/*:
*
*@plugindesc this is my first
*
*
@author Djmisterjon
*
*@help
*My Alpha beta custom plugin ZZZZZZZZZZZ test, test
*
*
*/
(function() {
//Function list in game
//befor all, Scene need switch(13) = gen random ressource
Scene_Map.prototype.create = function() {
Scene_Base.prototype.create.call(this);
this._transfer = $gamePlayer.isTransferring();
var mapId = this._transfer ? $gamePlayer.newMapId() : $gameMap.mapId();
$gameSwitches.setValue(13, true);
DataManager.loadMapData(mapId);
};
//plugin start for calling command in game
console.log('plugin menue jon');
var jon_interpreterCommand = Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function(command, args) {
jon_interpreterCommand.call(this, command, args);
// call the menu item multi page and fx
if (command === 'menuobj') {
var Pid = 100; // picture ID for clic, 100 + max 36 Max 200
var ItemtotalDB = 119; // Maximum item dans le DB rpgmaker $dataItems.length (custom max item in game)
var Itemtotalposs = 0; // Nombre objet posseder, on int, car ont veut faire un calcul eatch/pass plugin called
var Objetposseder = []; // creer une variable poru chaque item avec valeur
var i = 1; // représente page pour listi
$gameVariables.setValue(38, i); // Int la VAr38 car i doi avoir page 1 initial. (bug corr)
var Pagevar = $gameVariables.value(34);
var Listi = 0;
var ListiP = []; // ou doi commencer le listi a chaque page
for (Listi = 1; Listi < ItemtotalDB; Listi++) {
$gameScreen.erasePicture(Pid);
$gameScreen.erasePicture(Pid + (36 * 2));
$gameScreen.erasePicture(Pid + (36 * 3));
Pid++;
if ($gameParty.hasItem($dataItems[Listi]) == true) {
Objetposseder[Listi] = Listi; //create variable based on DB Objetposseder1=2,Objetposseder2=2,Objetposseder3=3...
Itemtotalposs++; //calcul global total objet poseder
if (Itemtotalposs == 37 || Itemtotalposs == 73 || Itemtotalposs == 108 || Itemtotalposs == 144 || Itemtotalposs == 180) { //a chaque +1 que 36 Itemtotalposs = 1 nouvelle page
i++;
$gameVariables.setValue(38, i); // NB de page total
ListiP[i] = Listi; // pour page 2,3,4..., on sait que on doi comment la list a cette endroit .
}
}
}
var Pid = 100; // picture ID for clic, 100 + max 36 Max 200
$gameVariables.setValue(42, Itemtotalposs);
if (Itemtotalposs == 0) {
console.log('le joueur na pas objet');
} // stop because no objet !!}
else {
//page1
var Xitem = 0; // X coor for the item + picturesize+ marge
var Yitem = 0; // Y coor for the item + picturesize+ marge
var InpicX = 88; // Initial X of menue item list
var InpicY = 226; // Initial Y of menue item list
var MargeX = 7; // Marge bettwenn 2 picture X
var MargeY = 6; // Marge bettwenn 2 picture Y
var ISIZEX = 82; // X size of picture
var ISIZEY = 82; // X size of picture
var NBitempagemenu = 0;
Itemdescr = [];
if (Pagevar == 1) {
Listi = 1; // si sur page 1 , listi restart le scan a 1
} else {
Listi = ListiP[Pagevar]; // si sur page 2 ou autre , listi recommence le scan a Listi[Pagevar]...[pagevariable dans jeux]
}
console.log('ItemtotalDB = ' + ItemtotalDB + ' zzzzzzzzzz ');
for (; Listi < ItemtotalDB; Listi++) {
console.log(Listi);
if (Objetposseder[Listi] == Listi) {
//afficher objet
Listi = String(Listi);
console.log('Detien objet ' + Objetposseder[Listi] + ' Listi est a ' + Listi);
$gameScreen.showPicture(Pid, Listi, 1, InpicX + Xitem, InpicY + Yitem, 150, 150, 255, 0);
$gameScreen.movePicture(Pid, 1, InpicX + Xitem, InpicY + Yitem, 100, 100, 255, 0, 18);
Listi = Number(Listi);
$gameScreen.setPictureCallCommon(Pid, 21, 1); // si clique sur item renvoi vers event.commun
Textitems = String($dataItems[Listi].name); // on va chercher le nom fichier
Textitems = Textitems.split(' - '); // on le découpe en 2 le text nom
$gameScreen.setDTextPicture('\\OW[5] ' + Textitems[0] + '', 20); //plugincall dtext
$gameScreen.setFont('GameFont');
$gameScreen.showPicture(Pid + (36 * 1), '', 0, InpicX + Xitem - 45, InpicY + Yitem - 80, 100, 160, 50, 0); // affiche image a PID+36 (max72)
$gameScreen.setDTextPicture('\\OW[4] ' + Textitems[1] + '', 19); //plugincall dtext
$gameScreen.setFont('GameFont');
$gameScreen.showPicture(Pid + (36 * 2), '', 0, InpicX + Xitem - 41, InpicY + Yitem - 80, 100, 20, 50, 0); // affiche D_text titre objet
Textitems = $gameParty._items[Listi]; // Obtien le nombre objet posseder
$gameScreen.setDTextPicture('\\OW[5] ' + Textitems + ' ', 17); //plugincall dtext
$gameScreen.setFont('GameFont');
$gameScreen.dTextBackColor = 'rgba(0, 0, 0, 0.5)';
$gameScreen.showPicture(Pid + (36 * 3), '', 0, InpicX + Xitem + 21, InpicY + Yitem + 15, 100, 100, 255, 0); // affiche image a PID+36 (max72)
$gameScreen.movePicture(Pid + (36 * 1), 0, InpicX + Xitem - 45, InpicY + Yitem - 46, 100, 100, 255, 0, 27);
$gameScreen.movePicture(Pid + (36 * 2), 0, InpicX + Xitem - 41, InpicY + Yitem - 30, 100, 100, 255, 0, 20);
NBitempagemenu++
Itemdescr[Pid] = Listi; // pour les click item description (click item show description)
Pid++
Xitem += ISIZEX + MargeX;
}
if (NBitempagemenu == 38) {
console.log('On break ligne 74 car NBitempagemenu= ' + NBitempagemenu); //afficher objet
break;
} else if (NBitempagemenu == 12 || NBitempagemenu == 25) {
//Saut de ligne ( for new item line)
console.log('On saut ligne caR ON EST A ' + NBitempagemenu);
Xitem = 0;
Yitem += ISIZEY + MargeY;
NBitempagemenu++;
}
}
console.log('fin scan');
}
} //___________________________________________________________________________________________________
else if (command === 'lootitem') {
// Ex: dans event monstre ItemMonster[1] = [1,99,3,0]; arr0=IDitem,arr1=chance%,arr2=Nbmax
NBitemLoot = []; //le nombre objet identique looté
NBitemLoot[1] = 0, NBitemLoot[2] = 0, NBitemLoot[3] = 0, NBitemLoot[4] = 0, NBitemLoot[5] = 0, NBitemLoot[6] = 0;
ItemPass = ItemMonster.length - 1; // dapret le nombre de (item) ItemMonster[] diferent que le evenmonstre a initialisé
var Pidloot = 200; // on défénit la base des Pid a afficher
var MaxItemLine = 0; // maximum de item par ligne
var x = 830;
var y = 465;
for (I = 1; I <= ItemPass; I++) { // nombre de passe global tout les items du monstre
for (i = 1; i <= ItemMonster[I][2]; i++) { //nombre de passe = Nb item maximum que peut loot le monstre voir eventmonster
var itemChance = 1 + Math.floor(Math.random() * 100); //genere un nombre entre 1 et 100 pour comparer avec la valeur dans eventmonstre ItemMonster[]
if (itemChance < ItemMonster[I][1]) { //Si vrai ces que le monstre loot x1 de ce item sur cette pass
ItemMonster[I][3]++; // on augment la quantité du item gagner de 1 le 3 ieme array de ItemMonster[]
$gameScreen.showPicture(Pidloot, String(ItemMonster[I][0]), 1, x, y, 100, 100, 255, 0); //affiche image icon
$gameScreen.setPictureCallCommon(Pidloot, 22, 4); // lorsque click sur image prendra tous
$gameScreen.setDTextPicture(' ' + ItemMonster[I][3] + ' ', 30); //on affiche la valeur quantité dans ce item
$gameScreen.setFont('GameFont');
$gameScreen.dTextBackColor = 'rgba(0, 0, 0, 0.6)';
$gameScreen.showPicture(Pidloot + ItemPass, '', 1, x + 25, y + 25, 100, 100, 255, 0); //affiche quantité le id est calculer avec le Nb de ItemMonster[] trouvé
}
}
if (ItemMonster[I][3] != 0) { // test item obtenue pour le pid actuell, si oui , ajouter max item par ligne
MaxItemLine++;
if (MaxItemLine > 4) {
var MaxItemLine = 0;
var x = 830;
var y = (y + 82) + 10; // augment distance hauteur
} else {
var x = (x + 82) + 10; // position absolut+taille image+marge
}
}
Pidloot++;
}
//other item menu for action
} else if (command === 'Actionitem') {
function enelvestate() {
console.log('enevestate');
ParHP = $dataWeapons[OldNewactionID].params[0] //hp represente array 0
ParMP = $dataWeapons[OldNewactionID].params[1] //hp represente array 0
ParATT = $dataWeapons[OldNewactionID].params[2] //hp represente array 0
ParDEF = $dataWeapons[OldNewactionID].params[3] //hp represente array 0
ParAGI = $dataWeapons[OldNewactionID].params[6] //hp represente array 0
ParLUCK = $dataWeapons[OldNewactionID].params[7] //hp represente array 0
$gameActors.actor(1).addParam(0, -ParHP);
$gameActors.actor(1).addParam(1, -ParMP);
$gameActors.actor(1).addParam(2, -ParATT);
$gameActors.actor(1).addParam(3, -ParDEF);
$gameActors.actor(1).addParam(6, -ParAGI);
$gameActors.actor(1).addParam(7, -ParLUCK);
}
function ajoutestate() {
console.log('addstate');
ParHP = $dataWeapons[OldNewactionID].params[0] //hp represente array 0
ParMP = $dataWeapons[OldNewactionID].params[1] //hp represente array 0
ParATT = $dataWeapons[OldNewactionID].params[2] //hp represente array 0
ParDEF = $dataWeapons[OldNewactionID].params[3] //hp represente array 0
ParAGI = $dataWeapons[OldNewactionID].params[6] //hp represente array 0
ParLUCK = $dataWeapons[OldNewactionID].params[7] //hp represente array 0
$gameActors.actor(1).addParam(0, +ParHP);
$gameActors.actor(1).addParam(1, +ParMP);
$gameActors.actor(1).addParam(2, +ParATT);
$gameActors.actor(1).addParam(3, +ParDEF);
$gameActors.actor(1).addParam(6, +ParAGI);
$gameActors.actor(1).addParam(7, +ParLUCK);
}
//_____________________________________________________________
//Test si Armeactionid est deja existant dans un des 3 action
if ($gameVariables.value(58) == Armeactionid) {
console.log('bug1');
OldNewactionID = $gameVariables.value(58);
$gameScreen.erasePicture(9);
$gameVariables.setValue(58, 0);
enelvestate(); // enleve les stats de arme id Armeactionid
} else if ($gameVariables.value(59) == Armeactionid) {
OldNewactionID = $gameVariables.value(59);
console.log('bug2');
$gameScreen.erasePicture(10);
$gameVariables.setValue(59, 0);
enelvestate(); // enleve les stats de arme id Armeactionid
} else if ($gameVariables.value(60) == Armeactionid) {
OldNewactionID = $gameVariables.value(60);
console.log('bug3');
$gameScreen.erasePicture(11);
$gameVariables.setValue(60, 0);
enelvestate(); // enleve les stats de arme id Armeactionid
}
//Ensuite si la mosue Y est plus petit que 288 = action hub 1 _______________________________
if ($gameVariables.value(4) < 288) {
if ($gameVariables.value(58) > 0) { // esceque action contenait un autre objet ?
OldNewactionID = $gameVariables.value(58);
enelvestate() // ont enleve les states de cette ancien objet
$gameScreen.erasePicture(9);
$gameVariables.setValue(58, 0);
}
}
//Ensuite si la mosue Y est plus petit que 401 = action hub 2 _______________________________
else if ($gameVariables.value(4) < 401) {
if ($gameVariables.value(59) > 0) { // esceque action contenait un autre objet ?
OldNewactionID = $gameVariables.value(59);
enelvestate() // ont enleve les states de cette ancien objet
$gameScreen.erasePicture(10);
$gameVariables.setValue(59, 0);
}
}
//ou sinon la mouse Y est plus GRAND que 401 = action hub 3 _______________________________
else if ($gameVariables.value(4) > 401) {
if ($gameVariables.value(60) > 0) { // esceque action contenait un autre objet ?
OldNewactionID = $gameVariables.value(60);
enelvestate() // ont enleve les states de cette ancien objet
$gameScreen.erasePicture(11);
$gameVariables.setValue(60, 0);
}
}
OldNewactionID = Armeactionid;
ajoutestate();
} // afiche les dé de choix a lecrant visible_________________________________________________________
else if (command === 'diceobj') {
diceQT = 43; // id qui affiche quantité de dé
DPID = 31; // id item affiche dé
Xmargin = 21; // margin pour x a partir du centre
Ymargin = 16; // margin pour y a partir du centre
diceQTvar = 18; // variable utilisé pour quantité
for (i = 1; i <= 12; i++) {
XXX = $gameScreen._pictures[DPID]._x; // on va cherche pos x,y objet dé
YYY = $gameScreen._pictures[DPID]._y;
$gameScreen.setDTextPicture('\\OW[5] ' + '\\v[' + diceQTvar + ']' + ' ', 16); //plugincall dtext
$gameScreen.setFont('GameFont');
$gameScreen.dTextBackColor = 'rgba(0, 0, 0, 0.6)';
$gameScreen.showPicture(diceQT, '', 0, XXX + Xmargin, YYY + Ymargin, 100, 100, 255, 0);
$gameScreen.setPictureCallCommon(DPID, 8, 1);
diceQT++;
DPID++;
diceQTvar++;
console.log(DPID + ' ' + diceQT);
}
diceQT = 0;
} else if (command === 'diceobjcombat') {
diceQT = 43; // id qui affiche quantité de dé
DPID = 31; // id item affiche dé
Xmargin = 21; // margin pour x a partir du centre
Ymargin = 16; // margin pour y a partir du centre
diceQTvar = 18; // variable utilisé pour quantité
for (i = 1; i <= 8; i++) {
XXX = $gameScreen._pictures[DPID]._x; // on va cherche pos x,y objet dé
YYY = $gameScreen._pictures[DPID]._y;
$gameScreen.setDTextPicture('\\OW[5] ' + '\\v[' + diceQTvar + ']' + ' ', 16); //plugincall dtext
$gameScreen.setFont('GameFont');
$gameScreen.dTextBackColor = 'rgba(0, 0, 0, 0.6)';
$gameScreen.showPicture(diceQT, '', 0, XXX + Xmargin, YYY + Ymargin, 100, 100, 255, 0);
$gameScreen.setPictureCallCommon(DPID, 8, 1);
diceQT++;
DPID++;
diceQTvar++;
console.log(DPID + ' ' + diceQT);
}
diceQT = 0;
} else if (command === 'diceobjhoverclick') {
if (!diceQT == 0) { // remet pas nombre du centre, en bas a droite si premiere fois
$gameScreen.setDTextPicture('\\OW[5] ' + '\\v[' + diceQTvar + ']' + ' ', 16); //plugincall dtext
$gameScreen.setFont('GameFont');
$gameScreen.dTextBackColor = 'rgba(0, 0, 0, 0.6)';
$gameScreen.showPicture(diceQT, '', 0, XXX + Xmargin, YYY + Ymargin, 100, 100, 255, 0); // replace ancien valeur
}
DPIDExit = $gameVariables.value(2); // Stock le pid du dé selection pour quitté a partir du mouseout
DPID = $gameVariables.value(2); // id item affiche dé
diceQT = DPID + 12; // id qui affiche quantité de dé
diceQTvar = DPID - 13; // variable utilisé pour quantité
XXX = $gameScreen._pictures[DPID]._x; // on va cherche pos x,y objet dé
YYY = $gameScreen._pictures[DPID]._y;
//___________
$gameScreen.setDTextPicture('\\OW[6] ' + '\\v[' + diceQTvar + ']' + ' ', 28); //plugincall dtext nom dé centre
$gameScreen.setFont('GameFont');
$gameScreen.dTextBackColor = 'rgba(0, 0, 0, 0.4)';
$gameScreen.showPicture(diceQT, '', 1, XXX, YYY, 100, 100, 255, 0);
} else if (command === 'diceobjminimise') { //minimise affiche dé favorite
} else if (command === 'GeneratebattleATT') {
PID = 150;
MarginY = 0;
function MonsterAttGenerator() {
switch (AttakTypes) { // store Les type attaque
case 1:
//Cost 1xD4
ATTlv = 1; // lv néssesaire
Attmp = 5; // mp nessesaire
AttDice = []; //
AttDice[1] = [1, 1]; // Dice [NB cost, Type dice 1-8] (D4,1)(D6,2)(D12,3)(D20,4)(D30,5)(D50,6)(D100,7)(D500,8)
//Description
Attname = 'Peck tacle';
AttformD = '\\OW[6] (\\i[216]+ Att ) +5% (S.HP) ';
Attdescr = 'Attaque avec le beck \n (1D4+Att) + (5%HP) DMG';
AttBonus = '\\i[210]';
//Dammage
Attform = ((1 + Math.floor(Math.random() * 4)) + MonsterAtt);
console.log('generation de laction case' + AttakTypes);
break;
case 2:
//Cost 1xD4
ATTlv = 5;
Attmp = 2;
AttDice = [];
AttDice[1] = [1, 2]; // Dice [total dice cost, Type dice 1-8] (D4,1)(D6,2)(D12,3)(D20,4)(D30,5)(D50,6)(D100,7)(D500,8)
//Description
Attname = 'Torpedo wine';
AttformD = '\\OW[6] (\\i[216]+ Att ) +5% (S.HP) ';
Attdescr = 'Attaque avec le beck \n (1D6+Att) + (5%HP) DMG';
AttBonus = '\\i[210]';
//Dammage
Attform = ((1 + Math.floor(Math.random() * 4)) + MonsterAtt);
console.log('generation de laction case' + AttakTypes);
break;
}
}
function AttaquePidGenerator() { // funtion qui affiche les image par rapport au donné du haut MonsterAttGenerator (case)
$gameScreen.showPicture(PID, 'combat-att', 0, 795, MarginY + 125, 100, 100, 255, 0);
console.log(5);
XXX = $gameScreen._pictures[PID]._x; // on va cherche pos x,y image
YYY = $gameScreen._pictures[PID]._y;
// Level requis pour cette attaque
$gameScreen.setDTextPicture('\\OW[8]\\c[0] ' + ATTlv + ' ', 46);
$gameScreen.setFont('GameFont');
$gameScreen.showPicture(PID + 1, '', 1, XXX + 38, YYY + 44, 100, 100, 255, 0);
// Nom de l'attaque
$gameScreen.setDTextPicture('\\OW[6]\\c[0] ' + Attname + ' ', 38);
$gameScreen.setFont('GameFont');
$gameScreen.showPicture(PID + 2, '', 0, XXX + 65, YYY - 8, 100, 100, 255, 0);
// Nom de l'attaque
$gameScreen.setDTextPicture('\\OW[5]\\c[0] ' + AttformD + ' ', 26);
$gameScreen.setFont('GameFont');
$gameScreen.showPicture(PID + 3, '', 0, XXX + 65, YYY + 30, 100, 100, 255, 0);
// Cout du MP
$gameScreen.setDTextPicture('\\OW[6]\\c[0] COST: ' + Attmp + 'MP ', 24);
$gameScreen.setFont('GameFont');
$gameScreen.showPicture(PID + 4, '', 0, XXX + 345, YYY - 5, 100, 100, 255, 0);
// ORB Bonus de l'attaque
$gameScreen.setDTextPicture('\\OW[6]\\c[0] ' + AttBonus + ' ', 32);
$gameScreen.setFont('GameFont');
$gameScreen.showPicture(PID + 5, '', 0, XXX + 375, YYY + 30, 100, 100, 255, 0);
$gameScreen.setPictureCallCommon(PID, 46, 1); // mouse over
}
//------------------ Generate ------------------------------
if ($gameSwitches.value(5) == true) { // affiche bubble aide information
console.log('affiche buuble de ' + $gameVariables.value(2));
// attribu les donné du monstre entre les 6 type de action, les pid par base de 6, 150, 156, 162
switch ($gameVariables.value(2)) { // Les type attaque de LV 1 a 5 defenir dans le even du monstre
case 150:
AttakTypes = MonsterAttT[1];
break;
case 156:
AttakTypes = MonsterAttT[2];
break;
case 162:
AttakTypes = MonsterAttT[3];
break;
case 168:
AttakTypes = MonsterAttT[4];
break;
case 174:
AttakTypes = MonsterAttT[5];
break;
case 180:
AttakTypes = MonsterAttT[6];
break;
}
MonsterAttGenerator(); // initialise la bubble avec le AttakTypes qui a pris la valeur de MonsterAttT[1,2,3,4,5,6] du event monstre
$gameScreen.setDTextPicture('\\OW[6]\\c[0] ' + Attname + ' ', 30);
$gameScreen.setDTextPicture('\\OW[6]\\c[0] ' + Attdescr + ' ', 30);
$gameScreen.setDTextPicture('\\OW[6]\\c[0] ' + AttformD + ' ', 30);
$gameScreen.setDTextPicture('\\OW[6]\\c[0] ' + AttBonus + ' ', 30);
$gameScreen.setDTextPicture('\\OW[6]\\c[0] ' + AttBonus + AttBonus + ' ', 30);
$gameScreen.setFont('GameFont');
$gameScreen.dTextBackColor = 'rgba(0, 0, 0, 0.75)';
$gameScreen.showPicture(200, '', 0, $gameVariables.value(3), $gameVariables.value(4), 100, 100, 255, 0);
$gameScreen.setPictureCallCommon($gameVariables.value(2), 46, 5);
} else {
console.log('Le game stitch est a fasle');
for (i = 1; i <= 6; i++) {
if (MonsterAttT[i] >= 0) { // créer les attaque du monstre possible Ex: MonsterAttT[1] qui est defenir au demarage du combat
AttakTypes = MonsterAttT[i];
MonsterAttGenerator();
AttaquePidGenerator();
MarginY = MarginY + 96; // cre les distance entre les option att
PID = PID + 6; // Image de base 150 ensuite 6 img pour afficher les stat de laction , Saut de ligne prend 6 pid
}
}
}
} else if (command === 'GenerateMap') {
for (g = 1; g <= MapNBMaxRock; g++) {
// mapid, eventid, regionid, respawn after map transfer (le random generete des modele aléatoir, voir map 0004)
//modele roche 1 a 6
$gameMap.copyEventFromMapToRegion(4, 1 + Math.floor(Math.random() * 6), 2, true);
console.log('G= ' + g);
}
} else if (command === 'MonsterMover') { // on créer une fiche objet pour chaque monstre touver sur map tmpMonster[0][1][2][...]
tmpMonster = $gameMap._events.filter(function(event) {
return event._characterName.includes('monster');
});
$gameVariables.setValue(43, tmpMonster.length); // on donne a la var 43 le nombre de monstre trouver -1
console.log('tmpMonster ' + tmpMonster + ' tmpMonster.length ' + tmpMonster.length);
} else if (command === 'Spaceinitialise') {
GalaxiWaitD = [1, 1, 1, 1, 1, 1, 1]; // ex: GalaxiWaitD[0] est = au speed de zoom des planets
// Get all coor of all Galaxi planet and sub picture FX for Binding and zoom
NumImageSpace = 10; // comptabilise le NB of picture(start PID 10) for define what Pid use (good if add more galaxi or planet later)
// get all event galaxi in map and return the number in array NumGalaxi (5)
NumGalaxi = $dataMap.events.filter(function(event) {
return event && event.name === "Galaxi";
});
//NB galaxi = 7 for now , maybe more in futur
for (i = 0; i < NumGalaxi.length; i++) {
NGx = NumGalaxi[i].x * 48;
NGy = NumGalaxi[i].y * 48;
$gameScreen.showPicture((i + NumImageSpace), 'bgspace', 1, NGx, NGy, 40, 40, 150, 0);
console.log('i = ' + i + ' NumImageSpace= ' + NumImageSpace + ' pid= ' + (NumImageSpace + i));
this.bindPictureToMap((i + NumImageSpace), 1, 'above_characters'); // bind= pid, false or true, layer
NumImageSpace++;
$gameScreen.showPicture((i + NumImageSpace), 'galax-' + (i + 1), 1, NGx, NGy, 20, 20, 255, 0);
console.log('i = ' + i + ' NumImageSpace= ' + NumImageSpace + ' pid= ' + (NumImageSpace + i));
this.bindPictureToMap((i + NumImageSpace), 1, 'above_characters'); // bind= pid, false or true, layer
NumImageSpace++;
$gameScreen.showPicture((i + NumImageSpace), 'suny-' + (i + 1), 1, NGx, NGy, 5, 5, 150, 0);
console.log('i = ' + i + ' NumImageSpace= ' + NumImageSpace + ' pid= ' + (NumImageSpace + i));
this.bindPictureToMap((i + NumImageSpace), 1, 'above_characters'); // bind= pid, false or true, layer
$gameScreen.rotatePicture(i + NumImageSpace, 0.1 + (Math.random() * 0.4));
$gameScreen.setPictureCallCommon(i + NumImageSpace, 76, 1); // delette me affiche un console du id seulement sur clic
}
console.log('_______________');
console.log('i = ' + i + ' NumImageSpace= ' + NumImageSpace + ' pid= ' + (NumImageSpace + i));
//Affiche les planet de chaque galaxi manuel + multipli par nb image afficher avant NumImageSpace++
NumImageSpace = 10 + (NumGalaxi.length * 3);
console.log(' Total de planet NumImageSpace= ' + NumImageSpace);
//Galaxi 1 = soleil pid 12 $gameScreen._pictures[12] = picture 'suny-1'*****************************************
SoleilG1 = 12; // le soleil pid 12
g1p1radius = 28; // Galaxi, planet, radius (distance)
g1p1HL = 4; // Galaxi, planet Hauteur , largeur
g1p1angle = 0; // galaxi, planet, start angle
g1p1angleSP = 0.01;
g1p1x = ($gameScreen._pictures[SoleilG1]._x) + Math.cos(g1p1angle) * g1p1radius; // galaxi, planet, posX
g1p1y = ($gameScreen._pictures[SoleilG1]._y) + Math.sin(g1p1angle) * g1p1radius; // galaxi, planet, posY
$gameScreen.showPicture(NumImageSpace, 'pln-4', 1, g1p1x, g1p1y, g1p1HL, g1p1HL, 255, 0);
Planet1PID = NumImageSpace; // store ID to Pid picture*
NumImageSpace++;
//-------------------------------------
g1p2radius = 32;
g1p2HL = 4;
g1p2angle = 1;
g1p2angleSP = 0.01;
g1p2x = ($gameScreen._pictures[SoleilG1]._x) + Math.cos(g1p2angle) * g1p2radius; // galaxi, planet, posX
g1p2y = ($gameScreen._pictures[SoleilG1]._y) + Math.sin(g1p2angle) * g1p2radius; // galaxi, planet, posY
$gameScreen.showPicture(NumImageSpace, 'pln-9', 1, g1p2x, g1p2y, g1p2HL, g1p2HL, 255, 0);
Planet2PID = NumImageSpace; // store ID to Pid picture*
NumImageSpace++;
//-------------------------------------
//Galaxi 2 = soleil pid 15 $gameScreen._pictures[15] = picture 'suny-2'*****************************************
SoleilG2 = 15; // le soleil pid 15
g2p1radius = 28; // Galaxi, planet, radius (distance)
g2p1HL = 4; // Galaxi, planet Hauteur , largeur
g2p1angle = 0; // galaxi, planet, start angle
g2p1angleSP = 0.01;
g2p1x = ($gameScreen._pictures[SoleilG2]._x) + Math.cos(g2p1angle) * g2p1radius; // galaxi, planet, posX
g2p1y = ($gameScreen._pictures[SoleilG2]._y) + Math.sin(g2p1angle) * g2p1radius; // galaxi, planet, posY
$gameScreen.showPicture(NumImageSpace, 'pln-5', 1, g2p1x, g2p1y, g2p1HL, g2p1HL, 255, 0);
Planet3PID = NumImageSpace; // store ID to Pid picture*
NumImageSpace++;
//-------------------------------------
g2p2radius = 60; // Galaxi, planet, radius (distance)
g2p2HL = 4; // Galaxi, planet Hauteur , largeur
g2p2angle = 0; // galaxi, planet, start angle
g2p2angleSP = 0.01;
g2p2x = ($gameScreen._pictures[SoleilG2]._x) + Math.cos(g2p2angle) * g2p2radius; // galaxi, planet, posX
g2p2y = ($gameScreen._pictures[SoleilG2]._y) + Math.sin(g2p2angle) * g2p2radius; // galaxi, planet, posY
$gameScreen.showPicture(NumImageSpace, 'pln-7', 1, g2p2x, g2p2y, g2p2HL, g2p2HL, 255, 0);
Planet4PID = NumImageSpace; // store ID to Pid picture*
NumImageSpace++;
//-------------------------------------
//Galaxi 3 = soleil pid 18 $gameScreen._pictures[18] = picture 'suny-3'*****************************************
SoleilG3 = 18; // le soleil pid 18
g3p1radius = 14; // Galaxi, planet, radius (distance)
g3p1HL = 2; // Galaxi, planet Hauteur , largeur
g3p1angle = 2; // galaxi, planet, start angle
g3p1angleSP = 0.02; // defenie ?
g3p1x = ($gameScreen._pictures[SoleilG3]._x) + Math.cos(g3p1angle) * g3p1radius; // galaxi, planet, posX
g3p1y = ($gameScreen._pictures[SoleilG3]._y) + Math.sin(g3p1angle) * g3p1radius; // galaxi, planet, posY
$gameScreen.showPicture(NumImageSpace, 'pln-10', 1, g3p1x, g3p1y, g3p1HL, g3p1HL, 255, 0);
$gameScreen.rotatePicture(NumImageSpace, (Math.random() * 0.90) - 0.45);
Planet5PID = NumImageSpace; // store ID to Pid picture*
BindG3 = ($gameScreen._pictures[SoleilG3]._x); // pendant le zoom, ont doi metre = ($dataMap.events[3].x*48)
NumImageSpace++;
//-------------------------------------
g3p2radius = 40; // Galaxi, planet, radius (distance)
g3p2HL = 2; // Galaxi, planet Hauteur , largeur
g3p2angle = 0; // galaxi, planet, start angle
g3p2angleSP = 0.015;
g3p2x = ($gameScreen._pictures[SoleilG3]._x) + Math.cos(g3p2angle) * g3p2radius; // galaxi, planet, posX
g3p2y = ($gameScreen._pictures[SoleilG3]._y) + Math.sin(g3p2angle) * g3p2radius; // galaxi, planet, posY
$gameScreen.showPicture(NumImageSpace, 'pln-2', 1, g3p2x, g3p2y, g3p2HL, g3p2HL, 255, 0);
$gameScreen.rotatePicture(NumImageSpace, (Math.random() * 0.90) - 0.45);
Planet6PID = NumImageSpace; // store ID to Pid picture*
NumImageSpace++;
//-------------------------------------
LuneG3p2 = NumImageSpace - 1; // LUNE de planette 2
g3p3radius = 6; // Galaxi, planet, radius (distance) LUNE
g3p3HL = 1.5; // Galaxi, planet Hauteur , largeur
g3p3angle = 0; // galaxi, planet, start angle
g3p3angleSP = 0.027;
g3p3x = ($gameScreen._pictures[LuneG3p2]._x) + Math.cos(g3p3angle) * g3p3radius; // galaxi, planet, posX
g3p3y = ($gameScreen._pictures[LuneG3p2]._y) + Math.sin(g3p3angle) * g3p3radius; // galaxi, planet, posY
$gameScreen.showPicture(NumImageSpace, 'pln-11', 1, g3p3x, g3p3y, g3p3HL, g3p3HL, 255, 0);
$gameScreen.rotatePicture(NumImageSpace, (Math.random() * 0.90) - 0.45);
Planet7PID = NumImageSpace; // store ID to Pid picture*
NumImageSpace++;
//-------------------------------------
g3p4radius = 50; // Galaxi, planet, radius (distance)
g3p4HL = 2; // Galaxi, planet Hauteur , largeur
g3p4angle = 3; // galaxi, planet, start angle
g3p4angleSP = 0.008;
g3p4x = ($gameScreen._pictures[SoleilG3]._x) + Math.cos(g3p4angle) * g3p4radius; // galaxi, planet, posX
g3p4y = ($gameScreen._pictures[SoleilG3]._y) + Math.sin(g3p4angle) * g3p4radius; // galaxi, planet, posY
$gameScreen.showPicture(NumImageSpace, 'pln-3', 1, g3p4x, g3p4y, g3p4HL, g3p4HL, 255, 0);
$gameScreen.rotatePicture(NumImageSpace, (Math.random() * 0.90) - 0.45);
Planet8PID = NumImageSpace; // store ID to Pid picture*
NumImageSpace++;
//-------------------------------------
//Galaxi 4 = soleil pid 21 $gameScreen._pictures[21] = picture 'suny-4'*****************************************
SoleilG4 = 21; // le soleil pid 21
g4p1radius = 25; // Galaxi, planet, radius (distance)
g4p1HL = 4; // Galaxi, planet Hauteur , largeur
g4p1angle = 0; // galaxi, planet, start angle
g4p1angleSP = 0.01;
g4p1x = ($gameScreen._pictures[SoleilG4]._x) + Math.cos(g4p1angle) * g4p1radius; // galaxi, planet, posX
g4p1y = ($gameScreen._pictures[SoleilG4]._y) + Math.sin(g4p1angle) * g4p1radius; // galaxi, planet, posY
$gameScreen.showPicture(NumImageSpace, 'pln-1', 1, g4p1x, g4p1y, g4p1HL, g4p1HL, 255, 0);
Planet9PID = NumImageSpace; // store ID to Pid picture*
NumImageSpace++;
//-------------------------------------
g4p2radius = 40; // Galaxi, planet, radius (distance)
g4p2HL = 4; // Galaxi, planet Hauteur , largeur
g4p2angle = 0; // galaxi, planet, start angle
g4p2angleSP = 0.01;
g4p2x = ($gameScreen._pictures[SoleilG4]._x) + Math.cos(g4p2angle) * g4p2radius; // galaxi, planet, posX
g4p2y = ($gameScreen._pictures[SoleilG4]._y) + Math.sin(g4p2angle) * g4p2radius; // galaxi, planet, posY
$gameScreen.showPicture(NumImageSpace, 'pln-12', 1, g4p2x, g4p2y, g4p2HL, g4p2HL, 255, 0);
Planet10PID = NumImageSpace; // store ID to Pid picture*
NumImageSpace++;
//-------------------------------------
//Galaxi 5 = soleil pid 24 $gameScreen._pictures[21] = picture 'suny-5'*****************************************
SoleilG5 = 24; // le soleil pid 24
g5p1radius = 25; // Galaxi, planet, radius (distance)
g5p1HL = 4; // Galaxi, planet Hauteur , largeur
g5p1angle = 0; // galaxi, planet, start angle
g5p1angleSP = 0.01;
g5p1x = ($gameScreen._pictures[SoleilG5]._x) + Math.cos(g5p1angle) * g5p1radius; // galaxi, planet, posX
g5p1y = ($gameScreen._pictures[SoleilG5]._y) + Math.sin(g5p1angle) * g5p1radius; // galaxi, planet, posY
$gameScreen.showPicture(NumImageSpace, 'pln-6', 1, g5p1x, g5p1y, g5p1HL, g5p1HL, 255, 0);
Planet11PID = NumImageSpace; // store ID to Pid picture*
NumImageSpace++;
//-------------------------------------
g5p2radius = 65; // Galaxi, planet, radius (distance)
g5p2HL = 4; // Galaxi, planet Hauteur , largeur
g5p2angle = 1; // galaxi, planet, start angle
g5p2angleSP = 0.01;
g5p2x = ($gameScreen._pictures[SoleilG5]._x) + Math.cos(g5p2angle) * g5p2radius; // galaxi, planet, posX
g5p2y = ($gameScreen._pictures[SoleilG5]._y) + Math.sin(g5p2angle) * g5p2radius; // galaxi, planet, posY
$gameScreen.showPicture(NumImageSpace, 'pln-13', 1, g5p2x, g5p2y, g5p2HL, g5p2HL, 255, 0);
Planet12PID = NumImageSpace; // store ID to Pid picture*
NumImageSpace++;
//-------------------------------------
//Galaxi 6 = soleil pid 27 $gameScreen._pictures[27] = picture 'suny-6'*****************************************
SoleilG6 = 27; // le soleil pid 27
g6p1radius = 100; // Galaxi, planet, radius (distance)
g6p1HL = 4; // Galaxi, planet Hauteur , largeur
g6p1angle = 0; // galaxi, planet, start angle
g6p1angleSP = 0.01;
g6p1x = ($gameScreen._pictures[SoleilG6]._x) + Math.cos(g6p1angle) * g6p1radius; // galaxi, planet, posX
g6p1y = ($gameScreen._pictures[SoleilG6]._y) + Math.sin(g6p1angle) * g6p1radius; // galaxi, planet, posY
$gameScreen.showPicture(NumImageSpace, 'pln-14', 1, g6p1x, g6p1y, g6p1HL, g6p1HL, 255, 0);
Planet13PID = NumImageSpace; // store ID to Pid picture*
NumImageSpace++;
//-------------------------------------
g6p2radius = 130; // Galaxi, planet, radius (distance)
g6p2HL = 4; // Galaxi, planet Hauteur , largeur
g6p2angle = 0; // galaxi, planet, start angle
g6p2angleSP = 0.01;
g6p2x = ($gameScreen._pictures[SoleilG6]._x) + Math.cos(g6p2angle) * g6p2radius; // galaxi, planet, posX
g6p2y = ($gameScreen._pictures[SoleilG6]._y) + Math.sin(g6p2angle) * g6p2radius; // galaxi, planet, posY
$gameScreen.showPicture(NumImageSpace, 'pln-15', 1, g6p2x, g6p2y, g6p2HL, g6p2HL, 255, 0);
Planet14PID = NumImageSpace; // store ID to Pid picture*
NumImageSpace++;
//-------------------------------------
//Galaxi 7 = soleil pid 30 $gameScreen._pictures[30] = picture 'suny-7'*****************************************
SoleilG7 = 30; // le soleil pid 30
g7p1radius = 40; // Galaxi, planet, radius (distance)
g7p1HL = 4; // Galaxi, planet Hauteur , largeur
g7p1angle = 0; // galaxi, planet, start angle
g7p1angleSP = 0.01;
g7p1x = ($gameScreen._pictures[SoleilG7]._x) + Math.cos(g7p1angle) * g7p1radius; // galaxi, planet, posX
g7p1y = ($gameScreen._pictures[SoleilG7]._y) + Math.sin(g7p1angle) * g7p1radius; // galaxi, planet, posY
$gameScreen.showPicture(NumImageSpace, 'pln-16', 1, g7p1x, g7p1y, g7p1HL, g7p1HL, 255, 0);
Planet15PID = NumImageSpace; // store ID to Pid picture*
NumImageSpace++;
//-------------------------------------
g7p2radius = 50; // Galaxi, planet, radius (distance)
g7p2HL = 4; // Galaxi, planet Hauteur , largeur
g7p2angle = 0; // galaxi, planet, start angle
g7p2angleSP = 0.01;
g7p2x = ($gameScreen._pictures[SoleilG7]._x) + Math.cos(g7p2angle) * g7p2radius; // galaxi, planet, posX
g7p2y = ($gameScreen._pictures[SoleilG7]._y) + Math.sin(g7p2angle) * g7p2radius; // galaxi, planet, posY
$gameScreen.showPicture(NumImageSpace, 'pln-17', 1, g7p2x, g7p2y, g7p2HL, g7p2HL, 255, 0);
Planet16PID = NumImageSpace; // store ID to Pid picture*
NumImageSpace++;
//-------------------------------------
LuneG7p2 = NumImageSpace - 1; // LUNE de planette 2
g7p3radius = 10; // Galaxi, planet, radius (distance) MOON***
g7p3HL = 4; // Galaxi, planet Hauteur , largeur
g7p3angle = 0; // galaxi, planet, start angle
g7p3angleSP = 0.01;
g7p3x = ($gameScreen._pictures[LuneG7p2]._x) + Math.cos(g7p3angle) * g7p3radius; // galaxi, planet, posX
g7p3y = ($gameScreen._pictures[LuneG7p2]._y) + Math.sin(g7p3angle) * g7p3radius; // galaxi, planet, posY
$gameScreen.showPicture(NumImageSpace, 'pln-11', 1, g7p3x, g7p3y, g7p3HL, g7p3HL, 255, 0);
Planet17PID = NumImageSpace; // store ID to Pid picture*
NumImageSpace++;
//-------------------------------------
g7p4radius = 100; // Galaxi, planet, radius (distance)
g7p4HL = 4; // Galaxi, planet Hauteur , largeur
g7p4angle = 0; // galaxi, planet, start angle
g7p4angleSP = 0.01;
g7p4x = ($gameScreen._pictures[SoleilG7]._x) + Math.cos(g7p4angle) * g7p4radius; // galaxi, planet, posX
g7p4y = ($gameScreen._pictures[SoleilG7]._y) + Math.sin(g7p4angle) * g7p4radius; // galaxi, planet, posY
$gameScreen.showPicture(NumImageSpace, 'pln-18', 1, g7p4x, g7p4y, g7p4HL, g7p4HL, 255, 0);
Planet18PID = NumImageSpace; // store ID to Pid picture*
NumImageSpace++;
//-------------------------------------
} else if (command === 'SpaceplanetRotation') {
//Permet la rotation des planet
g1p1x = ($gameScreen._pictures[SoleilG1]._x) + Math.cos(g1p1angle) * g1p1radius; // galaxi, planet, posX
g1p1y = ($gameScreen._pictures[SoleilG1]._y) + Math.sin(g1p1angle) * g1p1radius; // galaxi, planet, posY
//-------------------------------------
g1p2x = ($gameScreen._pictures[SoleilG1]._x) + Math.cos(g1p2angle) * g1p2radius; // galaxi, planet, posX
g1p2y = ($gameScreen._pictures[SoleilG1]._y) + Math.sin(g1p2angle) * g1p2radius; // galaxi, planet, posY
//-------------------------------------
g2p1x = ($gameScreen._pictures[SoleilG2]._x) + Math.cos(g2p1angle) * g2p1radius; // galaxi, planet, posX
g2p1y = ($gameScreen._pictures[SoleilG2]._y) + Math.sin(g2p1angle) * g2p1radius; // galaxi, planet, posY
//-------------------------------------
g2p2x = ($gameScreen._pictures[SoleilG2]._x) + Math.cos(g2p2angle) * g2p2radius; // galaxi, planet, posX
g2p2y = ($gameScreen._pictures[SoleilG2]._y) + Math.sin(g2p2angle) * g2p2radius; // galaxi, planet, posY
//-------------------------------------
g3p1x = ($gameScreen._pictures[SoleilG3]._x) + Math.cos(g3p1angle) * (g3p1radius * 2.4); // galaxi, planet, posX
g3p1y = ($gameScreen._pictures[SoleilG3]._y) + Math.sin(g3p1angle) * g3p1radius; // galaxi, planet, posY
//-------------------------------------
g3p2x = ($gameScreen._pictures[SoleilG3]._x) + Math.cos(g3p2angle) * (g3p2radius * 1.8); // galaxi, planet, posX
g3p2y = ($gameScreen._pictures[SoleilG3]._y) + Math.sin(g3p2angle) * g3p2radius; // galaxi, planet, posY
//-------------------------------------
g3p3x = ($gameScreen._pictures[LuneG3p2]._x) + Math.cos(g3p3angle) * (g3p3radius * 1.5); // galaxi, planet, posX
g3p3y = ($gameScreen._pictures[LuneG3p2]._y) + Math.sin(g3p3angle) * g3p3radius; // galaxi, planet, posY
//-------------------------------------
g3p4x = ($gameScreen._pictures[SoleilG3]._x) + Math.cos(g3p4angle) * (g3p4radius * 2); // galaxi, planet, posX
g3p4y = ($gameScreen._pictures[SoleilG3]._y) + Math.sin(g3p4angle) * g3p4radius; // galaxi, planet, posY
//-------------------------------------
g4p1x = ($gameScreen._pictures[SoleilG4]._x) + Math.cos(g4p1angle) * g4p1radius; // galaxi, planet, posX
g4p1y = ($gameScreen._pictures[SoleilG4]._y) + Math.sin(g4p1angle) * g4p1radius; // galaxi, planet, posY
//-------------------------------------
g4p2x = ($gameScreen._pictures[SoleilG4]._x) + Math.cos(g4p2angle) * g4p2radius; // galaxi, planet, posX
g4p2y = ($gameScreen._pictures[SoleilG4]._y) + Math.sin(g4p2angle) * g4p2radius; // galaxi, planet, posY
//-------------------------------------
g5p1x = ($gameScreen._pictures[SoleilG5]._x) + Math.cos(g5p1angle) * g5p1radius; // galaxi, planet, posX
g5p1y = ($gameScreen._pictures[SoleilG5]._y) + Math.sin(g5p1angle) * g5p1radius; // galaxi, planet, posY
//-------------------------------------
g5p2x = ($gameScreen._pictures[SoleilG5]._x) + Math.cos(g5p2angle) * g5p2radius; // galaxi, planet, posX
g5p2y = ($gameScreen._pictures[SoleilG5]._y) + Math.sin(g5p2angle) * g5p2radius; // galaxi, planet, posY
//-------------------------------------
g6p1x = ($gameScreen._pictures[SoleilG6]._x) + Math.cos(g6p1angle) * g6p1radius; // galaxi, planet, posX
g6p1y = ($gameScreen._pictures[SoleilG6]._y) + Math.sin(g6p1angle) * g6p1radius; // galaxi, planet, posY
//-------------------------------------
g6p2x = ($gameScreen._pictures[SoleilG6]._x) + Math.cos(g6p2angle) * g6p2radius; // galaxi, planet, posX
g6p2y = ($gameScreen._pictures[SoleilG6]._y) + Math.sin(g6p2angle) * g6p2radius; // galaxi, planet, posY
//-------------------------------------
g7p1x = ($gameScreen._pictures[SoleilG7]._x) + Math.cos(g7p1angle) * g7p1radius; // galaxi, planet, posX
g7p1y = ($gameScreen._pictures[SoleilG7]._y) + Math.sin(g7p1angle) * g7p1radius; // galaxi, planet, posY
//-------------------------------------
g7p2x = ($gameScreen._pictures[SoleilG7]._x) + Math.cos(g7p2angle) * g7p2radius; // galaxi, planet, posX
g7p2y = ($gameScreen._pictures[SoleilG7]._y) + Math.sin(g7p2angle) * g7p2radius; // galaxi, planet, posY
//-------------------------------------
g7p3x = ($gameScreen._pictures[LuneG7p2]._x) + Math.cos(g7p3angle) * g7p3radius; // galaxi, planet, posX
g7p3y = ($gameScreen._pictures[LuneG7p2]._y) + Math.sin(g7p3angle) * g7p3radius; // galaxi, planet, posY
//-------------------------------------
g7p4x = ($gameScreen._pictures[SoleilG7]._x) + Math.cos(g7p4angle) * g7p4radius; // galaxi, planet, posX
g7p4y = ($gameScreen._pictures[SoleilG7]._y) + Math.sin(g7p4angle) * g7p4radius; // galaxi, planet, posY
//-------------------------------------
NumImageSpace = 10 + (NumGalaxi.length * 3);
$gameScreen.movePicture(NumImageSpace, 1, g1p1x, g1p1y, g1p1HL, g1p1HL, 255, 0, GalaxiWaitD[0]);
NumImageSpace++;
$gameScreen.movePicture(NumImageSpace, 1, g1p2x, g1p2y, g1p2HL, g1p2HL, 255, 0, GalaxiWaitD[0]);
NumImageSpace++;
$gameScreen.movePicture(NumImageSpace, 1, g2p1x, g2p1y, g2p1HL, g2p1HL, 255, 0, GalaxiWaitD[1]);
NumImageSpace++;
$gameScreen.movePicture(NumImageSpace, 1, g2p2x, g2p2y, g2p2HL, g2p2HL, 255, 0, GalaxiWaitD[1]);
NumImageSpace++;
$gameScreen.movePicture(NumImageSpace, 1, g3p1x, g3p1y, g3p1HL, g3p1HL, 255, 0, GalaxiWaitD[2]);
NumImageSpace++;
$gameScreen.movePicture(NumImageSpace, 1, g3p2x, g3p2y, g3p2HL, g3p2HL, 255, 0, GalaxiWaitD[2]);
NumImageSpace++;
$gameScreen.movePicture(NumImageSpace, 1, g3p3x, g3p3y, g3p3HL, g3p3HL, 255, 0, GalaxiWaitD[2]);
NumImageSpace++;
$gameScreen.movePicture(NumImageSpace, 1, g3p4x, g3p4y, g3p4HL, g3p4HL, 255, 0, GalaxiWaitD[2]);
NumImageSpace++;
$gameScreen.movePicture(NumImageSpace, 1, g4p1x, g4p1y, g4p1HL, g4p1HL, 255, 0, GalaxiWaitD[3]);
NumImageSpace++;
$gameScreen.movePicture(NumImageSpace, 1, g4p2x, g4p2y, g4p2HL, g4p2HL, 255, 0, GalaxiWaitD[3]);
NumImageSpace++;
$gameScreen.movePicture(NumImageSpace, 1, g5p1x, g5p1y, g5p1HL, g5p1HL, 255, 0, GalaxiWaitD[4]);
NumImageSpace++;
$gameScreen.movePicture(NumImageSpace, 1, g5p2x, g5p2y, g5p2HL, g5p2HL, 255, 0, GalaxiWaitD[4]);
NumImageSpace++;
$gameScreen.movePicture(NumImageSpace, 1, g6p1x, g6p1y, g6p1HL, g6p1HL, 255, 0, GalaxiWaitD[5]);
NumImageSpace++;
$gameScreen.movePicture(NumImageSpace, 1, g6p2x, g6p2y, g6p2HL, g6p2HL, 255, 0, GalaxiWaitD[5]);
NumImageSpace++;
$gameScreen.movePicture(NumImageSpace, 1, g7p1x, g7p1y, g7p1HL, g7p1HL, 255, 0, GalaxiWaitD[6]);
NumImageSpace++;
$gameScreen.movePicture(NumImageSpace, 1, g7p2x, g7p2y, g7p2HL, g7p2HL, 255, 0, GalaxiWaitD[6]);
NumImageSpace++;
$gameScreen.movePicture(NumImageSpace, 1, g7p3x, g7p3y, g7p3HL, g7p3HL, 255, 0, GalaxiWaitD[6]);
NumImageSpace++;
$gameScreen.movePicture(NumImageSpace, 1, g7p4x, g7p4y, g7p4HL, g7p4HL, 255, 0, GalaxiWaitD[6]);
NumImageSpace++;
if (GalaxiWaitD[2] > 1) {
GalaxiWaitD[2]--;
} //diminu le wait time a modifier si plus grand que un et plsu petit que 25
//Vitesse de rotation
g1p1angle += g1p1angleSP;
g1p2angle += g1p2angleSP;
g2p1angle += g2p1angleSP;
g2p2angle += g2p2angleSP;
g3p1angle += g3p1angleSP;
g3p2angle += g3p2angleSP;
g3p3angle += g3p3angleSP;
g3p4angle += g3p4angleSP;
g4p1angle += g4p1angleSP;
g4p2angle += g4p2angleSP;
g5p1angle += g5p1angleSP;
g5p2angle += g5p2angleSP;
g6p1angle += g6p1angleSP;
g6p2angle += g6p2angleSP;
g7p1angle += g7p1angleSP;
g7p2angle += g7p2angleSP;
g7p3angle += g7p3angleSP;
g7p4angle += g7p4angleSP;
} else if (command === 'Bindspaceplanet') {
//Bind les planet pendant zoom galaxi
// $gameScreen._pictures[Planet5PID] $gameScreen.picture(35)._originX =
switch (args[0]) {
case 'Galaxi1':
//code here
break;
case 'Galaxi2':
//code here
break;
case 'Galaxi3':
//Galaxi 3
this.bindPictureToMap(Planet5PID, 1, 'above_characters');
var TMp1x = (($dataMap.events[3].x) * 48) + Math.cos(g3p1angle) * (g3p1radius * 2.5); // galaxi, planet, posX
var TMp1y = (($dataMap.events[3].y) * 48) + Math.sin(g3p1angle) * g3p1radius; // galaxi, planet, posY
$gameScreen.picture(Planet5PID)._originX = TMp1x;
$gameScreen.picture(Planet5PID)._originY = TMp1y;
this.bindPictureToMap(Planet6PID, 1, 'above_characters');
var TMp2x = (($dataMap.events[3].x) * 48) + Math.cos(g3p2angle) * (g3p2radius * 1.1); // galaxi, planet, posX
var TMp2y = (($dataMap.events[3].y) * 48) + Math.sin(g3p2angle) * g3p2radius; // galaxi, planet, posY
$gameScreen.picture(Planet6PID)._originX = TMp2x;
$gameScreen.picture(Planet6PID)._originY = TMp2y;
this.bindPictureToMap(Planet7PID, 1, 'above_characters');
var TMp3x = (($dataMap.events[3].x) * 48) + Math.cos(g3p3angle) * (g3p3radius * 1.2); // galaxi, planet, posX
var TMp3y = (($dataMap.events[3].y) * 48) + Math.sin(g3p3angle) * g3p3radius; // galaxi, planet, posY
$gameScreen.picture(Planet7PID)._originX = TMp3x;
$gameScreen.picture(Planet7PID)._originY = TMp3y;
this.bindPictureToMap(Planet8PID, 1, 'above_characters');
var TMp4x = (($dataMap.events[3].x) * 48) + Math.cos(g3p4angle) * (g3p4radius * 2.2); // galaxi, planet, posX
var TMp4y = (($dataMap.events[3].y) * 48) + Math.sin(g3p4angle) * g3p4radius; // galaxi, planet, posY
$gameScreen.picture(Planet8PID)._originX = TMp4x;
$gameScreen.picture(Planet8PID)._originY = TMp4y;
break;
case 'Galaxi4':
//code here
break;
case 'Galaxi6':
//code here
break;
}
}
}
})();