- Joined
- Mar 28, 2016
- Messages
- 1,639
- Reaction score
- 1,465
- First Language
- French
- Primarily Uses
- RMMV
ABOUT THIS AWSOME PLUGIN:↓↓↓↓↓↓ ?
[lastUpdate][alpha][v.0.9.3] (2017-07-12)
Here is an exceptional plugin for all developer who develops a project based on an picture and pixi sprite engine.
I lose more than 5 minutes to position some of my picture in my game engine, so I decided to remedy the situation.
This plugin allows you with the mouse to move images and get all the information to position it.
You can easily position && move an image and get the nessesary information in order to avoid lots trying and mistake, when you try positioning you sprites.
It also take all adding in child picture container.
It is exclusively a great tool to work, it can generate problems in the game, but the idea is to be able to activate it when necessaire, for avoid math calculation and save time.
please lets me know if you have BUGS!?
HOW IT USE:↓↓↓↓↓↓ ?
At the base I designed them to work in javascript only and for my game engine, but I adapt them for all people, so now, it has parameters.
here the basic step feature:
@param mouseButton
@param lineSize
@param pointSize
@param pointStyles
@param capturePictureBy
@param capturePictureLots
@param clownGhostPictures
@param PixiLimiteSprites
@param clipBoardData
@param pixiResolution
@param showGridDebug [v.0.9.1]
@param gridSetup[v.0.9.1]
@param whellRotation[v.0.9.2]
@param psychedelicMode
+++mouse Scroll ZoomIn||Out[v.0.9.3]
+++Minorfix: picture Child Spine parent[v.0.9.3]
COMPATIBILITY NOTE: ↓↓↓↓↓↓?
LISENCE: ↓↓↓↓↓↓?
CREDIT ORIGINAL TRACK: ↓↓↓↓↓↓?
SNIPET CODE: ↓↓↓↓↓↓?
[lastUpdate][alpha][v.0.9.3] (2017-07-12)
Here is an exceptional plugin for all developer who develops a project based on an picture and pixi sprite engine.
I lose more than 5 minutes to position some of my picture in my game engine, so I decided to remedy the situation.
This plugin allows you with the mouse to move images and get all the information to position it.
You can easily position && move an image and get the nessesary information in order to avoid lots trying and mistake, when you try positioning you sprites.
It also take all adding in child picture container.
It is exclusively a great tool to work, it can generate problems in the game, but the idea is to be able to activate it when necessaire, for avoid math calculation and save time.
please lets me know if you have BUGS!?
HOW IT USE:↓↓↓↓↓↓ ?
At the base I designed them to work in javascript only and for my game engine, but I adapt them for all people, so now, it has parameters.
here the basic step feature:
- Click on a picture with you middle(recomended) mouse button and hold it.
- Move you mouse with the picture where you need
- release middle button
- take information from console, title bar or in the clipBoard (CTRL+V) in your plugin or the sofware engine.
@param mouseButton
what button use for debug.Depending on how you work.
I recommend 'middle', but it's not everybody who has a mouse with center button.
for logiteque mouse, be shure you have not assigne custom middle button to your mouse.
or select the software, and set a custom preset for when your game are focus.
*The setup as a number : 1:'left' 2:'middle' 3:'rigth'
I recommend 'middle', but it's not everybody who has a mouse with center button.
for logiteque mouse, be shure you have not assigne custom middle button to your mouse.
or select the software, and set a custom preset for when your game are focus.
*The setup as a number : 1:'left' 2:'middle' 3:'rigth'
is the size of the line draw when you hold the mouse button and move it.
is the size of origin point and the end point.
w: width, h: Height, b: borderSize ,(r: radius)
to make square, is [w,h,b]
to make circle, is [w,h,b,r]
w: width, h: Height, b: borderSize ,(r: radius)
to make square, is [w,h,b]
to make circle, is [w,h,b,r]
is the color for point (square or circle) in hex
you have the fill color and the border color
juste remove the # befor the hex color
link: http://www.color-hex.com/color-palettes/popular.php
ex: ffe0bd d39f56
you have the fill color and the border color
juste remove the # befor the hex color
link: http://www.color-hex.com/color-palettes/popular.php
ex: ffe0bd d39f56
the setup for how capture picture.
For now is only by click, but you will can choose by filename.
So example, make a copy of the file name with CTRL+C,.
And after, no matter where you will click, it will be this picture that will be capture.
This mode avoids capturing pictures, that are hover, the desired picture.
For now is only by click, but you will can choose by filename.
So example, make a copy of the file name with CTRL+C,.
And after, no matter where you will click, it will be this picture that will be capture.
This mode avoids capturing pictures, that are hover, the desired picture.
Captures the first image under the mouse, or all pictures under the mouse.
This allows to move, if necessary, a batch of pictures that are connected.
This allows to move, if necessary, a batch of pictures that are connected.
I am working on for now, the idea is to create a transparent image clones, while not altering the original image when you click && move.
To get a better idea of the design result before and after
To get a better idea of the design result before and after
all element are create with pixi, and pixi use GPU, so if you have cheap gpu.
you can reduce the maximum of element can be show befor reset and clean.
you can reduce the maximum of element can be show befor reset and clean.
this cool feature can be allow the final result (auto copy) in the clipboard.
Is for save time, and past in you javascript, or in the sofware rmmv engine.
is the result copy to memory after click, simply use CTRL+V after click to paste where you whant.
'origin' you get copy of the origin XY point after click.
'end' you get copy of the end XY point after click
'dist' you get copy of the math result between the origin and end point after click.
'full' you get all math in the memory, origin+end+dist
Is for save time, and past in you javascript, or in the sofware rmmv engine.
is the result copy to memory after click, simply use CTRL+V after click to paste where you whant.
'origin' you get copy of the origin XY point after click.
'end' you get copy of the end XY point after click
'dist' you get copy of the math result between the origin and end point after click.
'full' you get all math in the memory, origin+end+dist
if you whant a lot of element and you have cheap GPU.
You can set the PIXI engine resolution, this will after all you game.
This is not the resolution of you game window but it how the engine make pixel.
for half result you can set to 0.5;
You can set the PIXI engine resolution, this will after all you game.
This is not the resolution of you game window but it how the engine make pixel.
for half result you can set to 0.5;
allow to show a grid, it will hover everything, even the pictures.
Set to true or false, is will add grid update to
Scene_Map.prototype.updateMain
it's bind to the map, it does not move with the screen.
View attachment 68005
Set to true or false, is will add grid update to
Scene_Map.prototype.updateMain
it's bind to the map, it does not move with the screen.
View attachment 68005
set the color for grid ,borderSize and alpha.
use a array like thats. Alpha are 0.1 to 1;
["colorBorder",border, alphaBorder]
use a array like thats. Alpha are 0.1 to 1;
["colorBorder",border, alphaBorder]
set the rotation Angle when you use your mouse Wheel
recommande 15, is by %360.
Is fixed to Anchor so you can easy see animation and if
you set correctly the pivot point to your pictures.
Usefull if you work with animation and picture spine
and to Anticipate a possible animation
recommande 15, is by %360.
Is fixed to Anchor so you can easy see animation and if
you set correctly the pivot point to your pictures.
Usefull if you work with animation and picture spine
and to Anticipate a possible animation

why not, see the ending video
You can also use to test some performance of you game engine.
Or if you find another utility, tell me !
You can also use to test some performance of you game engine.
Or if you find another utility, tell me !
+++mouse Scroll ZoomIn||Out[v.0.9.3]
if not picture select, use mouse scroll to zoom in or Zoom Out
is for picture Pixel Placement, or see how your pictures will work outside Camera Limit.
is for picture Pixel Placement, or see how your pictures will work outside Camera Limit.

if you assigne a parent picture to a picture. (spine)
It will take the parent spine position and not the current picture child position
It will take the parent spine position and not the current picture child position
Any plugin that destroys or modifies the origin of the location of the sprites and children.
I added compatibility with pixi.text,in pictureContainer, so you can add pixi text class in original child sprites.
also like in the video.
I added compatibility with pixi.text,in pictureContainer, so you can add pixi text class in original child sprites.
also like in the video.
LISENCE: ↓↓↓↓↓↓?
credit me as djmisterjon or jonforum , thanks
CREDIT ORIGINAL TRACK: ↓↓↓↓↓↓?
My inspiration and delirium for editing are inspired by these original track.
PHP:
// ┌□-□───────────-RMMV PICTURES DEBUG TOOL-──────────────┐
// □ Version-0.9.3 alpha release
// □ Free for commercial and non commercial use.
// └──────────────────────□□□□□□□□□───────────────────────┘
/*:
* @plugindesc AWSOME picture debuger for make a awsome game
* @author jonforum || djmisterjon
*
* @param mouseButton
* @desc set the default buton to debug (recomended middle)
* 1:'left' 2:'middle' 3:'rigth'
* @default 2
*
* @param lineSize
* @desc the line size: number
* @default 3
*
* @param pointSize
* @desc The size and border for Squares : [x,y,b]
* to use circle, add a radius at end [x,y,b,r]
* @default [12,12,3]
*
* @param pointStyles
* @desc the color for square, inside and border : [cIn,cOut]
* use Hex without '#'
* @default 'FFFF00','FF0000'
*
*
* @param capturePictureBy
* @desc theif old button over a picture, move this picture
*clipboard use the fileName of the picture your are working
* 'clipboard' 'click' 'none'
* @default 'click'
*
* @param capturePictureLots
* @desc if true, it will capture all pictures below the mouse
* not work with clipboard
* @default false
*
* @param clownGhostPictures
* @desc move the original picture , or make a clown with alpha
* [true,alpha] alpha are between 0.1 and 1
* @default [true,0.5]
*
* @param PixiLimiteSprites
* @desc set the limite of sprites on map, before clear painting
* @default 24
*
* @param clipBoardData
* @desc set the formula you when automaticly copy in
* possibility are: 'origin' 'end' 'dist' or 'full'
* @default full
*
* @param psychedelicMode
* @desc lines not clear() on update, so you can do..you can do...?
* nothing! is for fun! also test performance GPU&CPU!
* @default false
*
* @param pixiResolution
* @desc you have a cheap gpu, you can reduce de quantifier
* this afect only the PIXI , set to 0.1 to 1
* @default 1
*
* @param showGridDebug
* @desc show a grid over all scenes for debug
* set true of false
* @default true
*
* @param gridSetup
* @desc set the color,borderSize and alpha for grid
* ["colorBorder",border,alphaBorder]
* @default ["ffffff",2,0.1]
* @help
*
* @param whellRotation
* @desc set the angle when you use the whell to
* make the picture rotation. Is fixed to Anchor
* @default 15
* @help
* ┌□-─-HELP ABOUT DEBUG PICTURE-───────┐
* https://goo.gl/XnRuFG
* └─────□□□□□□□□□────────┘
ABOUT THIS AWSOME PLUGIN:↓ ?
Here is an exceptional plugin for all developer who develops a project based on an picture and pixi sprite engine.
I lose more than 5 minutes to position some of my picture in my game engine, so I decided to remedy the situation.
This plugin allows you with the mouse to move images and get all the information to position it.
You can easily position && move an image and get the nessesary information in order to avoid lots trying and mistake, when you try positioning you sprites.
It also take all adding in child picture container.
It is exclusively a great tool to work, it can generate problems in the game, but the idea is to be able to activate it when necessaire, for avoid math calculation and save time.
please lets me know if you have BUGS!?
HOW IT USE:↓↓↓↓↓↓ ?
At the base I designed them to work in javascript only and for my game engine, but I adapt them for all people, so now, it has parameters.
here the basic step feature:
Click on a picture with you middle(recomended) mouse button and hold it.
Move you mouse with the picture where you need
release middle button
take information from console, title bar or in the clipBoard (CTRL+V) in your plugin or the sofware engine.
FEATURES: ↓↓↓↓↓↓?
more info go here
https://goo.gl/XnRuFG
*/
var jonLPictureDebuger = jonLPictureDebuger || {};
(function($) {
// ┌□-□─────────────-PluginManager-───────────────┐
// □ parameter
// └──────────────────□□□□□□□□□───────────────────┘
var param = PluginManager.parameters('jonLPictureDebuger');
var pixiLimit = Number(param.PixiLimiteSprites);
var lineSize = Number(param.lineSize);
var sqSize = JSON.parse(param.pointSize);
var sqColor = param.pointStyles.match(/\w+/gi);
var lsdMode = JSON.parse(param.psychedelicMode);
var pinMode = param.capturePictureBy;
var clipboardNeed = param.clipBoardData;
var showGridDebug = JSON.parse(param.showGridDebug);
var gridSetup = JSON.parse(param.gridSetup);
var mouseButton = Number(param.mouseButton);
var whellRotation = Number(param.whellRotation);
// ┌□-□───────────────────-CONSOLELOGCSS-─────────────────────┐
// □ consCss1[0] □ consCss1[1] □ consCss1[2] □ consCss1[3]
// └─────────────────────────□□□□□□□□□────────────────────────┘
var consCss1 = [
['background: linear-gradient(#008000, #004000)', 'border: 2px solid #323335', 'color: white', 'display: block', 'line-height: 16px', 'font-weight: bold'
].join(';'),
['background: linear-gradient(#c91919, #6d0c0c)', 'border: 2px solid #323335', 'color: white', 'display: block', 'line-height: 16px', 'font-weight: bold'
].join(';'),
['background: linear-gradient(#ffa500 , #6B4500)', 'border: 2px solid #323335', 'color: white', 'display: block', 'line-height: 16px', 'font-weight: bold'
].join(';'),
['background: linear-gradient(#404040 , #191919)', 'border: 2px solid #323335', 'color: white', 'display: block', 'line-height: 16px', 'font-weight: bold'
].join(';'),
];
// ┌□-□─────────────-VARIABLESCOPE-───────────────┐
// □ jonLPictureDebuger
// └──────────────────□□□□□□□□□───────────────────┘
var scenes, pixiLine, isOlding, SCM, pixiShapeScene;
var dataXY = {},docuTxtData = [],fixXYline = [],endFixdata = [],distanceData = [],grabList = [],txtAboutHolding = '',
originClick = '',dataGlobalName = '',dataGlobalID = 0;
// ┌□-jonLPictureDebuger-□─────────────────────────-MOUSEEVENT-───────────────────────────────────┐
// □ _onMouseDown □ _onMouseMove □ _onMouseUp □ _UpdatePinGrabPicture □ _onWheel □ _onMouseDown
// └────────────────────────────────────────────────□□□□□□□□□─────────────────────────────────────┘
$._onMouseDown = function(event) { //_active
if(event.which!==mouseButton){return false;}
SCM = SceneManager._scene;
if (SCM.constructor.name !== 'Scene_Map' || !SCM._active) {return false};
pixiShapeScene = pixiShapeScene || SceneManager._scene._pixishapeDebug;
if (pixiShapeScene.children.length > pixiLimit) { pixiShapeScene.removeChildren()};
var x = Graphics.pageToCanvasX(event.pageX);
var y = Graphics.pageToCanvasY(event.pageY);
fixXYline = [x, y]; // for draw line follow
// check grabPicture + //data txt setup
dataXY = {}; docuTxtData = []; dataXY.oX = x, dataXY.oY = y;
var origin = [];
if (!isOlding) {
dataGlobalID =0;
grabList = this._iniGrabPicture(x, y, grabList);
var grabListFix = grabList.valueOf();
txtAboutHolding = grabListFix.length && '░ID:'+dataGlobalID+' ' + grabListFix[0]._name + '░' || '';
if(grabListFix[0]._parentSpinePID){ // si a un parent (spine)
var idSpine = grabListFix[0]._parentSpinePID;
origin = grabListFix.length && $gameScreen._pictures[idSpine]._x, $gameScreen._pictures[idSpine]._y;
}else{
origin = grabListFix.length && [grabListFix[0]._x, grabListFix[0]._y];
}
// if click picture fix the pointer,
fixXYline = origin || fixXYline;
originClick = ' ░Origin:► '+'oX:' + fixXYline[0] + ' oY: ' + fixXYline[1] + ' ░'
docuTxtData.push(txtAboutHolding, originClick);
document.title = docuTxtData;
//pixi setup
var square = new PIXI.Graphics();
square.beginFill('0x' + sqColor[0]); square.lineStyle(sqSize[2], '0x' + sqColor[1]);
sqSize.length < 4 && square.drawRect(fixXYline[0], fixXYline[1], sqSize[0], sqSize[1]) || square.drawCircle(fixXYline[0], fixXYline[1], sqSize[3])
pixiShapeScene.addChild(square);
pixiLine = new PIXI.Graphics();
pixiLine.lineStyle(lineSize, 0xffffff).moveTo(fixXYline[0], fixXYline[1]).lineTo(fixXYline[0], fixXYline[1]);
pixiShapeScene.addChild(pixiLine);
isOlding = true;
};
};
$._onMouseMove = function(event) {
if(event.which!==mouseButton){return false;}
SCM = SceneManager._scene;
if (!isOlding || SCM.constructor.name !== 'Scene_Map' || !SCM._active) {return false};
var x = Graphics.pageToCanvasX(event.pageX);
var y = Graphics.pageToCanvasY(event.pageY);
if (isOlding) {
lsdMode || pixiLine.clear();
var color = lsdMode && '0x' + Math.floor(Math.random() * 16777215).toString(16) || 0xffffff;
pixiLine.lineStyle(lineSize, color).moveTo(fixXYline[0], fixXYline[1]).lineTo(x, y);
if (grabList) {this._UpdatePinGrabPicture(grabList, x, y)};}
else {isOlding = true};
document.title = docuTxtData + ' x»' + x + ' y»' + y;
};
$._onMouseUp = function(event) {
if(event.which!==mouseButton){return false;}
SCM = SceneManager._scene;
if (!SCM._active || SCM.constructor.name !== 'Scene_Map') {return false;};
pixiShapeScene = pixiShapeScene || SceneManager._scene._pixishapeDebug;
var x = Graphics.pageToCanvasX(event.pageX);
var y = Graphics.pageToCanvasY(event.pageY);
endFixdata = [x,y];
var square = new PIXI.Graphics();
square.beginFill('0x' + sqColor[0]); square.lineStyle(sqSize[2], '0x' + sqColor[1]);
sqSize.length < 4 && square.drawRect(x, y, sqSize[0], sqSize[1]) || square.drawCircle(x, y, sqSize[3])
pixiShapeScene.addChild(square);
var endDataXy = ' ░End:► '+'eX:' + endFixdata[0] + ' eY: ' + endFixdata[1] + ' ░'
distanceData = [endFixdata[0]-fixXYline[0],endFixdata[1]-fixXYline[1]];
var enddataResult = ' ((( X℅ '+distanceData[0]+' Y℅ '+distanceData[1]+' )))';
docuTxtData.push(endDataXy,enddataResult);
document.title = docuTxtData;
consoleDebugColoration();
// console Log coloration
isOlding = false;
};
// besoin de spliter chaque sprite dans des petit container
$._UpdatePinGrabPicture = function(grabList, X, Y) {
if(grabList[0]._parentSpinePID){ // si a un parent (spine)
var idSpine = grabList[0]._parentSpinePID;
X = X-$gameScreen._pictures[idSpine]._x;
Y = Y-$gameScreen._pictures[idSpine]._y;
}
for (var i = grabList.length; i--;) { grabList[i]._x = grabList[i] && X, grabList[i]._y = grabList[i] && Y };
};
$._iniGrabPicture = function(x, y, grabList) { //spritePicture.isCursorOnPicture() getBounds();
if (!pinMode || pinMode === 'none') {return false; }
var picTriged = SceneManager._scene._spriteset._pictureContainer.children.filter(function(pic) { return (pic.getBounds().contains(x, y)) });
grabList = [];
for (var i = picTriged.length; i--;) {
var id = picTriged[i]._pictureId; dataGlobalID = id;
var picScreen = $gameScreen._pictures[id];
var asOwnChild = picTriged[i].children.length;
var isPixiTextChild = asOwnChild && picTriged[i].children[asOwnChild - 1];
var ispixitxt = isPixiTextChild && isPixiTextChild.constructor.name === 'Text' || false;
var w = ispixitxt && isPixiTextChild.width || picTriged[i].width;
var h = ispixitxt && isPixiTextChild.height || picTriged[i].height;
dataGlobalName = picScreen._name;
var origin = picScreen._origin;
if (Array.isArray(origin)) { var ox = (w * origin[0]), oy = (h * origin[1]); }
else { var ox = (w * origin) / 2, oy = (h * origin) / 2; };
picScreen._pictureId = picTriged[i]._pictureId;
grabList.push(picScreen);
if (ispixitxt || !asOwnChild) {
var square2 = new PIXI.Graphics();
square2.alpha = 0.35;
var color = '0x' + Math.floor(Math.random() * 16777215).toString(16) || 0xffffff;
square2.beginFill(color);
square2.drawRect(0 - ox, 0 - oy, w, h);
picTriged[i].addChild(square2);
var square3 = new PIXI.Graphics();
square3.alpha = 1;
square3.fillAlpha = 0
square3.lineStyle(4, 0x000000);
square3.drawRect(0 - ox, 0 - oy, w, h);
picTriged[i].addChild(square3);
};
break; // if not lot pictures // TODO:
};
return grabList;
};
$._onWheel = function(event) { // TODO:
console.log('event: ', event);
var whellY = event.wheelDeltaY;
if(dataGlobalID){
var picWhell = $gameScreen._pictures[dataGlobalID];
picWhell._angle+=(whellY>0)&&whellRotation||-whellRotation;
}else{
var xZ = Graphics.pageToCanvasX(event.pageX);
var yZ = Graphics.pageToCanvasY(event.pageY);
console.log('>>>ZoomTo<<<', xZ,yZ);
$gameScreen._zoomX =xZ;$gameScreen._zoomY =yZ;
$gameScreen._zoomScale+=(whellY>0)&&(whellRotation/100)||-(whellRotation/100);
}
}
// ┌□-□────────────-FUNCTION-───────────────┐
// □ consoleDebugColoration
// └────────────────□□□□□□□□□───────────────┘
var consoleDebugColoration = function(){
console.log('%c RESULT FROM:'+dataGlobalName,consCss1[3],' PID:'+dataGlobalID);
console.log('%cOriginXY:',consCss1[0],String(fixXYline));
console.log('%cEndPointXY:',consCss1[1],String(endFixdata));
console.log('%cResultDistance:',consCss1[2],String(distanceData));
if(clipboardNeed==='origin'){//'origin' 'end' 'dist' or 'full'
require('nw.gui').Clipboard.get().set(String(fixXYline)); // this will send to clipboard
}else if(clipboardNeed==='end'){
require('nw.gui').Clipboard.get().set(String(endFixdata)); // this will send to clipboard
}else if(clipboardNeed==='dist'){
require('nw.gui').Clipboard.get().set(String(distanceData)); // this will send to clipboard
}else if(clipboardNeed==='full'){
require('nw.gui').Clipboard.get().set(String(['o:'+fixXYline,' e:'+endFixdata,' d:'+distanceData]));
};
};
// ┌□-Scene_Map-□────────────-PROTOTYPE-─────────────────┐
// □ newPixiPictureDebug □ BuildGridMapping □ updateMain
// └──────────────────────────□□□□□□□□□──────────────────┘
_Pixidebug_createDisplayObjects = Scene_Map.prototype.createDisplayObjects;
Scene_Map.prototype.createDisplayObjects = function() {
_Pixidebug_createDisplayObjects.call(this);
this.newPixiPictureDebug();
if(showGridDebug){this.BuildGridMapping();}
};
Scene_Map.prototype.newPixiPictureDebug = function() {
this._PixiPictureDebug = new Sprite();
this._spriteset.addChild(this._PixiPictureDebug);
this._pixishapeDebug = new Sprite();
this._spriteset.addChild(this._pixishapeDebug);
this._pixiGridMapping = new Sprite();
this._spriteset.addChild(this._pixiGridMapping);
};
if(showGridDebug){
Scene_Map.prototype.BuildGridMapping = function() {
var PixiGrid = this._pixiGridMapping, x = 0, y = 0;
this.gridW = $gameMap.tileWidth()*$gameMap.width();
this.gridH = $gameMap.tileHeight()*$gameMap.height();
var length = $gameMap.height();
var w = this.gridW,h = $gameMap.tileHeight();
for(var i = 0;i<length;i++){
var inGrid = new PIXI.Graphics();
inGrid.alpha = gridSetup[2]; inGrid.fillAlpha = 0;
inGrid.lineStyle(gridSetup[1], '0x'+gridSetup[0]);
inGrid.drawRect(x, y+(i*h), w, h);
PixiGrid.addChild(inGrid);
};
var length = $gameMap.width();
var w = $gameMap.tileWidth(),h = this.gridH;
for(var i = 0;i<length;i++){
var inGrid = new PIXI.Graphics();
inGrid.alpha = gridSetup[2]; inGrid.fillAlpha = 0;
inGrid.lineStyle(gridSetup[1], '0x'+gridSetup[0]);
inGrid.drawRect(x+(i*w), y, w, h);
PixiGrid.addChild(inGrid);
};
};
};
if(showGridDebug){
alias_PixiJonDebuger_Scene_Map_updateMain = Scene_Map.prototype.updateMain;
Scene_Map.prototype.updateMain = function() {
alias_PixiJonDebuger_Scene_Map_updateMain.call(this);
this._pixiGridMapping.x=-($gameMap._displayX*$gameMap.tileWidth());
this._pixiGridMapping.y=-($gameMap._displayY*$gameMap.tileHeight());
};
};
// ┌□-document-□────────────-LISTERNER-─────────────────┐
// □ mousedown □ mouseup □ mousemove □ wheel
// └─────────────────────────□□□□□□□□□──────────────────┘
document.addEventListener('mousedown', $._onMouseDown.bind($));
document.addEventListener('mouseup', $._onMouseUp.bind($));
document.addEventListener('mousemove', $._onMouseMove.bind($));
document.addEventListener('wheel', $._onWheel.bind($));
})(jonLPictureDebuger);
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