mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
Updates tilemap renderer for extra autotiles
This commit is contained in:
@@ -15,6 +15,8 @@ class TilemapRenderer
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DISPLAY_TILE_HEIGHT = Game_Map::TILE_HEIGHT rescue 32
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SOURCE_TILE_WIDTH = 32
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SOURCE_TILE_HEIGHT = 32
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ZOOM_X = DISPLAY_TILE_WIDTH / SOURCE_TILE_WIDTH
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ZOOM_Y = DISPLAY_TILE_HEIGHT / SOURCE_TILE_HEIGHT
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TILESET_TILES_PER_ROW = 8
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AUTOTILES_COUNT = 8 # Counting the blank tile as an autotile
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TILES_PER_AUTOTILE = 48
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@@ -23,6 +25,30 @@ class TilemapRenderer
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# seconds instead.
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AUTOTILE_FRAME_DURATION = 5 # In 1/20ths of a second
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# Filenames of extra autotiles for each tileset. Each tileset's entry is an
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# array containing two other arrays (you can leave either of those empty, but
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# they must be defined):
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# - The first sub-array is for large autotiles, i.e. ones with 48 different
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# tile layouts. For example, "Brick path" and "Sea".
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# - The second is for single tile autotiles. For example, "Flowers1" and
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# "Waterfall"
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# The top tiles of the tileset will instead use these autotiles. Large
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# autotiles come first, in the same 8x6 layout as you see when you double-
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# click on a real autotile in RMXP. After that are the single tile autotiles.
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# Extra autotiles are only useful if the tiles are animated, because otherwise
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# you just have some tiles which belong in the tileset instead.
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# Examples:
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# 1 => [["Sand shore"], ["Flowers2"]],
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# 2 => [[], ["Flowers2", "Waterfall", "Waterfall crest", "Waterfall bottom"]],
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# 6 => [["Water rock", "Sea deep"], []]
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EXTRA_AUTOTILES = {
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# 23 => {
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# 384 => "flowers_pink",
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# }
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}
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#=============================================================================
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#
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#=============================================================================
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@@ -34,6 +60,7 @@ class TilemapRenderer
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@bitmaps = {}
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@bitmap_wraps = {} # Whether each tileset is a mega texture and has multiple columns
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@load_counts = {}
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@bridge = 0
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@changed = true
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end
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@@ -105,7 +132,7 @@ class TilemapRenderer
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@frame_counts = {} # Number of frames in each autotile
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@frame_durations = {} # How long each frame lasts per autotile
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@current_frames = {} # Which frame each autotile is currently showing
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@timer = 0.0
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@timer = 0.0#System.uptime
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end
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def []=(filename, value)
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@@ -151,7 +178,7 @@ class TilemapRenderer
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bitmap = @bitmaps[filename]
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@frame_counts[filename] = [bitmap.width / SOURCE_TILE_WIDTH, 1].max
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if bitmap.height > SOURCE_TILE_HEIGHT && @bitmap_wraps[filename]
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@frame_counts[filename] /= 2 if @bitmap_wraps[filename]
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@frame_counts[filename] /= 2
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end
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end
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return @frame_counts[filename]
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@@ -162,9 +189,7 @@ class TilemapRenderer
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end
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def current_frame(filename)
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if !@current_frames[filename]
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set_current_frame(filename)
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end
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set_current_frame(filename) if !@current_frames[filename]
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return @current_frames[filename]
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end
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@@ -180,7 +205,6 @@ class TilemapRenderer
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def set_src_rect(tile, tile_id)
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return if nil_or_empty?(tile.filename)
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return if !@bitmaps[tile.filename]
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return if tile_id < TILES_PER_AUTOTILE # Blank tile
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frame = current_frame(tile.filename)
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if @bitmaps[tile.filename].height == SOURCE_TILE_HEIGHT
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tile.src_rect.x = frame * SOURCE_TILE_WIDTH
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@@ -202,7 +226,7 @@ class TilemapRenderer
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super
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@timer += Graphics.delta_s
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# Update the current frame for each autotile
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@bitmaps.keys.each do |filename|
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@bitmaps.each_key do |filename|
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next if !@bitmaps[filename] || @bitmaps[filename].disposed?
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old_frame = @current_frames[filename]
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set_current_frame(filename)
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@@ -216,6 +240,7 @@ class TilemapRenderer
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#=============================================================================
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class TileSprite < Sprite
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attr_accessor :filename
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attr_accessor :tile_id
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attr_accessor :is_autotile
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attr_accessor :animated
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attr_accessor :priority
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@@ -223,10 +248,13 @@ class TilemapRenderer
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attr_accessor :bridge
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attr_accessor :need_refresh
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def set_bitmap(filename, autotile, animated, priority, bitmap)
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def set_bitmap(filename, tile_id, autotile, animated, priority, bitmap)
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self.bitmap = bitmap
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self.src_rect = Rect.new(0, 0, DISPLAY_TILE_WIDTH, DISPLAY_TILE_HEIGHT)
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self.src_rect = Rect.new(0, 0, SOURCE_TILE_WIDTH, SOURCE_TILE_HEIGHT)
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self.zoom_x = ZOOM_X
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self.zoom_y = ZOOM_Y
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@filename = filename
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@tile_id = tile_id
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@is_autotile = autotile
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@animated = animated
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@priority = priority
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@@ -237,9 +265,8 @@ class TilemapRenderer
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end
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end
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#=============================================================================
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#
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#=============================================================================
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#-----------------------------------------------------------------------------
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def initialize(viewport)
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@tilesets = TilesetBitmaps.new
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@autotiles = AutotileBitmaps.new
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@@ -260,7 +287,7 @@ class TilemapRenderer
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@tiles_horizontal_count.times do |i|
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@tiles[i] = []
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@tiles_vertical_count.times do |j|
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@tiles[i][j] = Array.new(3) { TileSprite.new(@viewport) }
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@tiles[i][j] = Array.new(3) { TileSprite.new(@viewport) }
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end
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end
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@current_map_id = 0
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@@ -297,7 +324,7 @@ class TilemapRenderer
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return @disposed
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end
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#=============================================================================
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#-----------------------------------------------------------------------------
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def add_tileset(filename)
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@tilesets.add(filename)
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@@ -315,28 +342,60 @@ class TilemapRenderer
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@autotiles.remove(filename)
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end
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#=============================================================================
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def add_extra_autotiles(tileset_id)
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return if !EXTRA_AUTOTILES[tileset_id]
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EXTRA_AUTOTILES[tileset_id].each do |arr|
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arr.each { |filename| add_autotile(filename) }
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end
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end
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def remove_extra_autotiles(tileset_id)
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return if !EXTRA_AUTOTILES[tileset_id]
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EXTRA_AUTOTILES[tileset_id].each do |arr|
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arr.each { |filename| remove_autotile(filename) }
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end
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end
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#-----------------------------------------------------------------------------
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def refresh
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@need_refresh = true
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end
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def refresh_tile_bitmap(tile, map, tile_id)
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tile.tile_id = tile_id
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if tile_id < TILES_PER_AUTOTILE
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tile.set_bitmap("", false, false, 0, nil)
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tile.set_bitmap("", tile_id, false, false, 0, nil)
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tile.shows_reflection = false
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tile.bridge = false
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else
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terrain_tag = map.terrain_tags[tile_id] || 0
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terrain_tag_data = GameData::TerrainTag.try_get(terrain_tag)
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priority = map.priorities[tile_id] || 0
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if tile_id < TILESET_START_ID
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filename = map.autotile_names[tile_id / TILES_PER_AUTOTILE - 1]
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tile.set_bitmap(filename, true, @autotiles.animated?(filename),
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priority, @autotiles[filename])
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single_autotile_start_id = TILESET_START_ID
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true_tileset_start_id = TILESET_START_ID
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extra_autotile_arrays = EXTRA_AUTOTILES[map.tileset_id]
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if extra_autotile_arrays
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large_autotile_count = extra_autotile_arrays[0].length
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single_autotile_count = extra_autotile_arrays[1].length
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single_autotile_start_id += large_autotile_count * TILES_PER_AUTOTILE
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true_tileset_start_id += large_autotile_count * TILES_PER_AUTOTILE
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true_tileset_start_id += single_autotile_count
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end
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if tile_id < true_tileset_start_id
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filename = ""
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if tile_id < TILESET_START_ID # Real autotiles
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filename = map.autotile_names[(tile_id / TILES_PER_AUTOTILE) - 1]
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elsif tile_id < single_autotile_start_id # Large extra autotiles
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filename = extra_autotile_arrays[0][(tile_id - TILESET_START_ID) / TILES_PER_AUTOTILE]
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else # Single extra autotiles
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filename = extra_autotile_arrays[1][tile_id - single_autotile_start_id]
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end
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tile.set_bitmap(filename, tile_id, true, @autotiles.animated?(filename),
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priority, @autotiles[filename])
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else
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filename = map.tileset_name
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tile.set_bitmap(filename, false, false, priority, @tilesets[filename])
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tile.set_bitmap(filename, tile_id, false, false, priority, @tilesets[filename])
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end
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tile.shows_reflection = terrain_tag_data&.shows_reflections
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tile.bridge = terrain_tag_data&.bridge
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@@ -345,7 +404,7 @@ class TilemapRenderer
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end
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def refresh_tile_src_rect(tile, tile_id)
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if tile_id < TILESET_START_ID
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if tile.is_autotile
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@autotiles.set_src_rect(tile, tile_id)
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else
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@tilesets.set_src_rect(tile, tile_id)
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@@ -360,8 +419,8 @@ class TilemapRenderer
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# x and y are the positions of tile within @tiles, not a map x/y
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def refresh_tile_coordinates(tile, x, y)
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tile.x = x * DISPLAY_TILE_WIDTH - @pixel_offset_x
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tile.y = y * DISPLAY_TILE_HEIGHT - @pixel_offset_y
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tile.x = (x * DISPLAY_TILE_WIDTH) - @pixel_offset_x
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tile.y = (y * DISPLAY_TILE_HEIGHT) - @pixel_offset_y
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end
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def refresh_tile_z(tile, map, y, layer, tile_id)
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@@ -382,7 +441,7 @@ class TilemapRenderer
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tile.need_refresh = false
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end
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#=============================================================================
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#-----------------------------------------------------------------------------
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def check_if_screen_moved
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ret = false
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@@ -391,20 +450,21 @@ class TilemapRenderer
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if MapFactoryHelper.hasConnections?(@current_map_id)
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offsets = $MapFactory.getRelativePos(@current_map_id, 0, 0, $game_map.map_id, 0, 0)
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if offsets
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@tile_offset_x += offsets[0]
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@tile_offset_y += offsets[1]
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@tile_offset_x -= offsets[0]
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@tile_offset_y -= offsets[1]
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else
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ret = true # Need a full refresh
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end
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else
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ret = true
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end
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@current_map_id = $game_map.map_id
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ret = true
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end
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# Check for tile movement
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current_map_display_x = ($game_map.display_x.to_f / Game_Map::X_SUBPIXELS).round
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current_map_display_y = ($game_map.display_y.to_f / Game_Map::Y_SUBPIXELS).round
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new_tile_offset_x = current_map_display_x / DISPLAY_TILE_WIDTH
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new_tile_offset_y = current_map_display_y / DISPLAY_TILE_HEIGHT
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new_tile_offset_x = (current_map_display_x / SOURCE_TILE_WIDTH) * ZOOM_X
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new_tile_offset_y = (current_map_display_y / SOURCE_TILE_HEIGHT) * ZOOM_Y
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if new_tile_offset_x != @tile_offset_x
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if new_tile_offset_x > @tile_offset_x
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# Take tile stacks off the right and insert them at the beginning (left)
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@@ -453,8 +513,8 @@ class TilemapRenderer
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@tile_offset_y = new_tile_offset_y
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end
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# Check for pixel movement
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new_pixel_offset_x = current_map_display_x % SOURCE_TILE_WIDTH
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new_pixel_offset_y = current_map_display_y % SOURCE_TILE_HEIGHT
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new_pixel_offset_x = (current_map_display_x % SOURCE_TILE_WIDTH) * ZOOM_X
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new_pixel_offset_y = (current_map_display_y % SOURCE_TILE_HEIGHT) * ZOOM_Y
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if new_pixel_offset_x != @pixel_offset_x
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@screen_moved = true
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@pixel_offset_x = new_pixel_offset_x
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@@ -467,7 +527,7 @@ class TilemapRenderer
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return ret
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end
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#=============================================================================
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#-----------------------------------------------------------------------------
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def update
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# Update tone
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@@ -483,7 +543,7 @@ class TilemapRenderer
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if @old_color != @color
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@tiles.each do |col|
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col.each do |coord|
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coord.each { |tile| tile.color = @tone }
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coord.each { |tile| tile.color = @color }
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end
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end
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@old_color = @color.clone
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@@ -500,6 +560,10 @@ class TilemapRenderer
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# Check whether the screen has moved since the last update
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@screen_moved = false
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@screen_moved_vertically = false
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if $PokemonGlobal.bridge != @bridge
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@bridge = $PokemonGlobal.bridge
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@screen_moved_vertically = true # To update bridge tiles' z values
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end
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do_full_refresh = true if check_if_screen_moved
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# Update all tile sprites
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visited = []
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@@ -510,7 +574,9 @@ class TilemapRenderer
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$MapFactory.maps.each do |map|
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# Calculate x/y ranges of tile sprites that represent them
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map_display_x = (map.display_x.to_f / Game_Map::X_SUBPIXELS).round
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map_display_x = ((map_display_x + (Graphics.width / 2)) * ZOOM_X) - (Graphics.width / 2) if ZOOM_X != 1
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map_display_y = (map.display_y.to_f / Game_Map::Y_SUBPIXELS).round
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map_display_y = ((map_display_y + (Graphics.height / 2)) * ZOOM_Y) - (Graphics.height / 2) if ZOOM_Y != 1
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map_display_x_tile = map_display_x / DISPLAY_TILE_WIDTH
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map_display_y_tile = map_display_y / DISPLAY_TILE_HEIGHT
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start_x = [-map_display_x_tile, 0].max
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@@ -521,13 +587,13 @@ class TilemapRenderer
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end_y = [end_y, map.height - map_display_y_tile - 1].min
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next if start_x > end_x || start_y > end_y || end_x < 0 || end_y < 0
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# Update all tile sprites representing this map
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for i in start_x..end_x
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(start_x..end_x).each do |i|
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tile_x = i + map_display_x_tile
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for j in start_y..end_y
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(start_y..end_y).each do |j|
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tile_y = j + map_display_y_tile
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@tiles[i][j].each_with_index do |tile, layer|
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tile_id = map.data[tile_x, tile_y, layer]
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if do_full_refresh || tile.need_refresh
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if do_full_refresh || tile.need_refresh || tile.tile_id != tile_id
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refresh_tile(tile, i, j, map, layer, tile_id)
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else
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refresh_tile_frame(tile, tile_id) if tile.animated && @autotiles.changed
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@@ -547,7 +613,7 @@ class TilemapRenderer
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col.each_with_index do |coord, j|
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next if visited[i][j]
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coord.each do |tile|
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tile.set_bitmap("", false, false, 0, nil)
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tile.set_bitmap("", 0, false, false, 0, nil)
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tile.shows_reflection = false
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tile.bridge = false
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end
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