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Nextrek

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{
    "uid": "BAE2E179KA229A4B14S98B3EE2F49426AC0A",
    "isLoaded": true,
    "lastModificationTime": 0,
    "items": {
        "name": "Component_CharacterBehavior",
        "type": "game_script",
        "order": 16,
        "content": "# ===================================================================\n#\n#   Script: Component_CharacterBehavior\n#\n#   $$COPYRIGHT$$\n#\n# ===================================================================\nclass Component_CharacterBehavior extends gs.Component\n    ###*\n    * Called if this object instance is restored from a data-bundle. It can be used\n    * re-assign event-handler, anonymous functions, etc.\n    * \n    * @method onDataBundleRestore.\n    * @param Object data - The data-bundle\n    * @param gs.ObjectCodecContext context - The codec-context.\n    ###\n    onDataBundleRestore: (data, context) ->\n        @setupEventHandlers()\n        \n    ###*\n    * A behavior-component which handles the character-specific behavior like\n    * talking and idle.\n    *\n    * @module vn\n    * @class Component_CharacterBehavior\n    * @extends gs.Component\n    * @memberof vn\n    * @constructor\n    ###\n    constructor: () ->\n        super\n\n        ###*\n        * @property imageIndex\n        * @type number\n        * @private\n        ###\n        @imageIndex = 0\n        \n        ###*\n        * @property imageDuration\n        * @type number\n        * @private\n        ###\n        @imageDuration = 30\n        \n        ###*\n        * @property idleTime\n        * @type number\n        * @private\n        ###\n        \n        @idleTime = 120 + 120 * Math.random()\n        ###*\n        * Indicates if the character is currently talking.\n        * @property talking\n        * @type boolean\n        ###\n        @talking = no\n      \n        ###*\n        * @property initialized\n        * @type boolean\n        * @private\n        ###\n        @initialized = no\n        \n        ###*\n        * Temporary game settings used by this character.\n        * @property imageIndex\n        * @type number\n        ###\n        @tempSettings = GameManager.tempSettings\n        \n    ###*\n    * Adds event-handlers\n    *\n    * @method setupEventHandlers\n    ### \n    setupEventHandlers: ->\n        gs.GlobalEventManager.on \"talkingStarted\", (e) => \n            if e.character?.index == @object.rid\n                @object.talking = yes\n                @imageIndex = 0\n        gs.GlobalEventManager.on \"talkingEnded\", (e) => \n            if e.character?.index == @object.rid\n                @object.talking = no\n                @imageIndex = 0\n                \n    ###*\n    * Initializes the component. Adds event-handlers.\n    *\n    * @method setup\n    ###\n    setup: ->\n        @initialized = yes\n        @setupEventHandlers()\n        @update()\n    \n    ###*\n    * Changes the characters expression using blending. If the duration is set\n    * to 0 the expression change is executed immediately without animation.\n    *\n    * @method changeExpression\n    * @param {vn.CharacterExpression} expression - The character expression database-record.\n    * @param {number} duration - The animation-duration in frames. Pass 0 to skip animation.\n    * @param {function} [callback] An optional callback-function called when the change is finished. \n    ###\n    changeExpression: (expression, animation, easing, duration, callback) ->\n        prevExpression = @object.expression\n        @object.expression = expression\n        \n        if prevExpression?.idle?.length > 0 and @object.expression? and prevExpression != @object.expression\n            @imageIndex = 0\n\n            picture = new gs.Object_Picture()\n            picture.imageFolder = \"Graphics/Characters\"\n            picture.image = prevExpression.idle[0].resource.name\n            picture.update()\n            picture.dstRect.x = @object.dstRect.x + Math.round((@object.dstRect.width - picture.dstRect.width) / 2)\n            picture.dstRect.y = @object.dstRect.y + Math.round((@object.dstRect.height - picture.dstRect.height) / 2)\n            picture.zIndex = @object.zIndex - 1\n            picture.zoom.x = @object.zoom.x\n            picture.zoom.y = @object.zoom.y\n            picture.update()\n            \n            \n            @object.parent.addObject(picture)\n            \n            switch animation.fading\n                when 0 # Overlay\n                    @object.animator.appear(@object.dstRect.x, @object.dstRect.y, animation, easing, duration, () ->\n                        picture.dispose()\n                        callback?()\n                    )\n                    @object.update()\n                when 1 # Cross Fade\n                    picture.animator.disappear(animation, easing, duration, (object) -> \n                        object.dispose())\n                    picture.update()\n                    \n                    @object.animator.appear(@object.dstRect.x, @object.dstRect.y, animation, easing, duration, (object) -> \n                        callback?())\n                    @object.update()\n        else\n            callback?()\n            \n     \n    ###*\n    * Lets the character start talking.\n    *\n    * @method startTalking\n    ###       \n    startTalking: -> @object.talking = yes\n    \n    ###*\n    * Lets the character stop with talking.\n    *\n    * @method stopTalking\n    ###\n    stopTalking: -> @object.talking = no\n    \n    ###*\n    * Updates character's talking-animation.\n    *\n    * @method updateTalking\n    * @protected\n    ###\n    updateTalking: ->\n        if @tempSettings.skip and @object.expression.talking?.length > 0\n            @object.talking = no\n            @imageIndex = 0\n            @object.image = @object.expression.talking[@imageIndex].resource.name\n        else if @object.expression?\n            if @object.expression.talking?.length > 0\n                @imageDuration--\n                if @imageDuration <= 0\n                    imageIndex = @imageIndex\n                    while imageIndex == @imageIndex and @object.expression.talking.length > 1\n                        @imageIndex = Math.round(Math.random() * (@object.expression.talking.length-1))\n                    speed = @object.expression.talkingSpeed / 100 * 5\n                    @imageDuration = speed + Math.round(speed * Math.random())\n                @object.image = @object.expression.talking[@imageIndex].resource.name\n            else\n                @updateIdle()\n     \n    ###*\n    * Updates character's idle-animation.\n    *\n    * @method updateIdle\n    * @protected\n    ###       \n    updateIdle: ->\n        if @object.expression? and @object.expression.idle?.length > 0\n            if @imageDuration <= 0\n                @idleTime--\n                if @idleTime <= 0\n                    @idleTime = @object.expression.idleTime.start + (@object.expression.idleTime.end - @object.expression.idleTime.start) * Math.random()\n                    @imageDuration = @object.expression.idleSpeed / 100 * 5\n            \n            if @imageDuration > 0\n                @imageDuration--\n                if @imageDuration <= 0\n                    @imageIndex++\n                    if @imageIndex >= @object.expression.idle.length\n                        @imageIndex = 0\n                        @imageDuration = 0\n                    else\n                        @imageDuration = @object.expression.idleSpeed / 100 * 5\n            @object.image = @object.expression.idle[@imageIndex].resource.name\n    \n    ###*\n    * Updates character logic & animation-handling.\n    *\n    * @method update\n    ###                   \n    update: ->\n        super\n        if not @initialized then @setup()\n        \n        if @object.talking\n            @updateTalking()\n        else\n            @updateIdle()\n        \n        \n        \nvn.Component_CharacterBehavior = Component_CharacterBehavior",
        "parentId": "D3325122KACDEA4515SB731E37A42B9D779F",
        "folder": false,
        "compiledContent": "var Component_CharacterBehavior,\n  extend = function(child, parent) { for (var key in parent) { if (hasProp.call(parent, key)) child[key] = parent[key]; } function ctor() { this.constructor = child; } ctor.prototype = parent.prototype; child.prototype = new ctor(); child.__super__ = parent.prototype; return child; },\n  hasProp = {}.hasOwnProperty;\n\nComponent_CharacterBehavior = (function(superClass) {\n  extend(Component_CharacterBehavior, superClass);\n\n\n  /**\n  * Called if this object instance is restored from a data-bundle. It can be used\n  * re-assign event-handler, anonymous functions, etc.\n  * \n  * @method onDataBundleRestore.\n  * @param Object data - The data-bundle\n  * @param gs.ObjectCodecContext context - The codec-context.\n   */\n\n  Component_CharacterBehavior.prototype.onDataBundleRestore = function(data, context) {\n    return this.setupEventHandlers();\n  };\n\n\n  /**\n  * A behavior-component which handles the character-specific behavior like\n  * talking and idle.\n  *\n  * @module vn\n  * @class Component_CharacterBehavior\n  * @extends gs.Component\n  * @memberof vn\n  * @constructor\n   */\n\n  function Component_CharacterBehavior() {\n    Component_CharacterBehavior.__super__.constructor.apply(this, arguments);\n\n    /**\n    * @property imageIndex\n    * @type number\n    * @private\n     */\n    this.imageIndex = 0;\n\n    /**\n    * @property imageDuration\n    * @type number\n    * @private\n     */\n    this.imageDuration = 30;\n\n    /**\n    * @property idleTime\n    * @type number\n    * @private\n     */\n    this.idleTime = 120 + 120 * Math.random();\n\n    /**\n    * Indicates if the character is currently talking.\n    * @property talking\n    * @type boolean\n     */\n    this.talking = false;\n\n    /**\n    * @property initialized\n    * @type boolean\n    * @private\n     */\n    this.initialized = false;\n\n    /**\n    * Temporary game settings used by this character.\n    * @property imageIndex\n    * @type number\n     */\n    this.tempSettings = GameManager.tempSettings;\n  }\n\n\n  /**\n  * Adds event-handlers\n  *\n  * @method setupEventHandlers\n   */\n\n  Component_CharacterBehavior.prototype.setupEventHandlers = function() {\n    gs.GlobalEventManager.on(\"talkingStarted\", (function(_this) {\n      return function(e) {\n        var ref;\n        if (((ref = e.character) != null ? ref.index : void 0) === _this.object.rid) {\n          _this.object.talking = true;\n          return _this.imageIndex = 0;\n        }\n      };\n    })(this));\n    return gs.GlobalEventManager.on(\"talkingEnded\", (function(_this) {\n      return function(e) {\n        var ref;\n        if (((ref = e.character) != null ? ref.index : void 0) === _this.object.rid) {\n          _this.object.talking = false;\n          return _this.imageIndex = 0;\n        }\n      };\n    })(this));\n  };\n\n\n  /**\n  * Initializes the component. Adds event-handlers.\n  *\n  * @method setup\n   */\n\n  Component_CharacterBehavior.prototype.setup = function() {\n    this.initialized = true;\n    this.setupEventHandlers();\n    return this.update();\n  };\n\n\n  /**\n  * Changes the characters expression using blending. If the duration is set\n  * to 0 the expression change is executed immediately without animation.\n  *\n  * @method changeExpression\n  * @param {vn.CharacterExpression} expression - The character expression database-record.\n  * @param {number} duration - The animation-duration in frames. Pass 0 to skip animation.\n  * @param {function} [callback] An optional callback-function called when the change is finished.\n   */\n\n  Component_CharacterBehavior.prototype.changeExpression = function(expression, animation, easing, duration, callback) {\n    var picture, prevExpression, ref;\n    prevExpression = this.object.expression;\n    this.object.expression = expression;\n    if ((prevExpression != null ? (ref = prevExpression.idle) != null ? ref.length : void 0 : void 0) > 0 && (this.object.expression != null) && prevExpression !== this.object.expression) {\n      this.imageIndex = 0;\n      picture = new gs.Object_Picture();\n      picture.imageFolder = \"Graphics/Characters\";\n      picture.image = prevExpression.idle[0].resource.name;\n      picture.update();\n      picture.dstRect.x = this.object.dstRect.x + Math.round((this.object.dstRect.width - picture.dstRect.width) / 2);\n      picture.dstRect.y = this.object.dstRect.y + Math.round((this.object.dstRect.height - picture.dstRect.height) / 2);\n      picture.zIndex = this.object.zIndex - 1;\n      picture.zoom.x = this.object.zoom.x;\n      picture.zoom.y = this.object.zoom.y;\n      picture.update();\n      this.object.parent.addObject(picture);\n      switch (animation.fading) {\n        case 0:\n          this.object.animator.appear(this.object.dstRect.x, this.object.dstRect.y, animation, easing, duration, function() {\n            picture.dispose();\n            return typeof callback === \"function\" ? callback() : void 0;\n          });\n          return this.object.update();\n        case 1:\n          picture.animator.disappear(animation, easing, duration, function(object) {\n            return object.dispose();\n          });\n          picture.update();\n          this.object.animator.appear(this.object.dstRect.x, this.object.dstRect.y, animation, easing, duration, function(object) {\n            return typeof callback === \"function\" ? callback() : void 0;\n          });\n          return this.object.update();\n      }\n    } else {\n      return typeof callback === \"function\" ? callback() : void 0;\n    }\n  };\n\n\n  /**\n  * Lets the character start talking.\n  *\n  * @method startTalking\n   */\n\n  Component_CharacterBehavior.prototype.startTalking = function() {\n    return this.object.talking = true;\n  };\n\n\n  /**\n  * Lets the character stop with talking.\n  *\n  * @method stopTalking\n   */\n\n  Component_CharacterBehavior.prototype.stopTalking = function() {\n    return this.object.talking = false;\n  };\n\n\n  /**\n  * Updates character's talking-animation.\n  *\n  * @method updateTalking\n  * @protected\n   */\n\n  Component_CharacterBehavior.prototype.updateTalking = function() {\n    var imageIndex, ref, ref1, speed;\n    if (this.tempSettings.skip && ((ref = this.object.expression.talking) != null ? ref.length : void 0) > 0) {\n      this.object.talking = false;\n      this.imageIndex = 0;\n      return this.object.image = this.object.expression.talking[this.imageIndex].resource.name;\n    } else if (this.object.expression != null) {\n      if (((ref1 = this.object.expression.talking) != null ? ref1.length : void 0) > 0) {\n        this.imageDuration--;\n        if (this.imageDuration <= 0) {\n          imageIndex = this.imageIndex;\n          while (imageIndex === this.imageIndex && this.object.expression.talking.length > 1) {\n            this.imageIndex = Math.round(Math.random() * (this.object.expression.talking.length - 1));\n          }\n          speed = this.object.expression.talkingSpeed / 100 * 5;\n          this.imageDuration = speed + Math.round(speed * Math.random());\n        }\n        return this.object.image = this.object.expression.talking[this.imageIndex].resource.name;\n      } else {\n        return this.updateIdle();\n      }\n    }\n  };\n\n\n  /**\n  * Updates character's idle-animation.\n  *\n  * @method updateIdle\n  * @protected\n   */\n\n  Component_CharacterBehavior.prototype.updateIdle = function() {\n    var ref;\n    if ((this.object.expression != null) && ((ref = this.object.expression.idle) != null ? ref.length : void 0) > 0) {\n      if (this.imageDuration <= 0) {\n        this.idleTime--;\n        if (this.idleTime <= 0) {\n          this.idleTime = this.object.expression.idleTime.start + (this.object.expression.idleTime.end - this.object.expression.idleTime.start) * Math.random();\n          this.imageDuration = this.object.expression.idleSpeed / 100 * 5;\n        }\n      }\n      if (this.imageDuration > 0) {\n        this.imageDuration--;\n        if (this.imageDuration <= 0) {\n          this.imageIndex++;\n          if (this.imageIndex >= this.object.expression.idle.length) {\n            this.imageIndex = 0;\n            this.imageDuration = 0;\n          } else {\n            this.imageDuration = this.object.expression.idleSpeed / 100 * 5;\n          }\n        }\n      }\n      return this.object.image = this.object.expression.idle[this.imageIndex].resource.name;\n    }\n  };\n\n\n  /**\n  * Updates character logic & animation-handling.\n  *\n  * @method update\n   */\n\n  Component_CharacterBehavior.prototype.update = function() {\n    Component_CharacterBehavior.__super__.update.apply(this, arguments);\n    if (!this.initialized) {\n      this.setup();\n    }\n    if (this.object.talking) {\n      return this.updateTalking();\n    } else {\n      return this.updateIdle();\n    }\n  };\n\n  return Component_CharacterBehavior;\n\n})(gs.Component);\n\nvn.Component_CharacterBehavior = Component_CharacterBehavior;\n\n//# 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===================================================================\n#\n#   Script: Component_CharacterBehavior\n#\n#   $$COPYRIGHT$$\n#\n# ===================================================================\nclass Component_CharacterBehavior extends gs.Component\n    ###*\n    * Called if this object instance is restored from a data-bundle. It can be used\n    * re-assign event-handler, anonymous functions, etc.\n    * \n    * @method onDataBundleRestore.\n    * @param Object data - The data-bundle\n    * @param gs.ObjectCodecContext context - The codec-context.\n    ###\n    onDataBundleRestore: (data, context) ->\n        @setupEventHandlers()\n        \n    ###*\n    * A behavior-component which handles the character-specific behavior like\n    * talking and idle.\n    *\n    * @module vn\n    * @class Component_CharacterBehavior\n    * @extends gs.Component\n    * @memberof vn\n    * @constructor\n    ###\n    constructor: () ->\n        super\n\n        ###*\n        * @property imageIndex\n        * @type number\n        * @private\n        ###\n        @imageIndex = 0\n        \n        ###*\n        * @property imageDuration\n        * @type number\n        * @private\n        ###\n        @imageDuration = 30\n        \n        ###*\n        * @property idleTime\n        * @type number\n        * @private\n        ###\n        \n        @idleTime = 120 + 120 * Math.random()\n        ###*\n        * Indicates if the character is currently talking.\n        * @property talking\n        * @type boolean\n        ###\n        @talking = no\n      \n        ###*\n        * @property initialized\n        * @type boolean\n        * @private\n        ###\n        @initialized = no\n        \n        ###*\n        * Temporary game settings used by this character.\n        * @property imageIndex\n        * @type number\n        ###\n        @tempSettings = GameManager.tempSettings\n        \n    ###*\n    * Adds event-handlers\n    *\n    * @method setupEventHandlers\n    ### \n    setupEventHandlers: ->\n        gs.GlobalEventManager.on \"talkingStarted\", (e) => \n            if e.character?.index == @object.rid\n                @object.talking = yes\n                @imageIndex = 0\n        gs.GlobalEventManager.on \"talkingEnded\", (e) => \n            if e.character?.index == @object.rid\n                @object.talking = no\n                @imageIndex = 0\n                \n    ###*\n    * Initializes the component. Adds event-handlers.\n    *\n    * @method setup\n    ###\n    setup: ->\n        @initialized = yes\n        @setupEventHandlers()\n        @update()\n    \n    ###*\n    * Changes the characters expression using blending. If the duration is set\n    * to 0 the expression change is executed immediately without animation.\n    *\n    * @method changeExpression\n    * @param {vn.CharacterExpression} expression - The character expression database-record.\n    * @param {number} duration - The animation-duration in frames. Pass 0 to skip animation.\n    * @param {function} [callback] An optional callback-function called when the change is finished. \n    ###\n    changeExpression: (expression, animation, easing, duration, callback) ->\n        prevExpression = @object.expression\n        @object.expression = expression\n        \n        if prevExpression?.idle?.length > 0 and @object.expression? and prevExpression != @object.expression\n            @imageIndex = 0\n\n            picture = new gs.Object_Picture()\n            picture.imageFolder = \"Graphics/Characters\"\n            picture.image = prevExpression.idle[0].resource.name\n            picture.update()\n            picture.dstRect.x = @object.dstRect.x + Math.round((@object.dstRect.width - picture.dstRect.width) / 2)\n            picture.dstRect.y = @object.dstRect.y + Math.round((@object.dstRect.height - picture.dstRect.height) / 2)\n            picture.zIndex = @object.zIndex - 1\n            picture.zoom.x = @object.zoom.x\n            picture.zoom.y = @object.zoom.y\n            picture.update()\n            \n            \n            @object.parent.addObject(picture)\n            \n            switch animation.fading\n                when 0 # Overlay\n                    @object.animator.appear(@object.dstRect.x, @object.dstRect.y, animation, easing, duration, () ->\n                        picture.dispose()\n                        callback?()\n                    )\n                    @object.update()\n                when 1 # Cross Fade\n                    picture.animator.disappear(animation, easing, duration, (object) -> \n                        object.dispose())\n                    picture.update()\n                    \n                    @object.animator.appear(@object.dstRect.x, @object.dstRect.y, animation, easing, duration, (object) -> \n                        callback?())\n                    @object.update()\n        else\n            callback?()\n            \n     \n    ###*\n    * Lets the character start talking.\n    *\n    * @method startTalking\n    ###       \n    startTalking: -> @object.talking = yes\n    \n    ###*\n    * Lets the character stop with talking.\n    *\n    * @method stopTalking\n    ###\n    stopTalking: -> @object.talking = no\n    \n    ###*\n    * Updates character's talking-animation.\n    *\n    * @method updateTalking\n    * @protected\n    ###\n    updateTalking: ->\n        if @tempSettings.skip and @object.expression.talking?.length > 0\n            @object.talking = no\n            @imageIndex = 0\n            @object.image = @object.expression.talking[@imageIndex].resource.name\n        else if @object.expression?\n            if @object.expression.talking?.length > 0\n                @imageDuration--\n                if @imageDuration <= 0\n                    imageIndex = @imageIndex\n                    while imageIndex == @imageIndex and @object.expression.talking.length > 1\n                        @imageIndex = Math.round(Math.random() * (@object.expression.talking.length-1))\n                    speed = @object.expression.talkingSpeed / 100 * 5\n                    @imageDuration = speed + Math.round(speed * Math.random())\n                @object.image = @object.expression.talking[@imageIndex].resource.name\n            else\n                @updateIdle()\n     \n    ###*\n    * Updates character's idle-animation.\n    *\n    * @method updateIdle\n    * @protected\n    ###       \n    updateIdle: ->\n        if @object.expression? and @object.expression.idle?.length > 0\n            if @imageDuration <= 0\n                @idleTime--\n                if @idleTime <= 0\n                    @idleTime = @object.expression.idleTime.start + (@object.expression.idleTime.end - @object.expression.idleTime.start) * Math.random()\n                    @imageDuration = @object.expression.idleSpeed / 100 * 5\n            \n            if @imageDuration > 0\n                @imageDuration--\n                if @imageDuration <= 0\n                    @imageIndex++\n                    if @imageIndex >= @object.expression.idle.length\n                        @imageIndex = 0\n                        @imageDuration = 0\n                    else\n                        @imageDuration = @object.expression.idleSpeed / 100 * 5\n            @object.image = @object.expression.idle[@imageIndex].resource.name\n    \n    ###*\n    * Updates character logic & animation-handling.\n    *\n    * @method update\n    ###                   \n    update: ->\n        super\n        if not @initialized then @setup()\n        \n        if @object.talking\n            @updateTalking()\n        else\n            @updateIdle()\n        \n        \n        \nvn.Component_CharacterBehavior = Component_CharacterBehavior"]}\n//# sourceURL=Component_CharacterBehavior_157.js"
    },
    "summary": [
        "name",
        "type",
        "order"
    ]
}

Commits for Nextrek/s2s/data/BAE2E179KA229A4B14S98B3EE2F49426AC0A.json

Diff revisions: vs.
Revision Author Commited Message
1084 MOliva picture MOliva Fri 11 May, 2018 12:41:55 +0000