var Ccc = Ccc || {};
Ccc.Sprite_Enemy_initMembers = Sprite_Enemy.prototype.initMembers
Sprite_Enemy.prototype.initMembers = function() {
Ccc.Sprite_Enemy_initMembers.call(this);
this.createShadowSprite();
};
Sprite_Enemy.prototype.createShadowSprite = function() {
this._shadowSprite = new Sprite();
this._shadowSprite.anchor.x = 0.5;//ox
this._shadowSprite.anchor.y = 1;//oy
this._shadowSprite.y = 0;
this.addChild(this._shadowSprite);
};
Sprite_Enemy.prototype.refresh = function() {
this._shadowSprite.bitmap = new Bitmap(this.bitmap.width, this.bitmap.height);
this._shadowSprite.bitmap.blt(this.bitmap,0,0,this.bitmap.width,this.bitmap.height,-10,0,this.bitmap.width,this.bitmap.height);
this._shadowSprite.bitmap.blt(this.bitmap,0,0,this.bitmap.width,this.bitmap.height,10,0,this.bitmap.width,this.bitmap.height);
this._shadowSprite.bitmap.blt(this.bitmap,0,0,this.bitmap.width,this.bitmap.height,0,-10,this.bitmap.width,this.bitmap.height);
this._shadowSprite.bitmap.blt(this.bitmap,0,0,this.bitmap.width,this.bitmap.height,0,10,this.bitmap.width,this.bitmap.height);
this._shadowSprite.setBlendColor([0, 255, 255, 0]);
};
Sprite_Enemy.prototype.update = function() {
Sprite_Battler.prototype.update.call(this);
if (this._enemy) {
this.updateEffect();
this.updateStateSprite();
if (this.bitmap.width > 0) {
this.refresh();
}
}
};
var Ccc = Ccc || {};
Ccc.Sprite_Enemy_initMembers = Sprite_Enemy.prototype.initMembers
Sprite_Enemy.prototype.initMembers = function() {
Ccc.Sprite_Enemy_initMembers.call(this);
this.createShadowSprite();
};
Sprite_Enemy.prototype.createShadowSprite = function() {
this._shadowSprite = new Sprite();
this._shadowSprite.anchor.x = 0.5;//ox
this._shadowSprite.anchor.y = 1;//oy
this._shadowSprite.y = 0;
this.addChild(this._shadowSprite);
};
Sprite_Enemy.prototype.refresh = function() {
this._shadowSprite.bitmap = new Bitmap(this.bitmap.width, this.bitmap.height);
this._shadowSprite.bitmap.blt(this.bitmap,0,0,this.bitmap.width,this.bitmap.height,-10,0,this.bitmap.width,this.bitmap.height);
this._shadowSprite.bitmap.blt(this.bitmap,0,0,this.bitmap.width,this.bitmap.height,10,0,this.bitmap.width,this.bitmap.height);
this._shadowSprite.bitmap.blt(this.bitmap,0,0,this.bitmap.width,this.bitmap.height,0,-10,this.bitmap.width,this.bitmap.height);
this._shadowSprite.bitmap.blt(this.bitmap,0,0,this.bitmap.width,this.bitmap.height,0,10,this.bitmap.width,this.bitmap.height);
this._shadowSprite.setBlendColor([0, 255, 255, 0]);
};
Sprite_Enemy.prototype.update = function() {
Sprite_Battler.prototype.update.call(this);
if (this._enemy) {
this.updateEffect();
this.updateStateSprite();
if (this.bitmap.width > 0) {
this.refresh();
}
}
};