Removed Graphics.delta_s and the usage thereof, tweaked credits screen code

This commit is contained in:
Maruno17
2023-05-17 18:50:38 +01:00
parent a96867d537
commit 28a2b7c9c1
17 changed files with 195 additions and 210 deletions

View File

@@ -271,7 +271,7 @@ module RPG
def update_sprite_position(sprite, index, is_new_sprite = false)
return if !sprite || !sprite.bitmap || !sprite.visible
delta_t = Graphics.delta_s
delta_t = Graphics.delta
lifetimes = (is_new_sprite) ? @new_sprite_lifetimes : @sprite_lifetimes
if lifetimes[index] >= 0
lifetimes[index] -= delta_t
@@ -310,7 +310,7 @@ module RPG
end
def recalculate_tile_positions
delta_t = Graphics.delta_s
delta_t = Graphics.delta
weather_type = @type
if @fading && @fade_time >= [FADE_OLD_TONE_END - @time_shift, 0].max
weather_type = @target_type
@@ -411,7 +411,7 @@ module RPG
@sun_magnitude = weather_max if @sun_magnitude != weather_max && @sun_magnitude != -weather_max
@sun_magnitude *= -1 if (@sun_magnitude > 0 && @sun_strength > @sun_magnitude) ||
(@sun_magnitude < 0 && @sun_strength < 0)
@sun_strength += @sun_magnitude.to_f * Graphics.delta_s / 0.4 # 0.4 seconds per half flash
@sun_strength += @sun_magnitude.to_f * Graphics.delta / 0.4 # 0.4 seconds per half flash
tone_red += @sun_strength
tone_green += @sun_strength
tone_blue += @sun_strength / 2
@@ -424,7 +424,7 @@ module RPG
def update_fading
return if !@fading
old_fade_time = @fade_time
@fade_time += Graphics.delta_s
@fade_time += Graphics.delta
# Change tile bitmaps
if @type != @target_type
tile_change_threshold = [FADE_OLD_TONE_END - @time_shift, 0].max
@@ -483,7 +483,7 @@ module RPG
# Storm flashes
if @type == :Storm && !@fading
if @time_until_flash > 0
@time_until_flash -= Graphics.delta_s
@time_until_flash -= Graphics.delta
if @time_until_flash <= 0
@viewport.flash(Color.new(255, 255, 255, 230), rand(2..4) * 20)
end

View File

@@ -139,13 +139,12 @@ def pbBattleAnimation(bgm = nil, battletype = 0, foe = nil)
$PokemonEncounters.reset_step_count
# Fade back to the overworld in 0.4 seconds
viewport.color = Color.black
timer = 0.0
timer_start = System.uptime
loop do
Graphics.update
Input.update
pbUpdateSceneMap
timer += Graphics.delta_s
viewport.color.alpha = 255 * (1 - (timer / 0.4))
viewport.color.alpha = 255 * (1 - ((System.uptime - timer_start) / 0.4))
break if viewport.color.alpha <= 0
end
viewport.dispose
@@ -159,17 +158,16 @@ def pbBattleAnimationCore(anim, viewport, location, num_flashes = 2)
viewport.color = Color.new(c, c, c) # Fade to black/white a few times
half_flash_time = 0.2 # seconds
num_flashes.times do # 2 flashes
timer = 0.0
timer_start = System.uptime
loop do
if timer < half_flash_time
viewport.color.alpha = 255 * timer / half_flash_time
if System.uptime - timer_start < half_flash_time
viewport.color.alpha = 255 * (System.uptime - timer_start) / half_flash_time
else
viewport.color.alpha = 255 * (2 - (timer / half_flash_time))
viewport.color.alpha = 255 * (2 - ((System.uptime - timer_start) / half_flash_time))
end
timer += Graphics.delta_s
Graphics.update
pbUpdateSceneMap
break if timer >= half_flash_time * 2
break if System.uptime - timer_start >= half_flash_time * 2
end
end
viewport.color.alpha = 0