Added a battle transition for Team Rocket Grunts

This commit is contained in:
Maruno17
2022-02-22 22:34:28 +00:00
parent e5be233224
commit 15e70fa67e
2 changed files with 158 additions and 33 deletions

View File

@@ -82,6 +82,7 @@ module Graphics
when "wavythreeballup" then @@transition = Transitions::WavyThreeBallUp.new(duration)
when "wavyspinball" then @@transition = Transitions::WavySpinBall.new(duration)
when "fourballburst" then @@transition = Transitions::FourBallBurst.new(duration)
when "rocketgrunt" then @@transition = Transitions::RocketGrunt.new(duration)
# Graphic transitions
when "fadetoblack" then @@transition = Transitions::FadeToBlack.new(duration)
when "fadefromblack" then @@transition = Transitions::FadeFromBlack.new(duration)
@@ -1224,4 +1225,91 @@ module Transitions
end
end
end
#=============================================================================
# HGSS Rocket Grunt trainer(s)
#=============================================================================
class RocketGrunt < Transition_Base
DURATION = 1.6
ROCKET_X = [ 1.5, -0.5, -0.5, 0.75, 1.5, -0.5] # * Graphics.width
ROCKET_Y = [-0.5, 1.0, -0.5, 1.5, 0.5, 0.75] # * Graphics.height
ROCKET_ANGLE = [ 1, 0.5, -1.5, -1, -1.5, 0.5] # * 360 * sprite.zoom_x
def initialize_bitmaps
@black_1_bitmap = RPG::Cache.transition("black_wedge_1")
@black_2_bitmap = RPG::Cache.transition("black_wedge_2")
@black_3_bitmap = RPG::Cache.transition("black_wedge_3")
@black_4_bitmap = RPG::Cache.transition("black_wedge_4")
@rocket_bitmap = RPG::Cache.transition("rocket_logo")
dispose if !@black_1_bitmap || !@black_2_bitmap || !@black_3_bitmap ||
!@black_4_bitmap || !@rocket_bitmap
end
def initialize_sprites
# Rocket sprites
@rocket_sprites = []
ROCKET_X.length.times do |i|
@rocket_sprites[i] = new_sprite(
ROCKET_X[i] * Graphics.width, ROCKET_Y[i] * Graphics.height,
@rocket_bitmap, @rocket_bitmap.width / 2, @rocket_bitmap.height / 2
)
end
# Black wedges
4.times do |i|
b = [@black_1_bitmap, @black_2_bitmap, @black_3_bitmap, @black_4_bitmap][i]
@sprites[i] = new_sprite((i == 1) ? 0 : Graphics.width / 2, (i == 2) ? 0 : Graphics.height / 2, b,
(i.even?) ? b.width / 2 : 0, (i.even?) ? 0 : b.height / 2)
@sprites[i].zoom_x = 0.0 if i.even?
@sprites[i].zoom_y = 0.0 if i.odd?
@sprites[i].visible = false
end
end
def set_up_timings
@rocket_appear_end = @duration * 0.75
@rocket_appear_delay = 1.0 / (ROCKET_X.length + 1)
@rocket_appear_time = @rocket_appear_delay * 2 # 2 logos on screen at once
end
def dispose_all
# Dispose sprites
@rocket_sprites.each { |s| s&.dispose }
@rocket_sprites.clear
# Dispose bitmaps
@black_1_bitmap&.dispose
@black_2_bitmap&.dispose
@black_3_bitmap&.dispose
@black_4_bitmap&.dispose
@rocket_bitmap&.dispose
end
def update_anim
if @timer <= @rocket_appear_end
# Rocket logos fly in from edges of screen
proportion = @timer / @rocket_appear_end
@rocket_sprites.each_with_index do |sprite, i|
next if !sprite.visible
start_time = i * @rocket_appear_delay
next if proportion < start_time
single_proportion = (proportion - start_time) / @rocket_appear_time
sqrt_single_proportion = Math.sqrt(single_proportion)
sprite.x = (ROCKET_X[i] + (0.5 - ROCKET_X[i]) * sqrt_single_proportion) * Graphics.width
sprite.y = (ROCKET_Y[i] + (0.5 - ROCKET_Y[i]) * sqrt_single_proportion) * Graphics.height
sprite.zoom_x = 2.5 * (1 - single_proportion)
sprite.zoom_y = sprite.zoom_x
sprite.angle = sprite.zoom_x * ROCKET_ANGLE[i] * 360
sprite.visible = false if sprite.zoom_x <= 0
end
else
@rocket_sprites.last.visible = false
# Black wedges expand to fill screen
proportion = (@timer - @rocket_appear_end) / (@duration - @rocket_appear_end)
@sprites.each_with_index do |sprite, i|
sprite.visible = true
sprite.zoom_x = proportion if i.even?
sprite.zoom_y = proportion if i.odd?
end
end
end
end
end