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https://github.com/infinitefusion/infinitefusion-e18.git
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Renamed all battle-related classes and modules
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191
Data/Scripts/011_Battle/004_Scene/002_Scene_Initialize.rb
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191
Data/Scripts/011_Battle/004_Scene/002_Scene_Initialize.rb
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class Battle::Scene
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#=============================================================================
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# Create the battle scene and its elements
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#=============================================================================
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def initialize
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@battle = nil
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@abortable = false
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@aborted = false
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@battleEnd = false
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@animations = []
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@frameCounter = 0
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end
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# Called whenever the battle begins.
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def pbStartBattle(battle)
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@battle = battle
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@viewport = Viewport.new(0,0,Graphics.width,Graphics.height)
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@viewport.z = 99999
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@lastCmd = Array.new(@battle.battlers.length,0)
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@lastMove = Array.new(@battle.battlers.length,0)
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pbInitSprites
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pbBattleIntroAnimation
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end
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def pbInitSprites
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@sprites = {}
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# The background image and each side's base graphic
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pbCreateBackdropSprites
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# Create message box graphic
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messageBox = pbAddSprite("messageBox",0,Graphics.height-96,
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"Graphics/Pictures/Battle/overlay_message",@viewport)
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messageBox.z = 195
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# Create message window (displays the message)
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msgWindow = Window_AdvancedTextPokemon.newWithSize("",
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16,Graphics.height-96+2,Graphics.width-32,96,@viewport)
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msgWindow.z = 200
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msgWindow.opacity = 0
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msgWindow.baseColor = MESSAGE_BASE_COLOR
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msgWindow.shadowColor = MESSAGE_SHADOW_COLOR
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msgWindow.letterbyletter = true
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@sprites["messageWindow"] = msgWindow
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# Create command window
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@sprites["commandWindow"] = CommandMenu.new(@viewport,200)
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# Create fight window
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@sprites["fightWindow"] = FightMenu.new(@viewport,200)
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# Create targeting window
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@sprites["targetWindow"] = TargetMenu.new(@viewport,200,@battle.sideSizes)
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pbShowWindow(MESSAGE_BOX)
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# The party lineup graphics (bar and balls) for both sides
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for side in 0...2
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partyBar = pbAddSprite("partyBar_#{side}",0,0,
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"Graphics/Pictures/Battle/overlay_lineup",@viewport)
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partyBar.z = 120
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partyBar.mirror = true if side==0 # Player's lineup bar only
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partyBar.visible = false
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for i in 0...NUM_BALLS
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ball = pbAddSprite("partyBall_#{side}_#{i}",0,0,nil,@viewport)
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ball.z = 121
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ball.visible = false
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end
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# Ability splash bars
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if USE_ABILITY_SPLASH
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@sprites["abilityBar_#{side}"] = AbilitySplashBar.new(side,@viewport)
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end
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end
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# Player's and partner trainer's back sprite
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@battle.player.each_with_index do |p,i|
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pbCreateTrainerBackSprite(i,p.trainer_type,@battle.player.length)
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end
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# Opposing trainer(s) sprites
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if @battle.trainerBattle?
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@battle.opponent.each_with_index do |p,i|
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pbCreateTrainerFrontSprite(i,p.trainer_type,@battle.opponent.length)
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end
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end
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# Data boxes and Pokémon sprites
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@battle.battlers.each_with_index do |b,i|
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next if !b
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@sprites["dataBox_#{i}"] = PokemonDataBox.new(b,@battle.pbSideSize(i),@viewport)
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pbCreatePokemonSprite(i)
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end
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# Wild battle, so set up the Pokémon sprite(s) accordingly
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if @battle.wildBattle?
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@battle.pbParty(1).each_with_index do |pkmn,i|
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index = i*2+1
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pbChangePokemon(index,pkmn)
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pkmnSprite = @sprites["pokemon_#{index}"]
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pkmnSprite.tone = Tone.new(-80,-80,-80)
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pkmnSprite.visible = true
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end
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end
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end
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def pbCreateBackdropSprites
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case @battle.time
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when 1 then time = "eve"
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when 2 then time = "night"
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end
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# Put everything together into backdrop, bases and message bar filenames
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backdropFilename = @battle.backdrop
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baseFilename = @battle.backdrop
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baseFilename = sprintf("%s_%s",baseFilename,@battle.backdropBase) if @battle.backdropBase
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messageFilename = @battle.backdrop
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if time
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trialName = sprintf("%s_%s",backdropFilename,time)
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if pbResolveBitmap(sprintf("Graphics/Battlebacks/"+trialName+"_bg"))
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backdropFilename = trialName
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end
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trialName = sprintf("%s_%s",baseFilename,time)
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if pbResolveBitmap(sprintf("Graphics/Battlebacks/"+trialName+"_base0"))
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baseFilename = trialName
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end
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trialName = sprintf("%s_%s",messageFilename,time)
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if pbResolveBitmap(sprintf("Graphics/Battlebacks/"+trialName+"_message"))
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messageFilename = trialName
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end
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end
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if !pbResolveBitmap(sprintf("Graphics/Battlebacks/"+baseFilename+"_base0")) &&
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@battle.backdropBase
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baseFilename = @battle.backdropBase
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if time
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trialName = sprintf("%s_%s",baseFilename,time)
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if pbResolveBitmap(sprintf("Graphics/Battlebacks/"+trialName+"_base0"))
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baseFilename = trialName
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end
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end
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end
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# Finalise filenames
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battleBG = "Graphics/Battlebacks/"+backdropFilename+"_bg"
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playerBase = "Graphics/Battlebacks/"+baseFilename+"_base0"
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enemyBase = "Graphics/Battlebacks/"+baseFilename+"_base1"
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messageBG = "Graphics/Battlebacks/"+messageFilename+"_message"
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# Apply graphics
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bg = pbAddSprite("battle_bg",0,0,battleBG,@viewport)
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bg.z = 0
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bg = pbAddSprite("battle_bg2",-Graphics.width,0,battleBG,@viewport)
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bg.z = 0
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bg.mirror = true
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for side in 0...2
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baseX, baseY = Battle::Scene.pbBattlerPosition(side)
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base = pbAddSprite("base_#{side}",baseX,baseY,
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(side==0) ? playerBase : enemyBase,@viewport)
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base.z = 1
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if base.bitmap
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base.ox = base.bitmap.width/2
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base.oy = (side==0) ? base.bitmap.height : base.bitmap.height/2
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end
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end
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cmdBarBG = pbAddSprite("cmdBar_bg",0,Graphics.height-96,messageBG,@viewport)
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cmdBarBG.z = 180
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end
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def pbCreateTrainerBackSprite(idxTrainer,trainerType,numTrainers=1)
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if idxTrainer==0 # Player's sprite
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trainerFile = GameData::TrainerType.player_back_sprite_filename(trainerType)
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else # Partner trainer's sprite
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trainerFile = GameData::TrainerType.back_sprite_filename(trainerType)
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end
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spriteX, spriteY = Battle::Scene.pbTrainerPosition(0,idxTrainer,numTrainers)
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trainer = pbAddSprite("player_#{idxTrainer+1}",spriteX,spriteY,trainerFile,@viewport)
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return if !trainer.bitmap
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# Alter position of sprite
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trainer.z = 80+idxTrainer
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if trainer.bitmap.width>trainer.bitmap.height*2
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trainer.src_rect.x = 0
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trainer.src_rect.width = trainer.bitmap.width/5
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end
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trainer.ox = trainer.src_rect.width/2
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trainer.oy = trainer.bitmap.height
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end
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def pbCreateTrainerFrontSprite(idxTrainer,trainerType,numTrainers=1)
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trainerFile = GameData::TrainerType.front_sprite_filename(trainerType)
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spriteX, spriteY = Battle::Scene.pbTrainerPosition(1,idxTrainer,numTrainers)
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trainer = pbAddSprite("trainer_#{idxTrainer+1}",spriteX,spriteY,trainerFile,@viewport)
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return if !trainer.bitmap
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# Alter position of sprite
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trainer.z = 7+idxTrainer
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trainer.ox = trainer.src_rect.width/2
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trainer.oy = trainer.bitmap.height
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end
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def pbCreatePokemonSprite(idxBattler)
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sideSize = @battle.pbSideSize(idxBattler)
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batSprite = BattlerSprite.new(@viewport,sideSize,idxBattler,@animations)
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@sprites["pokemon_#{idxBattler}"] = batSprite
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shaSprite = BattlerShadowSprite.new(@viewport,sideSize,idxBattler)
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shaSprite.visible = false
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@sprites["shadow_#{idxBattler}"] = shaSprite
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end
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end
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