Made multiple special battle animations easier to register

This commit is contained in:
Maruno17
2021-10-10 17:47:08 +01:00
parent 45fd570414
commit 0aad105c6d

View File

@@ -1,3 +1,33 @@
#===============================================================================
#
#===============================================================================
module SpecialBattleIntroAnimations
# [name, priority number, "trigger if" proc, animation proc]
@@anims = []
def self.register(name, priority, condition, hash)
@@anims.push([name, priority, condition, hash])
end
def self.remove(name)
@@anims.delete_if { |anim| anim[0] == name }
end
def self.each
ret = @@anims.sort { |a, b| b[1] <=> a[1] }
ret.each { |anim| yield anim[0], anim[1], anim[2], anim[3] }
end
def self.has?(name)
return @@anims.any? { |anim| anim[0] == name }
end
def self.get(name)
@@anims.each { |anim| return anim if anim[0] == name }
return nil
end
end
#===============================================================================
# Battle intro animation
#===============================================================================
@@ -29,7 +59,12 @@ def pbBattleAnimation(bgm=nil,battletype=0,foe=nil)
bgm = pbGetWildBattleBGM([]) if !bgm
pbBGMPlay(bgm)
# Check for custom battle intro animations
handled = pbBattleAnimationOverride(viewport,battletype,foe)
handled = false
SpecialBattleIntroAnimations.each do |name, priority, condition, animation|
next if !condition.call(battletype, foe)
animation.call(viewport, battletype, foe)
handled = true
end
# Default battle intro animation
if !handled
# Determine which animation is played
@@ -129,184 +164,173 @@ end
#===============================================================================
# Vs. battle intro animation
#===============================================================================
def pbBattleAnimationOverride(viewport,battletype=0,foe=nil)
##### VS. animation, by Luka S.J. #####
##### Tweaked by Maruno #####
if (battletype==1 || battletype==3) && foe.length==1 # Against single trainer
tr_type = foe[0].trainer_type
if tr_type
tbargraphic = sprintf("vsBar_%s", tr_type.to_s) rescue nil
tgraphic = sprintf("vsTrainer_%s", tr_type.to_s) rescue nil
if pbResolveBitmap("Graphics/Transitions/" + tbargraphic) && pbResolveBitmap("Graphics/Transitions/" + tgraphic)
player_tr_type = $Trainer.trainer_type
outfit = $Trainer.outfit
# Set up
viewplayer = Viewport.new(0,Graphics.height/3,Graphics.width/2,128)
viewplayer.z = viewport.z
viewopp = Viewport.new(Graphics.width/2,Graphics.height/3,Graphics.width/2,128)
viewopp.z = viewport.z
viewvs = Viewport.new(0,0,Graphics.width,Graphics.height)
viewvs.z = viewport.z
fade = Sprite.new(viewport)
fade.bitmap = RPG::Cache.transition("vsFlash")
fade.tone = Tone.new(-255,-255,-255)
fade.opacity = 100
overlay = Sprite.new(viewport)
overlay.bitmap = Bitmap.new(Graphics.width,Graphics.height)
pbSetSystemFont(overlay.bitmap)
pbargraphic = sprintf("vsBar_%s_%d", player_tr_type.to_s, outfit) rescue nil
if !pbResolveBitmap("Graphics/Transitions/" + pbargraphic)
pbargraphic = sprintf("vsBar_%s", player_tr_type.to_s) rescue nil
end
xoffset = ((Graphics.width/2)/10)*10
bar1 = Sprite.new(viewplayer)
bar1.bitmap = RPG::Cache.transition(pbargraphic)
bar1.x = -xoffset
bar2 = Sprite.new(viewopp)
bar2.bitmap = RPG::Cache.transition(tbargraphic)
bar2.x = xoffset
vs = Sprite.new(viewvs)
vs.bitmap = RPG::Cache.transition("vs")
vs.ox = vs.bitmap.width/2
vs.oy = vs.bitmap.height/2
vs.x = Graphics.width/2
vs.y = Graphics.height/1.5
vs.visible = false
flash = Sprite.new(viewvs)
flash.bitmap = RPG::Cache.transition("vsFlash")
flash.opacity = 0
# Animate bars sliding in from either side
slideInTime = (Graphics.frame_rate*0.25).floor
for i in 0...slideInTime
bar1.x = xoffset*(i+1-slideInTime)/slideInTime
bar2.x = xoffset*(slideInTime-i-1)/slideInTime
pbWait(1)
end
bar1.dispose
bar2.dispose
# Make whole screen flash white
pbSEPlay("Vs flash")
pbSEPlay("Vs sword")
flash.opacity = 255
# Replace bar sprites with AnimatedPlanes, set up trainer sprites
bar1 = AnimatedPlane.new(viewplayer)
bar1.bitmap = RPG::Cache.transition(pbargraphic)
bar2 = AnimatedPlane.new(viewopp)
bar2.bitmap = RPG::Cache.transition(tbargraphic)
pgraphic = sprintf("vsTrainer_%s_%d", player_tr_type.to_s, outfit) rescue nil
if !pbResolveBitmap("Graphics/Transitions/" + pgraphic)
pgraphic = sprintf("vsTrainer_%s", player_tr_type.to_s) rescue nil
end
player = Sprite.new(viewplayer)
player.bitmap = RPG::Cache.transition(pgraphic)
player.x = -xoffset
trainer = Sprite.new(viewopp)
trainer.bitmap = RPG::Cache.transition(tgraphic)
trainer.x = xoffset
trainer.tone = Tone.new(-255,-255,-255)
# Dim the flash and make the trainer sprites appear, while animating bars
animTime = (Graphics.frame_rate*1.2).floor
for i in 0...animTime
flash.opacity -= 52*20/Graphics.frame_rate if flash.opacity>0
bar1.ox -= 32*20/Graphics.frame_rate
bar2.ox += 32*20/Graphics.frame_rate
if i>=animTime/2 && i<slideInTime+animTime/2
player.x = xoffset*(i+1-slideInTime-animTime/2)/slideInTime
trainer.x = xoffset*(slideInTime-i-1+animTime/2)/slideInTime
end
pbWait(1)
end
player.x = 0
trainer.x = 0
# Make whole screen flash white again
flash.opacity = 255
pbSEPlay("Vs sword")
# Make the Vs logo and trainer names appear, and reset trainer's tone
vs.visible = true
trainer.tone = Tone.new(0,0,0)
trainername = foe[0].name
textpos = [
[$Trainer.name,Graphics.width/4,(Graphics.height/1.5)+4,2,
Color.new(248,248,248),Color.new(12*6,12*6,12*6)],
[trainername,(Graphics.width/4)+(Graphics.width/2),(Graphics.height/1.5)+4,2,
Color.new(248,248,248),Color.new(12*6,12*6,12*6)]
]
pbDrawTextPositions(overlay.bitmap,textpos)
# Fade out flash, shudder Vs logo and expand it, and then fade to black
animTime = (Graphics.frame_rate*2.75).floor
shudderTime = (Graphics.frame_rate*1.75).floor
zoomTime = (Graphics.frame_rate*2.5).floor
shudderDelta = [4*20/Graphics.frame_rate,1].max
for i in 0...animTime
if i<shudderTime # Fade out the white flash
flash.opacity -= 52*20/Graphics.frame_rate if flash.opacity>0
elsif i==shudderTime # Make the flash black
flash.tone = Tone.new(-255,-255,-255)
elsif i>=zoomTime # Fade to black
flash.opacity += 52*20/Graphics.frame_rate if flash.opacity<255
end
bar1.ox -= 32*20/Graphics.frame_rate
bar2.ox += 32*20/Graphics.frame_rate
if i<shudderTime
j = i%(2*Graphics.frame_rate/20)
if j>=0.5*Graphics.frame_rate/20 && j<1.5*Graphics.frame_rate/20
vs.x += shudderDelta
vs.y -= shudderDelta
else
vs.x -= shudderDelta
vs.y += shudderDelta
end
elsif i<zoomTime
vs.zoom_x += 0.4*20/Graphics.frame_rate
vs.zoom_y += 0.4*20/Graphics.frame_rate
end
pbWait(1)
end
# End of animation
player.dispose
trainer.dispose
flash.dispose
vs.dispose
bar1.dispose
bar2.dispose
overlay.dispose
fade.dispose
viewvs.dispose
viewopp.dispose
viewplayer.dispose
viewport.color = Color.new(0,0,0,255)
return true
end
end
end
return false
end
#===============================================================================
# Override battle intro animation
#===============================================================================
# If you want to add a custom battle intro animation, copy the following alias
# line and method into a new script section. Change the name of the alias part
# ("__over1__") in your copied code in both places. Then add in your custom
# transition code in the place shown.
# If you want to add a custom battle intro animation, copy the code below for
# the Vs. animation and adapt it to your own. The register call has 4 arguments:
# 1) The name of the animation. Typically unused, but helps to identify an
# animation.
# 2) The animation's priority. If multiple special animations could trigger
# for the same battle, the one with the highest priority number is used.
# 3) A condition proc which decides whether the animation should trigger.
# 4) The animation itself. Could be a bunch of code, or a call to, say,
# pbCommonEvent(20) or something else. By the end of the animation, the
# screen should be black.
# Note that you can get an image of the current game screen with
# Graphics.snap_to_bitmap.
# When the custom animation has finished, the screen should have faded to black
# somehow.
alias __over1__pbBattleAnimationOverride pbBattleAnimationOverride
def pbBattleAnimationOverride(viewport,battletype=0,foe=nil)
# The following example runs a common event that ought to do a custom
# animation if some condition is true:
#
# if $game_map.map_id==20 # If on map 20
# pbCommonEvent(20)
# return true # Note that the battle animation is done
# end
#
# The following line needs to call the aliased method if the custom transition
# animation was NOT shown.
return __over1__pbBattleAnimationOverride(viewport,battletype,foe)
end
#===============================================================================
##### VS. animation, by Luka S.J. #####
##### Tweaked by Maruno #####
SpecialBattleIntroAnimations.register("vs_animation", 50, # Priority 50
Proc.new { |battle_type, foe| # Condition
next false unless [1, 3].include?(battle_type) && foe.length == 1 # Only if a single trainer
tr_type = foe[0].trainer_type
next false if !tr_type
trainer_bar_graphic = sprintf("vsBar_%s", tr_type.to_s) rescue nil
trainer_graphic = sprintf("vsTrainer_%s", tr_type.to_s) rescue nil
next pbResolveBitmap("Graphics/Transitions/" + trainer_bar_graphic) &&
pbResolveBitmap("Graphics/Transitions/" + trainer_graphic)
},
Proc.new { |viewport, battle_type, foe| # Animation
# Determine filenames of graphics to be used
tr_type = foe[0].trainer_type
trainer_bar_graphic = sprintf("vsBar_%s", tr_type.to_s) rescue nil
trainer_graphic = sprintf("vsTrainer_%s", tr_type.to_s) rescue nil
player_tr_type = $Trainer.trainer_type
outfit = $Trainer.outfit
player_bar_graphic = sprintf("vsBar_%s_%d", player_tr_type.to_s, outfit) rescue nil
if !pbResolveBitmap("Graphics/Transitions/" + player_bar_graphic)
player_bar_graphic = sprintf("vsBar_%s", player_tr_type.to_s) rescue nil
end
player_graphic = sprintf("vsTrainer_%s_%d", player_tr_type.to_s, outfit) rescue nil
if !pbResolveBitmap("Graphics/Transitions/" + player_graphic)
player_graphic = sprintf("vsTrainer_%s", player_tr_type.to_s) rescue nil
end
# Set up viewports
viewplayer = Viewport.new(0, Graphics.height / 3, Graphics.width / 2, 128)
viewplayer.z = viewport.z
viewopp = Viewport.new(Graphics.width / 2, Graphics.height / 3, Graphics.width / 2, 128)
viewopp.z = viewport.z
viewvs = Viewport.new(0, 0, Graphics.width, Graphics.height)
viewvs.z = viewport.z
# Set up sprites
fade = Sprite.new(viewport)
fade.bitmap = RPG::Cache.transition("vsFlash")
fade.tone = Tone.new(-255, -255, -255)
fade.opacity = 100
overlay = Sprite.new(viewport)
overlay.bitmap = Bitmap.new(Graphics.width, Graphics.height)
pbSetSystemFont(overlay.bitmap)
xoffset = ((Graphics.width / 2) / 10) * 10
bar1 = Sprite.new(viewplayer)
bar1.bitmap = RPG::Cache.transition(player_bar_graphic)
bar1.x = -xoffset
bar2 = Sprite.new(viewopp)
bar2.bitmap = RPG::Cache.transition(trainer_bar_graphic)
bar2.x = xoffset
vs = Sprite.new(viewvs)
vs.bitmap = RPG::Cache.transition("vs")
vs.ox = vs.bitmap.width / 2
vs.oy = vs.bitmap.height / 2
vs.x = Graphics.width / 2
vs.y = Graphics.height / 1.5
vs.visible = false
flash = Sprite.new(viewvs)
flash.bitmap = RPG::Cache.transition("vsFlash")
flash.opacity = 0
# Animate bars sliding in from either side
slideInTime = (Graphics.frame_rate * 0.25).floor
for i in 0...slideInTime
bar1.x = xoffset * (i + 1 - slideInTime) / slideInTime
bar2.x = xoffset * (slideInTime - i - 1) / slideInTime
pbWait(1)
end
bar1.dispose
bar2.dispose
# Make whole screen flash white
pbSEPlay("Vs flash")
pbSEPlay("Vs sword")
flash.opacity = 255
# Replace bar sprites with AnimatedPlanes, set up trainer sprites
bar1 = AnimatedPlane.new(viewplayer)
bar1.bitmap = RPG::Cache.transition(player_bar_graphic)
bar2 = AnimatedPlane.new(viewopp)
bar2.bitmap = RPG::Cache.transition(trainer_bar_graphic)
player = Sprite.new(viewplayer)
player.bitmap = RPG::Cache.transition(player_graphic)
player.x = -xoffset
trainer = Sprite.new(viewopp)
trainer.bitmap = RPG::Cache.transition(trainer_graphic)
trainer.x = xoffset
trainer.tone = Tone.new(-255, -255, -255)
# Dim the flash and make the trainer sprites appear, while animating bars
animTime = (Graphics.frame_rate * 1.2).floor
for i in 0...animTime
flash.opacity -= 52 * 20 / Graphics.frame_rate if flash.opacity > 0
bar1.ox -= 32 * 20 / Graphics.frame_rate
bar2.ox += 32 * 20 / Graphics.frame_rate
if i >= animTime / 2 && i < slideInTime + animTime / 2
player.x = xoffset * (i + 1 - slideInTime - animTime / 2) / slideInTime
trainer.x = xoffset * (slideInTime - i - 1 + animTime / 2) / slideInTime
end
pbWait(1)
end
player.x = 0
trainer.x = 0
# Make whole screen flash white again
flash.opacity = 255
pbSEPlay("Vs sword")
# Make the Vs logo and trainer names appear, and reset trainer's tone
vs.visible = true
trainer.tone = Tone.new(0, 0, 0)
trainername = foe[0].name
textpos = [
[$Trainer.name, Graphics.width / 4, (Graphics.height / 1.5) + 4, 2,
Color.new(248, 248, 248), Color.new(72, 72, 72)],
[trainername, (Graphics.width / 4) + (Graphics.width / 2), (Graphics.height / 1.5) + 4, 2,
Color.new(248, 248, 248), Color.new(72, 72, 72)]
]
pbDrawTextPositions(overlay.bitmap, textpos)
# Fade out flash, shudder Vs logo and expand it, and then fade to black
animTime = (Graphics.frame_rate * 2.75).floor
shudderTime = (Graphics.frame_rate * 1.75).floor
zoomTime = (Graphics.frame_rate * 2.5).floor
shudderDelta = [4 * 20 / Graphics.frame_rate, 1].max
for i in 0...animTime
if i < shudderTime # Fade out the white flash
flash.opacity -= 52 * 20 / Graphics.frame_rate if flash.opacity > 0
elsif i == shudderTime # Make the flash black
flash.tone = Tone.new(-255, -255, -255)
elsif i >= zoomTime # Fade to black
flash.opacity += 52 * 20 / Graphics.frame_rate if flash.opacity < 255
end
bar1.ox -= 32 * 20 / Graphics.frame_rate
bar2.ox += 32 * 20 / Graphics.frame_rate
if i < shudderTime
j = i % (2 * Graphics.frame_rate / 20)
if j >= 0.5 * Graphics.frame_rate / 20 && j < 1.5 * Graphics.frame_rate / 20
vs.x += shudderDelta
vs.y -= shudderDelta
else
vs.x -= shudderDelta
vs.y += shudderDelta
end
elsif i < zoomTime
vs.zoom_x += 0.4 * 20 / Graphics.frame_rate
vs.zoom_y += 0.4 * 20 / Graphics.frame_rate
end
pbWait(1)
end
# End of animation
player.dispose
trainer.dispose
flash.dispose
vs.dispose
bar1.dispose
bar2.dispose
overlay.dispose
fade.dispose
viewvs.dispose
viewopp.dispose
viewplayer.dispose
viewport.color = Color.new(0, 0, 0, 255)
}
)