Credits screen now renders text in multiple smaller bitmaps rather than one tall one

This commit is contained in:
Maruno17
2021-05-22 16:29:51 +01:00
parent ca8193aab4
commit 1c622a3b91

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@@ -37,8 +37,8 @@ class Scene_Credits
# Backgrounds to show in credits. Found in Graphics/Titles/ folder
BACKGROUNDS_LIST = ["credits1", "credits2", "credits3", "credits4", "credits5"]
BGM = "Credits"
SCROLL_SPEED = 2
SECONDS_PER_BACKGROUND = 9
SCROLL_SPEED = 40 # Pixels per second
SECONDS_PER_BACKGROUND = 11
TEXT_OUTLINE_COLOR = Color.new(0, 0, 128, 255)
TEXT_BASE_COLOR = Color.new(255, 255, 255, 255)
TEXT_SHADOW_COLOR = Color.new(0, 0, 0, 100)
@@ -70,12 +70,13 @@ Boushy<s>MiDas Mike
Brother1440<s>Near Fantastica
FL.<s>PinkMan
Genzai Kawakami<s>Popper
help-14<s>Rataime
IceGod64<s>Savordez
Jacob O. Wobbrock<s>SoundSpawn
KitsuneKouta<s>the__end
Lisa Anthony<s>Venom12
Luka S.J.<s>Wachunga
Golisopod User<s>Rataime
help-14<s>Savordez
IceGod64<s>SoundSpawn
Jacob O. Wobbrock<s>the__end
KitsuneKouta<s>Venom12
Lisa Anthony<s>Wachunga
Luka S.J.<s>
and everyone else who helped out
"mkxp-z" by:
@@ -90,6 +91,8 @@ The Pokémon Company
Nintendo
Affiliated with Game Freak
This is a non-profit fan-made game.
No copyright infringements intended.
Please support the official games!
@@ -101,19 +104,19 @@ _END_
#-------------------------------
# Animated Background Setup
#-------------------------------
@sprite = IconSprite.new(0,0)
@backgroundList = BACKGROUNDS_LIST
@frameCounter = 0
@counter = 0.0 # Counts time elapsed since the background image changed
@bg_index = 0
@bitmap_height = Graphics.height # For a single credits text bitmap
@trim = Graphics.height / 10
# Number of game frames per background frame
@framesPerBackground = SECONDS_PER_BACKGROUND * Graphics.frame_rate
@sprite.setBitmap("Graphics/Titles/"+@backgroundList[0])
#------------------
@realOY = -(Graphics.height - @trim)
#-------------------------------
# Credits text Setup
#------------------
#-------------------------------
plugin_credits = ""
PluginManager.plugins.each do |plugin|
pcred = PluginManager.credits(plugin)
plugin_credits << "\"#{plugin}\" version #{PluginManager.version(plugin)}\n"
plugin_credits << "\"#{plugin}\" v.#{PluginManager.version(plugin)} by:\n"
if pcred.size >= 5
plugin_credits << pcred[0] + "\n"
i = 1
@@ -122,56 +125,63 @@ _END_
i += 2
end
else
pcred.each do |name|
plugin_credits << name + "\n"
end
pcred.each { |name| plugin_credits << name + "\n" }
end
plugin_credits << "\n"
end
CREDIT.gsub!(/\{INSERTS_PLUGIN_CREDITS_DO_NOT_REMOVE\}/, plugin_credits)
credit_lines = CREDIT.split(/\n/)
credit_bitmap = Bitmap.new(Graphics.width,32 * credit_lines.size)
credit_lines.each_index do |i|
line = credit_lines[i]
line = line.split("<s>")
# LINE ADDED: If you use in your own game, you should remove this line
pbSetSystemFont(credit_bitmap) # <--- This line was added
xpos = 0
align = 1 # Centre align
linewidth = Graphics.width
for j in 0...line.length
if line.length>1
xpos = (j==0) ? 0 : 20 + Graphics.width/2
align = (j==0) ? 2 : 0 # Right align : left align
linewidth = Graphics.width/2 - 20
#-------------------------------
# Make background and text sprites
#-------------------------------
text_viewport = Viewport.new(0, @trim, Graphics.width, Graphics.height - (@trim * 2))
text_viewport.z = 99999
@background_sprite = IconSprite.new(0, 0)
@background_sprite.setBitmap("Graphics/Titles/" + BACKGROUNDS_LIST[0])
@credit_sprites = []
@total_height = credit_lines.size * 32
lines_per_bitmap = @bitmap_height / 32
num_bitmaps = (credit_lines.size.to_f / lines_per_bitmap).ceil
for i in 0...num_bitmaps
credit_bitmap = Bitmap.new(Graphics.width, @bitmap_height)
pbSetSystemFont(credit_bitmap)
for j in 0...lines_per_bitmap
line = credit_lines[i * lines_per_bitmap + j]
next if !line
line = line.split("<s>")
xpos = 0
align = 1 # Centre align
linewidth = Graphics.width
for k in 0...line.length
if line.length > 1
xpos = (k == 0) ? 0 : 20 + Graphics.width / 2
align = (k == 0) ? 2 : 0 # Right align : left align
linewidth = Graphics.width / 2 - 20
end
credit_bitmap.font.color = TEXT_SHADOW_COLOR
credit_bitmap.draw_text(xpos, j * 32 + 8, linewidth, 32, line[k], align)
credit_bitmap.font.color = TEXT_OUTLINE_COLOR
credit_bitmap.draw_text(xpos + 2, j * 32 - 2, linewidth, 32, line[k], align)
credit_bitmap.draw_text(xpos, j * 32 - 2, linewidth, 32, line[k], align)
credit_bitmap.draw_text(xpos - 2, j * 32 - 2, linewidth, 32, line[k], align)
credit_bitmap.draw_text(xpos + 2, j * 32, linewidth, 32, line[k], align)
credit_bitmap.draw_text(xpos - 2, j * 32, linewidth, 32, line[k], align)
credit_bitmap.draw_text(xpos + 2, j * 32 + 2, linewidth, 32, line[k], align)
credit_bitmap.draw_text(xpos, j * 32 + 2, linewidth, 32, line[k], align)
credit_bitmap.draw_text(xpos - 2, j * 32 + 2, linewidth, 32, line[k], align)
credit_bitmap.font.color = TEXT_BASE_COLOR
credit_bitmap.draw_text(xpos, j * 32, linewidth, 32, line[k], align)
end
credit_bitmap.font.color = TEXT_SHADOW_COLOR
credit_bitmap.draw_text(xpos,i * 32 + 8,linewidth,32,line[j],align)
credit_bitmap.font.color = TEXT_OUTLINE_COLOR
credit_bitmap.draw_text(xpos + 2,i * 32 - 2,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos,i * 32 - 2,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos - 2,i * 32 - 2,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos + 2,i * 32,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos - 2,i * 32,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos + 2,i * 32 + 2,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos,i * 32 + 2,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos - 2,i * 32 + 2,linewidth,32,line[j],align)
credit_bitmap.font.color = TEXT_BASE_COLOR
credit_bitmap.draw_text(xpos,i * 32,linewidth,32,line[j],align)
end
credit_sprite = Sprite.new(text_viewport)
credit_sprite.bitmap = credit_bitmap
credit_sprite.z = 9998
credit_sprite.oy = @realOY - @bitmap_height * i
@credit_sprites[i] = credit_sprite
end
@trim = Graphics.height/10
@realOY = -(Graphics.height-@trim) # -430
@oyChangePerFrame = SCROLL_SPEED*20.0/Graphics.frame_rate
@credit_sprite = Sprite.new(Viewport.new(0,@trim,Graphics.width,Graphics.height-(@trim*2)))
@credit_sprite.bitmap = credit_bitmap
@credit_sprite.z = 9998
@credit_sprite.oy = @realOY
@bg_index = 0
@last_flag = false
#--------
#-------------------------------
# Setup
#--------
#-------------------------------
# Stops all audio but background music
previousBGM = $game_system.getPlayingBGM
pbMEStop
@@ -186,9 +196,12 @@ _END_
update
break if $scene != self
end
pbBGMFade(2.0)
Graphics.freeze
@sprite.dispose
@credit_sprite.dispose
Graphics.transition(20, "fadetoblack")
@background_sprite.dispose
@credit_sprites.each { |s| s.dispose if s }
text_viewport.dispose
$PokemonGlobal.creditsPlayed = true
pbBGMPlay(previousBGM)
end
@@ -205,7 +218,7 @@ _END_
# Checks if credits bitmap has reached its ending point
def last?
if @realOY > @credit_sprite.bitmap.height + @trim
if @realOY > @total_height + @trim
$scene = ($game_map) ? Scene_Map.new : nil
pbBGMFade(2.0)
return true
@@ -214,17 +227,18 @@ _END_
end
def update
@frameCounter += 1
delta = Graphics.delta_s
@counter += delta
# Go to next slide
if @frameCounter >= @framesPerBackground
@frameCounter -= @framesPerBackground
if @counter >= SECONDS_PER_BACKGROUND
@counter -= SECONDS_PER_BACKGROUND
@bg_index += 1
@bg_index = 0 if @bg_index >= @backgroundList.length
@sprite.setBitmap("Graphics/Titles/"+@backgroundList[@bg_index])
@bg_index = 0 if @bg_index >= BACKGROUNDS_LIST.length
@background_sprite.setBitmap("Graphics/Titles/" + BACKGROUNDS_LIST[@bg_index])
end
return if cancel?
return if last?
@realOY += @oyChangePerFrame
@credit_sprite.oy = @realOY
@realOY += SCROLL_SPEED * delta
@credit_sprites.each_with_index { |s, i| s.oy = @realOY - @bitmap_height * i }
end
end