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