//-----------------------------------------------------------------------------
// Sprite_Enemy
//
// The sprite for displaying an enemy.
/**
* The sprite for displaying an enemy.
*
* @class
* @extends Sprite_Battler
* @param {Game_Battler} battler - The battler object
*/
function Sprite_Enemy() {
this.initialize(...arguments);
}
Sprite_Enemy.prototype = Object.create(Sprite_Battler.prototype);
Sprite_Enemy.prototype.constructor = Sprite_Enemy;
Sprite_Enemy.prototype.initialize = function(battler) {
Sprite_Battler.prototype.initialize.call(this, battler);
};
Sprite_Enemy.prototype.initMembers = function() {
Sprite_Battler.prototype.initMembers.call(this);
this._enemy = null;
this._appeared = false;
this._battlerName = null;
this._battlerHue = 0;
this._effectType = null;
this._effectDuration = 0;
this._shake = 0;
this.createStateIconSprite();
};
/**
* Creates the state icon sprite. See {@link Sprite_StateIcon}
*/
Sprite_Enemy.prototype.createStateIconSprite = function() {
this._stateIconSprite = new Sprite_StateIcon();
this.addChild(this._stateIconSprite);
};
Sprite_Enemy.prototype.setBattler = function(battler) {
Sprite_Battler.prototype.setBattler.call(this, battler);
this._enemy = battler;
this.setHome(battler.screenX(), battler.screenY());
this._stateIconSprite.setup(battler);
};
Sprite_Enemy.prototype.update = function() {
Sprite_Battler.prototype.update.call(this);
if (this._enemy) {
this.updateEffect();
this.updateStateSprite();
}
};
Sprite_Enemy.prototype.updateBitmap = function() {
Sprite_Battler.prototype.updateBitmap.call(this);
const name = this._enemy.battlerName();
const hue = this._enemy.battlerHue();
if (this._battlerName !== name || this._battlerHue !== hue) {
this._battlerName = name;
this._battlerHue = hue;
this.loadBitmap(name);
this.setHue(hue);
this.initVisibility();
}
};
/**
* Loads the enemy bitmap
*
* @param {string} name - The enemy bitmap's filename
*/
Sprite_Enemy.prototype.loadBitmap = function(name) {
if ($gameSystem.isSideView()) {
this.bitmap = ImageManager.loadSvEnemy(name);
} else {
this.bitmap = ImageManager.loadEnemy(name);
}
};
Sprite_Enemy.prototype.setHue = function(hue) {
Sprite_Battler.prototype.setHue.call(this, hue);
for (const child of this.children) {
if (child.setHue) {
child.setHue(-hue);
}
}
};
Sprite_Enemy.prototype.updateFrame = function() {
Sprite_Battler.prototype.updateFrame.call(this);
if (this._effectType === "bossCollapse") {
this.setFrame(0, 0, this.bitmap.width, this._effectDuration);
} else {
this.setFrame(0, 0, this.bitmap.width, this.bitmap.height);
}
};
Sprite_Enemy.prototype.updatePosition = function() {
Sprite_Battler.prototype.updatePosition.call(this);
this.x += this._shake;
};
/**
* Updates the state icon sprite
*/
Sprite_Enemy.prototype.updateStateSprite = function() {
this._stateIconSprite.y = -Math.round((this.bitmap.height + 40) * 0.9);
if (this._stateIconSprite.y < 20 - this.y) {
this._stateIconSprite.y = 20 - this.y;
}
};
/**
* Initialize invisibility for the sprite
*/
Sprite_Enemy.prototype.initVisibility = function() {
this._appeared = this._enemy.isAlive();
if (!this._appeared) {
this.opacity = 0;
}
};
/**
* Sets up an effect for the enemy sprite
*/
Sprite_Enemy.prototype.setupEffect = function() {
if (this._appeared && this._enemy.isEffectRequested()) {
this.startEffect(this._enemy.effectType());
this._enemy.clearEffect();
}
if (!this._appeared && this._enemy.isAlive()) {
this.startEffect("appear");
} else if (this._appeared && this._enemy.isHidden()) {
this.startEffect("disappear");
}
};
/**
* Starts an effect
*
* @param {string} effectType - The type of effect to start
*/
Sprite_Enemy.prototype.startEffect = function(effectType) {
this._effectType = effectType;
switch (this._effectType) {
case "appear":
this.startAppear();
break;
case "disappear":
this.startDisappear();
break;
case "whiten":
this.startWhiten();
break;
case "blink":
this.startBlink();
break;
case "collapse":
this.startCollapse();
break;
case "bossCollapse":
this.startBossCollapse();
break;
case "instantCollapse":
this.startInstantCollapse();
break;
}
this.revertToNormal();
};
/**
* Starts the appear effect
*/
Sprite_Enemy.prototype.startAppear = function() {
this._effectDuration = 16;
this._appeared = true;
};
/**
* Starts the disappear effect
*/
Sprite_Enemy.prototype.startDisappear = function() {
this._effectDuration = 32;
this._appeared = false;
};
/**
* Starts the whiten effect
*/
Sprite_Enemy.prototype.startWhiten = function() {
this._effectDuration = 16;
};
/**
* Starts the blink effect
*/
Sprite_Enemy.prototype.startBlink = function() {
this._effectDuration = 20;
};
/**
* Starts the collapse effect
*/
Sprite_Enemy.prototype.startCollapse = function() {
this._effectDuration = 32;
this._appeared = false;
};
/**
* Starts the boss collapse effect
*/
Sprite_Enemy.prototype.startBossCollapse = function() {
this._effectDuration = this.bitmap.height;
this._appeared = false;
};
/**
* Starts the instant collapse effect
*/
Sprite_Enemy.prototype.startInstantCollapse = function() {
this._effectDuration = 16;
this._appeared = false;
};
/**
* Updates the sprite's effect
*/
Sprite_Enemy.prototype.updateEffect = function() {
this.setupEffect();
if (this._effectDuration > 0) {
this._effectDuration--;
switch (this._effectType) {
case "whiten":
this.updateWhiten();
break;
case "blink":
this.updateBlink();
break;
case "appear":
this.updateAppear();
break;
case "disappear":
this.updateDisappear();
break;
case "collapse":
this.updateCollapse();
break;
case "bossCollapse":
this.updateBossCollapse();
break;
case "instantCollapse":
this.updateInstantCollapse();
break;
}
if (this._effectDuration === 0) {
this._effectType = null;
}
}
};
/**
* Check if the sprite has an effect playing
*
* @return {boolean} True if any effect is playing
*/
Sprite_Enemy.prototype.isEffecting = function() {
return this._effectType !== null;
};
/**
* Resets the sprite to normal
*/
Sprite_Enemy.prototype.revertToNormal = function() {
this._shake = 0;
this.blendMode = 0;
this.opacity = 255;
this.setBlendColor([0, 0, 0, 0]);
};
/**
* Updates the whiten effect
*/
Sprite_Enemy.prototype.updateWhiten = function() {
const alpha = 128 - (16 - this._effectDuration) * 8;
this.setBlendColor([255, 255, 255, alpha]);
};
/**
* Updates the blink effect
*/
Sprite_Enemy.prototype.updateBlink = function() {
this.opacity = this._effectDuration % 10 < 5 ? 255 : 0;
};
/**
* Updates the appear effect
*/
Sprite_Enemy.prototype.updateAppear = function() {
this.opacity = (16 - this._effectDuration) * 16;
};
/**
* Updates the disappear effect
*/
Sprite_Enemy.prototype.updateDisappear = function() {
this.opacity = 256 - (32 - this._effectDuration) * 10;
};
/**
* Updates the collapse effect
*/
Sprite_Enemy.prototype.updateCollapse = function() {
this.blendMode = 1;
this.setBlendColor([255, 128, 128, 128]);
this.opacity *= this._effectDuration / (this._effectDuration + 1);
};
/**
* Updates the boss collapse effect
*/
Sprite_Enemy.prototype.updateBossCollapse = function() {
this._shake = (this._effectDuration % 2) * 4 - 2;
this.blendMode = 1;
this.opacity *= this._effectDuration / (this._effectDuration + 1);
this.setBlendColor([255, 255, 255, 255 - this.opacity]);
if (this._effectDuration % 20 === 19) {
SoundManager.playBossCollapse2();
}
};
/**
* Updates the instant collapse effect
*/
Sprite_Enemy.prototype.updateInstantCollapse = function() {
this.opacity = 0;
};
Sprite_Enemy.prototype.damageOffsetX = function() {
return Sprite_Battler.prototype.damageOffsetX.call(this);
};
Sprite_Enemy.prototype.damageOffsetY = function() {
return Sprite_Battler.prototype.damageOffsetY.call(this) - 8;
};