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RS_MapFadeEffect.js
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RS_MapFadeEffect.js
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/*:
* @target MZ
* @plugindesc This plugin allows you to use a circular fade effect when moving around the map.
* @author biud436
* @url https://github.com/biud436/MZ
*
* @help
* To enable the circular fade effect, you need to add the following note tag to the map.
*
* Map Note:
* <fadeEffect>
*
* =============================================================================
* Change Log
* =============================================================================
* 2024.06.16 (v1.0.0) - First Release.
*/
var Imported = Imported || {};
Imported.RS_MapFadeEffect = true;
(() => {
const utils = {
maxRadiusLimit: 300,
/**
* Starts linear interpolation
*
* @param {Number} t currentTime
* @param {Number} b startValue
* @param {Number} c changeInValue
* @param {Number} d duration
*
* @returns
*/
linearEase(t, b, c, d) {
return (c * t) / d + b;
},
/**
* Updates the mask effect
*
* @param {PIXI.Graphics}
* @param {Number} radius
*
* @returns {PIXI.Graphics}
*/
updateMask(mask, radius) {
const maxRadius = Graphics.boxWidth / 2 + this.maxRadiusLimit;
if (radius < 0) {
radius = 0;
}
if (radius > maxRadius) {
radius = maxRadius;
}
mask.clear();
mask.beginFill(0xffffff);
mask.drawCircle(
Graphics.boxWidth / 2,
Graphics.boxHeight / 2,
radius
);
mask.endFill();
return mask;
},
/**
* Read the map notes
* @param {Number} mapId
*/
readMapNotes() {
const map = $dataMap;
if (map && map.meta) {
return map.meta;
}
return {};
},
/**
* Checks whether the map has a fade effect.
*/
hasFadeEffect() {
const meta = utils.readMapNotes();
return meta.fadeEffect;
},
};
/**
* =============================================================================
* Game_Map
* =============================================================================
*/
const alias_Game_Map_initialize = Game_Map.prototype.initialize;
Game_Map.prototype.initialize = function () {
alias_Game_Map_initialize.call(this);
this._fadeEffect = {
radius: 0,
currentDuration: 0,
easing: utils.linearEase,
isFadeIn: false,
maxDuration: 24,
};
this._isFadeEffect = false;
};
Game_Map.prototype.hasFadeEffect = function () {
return utils.hasFadeEffect();
};
Game_Map.prototype.fadeEffect = function () {
return this._fadeEffect;
};
Game_Map.prototype.isFadeEffect = function () {
return $gamePlayer.isTransferring();
};
Game_Map.prototype.fadeIn = function () {
this._fadeEffect.isFadeIn = true;
};
Game_Map.prototype.fadeOut = function () {
this._fadeEffect.isFadeIn = false;
};
Game_Map.prototype.updateFadeEffect = function () {
if (!this.hasFadeEffect()) {
this._isFadeEffect = false;
return;
}
if (this._fadeEffect.isFadeIn) {
this._fadeEffect.radius = this._fadeEffect.easing(
this._fadeEffect.currentDuration,
Graphics.boxWidth / 2 + utils.maxRadiusLimit,
-Graphics.boxWidth / 2 - utils.maxRadiusLimit,
this._fadeEffect.maxDuration
);
} else {
this._fadeEffect.radius = this._fadeEffect.easing(
this._fadeEffect.currentDuration,
0,
Graphics.boxWidth / 2 + utils.maxRadiusLimit,
this._fadeEffect.maxDuration
);
}
if (this._fadeEffect.currentDuration < this._fadeEffect.maxDuration) {
this._fadeEffect.currentDuration++;
}
this._isFadeEffect = true;
};
//============================================================================
// Game_Player
//============================================================================
const alias_Game_Player_reserveTransfer =
Game_Player.prototype.reserveTransfer;
Game_Player.prototype.reserveTransfer = function (
mapId,
x,
y,
d,
fadeType
) {
alias_Game_Player_reserveTransfer.call(this, mapId, x, y, d, fadeType);
const map = $gameMap;
if (map.hasFadeEffect()) {
map.fadeIn();
}
map.fadeEffect().currentDuration = 0;
};
/**
* =============================================================================
* Scene_Map
* =============================================================================
*/
const alias_Scene_Map_create = Scene_Map.prototype.create;
Scene_Map.prototype.create = function () {
alias_Scene_Map_create.call(this);
this.initWithFadeEffect();
};
const alias_Scene_Map_start = Scene_Map.prototype.start;
Scene_Map.prototype.start = function () {
alias_Scene_Map_start.call(this);
if (this._transfer) {
$gameMap.fadeOut();
$gameMap.fadeEffect().currentDuration = 0;
}
};
Scene_Map.prototype.initWithFadeEffect = function () {
this._fadeMask = new PIXI.Graphics();
this.addChild(this._fadeMask);
};
const alias_Scene_Map_update = Scene_Map.prototype.update;
Scene_Map.prototype.update = function () {
alias_Scene_Map_update.call(this);
this.updateFadeEffect();
};
Scene_Map.prototype.updateFadeEffect = function () {
if (this._fadeDuration <= 0) {
return;
}
const map = $gameMap;
if (!map) {
return;
}
if (map.isFadeEffect() || this._transfer) {
map.updateFadeEffect();
this._fadeMask = utils.updateMask(
this._fadeMask,
map.fadeEffect().radius
);
this.mask = this._fadeMask;
} else {
this._fadeMask.clear();
if (this.mask) {
this.mask = null;
}
}
};
})();