XDUPlayer/Js/Player.js
firebingo 63f79738b0 Added Sepia Shader.
Fixes for movecamera command overlapping each other.
Fix if a character changes pattern during a move tween it keeps the tween.
Pre load checks for henshin01.
Some changes and placeholders for custom effects.
2018-05-09 21:43:00 -07:00

1163 lines
40 KiB
JavaScript

'use strict';
class Player {
constructor(pixi, utage, text, audio, shaderscript) {
this.pixi = pixi;
this.loader = pixi.loader;
this.utage = utage;
this.text = text;
this.audio = audio;
this.shaders = shaders;
//consts
this.resolutionScale = 1; //I created this thinking that I would need to handle changing offset when resolution changes. But lucikly I can just scale the parent container and it works without needing this.
this.baseFps = 60; //I am assuming that PIXI is going to stay as keeping 60fps = delta1.
this.bgLayerName = "背景"; //The label for the BG layer.
this.defaultCharPattern = 'すまし'; //The mission file doesn't always give a pattern for putting a character on the screen.
this.backCharTint = 0x808080;
this.titleWaitTime = 5;
this.currentCharacters = {};
this.layers = {};
this.sprites = {};
this.currentCommand = undefined;
this.runEvent = false;
this.secondTicker = 1000;
this.waitTime = 0;
this.lerpTargets = [];
this.manualNext = false;
this.hasMoreText = false;
this.uiHidden = false;
this.center = {x: ((baseDimensions.width / 2) * this.resolutionScale), y: ((baseDimensions.height / 2) * this.resolutionScale) };
this.assetLoadPercent = 0;
this.audioLoadPercent = 0;
this.playingVoice = undefined;
}
playFile() {
let runningPromise = new Promise((resolve, reject) => {
this.resolve = resolve;
this.reject = reject;
});
this.preCheckFilesToGet()
.then((success) => {
this.pixi.app.ticker.add(this.onPixiTick, this);
}, (failure) => {
console.log(failure);
});
return runningPromise;
}
//Runs through the tsv file and loads any files it will need to play.
preCheckFilesToGet() {
return new Promise((resolve, reject) => {
let toLoadBgm = {};
let toLoadSe = {};
for(let i = 0; i < utage.currentPlayingFile.length; ++i) {
try {
let c = utage.currentPlayingFile[i];
if(c.comment) { continue; }
let command = c.Command ? c.Command.toLowerCase() : '';
switch(command) {
//BG images
case "bg":
if(this.utage.textureInfo[c.Arg1]) {
if(!this.loader.resources[`bg|${c.Arg1}`]) {
this.loader.add(`bg|${c.Arg1}`, this.utage.textureInfo[c.Arg1].FileName);
}
} else if(!this.utage.textureInfo[c.Arg1]) {
console.log(`Failed to get BG: ${c.Arg1}`);
}
break;
//Text
case "": {
//Character Text
let Arg2 = c.Arg2;
if(c.Arg1 && this.utage.characterInfo[c.Arg1] && !Arg2) {
Arg2 = this.defaultCharPattern;
}
//I know the nesting here isint pretty
//If the character at arg1|arg2 exists and arg2 is not <off>
if(this.utage.characterInfo[c.Arg1] && this.utage.characterInfo[c.Arg1][Arg2] && Arg2 && Arg2 != "<Off>") {
if(!this.loader.resources[`char|${c.Arg1}|${Arg2}`]) {
this.loader.add(`char|${c.Arg1}|${Arg2}`, this.utage.characterInfo[c.Arg1][Arg2].FileName);
}
//If the character at arg1|arg2 isint here check at arg1|none. If not there put error in console.
} else if(c.Arg1 && Arg2 && Arg2 != "<Off>" &&
(!this.utage.characterInfo[c.Arg1] || !this.utage.characterInfo[c.Arg1][Arg2])) {
if(this.utage.characterInfo[c.Arg1] && this.utage.characterInfo[c.Arg1]['none']) {
if(!this.loader.resources[`char|${c.Arg1}|none`]) {
this.loader.add(`char|${c.Arg1}|none`, this.utage.characterInfo[c.Arg1]['none'].FileName);
}
} else {
console.log(`Failed to get Character: ${c.Arg1}|${Arg2}`);
}
}
//These voices arent in the Sound.tsv because fuck you
if(c.Voice) {
let filename = c.Voice;
if(filename.includes(',')) {
let s = filename.split(',');
filename = `${s[0].split('_').join('/')}/${s[1]}`;
}
filename = `${this.utage.rootDirectory}XDUData/Voice/${filename}.opus`;
if(!toLoadSe[c.Voice]) {
toLoadSe[c.Voice] = { Label: c.Voice, FileName: filename };
}
}
break;
}
case "henshin01_bgmoff": {
let Arg2 = c.Arg2;
if(c.Arg1 && this.utage.characterInfo[c.Arg1] && !Arg2) {
Arg2 = this.defaultCharPattern;
}
if(this.utage.characterInfo[c.Arg1] && this.utage.characterInfo[c.Arg1][Arg2]) {
if(!this.loader.resources[`char|${c.Arg1}|${Arg2}`]) {
this.loader.add(`char|${c.Arg1}|${Arg2}`, this.utage.characterInfo[c.Arg1][Arg2].FileName);
}
}
break;
}
case "henshin01": {
let Arg2 = c.Arg2;
if(c.Arg1 && this.utage.characterInfo[c.Arg1] && !Arg2) {
Arg2 = this.defaultCharPattern;
}
if(this.utage.characterInfo[c.Arg1] && this.utage.characterInfo[c.Arg1][Arg2]) {
if(!this.loader.resources[`char|${c.Arg1}|${Arg2}`]) {
this.loader.add(`char|${c.Arg1}|${Arg2}`, this.utage.characterInfo[c.Arg1][Arg2].FileName);
}
}
if(this.utage.soundInfo[c.Arg4]) {
if(!toLoadBgm[c.Arg4]) {
toLoadBgm[c.Arg4] = this.utage.soundInfo[c.Arg4];
}
} else {
console.log(`Failed to get BGM: ${c.Arg4}`);
}
break;
}
case "bgm":
if(this.utage.soundInfo[c.Arg1]) {
if(!toLoadBgm[c.Arg1]) {
toLoadBgm[c.Arg1] = this.utage.soundInfo[c.Arg1];
}
} else {
console.log(`Failed to get BGM: ${c.Arg1}`);
}
break;
case "se":
if(this.utage.soundInfo[c.Arg1]) {
if(!toLoadSe[c.Arg1]) {
toLoadSe[c.Arg1] = this.utage.soundInfo[c.Arg1];
}
} else {
console.log(`Failed to get SE: ${c.Arg1}`);
}
break;
}
} catch (error) {
console.log(error);
continue;
}
}
let audioArray = [];
for(let s of Object.keys(toLoadBgm)) {
audioArray.push(toLoadBgm[s]);
}
for(let s of Object.keys(toLoadSe)) {
audioArray.push(toLoadSe[s]);
}
this.audio.loadSounds(audioArray, (percent) => {
this.onAudioProgress(percent);
});
//Manually load white bg for fading. Can be tinted to change color.
this.loader.add('bg|whiteFade', `${this.utage.rootDirectory}Images/white.png`);
//this isint in the texture file.
this.loader.add('bg|titlecard', `${this.utage.rootDirectory}XDUData/Sample/Texture/BG/bg_title.jpg`)
this.loader
.on("progress", (loader, resource) => {
this.onPixiProgress(loader, resource);
})
.load(() => {
this.onPixiLoad(resolve, reject);
});
});
}
//Creates all the pixi containers for ther layers defined in layers.tsv
//also creates containers for fading
//note containers render in the order they are added, eg. the last added is always on top
buildLayerContainers() {
let layersToAdd = [];
for(let l of Object.keys(this.utage.layerInfo)) {
layersToAdd.push(this.utage.layerInfo[l]);
}
layersToAdd.sort(compare);
let parentContainer = new PIXI.Container();
parentContainer.position.set(this.center.x, this.center.y);
parentContainer.pivot.set(this.center.x, this.center.y);
this.pixi.app.stage.addChild(parentContainer);
this.layers["bg|mainparent"] = { container: parentContainer };
for(let l of layersToAdd) {
this.layers[l.LayerName] = { info: l };
let cont = new PIXI.Container();
this.layers[l.LayerName].container = cont;
parentContainer.addChild(cont);
//center the position of the container then offset it by the value in the layer info
let x = (((baseDimensions.width / 2) + Number(l.X)) * this.resolutionScale);
let y = (((baseDimensions.height / 2) - Number(l.Y)) * this.resolutionScale);
cont.position.set(x, y);
cont.visible = false;
}
let fadeBackCon = new PIXI.Container();
let fadeBackSp = new PIXI.Sprite(this.loader.resources["bg|whiteFade"].texture);
fadeBackSp.height = baseDimensions.height * this.resolutionScale;
fadeBackSp.width = baseDimensions.width * this.resolutionScale;
this.layers["bg|whiteFade"] = { info: undefined, sprite: fadeBackSp, container: fadeBackCon };
fadeBackSp.alpha = 0;
fadeBackCon.addChild(fadeBackSp);
this.pixi.app.stage.addChild(fadeBackCon);
function compare(a, b) {
return a.Order - b.Order;
}
}
buildShaders() {
this.shaders.buildShaders();
}
//Laoding progress functions
onPixiProgress(loader, resource) {
this.assetLoadPercent = loader.progress;
this.text.titleText(true, `Loading Assets... ${loader.progress.toFixed(0)}%`);
this.onLoadProgressUpdate();
}
onAudioProgress(percent) {
this.audioLoadPercent = percent;
this.onLoadProgressUpdate();
}
onLoadProgressUpdate() {
let totalProgress = (this.audioLoadPercent / 2) + (this.assetLoadPercent / 2);
this.text.titleText(true, `Loading Assets... ${totalProgress.toFixed(0)}%`);
}
onPixiLoad(resolve, reject) {
if(this.audioLoadPercent === 100) {
this.text.titleText(false, '');
setTimeout(() => {
this.runEvent = true;
this.buildLayerContainers();
this.buildShaders();
resolve();
}, 1000);
} else {
setTimeout(() => {
this.onPixiLoad(resolve, reject);
}, 100);
}
}
//Runs every frame. Delta is a float scaled from 1=60fps.
onPixiTick(delta) {
try {
if(!this.runEvent) { return; }
let deltaTime = (1000/this.baseFps)*delta;
this.secondTicker -= deltaTime;
if(this.waitTime >= 0) {
this.waitTime -= deltaTime;
}
//Lerp items
this.loopHandleLerps(deltaTime);
//If wait time has expired and we arent waiting for user input end the current command
if(this.currentCommand && this.waitTime <= 0 && !this.manualNext) {
this.processEndCommand(delta);
}
//If we cleared the command get the next
if(!this.currentCommand) {
this.getNextCommand();
}
//If we have a new command set up the info for it
if(this.currentCommand && !this.manualNext && this.waitTime <= 0) {
this.processCommand(delta);
}
if(this.secondTicker < 0) {
this.secondTicker = 1000;
}
} catch (error) {
console.log(error);
}
}
//This loop is run every frame and handles all the animation liek tweens in the mission.
//interpolation is not just linear even if its called HandleLerps
loopHandleLerps(deltaTime) {
try {
//Loop through the lerp targets, modify the needed objects. If a object is at its 1 time state remove it from the list.
let toRemove = [];
for(let i = 0; i < this.lerpTargets.length; ++i) {
try {
let l = this.lerpTargets[i];
if(l.cancel) {
toRemove.push(i);
} else {
l.curTime += deltaTime;
if(l.curTime < 0) { continue; }
let inter = l.inter || "linear";
let pos = l.curTime / l.time;
if(l.cancel) {
pos = 1;
}
if(pos >= 1) {
pos = 1;
toRemove.push(i);
if(l.post) {
let split = l.post.split('|');
switch(split[0].toLowerCase()) {
case "destroy":
l.object.destroy();
continue;
case "clearshader":
l.object.filters = null;
l.object.alpha = Number(split[1]);
break;
}
}
}
switch(l.type) {
case "shake": {
if(pos === 1) {
if(l.object instanceof HTMLElement) {
l.object.style = "";
} else {
l.object.position.set(l.initV.x, l.initV.y);
}
} else {
let x = l.initV.x;
let y = l.initV.y;
if(l.finalV.x) {
x = Math.floor(Math.random() * (l.finalV.x * (1-pos)));
}
if(l.finalV.y) {
y = Math.floor(Math.random() * (l.finalV.y * (1-pos)));
}
if(l.object instanceof HTMLElement) {
l.object.style = `transform: translate(${x}px, ${y}px);`;
} else {
l.object.position.set(l.initV.x + x, l.initV.y + y);
}
}
break;
}
case "shader": {
try {
l.object.filters[0].uniforms.time = pos;
l.object.filters[0].apply();
} catch(error) {}
}
default: {
let newValue = commonFunctions.lerp(l.initV, l.finalV, pos, inter);
let split = l.type.split(".");
switch(split.length) {
case 1:
l.object[split[0]] = newValue;
break;
case 2:
l.object[split[0]][split[1]] = newValue;
break;
default:
continue;
}
break;
}
}
}
} catch(error) {
//If we got an exception during this it probably means the object doesnt exist anymore so just remove it.
toRemove.push(i);
}
}
for(let i = toRemove.length - 1; i > -1; --i) {
this.lerpTargets.splice(toRemove[i], 1);
}
} catch (error) {
console.log(error);
}
}
//Processes a line from the mission tsv
processCommand(delta) {
try {
let cur = this.currentCommand;
switch((cur.Command || "").toLowerCase()) {
case "scenetitle01": {
this.waitTime = this.titleWaitTime * 1000;
try {
let container = this.layers[this.bgLayerName].container;
let sprite = new PIXI.Sprite(this.loader.resources[`bg|titlecard`].texture);
container.visible = true;
sprite.scale.set(1.30273438, 1.30273438);
sprite.anchor.set(0.5, 0.5);
sprite.alpha = 0;
container.addChild(sprite);
this.lerpTargets.push({type: 'alpha', object: sprite, curTime: 0, time: 300, finalV: 1, initV: 0});
this.lerpTargets.push({type: 'alpha', object: sprite, curTime: -(this.waitTime+500), time: 300, finalV: 0, initV: 1, post: "destroy"});
} catch (error) { }
let text = cur.English ? (utage.currentTranslation[cur.English] || cur.Text) : cur.Text;
this.text.titleText(true, text);
break;
}
case "divaeffect": {
this.waitTime = Number(cur.Arg5) * 1000;
let text = cur.English ? (utage.currentTranslation[cur.English] || cur.Text) : cur.Text;
this.text.divaText(true, text);
break;
}
//FadeTo
case "fadeout": {
this.text.dialogText(false, "");
this.text.characterName(false, "");
this.waitTime = Number(cur.Arg6) * 1000;
if(!cur.Arg1)
cur.Arg1 = 'white';
let fadeColor = commonFunctions.getColorFromName(cur.Arg1);
this.layers["bg|whiteFade"].sprite.tint = fadeColor.color;
this.lerpTargets.push({type: 'alpha', object: this.layers["bg|whiteFade"].sprite, curTime: 0, time: this.waitTime, finalV: fadeColor.alpha, initV: 0});
break;
}
//FadeFrom
case "fadein": {
this.waitTime = Number(cur.Arg6) * 1000;
if(!cur.Arg1)
cur.Arg1 = 'white';
let fadeColor = commonFunctions.getColorFromName(cur.Arg1);
this.layers["bg|whiteFade"].sprite.tint = fadeColor.color;
this.lerpTargets.push({type: 'alpha', object: this.layers["bg|whiteFade"].sprite, curTime: 0, time: this.waitTime, finalV: 0, initV: fadeColor.alpha});
break;
}
case "divalefttorightblackfade": {
this.processDivaFadeHor(cur, false, false);
break;
}
case "divalefttorightclearfade": {
this.processDivaFadeHor(cur, true, false);
break;
}
case "divarighttoleftblackfade": {
this.processDivaFadeHor(cur, false, true);
break;
}
case "divarighttoleftclearfade": {
this.processDivaFadeHor(cur, true, true);
break;
}
case "divauptodownblackfade": {
this.processDivaFadeVert(cur, false, true);
break;
}
case "divauptodownclearfade": {
this.processDivaFadeVert(cur, true, true);
break;
}
case "divadowntoupblackfade": {
this.processDivaFadeVert(cur, false, false);
break;
}
case "divadowntoupclearfade": {
this.processDivaFadeVert(cur, true, false);
break;
}
case "divasepiacamera": { //103500311
let filter = this.shaders.shaders['sepia'];
filter.uniforms.factor = 0.5;
this.layers["bg|mainparent"].container.filters = [filter];
break;
}
case "divasepiacameraclear": {
this.layers["bg|mainparent"].container.filters = null;
break;
}
case "bg": {
let bgInfo = this.utage.textureInfo[cur.Arg1];
let container = this.layers[this.bgLayerName].container;
//If we have a fadetime we need to keep the old bg, fade its alpha out, then destroy it.
if(cur.Arg6 && container.children[0]) {
//I know im assuming a lot that there is already only one bg on the layer.
this.lerpTargets.push({type: 'alpha', object: container.children[0], curTime: 0, time: (Number(cur.Arg6) * 1000), finalV: 0, initV: 1, post: "destroy"});
} else {
//clear the sprite for the bg currently in use.
for(let i = 0; i < container.children.length; ++i) {
container.children[i].destroy();
}
}
container.visible = true;
let sprite = new PIXI.Sprite(this.loader.resources[`bg|${cur.Arg1}`].texture);
sprite.scale.set(Number(bgInfo.Scale), Number(bgInfo.Scale));
//center the bg
sprite.anchor.set(0.5, 0.5);
if(cur.Arg6) {
container.addChild(sprite);
sprite.alpha = 0;
this.lerpTargets.push({type: 'alpha', object: sprite, curTime: 0, time: (Number(cur.Arg6) * 1000), finalV: 1, initV: 0});
} else {
container.addChild(sprite);
}
break;
}
case "wait":
this.waitTime = Number(cur.Arg6) * 1000;
break;
case "waitinput": {
let time = Number(cur.Arg6);
if(time) {
this.waitTime = time * 1000;
} else {
this.manualNext = true;
}
break;
}
case "movecamera": {
let time = Number(cur.Arg4);
let scale = 1 + (1 - Number(cur.Arg3));
let cont = this.layers["bg|mainparent"].container;
let x = this.center.x + -(Number(cur.Arg1));
//y in xdu is flipped
let y = this.center.y - -(Number(cur.Arg2));
if(time) {
this.waitTime = time * 1000;
if(cont.scale.x !== scale) {
this.cancelLerpOfType('scale.x', cont);
this.lerpTargets.push({type: 'scale.x', object: cont, curTime: 0,
time: this.waitTime, finalV: scale, initV: cont.scale.x });
}
if(cont.scale.y !== scale) {
this.cancelLerpOfType('scale.y', cont);
this.lerpTargets.push({type: 'scale.y', object: cont, curTime: 0,
time: this.waitTime, finalV: scale, initV: cont.scale.y });
}
if(cont.position.x !== x) {
this.cancelLerpOfType('position.x', cont);
this.lerpTargets.push({type: 'position.x', object: cont, curTime: 0,
time: this.waitTime, finalV: x, initV: cont.position.x });
}
if(cont.position.y !== y) {
this.cancelLerpOfType('position.y', cont);
this.lerpTargets.push({type: 'position.y', object: cont, curTime: 0,
time: this.waitTime, finalV: y, initV: cont.position.y });
}
if(cur.Arg6 && cur.Arg6.toLowerCase() === "nowait") {
this.waitTime = 0;
}
} else {
this.cancelLerpOfType('scale.x', cont);
this.cancelLerpOfType('scale.y', cont);
this.cancelLerpOfType('position.x', cont);
this.cancelLerpOfType('position.y', cont);
cont.scale.set(scale, scale);
cont.position.set(x, y);
}
break;
}
case "characteroff": {
this.text.dialogText(false, "");
this.text.characterName(false, "");
for(let c of Object.keys(this.currentCharacters)) {
if(!this.currentCharacters[c]) { continue; }
let curChar = this.currentCharacters[c];
if(curChar.charName === cur.Arg1) {
let time = Number(cur.Arg6) * 1000;
if(!time) { time = 250; }
this.lerpTargets.push({type: 'alpha', object: curChar.sprite, name: cur.Arg1, curTime: 0, time: time, finalV: 0, initV: 1, post: "destroy" });
this.currentCharacters[c] = undefined;
break;
}
}
}
case "tween":
this.processTween(delta, cur);
break;
case "bgm":
this.audio.stopSound('bgm');
if(!this.utage.soundInfo[cur.Arg1]) {
break;
}
this.audio.playSound(cur.Arg1, 'bgm');
break;
case "stopbgm":
this.audio.stopSound('bgm');
break;
case "se":
if(!this.utage.soundInfo[cur.Arg1]) {
break;
}
this.audio.playSound(cur.Arg1, 'se');
break;
case "shake": {
this.processShake(delta, cur);
break;
}
default:
this.processCommandOther(delta);
break;
//custom effects
case "henshin01_bgmoff": //101000111
this.waitTime = 1000;
this.audio.stopSound('bgm');
this.checkPutCharacterScreen(cur, true);
break;
case "henshin01":
this.waitTime = 1000;
this.audio.stopSound('bgm');
if(this.utage.soundInfo[cur.Arg4]) {
this.audio.playSound(cur.Arg4, 'bgm');
}
cur.Arg4 = 0;
this.checkPutCharacterScreen(cur, true);
break;
case "attachit02": //103500221
break;
case "attacshot12": //103500231
break;
case "attacslash02": //103500231
break;
case "attacshot11": //103500251
break;
case "getitem01": //103400252
break;
case "skillmovie": //103500341
break;
case "arcanoise_appearance02": { //103500341
if(cur.Arg1 && cur.Arg2) {
let customCommand1 = { Command: "", Arg1: cur.Arg1, Arg2: this.defaultCharPattern, Arg3: 'キャラ右', Arg6: .5 };
this.checkPutCharacterScreen(customCommand1, false);
let customCommand2 = { Command: "", Arg1: cur.Arg2, Arg2: this.defaultCharPattern, Arg3: 'キャラ左', Arg6: .5 };
this.checkPutCharacterScreen(customCommand2, false);
}
break;
}
case "noise_disappearance01": //103500331
this.waitTime = cur.Arg1 * 1000;
break;
case "noise_disappearance02": { //103500341
this.waitTime = cur.Arg1 * 1000;
//let c1 = this.currentCharacters['キャラ右'];
//if(c1) {
// this.lerpTargets.push({type: 'alpha', object: c1.sprite, curTime: 0, time: 200, finalV: 0, initV: 1, post: "destroy" });
// this.currentCharacters['キャラ右'] = undefined;
//}
//let c2 = this.currentCharacters['キャラ左'];
//if(c2) {
// this.lerpTargets.push({type: 'alpha', object: c2.sprite, curTime: 0, time: 200, finalV: 0, initV: 1, post: "destroy" });
// this.currentCharacters['キャラ左'] = undefined;
//}
break;
}
case "noise_disappearance11": //103500341
this.waitTime = cur.Arg1 * 1000;
break;
}
} catch(error) {
console.log(error);
}
}
processDivaFadeHor(command, clear, rtl) {
this.waitTime = Number(command.Arg6) * 1000;
let sprite = this.layers["bg|whiteFade"].sprite;
let filter = this.shaders.shaders[(rtl ? 'divarighttoleftfade' : 'divalefttorightfade')];
if(!command.Arg1) {
command.Arg1 = 'white';
}
let color = commonFunctions.getColorFromName(command.Arg1);
let rgbcolor = commonFunctions.hexToRgb(color.color);
sprite.tint = color.color;
sprite.alpha = color.alpha;
filter.uniforms.time = 0.0;
filter.uniforms.fadeincolor = (clear ? [0.0,0.0,0.0,0.0] : [rgbcolor[0],rgbcolor[1],rgbcolor[2],1.0]);
filter.uniforms.fadeoutcolor = (clear ? [rgbcolor[0],rgbcolor[1],rgbcolor[2],1.0] : [0.0,0.0,0.0,0.0]);
sprite.filters = [filter];
this.lerpTargets.push({type: 'shader', object: sprite, curTime: 0, time: this.waitTime, post: `clearshader|${(clear ? '0' : `${color.alpha}`)}`});
}
//utd is UpToDown
processDivaFadeVert(command, clear, utd) {
this.waitTime = Number(command.Arg6) * 1000;
let sprite = this.layers["bg|whiteFade"].sprite;
let filter = this.shaders.shaders[(utd ? 'divauptodownfade' : 'divadowntoupfade')];
if(!command.Arg1) {
command.Arg1 = 'white';
}
let color = commonFunctions.getColorFromName(command.Arg1);
let rgbcolor = commonFunctions.hexToRgb(color.color);
sprite.tint = color.color;
sprite.alpha = color.alpha;
filter.uniforms.time = 0.0;
filter.uniforms.fadeincolor = (clear ? [0.0,0.0,0.0,0.0] : [rgbcolor[0],rgbcolor[1],rgbcolor[2],1.0]);
filter.uniforms.fadeoutcolor = (clear ? [rgbcolor[0],rgbcolor[1],rgbcolor[2],1.0] : [0.0,0.0,0.0,0.0]);
sprite.filters = [filter];
this.lerpTargets.push({type: 'shader', object: sprite, curTime: 0, time: this.waitTime, post: `clearshader|${(clear ? '0' : `${color.alpha}`)}`});
}
//This should mostly be handling things like text
processCommandOther(delta) {
let cur = this.currentCommand;
//Character on screen
this.checkPutCharacterScreen(cur);
//Display text
this.checkPutText(cur);
}
//Checks if the current command is trying to put a new character on the screen or not
checkPutCharacterScreen(cur, special = false) {
if((!cur.Command || special) && cur.Arg1 && this.utage.characterInfo[cur.Arg1]) {
let lay = undefined;
let curChar = undefined; //The character that is currently on screen with the same name as Arg1.
let prevChar = undefined; //The character that is already on the layer we are trying to put the new char on.
//First check if the character is already on screen
for(let c of Object.keys(this.currentCharacters)) {
if(!this.currentCharacters[c]) { continue; }
if(this.currentCharacters[c].charName === cur.Arg1) {
curChar = this.currentCharacters[c];
lay = this.currentCharacters[c].layer;
if(!cur.Arg3) {
cur.Arg3 = c;
}
}
}
//Sometimes they don't give a pattern so just assume the default.
if(!cur.Arg2 && !curChar) {
cur.Arg2 = this.defaultCharPattern;
//If the character was already on screen use that pattern
} else if (!cur.Arg2 && curChar) {
cur.Arg2 = curChar.character.Pattern;
}
let chr = this.utage.characterInfo[cur.Arg1][cur.Arg2];
if(!chr) {
//Non character sprites don't have a pattern and just use none as a key so if we don't find a character at arg1|arg2 look for this.
cur.Arg2 = 'none';
chr = this.utage.characterInfo[cur.Arg1][cur.Arg2];
}
//If we didn't find the character at all just abandon.
if(!chr) { return; }
//If the script gives us a layer get that layer and if there is a character on it already.
if(cur.Arg3) {
lay = this.layers[cur.Arg3];
prevChar = this.currentCharacters[cur.Arg3];
if(!lay) { return; }
//If they didn't give us a layer check for left and right positioning or try to go to default (middle)
} else if(!curChar && !lay) {
if(isCharOnLeft.apply(this)) {
lay = this.layers['キャラ右'];
} else if(isCharOnRight.apply(this)) {
lay = this.layers['キャラ左'];
} else {
lay = this.layers['キャラ中央'];
}
if(!lay) { return; }
cur.Arg3 = lay.info.LayerName;
prevChar = this.currentCharacters[cur.Arg3];
}
//If the character is already on screen on another layer move them to the new layer.
if(curChar && lay && curChar.layer.info.LayerName !== cur.Arg3) {
this.lerpTargets.push({type: 'alpha', object: curChar.sprite, curTime: 0, time: 200, finalV: 0, initV: 1, post: "destroy" });
this.currentCharacters[curChar.layer.info.LayerName] = undefined;
}
//If this character is already here and not changing patterns don't change anything.
else if(curChar && curChar.charName === cur.Arg1 && curChar.character.Pattern === cur.Arg2) {
return;
}
//If the layer already has a different character on it remove it.
if(prevChar && (prevChar.character.NameText !== chr.NameText || prevChar.character.Pattern !== chr.Pattern)) {
this.lerpTargets.push({type: 'alpha', object: prevChar.sprite, curTime: 0, time: 200, finalV: 0, initV: 1, post: "destroy" });
this.currentCharacters[cur.Arg3] = undefined;
}
let sprite = new PIXI.Sprite(this.loader.resources[`char|${cur.Arg1}|${cur.Arg2}`].texture);
sprite.scale.set(Number(chr.Scale), Number(chr.Scale));
let anchor = commonFunctions.getAnchorFromCharPivot(chr.Pivot);
sprite.anchor.set(anchor.x, anchor.y);
sprite.alpha = 0;
let fadeTime = 200;
//If the character is already on screen put the new sprite in the same position as the old one.
if(curChar) {
sprite.position.x = curChar.sprite.position.x;
sprite.position.y = curChar.sprite.position.y;
//if the current character is doing a tween transfer the tween to the new one.
for(let l of this.lerpTargets) {
if(l.type.includes('position') && l.object === curChar.sprite) {
l.object = sprite;
break;
}
}
}
if(cur.Arg4) {
sprite.position.x = Number(cur.Arg4);
}
if(cur.Arg5) {
sprite.position.y = Number(cur.Arg5);
}
if(cur.Arg6) {
//Im halving this because their fades take too fucking long and looks bad.
fadeTime = (Number(cur.Arg6) * 1000) / 2;
}
this.currentCharacters[cur.Arg3] = { layer: lay, character: chr, charName: cur.Arg1, sprite: sprite };
if(fadeTime > 0) {
this.lerpTargets.push({type: 'alpha', object: sprite, curTime: 0, time: fadeTime, finalV: 1, initV: 0 });
} else {
sprite.alpha = 1;
}
lay.container.addChild(sprite);
lay.container.visible = true;
}
function isCharOnLeft() {
for(let l of Object.keys(this.layers)) {
let lay = this.layers[l].info;
if(!lay) { continue; }
if(lay.LayerName.includes('キャラ左')) {
if(this.currentCharacters[lay.LayerName]) {
return true;
}
}
}
return false;
}
function isCharOnRight() {
for(let l of Object.keys(this.layers)) {
let lay = this.layers[l].info;
if(!lay) { continue; }
if(lay.LayerName.includes('キャラ右')) {
if(this.currentCharacters[lay.LayerName]) {
return true;
}
}
}
return false;
}
}
//Checks if the current command is trying to put text on the screen.
checkPutText(cur) {
if(this.playingVoice) {
this.audio.stopSound(this.playingVoice);
}
if(!cur.Command && cur.Arg1 && cur.Text) {
//If its chracter off screen text
let text = cur.English ? (utage.currentTranslation[cur.English] || cur.Text) : cur.Text;
text = commonFunctions.convertUtageTextTags(text);
if(cur.Arg2 && cur.Arg2.toLowerCase() === "<off>") {
this.text.characterName(true, cur.Arg1);
this.text.dialogText(true, commonFunctions.convertUtageTextTags(text));
} else {
let charName = "";
let found = false;
//Look for the character that is saying the text to get their name
//future note: This might be better to just look for the character in character info if this start failing.
for(let c of Object.keys(this.currentCharacters)) {
if(!this.currentCharacters[c]) { continue; }
if(this.currentCharacters[c].charName === cur.Arg1) {
this.text.characterName(true, this.currentCharacters[c].character.NameText);
this.text.dialogText(true, text);
this.currentCharacters[c].sprite.tint = 0xFFFFFF;
found = true;
continue;
}
//while were here set other characters tint to background shade
if(this.currentCharacters[c].sprite) {
this.currentCharacters[c].sprite.tint = this.backCharTint;
}
}
//If we didnt find the character just dump the text anyways with Arg1 as the name
if(!found) {
this.text.characterName(true, cur.Arg1);
this.text.dialogText(true, text);
}
}
this.manualNext = true;
//Sometimes they don't give a Arg1 for the text.
} else if(!cur.Command && cur.Arg2.toLowerCase() === "<off>" && cur.Text) {
let text = cur.English ? (utage.currentTranslation[cur.English] || cur.Text) : cur.Text;
this.text.characterName(true, "");
this.text.dialogText(true, commonFunctions.convertUtageTextTags(text));
this.manualNext = true;
}
if(cur.Voice) {
this.playingVoice = cur.Voice;
this.audio.playSound(cur.Voice);
}
}
//Handle a tween command
processTween(delta, cur) {
this.text.dialogText(false, "");
this.text.characterName(false, "");
let curChar = undefined;
//Find the character for the tween.
for(let c of Object.keys(this.currentCharacters)) {
if(!this.currentCharacters[c]) { continue; }
if(this.currentCharacters[c].charName === cur.Arg1) {
curChar = this.currentCharacters[c];
this.currentCharacters[c].sprite.tint = 0xFFFFFF;
continue;
}
//while were here set other characters tint to background shade
if(this.currentCharacters[c].sprite) {
this.currentCharacters[c].sprite.tint = this.backCharTint;
}
}
if(!curChar) { return; }
switch(cur.Arg2.toLowerCase()) {
case "moveto": {
let props = commonFunctions.getPropertiesFromTweenCommand(cur.Arg3);
//moveto has a islocal value that im just assuming is true until I run into a case it actually isint.
//note that islocal is local to the layer's position not the characters current position so the final pos will be 0 + what the command says
if(!cur.Arg6 || cur.Arg6 !== "NoWait") {
this.waitTime = props.time + (props.delay || 0);
}
if(props.x != undefined) {
if(props.time) {
this.lerpTargets.push({type: 'position.x', object: curChar.sprite, curTime: 0 - (props.delay || 0), time: props.time,
finalV: props.x, initV: curChar.sprite.position.x, inter: 'quadout' });
} else {
curChar.sprite.position.x = props.x;
}
}
if(props.y != undefined) {
if(props.time) {
this.lerpTargets.push({type: 'position.y', object: curChar.sprite, curTime: 0 - (props.delay || 0), time: props.time,
finalV: props.y, initV: curChar.sprite.position.y, inter: 'quadout' });
} else {
curChar.sprite.position.y = props.y;
}
}
break;
}
case "punchposition": {
let props = commonFunctions.getPropertiesFromTweenCommand(cur.Arg3);
if(props.time == undefined) { props.time = 1000; }
if(!cur.Arg6 || cur.Arg6 !== "NoWait") {
this.waitTime = props.time + (props.delay || 0);
}
if(props.x != undefined) {
this.lerpTargets.push({type: 'position.x', object: curChar.sprite, curTime: 0 - (props.delay || 0), time: props.time,
finalV: curChar.sprite.position.x + props.x, initV: curChar.sprite.position.x, inter: 'punch' });
}
if(props.y != undefined) {
this.lerpTargets.push({type: 'position.y', object: curChar.sprite, curTime: 0 - (props.delay || 0), time: props.time,
finalV: curChar.sprite.position.y + props.y, initV: curChar.sprite.position.y, inter: 'punch' });
}
break;
}
case "scaleto": {
let props = commonFunctions.getPropertiesFromTweenCommand(cur.Arg3, false);
if(props.time == undefined) { props.time = 500; }
//cuz I don't care about their values that make no sense when everything else uses time.
if(props.speed) { props.time = props.speed * 1000; }
if(!cur.Arg6 || cur.Arg6 !== "NoWait") {
this.waitTime = props.time + (props.delay || 0);
}
if(props.x != undefined) {
this.lerpTargets.push({type: 'scale.x', object: curChar.sprite, curTime: 0 - (props.delay || 0), time: props.time,
finalV: curChar.sprite.scale.x * props.x, initV: curChar.sprite.scale.x });
}
if(props.y != undefined) {
this.lerpTargets.push({type: 'scale.y', object: curChar.sprite, curTime: 0 - (props.delay || 0), time: props.time,
finalV: curChar.sprite.scale.y * props.y, initV: curChar.sprite.scale.y });
}
}
case "colorto": {
let props = commonFunctions.getPropertiesFromTweenCommand(cur.Arg3);
if(props.alpha != undefined) {
if(props.time) {
this.lerpTargets.push({type: 'alpha', object: curChar.sprite, curTime: 0 - (props.delay || 0), time: props.time,
finalV: props.alpha, initV: curChar.sprite.alpha });
} else {
curChar.sprite.alpha = props.alpha;
}
this.cancelLerpOfType('alpha', curChar.sprite);
}
}
}
}
processShake(delta, cur) {
let obj = cur.Arg1;
switch(obj.toLowerCase()) {
case "camera": {
let props = commonFunctions.getPropertiesFromTweenCommand(cur.Arg3);
if(!props.y) { props.y = 0; }
if(!props.x) { props.x = 0; }
if(!props.x && !props.y) {
props.x = 30;
props.y = 30;
}
if(!props.time) { props.time = 1000; }
//Im not waiting for these because utage seems to not.
//f(!cur.Arg6 || cur.Arg6 !== "NoWait") {
// this.waitTime = props.time + (props.delay || 0);
//
let stage = this.pixi.app.stage.position;
this.lerpTargets.push({type: 'shake', object: this.pixi.app.stage, curTime: 0 - (props.delay || 0), time: props.time,
finalV: {x: props.x + stage.x, y: props.y + stage.y}, initV: {x: stage.x, y: stage.y} });
break;
}
case "messagewindow": {
let props = commonFunctions.getPropertiesFromTweenCommand(cur.Arg3);
if(!props.y) { props.y = 0; }
if(!props.x) { props.x = 0; }
if(!props.x && !props.y) {
props.x = 30;
props.y = 30;
}
if(!props.time) { props.time = 1000; }
//if(!cur.Arg6 || cur.Arg6 !== "NoWait") {
// this.waitTime = props.time + (props.delay || 0);
//}
this.lerpTargets.push({type: 'shake', object: document.getElementById('dialog-box'), curTime: 0 - (props.delay || 0), time: props.time,
finalV: {x: props.x, y: props.y}, initV: {x: 0, y: 0} });
break;
}
default: {
let props = commonFunctions.getPropertiesFromTweenCommand(cur.Arg3);
if(!props.y) { props.y = 0; }
if(!props.x) { props.x = 0; }
if(!props.x && !props.y) {
props.x = 30;
props.y = 30;
}
if(!props.time) { props.time = 1000; }
let curChar = undefined;
//Find the character.
for(let c of Object.keys(this.currentCharacters)) {
if(!this.currentCharacters[c]) { continue; }
if(this.currentCharacters[c].charName === cur.Arg1) {
curChar = this.currentCharacters[c];
continue;
}
}
if(!curChar) { return; }
//The sprite's position should be added to the final x and y when setting the shake position.
this.lerpTargets.push({type: 'shake', object: curChar.sprite, curTime: 0 - (props.delay || 0), time: props.time,
finalV: {x: props.x, y: props.y}, initV: {x: curChar.sprite.position.x, y: curChar.sprite.position.y} });
}
}
}
cancelLerpOfType(type, object) {
for(let l of this.lerpTargets) {
if(l.type.includes(type) && l.object === object) {
l.cancel = true;
}
}
}
processEndCommand(delta) {
let cur = this.currentCommand;
switch(cur.Command) {
case "SceneTitle01":
this.text.titleText(false, '');
break;
case "DivaEffect":
this.text.divaText(false, '');
break;
}
this.currentCommand = undefined;
}
onMainClick(event) {
if(!this.runEvent) {
return
}
event.preventDefault();
event.stopPropagation();
if(this.manualNext && !this.uiHidden) {
if (!this.text.scrollingText) {
this.manualNext = false;
this.waitTime = 0;
} else if(this.text.scrollingText) {
this.text.showDialogFullText();
}
} else if(this.uiHidden) {
this.text.hideUi(true);
this.uiHidden = false;
}
}
hideUiClicked(event) {
if(!this.runEvent) {
return;
}
event.preventDefault();
event.stopPropagation();
this.uiHidden = true;
this.text.hideUi(false);
}
onEndFile() {
this.resolve();
}
getNextCommand() {
let command = utage.currentPlayingFile.pop();
if(!utage.currentPlayingFile || utage.currentPlayingFile.length === 0) {
this.onEndFile();
return;
}
if(!command || command.comment || (!command.Command && !command.Arg1 && !command.Arg2 && !command.Arg3 && !command.Arg4 && !command.Arg5 && !command.Arg6)) {
this.getNextCommand();
return;
}
this.currentCommand = command;
}
updateResolution(res) {
let newScale = res.height / baseDimensions.height;
this.pixi.app.stage.scale.set(newScale, newScale);
this.pixi.app.renderer.resize(res.width, res.height);
document.getElementById('text-container').style.cssText = `transform: scale(${newScale})`;
}
resetAll() {
return new Promise((resolve, reject) => {
try {
this.pixi.app.ticker.remove(this.onPixiTick, this);
this.pixi.app.stage.children.forEach(function(child) { child.destroy(true, true, true); });
for(let tex of Object.keys(PIXI.utils.TextureCache)) {
if(PIXI.utils.TextureCache[tex]) {
PIXI.utils.TextureCache[tex].destroy(true);
}
}
utage.currentPlayingFile.length = 0;
this.loader.reset();
this.currentCharacters = {};
this.layers = {};
this.sprites = {};
this.currentCommand = undefined;
this.runEvent = false;
this.secondTicker = 1000;
this.waitTime = 0;
this.lerpTargets = [];
this.manualNext = false;
this.hasMoreText = false;
this.audioLoadPercent = 0;
this.assetLoadPercent = 0;
this.playingVoice = undefined;
this.text.resetAll();
this.audio.resetAll();
this.utage.resetTranslations();
resolve();
} catch (error) {
reject(error);
}
});
}
}