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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2026-03-09 18:02:00 +00:00
Removed Graphics.delta_s and the usage thereof, tweaked credits screen code
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@@ -271,7 +271,7 @@ module RPG
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def update_sprite_position(sprite, index, is_new_sprite = false)
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return if !sprite || !sprite.bitmap || !sprite.visible
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delta_t = Graphics.delta_s
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delta_t = Graphics.delta
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lifetimes = (is_new_sprite) ? @new_sprite_lifetimes : @sprite_lifetimes
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if lifetimes[index] >= 0
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lifetimes[index] -= delta_t
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@@ -310,7 +310,7 @@ module RPG
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end
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def recalculate_tile_positions
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delta_t = Graphics.delta_s
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delta_t = Graphics.delta
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weather_type = @type
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if @fading && @fade_time >= [FADE_OLD_TONE_END - @time_shift, 0].max
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weather_type = @target_type
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@@ -411,7 +411,7 @@ module RPG
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@sun_magnitude = weather_max if @sun_magnitude != weather_max && @sun_magnitude != -weather_max
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@sun_magnitude *= -1 if (@sun_magnitude > 0 && @sun_strength > @sun_magnitude) ||
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(@sun_magnitude < 0 && @sun_strength < 0)
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@sun_strength += @sun_magnitude.to_f * Graphics.delta_s / 0.4 # 0.4 seconds per half flash
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@sun_strength += @sun_magnitude.to_f * Graphics.delta / 0.4 # 0.4 seconds per half flash
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tone_red += @sun_strength
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tone_green += @sun_strength
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tone_blue += @sun_strength / 2
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@@ -424,7 +424,7 @@ module RPG
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def update_fading
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return if !@fading
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old_fade_time = @fade_time
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@fade_time += Graphics.delta_s
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@fade_time += Graphics.delta
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# Change tile bitmaps
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if @type != @target_type
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tile_change_threshold = [FADE_OLD_TONE_END - @time_shift, 0].max
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@@ -483,7 +483,7 @@ module RPG
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# Storm flashes
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if @type == :Storm && !@fading
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if @time_until_flash > 0
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@time_until_flash -= Graphics.delta_s
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@time_until_flash -= Graphics.delta
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if @time_until_flash <= 0
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@viewport.flash(Color.new(255, 255, 255, 230), rand(2..4) * 20)
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end
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@@ -139,13 +139,12 @@ def pbBattleAnimation(bgm = nil, battletype = 0, foe = nil)
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$PokemonEncounters.reset_step_count
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# Fade back to the overworld in 0.4 seconds
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viewport.color = Color.black
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timer = 0.0
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timer_start = System.uptime
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loop do
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Graphics.update
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Input.update
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pbUpdateSceneMap
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timer += Graphics.delta_s
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viewport.color.alpha = 255 * (1 - (timer / 0.4))
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viewport.color.alpha = 255 * (1 - ((System.uptime - timer_start) / 0.4))
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break if viewport.color.alpha <= 0
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end
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viewport.dispose
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@@ -159,17 +158,16 @@ def pbBattleAnimationCore(anim, viewport, location, num_flashes = 2)
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viewport.color = Color.new(c, c, c) # Fade to black/white a few times
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half_flash_time = 0.2 # seconds
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num_flashes.times do # 2 flashes
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timer = 0.0
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timer_start = System.uptime
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loop do
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if timer < half_flash_time
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viewport.color.alpha = 255 * timer / half_flash_time
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if System.uptime - timer_start < half_flash_time
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viewport.color.alpha = 255 * (System.uptime - timer_start) / half_flash_time
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else
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viewport.color.alpha = 255 * (2 - (timer / half_flash_time))
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viewport.color.alpha = 255 * (2 - ((System.uptime - timer_start) / half_flash_time))
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end
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timer += Graphics.delta_s
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Graphics.update
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pbUpdateSceneMap
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break if timer >= half_flash_time * 2
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break if System.uptime - timer_start >= half_flash_time * 2
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end
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end
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viewport.color.alpha = 0
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