pos.x + this._character.width() >= ix + 1) { triangleMassInfo.type = UP_RIGHT_TRIANGLE_ID; return [result]; } else { const rect = this.calcMassTriangle(UP_RIGHT_TRIANGLE_ID, subjectRect, d, ix, iy); const result2 = this.checkCollidedRect(d, subjectRect.clone(), rect, triangleMassInfo); if (!result2) return []; triangleMassInfo.type = UP_RIGHT_TRIANGLE_ID; return [result2]; } } else if (d === 6) { if (pos.y < iy) { triangleMassInfo.type = UP_RIGHT_TRIANGLE_ID; return [result]; } else { const rect = this.calcMassTriangle(UP_RIGHT_TRIANGLE_ID, subjectRect, d, ix, iy); const result2 = this.checkCollidedRect(d, subjectRect.clone(), rect, triangleMassInfo); if (!result2) return []; triangleMassInfo.type = UP_RIGHT_TRIANGLE_ID; return [result2]; } } else if (d === 2) { if (pos.y > iy) { return []; } else { return [result]; } } else if (d === 4) { if (pos.x + this._character.width() > ix + 1) { return [result]; } else { return []; } } return []; }; DotMoveSystem.CharacterDotMoveProcess.prototype.calcUp = function (dis) { const pos = this._character.positionPoint(); const collisionResults = this.checkCollision(pos.x, pos.y + dis.y, 8); if (collisionResults.length >= 1) { if (this.checkCollisionResultIsAllTriangleMass(collisionResults, LEFT_UP_TRIANGLE_ID)) { const dis2 = this.calcDistance(DotMoveSystem.Degree.UP_RIGHT); return this.calcUpRight(dis2); } else if (this.checkCollisionResultIsAllTriangleMass(collisionResults, UP_RIGHT_TRIANGLE_ID)) { const dis2 = this.calcDistance(DotMoveSystem.Degree.LEFT_UP); return this.calcLeftUp(dis2); } } if (this.canSlide(collisionResults, 4)) { return this.calcSlideLeftWhenUp(pos, dis, collisionResults); } else if (this.canSlide(collisionResults, 6)) { return this.calcSlideRightWhenUp(pos, dis, collisionResults); } if (dis.x < 0) { return this.calcLeftUpWithoutSlide(dis); } else { return this.calcUpRightWithoutSlide(dis); } }; DotMoveSystem.CharacterDotMoveProcess.prototype.calcRight = function (dis) { const pos = this._character.positionPoint(); const collisionResults = this.checkCollision(pos.x + dis.x, pos.y, 6); if (collisionResults.length >= 1) { if (this.checkCollisionResultIsAllTriangleMass(collisionResults, UP_RIGHT_TRIANGLE_ID)) { const dis2 = this.calcDistance(DotMoveSystem.Degree.RIGHT_DOWN); return this.calcRightDown(dis2); } else if (this.checkCollisionResultIsAllTriangleMass(collisionResults, RIGHT_DOWN_TRIANGLE_ID)) { const dis2 = this.calcDistance(DotMoveSystem.Degree.UP_RIGHT); return this.calcUpRight(dis2); } } if (this.canSlide(collisionResults, 8)) { return this.calcSlideUpWhenRight(pos, dis, collisionResults); } else if (this.canSlide(collisionResults, 2)) { return this.calcSlideDownWhenRight(pos, dis, collisionResults); } if (dis.y < 0) { return this.calcUpRightWithoutSlide(dis); } else { return this.calcRightDownWithoutSlide(dis); } }; DotMoveSystem.CharacterDotMoveProcess.prototype.calcDown = function (dis) { const pos = this._character.positionPoint(); const collisionResults = this.checkCollision(pos.x, pos.y + dis.y, 2); if (collisionResults.length >= 1) { if (this.checkCollisionResultIsAllTriangleMass(collisionResults, DOWN_LEFT_TRIANGLE_ID)) { const dis2 = this.calcDistance(DotMoveSystem.Degree.RIGHT_DOWN); return this.calcRightDown(dis2); } else if (this.checkCollisionResultIsAllTriangleMass(collisionResults, RIGHT_DOWN_TRIANGLE_ID)) { const dis2 = this.calcDistance(DotMoveSystem.Degree.DOWN_LEFT); return this.calcDownLeft(dis2); } } if (this.canSlide(collisionResults, 4)) { return this.calcSlideLeftWhenDown(pos, dis, collisionResults); } else if (this.canSlide(collisionResults, 6)) { return this.calcSlideRightWhenDown(pos, dis, collisionResults); } if (dis.x < 0) { return this.calcDownLeftWithoutSlide(dis); } else { return this.calcRightDownWithoutSlide(dis); } }; DotMoveSystem.CharacterDotMoveProcess.prototype.calcLeft = function (dis) { const pos = this._character.positionPoint(); const collisionResults = this.checkCollision(pos.x + dis.x, pos.y, 4); if (collisionResults.length >= 1) { if (this.checkCollisionResultIsAllTriangleMass(collisionResults, LEFT_UP_TRIANGLE_ID)) { const dis2 = this.calcDistance(DotMoveSystem.Degree.DOWN_LEFT); return this.calcDownLeft(dis2); } else if (this.checkCollisionResultIsAllTriangleMass(collisionResults, DOWN_LEFT_TRIANGLE_ID)) { const dis2 = this.calcDistance(DotMoveSystem.Degree.LEFT_UP); return this.calcLeftUp(dis2); } } if (this.canSlide(collisionResults, 8)) { return this.calcSlideUpWhenLeft(pos, dis, collisionResults); } else if (this.canSlide(collisionResults, 2)) { return this.calcSlideDownWhenLeft(pos, dis, collisionResults); } if (dis.y < 0) { return this.calcLeftUpWithoutSlide(dis); } else { return this.calcDownLeftWithoutSlide(dis); } }; DotMoveSystem.CharacterDotMoveProcess.prototype.checkCollisionResultIsAllTriangleMass = function (collisionResults, type) { return collisionResults.every(res => { return (res.targetObject instanceof TriangleMassInfo) && res.targetObject.type === type; }); }; })(FunctionEx = DotMoveSystem.FunctionEx || (DotMoveSystem.FunctionEx = {})); })(DotMoveSystem || (DotMoveSystem = {}));