Anim Editor: added play functionality to battle and editor

This commit is contained in:
Maruno17
2024-04-13 16:28:52 +01:00
parent d0e15a8939
commit 44cc500fdc
15 changed files with 1221 additions and 175 deletions

View File

@@ -11,6 +11,7 @@
# 9999+ = UI
#===============================================================================
class AnimationEditor::Canvas < Sprite
attr_reader :sprites # Only used while playing the animation
attr_reader :values
FRAME_SIZE = 48
@@ -25,7 +26,6 @@ class AnimationEditor::Canvas < Sprite
@captured = nil
@user_coords = []
@target_coords = []
@playing = false # TODO: What should this affect? Is it needed?
initialize_background
initialize_battlers
initialize_particle_sprites
@@ -195,15 +195,40 @@ class AnimationEditor::Canvas < Sprite
#-----------------------------------------------------------------------------
def prepare_to_play_animation
# TODO: Hide particle sprites, set battler sprites to starting positions so
# that the animation can play properly. Also need a way to end this
# override after the animation finishes playing. This method does not
# literally play the animation; the main editor screen or playback
# control does that.
@sprites = {}
# Populate @sprites with sprites that are present during battle, and reset
# their x/y/z values so the animation player knows where they start
idx = user_index
particle_idx = @anim[:particles].index { |particle| particle[:name] == "User" }
@sprites["pokemon_#{idx}"] = @battler_sprites[idx]
@battler_sprites[idx].x = @user_coords[0]
@battler_sprites[idx].y = @user_coords[1]
offset_xy = AnimationPlayer::Helper.get_xy_offset(@anim[:particles][particle_idx], @battler_sprites[idx])
@battler_sprites[idx].x += offset_xy[0]
@battler_sprites[idx].y += offset_xy[1]
focus_z = AnimationPlayer::Helper.get_z_focus(@anim[:particles][particle_idx], idx, idx)
AnimationPlayer::Helper.apply_z_focus_to_sprite(@battler_sprites[idx], 0, focus_z)
@battler_sprites[idx].z = 0
particle_idx = @anim[:particles].index { |particle| particle[:name] == "Target" }
target_indices.each do |idx|
@sprites["pokemon_#{idx}"] = @battler_sprites[idx]
@battler_sprites[idx].x = @target_coords[idx][0]
@battler_sprites[idx].y = @target_coords[idx][1]
offset_xy = AnimationPlayer::Helper.get_xy_offset(@anim[:particles][particle_idx], @battler_sprites[idx])
@battler_sprites[idx].x += offset_xy[0]
@battler_sprites[idx].y += offset_xy[1]
focus_z = AnimationPlayer::Helper.get_z_focus(@anim[:particles][particle_idx], idx, idx)
AnimationPlayer::Helper.apply_z_focus_to_sprite(@battler_sprites[idx], 0, focus_z)
end
# TODO: Also add background/bases and so on.
hide_all_sprites
@sel_frame_sprite.visible = false
@playing = true
end
def end_playing_animation
@sprites.clear
@sprites = nil
@playing = false
refresh
end
@@ -298,17 +323,21 @@ class AnimationEditor::Canvas < Sprite
def refresh_battler_graphics
if !@user_sprite_name || !@user_sprite_name || @user_sprite_name != @settings[:user_sprite_name]
@user_sprite_name = @settings[:user_sprite_name]
@user_bitmap_front_name = GameData::Species.front_sprite_filename(@user_sprite_name)
@user_bitmap_back_name = GameData::Species.back_sprite_filename(@user_sprite_name)
@user_bitmap_front&.dispose
@user_bitmap_back&.dispose
@user_bitmap_front = RPG::Cache.load_bitmap("Graphics/Pokemon/Front/", @user_sprite_name)
@user_bitmap_back = RPG::Cache.load_bitmap("Graphics/Pokemon/Back/", @user_sprite_name)
@user_bitmap_front = RPG::Cache.load_bitmap("", @user_bitmap_front_name)
@user_bitmap_back = RPG::Cache.load_bitmap("", @user_bitmap_back_name)
end
if !@target_bitmap_front || !@target_sprite_name || @target_sprite_name != @settings[:target_sprite_name]
@target_sprite_name = @settings[:target_sprite_name]
@target_bitmap_front_name = GameData::Species.front_sprite_filename(@target_sprite_name)
@target_bitmap_back_name = GameData::Species.back_sprite_filename(@target_sprite_name)
@target_bitmap_front&.dispose
@target_bitmap_back&.dispose
@target_bitmap_front = RPG::Cache.load_bitmap("Graphics/Pokemon/Front/", @target_sprite_name)
@target_bitmap_back = RPG::Cache.load_bitmap("Graphics/Pokemon/Back/", @target_sprite_name)
@target_bitmap_front = RPG::Cache.load_bitmap("", @target_bitmap_front_name)
@target_bitmap_back = RPG::Cache.load_bitmap("", @target_bitmap_back_name)
end
end
@@ -403,108 +432,24 @@ class AnimationEditor::Canvas < Sprite
# Set opacity
spr.opacity = values[:opacity]
# Set coordinates
spr.x = values[:x]
spr.y = values[:y]
case particle[:focus]
when :foreground, :midground, :background
when :user
spr.x += @user_coords[0]
spr.y += @user_coords[1]
when :target
spr.x += @target_coords[target_idx][0]
spr.y += @target_coords[target_idx][1]
when :user_and_target
user_pos = @user_coords
target_pos = @target_coords[target_idx]
distance = GameData::Animation::USER_AND_TARGET_SEPARATION
spr.x = user_pos[0] + ((values[:x].to_f / distance[0]) * (target_pos[0] - user_pos[0])).to_i
spr.y = user_pos[1] + ((values[:y].to_f / distance[1]) * (target_pos[1] - user_pos[1])).to_i
when :user_side_foreground, :user_side_background
base_coords = Battle::Scene.pbBattlerPosition(user_index)
spr.x += base_coords[0]
spr.y += base_coords[1]
when :target_side_foreground, :target_side_background
base_coords = Battle::Scene.pbBattlerPosition(target_idx)
spr.x += base_coords[0]
spr.y += base_coords[1]
end
focus_xy = AnimationPlayer::Helper.get_xy_focus(particle, user_index, target_idx,
@user_coords, @target_coords[target_idx])
AnimationPlayer::Helper.apply_xy_focus_to_sprite(spr, :x, values[:x], focus_xy)
AnimationPlayer::Helper.apply_xy_focus_to_sprite(spr, :y, values[:y], focus_xy)
# Set graphic and ox/oy (may also alter y coordinate)
case particle[:graphic]
when "USER", "USER_OPP", "USER_FRONT", "USER_BACK",
"TARGET", "TARGET_OPP", "TARGET_FRONT", "TARGET_BACK"
case particle[:graphic]
when "USER"
spr.bitmap = (user_index.even?) ? @user_bitmap_back : @user_bitmap_front
when "USER_OPP"
spr.bitmap = (user_index.even?) ? @user_bitmap_front : @user_bitmap_back
when "USER_FRONT"
spr.bitmap = @user_bitmap_front
when "USER_BACK"
spr.bitmap = @user_bitmap_back
when "TARGET"
spr.bitmap = (target_idx.even?) ? @target_bitmap_back : @target_bitmap_front
when "TARGET_OPP"
spr.bitmap = (target_idx.even?) ? @target_bitmap_front : @target_bitmap_back
when "TARGET_FRONT"
spr.bitmap = @target_bitmap_front
when "TARGET_BACK"
spr.bitmap = @target_bitmap_back
end
spr.ox = spr.bitmap.width / 2
spr.oy = spr.bitmap.height
spr.y += spr.bitmap.height / 2
else
spr.bitmap = RPG::Cache.load_bitmap("Graphics/Battle animations/", particle[:graphic])
if [:foreground, :midground, :background].include?(particle[:focus]) &&
spr.bitmap.width == AnimationEditor::CANVAS_WIDTH &&
spr.bitmap.height >= AnimationEditor::CANVAS_HEIGHT - @message_bar_sprite.y
spr.ox = 0
spr.oy = 0
elsif spr.bitmap.width > spr.bitmap.height * 2
spr.src_rect.set(values[:frame] * spr.bitmap.height, 0, spr.bitmap.height, spr.bitmap.height)
spr.ox = spr.bitmap.height / 2
spr.oy = spr.bitmap.height / 2
else
spr.src_rect.set(0, 0, spr.bitmap.width, spr.bitmap.height)
spr.ox = spr.bitmap.width / 2
spr.oy = spr.bitmap.height / 2
end
if particle[:graphic][/\[\s*bottom\s*\]\s*$/i] # [bottom] at end of filename
spr.oy = spr.bitmap.height
end
end
AnimationPlayer::Helper.set_bitmap_and_origin(particle, spr, user_index, target_idx,
[@user_bitmap_front_name, @user_bitmap_back_name],
[@target_bitmap_front_name, @target_bitmap_back_name])
offset_xy = AnimationPlayer::Helper.get_xy_offset(particle, spr)
spr.x += offset_xy[0]
spr.y += offset_xy[1]
# Set frame
# TODO: Should this always happens or only if the graphic is a spritesheet?
# I don't think there's harm in it always being set.
spr.src_rect.x = values[:frame].floor * spr.src_rect.width
# Set z (priority)
spr.z = values[:z]
case particle[:focus]
when :foreground
spr.z += 2000
when :midground
spr.z += 1000
when :background
# NOTE: No change.
when :user
spr.z += 1000 + ((100 * ((user_index / 2) + 1)) * (user_index.even? ? 1 : -1))
when :target
spr.z += 1000 + ((100 * ((target_idx / 2) + 1)) * (target_idx.even? ? 1 : -1))
when :user_and_target
user_pos = 1000 + ((100 * ((user_index / 2) + 1)) * (user_index.even? ? 1 : -1))
target_pos = 1000 + ((100 * ((target_idx / 2) + 1)) * (target_idx.even? ? 1 : -1))
distance = GameData::Animation::USER_AND_TARGET_SEPARATION[2]
if values[:z] >= 0
spr.z += user_pos
elsif values[:z] <= distance
spr.z += target_pos
else
spr.z = user_pos + ((values[:z].to_f / distance) * (target_pos - user_pos)).to_i
end
when :user_side_foreground, :target_side_foreground
this_idx = (particle[:focus] == :user_side_foreground) ? user_index : target_idx
spr.z += 1000
spr.z += 1000 if this_idx.even? # On player's side
when :user_side_background, :target_side_background
this_idx = (particle[:focus] == :user_side_background) ? user_index : target_idx
spr.z += 1000 if this_idx.even? # On player's side
end
focus_z = AnimationPlayer::Helper.get_z_focus(particle, user_index, target_idx)
AnimationPlayer::Helper.apply_z_focus_to_sprite(spr, values[:z], focus_z)
# Set various other properties
spr.zoom_x = values[:zoom_x] / 100.0
spr.zoom_y = values[:zoom_y] / 100.0
@@ -544,11 +489,7 @@ class AnimationEditor::Canvas < Sprite
update_selected_particle_frame
end
def refresh
refresh_bg_graphics
ensure_battler_sprites
refresh_battler_graphics
refresh_battler_positions
def hide_all_sprites
[@battler_sprites, @battler_frame_sprites].each do |sprites|
sprites.each { |s| s.visible = false if s && !s.disposed? }
end
@@ -561,6 +502,14 @@ class AnimationEditor::Canvas < Sprite
end
end
end
end
def refresh
refresh_bg_graphics
ensure_battler_sprites
refresh_battler_graphics
refresh_battler_positions
hide_all_sprites
@anim[:particles].each_with_index do |particle, i|
if GameData::Animation::FOCUS_TYPES_WITH_TARGET.include?(particle[:focus])
refresh_particle(i) # Because there can be multiple targets

View File

@@ -1,25 +1,193 @@
#===============================================================================
# TODO
#
#===============================================================================
class AnimationEditor::PlayControls < UIControls::BaseControl
class AnimationEditor::PlayControls < UIControls::ControlsContainer
attr_reader :slowdown, :looping
ROW_HEIGHT = 28
PLAY_BUTTON_X = 241
PLAY_BUTTON_Y = 13
PLAY_BUTTON_SIZE = 22
LOOP_BUTTON_X = PLAY_BUTTON_X + PLAY_BUTTON_SIZE + 12
LOOP_BUTTON_Y = 16
LOOP_BUTTON_SIZE = 16
# NOTE: Slowdown label is centered horizontally over the buttons.
SLOWDOWN_LABEL_Y = 0
SLOWDOWN_BUTTON_X = 1
SLOWDOWN_BUTTON_Y = ROW_HEIGHT - 1
SLOWDOWN_BUTTON_WIDTH = 32
SLOWDOWN_BUTTON_SPACING = -3
# NOTE: Duration label and value are centered horizontally on DURATION_TEXT_X.
DURATION_TEXT_X = 464
DURATION_LABEL_Y = SLOWDOWN_LABEL_Y
DURATION_VALUE_Y = ROW_HEIGHT
SLOWDOWN_FACTORS = [1, 2, 4, 6, 8]
ICON_COLOR = Color.black
def initialize(x, y, width, height, viewport)
super(width, height, viewport)
self.x = x
self.y = y
super(x, y, width, height)
@viewport.z = viewport.z + 10
generate_button_bitmaps
@duration = 0
@slowdown = SLOWDOWN_FACTORS[0]
@looping = false
end
#-----------------------------------------------------------------------------
def add_play_controls
# Play button
play_button = UIControls::BitmapButton.new(PLAY_BUTTON_X, PLAY_BUTTON_Y, self.viewport, @play_button_bitmap)
play_button.set_interactive_rects
play_button.disable
@controls.push([:play, play_button])
# Stop button
stop_button = UIControls::BitmapButton.new(PLAY_BUTTON_X, PLAY_BUTTON_Y, self.viewport, @stop_button_bitmap)
stop_button.set_interactive_rects
stop_button.visible = false
@controls.push([:stop, stop_button])
# Loop buttons
loop_button = UIControls::BitmapButton.new(LOOP_BUTTON_X, LOOP_BUTTON_Y, self.viewport, @play_once_button_bitmap)
loop_button.set_interactive_rects
loop_button.visible = false if @looping
@controls.push([:loop, loop_button])
unloop_button = UIControls::BitmapButton.new(LOOP_BUTTON_X, LOOP_BUTTON_Y, self.viewport, @looping_button_bitmap)
unloop_button.set_interactive_rects
unloop_button.visible = false if !@looping
@controls.push([:unloop, unloop_button])
# Slowdown label
duration_label = UIControls::Label.new(200, ROW_HEIGHT, self.viewport, _INTL("Slowdown factor"))
duration_label.x = SLOWDOWN_BUTTON_X + (SLOWDOWN_FACTORS.length * (SLOWDOWN_BUTTON_WIDTH - SLOWDOWN_BUTTON_SPACING) / 2)
duration_label.x -= (duration_label.text_width / 2) + 5
duration_label.y = SLOWDOWN_LABEL_Y
@controls.push([:slowdown_label, duration_label])
# Slowdown factor buttons
SLOWDOWN_FACTORS.each_with_index do |value, i|
button = UIControls::Button.new(SLOWDOWN_BUTTON_WIDTH, ROW_HEIGHT, self.viewport, value.to_s)
button.set_fixed_size
button.x = SLOWDOWN_BUTTON_X + ((SLOWDOWN_BUTTON_WIDTH - SLOWDOWN_BUTTON_SPACING) * i)
button.y = SLOWDOWN_BUTTON_Y
button.set_interactive_rects
button.set_highlighted if value == @slowdown
@controls.push([("slowdown" + value.to_s).to_sym, button])
end
# Duration label
duration_label = UIControls::Label.new(200, ROW_HEIGHT, self.viewport, _INTL("Duration"))
duration_label.x = DURATION_TEXT_X - (duration_label.text_width / 2)
duration_label.y = DURATION_LABEL_Y
@controls.push([:duration_label, duration_label])
# Duration value
duration_value = UIControls::Label.new(200, ROW_HEIGHT, self.viewport, _INTL("{1}s", 0.0))
duration_value.x = DURATION_TEXT_X - (duration_value.text_width / 2)
duration_value.y = DURATION_VALUE_Y
@controls.push([:duration_value, duration_value])
end
def generate_button_bitmaps
@play_button_bitmap = Bitmap.new(PLAY_BUTTON_SIZE, PLAY_BUTTON_SIZE)
(PLAY_BUTTON_SIZE - 2).times do |j|
@play_button_bitmap.fill_rect(PLAY_BUTTON_SIZE / 4, j + 1, (j >= (PLAY_BUTTON_SIZE - 2) / 2) ? PLAY_BUTTON_SIZE - j : j + 3, 1, ICON_COLOR)
end
@stop_button_bitmap = Bitmap.new(PLAY_BUTTON_SIZE, PLAY_BUTTON_SIZE)
@stop_button_bitmap.fill_rect(4, 4, PLAY_BUTTON_SIZE - 8, PLAY_BUTTON_SIZE - 8, ICON_COLOR)
# Loop button
@play_once_button_bitmap = Bitmap.new(LOOP_BUTTON_SIZE, LOOP_BUTTON_SIZE)
@play_once_button_bitmap.fill_rect(1, 7, 11, 2, ICON_COLOR)
@play_once_button_bitmap.fill_rect(8, 5, 2, 6, ICON_COLOR)
@play_once_button_bitmap.fill_rect(10, 6, 1, 4, ICON_COLOR)
@play_once_button_bitmap.fill_rect(13, 1, 2, 14, ICON_COLOR)
@looping_button_bitmap = Bitmap.new(LOOP_BUTTON_SIZE, LOOP_BUTTON_SIZE)
[0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0,
0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0,
1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 1,
1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1,
1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1,
1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1,
1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1,
1, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1,
0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0,
0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0].each_with_index do |val, i|
next if val == 0
@looping_button_bitmap.fill_rect(1 + (i % 14), 1 + (i / 14), 1, 1, ICON_COLOR)
end
end
def dispose
@play_button_bitmap.dispose
@stop_button_bitmap.dispose
@play_once_button_bitmap.dispose
@looping_button_bitmap.dispose
super
end
#-----------------------------------------------------------------------------
def duration=(new_val)
return if @duration == new_val
@duration = new_val
if @duration == 0
get_control(:play).disable
else
get_control(:play).enable
end
ctrl = get_control(:duration_value)
ctrl.text = _INTL("{1}s", @duration / 20.0)
ctrl.x = DURATION_TEXT_X - (ctrl.text_width / 2)
refresh
end
#-----------------------------------------------------------------------------
def refresh
def prepare_to_play_animation
get_control(:play).visible = false
get_control(:stop).visible = true
@controls.each { |ctrl| ctrl[1].disable if ctrl[0] != :stop }
end
def end_playing_animation
get_control(:stop).visible = false
get_control(:play).visible = true
@controls.each { |ctrl| ctrl[1].enable }
end
#-----------------------------------------------------------------------------
def update
super
draw_text(self.bitmap, 12, TEXT_OFFSET_Y + 14, _INTL("Play controls not added yet!"))
draw_text(self.bitmap, width - 134, TEXT_OFFSET_Y, _INTL("Total length: {1}s", @duration / 20.0))
if @values
@values.keys.each do |key|
case key
when :loop
get_control(:loop).visible = false
get_control(:unloop).visible = true
@looping = true
@values.delete(key)
when :unloop
get_control(:unloop).visible = false
get_control(:loop).visible = true
@looping = false
@values.delete(key)
else
if key.to_s[/slowdown/]
# A slowdown button was pressed; apply its effect now
@slowdown = key.to_s.sub("slowdown", "").to_i
@controls.each do |ctrl|
next if !ctrl[0].to_s[/slowdown\d+/]
if ctrl[0].to_s.sub("slowdown", "").to_i == @slowdown
ctrl[1].set_highlighted
else
ctrl[1].set_not_highlighted
end
end
@values.delete(key)
end
end
end
@values = nil if @values.empty?
end
end
end

View File

@@ -177,6 +177,7 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
@list_viewport.dispose
@commands_bg_viewport.dispose
@commands_viewport.dispose
super
end
def dispose_listed_sprites
@@ -430,7 +431,7 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
#-----------------------------------------------------------------------------
def calculate_duration
@duration = AnimationEditor::ParticleDataHelper.get_duration(@particles)
@duration = AnimationPlayer::Helper.get_duration(@particles)
@duration += DURATION_BUFFER
end