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an rmmv plugin
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"use strict"; | |
(()=>{ | |
Game_Player.prototype.moveStraight = function(d) { | |
const dpf=this.distancePerFrame(); | |
const dpf2=dpf*2,x=this.x,y=this.y; | |
const rd=this.reverseDir(d),rx=Math.round(x),ry=Math.round(y); | |
let canPass=1; | |
switch(d){ | |
default: canPass=0; break; | |
case 2: { | |
const fy=Math.floor(y); | |
canPass=(Math.round(y+dpf2)===ry)||this.canPass(rx,fy,d); | |
}break; | |
case 4: { | |
const cx=Math.ceil(x); | |
canPass=(Math.round(x-dpf2)===rx)||this.canPass(cx,ry,d); | |
}break; | |
case 6: { | |
const fx=Math.floor(x); | |
canPass=(Math.round(x+dpf2)===rx)||this.canPass(fx,ry,d); | |
}break; | |
case 8: { | |
const cy=Math.ceil(y); | |
canPass=(Math.round(y-dpf2)===ry)||this.canPass(rx,cy,d); | |
}break; | |
} | |
if (canPass) { | |
this._followers.updateMove(); | |
} | |
this.setMovementSuccess(canPass); | |
if (this.isMovementSucceeded()) { | |
this.setDirection(d); | |
this._x = this._realX+(d===6?1:d===4?-1:0)*dpf2; | |
this._y = this._realY+(d===2?1:d===8?-1:0)*dpf2; | |
this.increaseSteps(); | |
} else { | |
this.setDirection(d); | |
this.checkEventTriggerTouchFront(d); | |
} | |
}; | |
Game_Player.prototype.stopMove=function(){ | |
this._x=this._realX; | |
this._y=this._realY; | |
}; | |
Game_Player.prototype.moveByInput = function() { | |
if (!this.isMoving() && this.canMove()) { | |
var direction = this.getInputDirection(); | |
if (direction > 0) { | |
$gameTemp.clearDestination(); | |
} else if ($gameTemp.isDestinationValid()){ | |
var x = $gameTemp.destinationX(); | |
var y = $gameTemp.destinationY(); | |
direction = this.findDirectionTo(x, y); | |
} | |
if (direction > 0) { | |
this.executeMove(direction); | |
}else this.stopMove(); | |
} | |
}; | |
})(); |
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