How to use createBackground method in Testcafe

Best JavaScript code snippet using testcafe

AltMenuScreen3 copy.js

Source:AltMenuScreen3 copy.js Github

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1//=============================================================================2// AltMenuScreen3.js3//=============================================================================4/*:5 * @plugindesc Yet Another menu screen layout.6 * @author Sasuke KANNAZUKI, Yoji Ojima7 * 8 * @default 9 * @param bgBitmapMenu10 * @desc background bitmap file at menu scene. put at img/pictures.11 * @default 12 * 13 * @param bgBitmapItem14 * @desc background bitmap file at item scene. put at img/pictures.15 * @default 16 * 17 * @param bgBitmapSkill18 * @desc background bitmap file at skill scene. put at img/pictures.19 * @default 20 * 21 * @param bgBitmapEquip22 * @desc background bitmap file at equip scene. put at img/pictures.23 * @default 24 * 25 * @param bgBitmapStatus26 * @desc background bitmap file at status scene. put at img/pictures.27 * @default 28 * 29 * @param bgBitmapOptions30 * @desc background bitmap file at option scene. put at img/pictures.31 * @default 32 * 33 * @param bgBitmapFile34 * @desc background bitmap file at save/load scene. put at img/pictures.35 * @default 36 * 37 * @param bgBitmapGameEnd38 * @desc background bitmap file at gameEnd scene. put at img/pictures.39 * @default 40 * 41 * @param maxColsMenu42 * @desc max column at menu window43 * @default 444 * 45 * @param commandRows46 * @desc number of visible rows at command window47 * @default 248 *49 * @param isDisplayStatus50 * @desc whether display status or not. (1 = yes, 0 = no)51 * @default 152 * 53 * @help This plugin does not provide plugin commands.54 * The differences with AltMenuscreen are follows:55 * - windows are transparent at all menu scene.56 * - it can set the background bitmap for each scenes at menu.57 * - picture is actors' original58 *59 * Actor' note:60 * <stand_picture:filename> set actor's standing picture at menu.61 * put file at img/pictures.62 *63 * preferred size of actor's picture:64 * width: 174px(maxColsMenu=4), 240px(maxColsMenu=3)65 * height: 408px(commandRows=2), 444px(commandRows=1)66 */67/*:ja68 * @plugindesc レイアウトの異なるメニュー画面69 * @author 神無月サスケ, Yoji Ojima70 * 71 * @param bgBitmapMenu72 * @desc メニュー背景にするビットマップファイルです。73 * img/pictures に置いてください。74 * @default 75 * 76 * @param bgBitmapItem77 * @desc アイテム画面背景にするビットマップファイルです。78 * img/pictures に置いてください。79 * @default 80 * 81 * @param bgBitmapSkill82 * @desc スキル画面背景にするビットマップファイルです。83 * img/pictures に置いてください。84 * @default 85 * 86 * @param bgBitmapEquip87 * @desc 装備画面背景にするビットマップファイルです。88 * img/pictures に置いてください。89 * @default 90 * 91 * @param bgBitmapStatus92 * @desc ステータス画面背景にするビットマップファイルです。93 * img/pictures に置いてください。94 * @default 95 * 96 * @param bgBitmapOptions97 * @desc オプション画面背景にするビットマップファイルです。98 * img/pictures に置いてください。99 * @default 100 * 101 * @param bgBitmapFile102 * @desc セーブ/ロード画面背景にするビットマップファイルです。103 * img/pictures に置いてください。104 * @default 105 * 106 * @param bgBitmapGameEnd107 * @desc ゲーム終了画面背景にするビットマップファイルです。108 * img/pictures に置いてください。109 * @default 110 * 111 * @param maxColsMenu112 * @desc アクターを表示するウィンドウの1画面の登録最大数です。113 * @default 4114 * 115 * @param commandRows116 * @desc コマンドウィンドウの行数です。117 * @default 2118 *119 * @param isDisplayStatus120 * @desc ステータスを表示するかしないかを選びます。(1 = yes, 0 = no)121 * @default 1122 * 123 * @help このプラグインには、プラグインコマンドはありません。124 *125 * AltMenuscreen との違いは以下です:126 * - メニュー画面すべてのウィンドウが透明です127 * - メニューそれぞれのシーンに背景ビットマップを付けることが出来ます。128 * - アクターに立ち絵を利用します。129 *130 * アクターのメモに以下のように書いてください:131 * <stand_picture:ファイル名> ファイル名が、そのアクターの立ち絵になります。132 * ファイルは img/pictures に置いてください。133 *134 * 望ましいアクター立ち絵のサイズ:135 * 幅:3列:240px, 4列:174px136 * 高さ: コマンドウィンドウ 1行:444px 2行:408px137 *138 */139(function() {140 // set parameters141 var parameters = PluginManager.parameters('AltMenuScreen3');142 var bgBitmapMenu = parameters['bgBitmapMenu'] || '';143 var bgBitmapItem = parameters['bgBitmapItem'] || '';144 var bgBitmapSkill = parameters['bgBitmapSkill'] || '';145 var bgBitmapEquip = parameters['bgBitmapEquip'] || '';146 var bgBitmapStatus = parameters['bgBitmapStatus'] || '';147 var bgBitmapOptions = parameters['bgBitmapOptions'] || '';148 var bgBitmapFile = parameters['bgBitmapFile'] || '';149 var bgBitmapGameEnd = parameters['bgBitmapGameEnd'] || '';150 var maxColsMenuWnd = Number(parameters['maxColsMenu'] || 4);151 var rowsCommandWnd = Number(parameters['commandRows'] || 2);152 var isDisplayStatus = !!Number(parameters['isDisplayStatus']);153 //154 // make transparent windows for each scenes in menu.155 //156 var _Scene_Menu_create = Scene_Menu.prototype.create;157 Scene_Menu.prototype.create = function() {158 _Scene_Menu_create.call(this);159 this._statusWindow.x = 0;160 this._statusWindow.y = this._commandWindow.height;161 this._goldWindow.x = Graphics.boxWidth - this._goldWindow.width;162 // make transparent for all windows at menu scene.163 this._statusWindow.opacity = 0;164 this._goldWindow.opacity = 0;165 this._commandWindow.opacity = 0;166 };167 var _Scene_Item_create = Scene_Item.prototype.create;168 Scene_Item.prototype.create = function() {169 _Scene_Item_create.call(this);170 this._helpWindow.opacity = 0;171 this._categoryWindow.opacity = 0;172 this._itemWindow.opacity = 0;173 this._actorWindow.opacity = 0;174 };175 var _Scene_Skill_create = Scene_Skill.prototype.create;176 Scene_Skill.prototype.create = function() {177 _Scene_Skill_create.call(this);178 this._helpWindow.opacity = 0;179 this._skillTypeWindow.opacity = 0;180 this._statusWindow.opacity = 0;181 this._itemWindow.opacity = 0;182 this._actorWindow.opacity = 0;183 };184 var _Scene_Equip_create = Scene_Equip.prototype.create;185 Scene_Equip.prototype.create = function() {186 _Scene_Equip_create.call(this);187 this._helpWindow.opacity = 0;188 this._statusWindow.opacity = 0;189 this._commandWindow.opacity = 0;190 this._slotWindow.opacity = 0;191 this._itemWindow.opacity = 0;192 };193 var _Scene_Status_create = Scene_Status.prototype.create;194 Scene_Status.prototype.create = function() {195 _Scene_Status_create.call(this);196 this._statusWindow.opacity = 0;197 };198 var _Scene_Options_create = Scene_Options.prototype.create;199 Scene_Options.prototype.create = function() {200 _Scene_Options_create.call(this);201 this._optionsWindow.opacity = 0;202 };203 var _Scene_File_create = Scene_File.prototype.create;204 Scene_File.prototype.create = function() {205 _Scene_File_create.call(this);206 this._helpWindow.opacity = 0;207 this._listWindow.opacity = 0;208 };209 var _Scene_GameEnd_create = Scene_GameEnd.prototype.create;210 Scene_GameEnd.prototype.create = function() {211 _Scene_GameEnd_create.call(this);212 this._commandWindow.opacity = 0;213 };214 //215 // load bitmap that set in plugin parameter216 //217 var _Scene_Menu_createBackground = Scene_Menu.prototype.createBackground;218 Scene_Menu.prototype.createBackground = function(){219 if(bgBitmapMenu){220 this._backgroundSprite = new Sprite();221 this._backgroundSprite.bitmap =222 ImageManager.loadPicture(bgBitmapMenu);223 this.addChild(this._backgroundSprite);224 return;225 }226 // if background file is invalid, it does original process.227 _Scene_Menu_createBackground.call(this);228 };229 var _Scene_Item_createBackground = Scene_Item.prototype.createBackground;230 Scene_Item.prototype.createBackground = function(){231 if(bgBitmapItem){232 this._backgroundSprite = new Sprite();233 this._backgroundSprite.bitmap =234 ImageManager.loadPicture(bgBitmapItem);235 this.addChild(this._backgroundSprite);236 return;237 }238 // if background file is invalid, it does original process.239 _Scene_Item_createBackground.call(this);240 };241 var _Scene_Skill_createBackground = Scene_Skill.prototype.createBackground;242 Scene_Skill.prototype.createBackground = function(){243 if(bgBitmapSkill){244 this._backgroundSprite = new Sprite();245 this._backgroundSprite.bitmap =246 ImageManager.loadPicture(bgBitmapSkill);247 this.addChild(this._backgroundSprite);248 return;249 }250 // if background file is invalid, it does original process.251 _Scene_Skill_createBackground.call(this);252 };253 var _Scene_Equip_createBackground = Scene_Equip.prototype.createBackground;254 Scene_Equip.prototype.createBackground = function(){255 if(bgBitmapEquip){256 this._backgroundSprite = new Sprite();257 this._backgroundSprite.bitmap =258 ImageManager.loadPicture(bgBitmapEquip);259 this.addChild(this._backgroundSprite);260 return;261 }262 // if background file is invalid, it does original process.263 _Scene_Equip_createBackground.call(this);264 };265 var _Scene_Status_createBackground =266 Scene_Status.prototype.createBackground;267 Scene_Status.prototype.createBackground = function(){268 if(bgBitmapStatus){269 this._backgroundSprite = new Sprite();270 this._backgroundSprite.bitmap =271 ImageManager.loadPicture(bgBitmapStatus);272 this.addChild(this._backgroundSprite);273 return;274 }275 // if background file is invalid, it does original process.276 _Scene_Status_createBackground.call(this);277 };278 var _Scene_Options_createBackground =279 Scene_Options.prototype.createBackground;280 Scene_Options.prototype.createBackground = function(){281 if(bgBitmapOptions){282 this._backgroundSprite = new Sprite();283 this._backgroundSprite.bitmap =284 ImageManager.loadPicture(bgBitmapOptions);285 this.addChild(this._backgroundSprite);286 return;287 }288 // if background file is invalid, it does original process.289 _Scene_Options_createBackground.call(this);290 };291 var _Scene_File_createBackground = Scene_File.prototype.createBackground;292 Scene_File.prototype.createBackground = function(){293 if(bgBitmapFile){294 this._backgroundSprite = new Sprite();295 this._backgroundSprite.bitmap =296 ImageManager.loadPicture(bgBitmapFile);297 this.addChild(this._backgroundSprite);298 return;299 }300 // if background file is invalid, it does original process.301 _Scene_File_createBackground.call(this);302 };303 var _Scene_GameEnd_createBackground =304 Scene_GameEnd.prototype.createBackground;305 Scene_GameEnd.prototype.createBackground = function(){306 if(bgBitmapGameEnd){307 this._backgroundSprite = new Sprite();308 this._backgroundSprite.bitmap =309 ImageManager.loadPicture(bgBitmapGameEnd);310 this.addChild(this._backgroundSprite);311 return;312 }313 // if background file is invalid, it does original process.314 _Scene_GameEnd_createBackground.call(this);315 };316 //317 // alt menu screen processes318 //319 Window_MenuCommand.prototype.windowWidth = function() {320 return Graphics.boxWidth;321 };322 Window_MenuCommand.prototype.maxCols = function() {323 return 4;324 };325 Window_MenuCommand.prototype.numVisibleRows = function() {326 return rowsCommandWnd;327 };328 Window_MenuStatus.prototype.windowWidth = function() {329 return Graphics.boxWidth;330 };331 Window_MenuStatus.prototype.windowHeight = function() {332 var h1 = this.fittingHeight(1);333 var h2 = this.fittingHeight(rowsCommandWnd);334 return Graphics.boxHeight - h1 - h2;335 };336 Window_MenuStatus.prototype.maxCols = function() {337 return maxColsMenuWnd;338 };339 Window_MenuStatus.prototype.numVisibleRows = function() {340 return 1;341 };342 Window_MenuStatus.prototype.drawItemImage = function(index) {343 var actor = $gameParty.members()[index];344 var rect = this.itemRectForText(index);345 // load stand_picture346 var bitmapName = $dataActors[actor.actorId()].meta.stand_picture;347 var bitmap = bitmapName ? ImageManager.loadPicture(bitmapName) : null;348 var w = Math.min(rect.width, (bitmapName ? bitmap.width : 144));349 var h = Math.min(rect.height, (bitmapName ? bitmap.height : 144));350 var lineHeight = this.lineHeight();351 this.changePaintOpacity(actor.isBattleMember());352 if(bitmap){353 var sx = (bitmap.width > w) ? (bitmap.width - w) / 2 : 0;354 var sy = (bitmap.height > h) ? (bitmap.height - h) / 2 : 0;355 var dx = (bitmap.width > rect.width) ? rect.x :356 rect.x + (rect.width - bitmap.width) / 2;357 var dy = (bitmap.height > rect.height) ? rect.y :358 rect.y + (rect.height - bitmap.height) / 2;359 this.contents.blt(bitmap, sx, sy, w, h, dx, dy);360 } else { // when bitmap is not set, do the original process.361 this.drawActorFace(actor, rect.x, rect.y + lineHeight * 2.5, w, h);362 }363 this.changePaintOpacity(true);364 };365 Window_MenuStatus.prototype.drawItemStatus = function(index) {366 if(!isDisplayStatus){367 return;368 }369 var actor = $gameParty.members()[index];370 var rect = this.itemRectForText(index);371 var x = rect.x;372 var y = rect.y;373 var width = rect.width;374 var bottom = y + rect.height;375 var lineHeight = this.lineHeight();376 this.drawActorName(actor, x, y + lineHeight * 0, width);377 this.drawActorLevel(actor, x, y + lineHeight * 1, width);378 this.drawActorClass(actor, x, bottom - lineHeight * 4, width);379 this.drawActorHp(actor, x, bottom - lineHeight * 3, width);380 this.drawActorMp(actor, x, bottom - lineHeight * 2, width);381 this.drawActorIcons(actor, x, bottom - lineHeight * 1, width);382 };383 var _Window_MenuActor_initialize = Window_MenuActor.prototype.initialize;384 Window_MenuActor.prototype.initialize = function() {385 _Window_MenuActor_initialize.call(this);386 this.y = this.fittingHeight(2);387 };...

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FTKR_SceneBackImages.js

Source:FTKR_SceneBackImages.js Github

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1//=============================================================================2// メニューやショップ画面などに背景画像を設定するプラグイン3// FTKR_SceneBackImages.js4// 作成者 : フトコロ5// 作成日 : 2018/02/246// 最終更新日 : 7// バージョン : v1.0.08//=============================================================================9var Imported = Imported || {};10Imported.FTKR_SBI = true;11var FTKR = FTKR || {};12FTKR.SBI = FTKR.SBI || {};13//=============================================================================14/*:15 * @plugindesc v1.0.0 メニューやショップ画面などに背景画像を設定するプラグイン16 * @author フトコロ17 *18 * @param --メニュー画面--19 * @default20 * 21 * @param Menu BackImages22 * @desc メニュー画面の背景を設定します。23 * @type struct<backImage>24 * @default {"images":"[]","variableId":"0"}25 * @parent dataType26 * 27 * @param Item BackImages28 * @desc アイテム画面の背景を設定します。29 * @type struct<backImage>30 * @default {"images":"[]","variableId":"0"}31 * @parent dataType32 * 33 * @param Skill BackImages34 * @desc スキル画面の背景を設定します。35 * @type struct<backImage>36 * @default {"images":"[]","variableId":"0"}37 * @parent dataType38 * 39 * @param Equip BackImages40 * @desc 装備画面の背景を設定します。41 * @type struct<backImage>42 * @default {"images":"[]","variableId":"0"}43 * @parent dataType44 * 45 * @param Status BackImages46 * @desc ステータス画面の背景を設定します。47 * @type struct<backImage>48 * @default {"images":"[]","variableId":"0"}49 * @parent dataType50 * 51 * @param Options BackImages52 * @desc オプション画面の背景を設定します。53 * @type struct<backImage>54 * @default {"images":"[]","variableId":"0"}55 * @parent dataType56 * 57 * @param Save BackImages58 * @desc セーブ画面の背景を設定します。59 * @type struct<backImage>60 * @default {"images":"[]","variableId":"0"}61 * @parent dataType62 * 63 * @param GameEnd BackImages64 * @desc ゲーム終了画面の背景を設定します。65 * @type struct<backImage>66 * @default {"images":"[]","variableId":"0"}67 * @parent dataType68 * 69 * @param --ロード画面--70 * @default71 * 72 * @param Load BackImages73 * @desc ロード画面の背景を設定します。74 * @type struct<backImage>75 * @default {"images":"[]","variableId":"0"}76 * @parent dataType77 *78 * @param --ショップ画面--79 * @default80 * 81 * @param Shop BackImages82 * @desc ショップ画面の背景を設定します。83 * @type struct<backImage>84 * @default {"images":"[]","variableId":"0"}85 * @parent dataType86 *87 * @help 88 *-----------------------------------------------------------------------------89 * 概要90 *-----------------------------------------------------------------------------91 * メニューやショップ画面などに背景画像を設定することができます。92 * 93 * ※使用する画像は img/picturesフォルダに保存してください。94 * 95 * 96 * 各画面のプラグインパラメータの背景画像<images>を複数設定し97 * 切替変数<variableId>を設定した場合は、切替変数の値に合わせて98 * 表示する背景画像の番号が変わります。99 * 100 * 例)101 * 背景画像<images>のリスト1番に設定した画像は102 * 切替変数の値が1の時に表示します。103 * 104 * 105 * 背景画像を一つも設定しない、または切替変数の値が0かリストにない番号の時は、106 * デフォルトの背景(マップ画面のコピー)になります。107 * 108 * 切替変数を設定しない場合は、背景画像の1番目を表示します。109 * 110 * 111 * なお、以下の画面の画像を設定しない場合、メニュー画面の画像設定が適用されます。112 * ・アイテム画面113 * ・スキル画面114 * ・装備画面115 * ・ステータス画面116 * ・オプション画面117 * ・セーブ画面118 * ・ゲーム終了画面119 * 120 * 121 *-----------------------------------------------------------------------------122 * 設定方法123 *-----------------------------------------------------------------------------124 * 1.「プラグインマネージャー(プラグイン管理)」に、本プラグインを追加して125 * ください。126 * 127 * 128 *-----------------------------------------------------------------------------129 * 本プラグインのライセンスについて(License)130 *-----------------------------------------------------------------------------131 * 本プラグインはMITライセンスのもとで公開しています。132 * This plugin is released under the MIT License.133 * 134 * Copyright (c) 2018 Futokoro135 * http://opensource.org/licenses/mit-license.php136 * 137 * 138 * プラグイン公開元139 * https://github.com/futokoro/RPGMaker/blob/master/README.md140 * 141 * 142 *-----------------------------------------------------------------------------143 * 変更来歴144 *-----------------------------------------------------------------------------145 * 146 * v1.0.0 - 2018/02/24 : 初版作成147 * 148 *-----------------------------------------------------------------------------149*/150//=============================================================================151/*~struct~backImage:152 * @param images153 * @desc 背景に設定する画像を設定します。複数設定することで、ゲーム中に変数で切り替えられます。154 * @type file[]155 * @default []156 * @require 1157 * @dir img/pictures158 * @parent otherType159 *160 * @param variableId161 * @desc 背景画像を切り替えるための変数IDを設定します。162 * @type variable163 * @default 0164 * @parent database165*/166(function() {167 var parameters = PluginManager.parameters('FTKR_SceneBackImages');168 var paramParse = function(obj) {169 return JSON.parse(JSON.stringify(obj, paramReplace));170 };171 var paramReplace = function(key, value) {172 try {173 return JSON.parse(value || null);174 } catch (e) {175 return value;176 }177 };178 var setPluginBackImages = function(param) {179 param = paramParse(parameters[param]);180 return param instanceof Object ? param : {images:[],variableId:0};181 };182 //=============================================================================183 // プラグイン パラメータ184 //=============================================================================185 FTKR.SBI = {186 menu : setPluginBackImages('Menu BackImages'),187 item : setPluginBackImages('Item BackImages'),188 skill : setPluginBackImages('Skill BackImages'),189 equip : setPluginBackImages('Equip BackImages'),190 status : setPluginBackImages('Status BackImages'),191 save : setPluginBackImages('Save BackImages'),192 options : setPluginBackImages('Options BackImages'),193 gameEnd : setPluginBackImages('GameEnd BackImages'),194 load : setPluginBackImages('Load BackImages'),195 shop : setPluginBackImages('Shop BackImages'),196 };197 //=============================================================================198 // 共通処理199 //=============================================================================200 Scene_Base.prototype.setBackgoundImage = function(scene) {201 this._backgroundSprite = new Sprite();202 var index = scene.variableId ? $gameVariables.value(scene.variableId) - 1 : 0;203 var bgiName = index >= 0 ? scene.images[index] : null;204 this._backgroundSprite.bitmap = bgiName ?205 ImageManager.loadPicture(bgiName) : SceneManager.backgroundBitmap();206 this.addChild(this._backgroundSprite);207 };208 Scene_Base.prototype.setSbiParams = function(scene) {209 return Array.isArray(scene.images) && scene.images[0] ? scene : FTKR.SBI.menu;210 };211 Scene_Base.prototype.enabledSceneBackImage = function(scene) {212 return Array.isArray(scene.images) && !scene.images[0];213 };214 //=============================================================================215 // メニュー画面の変更216 //=============================================================================217 var _SBI_Scene_Menu_createBackground = Scene_Menu.prototype.createBackground;218 Scene_Menu.prototype.createBackground = function() {219 var scene = FTKR.SBI.menu;220 if (this.enabledSceneBackImage(scene)) {221 _SBI_Scene_Menu_createBackground.call(this);222 } else {223 this.setBackgoundImage(scene);224 }225 };226 var _SBI_Scene_Item_createBackground = Scene_Item.prototype.createBackground;227 Scene_Item.prototype.createBackground = function() {228 var menu = this.setSbiParams(FTKR.SBI.item);229 if (this.enabledSceneBackImage(menu)) {230 _SBI_Scene_Item_createBackground.call(this);231 } else {232 this.setBackgoundImage(menu);233 }234 };235 var _SBI_Scene_Skill_createBackground = Scene_Skill.prototype.createBackground;236 Scene_Skill.prototype.createBackground = function() {237 var menu = this.setSbiParams(FTKR.SBI.skill);238 if (this.enabledSceneBackImage(menu)) {239 _SBI_Scene_Skill_createBackground.call(this);240 } else {241 this.setBackgoundImage(menu);242 }243 };244 var _SBI_Scene_Equip_createBackground = Scene_Equip.prototype.createBackground;245 Scene_Equip.prototype.createBackground = function() {246 var menu = this.setSbiParams(FTKR.SBI.equip);247 if (this.enabledSceneBackImage(menu)) {248 _SBI_Scene_Equip_createBackground.call(this);249 } else {250 this.setBackgoundImage(menu);251 }252 };253 var _SBI_Scene_Status_createBackground = Scene_Status.prototype.createBackground;254 Scene_Status.prototype.createBackground = function() {255 var menu = this.setSbiParams(FTKR.SBI.status);256 if (this.enabledSceneBackImage(menu)) {257 _SBI_Scene_Status_createBackground.call(this);258 } else {259 this.setBackgoundImage(menu);260 }261 };262 var _SBI_Scene_Options_createBackground = Scene_Options.prototype.createBackground;263 Scene_Options.prototype.createBackground = function() {264 var options = this.setSbiParams(FTKR.SBI.options);265 if (this.enabledSceneBackImage(options)) {266 _SBI_Scene_Options_createBackground.call(this);267 } else {268 this.setBackgoundImage(options);269 }270 };271 var _SBI_Scene_Save_createBackground = Scene_Save.prototype.createBackground;272 Scene_Save.prototype.createBackground = function() {273 var save = this.setSbiParams(FTKR.SBI.save);274 if (this.enabledSceneBackImage(save)) {275 _SBI_Scene_Save_createBackground.call(this);276 } else {277 this.setBackgoundImage(save);278 }279 };280 var _SBI_Scene_GameEnd_createBackground = Scene_GameEnd.prototype.createBackground;281 Scene_GameEnd.prototype.createBackground = function() {282 var menu = this.setSbiParams(FTKR.SBI.gameEnd);283 if (this.enabledSceneBackImage(menu)) {284 _SBI_Scene_GameEnd_createBackground.call(this);285 } else {286 this.setBackgoundImage(menu);287 this.setBackgroundOpacity(128);288 }289 };290 //=============================================================================291 // ロード画面の変更292 //=============================================================================293 var _SBI_Scene_Load_createBackground = Scene_Load.prototype.createBackground;294 Scene_Load.prototype.createBackground = function() {295 var load = FTKR.SBI.load;296 if (this.enabledSceneBackImage(load)) {297 _SBI_Scene_Load_createBackground.call(this);298 } else {299 this.setBackgoundImage(load);300 }301 };302 //=============================================================================303 // ショップ画面の変更304 //=============================================================================305 var _SBI_Scene_Shop_createBackground = Scene_Shop.prototype.createBackground;306 Scene_Shop.prototype.createBackground = function() {307 var shop = FTKR.SBI.shop;308 if (this.enabledSceneBackImage(shop)) {309 _SBI_Scene_Shop_createBackground.call(this);310 } else {311 this.setBackgoundImage(shop);312 }313 };...

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AltMenuScreen3.js

Source:AltMenuScreen3.js Github

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1//=============================================================================2// AltMenuScreen3.js3//=============================================================================4/*:5 * @plugindesc AltMenuScreen2插件的升级版,界面布局插件。6 * @author Sasuke KANNAZUKI, Yoji Ojima7 * 8 * @default 9 * @param bgBitmapMenu10 * @desc 菜单界面的背景图片,放到img/pictures目录下11 * @default 12 * 13 * @param bgBitmapItem14 * @desc 物品界面的背景图片,放到img/pictures目录下15 * @default 16 * 17 * @param bgBitmapSkill18 * @desc 技能界面的背景图片,放到img/pictures目录下19 * @default 20 * 21 * @param bgBitmapEquip22 * @desc 装备界面的背景图片,放到img/pictures目录下23 * @default 24 * 25 * @param bgBitmapStatus26 * @desc 状态界面的背景图片,放到img/pictures目录下27 * @default 28 * 29 * @param bgBitmapOptions30 * @desc 选项界面的背景图片,放到img/pictures目录下31 * @default 32 * 33 * @param bgBitmapFile34 * @desc 存档/读档界面的背景图片,放到img/pictures目录下35 * @default 36 * 37 * @param bgBitmapGameEnd38 * @desc 游戏结束界面的背景图片,放到img/pictures目录下39 * @default 40 * 41 * @param maxColsMenu42 * @desc 菜单窗口的角色头像的纵列数量43 * @default 444 * 45 * @param commandRows46 * @desc 指令窗口的按钮可见横行数量47 * @default 248 *49 * @param isDisplayStatus50 * @desc 是否显示角色状态(1 = 是,0 = 否)51 * @default 152 * 53 * @help 本插件与AltMenuscreen的不同:54 * - 所有界面窗口的背景默认都是透明的55 * - 本插件可以设置所有界面窗口的背景图56 * - 角色形象图片可自定义57 *58 * 角色备注区:59 * <stand_picture:图片名字(不含后缀)> 设置角色的菜单形象图片60 * 将文件放在img/pictures下。61 *62 * 角色菜单形象图片的最佳尺寸63 * 宽度: 174像素(maxColsMenu=4), 240像素(maxColsMenu=3)64 * 高度: 408像素(commandRows=2), 444像素(commandRows=1)65 */66(function() {67 // set parameters68 var parameters = PluginManager.parameters('AltMenuScreen3');69 var bgBitmapMenu = parameters['bgBitmapMenu'] || '';70 var bgBitmapItem = parameters['bgBitmapItem'] || '';71 var bgBitmapSkill = parameters['bgBitmapSkill'] || '';72 var bgBitmapEquip = parameters['bgBitmapEquip'] || '';73 var bgBitmapStatus = parameters['bgBitmapStatus'] || '';74 var bgBitmapOptions = parameters['bgBitmapOptions'] || '';75 var bgBitmapFile = parameters['bgBitmapFile'] || '';76 var bgBitmapGameEnd = parameters['bgBitmapGameEnd'] || '';77 var maxColsMenuWnd = Number(parameters['maxColsMenu'] || 4);78 var rowsCommandWnd = Number(parameters['commandRows'] || 2);79 var isDisplayStatus = !!Number(parameters['isDisplayStatus']);80 //81 // make transparent windows for each scenes in menu.82 //83 var _Scene_Menu_create = Scene_Menu.prototype.create;84 Scene_Menu.prototype.create = function() {85 _Scene_Menu_create.call(this);86 this._statusWindow.x = 0;87 this._statusWindow.y = this._commandWindow.height;88 this._goldWindow.x = Graphics.boxWidth - this._goldWindow.width;89 // make transparent for all windows at menu scene.90 this._statusWindow.opacity = 0;91 this._goldWindow.opacity = 0;92 this._commandWindow.opacity = 0;93 };94 var _Scene_Item_create = Scene_Item.prototype.create;95 Scene_Item.prototype.create = function() {96 _Scene_Item_create.call(this);97 this._helpWindow.opacity = 0;98 this._categoryWindow.opacity = 0;99 this._itemWindow.opacity = 0;100 this._actorWindow.opacity = 0;101 };102 var _Scene_Skill_create = Scene_Skill.prototype.create;103 Scene_Skill.prototype.create = function() {104 _Scene_Skill_create.call(this);105 this._helpWindow.opacity = 0;106 this._skillTypeWindow.opacity = 0;107 this._statusWindow.opacity = 0;108 this._itemWindow.opacity = 0;109 this._actorWindow.opacity = 0;110 };111 var _Scene_Equip_create = Scene_Equip.prototype.create;112 Scene_Equip.prototype.create = function() {113 _Scene_Equip_create.call(this);114 this._helpWindow.opacity = 0;115 this._statusWindow.opacity = 0;116 this._commandWindow.opacity = 0;117 this._slotWindow.opacity = 0;118 this._itemWindow.opacity = 0;119 };120 var _Scene_Status_create = Scene_Status.prototype.create;121 Scene_Status.prototype.create = function() {122 _Scene_Status_create.call(this);123 this._statusWindow.opacity = 0;124 };125 var _Scene_Options_create = Scene_Options.prototype.create;126 Scene_Options.prototype.create = function() {127 _Scene_Options_create.call(this);128 this._optionsWindow.opacity = 0;129 };130 var _Scene_File_create = Scene_File.prototype.create;131 Scene_File.prototype.create = function() {132 _Scene_File_create.call(this);133 this._helpWindow.opacity = 0;134 this._listWindow.opacity = 0;135 };136 var _Scene_GameEnd_create = Scene_GameEnd.prototype.create;137 Scene_GameEnd.prototype.create = function() {138 _Scene_GameEnd_create.call(this);139 this._commandWindow.opacity = 0;140 };141 //142 // load bitmap that set in plugin parameter143 //144 var _Scene_Menu_createBackground = Scene_Menu.prototype.createBackground;145 Scene_Menu.prototype.createBackground = function(){146 if(bgBitmapMenu){147 this._backgroundSprite = new Sprite();148 this._backgroundSprite.bitmap =149 ImageManager.loadPicture(bgBitmapMenu);150 this.addChild(this._backgroundSprite);151 return;152 }153 // if background file is invalid, it does original process.154 _Scene_Menu_createBackground.call(this);155 };156 var _Scene_Item_createBackground = Scene_Item.prototype.createBackground;157 Scene_Item.prototype.createBackground = function(){158 if(bgBitmapItem){159 this._backgroundSprite = new Sprite();160 this._backgroundSprite.bitmap =161 ImageManager.loadPicture(bgBitmapItem);162 this.addChild(this._backgroundSprite);163 return;164 }165 // if background file is invalid, it does original process.166 _Scene_Item_createBackground.call(this);167 };168 var _Scene_Skill_createBackground = Scene_Skill.prototype.createBackground;169 Scene_Skill.prototype.createBackground = function(){170 if(bgBitmapSkill){171 this._backgroundSprite = new Sprite();172 this._backgroundSprite.bitmap =173 ImageManager.loadPicture(bgBitmapSkill);174 this.addChild(this._backgroundSprite);175 return;176 }177 // if background file is invalid, it does original process.178 _Scene_Skill_createBackground.call(this);179 };180 var _Scene_Equip_createBackground = Scene_Equip.prototype.createBackground;181 Scene_Equip.prototype.createBackground = function(){182 if(bgBitmapEquip){183 this._backgroundSprite = new Sprite();184 this._backgroundSprite.bitmap =185 ImageManager.loadPicture(bgBitmapEquip);186 this.addChild(this._backgroundSprite);187 return;188 }189 // if background file is invalid, it does original process.190 _Scene_Equip_createBackground.call(this);191 };192 var _Scene_Status_createBackground =193 Scene_Status.prototype.createBackground;194 Scene_Status.prototype.createBackground = function(){195 if(bgBitmapStatus){196 this._backgroundSprite = new Sprite();197 this._backgroundSprite.bitmap =198 ImageManager.loadPicture(bgBitmapStatus);199 this.addChild(this._backgroundSprite);200 return;201 }202 // if background file is invalid, it does original process.203 _Scene_Status_createBackground.call(this);204 };205 var _Scene_Options_createBackground =206 Scene_Options.prototype.createBackground;207 Scene_Options.prototype.createBackground = function(){208 if(bgBitmapOptions){209 this._backgroundSprite = new Sprite();210 this._backgroundSprite.bitmap =211 ImageManager.loadPicture(bgBitmapOptions);212 this.addChild(this._backgroundSprite);213 return;214 }215 // if background file is invalid, it does original process.216 _Scene_Options_createBackground.call(this);217 };218 var _Scene_File_createBackground = Scene_File.prototype.createBackground;219 Scene_File.prototype.createBackground = function(){220 if(bgBitmapFile){221 this._backgroundSprite = new Sprite();222 this._backgroundSprite.bitmap =223 ImageManager.loadPicture(bgBitmapFile);224 this.addChild(this._backgroundSprite);225 return;226 }227 // if background file is invalid, it does original process.228 _Scene_File_createBackground.call(this);229 };230 var _Scene_GameEnd_createBackground =231 Scene_GameEnd.prototype.createBackground;232 Scene_GameEnd.prototype.createBackground = function(){233 if(bgBitmapGameEnd){234 this._backgroundSprite = new Sprite();235 this._backgroundSprite.bitmap =236 ImageManager.loadPicture(bgBitmapGameEnd);237 this.addChild(this._backgroundSprite);238 return;239 }240 // if background file is invalid, it does original process.241 _Scene_GameEnd_createBackground.call(this);242 };243 //244 // alt menu screen processes245 //246 Window_MenuCommand.prototype.windowWidth = function() {247 return Graphics.boxWidth;248 };249 Window_MenuCommand.prototype.maxCols = function() {250 return 4;251 };252 Window_MenuCommand.prototype.numVisibleRows = function() {253 return rowsCommandWnd;254 };255 Window_MenuStatus.prototype.windowWidth = function() {256 return Graphics.boxWidth;257 };258 Window_MenuStatus.prototype.windowHeight = function() {259 var h1 = this.fittingHeight(1);260 var h2 = this.fittingHeight(rowsCommandWnd);261 return Graphics.boxHeight - h1 - h2;262 };263 Window_MenuStatus.prototype.maxCols = function() {264 return maxColsMenuWnd;265 };266 Window_MenuStatus.prototype.numVisibleRows = function() {267 return 1;268 };269 Window_MenuStatus.prototype.drawItemImage = function(index) {270 var actor = $gameParty.members()[index];271 var rect = this.itemRectForText(index);272 // load stand_picture273 var bitmapName = $dataActors[actor.actorId()].meta.stand_picture;274 var bitmap = bitmapName ? ImageManager.loadPicture(bitmapName) : null;275 var w = Math.min(rect.width, (bitmapName ? bitmap.width : 144));276 var h = Math.min(rect.height, (bitmapName ? bitmap.height : 144));277 var lineHeight = this.lineHeight();278 this.changePaintOpacity(actor.isBattleMember());279 if(bitmap){280 var sx = (bitmap.width > w) ? (bitmap.width - w) / 2 : 0;281 var sy = (bitmap.height > h) ? (bitmap.height - h) / 2 : 0;282 var dx = (bitmap.width > rect.width) ? rect.x :283 rect.x + (rect.width - bitmap.width) / 2;284 var dy = (bitmap.height > rect.height) ? rect.y :285 rect.y + (rect.height - bitmap.height) / 2;286 this.contents.blt(bitmap, sx, sy, w, h, dx, dy);287 } else { // when bitmap is not set, do the original process.288 this.drawActorFace(actor, rect.x, rect.y + lineHeight * 2.5, w, h);289 }290 this.changePaintOpacity(true);291 };292 Window_MenuStatus.prototype.drawItemStatus = function(index) {293 if(!isDisplayStatus){294 return;295 }296 var actor = $gameParty.members()[index];297 var rect = this.itemRectForText(index);298 var x = rect.x;299 var y = rect.y;300 var width = rect.width;301 var bottom = y + rect.height;302 var lineHeight = this.lineHeight();303 this.drawActorName(actor, x, y + lineHeight * 0, width);304 this.drawActorLevel(actor, x, y + lineHeight * 1, width);305 this.drawActorClass(actor, x, bottom - lineHeight * 4, width);306 this.drawActorHp(actor, x, bottom - lineHeight * 3, width);307 this.drawActorMp(actor, x, bottom - lineHeight * 2, width);308 this.drawActorIcons(actor, x, bottom - lineHeight * 1, width);309 };310 var _Window_MenuActor_initialize = Window_MenuActor.prototype.initialize;311 Window_MenuActor.prototype.initialize = function() {312 _Window_MenuActor_initialize.call(this);313 this.y = this.fittingHeight(2);314 };...

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candle-chart.component.js

Source:candle-chart.component.js Github

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...120 121 122 // chart.scrollbarX = new am4core.Scrollbar();123 // series. = am4core.color("red");124 function createBackground(x, y, widthin, heightin, colorin) {125 var rect = chart.createChild(am4core.Rectangle);126 rect.isMeasured = false;127 rect.width = am4core.percent(widthin);128 rect.height = am4core.percent(heightin);129 rect.x = am4core.percent(x);130 rect.y = am4core.percent(y);131 rect.opacity = .3;132 rect.fill = colorin;133 chart.plotContainer.children.push(rect);134 rect.defaultState.transitionDuration = 0;135 rect.hiddenState.transitionDuration = 0;136 }137 138 if(chart.data.length === 3){139 createBackground(0, 0, 16, 100, "red");140 createBackground(16, 0, 17, 100, "blue");141 createBackground(33, 0, 17, 100, "red");142 createBackground(50, 0, 17, 100, "blue");143 createBackground(67, 0, 16, 100, "red");144 createBackground(83, 0, 17, 100, "blue");145 } else if (chart.data.length === 2){ 146 createBackground(0, 0, 24, 100, "red");147 createBackground(24, 0, 26, 100, "blue");148 createBackground(50, 0, 26, 100, "red");149 createBackground(76, 0, 24, 100, "blue");150 } else if(chart.data.length === 7){151 createBackground(0, 0, 7, 100, "red");152 createBackground(7, 0, 7.5, 100, "blue");153 createBackground(14.4, 0, 7, 100, "red");154 createBackground(21.3, 0, 7.2, 100, "blue");155 createBackground(28.4, 0, 7, 100, "red");156 createBackground(35.3, 0, 7.5, 100, "blue");157 createBackground(42.9, 0, 7, 100, "red");158 createBackground(49.8, 0, 7.3, 100, "blue");159 createBackground(56.9, 0, 7, 100, "red");160 createBackground(63.8, 0, 7.3, 100, "blue");161 createBackground(71.1, 0, 7, 100, "red");162 createBackground(78, 0, 7.5, 100, "blue");163 createBackground(85.5, 0, 7, 100, "red");164 createBackground(92.5, 0, 7.5, 100, "blue");165 } else if(chart.data.length === 6){166 createBackground(0, 0, 8, 100, "red");167 createBackground(8, 0, 8.5, 100, "blue");168 createBackground(16.6, 0, 8.2, 100, "red");169 createBackground(24.8, 0, 8.3, 100, "blue");170 createBackground(33.1, 0, 8.3, 100, "red");171 createBackground(41.3, 0, 8.5, 100, "blue");172 createBackground(49.9, 0, 8.5, 100, "red");173 createBackground(58.3, 0, 8.5, 100, "blue");174 createBackground(66.7, 0, 8.5, 100, "red");175 createBackground(75.2, 0, 8.2, 100, "blue");176 createBackground(83.3, 0, 8.2, 100, "red");177 createBackground(91.4, 0, 8.6, 100, "blue");178 } else if(chart.data.length === 5){179 createBackground(0, 0, 10, 100, "red");180 createBackground(10, 0, 10, 100, "blue");181 createBackground(20, 0, 10, 100, "red");182 createBackground(30, 0, 10, 100, "blue");183 createBackground(40, 0, 10, 100, "red");184 createBackground(50, 0, 10, 100, "blue");185 createBackground(60, 0, 10, 100, "red");186 createBackground(70, 0, 10, 100, "blue");187 createBackground(80, 0, 10, 100, "red");188 createBackground(90, 0, 10, 100, "blue");189 }else if(chart.data.length === 4){190 createBackground(0, 0, 13, 100, "red");191 createBackground(13, 0, 12, 100, "blue");192 createBackground(25, 0, 12, 100, "red");193 createBackground(37, 0, 13, 100, "blue");194 createBackground(50, 0, 13, 100, "red");195 createBackground(63, 0, 12, 100, "blue");196 createBackground(75, 0, 13, 100, "red");197 createBackground(88, 0, 12, 100, "blue");198 }else if(chart.data.length === 1){199 createBackground(0, 0, 50, 100, "red");200 createBackground(50, 0, 50, 100, "blue");201 }else if(chart.data.length === 8){202 createBackground(0, 0, 7, 100, "red");203 createBackground(7, 0, 5.5, 100, "blue");204 createBackground(12.5, 0, 6.2, 100, "red");205 createBackground(18.6, 0, 6.2, 100, "blue");206 createBackground(24.8, 0, 6.2, 100, "red");207 createBackground(30.9, 0, 6.4, 100, "blue");208 createBackground(37.4, 0, 6.4, 100, "red");209 createBackground(43.8, 0, 6.3, 100, "blue");210 createBackground(50.1, 0, 6.3, 100, "red");211 createBackground(56.2, 0, 6.3, 100, "blue");212 createBackground(62.4, 0, 6.3, 100, "red");213 createBackground(68.7, 0, 6.3, 100, "blue");214 createBackground(75, 0, 6.3, 100, "red");215 createBackground(81.2, 0, 6.2, 100, "blue");216 createBackground(87.4, 0, 6.3, 100, "red");217 createBackground(93.6, 0, 6.3, 100, "blue");218 }219 chart.maxZoomLevel = 1;220 chart.seriesContainer.draggable = false;221 chart.seriesContainer.resizable = false;222};223 componentWillUnmount() {224 if (this.chart) {225 this.chart.dispose();226 }227 }228 render() {229 return (230 <div id="candelchart" style={{ height:'400px' }}>231 </div>...

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MenubackGround.js

Source:MenubackGround.js Github

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1//=============================================================================2// MenubackGround.js3//=============================================================================4/*:5 * @plugindesc メニュー画面の背景を変更します。6 * @author Yoji Ojima, Sasuke KANNAZUKI,7 *8 * @param backGroundBitmap9 * @desc 背景にするビットマップファイルです。10 * img/pictures に置いてください。11 * @default 12 * 13 * @help このプラグインには、プラグインコマンドはありません。14 *15 * デフォルトのメニューのみ対応。16 * AltMenuScreen3.jsから、背景設定機能を移植しました。17 * デフォルトのメニューに背景を指定できます。18 *19 * 使用報告不要・クレジット不要・改変可・商用利用可20 * もし何か問題が起きても、当方は一切責任を負いません。ご了承ください。21 */22(function() {23 // set parameters24 var parameters = PluginManager.parameters('MenubackGround');25 var backGroundBitmap = parameters['backGroundBitmap'] || '';26 // load bitmap that set in plugin parameter27 var _Scene_Menu_createBackground = Scene_Menu.prototype.createBackground;28 Scene_Menu.prototype.createBackground = function(){29 if(backGroundBitmap){30 this._backgroundSprite = new Sprite();31 this._backgroundSprite.bitmap =32 ImageManager.loadPicture(backGroundBitmap);33 this.addChild(this._backgroundSprite);34 return;35 }36 // if background file is invalid, it does original process.37 _Scene_Menu_createBackground.call(this);38 };39 var _Scene_Item_createBackground = Scene_Item.prototype.createBackground;40 Scene_Item.prototype.createBackground = function(){41 if(backGroundBitmap){42 this._backgroundSprite = new Sprite();43 this._backgroundSprite.bitmap =44 ImageManager.loadPicture(backGroundBitmap);45 this.addChild(this._backgroundSprite);46 return;47 }48 // if background file is invalid, it does original process.49 _Scene_Item_createBackground.call(this);50 };51 var _Scene_Skill_createBackground = Scene_Skill.prototype.createBackground;52 Scene_Skill.prototype.createBackground = function(){53 if(backGroundBitmap){54 this._backgroundSprite = new Sprite();55 this._backgroundSprite.bitmap =56 ImageManager.loadPicture(backGroundBitmap);57 this.addChild(this._backgroundSprite);58 return;59 }60 // if background file is invalid, it does original process.61 _Scene_Skill_createBackground.call(this);62 };63 var _Scene_Equip_createBackground = Scene_Equip.prototype.createBackground;64 Scene_Equip.prototype.createBackground = function(){65 if(backGroundBitmap){66 this._backgroundSprite = new Sprite();67 this._backgroundSprite.bitmap =68 ImageManager.loadPicture(backGroundBitmap);69 this.addChild(this._backgroundSprite);70 return;71 }72 // if background file is invalid, it does original process.73 _Scene_Equip_createBackground.call(this);74 };75 var _Scene_Status_createBackground =76 Scene_Status.prototype.createBackground;77 Scene_Status.prototype.createBackground = function(){78 if(backGroundBitmap){79 this._backgroundSprite = new Sprite();80 this._backgroundSprite.bitmap =81 ImageManager.loadPicture(backGroundBitmap);82 this.addChild(this._backgroundSprite);83 return;84 }85 // if background file is invalid, it does original process.86 _Scene_Status_createBackground.call(this);87 };88 var _Scene_Options_createBackground =89 Scene_Options.prototype.createBackground;90 Scene_Options.prototype.createBackground = function(){91 if(backGroundBitmap){92 this._backgroundSprite = new Sprite();93 this._backgroundSprite.bitmap =94 ImageManager.loadPicture(backGroundBitmap);95 this.addChild(this._backgroundSprite);96 return;97 }98 // if background file is invalid, it does original process.99 _Scene_Options_createBackground.call(this);100 };101 var _Scene_File_createBackground = Scene_File.prototype.createBackground;102 Scene_File.prototype.createBackground = function(){103 if(backGroundBitmap){104 this._backgroundSprite = new Sprite();105 this._backgroundSprite.bitmap =106 ImageManager.loadPicture(backGroundBitmap);107 this.addChild(this._backgroundSprite);108 return;109 }110 // if background file is invalid, it does original process.111 _Scene_File_createBackground.call(this);112 };113 var _Scene_GameEnd_createBackground =114 Scene_GameEnd.prototype.createBackground;115 Scene_GameEnd.prototype.createBackground = function(){116 if(backGroundBitmap){117 this._backgroundSprite = new Sprite();118 this._backgroundSprite.bitmap =119 ImageManager.loadPicture(backGroundBitmap);120 this.addChild(this._backgroundSprite);121 return;122 }123 // if background file is invalid, it does original process.124 _Scene_GameEnd_createBackground.call(this);125 };...

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TillingBackgroundForScene.js

Source:TillingBackgroundForScene.js Github

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12Scene_Menu.prototype.createBackground = function()3{4 this._BS = new TilingSprite();5 this._BS.move(0, 0, Graphics.width, Graphics.height);6 this._BS.bitmap = ImageManager.loadPicture("Utilities/Background");7 this.addChild(this._BS);8}910Scene_Menu.prototype.update = function()11{12 Scene_MenuBase.prototype.update.call(this);13 this._BS.origin.x += +114}1516Scene_ItemBase.prototype.createBackground = function()17{18 this._BS = new TilingSprite();19 this._BS.move(0, 0, Graphics.width, Graphics.height);20 this._BS.bitmap = ImageManager.loadPicture("Utilities/Background");21 this.addChild(this._BS);22}2324Scene_ItemBase.prototype.update = function()25{26 Scene_MenuBase.prototype.update.call(this);27 this._BS.origin.x += +128}2930Scene_Skill.prototype.createBackground = function()31{32 this._BS = new TilingSprite();33 this._BS.move(0, 0, Graphics.width, Graphics.height);34 this._BS.bitmap = ImageManager.loadPicture("Utilities/Background");35 this.addChild(this._BS);36}3738Scene_Skill.prototype.update = function()39{40 Scene_MenuBase.prototype.update.call(this);41 this._BS.origin.x += +142}4344Scene_Equip.prototype.createBackground = function()45{46 this._BA = new TilingSprite();47 this._BA.move(0, 0, Graphics.width, Graphics.height);48 this._BA.bitmap = ImageManager.loadPicture("Utilities/Background");49 this.addChild(this._BA);50}5152Scene_Equip.prototype.update = function()53{54 Scene_MenuBase.prototype.update.call(this);55 this._BA.origin.x += +156}575859Scene_Status.prototype.createBackground = function()60{61 this._BA = new TilingSprite();62 this._BA.move(0, 0, Graphics.width, Graphics.height);63 this._BA.bitmap = ImageManager.loadPicture("Utilities/Background");64 this.addChild(this._BA);65}6667Scene_Status.prototype.update = function()68{69 Scene_MenuBase.prototype.update.call(this);70 this._BA.origin.x += +171}727374Scene_Options.prototype.createBackground = function()75{76 this._BA = new TilingSprite();77 this._BA.move(0, 0, Graphics.width, Graphics.height);78 this._BA.bitmap = ImageManager.loadPicture("Utilities/Background");79 this.addChild(this._BA);80}8182Scene_Options.prototype.update = function()83{84 Scene_MenuBase.prototype.update.call(this);85 this._BA.origin.x += +186}878889Scene_File.prototype.createBackground = function()90{91 this._BA = new TilingSprite();92 this._BA.move(0, 0, Graphics.width, Graphics.height);93 this._BA.bitmap = ImageManager.loadPicture("Utilities/Background");94 this.addChild(this._BA);95}9697Scene_File.prototype.update = function()98{99 Scene_MenuBase.prototype.update.call(this);100 this._BA.origin.x += +1101}102103Scene_Save.prototype.createBackground = function()104{105 this._BA = new TilingSprite();106 this._BA.move(0, 0, Graphics.width, Graphics.height);107 this._BA.bitmap = ImageManager.loadPicture("Utilities/Background");108 this.addChild(this._BA);109}110111Scene_Save.prototype.update = function()112{113 Scene_MenuBase.prototype.update.call(this);114 this._BA.origin.x += +1115}116117118Scene_Load.prototype.createBackground = function()119{120 this._BA = new TilingSprite();121 this._BA.move(0, 0, Graphics.width, Graphics.height);122 this._BA.bitmap = ImageManager.loadPicture("Utilities/Background");123 this.addChild(this._BA);124}125126Scene_Load.prototype.update = function()127{128 Scene_MenuBase.prototype.update.call(this);129 this._BA.origin.x += +1130}131132133Scene_GameEnd.prototype.createBackground = function()134{135 this._BA = new TilingSprite();136 this._BA.move(0, 0, Graphics.width, Graphics.height);137 this._BA.bitmap = ImageManager.loadPicture("Utilities/Background");138 this.addChild(this._BA);139}140141Scene_GameEnd.prototype.update = function()142{143 Scene_MenuBase.prototype.update.call(this);144 this._BA.origin.x += +1145}146147Scene_Shop.prototype.createBackground = function()148{149 this._BA = new TilingSprite();150 this._BA.move(0, 0, Graphics.width, Graphics.height);151 this._BA.bitmap = ImageManager.loadPicture("Utilities/Background");152 this.addChild(this._BA);153}154155Scene_Shop.prototype.update = function()156{157 Scene_MenuBase.prototype.update.call(this);158 this._BA.origin.x += +1 ...

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filtration.js

Source:filtration.js Github

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...119 document.getElementById( "buttonBackgroundBuy0" ).setAttribute( "class", "button buy off" );120 121 } 122 123 createBackground( "White", "bg0.png", 60 );124 createBackground( "Black", "bg1.png", 60 );125 createBackground( "Red", "bg2.png", 60 );126 createBackground( "Yellow", "bg3.png", 60 );127 createBackground( "Blue", "bg4.png", 60 );128 129 createBackground( "Orange", "bg5.png", 90 );130 createBackground( "Green", "bg6.png", 90 );131 createBackground( "Violet", "bg7.png", 90 );132 createBackground( "Brown", "bg8.png", 90 );133 createBackground( "Sepia", "bg9.png", 90 );134 135 createBackground( "Metal", "bg10.png", 120 );136 createBackground( "Rivets", "bg11.png", 120 );137 createBackground( "Rust", "bg12.png", 120 );138 createBackground( "Fun", "bg13.png", 180 );139 createBackground( "Transparent", "bg14.png", 240 ); 140 141 this.getBackgroundData = function( num, data ) {142 return background[num][data];143 }144145146147}148 ...

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Using AI Code Generation

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1import { createBackground } from 'testcafe-browser-provider-electron';2 .beforeEach(async t => {3 });4test('My Test', async t => {5});6import { createBackground } from 'testcafe-browser-provider-electron';7import { ClientFunction } from 'testcafe';8 .beforeEach(async t => {9 });10test('My Test', async t => {11});12import { createBackground, closeBackground } from 'testcafe-browser-provider-electron';13import { ClientFunction } from 'testcafe';14 .beforeEach(async t => {15 })16 .afterEach(async t => {17 await closeBackground(t);18 });19test('My Test', async t => {20 await t.switchToMainWindow();21 await t.switchToMainWindow();22});23import { createBackground, closeBackground } from 'testcafe-browser-provider-electron';24 .beforeEach(async t => {25 })26 .afterEach(async t => {27 await closeBackground(t);28 });29test('My Test', async t => {30});31import { createBackground, resizeBackground } from 'testcafe-browser-provider-electron';

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Using AI Code Generation

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1import { Selector } from 'testcafe';2import { createBackground } from 'testcafe-browser-provider-electron';3test('My Test', async t => {4 await createBackground(t, './app.js');5 const developerNameInput = Selector('#developer-name');6 .typeText(developerNameInput, 'Peter Parker')7 .click('#macos');8});9const { app } = require('electron');10const path = require('path');11app.on('ready', () => {12 const mainWindow = new BrowserWindow({13 webPreferences: {14 preload: path.join(__dirname, 'preload.js')15 }16 });17 mainWindow.loadFile('index.html');18});19window.addEventListener('DOMContentLoaded', () => {20 const replaceText = (selector, text) => {21 const element = document.getElementById(selector)22 if (element) element.innerText = text23 }24 for (const dependency of ['chrome', 'node', 'electron']) {25 replaceText(`${dependency}-version`, process.versions[dependency])26 }27});28 <meta http-equiv="Content-Security-Policy" content="script-src 'self' 'unsafe-inline';" />

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Using AI Code Generation

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1import { Selector } from 'testcafe';2import { createBackground } from 'testcafe-browser-provider-electron';3test('My Test', async t => {4 .setNativeDialogHandler(() => true)5 .click('#populate')6 .click('#submit-button');7 .click('#macos')8 .click('#submit-button');9});

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Using AI Code Generation

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1import { ClientFunction } from 'testcafe';2import { createBackground } from 'testcafe-browser-tools';3test('My test', async t => {4 .click('#populate')5 .click('#submit-button');6 const screenshotPath = './images/backgroundPage.png';7 await createBackground(screenshotPath);8});9createBackground( screenshotPath [, takeScreenshotOnFail ] )10import { createBackground } from 'testcafe-browser-tools';11test('My test', async t => {12 .click('#populate')13 .click('#submit-button');14 const screenshotPath = './images/backgroundPage.png';15 await createBackground(screenshotPath, true);16});

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Using AI Code Generation

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1import { Selector } from 'testcafe';2import { createBackground } from 'testcafe-browser-provider-electron';3 .beforeEach(async t => {4 await t.setNativeDialogHandler(() => true);5 await t.setTestSpeed(0.7);6 await t.maximizeWindow();7 })8 .before(async () => {9 await createBackground();10 });11test('My Test', async t => {12});13I have tried setting the window size to a specific value (like 1000,1000) but it

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Using AI Code Generation

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1import { Selector } from 'testcafe';2import { createBackground } from 'testcafe-browser-provider-electron';3test('My Test', async t => {4 .click(Selector('#macos'))5 .click(Selector('#submit-button'));6});7import { Selector } from 'testcafe';8import { createWindow } from 'testcafe-browser-provider-electron';9test('My Test', async t => {10 .switchToWindow(windowId)11 .click(Selector('#windows'))12 .click(Selector('#submit-button'));13});14openBrowser(id, pageUrl, browserName)15closeBrowser(id)16isLocalBrowser(browserName)

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Using AI Code Generation

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1import { createBackground } from 'testcafe-browser-provider-electron';2import { ClientFunction } from 'testcafe';3 .before(async ctx => {4 ctx.backgroundPage = await createBackground('background.html');5 });6test('My test', async t => {7 const { backgroundPage } = t.fixtureCtx;8 const { document } = backgroundPage;9 const text = document.querySelector('h1').textContent;10 await t.expect(text).eql('Hello world');11});12import { createBackground } from 'testcafe-browser-provider-electron';13import { ClientFunction } from 'testcafe';14 .before(async ctx => {15 ctx.backgroundPage = await createBackground('background.html', { preload: 'preload.js' });16 });17test('My test', async t => {18 const { backgroundPage } = t.fixtureCtx;19 const { document } = backgroundPage;20 const text = document.querySelector('h1').textContent;21 await t.expect(text).eql('Hello world');22});23window.addEventListener('DOMContentLoaded', () => {24 const h1 = document.createElement('h1');25 h1.textContent = 'Hello world';26 document.body.appendChild(h1);27});28import { createBackground } from 'testcafe-browser-provider-electron';29import { ClientFunction } from 'testcafe';30 .before(async ctx => {31 ctx.backgroundPage = await createBackground('background.html', {32 webPreferences: {33 }34 });35 });36test('My test', async t => {37 const { backgroundPage } = t.fixtureCtx;38 const { document } = backgroundPage;39 const text = document.querySelector('h1').textContent;40 await t.expect(text).eql('Hello world');41});

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