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【小白】机翻注释mv的 Spriteset_Battle

已有 98 次阅读2015-11-4 21:16 |个人分类:mv: rpg_sprites


//-----------------------------------------------------------------------------
// Spriteset_Battle
// 战斗精灵组
// The set of sprites on the battle screen.
// 在战斗屏幕上 的 精灵组

function Spriteset_Battle() {
    this.initialize.apply(this, arguments);
}

Spriteset_Battle.prototype = Object.create(Spriteset_Base.prototype);
Spriteset_Battle.prototype.constructor = Spriteset_Battle;
//初始化
Spriteset_Battle.prototype.initialize = function() {
    Spriteset_Base.prototype.initialize.call(this);
    this._battlebackLocated = false;
};
//创建较下的层
Spriteset_Battle.prototype.createLowerLayer = function() {
    Spriteset_Base.prototype.createLowerLayer.call(this);
    this.createBackground();
    this.createBattleField();
    this.createBattleback();
    this.createEnemies();
    this.createActors();
};
//创建背景
Spriteset_Battle.prototype.createBackground = function() {
    this._backgroundSprite = new Sprite();
    this._backgroundSprite.bitmap = SceneManager.backgroundBitmap();
    this._baseSprite.addChild(this._backgroundSprite);
};
//更新
Spriteset_Battle.prototype.update = function() {
    Spriteset_Base.prototype.update.call(this);
    this.updateActors();
    this.updateBattleback();
};
//创建战斗区域
Spriteset_Battle.prototype.createBattleField = function() {
    var width = Graphics.boxWidth;
    var height = Graphics.boxHeight;
    var x = (Graphics.width - width) / 2;
    var y = (Graphics.height - height) / 2;
    this._battleField = new Sprite();
    this._battleField.setFrame(x, y, width, height);
    this._battleField.x = x;
    this._battleField.y = y;
    this._baseSprite.addChild(this._battleField);
};
//创建战斗背景
Spriteset_Battle.prototype.createBattleback = function() {
    var margin = 32;
    var x = -this._battleField.x - margin;
    var y = -this._battleField.y - margin;
    var width = Graphics.width + margin * 2;
    var height = Graphics.height + margin * 2;
    this._back1Sprite = new TilingSprite();
    this._back2Sprite = new TilingSprite();
    this._back1Sprite.bitmap = this.battleback1Bitmap();
    this._back2Sprite.bitmap = this.battleback2Bitmap();
    this._back1Sprite.move(x, y, width, height);
    this._back2Sprite.move(x, y, width, height);
    this._battleField.addChild(this._back1Sprite);
    this._battleField.addChild(this._back2Sprite);
};
//更新战斗背景
Spriteset_Battle.prototype.updateBattleback = function() {
    if (!this._battlebackLocated) {
        this.locateBattleback();
        this._battlebackLocated = true;
    }
};
//找出战斗背景
Spriteset_Battle.prototype.locateBattleback = function() {
    var width = this._battleField.width;
    var height = this._battleField.height;
    var sprite1 = this._back1Sprite;
    var sprite2 = this._back2Sprite;
    sprite1.origin.x = sprite1.x + (sprite1.bitmap.width - width) / 2;
    sprite2.origin.x = sprite1.y + (sprite2.bitmap.width - width) / 2;
    if ($gameSystem.isSideView()) {
        sprite1.origin.y = sprite1.x + sprite1.bitmap.height - height;
        sprite2.origin.y = sprite1.y + sprite2.bitmap.height - height;
    }
};
//战斗背景 1 位图
Spriteset_Battle.prototype.battleback1Bitmap = function() {
    return ImageManager.loadBattleback1(this.battleback1Name());
};
//战斗背景 2 位图
Spriteset_Battle.prototype.battleback2Bitmap = function() {
    return ImageManager.loadBattleback2(this.battleback2Name());
};
//战斗背景 1 名称
Spriteset_Battle.prototype.battleback1Name = function() {
    if (BattleManager.isBattleTest()) {
        return $dataSystem.battleback1Name;
    } else if ($gameMap.battleback1Name()) {
        return $gameMap.battleback1Name();
    } else if ($gameMap.isOverworld()) {
        return this.overworldBattleback1Name();
    } else {
        return '';
    }
};
//战斗背景 2 名称
Spriteset_Battle.prototype.battleback2Name = function() {
    if (BattleManager.isBattleTest()) {
        return $dataSystem.battleback2Name;
    } else if ($gameMap.battleback2Name()) {
        return $gameMap.battleback2Name();
    } else if ($gameMap.isOverworld()) {
        return this.overworldBattleback2Name();
    } else {
        return '';
    }
};
//结束世界战斗背景 1 名称
Spriteset_Battle.prototype.overworldBattleback1Name = function() {
    if ($gamePlayer.isInVehicle()) {
        return this.shipBattleback1Name();
    } else {
        return this.normalBattleback1Name();
    }
};
//结束世界战斗背景 2 名称
Spriteset_Battle.prototype.overworldBattleback2Name = function() {
    if ($gamePlayer.isInVehicle()) {
        return this.shipBattleback2Name();
    } else {
        return this.normalBattleback2Name();
    }
};
//正常战斗背景 1 名称
Spriteset_Battle.prototype.normalBattleback1Name = function() {
    return (this.terrainBattleback1Name(this.autotileType(1)) ||
            this.terrainBattleback1Name(this.autotileType(0)) ||
            this.defaultBattleback1Name());
};
//正常战斗背景 2 名称
Spriteset_Battle.prototype.normalBattleback2Name = function() {
    return (this.terrainBattleback2Name(this.autotileType(1)) ||
            this.terrainBattleback2Name(this.autotileType(0)) ||
            this.defaultBattleback2Name());
};
//范围战斗背景 1 名称
Spriteset_Battle.prototype.terrainBattleback1Name = function(type) {
    switch (type) {
    case 24: case 25:
        return 'Wasteland';
    case 26: case 27:
        return 'DirtField';
    case 32: case 33:
        return 'Desert';
    case 34:
        return 'Lava1';
    case 35:
        return 'Lava2';
    case 40: case 41:
        return 'Snowfield';
    case 42:
        return 'Clouds';
    case 4: case 5:
        return 'PoisonSwamp';
    default:
        return null;
    }
};
//范围战斗背景 2 名称
Spriteset_Battle.prototype.terrainBattleback2Name = function(type) {
    switch (type) {
    case 20: case 21:
        return 'Forest';
    case 22: case 30: case 38:
        return 'Cliff';
    case 24: case 25: case 26: case 27:
        return 'Wasteland';
    case 32: case 33:
        return 'Desert';
    case 34: case 35:
        return 'Lava';
    case 40: case 41:
        return 'Snowfield';
    case 42:
        return 'Clouds';
    case 4: case 5:
        return 'PoisonSwamp';
    }
};
//默认战斗背景 1 名称
Spriteset_Battle.prototype.defaultBattleback1Name = function() {
    return 'Grassland';
};
//默认战斗背景 2 名称
Spriteset_Battle.prototype.defaultBattleback2Name = function() {
    return 'Grassland';
};
//船战斗背景 1 名称
Spriteset_Battle.prototype.shipBattleback1Name = function() {
    return 'Ship';
};
//船战斗背景 2 名称
Spriteset_Battle.prototype.shipBattleback2Name = function() {
    return 'Ship';
};
//自动图块种类
Spriteset_Battle.prototype.autotileType = function(z) {
    return $gameMap.autotileType($gamePlayer.x, $gamePlayer.y, z);
};
//创建敌人
Spriteset_Battle.prototype.createEnemies = function() {
    var enemies = $gameTroop.members();
    var sprites = [];
    for (var i = 0; i < enemies.length; i++) {
        sprites[i] = new Sprite_Enemy(enemies[i]);
    }
    sprites.sort(this.compareEnemySprite.bind(this));
    for (var j = 0; j < sprites.length; j++) {
        this._battleField.addChild(sprites[j]);
    }
    this._enemySprites = sprites;
};
//比较敌人精灵
Spriteset_Battle.prototype.compareEnemySprite = function(a, b) {
    if (a.y !== b.y) {
        return a.y - b.y;
    } else {
        return b.spriteId - a.spriteId;
    }
};
//创建角色
Spriteset_Battle.prototype.createActors = function() {
    this._actorSprites = [];
    for (var i = 0; i < $gameParty.maxBattleMembers(); i++) {
        this._actorSprites[i] = new Sprite_Actor();
        this._battleField.addChild(this._actorSprites[i]);
    }
};
//更新角色
Spriteset_Battle.prototype.updateActors = function() {
    var members = $gameParty.battleMembers();
    for (var i = 0; i < this._actorSprites.length; i++) {
        this._actorSprites[i].setBattler(members[i]);
    }
};
//战斗者精灵
Spriteset_Battle.prototype.battlerSprites = function() {
    return this._enemySprites.concat(this._actorSprites);
};
//是动画播放中
Spriteset_Battle.prototype.isAnimationPlaying = function() {
    return this.battlerSprites().some(function(sprite) {
        return sprite.isAnimationPlaying();
    });
};
//是效果中
Spriteset_Battle.prototype.isEffecting = function() {
    return this.battlerSprites().some(function(sprite) {
        return sprite.isEffecting();
    });
};
//是任何一个移动中
Spriteset_Battle.prototype.isAnyoneMoving = function() {
    return this.battlerSprites().some(function(sprite) {
        return sprite.isMoving();
    });
};
//是忙碌
Spriteset_Battle.prototype.isBusy = function() {
    return this.isAnimationPlaying() || this.isAnyoneMoving();
};


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