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- /*:
- * 絵文字エンジン - カットシーン"高度なバストシステムEX」
- * Require : EmojiBase V2
- */
- //==============================================================================
- // ■ Sprite_Bust
- //------------------------------------------------------------------------------
- // the class who handle the Message Sprite processing.
- //==============================================================================
- function Sprite_Bust() {this.initialize.apply(this,arguments);}
- Sprite_Bust.prototype.constructor = Sprite_Bust;
- //----------------------------------------------------------------------------
- // ○ new inheritance: Sprite
- //----------------------------------------------------------------------------
- Sprite_Bust.prototype = Object.create(Sprite.prototype);
- //----------------------------------------------------------------------------
- // ★ new accessors : bustA, bustB, bustC
- //----------------------------------------------------------------------------
- Object.defineProperties(Sprite_Bust.prototype, {
- // get Bust A bitmap name.
- bustA: { get: function() { return this._bustA; }, configurable: true },
- // get Bust B bitmap name.
- bustB: { get: function() { return this._bustB; }, configurable: true },
- // get Bust C bitmap name.
- bustC: { get: function() { return this._bustC; }, configurable: true }
- });
- //----------------------------------------------------------------------------
- // ○ new public function: initialize
- //----------------------------------------------------------------------------
- Sprite_Bust.prototype.initialize = function() {
- this._initMember();
- };
- //----------------------------------------------------------------------------
- // ○ new private function: _initMember
- //----------------------------------------------------------------------------
- Sprite_Bust.prototype._initMember = function(){
- this._bustA = $gameMessage.bustAName();
- this._bustB = $gameMessage.bustBName();
- this._bustC = $gameMessage.bustCName();
- this._homePos = Emoji.BustHomePose;
- this._finalPos = Emoji.BustFinalPose;
- };
- //----------------------------------------------------------------------------
- // ○ new public function: update
- //----------------------------------------------------------------------------
- Sprite_Bust.prototype.update = function() {};
- //===============================================================================
- // => END : Sprite_Bust
- //===============================================================================
- // Sprite_Panorama
- function Sprite_Panorama() { this.initialize.apply(this,arguments);}
- Sprite_Panorama.prototype.constructor = Sprite_Panorama;
- Sprite_Panorama.prototype = Object.create(Sprite.prototype);
- // End Sprite_Panorama
- Emoji.alias.spritesetMapCreate = Spriteset_Map.prototype.create;
- Spriteset_Map.prototype.create = function(){
- Emoji.alias.spritesetMapCreate.call(this);
- this.createBust();
- };
- Spriteset_Map.prototype.createBust = function() {
- this._spriteBust = [];
- var maxBust = 3; // do not forget that spriteBust is a array
- for (var i = 0; i < maxBust; i++){
- this._spriteBust[i] = new Sprite_Bust();
- this._baseSprite.addChild(this._spriteBust[i]);
- }
- };
- Spriteset_Map.prototype.bustName = function(index) {
- switch(index){
- case 0 :
- return $gameMessage.bustA();
- break;
- case 1 :
- return $gameMessage.bustB();
- break;
- case 2 :
- return $gameMessage.bustC();
- break;
- }
- };
- Sprite_Bust.prototype.updateBust = function() {
- var bustName = this.BustName();
- var maxBust = 3;
- for (var i = 0; i < maxBust; i++){
- this._spriteBust[i].setSprite(bustName(i);
- if(this._spriteBust[i].x != this._spriteBust[i].finalPos() && $gameMessage.isBusy()){
- this._spriteBust[i].appear();
- }
- else if(this._spriteBust[i].isActive() && $gameMessage.isBusy()){
- this._spriteBust[i].dimmer(false);
- }
- else if(this._spriteBust[i].isActive != false){
- this._spriteBust[i].dimmer(true);
- }
- }
- };
- Emoji.alias.SpritesetMapUpdate = Spriteset_Map.prototype.update;
- Spriteset_Map.prototype.update = function() {
- Emoji.alias.SpritesetMapUpdate.call(this);
- this.updateBust();
- };
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