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
@@ -129,25 +164,54 @@ end
#===============================================================================
# Vs. battle intro animation
# 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.
#===============================================================================
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
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
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)
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
# Set up
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)
@@ -155,16 +219,12 @@ def pbBattleAnimationOverride(viewport,battletype=0,foe=nil)
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.bitmap = RPG::Cache.transition(player_bar_graphic)
bar1.x = -xoffset
bar2 = Sprite.new(viewopp)
bar2.bitmap = RPG::Cache.transition(tbargraphic)
bar2.bitmap = RPG::Cache.transition(trainer_bar_graphic)
bar2.x = xoffset
vs = Sprite.new(viewvs)
vs.bitmap = RPG::Cache.transition("vs")
@@ -191,18 +251,14 @@ def pbBattleAnimationOverride(viewport,battletype=0,foe=nil)
flash.opacity = 255
# Replace bar sprites with AnimatedPlanes, set up trainer sprites
bar1 = AnimatedPlane.new(viewplayer)
bar1.bitmap = RPG::Cache.transition(pbargraphic)
bar1.bitmap = RPG::Cache.transition(player_bar_graphic)
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
bar2.bitmap = RPG::Cache.transition(trainer_bar_graphic)
player = Sprite.new(viewplayer)
player.bitmap = RPG::Cache.transition(pgraphic)
player.bitmap = RPG::Cache.transition(player_graphic)
player.x = -xoffset
trainer = Sprite.new(viewopp)
trainer.bitmap = RPG::Cache.transition(tgraphic)
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
@@ -228,9 +284,9 @@ def pbBattleAnimationOverride(viewport,battletype=0,foe=nil)
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)],
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(12*6,12*6,12*6)]
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
@@ -276,37 +332,5 @@ def pbBattleAnimationOverride(viewport,battletype=0,foe=nil)
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.
# 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
}
)