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楼主 |
发表于 2019-7-22 18:45:19
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本帖最后由 vxc 于 2019-7-22 18:51 编辑
"use strict";
/*:
* @plugindesc v2.0.1 Creates buttons on the screen for touch input
* @author Aloe Guvner
*
*
* @param dPadSettings
* @text D-Pad Settings
* @type struct<dpad>
* @desc Settings for the D-Pad.
*
* @param keyButtonSettings
* @text Key Button Settings
* @type struct<keyButton>[]
* @desc Settings for on-screen buttons that simulate key presses.
*
* @param controlButtonSettings
* @text Control Button Settings
* @type struct<controlButton>
* @desc A "toggle" button that allows players to turn the UI
* on and off.
*
* @param fadeDuration
* @text Fade Duration
* @desc Duration of hiding the buttons (number of frames)
* for the buttons to fade and un-fade.
* @default 20
* @type number
*
* @param fadeDelay
* @text Fade Delay
* @desc Delay before hiding and unhiding buttons (number
* of frames)
* @default 1
* @type number
*
* @param disableTouchWindows
* @text Disable Touch Selectable Windows
* @type text[]
* @desc Disable the touch input for selectable windows
* in these scenes.
* @default ["Scene_Menu"]
*
* @param disableTouchMovement
* @text Disable Touch Movement
* @type boolean
* @desc Disable touch movement on the map when a DPad is active.
* @default false
*
* @param enableDiagonalInput
* @text Enable Diagonal Input
* @type boolean
* @desc If the player touches in the corners of the D-Pad, both
* direction inputs are recorded. See info in help file.
* @default false
*
* @param hideButtonsDuringDialogue
* @text Hide Buttons During Dialogue
* @type boolean
* @desc Hide the virtual buttons during event dialogue.
* @default true
*
* @param enableDPadDebugWindow
* @text Enable DPad Debug Window
* @type boolean
* @desc Shows a window with the current D-Pad state. For
* plugin debugging only.
* @default false
*
* @help
*
* //=============================================================================
* // Background:
* //=============================================================================
* This plugin focuses on improving the user interface for mobile games created
* in RPG Maker MV. This plugin allows the developer to have virtual buttons
* on the screen that interact with touch input.
*
* This plugin allows maximum flexibility for the developer, you can add
* as many or as few buttons as you want to the screen, and you can add these buttons
* on whichever screens you would like (i.e. map, menu, credits, title, etc.).
*
* //=============================================================================
* // Functionality:
* //=============================================================================
*
* This plugin can create 3 different types of buttons:
* -Directional Pad
* --A single picture which is used for up, left, right, and down movement.
* --The picture is divided into 9 sections. The top 3 sections trigger the "up"
* input, the left 3 sections trigger the "left" input, the right 3 sections
* trigger the "right" input, and the bottom 3 section triggers the "down" input.
* --The middle section does not trigger any input.
* --The scenes that this button appears in can be defined.
* --This button is not mandatory.
*
* -Key buttons
* --These buttons can be used to represent any key. Common keys to use would be
* "ok" , "escape", "pagedown", "pageup".
* --However, these can be any key, and there can be as many or as few as the developer
* would like.
* --Additionally, the scenes that these buttons appear in can be controlled individually.
*
*
* -Control button
* --The control button, if pressed, will collapse and hide other buttons on the screen.
* --If pressed again, it will expand and show other buttons on the screen.
* --You can configure which other buttons are affected. This can allow you to create
* a dynamic menu where pressing this button opens other buttons for "Items", "Save",
* etc., while leaving the DPad or any other button active all of the time.
* --The scenes that this button appears in can be defined.
* --This button is not mandatory.
*
* //=============================================================================
* // Touch Input Methods:
* //=============================================================================
*
* The following methods can be chosen for any of the key buttons. The default
* method is "triggered".
*
* Triggered:
* This input method occurs when the button is just pressed down. It occurs only
* once, in the same frame that the button was pressed.
*
* Pressed:
* This input method occurs every frame while the button is pressed down. Any action
* that this button is doing will execute every frame (60 frames per second)
*
* Repeated:
* This input method occurs after 24 frames from when the button is pressed, and
* then occurs every 6 frames while the button is still pressed.
*
* Long Pressed:
* This input method occurs after 24 frames from when the button is pressed, and
* then occurs every frame while the button is still pressed.
*
* Released:
* This input method occurs when the button is no longer being pressed.
*
* //=============================================================================
* // Setup:
* //=============================================================================
* This plugin requires a new folder to be created within the project "img" folder.
* The folder must be titled "VirtualButtons".
* Place all UI button images into this folder, and they can be accessed from the
* plugin parameters.
*
* //=============================================================================
* // Vibrate Parameter
* //=============================================================================
* Buttons can trigger a vibrate on the mobile device when pressed, controlled by
* a parameter.
* This parameter follows a pattern of vibrate,pause,vibrate,pause, etc.
* Separate each time interval by a comma.
* Examples:
* 200 --> vibrate for 200ms
* 100,30,100,30,100,30 --> vibrate for 100ms, pause for 30ms; repeat 2 more times
*
* Note that most devices support the Vibration API, but not all.
* Additionally, this may not work in all methods of deployment.
*
* //=============================================================================
* // Plugin Commands:
* //=============================================================================
* All plugin commands begin with VirtualButtons or MobileUI (for backwards compatibility).
* All plugin commands are not case sensitive
* (i.e. virtualbuttons is the same as VirtualButtons)
* (i.e. DPad is the same as dpad)
*
* //=============================================================================
* hide: hides the specified button
* //=============================================================================
* Allowed first arguments:
* -all
* -DPad
* -Control
* -Any key button defined in the parameters
*
* Allowed second arguments:
* -instant (optional, this will hide the button instantly)
*
* Examples:
* MobileUI hide DPad
* mobileui hide Ok instant
* MobileUI hide PageDown
* virtualbuttons hide all
*
* //=============================================================================
* show: shows the specified button
* //=============================================================================
* Allowed first arguments:
* -all
* -DPad
* -Control
* -Any key button defined in the parameters
*
* Allowed second arguments:
* -instant (optional, this will show the button instantly)
*
* Examples:
* MobileUI show dpad
* mobileui show ok
* MobileUI show PageUp instant
* virtualbuttons show all
*
* //=============================================================================
* opacity: changes the opacity of the specified button
* //=============================================================================
*
* Allowed first arguments:
* -all
* -DPad
* -Control
* -Any key button defined in the parameters
*
* Allowed second arguments:
* -A number between 0 and 255 corresponding to the new opacity for the button
*
* Examples:
* virtualbuttons opacity dpad 100
* VirtualButtons opacity menu 200 (assuming 'menu' is a key button)
* virtualbuttons opacity all 150
*
* //=============================================================================
* Diagonal Movement Parameter
* //=============================================================================
*
* There is a parameter that controls whether diagonal input is recorded from the
* D-Pad. This is not a diagonal movement plugin! This parameter merely controls
* whether touching on the top left will add the input values of both "top" and
* "left" to the input state. Other diagonal movement plugins would consume these
* input values to move the character diagonally.
*
* If your game uses diagonal movement, this parameter must be on. If your game
* does not use diagonal movement, it is recommended to turn this parameter off.
*
* //=============================================================================
* Terms of Use:
* //=============================================================================
* Free for use in commercial or non-commercial projects.
* Credits required to: Aloe Guvner
*
* //=============================================================================
* Version History:
* //=============================================================================
* v2.0.1 (May 13 2019)
* --Fix bug where DPad got stuck in menus
* v2.0.0 (May 4 2019)
* --Clears input state on transfer to mitigate stuck DPad input bug
* --Improves clearing of input state each frame to mitigate bug
* --Fix bug where the DPad would not clear the direction after a parallel event
* checking for a input direction triggered a Show Choices event command
* --Add plugin parameter to toggle whether the buttons are hidden during dialogue
* --Plugin command to change button opacity
* --Plugin command option to hide all buttons
* --Plugin command option to show all buttons
* --Delay parameter to fade-in
* --Option to use a "hot" image that shows when the button is pressed
* --Key buttons can trigger common events
* --Buttons hidden via plugin command will stay hidden until the show plugin command
* v1.4.0 (December 13 2018)
* --Added ability to configure which buttons are affected by the "control" button
* Can be used to create dynamic menus.
* v1.3.1 (October 30 2018)
* --Added a parameter to control whether diagonal movement is detected as a
* possible fix for a hard to reproduce movement bug.
* v1.3.0 (September 27 2018)
* --Added a parameter to choose to disable the normal touch input on any chosen
* scene. The only touch input enabled on these scenes is the mobile UI.
* v1.2.3 (September 27 2018)
* --Fixed a bug where buttons that the player had chosen to hide would reappear
* after a game message.
* v1.2.2 (September 27 2018)
* --Fixed a bug where buttons could be pressed before they were fully visible
* v1.2.1 (September 27 2018)
* --Added an "instant" feature to hide/show for smoother cutscene transitions
* v1.2.0 (August 26 2018)
* --Added ability to vibrate when button is pressed
* v1.1.0 (June 27 2018)
* --Fixed bug with awkward player movement on the DPad
* --Added ability to specify the type of touch input on key buttons
* v1.0.3 (May 14 2018)
* --Added ability to run custom code when a key button is pressed
* v1.0.2 (May 9 2018)
* --Added ability to play a sound effect when a button is pressed
* --Fixed a bug where the parameters weren't read correctly due to plugin name change
* --Fixed a bug where the control button didn't hide the dpad properly
* v1.0.1 (May 8 2018)
* --Added a version compatible with MV earlier than 1.6.0 using Babel.js
* v1.0.0 (April 17 2018)
* --Initial release
*
* //=============================================================================
* End of Help File
* //=============================================================================
*/
/*~struct~dpad:
* @param image
* @text Image
* @type file
* @dir img/VirtualButtons
* @desc File path for the D-Pad image
* @require 1
*
* @param hotImage
* @text Hot Image
* @type file
* @dir img/VirtualButtons
* @desc File path for the "Hot" button image
* This image shows while the dpad is being pressed
* @require 1
*
* @param activeScenes
* @text Scenes to show the D-Pad
* @type text[]
* @desc A list of scenes where the D-Pad will be active.
* Ex. Scene_Map, Scene_Title, etc.
* @default ["Scene_Title","Scene_Map"]
*
* @param x
* @text X
* @desc X position of the D-Pad. Formulas are allowed.
* (ex. Graphics.width - 96)
* @type text
* @default 0
*
* @param y
* @text Y
* @desc Y position of the D-Pad. Formulas are allowed.
* (ex. Graphics.height - 96)
* @type text
* @default 0
*
* @param soundEffect
* @text Sound Effect
* @type struct<soundEffect>
* @desc Sound Effect to play when button is pressed.
* Depending on scenario, SE might already play. Test first.
*
*/
/*~struct~keyButton:
* @param name
* @text Name
* @type text
* @desc The name of the button
*
* @param inputMethod
* @text Input Method
* @type select
* @option Triggered
* @value 0
* @option Pressed
* @value 1
* @option Repeated
* @value 2
* @option Long Pressed
* @value 3
* @option Released
* @value 4
* @desc The type of touch input that will trigger the button.
* See the help file for full descriptions of the options.
* @default 0
*
* @param inputTrigger
* @text Input Code
* @type text
* @desc The input code triggered when the button is pressed.
* ex. ok / escape / pagedown / pageup
*
* @param image
* @text Image
* @type file
* @dir img/VirtualButtons
* @desc File path for the button image
* @require 1
*
* @param hotImage
* @text Hot Image
* @type file
* @dir img/VirtualButtons
* @desc File path for the "Hot" button image
* This image shows while the button is being pressed
* @require 1
*
* @param activeScenes
* @text Scenes to show the button
* @type text[]
* @desc A list of scenes where the button will be active.
* Ex. Scene_Map, Scene_Title, etc.
* @default ["Scene_Title","Scene_Map"]
*
* @param x
* @text X
* @type text
* @desc X position of the button. Formulas are allowed.
* (ex. Graphics.width - 96)
* @default 0
*
* @param y
* @text Y
* @type text
* @desc Y position of the button. Formulas are allowed.
* (ex. Graphics.height - 96)
* @default 0
*
* @param soundEffect
* @text Sound Effect
* @type struct<soundEffect>
* @desc Sound Effect to play when button is pressed.
* Depending on scenario, SE might already play. Test first.
*
* @param commonEvent
* @text Common Event
* @type number
* @desc Common Event to trigger when the button is pressed.
* @default 0
* @min 0
*
* @param customCode
* @text Custom Code
* @type note
* @desc Custom Javascript code to run on button press.
* Use the 'this' keyword to refer to the current scene.
*
* @param vibratePattern
* @text Vibrate Pattern
* @type text
* @default 0
* @desc Pattern of miliseconds to vibrate on press.
* Use 0 for no vibration. See help for more info.
*/
/*~struct~controlButton:
* @param image
* @text Image
* @type file
* @dir img/VirtualButtons
* @desc File path for the button image
* @require 1
*
* @param activeScenes
* @text Scenes to show the control button
* @type text[]
* @desc A list of scenes where the button will be active.
* Ex. Scene_Map, Scene_Title, etc.
* @default ["Scene_Title","Scene_Map"]
*
* @param x
* @text X
* @type text
* @desc X position of the button. Formulas are allowed.
* (ex. Graphics.width - 96)
* @default 0
*
* @param y
* @text Y
* @type text
* @desc Y position of the button. Formulas are allowed.
* (ex. Graphics.height - 96)
* @default 0
*
* @param soundEffect
* @text Sound Effect
* @type struct<soundEffect>
* @desc Sound Effect to play when button is pressed.
* Depending on scenario, SE might already play. Test first.
*
* @param buttonsToHide
* @text Buttons To Show / Hide
* @type text[]
* @desc A list of the Key Buttons to show and hide when
* this button is pressed. Leave empty to hide all.
* @default []
*
* @param hideDPad
* @text Show / Hide DPad?
* @type boolean
* @desc Controls whether the DPad is affected when
* this button is pressed.
* @default true
*
*/
/*~struct~soundEffect:
* @param name
* @text Sound Effect Name
* @type file
* @dir audio/se
* @desc Sound effect to play when the button is pressed.
* @default
* @require 1
*
* @param volume
* @text Volume
* @type number
* @min 0
* @max 100
* @desc Volume of the sound effect, in %
* Allowed values: 0% - 100%
* @default 90
*
* @param pitch
* @text Pitch
* @type number
* @min 50
* @max 150
* @desc Pitch of the sound effect, in %
* Allowed values: 50% - 150%
* @default 100
*
* @param pan
* @text Pan
* @type number
* @min -100
* @max 100
* @desc Pan of the sound effect
* Allowed values: -100 - 100
* @default 0
*
*/
var ALOE = ALOE || {};
(function () {
"use strict";
var Alias = {};
var Parameters = {}; //=============================================================================
// Utils
//=============================================================================
// Create a utility function to parse complex parameters.
//=============================================================================
ALOE.recursiveParse = function (param) {
try {
return JSON.parse(param, function (key, value) {
try {
return this.recursiveParse(value);
} catch (e) {
return value;
}
}.bind(this));
} catch (e) {
return param;
}
}; //=============================================================================
// Parameters
//=============================================================================
// Read and parse parameters into a locally scoped Parameters object.
//=============================================================================
Object.keys(PluginManager.parameters("ALOE_VirtualButtons")).forEach(function (a) {
return Parameters[a] = ALOE.recursiveParse(PluginManager.parameters("ALOE_VirtualButtons")[a]);
}); //=============================================================================
// ImageManager
//=============================================================================
// Load and reserve virtual button images.
//=============================================================================
ImageManager.loadVirtualButton = function (filename, hue) {
return this.loadBitmap('img/VirtualButtons/', filename, hue, true);
};
ImageManager.reserveVirtualButton = function (filename, hue, reservationId) {
return this.reserveBitmap('img/VirtualButtons/', filename, hue, true, reservationId);
}; //=============================================================================
// Sprite_VirtualButton
//=============================================================================
// Sprite for the UI button(s)
// Parent class for Sprite_DirectionalPad, Sprite_KeyButton, Sprite_ControlButton
//=============================================================================
function Sprite_VirtualButton() {
this.initialize.apply(this, arguments);
}
Sprite_VirtualButton.prototype = Object.create(Sprite_Base.prototype);
Sprite_VirtualButton.prototype.constructor = Sprite_VirtualButton;
Sprite_VirtualButton.prototype.initialize = function (x, y, normalImage, soundEffect, vibratePattern, hotImage) {
Sprite_Base.prototype.initialize.call(this);
if (normalImage) {
this.bitmap = ImageManager.loadVirtualButton(normalImage);
this.normalImage = this.bitmap;
}
if (hotImage) {
this.hotImage = ImageManager.loadVirtualButton(hotImage);
}
if (soundEffect) {
this._soundEffect = soundEffect;
}
if (vibratePattern) {
if (!window.navigator.vibrate) {
this._vibratePattern = 0;
} else if (typeof vibratePattern === 'number') {
this._vibratePattern = vibratePattern;
} else {
this._vibratePattern = vibratePattern.split(',').map(Number);
}
}
if (isNaN(x)) {
x = eval(x);
}
if (isNaN(y)) {
y = eval(y);
}
this.move(x, y);
this._start = new Point(null, null);
this._distance = new Point(null, null);
this._destination = new Point(null, null);
this._velocity = new Point(null, null);
this._origin = new Point(x, y);
this._hiding = false;
this._showing = false;
this._duration = Parameters["fadeDuration"];
this._delay = Parameters["fadeDelay"];
this._delayCounter = 0;
this.active = true;
this._pluginHidden = false;
this.z = 5;
};
Sprite_VirtualButton.prototype.update = function () {
Sprite_Base.prototype.update.call(this);
if (this.active) {
this.updateTouchInput();
}
if (this.active && this.updateHotImage) {
this.updateHotImage();
}
if (this.moving) {
this.updatePosition();
}
if (!this.active) {
this.updateActive();
}
};
Sprite_VirtualButton.prototype.updateTouchInput = function () {};
Sprite_VirtualButton.prototype.updateHotImage = function () {
if (TouchInput.isPressed()) {
var point = new Point(TouchInput.x, TouchInput.y);
if (this.containsPoint(point)) {
if (this.hotImage) {
this.bitmap = this.hotImage;
}
}
} else {
if (this.bitmap !== this.normalImage) {
this.bitmap = this.normalImage;
}
}
};
Sprite_VirtualButton.prototype.updateVisibility = function () {
if (this._hiding && this.opacity > 0) {
if (this._delayCounter < this._delay) {
this._delayCounter++;
} else {
this.opacity -= 255 / this._duration;
if (this.opacity <= 0) this._delayCounter = 0;
}
} else if (this._showing && this.opacity < 255) {
if (this._delayCounter < this._delay) {
this._delayCounter++;
} else {
this.opacity += 255 / this._duration;
if (this.opacity >= 255) this._delayCounter = 0;
}
}
};
Sprite_VirtualButton.prototype.updateActive = function () {
if (this.opacity === 255) {
this.active = true;
}
};
Sprite_VirtualButton.prototype.updatePosition = function () {
this.x += this._velocity.x;
this.y += this._velocity.y;
var currentPos = new Point(this.x, this.y);
var currentDistance = this.absDistance(this._start, currentPos);
if (currentDistance >= this._distance.abs) {
this.x = this._destination.x;
this.y = this._destination.y;
this._velocity.x = 0;
this._velocity.y = 0;
this.moving = false;
}
};
Sprite_VirtualButton.prototype.hide = function () {
this._hiding = true;
this.active = false;
};
Sprite_VirtualButton.prototype.show = function () {
this._hiding = false;
this._showing = true;
};
Sprite_VirtualButton.prototype.hideInstant = function () {
this._hiding = true;
this.opacity = 0;
this.active = false;
this._delayCounter = this._delay;
};
Sprite_VirtualButton.prototype.showInstant = function () {
this._hiding = false;
this._showing = true;
this.opacity = 255;
this.active = true;
this._delayCounter = this._delay;
};
Sprite_VirtualButton.prototype.collapse = function (x, y) {
this._destination.x = x;
this._destination.y = y;
this._start.x = this.x;
this._start.y = this.y;
this._distance.x = this._destination.x - this._start.x;
this._distance.y = this._destination.y - this._start.y;
this._distance.abs = this.absDistance(this._destination, this._start);
this._velocity.x = this._distance.x / this._duration;
this._velocity.y = this._distance.y / this._duration;
this.moving = true;
};
Sprite_VirtualButton.prototype.expand = function () {
this._destination.x = this._origin.x;
this._destination.y = this._origin.y;
this._start.x = this.x;
this._start.y = this.y;
this._distance.x = this._destination.x - this._start.x;
this._distance.y = this._destination.y - this._start.y;
this._distance.abs = this.absDistance(this._destination, this._start);
this._velocity.x = this._distance.x / this._duration;
this._velocity.y = this._distance.y / this._duration;
this.moving = true;
};
Sprite_VirtualButton.prototype.absDistance = function (pos1, pos2) {
return Math.sqrt(Math.pow(pos1.x - pos2.x, 2) + Math.pow(pos1.y - pos2.y, 2));
}; //=============================================================================
// Sprite_DirectionalPad
//=============================================================================
// Sprite for the Directional Pad
//=============================================================================
function Sprite_DirectionalPad() {
this.initialize.apply(this, arguments);
}
Sprite_DirectionalPad.prototype = Object.create(Sprite_VirtualButton.prototype);
Sprite_DirectionalPad.prototype.constructor = Sprite_DirectionalPad;
Sprite_DirectionalPad.prototype.initialize = function (x, y, image, hotImage, soundEffect) {
Sprite_VirtualButton.prototype.initialize.call(this, x, y, image, soundEffect, undefined, hotImage);
this._lastInput = "";
this._hiding = false;
};
Sprite_DirectionalPad.prototype.updateTouchInput = function () {
this.clearLastDirection();
if (TouchInput.isPressed()) {
var point = new Point(TouchInput.x, TouchInput.y);
if (this.containsPoint(point)) {
if (this._soundEffect) {
AudioManager.playSe(this._soundEffect);
}
var index = this.whichIndex(point);
switch (index) {
case 0:
if (Parameters.enableDiagonalInput) {
Input._currentState["up"] = true;
Input._currentState["left"] = true;
this._lastInput = "up-left";
}
break;
case 1:
Input._currentState["up"] = true;
this._lastInput = "up";
break;
case 2:
if (Parameters.enableDiagonalInput) {
Input._currentState["right"] = true;
Input._currentState["up"] = true;
this._lastInput = "up-right";
}
break;
case 3:
Input._currentState["left"] = true;
this._lastInput = "left";
break;
case 4:
break;
case 5:
Input._currentState["right"] = true;
this._lastInput = "right";
break;
case 6:
if (Parameters.enableDiagonalInput) {
Input._currentState["left"] = true;
Input._currentState["down"] = true;
this._lastInput = "down-left";
}
break;
case 7:
Input._currentState["down"] = true;
this._lastInput = "down";
break;
case 8:
if (Parameters.enableDiagonalInput) {
Input._currentState["down"] = true;
Input._currentState["right"] = true;
this._lastInput = "down-right";
}
break;
default:
break;
}
}
}
};
Sprite_DirectionalPad.prototype.whichIndex = function (point) {
var index = 0;
index += point.x - this.x > this.width / 3 ? point.x - this.x > this.width * 2 / 3 ? 2 : 1 : 0;
index += point.y - this.y > this.height / 3 ? point.y - this.y > this.height * 2 / 3 ? 6 : 3 : 0;
return index;
};
Sprite_DirectionalPad.prototype.clearLastDirection = function () {
if (this._lastInput) {
this._lastInput.split("-").forEach(function (direction) {
return Input._currentState[direction] = false;
});
this._lastInput = "";
}
}; //=============================================================================
// Sprite_KeyButton
//=============================================================================
// Sprite for the buttons that simulate a key input (besides arrow keys).
// Ex. "ok", "cancel", "pageup", "pagedown"
//=============================================================================
function Sprite_KeyButton() {
this.initialize.apply(this, arguments);
}
Sprite_KeyButton.prototype = Object.create(Sprite_VirtualButton.prototype);
Sprite_KeyButton.prototype.constructor = Sprite_KeyButton;
Sprite_KeyButton.prototype.initialize = function (x, y, image, hotImage, soundEffect, inputTrigger, customCode, vibratePattern) {
var inputMethod = arguments.length > 8 && arguments[8] !== undefined ? arguments[8] : 0;
var commonEvent = arguments.length > 9 && arguments[9] !== undefined ? arguments[9] : 0;
Sprite_VirtualButton.prototype.initialize.call(this, x, y, image, soundEffect, vibratePattern, hotImage);
if (inputTrigger) {
this._inputTrigger = inputTrigger;
}
if (customCode) {
this._customCode = customCode;
this._customFunction = new Function(customCode).bind(SceneManager._scene);
}
this._commonEvent = commonEvent;
this._inputMethod = inputMethod;
};
Sprite_KeyButton.prototype.isTouchTriggered = function () {
switch (this._inputMethod) {
case 0:
// Was just pressed
return TouchInput.isTriggered();
case 1:
//Currently pressed down
return TouchInput.isPressed();
case 2:
//Is repeated
return TouchInput.isRepeated();
case 3:
//Is kept pressed
return TouchInput.isLongPressed();
case 4:
//Was just released
return TouchInput.isReleased();
default:
return TouchInput.isTriggered();
}
};
Sprite_KeyButton.prototype.updateTouchInput = function () {
if (this.isTouchTriggered()) {
var point = new Point(TouchInput.x, TouchInput.y);
if (this.containsPoint(point)) {
if (this._soundEffect) {
AudioManager.playSe(this._soundEffect);
}
if (this._vibratePattern) {
window.navigator.vibrate(this._vibratePattern);
}
if (this._customFunction) {
this._customFunction();
}
if (this._commonEvent && $gameTemp) {
$gameTemp.reserveCommonEvent(this._commonEvent);
}
if (this._inputTrigger) {
Input._currentState[this._inputTrigger] = true;
}
} else {
Input._currentState[this._inputTrigger] = false;
}
} else {
Input._currentState[this._inputTrigger] = false;
}
}; //=============================================================================
// Sprite_ControlButton
//=============================================================================
// Sprite for the button that activates / deactivates all other buttons.
//=============================================================================
function Sprite_ControlButton() {
this.initialize.apply(this, arguments);
}
Sprite_ControlButton.prototype = Object.create(Sprite_VirtualButton.prototype);
Sprite_ControlButton.prototype.constructor = Sprite_ControlButton;
Sprite_ControlButton.prototype.initialize = function (x, y, image, soundEffect) {
Sprite_VirtualButton.prototype.initialize.call(this, x, y, image, soundEffect);
this._inputTrigger = "control";
this._buttonsHidden = false;
};
Sprite_ControlButton.prototype.updateTouchInput = function () {
if (TouchInput.isTriggered()) {
var point = new Point(TouchInput.x, TouchInput.y);
if (this.containsPoint(point)) {
if (this._soundEffect) {
AudioManager.playSe(this._soundEffect);
}
if (this._buttonsHidden) {
this.showAllButtons();
} else {
this.hideAllButtons();
}
}
}
};
Sprite_ControlButton.prototype.showAllButtons = function () {
var _this = this;
var params = Parameters["controlButtonSettings"];
if (params.buttonsToHide.length > 0) {
params.buttonsToHide.forEach(function (buttonName) {
if (!_this._keyButtons[buttonName]) {
console.error("".concat(buttonName, " is not a key button, check your Mobile UI plugin configuration."));
return;
}
_this._keyButtons[buttonName].show();
_this._keyButtons[buttonName].expand();
});
} else {
if (this._keyButtons) {
Object.values(this._keyButtons).forEach(function (button) {
button.show();
button.expand();
});
}
}
if (params.hideDPad && this._directionalPad) {
this._directionalPad.show();
this._directionalPad.expand();
}
this._buttonsHidden = false;
};
Sprite_ControlButton.prototype.hideAllButtons = function () {
var _this2 = this;
var params = Parameters["controlButtonSettings"];
if (params.buttonsToHide.length > 0) {
params.buttonsToHide.forEach(function (buttonName) {
if (!_this2._keyButtons[buttonName]) {
console.error("".concat(buttonName, " is not a key button, check your Mobile UI plugin configuration."));
return;
}
_this2._keyButtons[buttonName].hide();
_this2._keyButtons[buttonName].collapse(_this2.x, _this2.y);
});
} else {
if (this._keyButtons) {
Object.values(this._keyButtons).forEach(function (button) {
button.hide();
button.collapse(_this2.x, _this2.y);
});
}
}
if (params.hideDPad && this._directionalPad) {
this._directionalPad.hide();
this._directionalPad.collapse(this.x, this.y);
}
this._buttonsHidden = true;
}; //=============================================================================
// Scene_Base
//=============================================================================
// Methods to create the buttons in any scene.
//=============================================================================
Alias.Scene_Boot_create = Scene_Boot.prototype.create;
Scene_Boot.prototype.create = function () {
Alias.Scene_Boot_create.call(this);
if (Parameters["dPadSettings"].activeScenes) {
Parameters["dPadSettings"].activeScenes = Parameters["dPadSettings"].activeScenes.map(function (a) {
return eval(a);
});
}
if (Parameters["keyButtonSettings"]) {
Parameters["keyButtonSettings"].forEach(function (a) {
return a.activeScenes = a.activeScenes.map(function (b) {
return b = eval(b);
});
});
}
if (Parameters["controlButtonSettings"].activeScenes) {
Parameters["controlButtonSettings"].activeScenes = Parameters["controlButtonSettings"].activeScenes.map(function (a) {
return eval(a);
});
}
};
Alias.Scene_Base_start = Scene_Base.prototype.start;
Scene_Base.prototype.start = function () {
Alias.Scene_Base_start.call(this);
this.createDirPad();
this.createKeyButtons();
this.createControlButton();
};
Scene_Base.prototype.createDirPad = function () {
var params = Parameters["dPadSettings"];
if (params) {
if (params.activeScenes.length > 0 && params.activeScenes.contains(this.constructor)) {
var x = params.x;
var y = params.y;
var image = params.image || "";
var hotImage = params.hotImage || "";
var soundEffect = params.soundEffect;
this._directionalPad = new Sprite_DirectionalPad(x, y, image, hotImage, soundEffect);
this.addChild(this._directionalPad);
}
}
};
Scene_Base.prototype.createKeyButtons = function () {
var params = Parameters["keyButtonSettings"];
if (params) {
if (params.length > 0) {
this._keyButtons = {};
for (var i = 0; i < params.length; i++) {
if (params.activeScenes.length > 0 && params.activeScenes.contains(this.constructor)) {
var a = params;
this._keyButtons[a.name.toLowerCase()] = new Sprite_KeyButton(a.x, a.y, a.image, a.hotImage, a.soundEffect, a.inputTrigger.toLowerCase(), a.customCode, a.vibratePattern, a.inputMethod, a.commonEvent);
this.addChild(this._keyButtons[a.name.toLowerCase()]);
}
}
}
}
};
Scene_Base.prototype.createControlButton = function () {
var params = Parameters["controlButtonSettings"];
if (params) {
if (params.activeScenes.length > 0 && params.activeScenes.contains(this.constructor)) {
var x = params.x;
var y = params.y;
var image = params.image || "";
var soundEffect = params.soundEffect;
this._controlButton = new Sprite_ControlButton(x, y, image, soundEffect);
this.addChild(this._controlButton);
this._controlButton._keyButtons = this._keyButtons;
this._controlButton._directionalPad = this._directionalPad;
}
}
};
Scene_Base.prototype.hideVirtualButtons = function () {
var _this3 = this;
if (this._directionalPad) {
this._directionalPad.hide();
}
if (this._keyButtons) {
Object.keys(this._keyButtons).forEach(function (a) {
return _this3._keyButtons[a].hide();
});
}
if (this._controlButton) {
this._controlButton.hide();
}
};
Scene_Base.prototype.showVirtualButtons = function () {
var _this4 = this;
if (this._directionalPad && !this._directionalPad._pluginHidden) {
this._directionalPad.show();
}
if (this._keyButtons) {
Object.keys(this._keyButtons).forEach(function (button) {
if (!_this4._keyButtons[button]._pluginHidden) _this4._keyButtons[button].show();
});
}
if (this._controlButton && !this._controlButton._pluginHidden) {
this._controlButton.show();
}
};
Alias.Scene_Base_terminate = Scene_Base.prototype.terminate;
Scene_Base.prototype.terminate = function () {
var _this5 = this;
Alias.Scene_Base_terminate.call(this);
if (this._directionalPad) {
this.removeChild(this._directionalPad);
}
if (this._keyButtons) {
Object.keys(this._keyButtons).forEach(function (a) {
return _this5.removeChild(_this5._keyButtons[a]);
});
}
if (this._controlButton) {
this.removeChild(this._controlButton);
}
}; //=============================================================================
// Scene_Map
//=============================================================================
// If map movement is disabled from the parameters, return.
// If an active button is pressed, don't do the usual map movement.
//=============================================================================
Alias.Scene_Map_processMapTouch = Scene_Map.prototype.processMapTouch;
Scene_Map.prototype.processMapTouch = function () {
var _this6 = this;
if (Parameters['disableTouchMovement'] && this._directionalPad && this._directionalPad.active) {
return;
}
if (TouchInput.isTriggered()) {
var point = new Point(TouchInput.x, TouchInput.y);
if (!!this._controlButton) {
if (this._controlButton.containsPoint(point)) {
return;
}
}
if (this._directionalPad) {
if (this._directionalPad.active && this._directionalPad.containsPoint(point)) {
return;
}
}
if (this._keyButtons) {
if (Object.keys(this._keyButtons).some(function (a) {
return _this6._keyButtons[a].containsPoint(point);
})) {
return;
}
}
}
Alias.Scene_Map_processMapTouch.call(this);
}; //=============================================================================
// Window_Selectable
//=============================================================================
// Disable Touch Input on selectable windows if configured in the parameters.
//=============================================================================
Alias.Window_Selectable_processTouch = Window_Selectable.prototype.processTouch;
Window_Selectable.prototype.processTouch = function () {
if (Parameters['disableTouchWindows'].contains(SceneManager._scene.constructor.name)) {
return;
}
Alias.Window_Selectable_processTouch.call(this);
}; //=============================================================================
// Window_Message
//=============================================================================
// Control UI visibility when the dialogue window is activated.
//=============================================================================
if (Parameters.hideButtonsDuringDialogue) {
Alias.Window_Message_startMessage = Window_Message.prototype.startMessage;
Window_Message.prototype.startMessage = function () {
SceneManager._scene.hideVirtualButtons();
ALOE.clearDpadInput();
Alias.Window_Message_startMessage.call(this);
};
Alias.Window_Message_terminateMessage = Window_Message.prototype.terminateMessage;
Window_Message.prototype.terminateMessage = function () {
Alias.Window_Message_terminateMessage.call(this);
if (SceneManager._scene._controlButton && SceneManager._scene._controlButton._buttonsHidden) {
SceneManager._scene._controlButton.show();
} else {
SceneManager._scene.showVirtualButtons();
}
};
} //=============================================================================
// Game_Interpreter
//=============================================================================
// Plugin commands
//=============================================================================
function pluginCommandHideDpad(scene, args) {
if (scene._directionalPad) {
if (args[2] && args[2].toLowerCase() === 'instant') {
scene._directionalPad.hideInstant();
} else {
scene._directionalPad.hide();
}
scene._directionalPad._pluginHidden = true;
}
}
function pluginCommandHideControl(scene, args) {
if (scene._controlButton) {
if (args[2] && args[2].toLowerCase() === 'instant') {
scene._controlButton.hideInstant();
} else {
scene._controlButton.hide();
}
scene._controlButton._pluginHidden = true;
}
}
function pluginCommandHideAllKeyButtons(scene, args) {
if (scene._keyButtons) {
if (args[2] && args[2].toLowerCase() === 'instant') {
Object.keys(scene._keyButtons).forEach(function (keyButton) {
scene._keyButtons[keyButton].hideInstant();
scene._keyButtons[keyButton]._pluginHidden = true;
});
} else {
Object.keys(scene._keyButtons).forEach(function (keyButton) {
scene._keyButtons[keyButton].hide();
scene._keyButtons[keyButton]._pluginHidden = true;
});
}
}
}
function pluginCommandHideKeyButton(scene, args) {
if (scene._keyButtons[args[1].toLowerCase()]) {
if (args[2] && args[2].toLowerCase() === 'instant') {
scene._keyButtons[args[1].toLowerCase()].hideInstant();
} else {
scene._keyButtons[args[1].toLowerCase()].hide();
}
scene._keyButtons[args[1].toLowerCase()]._pluginHidden = true;
}
}
function pluginCommandShowDpad(scene, args) {
if (scene._directionalPad) {
if (args[2] && args[2].toLowerCase() === 'instant') {
scene._directionalPad.showInstant();
} else {
scene._directionalPad.show();
}
scene._directionalPad._pluginHidden = false;
}
}
function pluginCommandShowControl(scene, args) {
if (scene._controlButton) {
if (args[2] && args[2].toLowerCase() === 'instant') {
scene._controlButton.showInstant();
} else {
scene._controlButton.show();
}
scene._controlButton._pluginHidden = false;
}
}
function pluginCommandShowAllKeyButtons(scene, args) {
if (scene._keyButtons) {
if (args[2] && args[2].toLowerCase() === 'instant') {
Object.keys(scene._keyButtons).forEach(function (keyButton) {
scene._keyButtons[keyButton].showInstant();
scene._keyButtons[keyButton]._pluginHidden = false;
});
} else {
Object.keys(scene._keyButtons).forEach(function (keyButton) {
scene._keyButtons[keyButton].show();
scene._keyButtons[keyButton]._pluginHidden = false;
});
}
}
}
function pluginCommandShowKeyButton(scene, args) {
if (scene._keyButtons[args[1].toLowerCase()]) {
if (args[2] && args[2].toLowerCase() === 'instant') {
scene._keyButtons[args[1].toLowerCase()].showInstant();
} else {
scene._keyButtons[args[1].toLowerCase()].show();
}
scene._keyButtons[args[1].toLowerCase()]._pluginHidden = false;
}
}
function pluginCommandOpacityDpad(scene, args) {
if (scene._directionalPad) {
scene._directionalPad.opacity = parseInt(args[2]);
}
}
function pluginCommandOpacityControlButton(scene, args) {
if (scene._controlButton) {
scene._controlButton.opacity = parseInt(args[2]);
}
}
function pluginCommandOpacityKeyButton(scene, args) {
if (scene._keyButtons[args[1].toLowerCase()]) {
scene._keyButtons[args[1].toLowerCase()].opacity = parseInt(args[2]);
}
}
function pluginCommandOpacityAllKeyButtons(scene, args) {
Object.keys(scene._keyButtons).forEach(function (keyButton) {
return scene._keyButtons[keyButton].opacity = parseInt(args[2]);
});
}
Alias.Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function (command, args) {
Alias.Game_Interpreter_pluginCommand.call(this, command, args);
if (command.toLowerCase() === "mobileui" || command.toLowerCase() === "virtualbuttons") {
var scene = SceneManager._scene;
switch (args[0].toLowerCase()) {
case "hide":
switch (args[1].toLowerCase()) {
case "dpad":
pluginCommandHideDpad(scene, args);
break;
case "control":
pluginCommandHideControl(scene, args);
break;
case "all":
pluginCommandHideDpad(scene, args);
pluginCommandHideControl(scene, args);
pluginCommandHideAllKeyButtons(scene, args);
break;
default:
pluginCommandHideKeyButton(scene, args);
break;
}
break;
case "show":
switch (args[1].toLowerCase()) {
case "dpad":
pluginCommandShowDpad(scene, args);
break;
case "control":
pluginCommandShowControl(scene, args);
break;
case "all":
pluginCommandShowDpad(scene, args);
pluginCommandShowControl(scene, args);
pluginCommandShowAllKeyButtons(scene, args);
default:
pluginCommandShowKeyButton(scene, args);
break;
}
break;
case "opacity":
switch (args[1].toLowerCase()) {
case "dpad":
pluginCommandOpacityDpad(scene, args);
break;
case "control":
pluginCommandOpacityControlButton(scene, args);
break;
case "all":
pluginCommandOpacityDpad(scene, args);
pluginCommandOpacityControlButton(scene, args);
pluginCommandOpacityAllKeyButtons(scene, args);
default:
pluginCommandOpacityKeyButton(scene, args);
break;
}
}
}
};
if (Parameters.enableDPadDebugWindow) {
//=============================================================================
// Window_TouchInputTest
//=============================================================================
// The window to test what inputs are currently pressed on the D-Pad
//=============================================================================
var Window_TouchInputTest = function Window_TouchInputTest() {
this.initialize.apply(this, arguments);
};
Window_TouchInputTest.prototype = Object.create(Window_Base.prototype);
Window_TouchInputTest.prototype.constructor = Window_TouchInputTest;
Window_TouchInputTest.prototype.initialize = function () {
Window_Base.prototype.initialize.call(this, Graphics.width - 300, 0, 300, 200);
this._lastState = {
up: false,
right: false,
down: false,
left: false
};
this.refresh();
};
Window_TouchInputTest.prototype.update = function () {
Window_Base.prototype.update.call(this);
if (this.stateHasChanged()) {
this.refresh();
}
};
Window_TouchInputTest.prototype.refresh = function () {
this.contents.clear();
this.drawText("Up: ".concat(Input._currentState["up"]), 6, 0);
this.drawText("Right: ".concat(Input._currentState["right"]), 6, this.lineHeight());
this.drawText("Down: ".concat(Input._currentState["down"]), 6, this.lineHeight() * 2);
this.drawText("Left: ".concat(Input._currentState["left"]), 6, this.lineHeight() * 3);
};
Window_TouchInputTest.prototype.stateHasChanged = function () {
if (this._lastState.up !== Input._currentState["up"]) {
this._lastState.up = Input._currentState["up"];
return true;
}
if (this._lastState.right !== Input._currentState["right"]) {
this._lastState.right = Input._currentState["right"];
return true;
}
if (this._lastState.down !== Input._currentState["down"]) {
this._lastState.down = Input._currentState["down"];
return true;
}
if (this._lastState.left !== Input._currentState["left"]) {
this._lastState.left = Input._currentState["left"];
return true;
}
return false;
};
var Scene_Map_createMapNameWindow = Scene_Map.prototype.createMapNameWindow;
Scene_Map.prototype.createMapNameWindow = function () {
this._touchInputTestWindow = new Window_TouchInputTest();
this.addChild(this._touchInputTestWindow);
Scene_Map_createMapNameWindow.call(this);
};
} // end if Parameters.enableDPadDebugWindow
//=============================================================================
// Game_Player
//=============================================================================
// Help solve bug with stuck movement by clearing input on map transfer.
//=============================================================================
var Game_Player_performTransfer = Game_Player.prototype.performTransfer;
Game_Player.prototype.performTransfer = function () {
if (this.isTransferring()) {
Game_Player_performTransfer.call(this);
ALOE.clearDpadInput();
}
};
ALOE.clearDpadInput = function () {
delete Input._currentState["left"];
delete Input._currentState["right"];
delete Input._currentState["up"];
delete Input._currentState["down"];
}; //==============================================================================
// Array.prototype.includes
// Array.prototype.find
//==============================================================================
// Polyfill for old versions of MV (1.5 and earlier)
//==============================================================================
// https://tc39.github.io/ecma262/#sec-array.prototype.includes
if (!Array.prototype.includes) {
Object.defineProperty(Array.prototype, 'includes', {
value: function value(valueToFind, fromIndex) {
if (this == null) {
throw new TypeError('"this" is null or not defined');
} // 1. Let O be ? ToObject(this value).
var o = Object(this); // 2. Let len be ? ToLength(? Get(O, "length")).
var len = o.length >>> 0; // 3. If len is 0, return false.
if (len === 0) {
return false;
} // 4. Let n be ? ToInteger(fromIndex).
// (If fromIndex is undefined, this step produces the value 0.)
var n = fromIndex | 0; // 5. If n ≥ 0, then
// a. Let k be n.
// 6. Else n < 0,
// a. Let k be len + n.
// b. If k < 0, let k be 0.
var k = Math.max(n >= 0 ? n : len - Math.abs(n), 0);
function sameValueZero(x, y) {
return x === y || typeof x === 'number' && typeof y === 'number' && isNaN(x) && isNaN(y);
} // 7. Repeat, while k < len
while (k < len) {
// a. Let elementK be the result of ? Get(O, ! ToString(k)).
// b. If SameValueZero(valueToFind, elementK) is true, return true.
if (sameValueZero(o[k], valueToFind)) {
return true;
} // c. Increase k by 1.
k++;
} // 8. Return false
return false;
}
});
} // https://tc39.github.io/ecma262/#sec-array.prototype.find
if (!Array.prototype.find) {
Object.defineProperty(Array.prototype, 'find', {
value: function value(predicate) {
// 1. Let O be ? ToObject(this value).
if (this == null) {
throw new TypeError('"this" is null or not defined');
}
var o = Object(this); // 2. Let len be ? ToLength(? Get(O, "length")).
var len = o.length >>> 0; // 3. If IsCallable(predicate) is false, throw a TypeError exception.
if (typeof predicate !== 'function') {
throw new TypeError('predicate must be a function');
} // 4. If thisArg was supplied, let T be thisArg; else let T be undefined.
var thisArg = arguments[1]; // 5. Let k be 0.
var k = 0; // 6. Repeat, while k < len
while (k < len) {
// a. Let Pk be ! ToString(k).
// b. Let kValue be ? Get(O, Pk).
// c. Let testResult be ToBoolean(? Call(predicate, T, « kValue, k, O »)).
// d. If testResult is true, return kValue.
var kValue = o[k];
if (predicate.call(thisArg, kValue, k, o)) {
return kValue;
} // e. Increase k by 1.
k++;
} // 7. Return undefined.
return undefined;
},
configurable: true,
writable: true
});
} //==============================================================================
// Swap Plugin Parameters
//==============================================================================
// If both ALOE_MobileUI (old name) and ALOE_VirtualButtons (new name) are ON,
// then copy the plugin parameters over. Also copy images from img/mobileui to
// img/VirtualButtons.
//==============================================================================
if (!Utils.isOptionValid('test') && PluginManager._scripts.includes("ALOE_MobileUI")) {
console.error("Conflicting version of ALOE_VirtualButtons (ALOE_MobileUI) found.");
}
if (Utils.isOptionValid('test') && PluginManager._scripts.includes("ALOE_MobileUI")) {
nw.Window.get().showDevTools();
var fs = require('fs');
console.log("Both ALOE_VirtualButtons and ALOE_MobileUI are activated.");
console.log("Initiating procedure to copy plugin parameters and images...");
console.log("Copying plugin parameters...");
var pluginsjs = fs.readFileSync('js/plugins.js', 'utf-8');
var grabParametersRegex = /ALOE_MobileUI.+"parameters":(.+)},?$/m;
var match = pluginsjs.match(grabParametersRegex);
if (match && match[1]) {
var mobileUIParameters = match[1];
var replaceParametersRegex = /(ALOE_VirtualButtons.+"parameters":)(.+)(},?$)/m;
var trailingComma = ','; // If it's the last plugin in the list, no trailing comma
if (PluginManager._scripts[PluginManager._scripts.length - 1] === 'ALOE_VirtualButtons') {
trailingComma = '';
}
var newPluginsjs = pluginsjs.replace(replaceParametersRegex, "$1".concat(mobileUIParameters, "}").concat(trailingComma));
fs.writeFileSync('js/plugins.js', newPluginsjs);
} else {
console.error("Could not locate ALOE_MobileUI parameters.");
}
console.log("Copying plugin images..."); // Create Image Directory
if (!fs.existsSync('img/VirtualButtons')) {
fs.mkdirSync('img/VirtualButtons');
}
if (fs.existsSync('img/mobileUI')) {
fs.readdirSync('img/mobileUI').forEach(function (image) {
return fs.copyFileSync("img/mobileUI/".concat(image), "img/VirtualButtons/".concat(image));
});
} else {
console.error('Unable to copy from img/mobileUI to img/VirtualButtons. img/mobileUI does not exist');
}
console.log("Plugin parameters and images copy successfully completed!");
console.log("============ Instructions ============\n");
console.log("1. Close the MV editor. If you press 'save' or open the Plugin Manager, it will undo the copying of the plugin parameters.");
console.log("2. Verify the images were copied from img/mobileUI to img/VirtualButtons then you can remove the img/mobileUI folder");
console.log("3. Open the MV editor again, go to the Plugin Manager, right-click on ALOE_VirtualButtons and press \"Refresh\".");
console.log("4. Verify the plugin parameters were copied over and then you can remove ALOE_MobileUI.");
} |
|