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Anim Editor: improved NumberTextBox entry, added "FoeInvertX/Y" particle properties, tidied up
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@@ -18,8 +18,6 @@ module GameData
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# NOTE: All mentions of focus types can be found by searching for
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# :user_and_target, plus there's :foreground in PARTICLE_DEFAULT_VALUES
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# below.
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# TODO: Add :user_ground, :target_ground?
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# TODO: Add :opposing_side_foreground and :opposing_side_background?
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FOCUS_TYPES = {
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"Foreground" => :foreground,
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"Midground" => :midground,
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@@ -29,8 +27,8 @@ module GameData
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"UserAndTarget" => :user_and_target,
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"UserSideForeground" => :user_side_foreground,
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"UserSideBackground" => :user_side_background,
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"TargetSide" => :target_side_foreground,
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"TargetSideBackground" => :target_side_background,
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"TargetSideForeground" => :target_side_foreground,
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"TargetSideBackground" => :target_side_background
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}
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FOCUS_TYPES_WITH_USER = [
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:user, :user_and_target, :user_side_foreground, :user_side_background
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@@ -56,84 +54,68 @@ module GameData
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"NoUser" => [:no_user, "b"],
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"NoTarget" => [:no_target, "b"],
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"Ignore" => [:ignore, "b"],
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# TODO: Boolean for whether the animation will be played if the target is
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# on the same side as the user.
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# TODO: DamageFrame (keyframe at which the battle continues, i.e. damage
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# animations start playing).
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"Flags" => [:flags, "*s"],
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"Particle" => [:particles, "s"] # Is a subheader line like <text>
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}
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# For individual particles. Any property whose schema begins with "^" can
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# change during the animation.
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# TODO: If more "SetXYZ"/"MoveXYZ" properties are added, ensure the "SetXYZ"
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# ones are given a duration of 0 in def validate_compiled_animation.
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# Also add display names to def self.property_display_name.
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SUB_SCHEMA = {
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# These properties cannot be changed partway through the animation.
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# NOTE: "Name" isn't a property here, because the particle's name comes
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# from the "Particle" property above.
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"Graphic" => [:graphic, "s"],
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"Focus" => [:focus, "e", FOCUS_TYPES],
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# TODO: FlipIfFoe, RotateIfFoe kinds of thing.
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"Graphic" => [:graphic, "s"],
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"Focus" => [:focus, "e", FOCUS_TYPES],
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"FoeInvertX" => [:foe_invert_x, "b"],
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"FoeInvertY" => [:foe_invert_y, "b"],
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# All properties below are "SetXYZ" or "MoveXYZ". "SetXYZ" has the
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# keyframe and the value, and "MoveXYZ" has the keyframe, duration and the
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# value. All have "^" in their schema. "SetXYZ" is turned into "MoveXYZ"
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# when compiling by inserting a duration (second value) of 0.
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"SetFrame" => [:frame, "^uu"], # Frame within the graphic if it's a spritesheet
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"MoveFrame" => [:frame, "^uuuE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetBlending" => [:blending, "^uu"], # 0, 1 or 2
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"SetFlip" => [:flip, "^ub"],
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"SetX" => [:x, "^ui"],
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"MoveX" => [:x, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetY" => [:y, "^ui"],
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"MoveY" => [:y, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetZ" => [:z, "^ui"],
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"MoveZ" => [:z, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetZoomX" => [:zoom_x, "^uu"],
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"MoveZoomX" => [:zoom_x, "^uuuE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetZoomY" => [:zoom_y, "^uu"],
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"MoveZoomY" => [:zoom_y, "^uuuE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetAngle" => [:angle, "^ui"],
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"MoveAngle" => [:angle, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetVisible" => [:visible, "^ub"],
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"SetOpacity" => [:opacity, "^uu"],
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"MoveOpacity" => [:opacity, "^uuuE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetColorRed" => [:color_red, "^ui"],
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"MoveColorRed" => [:color_red, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetColorGreen" => [:color_green, "^ui"],
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"MoveColorGreen" => [:color_green, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetColorBlue" => [:color_blue, "^ui"],
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"MoveColorBlue" => [:color_blue, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetColorAlpha" => [:color_alpha, "^ui"],
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"MoveColorAlpha" => [:color_alpha, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetToneRed" => [:tone_red, "^ui"],
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"MoveToneRed" => [:tone_red, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetToneGreen" => [:tone_green, "^ui"],
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"MoveToneGreen" => [:tone_green, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetToneBlue" => [:tone_blue, "^ui"],
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"MoveToneBlue" => [:tone_blue, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetToneGray" => [:tone_gray, "^ui"],
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"MoveToneGray" => [:tone_gray, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
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# TODO: Add "SetColor"/"SetTone" as shorthand for the above? They'd be
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# converted in the Compiler.
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# TODO: Bitmap masking.
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# TODO: Sprite cropping.
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# TODO: Hue? I don't think so; color/tone do the same job.
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"SetFrame" => [:frame, "^uu"], # Frame within the graphic if it's a spritesheet
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"MoveFrame" => [:frame, "^uuuE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetBlending" => [:blending, "^uu"], # 0, 1 or 2
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"SetFlip" => [:flip, "^ub"],
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"SetX" => [:x, "^ui"],
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"MoveX" => [:x, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetY" => [:y, "^ui"],
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"MoveY" => [:y, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetZ" => [:z, "^ui"],
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"MoveZ" => [:z, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetZoomX" => [:zoom_x, "^uu"],
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"MoveZoomX" => [:zoom_x, "^uuuE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetZoomY" => [:zoom_y, "^uu"],
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"MoveZoomY" => [:zoom_y, "^uuuE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetAngle" => [:angle, "^ui"],
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"MoveAngle" => [:angle, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetVisible" => [:visible, "^ub"],
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"SetOpacity" => [:opacity, "^uu"],
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"MoveOpacity" => [:opacity, "^uuuE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetColorRed" => [:color_red, "^ui"],
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"MoveColorRed" => [:color_red, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetColorGreen" => [:color_green, "^ui"],
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"MoveColorGreen" => [:color_green, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetColorBlue" => [:color_blue, "^ui"],
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"MoveColorBlue" => [:color_blue, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetColorAlpha" => [:color_alpha, "^ui"],
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"MoveColorAlpha" => [:color_alpha, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetToneRed" => [:tone_red, "^ui"],
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"MoveToneRed" => [:tone_red, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetToneGreen" => [:tone_green, "^ui"],
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"MoveToneGreen" => [:tone_green, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetToneBlue" => [:tone_blue, "^ui"],
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"MoveToneBlue" => [:tone_blue, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
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"SetToneGray" => [:tone_gray, "^ui"],
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"MoveToneGray" => [:tone_gray, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
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# These properties are specifically for the "SE" particle.
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"Play" => [:se, "^usUU"], # Filename, volume, pitch
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"PlayUserCry" => [:user_cry, "^uUU"], # Volume, pitch
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"PlayTargetCry" => [:target_cry, "^uUU"] # Volume, pitch
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# TODO: ScreenShake? Not sure how to work this yet. Edit def
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# validate_compiled_animation like the "SE" particle does with the
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# "Play"-type commands.
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}
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PARTICLE_DEFAULT_VALUES = {
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:name => "",
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:graphic => "",
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:focus => :foreground
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:name => "",
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:graphic => "",
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:focus => :foreground,
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:foe_invert_x => false,
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:foe_invert_y => false
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}
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# NOTE: Particles are invisible until their first command, and automatically
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# become visible then. "User" and "Target" are visible from the start,
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