//-----------------------------------------------------------------------------
// Sprite_StateOverlay
//
// The sprite for displaying an overlay image for a state.
/**
* The sprite for displaying an overlay image for a state.
*
* @class
* @extends Sprite
*/
function Sprite_StateOverlay() {
this.initialize(...arguments);
}
Sprite_StateOverlay.prototype = Object.create(Sprite.prototype);
Sprite_StateOverlay.prototype.constructor = Sprite_StateOverlay;
Sprite_StateOverlay.prototype.initialize = function() {
Sprite.prototype.initialize.call(this);
this.initMembers();
this.loadBitmap();
};
/**
* Initialize the sprite's variables
*/
Sprite_StateOverlay.prototype.initMembers = function() {
this._battler = null;
this._overlayIndex = 0;
this._animationCount = 0;
this._pattern = 0;
this.anchor.x = 0.5;
this.anchor.y = 1;
};
/**
* Loads the sprite's bitmap
*/
Sprite_StateOverlay.prototype.loadBitmap = function() {
this.bitmap = ImageManager.loadSystem("States");
this.setFrame(0, 0, 0, 0);
};
/**
* Set the sprite up
*
* @param {Game_Battler} battler - The battler to track
*/
Sprite_StateOverlay.prototype.setup = function(battler) {
this._battler = battler;
};
Sprite_StateOverlay.prototype.update = function() {
Sprite.prototype.update.call(this);
this._animationCount++;
if (this._animationCount >= this.animationWait()) {
this.updatePattern();
this.updateFrame();
this._animationCount = 0;
}
};
/**
* The time for animation to wait
*
* @return {number} Animation wait time
*/
Sprite_StateOverlay.prototype.animationWait = function() {
return 8;
};
/**
* Updates the sprite's pattern
*/
Sprite_StateOverlay.prototype.updatePattern = function() {
this._pattern++;
this._pattern %= 8;
if (this._battler) {
this._overlayIndex = this._battler.stateOverlayIndex();
} else {
this._overlayIndex = 0;
}
};
/**
* Updates the sprite's frame
*/
Sprite_StateOverlay.prototype.updateFrame = function() {
if (this._overlayIndex > 0) {
const w = 96;
const h = 96;
const sx = this._pattern * w;
const sy = (this._overlayIndex - 1) * h;
this.setFrame(sx, sy, w, h);
} else {
this.setFrame(0, 0, 0, 0);
}
};