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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
Credits screen now renders text in multiple smaller bitmaps rather than one tall one
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@@ -37,8 +37,8 @@ class Scene_Credits
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# Backgrounds to show in credits. Found in Graphics/Titles/ folder
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BACKGROUNDS_LIST = ["credits1", "credits2", "credits3", "credits4", "credits5"]
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BGM = "Credits"
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SCROLL_SPEED = 2
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SECONDS_PER_BACKGROUND = 9
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SCROLL_SPEED = 40 # Pixels per second
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SECONDS_PER_BACKGROUND = 11
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TEXT_OUTLINE_COLOR = Color.new(0, 0, 128, 255)
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TEXT_BASE_COLOR = Color.new(255, 255, 255, 255)
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TEXT_SHADOW_COLOR = Color.new(0, 0, 0, 100)
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@@ -70,12 +70,13 @@ Boushy<s>MiDas Mike
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Brother1440<s>Near Fantastica
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FL.<s>PinkMan
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Genzai Kawakami<s>Popper
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help-14<s>Rataime
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IceGod64<s>Savordez
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Jacob O. Wobbrock<s>SoundSpawn
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KitsuneKouta<s>the__end
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Lisa Anthony<s>Venom12
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Luka S.J.<s>Wachunga
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Golisopod User<s>Rataime
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help-14<s>Savordez
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IceGod64<s>SoundSpawn
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Jacob O. Wobbrock<s>the__end
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KitsuneKouta<s>Venom12
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Lisa Anthony<s>Wachunga
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Luka S.J.<s>
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and everyone else who helped out
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"mkxp-z" by:
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@@ -90,6 +91,8 @@ The Pokémon Company
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Nintendo
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Affiliated with Game Freak
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This is a non-profit fan-made game.
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No copyright infringements intended.
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Please support the official games!
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@@ -101,19 +104,19 @@ _END_
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#-------------------------------
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# Animated Background Setup
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#-------------------------------
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@sprite = IconSprite.new(0,0)
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@backgroundList = BACKGROUNDS_LIST
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@frameCounter = 0
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@counter = 0.0 # Counts time elapsed since the background image changed
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@bg_index = 0
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@bitmap_height = Graphics.height # For a single credits text bitmap
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@trim = Graphics.height / 10
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# Number of game frames per background frame
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@framesPerBackground = SECONDS_PER_BACKGROUND * Graphics.frame_rate
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@sprite.setBitmap("Graphics/Titles/"+@backgroundList[0])
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#------------------
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@realOY = -(Graphics.height - @trim)
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#-------------------------------
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# Credits text Setup
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#------------------
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#-------------------------------
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plugin_credits = ""
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PluginManager.plugins.each do |plugin|
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pcred = PluginManager.credits(plugin)
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plugin_credits << "\"#{plugin}\" version #{PluginManager.version(plugin)}\n"
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plugin_credits << "\"#{plugin}\" v.#{PluginManager.version(plugin)} by:\n"
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if pcred.size >= 5
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plugin_credits << pcred[0] + "\n"
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i = 1
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@@ -122,56 +125,63 @@ _END_
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i += 2
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end
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else
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pcred.each do |name|
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plugin_credits << name + "\n"
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end
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pcred.each { |name| plugin_credits << name + "\n" }
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end
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plugin_credits << "\n"
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end
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CREDIT.gsub!(/\{INSERTS_PLUGIN_CREDITS_DO_NOT_REMOVE\}/, plugin_credits)
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credit_lines = CREDIT.split(/\n/)
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credit_bitmap = Bitmap.new(Graphics.width,32 * credit_lines.size)
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credit_lines.each_index do |i|
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line = credit_lines[i]
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line = line.split("<s>")
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# LINE ADDED: If you use in your own game, you should remove this line
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pbSetSystemFont(credit_bitmap) # <--- This line was added
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xpos = 0
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align = 1 # Centre align
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linewidth = Graphics.width
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for j in 0...line.length
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if line.length>1
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xpos = (j==0) ? 0 : 20 + Graphics.width/2
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align = (j==0) ? 2 : 0 # Right align : left align
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linewidth = Graphics.width/2 - 20
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#-------------------------------
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# Make background and text sprites
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#-------------------------------
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text_viewport = Viewport.new(0, @trim, Graphics.width, Graphics.height - (@trim * 2))
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text_viewport.z = 99999
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@background_sprite = IconSprite.new(0, 0)
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@background_sprite.setBitmap("Graphics/Titles/" + BACKGROUNDS_LIST[0])
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@credit_sprites = []
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@total_height = credit_lines.size * 32
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lines_per_bitmap = @bitmap_height / 32
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num_bitmaps = (credit_lines.size.to_f / lines_per_bitmap).ceil
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for i in 0...num_bitmaps
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credit_bitmap = Bitmap.new(Graphics.width, @bitmap_height)
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pbSetSystemFont(credit_bitmap)
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for j in 0...lines_per_bitmap
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line = credit_lines[i * lines_per_bitmap + j]
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next if !line
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line = line.split("<s>")
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xpos = 0
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align = 1 # Centre align
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linewidth = Graphics.width
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for k in 0...line.length
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if line.length > 1
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xpos = (k == 0) ? 0 : 20 + Graphics.width / 2
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align = (k == 0) ? 2 : 0 # Right align : left align
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linewidth = Graphics.width / 2 - 20
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end
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credit_bitmap.font.color = TEXT_SHADOW_COLOR
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credit_bitmap.draw_text(xpos, j * 32 + 8, linewidth, 32, line[k], align)
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credit_bitmap.font.color = TEXT_OUTLINE_COLOR
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credit_bitmap.draw_text(xpos + 2, j * 32 - 2, linewidth, 32, line[k], align)
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credit_bitmap.draw_text(xpos, j * 32 - 2, linewidth, 32, line[k], align)
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credit_bitmap.draw_text(xpos - 2, j * 32 - 2, linewidth, 32, line[k], align)
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credit_bitmap.draw_text(xpos + 2, j * 32, linewidth, 32, line[k], align)
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credit_bitmap.draw_text(xpos - 2, j * 32, linewidth, 32, line[k], align)
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credit_bitmap.draw_text(xpos + 2, j * 32 + 2, linewidth, 32, line[k], align)
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credit_bitmap.draw_text(xpos, j * 32 + 2, linewidth, 32, line[k], align)
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credit_bitmap.draw_text(xpos - 2, j * 32 + 2, linewidth, 32, line[k], align)
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credit_bitmap.font.color = TEXT_BASE_COLOR
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credit_bitmap.draw_text(xpos, j * 32, linewidth, 32, line[k], align)
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end
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credit_bitmap.font.color = TEXT_SHADOW_COLOR
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credit_bitmap.draw_text(xpos,i * 32 + 8,linewidth,32,line[j],align)
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credit_bitmap.font.color = TEXT_OUTLINE_COLOR
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credit_bitmap.draw_text(xpos + 2,i * 32 - 2,linewidth,32,line[j],align)
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credit_bitmap.draw_text(xpos,i * 32 - 2,linewidth,32,line[j],align)
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credit_bitmap.draw_text(xpos - 2,i * 32 - 2,linewidth,32,line[j],align)
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credit_bitmap.draw_text(xpos + 2,i * 32,linewidth,32,line[j],align)
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credit_bitmap.draw_text(xpos - 2,i * 32,linewidth,32,line[j],align)
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credit_bitmap.draw_text(xpos + 2,i * 32 + 2,linewidth,32,line[j],align)
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credit_bitmap.draw_text(xpos,i * 32 + 2,linewidth,32,line[j],align)
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credit_bitmap.draw_text(xpos - 2,i * 32 + 2,linewidth,32,line[j],align)
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credit_bitmap.font.color = TEXT_BASE_COLOR
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credit_bitmap.draw_text(xpos,i * 32,linewidth,32,line[j],align)
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end
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credit_sprite = Sprite.new(text_viewport)
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credit_sprite.bitmap = credit_bitmap
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credit_sprite.z = 9998
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credit_sprite.oy = @realOY - @bitmap_height * i
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@credit_sprites[i] = credit_sprite
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end
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@trim = Graphics.height/10
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@realOY = -(Graphics.height-@trim) # -430
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@oyChangePerFrame = SCROLL_SPEED*20.0/Graphics.frame_rate
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@credit_sprite = Sprite.new(Viewport.new(0,@trim,Graphics.width,Graphics.height-(@trim*2)))
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@credit_sprite.bitmap = credit_bitmap
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@credit_sprite.z = 9998
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@credit_sprite.oy = @realOY
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@bg_index = 0
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@last_flag = false
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#--------
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#-------------------------------
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# Setup
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#--------
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#-------------------------------
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# Stops all audio but background music
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previousBGM = $game_system.getPlayingBGM
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pbMEStop
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@@ -186,9 +196,12 @@ _END_
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update
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break if $scene != self
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end
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pbBGMFade(2.0)
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Graphics.freeze
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@sprite.dispose
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@credit_sprite.dispose
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Graphics.transition(20, "fadetoblack")
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@background_sprite.dispose
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@credit_sprites.each { |s| s.dispose if s }
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text_viewport.dispose
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$PokemonGlobal.creditsPlayed = true
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pbBGMPlay(previousBGM)
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end
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@@ -205,7 +218,7 @@ _END_
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# Checks if credits bitmap has reached its ending point
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def last?
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if @realOY > @credit_sprite.bitmap.height + @trim
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if @realOY > @total_height + @trim
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$scene = ($game_map) ? Scene_Map.new : nil
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pbBGMFade(2.0)
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return true
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@@ -214,17 +227,18 @@ _END_
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end
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def update
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@frameCounter += 1
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delta = Graphics.delta_s
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@counter += delta
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# Go to next slide
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if @frameCounter >= @framesPerBackground
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@frameCounter -= @framesPerBackground
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if @counter >= SECONDS_PER_BACKGROUND
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@counter -= SECONDS_PER_BACKGROUND
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@bg_index += 1
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@bg_index = 0 if @bg_index >= @backgroundList.length
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@sprite.setBitmap("Graphics/Titles/"+@backgroundList[@bg_index])
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@bg_index = 0 if @bg_index >= BACKGROUNDS_LIST.length
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@background_sprite.setBitmap("Graphics/Titles/" + BACKGROUNDS_LIST[@bg_index])
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end
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return if cancel?
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return if last?
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@realOY += @oyChangePerFrame
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@credit_sprite.oy = @realOY
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@realOY += SCROLL_SPEED * delta
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@credit_sprites.each_with_index { |s, i| s.oy = @realOY - @bitmap_height * i }
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end
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end
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