RPG Maker MZ
Filtered Layer v1.0.1
This is a special kind of plugin, as it basically does nothing by itself. However, in the background, it allows you to attach filters to layers, and potentially even do other stuff you normally couldn't do with the default layers.
This plugin is basically only useful for plugin developers, or as a dependency for plugins.
Download (8.51 kB, 220 times downloaded)
Placement
Make sure to place this plugin as high as possible, but possibly below any plugin that alters the Tilemap.Layer object, unless the plugin has written compatibility code for this plugin.
Usage
Essentially nothing really changes about your game, unless you've changed
the Tilemap.Layer
object prototype, in which case you'll need to write
hooks to these properties. You can essentially do this by either extending
the new Tilemap.Layer
object or completely copying the code from this
plugin.
What the new Tilemap.Layer object does is it wraps the original
Tilemap.Layer
object in this new object, which essentially is just a
PIXI.Container
which forwards certain methods to the original object's
methods. As PIXI.Container
objects can use filters and every child gets
affected by filters applied to said container object, you can basically
just apply the filter on the container.
The new Tilemap.Layer
object has a read-only property called
isLayerContainer, which will tell you whether the layer is a vanilla layer
or the modified layer object. This is especially helpful if you decide
to merge the code of this plugin into your own project.
If you still need to access the original Layer object, you can do so with Tilemap.Layer.Content.
Download Filtered Layer v1.0 (8.49 kB, 269 times downloaded)
/****************************************************************************** * CXJ_MZ_FilteredLayer.js * ****************************************************************************** * By G.A.M. Kertopermono, a.k.a. GaryCXJk * ****************************************************************************** * License: MIT * ****************************************************************************** * Copyright (c) 2020, G.A.M. Kertopermono * * * * Permission is hereby granted, free of charge, to any person obtaining a * * copy of this software and associated documentation files (the "Software"), * * to deal in the Software without restriction, including without limitation * * the rights to use, copy, modify, merge, publish, distribute, sublicense, * * and/or sell copies of the Software, and to permit persons to whom the * * Software is furnished to do so, subject to the following conditions: * * * * The above copyright notice and this permission notice shall be included in * * all copies or substantial portions of the Software. * * * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * * DEALINGS IN THE SOFTWARE. * ******************************************************************************/ /*: * @target MZ * @plugindesc Allows you to add filters to a layer. * @author G.A.M. Kertopermono * @url https://area91.garycxjk.com/rmmz/plugins/core/core-essentials * * @help * ============================================================================ * = About = * ============================================================================ * * This is a special kind of plugin, as it basically does nothing by itself. * However, in the background, it allows you to attach filters to layers, and * potentially even do other stuff you normally couldn't do with the default * layers. * * This plugin is basically only useful for plugin developers, or as a * dependency for plugins. * * ============================================================================ * = Placement = * ============================================================================ * * Make sure to place this plugin as high as possible, but possibly below any * plugin that alters the Tilemap.Layer object, unless the plugin has written * compatibility code for this plugin. * * ============================================================================ * = Usage = * ============================================================================ * * Essentially nothing really changes about your game, unless you've changed * the Tilemap.Layer object prototype, in which case you'll need to write * hooks to these properties. You can essentially do this by either extending * the new Tilemap.Layer object or completely copying the code from this * plugin. * * What the new Tilemap.Layer object does is it wraps the original * Tilemap.Layer object in this new object, which essentially is just a * PIXI.Container which forwards certain methods to the original object's * methods. As PIXI.Container objects can use filters and every child gets * affected by filters applied to said container object, you can basically * just apply the filter on the container. * * The new Tilemap.Layer object has a read-only property called * isLayerContainer, which will tell you whether the layer is a vanilla layer * or the modified layer object. This is especially helpful if you decide * to merge the code of this plugin into your own project. * * If you still need to access the original Layer object, you can do so with * Tilemap.Layer.Content. * * ============================================================================ * = Changelog = * ============================================================================ * * 1.0.1 (2020-11-13) * ------------------ * * * Used filterArea instead of a dummy Graphics object. * * 1.0 (2020-11-12) * ---------------- * * * Initial release. * * ============================================================================ * = Compatibility = * ============================================================================ * * This plugin overwrites default functionality. Make sure you check whether or * not the plugin is compatible with other plugins by checking which functions * they overwrite. Below is the list of methods it overwrites: * * * Tilemap.Layer * * ============================================================================ * = License = * ============================================================================ * * Copyright (c) 2020, G.A.M. Kertopermono * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. * * ============================================================================ */ (() => { window.CXJ_MZ = window.CXJ_MZ || {}; const { CXJ_MZ } = window; CXJ_MZ.FilteredLayer = CXJ_MZ.FilteredLayer || {}; CXJ_MZ.FilteredLayer.version = '1.0.1'; // Store the original Layer object prototype. const LayerContent = Tilemap.Layer; // Create a new Layer class that will replace the original. class Layer extends PIXI.Container { constructor() { super(); // Let's set the filter area first. this.filterArea = new Rectangle(0, 0, Graphics.width, Graphics.height); this._layerContent = new LayerContent(); this.addChild(this._layerContent); } addRect(setNumber, sx, sy, dx, dy, w, h) { this._layerContent.addRect(setNumber, sx, sy, dx, dy, w, h); } clear() { this._layerContent.clear(); } setBitmaps(bitmaps) { this._layerContent.setBitmaps(bitmaps); } get isTileContainer() { return true; } get x() { return this._layerContent.x; } set x(value) { this._layerContent.x = value; } get y() { return this._layerContent.y; } set y(value) { this._layerContent.y = value; } get z() { return this._layerContent.z; } set z(value) { this._layerContent.z = value; } } // Now we'll need to replace the original Layer object prototype // with the new Layer class. Layer.Content = LayerContent; Tilemap.Layer = Layer; // Because we're replacing the original, we'll need to copy over // some constants. Object.keys(LayerContent).forEach((key) => { Tilemap.Layer[key] = LayerContent[key]; }); })();