//-----------------------------------------------------------------------------
// Sprite_Weapon
//
// The sprite for displaying a weapon image for attacking.
/**
* The sprite for displaying a weapon image for attacking.
*
* @class
* @extends Sprite
*/
function Sprite_Weapon() {
this.initialize(...arguments);
}
Sprite_Weapon.prototype = Object.create(Sprite.prototype);
Sprite_Weapon.prototype.constructor = Sprite_Weapon;
Sprite_Weapon.prototype.initialize = function() {
Sprite.prototype.initialize.call(this);
this.initMembers();
};
/**
* Initialize the sprite's variables
*/
Sprite_Weapon.prototype.initMembers = function() {
this._weaponImageId = 0;
this._animationCount = 0;
this._pattern = 0;
this.anchor.x = 0.5;
this.anchor.y = 1;
this.x = -16;
};
/**
* Sets the sprite up
*
* @param {number} weaponImageId - The id of the weapon image to use for the sprite
*/
Sprite_Weapon.prototype.setup = function(weaponImageId) {
this._weaponImageId = weaponImageId;
this._animationCount = 0;
this._pattern = 0;
this.loadBitmap();
this.updateFrame();
};
Sprite_Weapon.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_Weapon.prototype.animationWait = function() {
return 12;
};
/**
* Updates the sprite's pattern
*/
Sprite_Weapon.prototype.updatePattern = function() {
this._pattern++;
if (this._pattern >= 3) {
this._weaponImageId = 0;
}
};
/**
* Loads the sprite's bitmap
*/
Sprite_Weapon.prototype.loadBitmap = function() {
const pageId = Math.floor((this._weaponImageId - 1) / 12) + 1;
if (pageId >= 1) {
this.bitmap = ImageManager.loadSystem("Weapons" + pageId);
} else {
this.bitmap = ImageManager.loadSystem("");
}
};
/**
* Updates the sprite's frame
*/
Sprite_Weapon.prototype.updateFrame = function() {
if (this._weaponImageId > 0) {
const index = (this._weaponImageId - 1) % 12;
const w = 96;
const h = 64;
const sx = (Math.floor(index / 6) * 3 + this._pattern) * w;
const sy = Math.floor(index % 6) * h;
this.setFrame(sx, sy, w, h);
} else {
this.setFrame(0, 0, 0, 0);
}
};
/**
* Check if the sprite is playing
*
* @return {boolean} True if the sprite is playing
*/
Sprite_Weapon.prototype.isPlaying = function() {
return this._weaponImageId > 0;
};