Some changes/placeholders to custom effects.
Fix overlapping screen shakes causing screen to offset. Other minor fixes. 3.5 plays through all the missions now more or less as intended minus various custom effects.
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63f79738b0
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6178ff5505
@ -135,10 +135,13 @@ class commonFunctions {
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return { color, alpha };
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} else {
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switch(name.toLowerCase()) {
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default:
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case 'black':
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return { color: 0x000000, alpha: 1 };
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case 'white':
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return { color: 0xFFFFFF, alpha: 1 };
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case 'silver':
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return { color: 0xD7D7D7, alpha: 1 };
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}
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}
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}
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145
Js/Player.js
145
Js/Player.js
@ -72,6 +72,10 @@ class Player {
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case "": {
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//Character Text
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let Arg2 = c.Arg2;
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//because fuck me.
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if(Arg2 === '<Off>') {
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Arg2 = '<Off>'
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}
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if(c.Arg1 && this.utage.characterInfo[c.Arg1] && !Arg2) {
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Arg2 = this.defaultCharPattern;
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}
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@ -106,6 +110,24 @@ class Player {
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}
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break;
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}
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case "bgm":
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if(this.utage.soundInfo[c.Arg1]) {
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if(!toLoadBgm[c.Arg1]) {
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toLoadBgm[c.Arg1] = this.utage.soundInfo[c.Arg1];
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}
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} else {
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console.log(`Failed to get BGM: ${c.Arg1}`);
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}
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break;
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case "se":
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if(this.utage.soundInfo[c.Arg1]) {
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if(!toLoadSe[c.Arg1]) {
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toLoadSe[c.Arg1] = this.utage.soundInfo[c.Arg1];
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}
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} else {
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console.log(`Failed to get SE: ${c.Arg1}`);
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}
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break;
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case "henshin01_bgmoff": {
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let Arg2 = c.Arg2;
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if(c.Arg1 && this.utage.characterInfo[c.Arg1] && !Arg2) {
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@ -137,24 +159,31 @@ class Player {
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}
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break;
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}
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case "bgm":
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if(this.utage.soundInfo[c.Arg1]) {
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if(!toLoadBgm[c.Arg1]) {
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toLoadBgm[c.Arg1] = this.utage.soundInfo[c.Arg1];
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case "arcanoise_appearance02":
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case "arcanoise_appearance03": {
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let Pat = this.defaultCharPattern;
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if(c.Arg1) {
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if(this.utage.characterInfo[c.Arg1] && this.utage.characterInfo[c.Arg1][Pat]) {
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if(!this.loader.resources[`char|${c.Arg1}|${Pat}`]) {
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this.loader.add(`char|${c.Arg1}|${Pat}`, this.utage.characterInfo[c.Arg1][Pat].FileName);
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}
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}
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} else {
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console.log(`Failed to get BGM: ${c.Arg1}`);
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}
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break;
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case "se":
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if(this.utage.soundInfo[c.Arg1]) {
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if(!toLoadSe[c.Arg1]) {
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toLoadSe[c.Arg1] = this.utage.soundInfo[c.Arg1];
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if(c.Arg2) {
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if(this.utage.characterInfo[c.Arg2] && this.utage.characterInfo[c.Arg2][Pat]) {
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if(!this.loader.resources[`char|${c.Arg2}|${Pat}`]) {
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this.loader.add(`char|${c.Arg2}|${Pat}`, this.utage.characterInfo[c.Arg2][Pat].FileName);
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}
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}
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} else {
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console.log(`Failed to get SE: ${c.Arg1}`);
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}
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break;
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if(c.Arg3) {
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if(this.utage.characterInfo[c.Arg3] && this.utage.characterInfo[c.Arg3][Pat]) {
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if(!this.loader.resources[`char|${c.Arg3}|${Pat}`]) {
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this.loader.add(`char|${c.Arg3}|${Pat}`, this.utage.characterInfo[c.Arg3][Pat].FileName);
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}
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}
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}
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}
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}
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} catch (error) {
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console.log(error);
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@ -267,6 +296,10 @@ class Player {
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if(!this.runEvent) { return; }
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let deltaTime = (1000/this.baseFps)*delta;
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this.secondTicker -= deltaTime;
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if(isNaN(this.waitTime)) {
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this.waitTime = 0;
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console.log('WaitTime was NaN');
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}
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if(this.waitTime >= 0) {
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this.waitTime -= deltaTime;
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}
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@ -393,6 +426,9 @@ class Player {
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processCommand(delta) {
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try {
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let cur = this.currentCommand;
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if(cur.Arg2 === '<Off>') {
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cur.Arg2 = '<off>';
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}
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switch((cur.Command || "").toLowerCase()) {
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case "scenetitle01": {
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this.waitTime = this.titleWaitTime * 1000;
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@ -418,7 +454,12 @@ class Player {
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break;
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}
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//FadeTo
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case "continue01":
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case "fadeout": {
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if(cur.Command.toLowerCase() === "continue01") {
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cur.Arg1 = 'black';
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cur.Arg6 = 1;
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}
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this.text.dialogText(false, "");
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this.text.characterName(false, "");
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this.waitTime = Number(cur.Arg6) * 1000;
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@ -532,23 +573,23 @@ class Player {
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if(cont.scale.x !== scale) {
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this.cancelLerpOfType('scale.x', cont);
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this.lerpTargets.push({type: 'scale.x', object: cont, curTime: 0,
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time: this.waitTime, finalV: scale, initV: cont.scale.x });
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time: this.waitTime, finalV: scale, initV: cont.scale.x, inter: 'quadout' });
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}
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if(cont.scale.y !== scale) {
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this.cancelLerpOfType('scale.y', cont);
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this.lerpTargets.push({type: 'scale.y', object: cont, curTime: 0,
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time: this.waitTime, finalV: scale, initV: cont.scale.y });
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time: this.waitTime, finalV: scale, initV: cont.scale.y, inter: 'quadout' });
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}
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if(cont.position.x !== x) {
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this.cancelLerpOfType('position.x', cont);
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this.lerpTargets.push({type: 'position.x', object: cont, curTime: 0,
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time: this.waitTime, finalV: x, initV: cont.position.x });
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time: this.waitTime, finalV: x, initV: cont.position.x, inter: 'quadout' });
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}
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if(cont.position.y !== y) {
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this.cancelLerpOfType('position.y', cont);
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this.lerpTargets.push({type: 'position.y', object: cont, curTime: 0,
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time: this.waitTime, finalV: y, initV: cont.position.y });
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time: this.waitTime, finalV: y, initV: cont.position.y, inter: 'quadout' });
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}
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if(cur.Arg6 && cur.Arg6.toLowerCase() === "nowait") {
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@ -622,10 +663,16 @@ class Player {
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break;
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case "attachit02": //103500221
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break;
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case "attachit03":
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break;
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case "attacshot12": //103500231
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break;
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case "attacslash01": //103500642
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break;
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case "attacslash02": //103500231
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break;
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case "attacslash05": //103500552
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break;
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case "attacshot11": //103500251
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break;
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case "getitem01": //103400252
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@ -635,6 +682,7 @@ class Player {
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break;
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case "arcanoise_appearance02": { //103500341
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if(cur.Arg1 && cur.Arg2) {
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this.waitTime = 1000;
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let customCommand1 = { Command: "", Arg1: cur.Arg1, Arg2: this.defaultCharPattern, Arg3: 'キャラ右', Arg6: .5 };
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this.checkPutCharacterScreen(customCommand1, false);
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let customCommand2 = { Command: "", Arg1: cur.Arg2, Arg2: this.defaultCharPattern, Arg3: 'キャラ左', Arg6: .5 };
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@ -642,11 +690,23 @@ class Player {
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}
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break;
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}
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case "arcanoise_appearance03": { //103500521
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if(cur.Arg1 && cur.Arg2 && cur.Arg3) {
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this.waitTime = 1000;
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let customCommand1 = { Command: "", Arg1: cur.Arg1, Arg2: this.defaultCharPattern, Arg3: 'キャラ右', Arg6: .5 };
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this.checkPutCharacterScreen(customCommand1, false);
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let customCommand2 = { Command: "", Arg1: cur.Arg2, Arg2: this.defaultCharPattern, Arg3: 'キャラ左', Arg6: .5 };
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this.checkPutCharacterScreen(customCommand2, false);
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let customCommand3 = { Command: "", Arg1: cur.Arg3, Arg2: this.defaultCharPattern, Arg3: 'キャラ中央', Arg6: .5 };
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this.checkPutCharacterScreen(customCommand3, false);
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}
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break;
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}
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case "noise_disappearance01": //103500331
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this.waitTime = cur.Arg1 * 1000;
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this.waitTime = Number(cur.Arg1) * 1000;
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break;
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case "noise_disappearance02": { //103500341
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this.waitTime = cur.Arg1 * 1000;
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this.waitTime = Number(cur.Arg1) * 1000;
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//let c1 = this.currentCharacters['キャラ右'];
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//if(c1) {
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// this.lerpTargets.push({type: 'alpha', object: c1.sprite, curTime: 0, time: 200, finalV: 0, initV: 1, post: "destroy" });
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@ -659,8 +719,29 @@ class Player {
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//}
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break;
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}
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case "noise_disappearance03": { //103500552
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debugger;
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this.waitTime = Number(cur.Arg1) * 1000;
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let c1 = this.currentCharacters['キャラ右'] || this.currentCharacters['キャラ右02'];
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if(c1) {
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this.lerpTargets.push({type: 'alpha', object: c1.sprite, curTime: (0 - (this.waitTime/2)), time: 200, finalV: 0, initV: 1, post: "destroy" });
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this.currentCharacters['キャラ右'] = undefined;
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}
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let c2 = this.currentCharacters['キャラ左'] || this.currentCharacters['キャラ左02'];
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if(c2) {
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this.lerpTargets.push({type: 'alpha', object: c2.sprite, curTime: (0 - (this.waitTime/2)), time: 200, finalV: 0, initV: 1, post: "destroy" });
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this.currentCharacters['キャラ左'] = undefined;
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}
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let c3 = this.currentCharacters['キャラ中央'];
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if(c3) {
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this.lerpTargets.push({type: 'alpha', object: c3.sprite, curTime: (0 - (this.waitTime/2)), time: 200, finalV: 0, initV: 1, post: "destroy" });
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this.currentCharacters['キャラ中央'] = undefined;
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}
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}
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case "noise_disappearance11": //103500341
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this.waitTime = cur.Arg1 * 1000;
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this.waitTime = Number(cur.Arg1) * 1000;
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break;
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case "continue01":
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break;
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}
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} catch(error) {
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@ -1005,7 +1086,23 @@ class Player {
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//f(!cur.Arg6 || cur.Arg6 !== "NoWait") {
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// this.waitTime = props.time + (props.delay || 0);
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//
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let stage = this.pixi.app.stage.position;
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//If the screen is currently shaking the second shake will offset it so get the init
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// position from that shake not the current position
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let currentShake = undefined;
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for(let l of this.lerpTargets) {
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if(l.type.includes('shake') && l.object === this.pixi.app.stage) {
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currentShake = l;
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l.cancel = true;
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break;
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}
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}
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let stage = undefined;
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if(currentShake) {
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stage = currentShake.initV;
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} else {
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stage = this.pixi.app.stage.position;
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}
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this.lerpTargets.push({type: 'shake', object: this.pixi.app.stage, curTime: 0 - (props.delay || 0), time: props.time,
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finalV: {x: props.x + stage.x, y: props.y + stage.y}, initV: {x: stage.x, y: stage.y} });
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break;
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@ -1098,8 +1195,8 @@ class Player {
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}
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event.preventDefault();
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event.stopPropagation();
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this.uiHidden = true;
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this.text.hideUi(false);
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this.uiHidden = !this.uiHidden;
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this.text.hideUi(!this.uiHidden);
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}
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onEndFile() {
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@ -17,7 +17,7 @@
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<script src="Js/XduPlayer.min.js"></script>
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<div id="loading-container" class="centered">
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<h2 id="loading-utage">Loading Utage Data...</h2>
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<h2 id="loading-font">Loading Fonts...</h2>
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<h2 id="loading-font">Loading Page Data...</h2>
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</div>
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<div id="parent-container" class="fade-in centered">
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<div id="other-controls-container">
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