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Yet more script rearranging
This commit is contained in:
539
Data/Scripts/011_Battle/005_Battle scene/009_Scene_Animations.rb
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539
Data/Scripts/011_Battle/005_Battle scene/009_Scene_Animations.rb
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@@ -0,0 +1,539 @@
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class PokeBattle_Scene
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#=============================================================================
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# Animates the battle intro
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#=============================================================================
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def pbBattleIntroAnimation
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# Make everything appear
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introAnim = BattleIntroAnimation.new(@sprites,@viewport,@battle)
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loop do
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introAnim.update
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pbUpdate
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break if introAnim.animDone?
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end
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introAnim.dispose
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# Post-appearance activities
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# Trainer battle: get ready to show the party lineups (they are brought
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# on-screen by a separate animation)
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if @battle.trainerBattle?
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# NOTE: Here is where you'd make trainer sprites animate if they had an
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# entrance animation. Be sure to set it up like a Pokémon entrance
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# animation, i.e. add them to @animations so that they can play out
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# while party lineups appear and messages show.
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pbShowPartyLineup(0,true)
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pbShowPartyLineup(1,true)
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return
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end
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# Wild battle: play wild Pokémon's intro animations (including cry), show
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# data box(es), return the wild Pokémon's sprite(s) to normal colour, show
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# shiny animation(s)
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# Set up data box animation
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for i in 0...@battle.sideSizes[1]
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idxBattler = 2*i+1
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next if !@battle.battlers[idxBattler]
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dataBoxAnim = DataBoxAppearAnimation.new(@sprites,@viewport,idxBattler)
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@animations.push(dataBoxAnim)
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end
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# Set up wild Pokémon returning to normal colour and playing intro
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# animations (including cry)
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@animations.push(BattleIntroAnimation2.new(@sprites,@viewport,@battle.sideSizes[1]))
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# Play all the animations
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while inPartyAnimation?; pbUpdate; end
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# Show shiny animation for wild Pokémon
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if @battle.showAnims
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for i in 0...@battle.sideSizes[1]
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idxBattler = 2*i+1
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next if !@battle.battlers[idxBattler] || !@battle.battlers[idxBattler].shiny?
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pbCommonAnimation("Shiny",@battle.battlers[idxBattler])
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end
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end
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end
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#=============================================================================
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# Animates a party lineup appearing for the given side
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#=============================================================================
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def pbShowPartyLineup(side,fullAnim=false)
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@animations.push(LineupAppearAnimation.new(@sprites,@viewport,
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side,@battle.pbParty(side),@battle.pbPartyStarts(side),fullAnim))
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if !fullAnim
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while inPartyAnimation?; pbUpdate; end
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end
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end
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#=============================================================================
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# Animates an opposing trainer sliding in from off-screen. Will animate a
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# previous trainer that is already on-screen slide off first. Used at the end
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# of battle.
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#=============================================================================
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def pbShowOpponent(idxTrainer)
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# Set up trainer appearing animation
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appearAnim = TrainerAppearAnimation.new(@sprites,@viewport,idxTrainer)
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@animations.push(appearAnim)
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# Play the animation
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while inPartyAnimation?; pbUpdate; end
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end
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#=============================================================================
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# Animates a trainer's sprite and party lineup hiding (if they are visible).
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# Animates a Pokémon being sent out into battle, then plays the shiny
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# animation for it if relevant.
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# sendOuts is an array; each element is itself an array: [idxBattler,pkmn]
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#=============================================================================
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def pbSendOutBattlers(sendOuts,startBattle=false)
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return if sendOuts.length==0
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# If party balls are still appearing, wait for them to finish showing up, as
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# the FadeAnimation will make them disappear.
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while inPartyAnimation?; pbUpdate; end
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@briefMessage = false
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# Make all trainers and party lineups disappear (player-side trainers may
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# animate throwing a Poké Ball)
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if @battle.opposes?(sendOuts[0][0])
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fadeAnim = TrainerFadeAnimation.new(@sprites,@viewport,startBattle)
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else
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fadeAnim = PlayerFadeAnimation.new(@sprites,@viewport,startBattle)
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end
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# For each battler being sent out, set the battler's sprite and create two
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# animations (the Poké Ball moving and battler appearing from it, and its
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# data box appearing)
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sendOutAnims = []
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sendOuts.each_with_index do |b,i|
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pkmn = @battle.battlers[b[0]].effects[PBEffects::Illusion] || b[1]
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pbChangePokemon(b[0],pkmn)
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pbRefresh
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if @battle.opposes?(b[0])
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sendOutAnim = PokeballTrainerSendOutAnimation.new(@sprites,@viewport,
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@battle.pbGetOwnerIndexFromBattlerIndex(b[0])+1,
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@battle.battlers[b[0]],startBattle,i)
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else
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sendOutAnim = PokeballPlayerSendOutAnimation.new(@sprites,@viewport,
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@battle.pbGetOwnerIndexFromBattlerIndex(b[0])+1,
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@battle.battlers[b[0]],startBattle,i)
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end
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dataBoxAnim = DataBoxAppearAnimation.new(@sprites,@viewport,b[0])
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sendOutAnims.push([sendOutAnim,dataBoxAnim,false])
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end
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# Play all animations
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loop do
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fadeAnim.update
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sendOutAnims.each do |a|
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next if a[2]
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a[0].update
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a[1].update if a[0].animDone?
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a[2] = true if a[1].animDone?
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end
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pbUpdate
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if !inPartyAnimation?
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break if !sendOutAnims.any? { |a| !a[2] }
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end
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end
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fadeAnim.dispose
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sendOutAnims.each { |a| a[0].dispose; a[1].dispose }
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# Play shininess animations for shiny Pokémon
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sendOuts.each do |b|
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next if !@battle.showAnims || !@battle.battlers[b[0]].shiny?
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pbCommonAnimation("Shiny",@battle.battlers[b[0]])
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end
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end
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#=============================================================================
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# Animates a Pokémon being recalled into its Poké Ball and its data box hiding
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#=============================================================================
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def pbRecall(idxBattler)
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@briefMessage = false
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# Recall animation
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recallAnim = BattlerRecallAnimation.new(@sprites,@viewport,idxBattler)
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loop do
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recallAnim.update if recallAnim
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pbUpdate
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break if recallAnim.animDone?
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end
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recallAnim.dispose
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# Data box disappear animation
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dataBoxAnim = DataBoxDisappearAnimation.new(@sprites,@viewport,idxBattler)
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loop do
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dataBoxAnim.update
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pbUpdate
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break if dataBoxAnim.animDone?
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end
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dataBoxAnim.dispose
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end
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#=============================================================================
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# Ability splash bar animations
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#=============================================================================
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def pbShowAbilitySplash(battler)
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return if !PokeBattle_SceneConstants::USE_ABILITY_SPLASH
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side = battler.index%2
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pbHideAbilitySplash(battler) if @sprites["abilityBar_#{side}"].visible
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@sprites["abilityBar_#{side}"].battler = battler
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abilitySplashAnim = AbilitySplashAppearAnimation.new(@sprites,@viewport,side)
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loop do
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abilitySplashAnim.update
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pbUpdate
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break if abilitySplashAnim.animDone?
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end
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abilitySplashAnim.dispose
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end
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def pbHideAbilitySplash(battler)
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return if !PokeBattle_SceneConstants::USE_ABILITY_SPLASH
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side = battler.index%2
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return if !@sprites["abilityBar_#{side}"].visible
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abilitySplashAnim = AbilitySplashDisappearAnimation.new(@sprites,@viewport,side)
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loop do
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abilitySplashAnim.update
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pbUpdate
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break if abilitySplashAnim.animDone?
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end
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abilitySplashAnim.dispose
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end
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def pbReplaceAbilitySplash(battler)
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return if !PokeBattle_SceneConstants::USE_ABILITY_SPLASH
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pbShowAbilitySplash(battler)
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end
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#=============================================================================
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# HP change animations
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#=============================================================================
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# Shows a HP-changing common animation and animates a data box's HP bar.
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# Called by def pbReduceHP, def pbRecoverHP.
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def pbHPChanged(battler,oldHP,showAnim=false)
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@briefMessage = false
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if battler.hp>oldHP
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pbCommonAnimation("HealthUp",battler) if showAnim && @battle.showAnims
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elsif battler.hp<oldHP
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pbCommonAnimation("HealthDown",battler) if showAnim && @battle.showAnims
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end
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@sprites["dataBox_#{battler.index}"].animateHP(oldHP,battler.hp,battler.totalhp)
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while @sprites["dataBox_#{battler.index}"].animatingHP
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pbUpdate
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end
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end
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def pbDamageAnimation(battler,effectiveness=0)
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@briefMessage = false
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# Damage animation
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damageAnim = BattlerDamageAnimation.new(@sprites,@viewport,battler.index,effectiveness)
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loop do
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damageAnim.update
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pbUpdate
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break if damageAnim.animDone?
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end
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damageAnim.dispose
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end
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# Animates battlers flashing and data boxes' HP bars because of damage taken
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# by an attack. targets is an array, which are all animated simultaneously.
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# Each element in targets is also an array: [battler, old HP, effectiveness]
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def pbHitAndHPLossAnimation(targets)
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@briefMessage = false
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# Set up animations
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damageAnims = []
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targets.each do |t|
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anim = BattlerDamageAnimation.new(@sprites,@viewport,t[0].index,t[2])
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damageAnims.push(anim)
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@sprites["dataBox_#{t[0].index}"].animateHP(t[1],t[0].hp,t[0].totalhp)
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end
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# Update loop
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loop do
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damageAnims.each { |a| a.update }
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pbUpdate
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allDone = true
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targets.each do |t|
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next if !@sprites["dataBox_#{t[0].index}"].animatingHP
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allDone = false
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break
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end
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next if !allDone
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damageAnims.each do |a|
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next if a.animDone?
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allDone = false
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break
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end
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next if !allDone
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break
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end
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damageAnims.each { |a| a.dispose }
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end
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#=============================================================================
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# Animates a data box's Exp bar
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#=============================================================================
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def pbEXPBar(battler,startExp,endExp,tempExp1,tempExp2)
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return if !battler
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startExpLevel = tempExp1-startExp
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endExpLevel = tempExp2-startExp
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expRange = endExp-startExp
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dataBox = @sprites["dataBox_#{battler.index}"]
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dataBox.animateExp(startExpLevel,endExpLevel,expRange)
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while dataBox.animatingExp; pbUpdate; end
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end
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#=============================================================================
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# Shows stats windows upon a Pokémon levelling up
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#=============================================================================
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def pbLevelUp(pkmn,_battler,oldTotalHP,oldAttack,oldDefense,oldSpAtk,oldSpDef,oldSpeed)
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pbTopRightWindow(
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_INTL("Max. HP<r>+{1}\r\nAttack<r>+{2}\r\nDefense<r>+{3}\r\nSp. Atk<r>+{4}\r\nSp. Def<r>+{5}\r\nSpeed<r>+{6}",
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pkmn.totalhp-oldTotalHP,pkmn.attack-oldAttack,pkmn.defense-oldDefense,
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pkmn.spatk-oldSpAtk,pkmn.spdef-oldSpDef,pkmn.speed-oldSpeed))
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pbTopRightWindow(
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_INTL("Max. HP<r>{1}\r\nAttack<r>{2}\r\nDefense<r>{3}\r\nSp. Atk<r>{4}\r\nSp. Def<r>{5}\r\nSpeed<r>{6}",
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pkmn.totalhp,pkmn.attack,pkmn.defense,pkmn.spatk,pkmn.spdef,pkmn.speed))
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end
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#=============================================================================
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# Animates a Pokémon fainting
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#=============================================================================
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def pbFaintBattler(battler)
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@briefMessage = false
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# Pokémon plays cry and drops down, data box disappears
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faintAnim = BattlerFaintAnimation.new(@sprites,@viewport,battler.index,@battle)
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dataBoxAnim = DataBoxDisappearAnimation.new(@sprites,@viewport,battler.index)
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loop do
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faintAnim.update
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dataBoxAnim.update
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pbUpdate
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break if faintAnim.animDone? && dataBoxAnim.animDone?
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end
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faintAnim.dispose
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dataBoxAnim.dispose
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end
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#=============================================================================
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# Animates throwing a Poké Ball at a Pokémon in an attempt to catch it
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#=============================================================================
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def pbThrow(ball,shakes,critical,targetBattler,showPlayer=false)
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@briefMessage = false
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captureAnim = PokeballThrowCaptureAnimation.new(@sprites,@viewport,
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ball,shakes,critical,@battle.battlers[targetBattler],showPlayer)
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loop do
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captureAnim.update
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pbUpdate
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break if captureAnim.animDone? && !inPartyAnimation?
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end
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captureAnim.dispose
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end
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def pbThrowSuccess
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return if @battle.opponent
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@briefMessage = false
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pbMEPlay(pbGetWildCaptureME)
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i = 0
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loop do
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pbUpdate
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break if i>=Graphics.frame_rate*3.5 # 3.5 seconds
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i += 1
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end
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pbMEStop
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end
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def pbHideCaptureBall(idxBattler)
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# NOTE: It's not really worth writing a whole PokeBattle_Animation class for
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# making the capture ball fade out.
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ball = @sprites["captureBall"]
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return if !ball
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# Data box disappear animation
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dataBoxAnim = DataBoxDisappearAnimation.new(@sprites,@viewport,idxBattler)
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loop do
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dataBoxAnim.update
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ball.opacity -= 12*20/Graphics.frame_rate if ball.opacity>0
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pbUpdate
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break if dataBoxAnim.animDone? && ball.opacity<=0
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end
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dataBoxAnim.dispose
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end
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def pbThrowAndDeflect(ball,idxBattler)
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@briefMessage = false
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throwAnim = PokeballThrowDeflectAnimation.new(@sprites,@viewport,
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ball,@battle.battlers[idxBattler])
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loop do
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throwAnim.update
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pbUpdate
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break if throwAnim.animDone?
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end
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throwAnim.dispose
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end
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#=============================================================================
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# Hides all battler shadows before yielding to a move animation, and then
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# restores the shadows afterwards
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#=============================================================================
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def pbSaveShadows
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# Remember which shadows were visible
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shadows = Array.new(@battle.battlers.length) do |i|
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shadow = @sprites["shadow_#{i}"]
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ret = (shadow) ? shadow.visible : false
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shadow.visible = false if shadow
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next ret
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end
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# Yield to other code, i.e. playing an animation
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yield
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# Restore shadow visibility
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for i in 0...@battle.battlers.length
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shadow = @sprites["shadow_#{i}"]
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shadow.visible = shadows[i] if shadow
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end
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end
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#=============================================================================
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# Loads a move/common animation
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#=============================================================================
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# Returns the animation ID to use for a given move/user. Returns nil if that
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# move has no animations defined for it.
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def pbFindMoveAnimDetails(move2anim,moveID,idxUser,hitNum=0)
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id_number = GameData::Move.get(moveID).id_number
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noFlip = false
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if (idxUser&1)==0 # On player's side
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anim = move2anim[0][id_number]
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else # On opposing side
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anim = move2anim[1][id_number]
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noFlip = true if anim
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anim = move2anim[0][id_number] if !anim
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end
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return [anim+hitNum,noFlip] if anim
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return nil
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end
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# Returns the animation ID to use for a given move. If the move has no
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# animations, tries to use a default move animation depending on the move's
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# type. If that default move animation doesn't exist, trues to use Tackle's
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# move animation. Returns nil if it can't find any of these animations to use.
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def pbFindMoveAnimation(moveID, idxUser, hitNum)
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begin
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move2anim = pbLoadMoveToAnim
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# Find actual animation requested (an opponent using the animation first
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# looks for an OppMove version then a Move version)
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anim = pbFindMoveAnimDetails(move2anim, moveID, idxUser, hitNum)
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return anim if anim
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# Actual animation not found, get the default animation for the move's type
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moveData = GameData::Move.get(moveID)
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target_data = GameData::Target.get(moveData.target)
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moveType = moveData.type
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moveKind = moveData.category
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moveKind += 3 if target_data.num_targets > 1 || target_data.affects_foe_side
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moveKind += 3 if moveKind == 2 && target_data.num_targets > 0
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# [one target physical, one target special, user status,
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# multiple targets physical, multiple targets special, non-user status]
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typeDefaultAnim = {
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:NORMAL => [:TACKLE, :SONICBOOM, :DEFENSECURL, :EXPLOSION, :SWIFT, :TAILWHIP],
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:FIGHTING => [:MACHPUNCH, :AURASPHERE, :DETECT, nil, nil, nil],
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:FLYING => [:WINGATTACK, :GUST, :ROOST, nil, :AIRCUTTER, :FEATHERDANCE],
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:POISON => [:POISONSTING, :SLUDGE, :ACIDARMOR, nil, :ACID, :POISONPOWDER],
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:GROUND => [:SANDTOMB, :MUDSLAP, nil, :EARTHQUAKE, :EARTHPOWER, :MUDSPORT],
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:ROCK => [:ROCKTHROW, :POWERGEM, :ROCKPOLISH, :ROCKSLIDE, nil, :SANDSTORM],
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:BUG => [:TWINEEDLE, :BUGBUZZ, :QUIVERDANCE, nil, :STRUGGLEBUG, :STRINGSHOT],
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:GHOST => [:LICK, :SHADOWBALL, :GRUDGE, nil, nil, :CONFUSERAY],
|
||||
:STEEL => [:IRONHEAD, :MIRRORSHOT, :IRONDEFENSE, nil, nil, :METALSOUND],
|
||||
:FIRE => [:FIREPUNCH, :EMBER, :SUNNYDAY, nil, :INCINERATE, :WILLOWISP],
|
||||
:WATER => [:CRABHAMMER, :WATERGUN, :AQUARING, nil, :SURF, :WATERSPORT],
|
||||
:GRASS => [:VINEWHIP, :MEGADRAIN, :COTTONGUARD, :RAZORLEAF, nil, :SPORE],
|
||||
:ELECTRIC => [:THUNDERPUNCH, :THUNDERSHOCK, :CHARGE, nil, :DISCHARGE, :THUNDERWAVE],
|
||||
:PSYCHIC => [:ZENHEADBUTT, :CONFUSION, :CALMMIND, nil, :SYNCHRONOISE, :MIRACLEEYE],
|
||||
:ICE => [:ICEPUNCH, :ICEBEAM, :MIST, nil, :POWDERSNOW, :HAIL],
|
||||
:DRAGON => [:DRAGONCLAW, :DRAGONRAGE, :DRAGONDANCE, nil, :TWISTER, nil],
|
||||
:DARK => [:PURSUIT, :DARKPULSE, :HONECLAWS, nil, :SNARL, :EMBARGO],
|
||||
:FAIRY => [:TACKLE, :FAIRYWIND, :MOONLIGHT, nil, :SWIFT, :SWEETKISS]
|
||||
}
|
||||
if typeDefaultAnim[moveType]
|
||||
anims = typeDefaultAnim[moveType]
|
||||
if GameData::Move.exists?(anims[moveKind])
|
||||
anim = pbFindMoveAnimDetails(move2anim, anims[moveKind], idxUser)
|
||||
end
|
||||
if !anim && moveKind >= 3 && GameData::Move.exists?(anims[moveKind - 3])
|
||||
anim = pbFindMoveAnimDetails(move2anim, anims[moveKind - 3], idxUser)
|
||||
end
|
||||
if !anim && GameData::Move.exists?(anims[2])
|
||||
anim = pbFindMoveAnimDetails(move2anim, anims[2], idxUser)
|
||||
end
|
||||
end
|
||||
return anim if anim
|
||||
# Default animation for the move's type not found, use Tackle's animation
|
||||
if GameData::Move.exists?(:TACKLE)
|
||||
return pbFindMoveAnimDetails(move2anim, :TACKLE, idxUser)
|
||||
end
|
||||
rescue
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
#=============================================================================
|
||||
# Plays a move/common animation
|
||||
#=============================================================================
|
||||
# Plays a move animation.
|
||||
def pbAnimation(moveID,user,targets,hitNum=0)
|
||||
animID = pbFindMoveAnimation(moveID,user.index,hitNum)
|
||||
return if !animID
|
||||
anim = animID[0]
|
||||
target = (targets && targets.is_a?(Array)) ? targets[0] : targets
|
||||
animations = pbLoadBattleAnimations
|
||||
return if !animations
|
||||
pbSaveShadows {
|
||||
if animID[1] # On opposing side and using OppMove animation
|
||||
pbAnimationCore(animations[anim],target,user,true)
|
||||
else # On player's side, and/or using Move animation
|
||||
pbAnimationCore(animations[anim],user,target)
|
||||
end
|
||||
}
|
||||
end
|
||||
|
||||
# Plays a common animation.
|
||||
def pbCommonAnimation(animName,user=nil,target=nil)
|
||||
return if !animName || animName==""
|
||||
target = target[0] if target && target.is_a?(Array)
|
||||
animations = pbLoadBattleAnimations
|
||||
return if !animations
|
||||
animations.each do |a|
|
||||
next if !a || a.name!="Common:"+animName
|
||||
pbAnimationCore(a,user,(target!=nil) ? target : user)
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
def pbAnimationCore(animation,user,target,oppMove=false)
|
||||
return if !animation
|
||||
@briefMessage = false
|
||||
userSprite = (user) ? @sprites["pokemon_#{user.index}"] : nil
|
||||
targetSprite = (target) ? @sprites["pokemon_#{target.index}"] : nil
|
||||
# Remember the original positions of Pokémon sprites
|
||||
oldUserX = (userSprite) ? userSprite.x : 0
|
||||
oldUserY = (userSprite) ? userSprite.y : 0
|
||||
oldTargetX = (targetSprite) ? targetSprite.x : oldUserX
|
||||
oldTargetY = (targetSprite) ? targetSprite.y : oldUserY
|
||||
# Create the animation player
|
||||
animPlayer = PBAnimationPlayerX.new(animation,user,target,self,oppMove)
|
||||
# Apply a transformation to the animation based on where the user and target
|
||||
# actually are. Get the centres of each sprite.
|
||||
userHeight = (userSprite && userSprite.bitmap && !userSprite.bitmap.disposed?) ? userSprite.bitmap.height : 128
|
||||
if targetSprite
|
||||
targetHeight = (targetSprite.bitmap && !targetSprite.bitmap.disposed?) ? targetSprite.bitmap.height : 128
|
||||
else
|
||||
targetHeight = userHeight
|
||||
end
|
||||
animPlayer.setLineTransform(
|
||||
PokeBattle_SceneConstants::FOCUSUSER_X,PokeBattle_SceneConstants::FOCUSUSER_Y,
|
||||
PokeBattle_SceneConstants::FOCUSTARGET_X,PokeBattle_SceneConstants::FOCUSTARGET_Y,
|
||||
oldUserX,oldUserY-userHeight/2,
|
||||
oldTargetX,oldTargetY-targetHeight/2)
|
||||
# Play the animation
|
||||
animPlayer.start
|
||||
loop do
|
||||
animPlayer.update
|
||||
pbUpdate
|
||||
break if animPlayer.animDone?
|
||||
end
|
||||
animPlayer.dispose
|
||||
# Return Pokémon sprites to their original positions
|
||||
if userSprite
|
||||
userSprite.x = oldUserX
|
||||
userSprite.y = oldUserY
|
||||
userSprite.pbSetOrigin
|
||||
end
|
||||
if targetSprite
|
||||
targetSprite.x = oldTargetX
|
||||
targetSprite.y = oldTargetY
|
||||
targetSprite.pbSetOrigin
|
||||
end
|
||||
end
|
||||
end
|
||||
Reference in New Issue
Block a user