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Yet more script rearranging
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521
Data/Scripts/012_Overworld/001_Visuals/001_Overworld_Weather.rb
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521
Data/Scripts/012_Overworld/001_Visuals/001_Overworld_Weather.rb
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@@ -0,0 +1,521 @@
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# All weather particles are assumed to start at the top/right and move to the
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# bottom/left. Particles are only reset if they are off-screen to the left or
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# bottom.
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module RPG
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class Weather
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attr_reader :type
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attr_reader :max
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attr_reader :ox
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attr_reader :oy
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MAX_SPRITES = 60
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FADE_OLD_TILES_START = 0
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FADE_OLD_TILES_END = 1
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FADE_OLD_TONE_START = 0
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FADE_OLD_TONE_END = 2
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FADE_OLD_PARTICLES_START = 1
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FADE_OLD_PARTICLES_END = 3
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FADE_NEW_PARTICLES_START = 2
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FADE_NEW_PARTICLES_END = 4
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FADE_NEW_TONE_START = 3 # Shouldn't be sooner than FADE_OLD_TONE_END + 1
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FADE_NEW_TONE_END = 5
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FADE_NEW_TILES_START = 4 # Shouldn't be sooner than FADE_OLD_TILES_END
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FADE_NEW_TILES_END = 5
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def initialize(viewport = nil)
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@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
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@viewport.z = viewport.z + 1
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@origViewport = viewport
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# [array of particle bitmaps, array of tile bitmaps,
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# +x per second (particle), +y per second (particle), +opacity per second (particle),
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# +x per second (tile), +y per second (tile)]
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@weatherTypes = {}
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@type = :None
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@max = 0
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@ox = 0
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@oy = 0
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@tiles_wide = 0
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@tiles_tall = 0
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@tile_x = 0.0
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@tile_y = 0.0
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@sun_magnitude = 0 # +/- maximum addition to sun tone
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@sun_strength = 0 # Current addition to sun tone (0 to @sun_magnitude)
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@time_until_flash = 0
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@sprites = []
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@sprite_lifetimes = []
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@tiles = []
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@new_sprites = []
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@new_sprite_lifetimes = []
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@fading = false
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end
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def dispose
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@sprites.each { |sprite| sprite.dispose if sprite }
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@new_sprites.each { |sprite| sprite.dispose if sprite }
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@tiles.each { |sprite| sprite.dispose if sprite }
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@viewport.dispose
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@weatherTypes.each_value do |weather|
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next if !weather
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weather[1].each { |bitmap| bitmap.dispose if bitmap }
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weather[2].each { |bitmap| bitmap.dispose if bitmap }
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end
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end
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def fade_in(new_type, new_max, duration = 1)
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return if @fading
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new_type = GameData::Weather.get(new_type).id
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new_max = 0 if new_type == :None
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return if @type == new_type && @max == new_max
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if duration > 0
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@target_type = new_type
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@target_max = new_max
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prepare_bitmaps(@target_type)
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@old_max = @max
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@new_max = 0 # Current number of new particles
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@old_tone = Tone.new(@viewport.tone.red, @viewport.tone.green,
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@viewport.tone.blue, @viewport.tone.gray)
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@target_tone = get_weather_tone(@target_type, @target_max)
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@fade_time = 0.0
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@time_shift = 0
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if @type == :None
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@time_shift += 2 # No previous weather to fade out first
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elsif !GameData::Weather.get(@type).has_tiles?
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@time_shift += 1 # No previous tiles to fade out first
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end
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@fading = true
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@new_sprites.each { |sprite| sprite.dispose if sprite }
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@new_sprites.clear
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ensureSprites
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@new_sprites.each_with_index { |sprite, i| set_sprite_bitmap(sprite, i, @target_type) }
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else
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self.type = new_type
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self.max = new_max
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end
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end
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def type=(type)
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type = GameData::Weather.get(type).id
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return if @type == type
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if @fading
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@max = @target_max
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@fading = false
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end
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@type = type
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prepare_bitmaps(@type)
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if GameData::Weather.get(@type).has_tiles?
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w = @weatherTypes[@type][2][0].width
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h = @weatherTypes[@type][2][0].height
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@tiles_wide = (Graphics.width.to_f / w).ceil + 1
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@tiles_tall = (Graphics.height.to_f / h).ceil + 1
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else
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@tiles_wide = @tiles_tall = 0
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end
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ensureSprites
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@sprites.each_with_index { |sprite, i| set_sprite_bitmap(sprite, i, @type) }
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ensureTiles
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@tiles.each_with_index { |sprite, i| set_tile_bitmap(sprite, i, @type) }
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end
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def max=(value)
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return if @max == value
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@max = value.clamp(0, MAX_SPRITES)
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ensureSprites
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for i in 0...MAX_SPRITES
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@sprites[i].visible = (i < @max) if @sprites[i]
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end
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end
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def ox=(value)
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return if value == @ox
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@ox = value
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@sprites.each { |sprite| sprite.ox = @ox if sprite }
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@new_sprites.each { |sprite| sprite.ox = @ox if sprite }
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@tiles.each { |sprite| sprite.ox = @ox if sprite }
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end
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def oy=(value)
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return if value == @oy
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@oy = value
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@sprites.each { |sprite| sprite.oy = @oy if sprite }
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@new_sprites.each { |sprite| sprite.oy = @oy if sprite }
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@tiles.each { |sprite| sprite.oy = @oy if sprite }
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end
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def get_weather_tone(weather_type, maximum)
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return GameData::Weather.get(weather_type).tone(maximum)
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end
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def prepare_bitmaps(new_type)
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weather_data = GameData::Weather.get(new_type)
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bitmap_names = weather_data.graphics
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@weatherTypes[new_type] = [weather_data, [], []]
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for i in 0...2 # 0=particles, 1=tiles
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next if !bitmap_names[i]
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bitmap_names[i].each do |name|
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bitmap = RPG::Cache.load_bitmap("Graphics/Weather/", name)
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@weatherTypes[new_type][i + 1].push(bitmap)
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end
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end
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end
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def ensureSprites
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if @sprites.length < MAX_SPRITES && @weatherTypes[@type] && @weatherTypes[@type][1].length > 0
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for i in 0...MAX_SPRITES
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if !@sprites[i]
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sprite = Sprite.new(@origViewport)
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sprite.z = 1000
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sprite.ox = @ox
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sprite.oy = @oy
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sprite.opacity = 0
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@sprites[i] = sprite
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end
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@sprites[i].visible = (i < @max)
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@sprite_lifetimes[i] = 0
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end
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end
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if @fading && @new_sprites.length < MAX_SPRITES && @weatherTypes[@target_type] &&
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@weatherTypes[@target_type][1].length > 0
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for i in 0...MAX_SPRITES
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if !@new_sprites[i]
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sprite = Sprite.new(@origViewport)
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sprite.z = 1000
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sprite.ox = @ox
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sprite.oy = @oy
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sprite.opacity = 0
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@new_sprites[i] = sprite
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end
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@new_sprites[i].visible = (i < @new_max)
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@new_sprite_lifetimes[i] = 0
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end
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end
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end
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def ensureTiles
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return if @tiles.length >= @tiles_wide * @tiles_tall
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for i in 0...(@tiles_wide * @tiles_tall)
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if !@tiles[i]
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sprite = Sprite.new(@origViewport)
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sprite.z = 1000
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sprite.ox = @ox
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sprite.oy = @oy
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sprite.opacity = 0
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@tiles[i] = sprite
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end
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@tiles[i].visible = true
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end
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end
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def set_sprite_bitmap(sprite, index, weather_type)
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return if !sprite
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weatherBitmaps = (@weatherTypes[weather_type]) ? @weatherTypes[weather_type][1] : nil
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if !weatherBitmaps || weatherBitmaps.length == 0
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sprite.bitmap = nil
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return
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end
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if @weatherTypes[weather_type][0].category == :Rain
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last_index = weatherBitmaps.length - 1 # Last sprite is a splash
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if (index % 2) == 0
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sprite.bitmap = weatherBitmaps[index % last_index]
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else
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sprite.bitmap = weatherBitmaps[last_index]
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end
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else
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sprite.bitmap = weatherBitmaps[index % weatherBitmaps.length]
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end
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end
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def set_tile_bitmap(sprite, index, weather_type)
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return if !sprite || !weather_type
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weatherBitmaps = (@weatherTypes[weather_type]) ? @weatherTypes[weather_type][2] : nil
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if weatherBitmaps && weatherBitmaps.length > 0
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sprite.bitmap = weatherBitmaps[index % weatherBitmaps.length]
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else
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sprite.bitmap = nil
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end
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end
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def reset_sprite_position(sprite, index, is_new_sprite = false)
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weather_type = (is_new_sprite) ? @target_type : @type
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lifetimes = (is_new_sprite) ? @new_sprite_lifetimes : @sprite_lifetimes
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if index < (is_new_sprite ? @new_max : @max)
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sprite.visible = true
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else
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sprite.visible = false
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lifetimes[index] = 0
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return
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end
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if @weatherTypes[weather_type][0].category == :Rain && (index % 2) != 0 # Splash
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sprite.x = @ox - sprite.bitmap.width + rand(Graphics.width + sprite.bitmap.width * 2)
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sprite.y = @oy - sprite.bitmap.height + rand(Graphics.height + sprite.bitmap.height * 2)
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lifetimes[index] = (30 + rand(20)) * 0.01 # 0.3-0.5 seconds
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else
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x_speed = @weatherTypes[weather_type][0].particle_delta_x
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y_speed = @weatherTypes[weather_type][0].particle_delta_y
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gradient = x_speed.to_f / y_speed
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if gradient.abs >= 1
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# Position sprite to the right of the screen
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sprite.x = @ox + Graphics.width + rand(Graphics.width)
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sprite.y = @oy + Graphics.height - rand(Graphics.height + sprite.bitmap.height - Graphics.width / gradient)
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distance_to_cover = sprite.x - @ox - Graphics.width / 2 + sprite.bitmap.width + rand(Graphics.width * 8 / 5)
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lifetimes[index] = (distance_to_cover.to_f / x_speed).abs
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else
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# Position sprite to the top of the screen
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sprite.x = @ox - sprite.bitmap.width + rand(Graphics.width + sprite.bitmap.width - gradient * Graphics.height)
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sprite.y = @oy - sprite.bitmap.height - rand(Graphics.height)
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distance_to_cover = @oy - sprite.y + Graphics.height / 2 + rand(Graphics.height * 8 / 5)
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lifetimes[index] = (distance_to_cover.to_f / y_speed).abs
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end
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end
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sprite.opacity = 255
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end
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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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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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if lifetimes[index] <= 0
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reset_sprite_position(sprite, index, is_new_sprite)
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return
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end
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end
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# Determine which weather type this sprite is representing
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weather_type = (is_new_sprite) ? @target_type : @type
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# Update visibility/position/opacity of sprite
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if @weatherTypes[weather_type][0].category == :Rain && (index % 2) != 0 # Splash
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sprite.opacity = (lifetimes[index] < 0.2) ? 255 : 0 # 0.2 seconds
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else
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dist_x = @weatherTypes[weather_type][0].particle_delta_x * delta_t
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dist_y = @weatherTypes[weather_type][0].particle_delta_y * delta_t
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sprite.x += dist_x
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sprite.y += dist_y
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if weather_type == :Snow
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sprite.x += dist_x * (sprite.y - @oy) / (Graphics.height * 3) # Faster when further down screen
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sprite.x += [2, 1, 0, -1][rand(4)] * dist_x / 8 # Random movement
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sprite.y += [2, 1, 1, 0, 0, -1][index % 6] * dist_y / 10 # Variety
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end
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sprite.opacity += @weatherTypes[weather_type][0].particle_delta_opacity * delta_t
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x = sprite.x - @ox
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y = sprite.y - @oy
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# Check if sprite is off-screen; if so, reset it
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if sprite.opacity < 64 || x < -sprite.bitmap.width || y > Graphics.height
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reset_sprite_position(sprite, index, is_new_sprite)
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end
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end
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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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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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end
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@tile_x += @weatherTypes[weather_type][0].tile_delta_x * delta_t
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@tile_y += @weatherTypes[weather_type][0].tile_delta_y * delta_t
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if @tile_x < -@tiles_wide * @weatherTypes[weather_type][2][0].width
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@tile_x += @tiles_wide * @weatherTypes[weather_type][2][0].width
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end
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if @tile_y > @tiles_tall * @weatherTypes[weather_type][2][0].height
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@tile_y -= @tiles_tall * @weatherTypes[weather_type][2][0].height
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end
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end
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def update_tile_position(sprite, index)
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return if !sprite || !sprite.bitmap || !sprite.visible
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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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end
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sprite.x = @ox + @tile_x + (index % @tiles_wide) * sprite.bitmap.width
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sprite.y = @oy + @tile_y + (index / @tiles_wide) * sprite.bitmap.height
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sprite.x += @tiles_wide * sprite.bitmap.width if sprite.x - @ox < -sprite.bitmap.width
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sprite.y -= @tiles_tall * sprite.bitmap.height if sprite.y - @oy > Graphics.height
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sprite.visible = true
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if @fading && @type != @target_type
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if @fade_time >= FADE_OLD_TILES_START && @fade_time < FADE_OLD_TILES_END
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if @time_shift == 0 # There were old tiles to fade out
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fraction = (@fade_time - [FADE_OLD_TILES_START - @time_shift, 0].max) / (FADE_OLD_TILES_END - FADE_OLD_TILES_START)
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sprite.opacity = 255 * (1 - fraction)
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end
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elsif @fade_time >= [FADE_NEW_TILES_START - @time_shift, 0].max &&
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@fade_time < [FADE_NEW_TILES_END - @time_shift, 0].max
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fraction = (@fade_time - [FADE_NEW_TILES_START - @time_shift, 0].max) / (FADE_NEW_TILES_END - FADE_NEW_TILES_START)
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sprite.opacity = 255 * fraction
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else
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sprite.opacity = 0
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end
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else
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sprite.opacity = (@max > 0) ? 255 : 0
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end
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end
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# Set tone of viewport (general screen brightening/darkening)
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def update_screen_tone
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weather_type = @type
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weather_max = @max
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fraction = 1
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tone_red = 0
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tone_green = 0
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tone_blue = 0
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tone_gray = 0
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# Get base tone
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if @fading
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if @type == @target_type # Just changing max
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if @fade_time >= [FADE_NEW_TONE_START - @time_shift, 0].max &&
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@fade_time < [FADE_NEW_TONE_END - @time_shift, 0].max
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weather_max = @target_max
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fract = (@fade_time - [FADE_NEW_TONE_START - @time_shift, 0].max) / (FADE_NEW_TONE_END - FADE_NEW_TONE_START)
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tone_red = @target_tone.red + (1 - fract) * (@old_tone.red - @target_tone.red)
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tone_green = @target_tone.green + (1 - fract) * (@old_tone.green - @target_tone.green)
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tone_blue = @target_tone.blue + (1 - fract) * (@old_tone.blue - @target_tone.blue)
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tone_gray = @target_tone.gray + (1 - fract) * (@old_tone.gray - @target_tone.gray)
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else
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tone_red = @viewport.tone.red
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tone_green = @viewport.tone.green
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tone_blue = @viewport.tone.blue
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tone_gray = @viewport.tone.gray
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end
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elsif @time_shift < 2 && @fade_time >= FADE_OLD_TONE_START && @fade_time < FADE_OLD_TONE_END
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weather_max = @old_max
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fraction = ((@fade_time - FADE_OLD_TONE_START) / (FADE_OLD_TONE_END - FADE_OLD_TONE_START)).clamp(0, 1)
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fraction = 1 - fraction
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tone_red = @old_tone.red
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tone_green = @old_tone.green
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tone_blue = @old_tone.blue
|
||||
tone_gray = @old_tone.gray
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elsif @fade_time >= [FADE_NEW_TONE_START - @time_shift, 0].max
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weather_type = @target_type
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weather_max = @target_max
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fraction = ((@fade_time - [FADE_NEW_TONE_START - @time_shift, 0].max) / (FADE_NEW_TONE_END - FADE_NEW_TONE_START)).clamp(0, 1)
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||||
tone_red = @target_tone.red
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||||
tone_green = @target_tone.green
|
||||
tone_blue = @target_tone.blue
|
||||
tone_gray = @target_tone.gray
|
||||
end
|
||||
else
|
||||
base_tone = get_weather_tone(weather_type, weather_max)
|
||||
tone_red = base_tone.red
|
||||
tone_green = base_tone.green
|
||||
tone_blue = base_tone.blue
|
||||
tone_gray = base_tone.gray
|
||||
end
|
||||
# Modify base tone
|
||||
if weather_type == :Sun
|
||||
@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
|
||||
tone_red += @sun_strength
|
||||
tone_green += @sun_strength
|
||||
tone_blue += @sun_strength / 2
|
||||
end
|
||||
# Apply screen tone
|
||||
@viewport.tone.set(tone_red * fraction, tone_green * fraction,
|
||||
tone_blue * fraction, tone_gray * fraction)
|
||||
end
|
||||
|
||||
def update_fading
|
||||
return if !@fading
|
||||
old_fade_time = @fade_time
|
||||
@fade_time += Graphics.delta_s
|
||||
# Change tile bitmaps
|
||||
if @type != @target_type
|
||||
tile_change_threshold = [FADE_OLD_TONE_END - @time_shift, 0].max
|
||||
if old_fade_time <= tile_change_threshold && @fade_time > tile_change_threshold
|
||||
@tile_x = @tile_y = 0.0
|
||||
if @weatherTypes[@target_type] && @weatherTypes[@target_type][2].length > 0
|
||||
w = @weatherTypes[@target_type][2][0].width
|
||||
h = @weatherTypes[@target_type][2][0].height
|
||||
@tiles_wide = (Graphics.width.to_f / w).ceil + 1
|
||||
@tiles_tall = (Graphics.height.to_f / h).ceil + 1
|
||||
ensureTiles
|
||||
@tiles.each_with_index { |sprite, i| set_tile_bitmap(sprite, i, @target_type) }
|
||||
else
|
||||
@tiles_wide = @tiles_tall = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
# Reduce the number of old weather particles
|
||||
if @max > 0 && @fade_time >= [FADE_OLD_PARTICLES_START - @time_shift, 0].max
|
||||
fraction = (@fade_time - [FADE_OLD_PARTICLES_START - @time_shift, 0].max) / (FADE_OLD_PARTICLES_END - FADE_OLD_PARTICLES_START)
|
||||
@max = @old_max * (1 - fraction)
|
||||
# NOTE: Sprite visibilities aren't updated here; a sprite is allowed to
|
||||
# die off naturally in def reset_sprite_position.
|
||||
end
|
||||
# Increase the number of new weather particles
|
||||
if @new_max < @target_max && @fade_time >= [FADE_NEW_PARTICLES_START - @time_shift, 0].max
|
||||
fraction = (@fade_time - [FADE_NEW_PARTICLES_START - @time_shift, 0].max) / (FADE_NEW_PARTICLES_END - FADE_NEW_PARTICLES_START)
|
||||
@new_max = (@target_max * fraction).floor
|
||||
@new_sprites.each_with_index { |sprite, i| sprite.visible = (i < @new_max) if sprite }
|
||||
end
|
||||
# End fading
|
||||
if @fade_time >= ((@target_type == :None) ? FADE_OLD_PARTICLES_END : FADE_NEW_TILES_END) - @time_shift
|
||||
if !@sprites.any? { |sprite| sprite.visible }
|
||||
@type = @target_type
|
||||
@max = @target_max
|
||||
@target_type = nil
|
||||
@target_max = nil
|
||||
@old_max = nil
|
||||
@new_max = nil
|
||||
@old_tone = nil
|
||||
@target_tone = nil
|
||||
@fade_time = 0.0
|
||||
@time_shift = 0
|
||||
@sprites.each { |sprite| sprite.dispose if sprite }
|
||||
@sprites = @new_sprites
|
||||
@new_sprites = []
|
||||
@sprite_lifetimes = @new_sprite_lifetimes
|
||||
@new_sprite_lifetimes = []
|
||||
@fading = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
def update
|
||||
update_fading
|
||||
update_screen_tone
|
||||
# Storm flashes
|
||||
if @type == :Storm && !@fading
|
||||
if @time_until_flash > 0
|
||||
@time_until_flash -= Graphics.delta_s
|
||||
if @time_until_flash <= 0
|
||||
@viewport.flash(Color.new(255, 255, 255, 230), (2 + rand(3)) * 20)
|
||||
end
|
||||
end
|
||||
if @time_until_flash <= 0
|
||||
@time_until_flash = (1 + rand(12)) * 0.5 # 0.5-6 seconds
|
||||
end
|
||||
end
|
||||
@viewport.update
|
||||
# Update weather particles (raindrops, snowflakes, etc.)
|
||||
if @weatherTypes[@type] && @weatherTypes[@type][1].length > 0
|
||||
ensureSprites
|
||||
for i in 0...MAX_SPRITES
|
||||
update_sprite_position(@sprites[i], i, false)
|
||||
end
|
||||
elsif @sprites.length > 0
|
||||
@sprites.each { |sprite| sprite.dispose if sprite }
|
||||
@sprites.clear
|
||||
end
|
||||
# Update new weather particles (while fading in only)
|
||||
if @fading && @weatherTypes[@target_type] && @weatherTypes[@target_type][1].length > 0
|
||||
ensureSprites
|
||||
for i in 0...MAX_SPRITES
|
||||
update_sprite_position(@new_sprites[i], i, true)
|
||||
end
|
||||
elsif @new_sprites.length > 0
|
||||
@new_sprites.each { |sprite| sprite.dispose if sprite }
|
||||
@new_sprites.clear
|
||||
end
|
||||
# Update weather tiles (sandstorm/blizzard tiled overlay)
|
||||
if @tiles_wide > 0 && @tiles_tall > 0
|
||||
ensureTiles
|
||||
recalculate_tile_positions
|
||||
@tiles.each_with_index { |sprite, i| update_tile_position(sprite, i) }
|
||||
elsif @tiles.length > 0
|
||||
@tiles.each { |sprite| sprite.dispose if sprite }
|
||||
@tiles.clear
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
221
Data/Scripts/012_Overworld/001_Visuals/002_Overworld_Overlays.rb
Normal file
221
Data/Scripts/012_Overworld/001_Visuals/002_Overworld_Overlays.rb
Normal file
@@ -0,0 +1,221 @@
|
||||
#===============================================================================
|
||||
# Location signpost
|
||||
#===============================================================================
|
||||
class LocationWindow
|
||||
def initialize(name)
|
||||
@window = Window_AdvancedTextPokemon.new(name)
|
||||
@window.resizeToFit(name,Graphics.width)
|
||||
@window.x = 0
|
||||
@window.y = -@window.height
|
||||
@window.viewport = Viewport.new(0,0,Graphics.width,Graphics.height)
|
||||
@window.viewport.z = 99999
|
||||
@currentmap = $game_map.map_id
|
||||
@frames = 0
|
||||
end
|
||||
|
||||
def disposed?
|
||||
@window.disposed?
|
||||
end
|
||||
|
||||
def dispose
|
||||
@window.dispose
|
||||
end
|
||||
|
||||
def update
|
||||
return if @window.disposed?
|
||||
@window.update
|
||||
if $game_temp.message_window_showing || @currentmap!=$game_map.map_id
|
||||
@window.dispose
|
||||
return
|
||||
end
|
||||
if @frames > Graphics.frame_rate * 2
|
||||
@window.y -= 4
|
||||
@window.dispose if @window.y+@window.height<0
|
||||
else
|
||||
@window.y += 4 if @window.y<0
|
||||
@frames += 1
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
#===============================================================================
|
||||
# Visibility circle in dark maps
|
||||
#===============================================================================
|
||||
class DarknessSprite < SpriteWrapper
|
||||
attr_reader :radius
|
||||
|
||||
def initialize(viewport=nil)
|
||||
super(viewport)
|
||||
@darkness = BitmapWrapper.new(Graphics.width,Graphics.height)
|
||||
@radius = radiusMin
|
||||
self.bitmap = @darkness
|
||||
self.z = 99998
|
||||
refresh
|
||||
end
|
||||
|
||||
def dispose
|
||||
@darkness.dispose
|
||||
super
|
||||
end
|
||||
|
||||
def radiusMin; return 64; end # Before using Flash
|
||||
def radiusMax; return 176; end # After using Flash
|
||||
|
||||
def radius=(value)
|
||||
@radius = value
|
||||
refresh
|
||||
end
|
||||
|
||||
def refresh
|
||||
@darkness.fill_rect(0,0,Graphics.width,Graphics.height,Color.new(0,0,0,255))
|
||||
cx = Graphics.width/2
|
||||
cy = Graphics.height/2
|
||||
cradius = @radius
|
||||
numfades = 5
|
||||
for i in 1..numfades
|
||||
for j in cx-cradius..cx+cradius
|
||||
diff2 = (cradius * cradius) - ((j - cx) * (j - cx))
|
||||
diff = Math.sqrt(diff2)
|
||||
@darkness.fill_rect(j,cy-diff,1,diff*2,Color.new(0,0,0,255.0*(numfades-i)/numfades))
|
||||
end
|
||||
cradius = (cradius*0.9).floor
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
#===============================================================================
|
||||
# Light effects
|
||||
#===============================================================================
|
||||
class LightEffect
|
||||
def initialize(event,viewport=nil,map=nil,filename=nil)
|
||||
@light = IconSprite.new(0,0,viewport)
|
||||
if filename!=nil && filename!="" && pbResolveBitmap("Graphics/Pictures/"+filename)
|
||||
@light.setBitmap("Graphics/Pictures/"+filename)
|
||||
else
|
||||
@light.setBitmap("Graphics/Pictures/LE")
|
||||
end
|
||||
@light.z = 1000
|
||||
@event = event
|
||||
@map = (map) ? map : $game_map
|
||||
@disposed = false
|
||||
end
|
||||
|
||||
def disposed?
|
||||
return @disposed
|
||||
end
|
||||
|
||||
def dispose
|
||||
@light.dispose
|
||||
@map = nil
|
||||
@event = nil
|
||||
@disposed = true
|
||||
end
|
||||
|
||||
def update
|
||||
@light.update
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
class LightEffect_Lamp < LightEffect
|
||||
def initialize(event,viewport=nil,map=nil)
|
||||
lamp = AnimatedBitmap.new("Graphics/Pictures/LE")
|
||||
@light = Sprite.new(viewport)
|
||||
@light.bitmap = Bitmap.new(128,64)
|
||||
src_rect = Rect.new(0, 0, 64, 64)
|
||||
@light.bitmap.blt(0, 0, lamp.bitmap, src_rect)
|
||||
@light.bitmap.blt(20, 0, lamp.bitmap, src_rect)
|
||||
@light.visible = true
|
||||
@light.z = 1000
|
||||
lamp.dispose
|
||||
@map = (map) ? map : $game_map
|
||||
@event = event
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
class LightEffect_Basic < LightEffect
|
||||
def update
|
||||
return if !@light || !@event
|
||||
super
|
||||
@light.opacity = 100
|
||||
@light.ox = 32
|
||||
@light.oy = 48
|
||||
if (Object.const_defined?(:ScreenPosHelper) rescue false)
|
||||
@light.x = ScreenPosHelper.pbScreenX(@event)
|
||||
@light.y = ScreenPosHelper.pbScreenY(@event)
|
||||
@light.zoom_x = ScreenPosHelper.pbScreenZoomX(@event)
|
||||
else
|
||||
@light.x = @event.screen_x
|
||||
@light.y = @event.screen_y
|
||||
@light.zoom_x = 1.0
|
||||
end
|
||||
@light.zoom_y = @light.zoom_x
|
||||
@light.tone = $game_screen.tone
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
class LightEffect_DayNight < LightEffect
|
||||
def update
|
||||
return if !@light || !@event
|
||||
super
|
||||
shade = PBDayNight.getShade
|
||||
if shade>=144 # If light enough, call it fully day
|
||||
shade = 255
|
||||
elsif shade<=64 # If dark enough, call it fully night
|
||||
shade = 0
|
||||
else
|
||||
shade = 255-(255*(144-shade)/(144-64))
|
||||
end
|
||||
@light.opacity = 255-shade
|
||||
if @light.opacity>0
|
||||
@light.ox = 32
|
||||
@light.oy = 48
|
||||
if (Object.const_defined?(:ScreenPosHelper) rescue false)
|
||||
@light.x = ScreenPosHelper.pbScreenX(@event)
|
||||
@light.y = ScreenPosHelper.pbScreenY(@event)
|
||||
@light.zoom_x = ScreenPosHelper.pbScreenZoomX(@event)
|
||||
@light.zoom_y = ScreenPosHelper.pbScreenZoomY(@event)
|
||||
else
|
||||
@light.x = @event.screen_x
|
||||
@light.y = @event.screen_y
|
||||
@light.zoom_x = 1.0
|
||||
@light.zoom_y = 1.0
|
||||
end
|
||||
@light.tone.set($game_screen.tone.red,
|
||||
$game_screen.tone.green,
|
||||
$game_screen.tone.blue,
|
||||
$game_screen.tone.gray)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
Events.onSpritesetCreate += proc { |_sender,e|
|
||||
spriteset = e[0] # Spriteset being created
|
||||
viewport = e[1] # Viewport used for tilemap and characters
|
||||
map = spriteset.map # Map associated with the spriteset (not necessarily the current map)
|
||||
for i in map.events.keys
|
||||
if map.events[i].name[/^outdoorlight\((\w+)\)$/i]
|
||||
filename = $~[1].to_s
|
||||
spriteset.addUserSprite(LightEffect_DayNight.new(map.events[i],viewport,map,filename))
|
||||
elsif map.events[i].name[/^outdoorlight$/i]
|
||||
spriteset.addUserSprite(LightEffect_DayNight.new(map.events[i],viewport,map))
|
||||
elsif map.events[i].name[/^light\((\w+)\)$/i]
|
||||
filename = $~[1].to_s
|
||||
spriteset.addUserSprite(LightEffect_Basic.new(map.events[i],viewport,map,filename))
|
||||
elsif map.events[i].name[/^light$/i]
|
||||
spriteset.addUserSprite(LightEffect_Basic.new(map.events[i],viewport,map))
|
||||
end
|
||||
end
|
||||
spriteset.addUserSprite(Particle_Engine.new(viewport,map))
|
||||
}
|
||||
@@ -0,0 +1,134 @@
|
||||
#===============================================================================
|
||||
# Entering/exiting cave animations
|
||||
#===============================================================================
|
||||
def pbCaveEntranceEx(exiting)
|
||||
# Create bitmap
|
||||
sprite = BitmapSprite.new(Graphics.width,Graphics.height)
|
||||
sprite.z = 100000
|
||||
# Define values used for the animation
|
||||
totalFrames = (Graphics.frame_rate*0.4).floor
|
||||
increment = (255.0/totalFrames).ceil
|
||||
totalBands = 15
|
||||
bandheight = ((Graphics.height/2.0)-10)/totalBands
|
||||
bandwidth = ((Graphics.width/2.0)-12)/totalBands
|
||||
# Create initial array of band colors (black if exiting, white if entering)
|
||||
grays = Array.new(totalBands) { |i| (exiting) ? 0 : 255 }
|
||||
# Animate bands changing color
|
||||
totalFrames.times do |j|
|
||||
x = 0
|
||||
y = 0
|
||||
# Calculate color of each band
|
||||
for k in 0...totalBands
|
||||
next if k>=totalBands*j/totalFrames
|
||||
inc = increment
|
||||
inc *= -1 if exiting
|
||||
grays[k] -= inc
|
||||
grays[k] = 0 if grays[k]<0
|
||||
end
|
||||
# Draw gray rectangles
|
||||
rectwidth = Graphics.width
|
||||
rectheight = Graphics.height
|
||||
for i in 0...totalBands
|
||||
currentGray = grays[i]
|
||||
sprite.bitmap.fill_rect(Rect.new(x,y,rectwidth,rectheight),
|
||||
Color.new(currentGray,currentGray,currentGray))
|
||||
x += bandwidth
|
||||
y += bandheight
|
||||
rectwidth -= bandwidth*2
|
||||
rectheight -= bandheight*2
|
||||
end
|
||||
Graphics.update
|
||||
Input.update
|
||||
end
|
||||
# Set the tone at end of band animation
|
||||
if exiting
|
||||
pbToneChangeAll(Tone.new(255,255,255),0)
|
||||
else
|
||||
pbToneChangeAll(Tone.new(-255,-255,-255),0)
|
||||
end
|
||||
# Animate fade to white (if exiting) or black (if entering)
|
||||
for j in 0...totalFrames
|
||||
if exiting
|
||||
sprite.color = Color.new(255,255,255,j*increment)
|
||||
else
|
||||
sprite.color = Color.new(0,0,0,j*increment)
|
||||
end
|
||||
Graphics.update
|
||||
Input.update
|
||||
end
|
||||
# Set the tone at end of fading animation
|
||||
pbToneChangeAll(Tone.new(0,0,0),8)
|
||||
# Pause briefly
|
||||
(Graphics.frame_rate/10).times do
|
||||
Graphics.update
|
||||
Input.update
|
||||
end
|
||||
sprite.dispose
|
||||
end
|
||||
|
||||
def pbCaveEntrance
|
||||
pbSetEscapePoint
|
||||
pbCaveEntranceEx(false)
|
||||
end
|
||||
|
||||
def pbCaveExit
|
||||
pbEraseEscapePoint
|
||||
pbCaveEntranceEx(true)
|
||||
end
|
||||
|
||||
|
||||
|
||||
#===============================================================================
|
||||
# Blacking out animation
|
||||
#===============================================================================
|
||||
def pbStartOver(gameover=false)
|
||||
if pbInBugContest?
|
||||
pbBugContestStartOver
|
||||
return
|
||||
end
|
||||
$Trainer.heal_party
|
||||
if $PokemonGlobal.pokecenterMapId && $PokemonGlobal.pokecenterMapId>=0
|
||||
if gameover
|
||||
pbMessage(_INTL("\\w[]\\wm\\c[8]\\l[3]After the unfortunate defeat, you scurry back to a Pokémon Center."))
|
||||
else
|
||||
pbMessage(_INTL("\\w[]\\wm\\c[8]\\l[3]You scurry back to a Pokémon Center, protecting your exhausted Pokémon from any further harm..."))
|
||||
end
|
||||
pbCancelVehicles
|
||||
pbRemoveDependencies
|
||||
$game_switches[Settings::STARTING_OVER_SWITCH] = true
|
||||
$game_temp.player_new_map_id = $PokemonGlobal.pokecenterMapId
|
||||
$game_temp.player_new_x = $PokemonGlobal.pokecenterX
|
||||
$game_temp.player_new_y = $PokemonGlobal.pokecenterY
|
||||
$game_temp.player_new_direction = $PokemonGlobal.pokecenterDirection
|
||||
$scene.transfer_player if $scene.is_a?(Scene_Map)
|
||||
$game_map.refresh
|
||||
else
|
||||
homedata = GameData::Metadata.get.home
|
||||
if homedata && !pbRgssExists?(sprintf("Data/Map%03d.rxdata",homedata[0]))
|
||||
if $DEBUG
|
||||
pbMessage(_ISPRINTF("Can't find the map 'Map{1:03d}' in the Data folder. The game will resume at the player's position.",homedata[0]))
|
||||
end
|
||||
$Trainer.heal_party
|
||||
return
|
||||
end
|
||||
if gameover
|
||||
pbMessage(_INTL("\\w[]\\wm\\c[8]\\l[3]After the unfortunate defeat, you scurry back home."))
|
||||
else
|
||||
pbMessage(_INTL("\\w[]\\wm\\c[8]\\l[3]You scurry back home, protecting your exhausted Pokémon from any further harm..."))
|
||||
end
|
||||
if homedata
|
||||
pbCancelVehicles
|
||||
pbRemoveDependencies
|
||||
$game_switches[Settings::STARTING_OVER_SWITCH] = true
|
||||
$game_temp.player_new_map_id = homedata[0]
|
||||
$game_temp.player_new_x = homedata[1]
|
||||
$game_temp.player_new_y = homedata[2]
|
||||
$game_temp.player_new_direction = homedata[3]
|
||||
$scene.transfer_player if $scene.is_a?(Scene_Map)
|
||||
$game_map.refresh
|
||||
else
|
||||
$Trainer.heal_party
|
||||
end
|
||||
end
|
||||
pbEraseEscapePoint
|
||||
end
|
||||
Reference in New Issue
Block a user