//-----------------------------------------------------------------------------
// Sprite_StateIcon
//
// The sprite for displaying state icons.
/**
* The sprite for displaying state icons.
*
* @class
* @extends Sprite
*/
function Sprite_StateIcon() {
this.initialize(...arguments);
}
Sprite_StateIcon.prototype = Object.create(Sprite.prototype);
Sprite_StateIcon.prototype.constructor = Sprite_StateIcon;
Sprite_StateIcon.prototype.initialize = function() {
Sprite.prototype.initialize.call(this);
this.initMembers();
this.loadBitmap();
};
/**
* Initialize the sprite's variables
*/
Sprite_StateIcon.prototype.initMembers = function() {
this._battler = null;
this._iconIndex = 0;
this._animationCount = 0;
this._animationIndex = 0;
this.anchor.x = 0.5;
this.anchor.y = 0.5;
};
/**
* Loads the iconset bitmap
*/
Sprite_StateIcon.prototype.loadBitmap = function() {
this.bitmap = ImageManager.loadSystem("IconSet");
this.setFrame(0, 0, 0, 0);
};
/**
* Set the sprite up
*
* @param {Game_Battler} battler - The battler to track
*/
Sprite_StateIcon.prototype.setup = function(battler) {
if (this._battler !== battler) {
this._battler = battler;
this._animationCount = this.animationWait();
}
};
Sprite_StateIcon.prototype.update = function() {
Sprite.prototype.update.call(this);
this._animationCount++;
if (this._animationCount >= this.animationWait()) {
this.updateIcon();
this.updateFrame();
this._animationCount = 0;
}
};
/**
* The time for animation to wait
*
* @return {number} Animation wait time
*/
Sprite_StateIcon.prototype.animationWait = function() {
return 40;
};
/**
* Updates the icon
*/
Sprite_StateIcon.prototype.updateIcon = function() {
const icons = [];
if (this.shouldDisplay()) {
icons.push(...this._battler.allIcons());
}
if (icons.length > 0) {
this._animationIndex++;
if (this._animationIndex >= icons.length) {
this._animationIndex = 0;
}
this._iconIndex = icons[this._animationIndex];
} else {
this._animationIndex = 0;
this._iconIndex = 0;
}
};
/**
* Check if the sprite should display
*
* @return {boolean} True if should display
*/
Sprite_StateIcon.prototype.shouldDisplay = function() {
const battler = this._battler;
return battler && (battler.isActor() || battler.isAlive());
};
/**
* Update the sprite's frame
*/
Sprite_StateIcon.prototype.updateFrame = function() {
const pw = ImageManager.iconWidth;
const ph = ImageManager.iconHeight;
const sx = (this._iconIndex % 16) * pw;
const sy = Math.floor(this._iconIndex / 16) * ph;
this.setFrame(sx, sy, pw, ph);
};