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Anim Editor: added play functionality to battle and editor
This commit is contained in:
230
Data/Scripts/905_Anim player/001_Anim player.rb
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230
Data/Scripts/905_Anim player/001_Anim player.rb
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#===============================================================================
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#
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#===============================================================================
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class AnimationPlayer
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attr_accessor :looping
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attr_accessor :slowdown # 1 = normal speed, 2 = half speed, 3 = one third speed, etc.
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# animation is either a GameData::Animation or a hash made from one.
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# user is a Battler, or nil
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# targets is an array of Battlers, or nil
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def initialize(animation, user, targets, scene)
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@animation = animation
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@user = user
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@targets = targets
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@scene = scene
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@viewport = @scene.viewport
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@sprites = @scene.sprites
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initialize_battler_sprite_names
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initialize_battler_coordinates
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@looping = false
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@slowdown = 1
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@timer_start = nil
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@anim_sprites = [] # Each is a ParticleSprite
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@duration = total_duration
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end
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# Doesn't actually create any sprites; just gathers them into a more useful array
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def initialize_battler_sprite_names
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@battler_sprites = []
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if @user
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pkmn = @user.pokemon
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@battler_sprites[@user.index] = []
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@battler_sprites[@user.index].push(GameData::Species.front_sprite_filename(
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pkmn.species, pkmn.form, pkmn.gender))
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@battler_sprites[@user.index].push(GameData::Species.back_sprite_filename(
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pkmn.species, pkmn.form, pkmn.gender))
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end
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if @targets
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@targets.each do |target|
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pkmn = target.pokemon
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@battler_sprites[target.index] = []
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@battler_sprites[target.index].push(GameData::Species.front_sprite_filename(
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pkmn.species, pkmn.form, pkmn.gender))
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@battler_sprites[target.index].push(GameData::Species.back_sprite_filename(
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pkmn.species, pkmn.form, pkmn.gender))
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end
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end
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end
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def initialize_battler_coordinates
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@user_coords = nil
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if @user
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sprite = @sprites["pokemon_#{@user.index}"]
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@user_coords = [sprite.x, sprite.y - (sprite.bitmap.height / 2)]
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end
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@target_coords = []
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if @targets
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@targets.each do |target|
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sprite = @sprites["pokemon_#{target.index}"]
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@target_coords[target.index] = [sprite.x, sprite.y - (sprite.bitmap.height / 2)]
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end
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end
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end
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def dispose
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@anim_sprites.each { |particle| particle.dispose }
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@anim_sprites.clear
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end
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#-----------------------------------------------------------------------------
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def particles
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return (@animation.is_a?(GameData::Animation)) ? @animation.particles : @animation[:particles]
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end
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# Return value is in seconds.
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def total_duration
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ret = AnimationPlayer::Helper.get_duration(particles) / 20.0
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ret *= slowdown
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return ret
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end
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#-----------------------------------------------------------------------------
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def set_up_particle(particle, target_idx = -1)
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particle_sprite = AnimationPlayer::ParticleSprite.new
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# Get/create a sprite
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sprite = nil
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case particle[:name]
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when "User"
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sprite = @sprites["pokemon_#{@user.index}"]
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particle_sprite.set_as_battler_sprite
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when "Target"
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sprite = @sprites["pokemon_#{target_idx}"]
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particle_sprite.set_as_battler_sprite
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when "SE"
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# Intentionally no sprite created
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else
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sprite = Sprite.new(@viewport)
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end
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particle_sprite.sprite = sprite if sprite
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# Set sprite's graphic and ox/oy
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if sprite
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AnimationPlayer::Helper.set_bitmap_and_origin(particle, sprite, @user.index, target_idx,
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@battler_sprites[@user.index], @battler_sprites[target_idx])
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end
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# Calculate x/y/z focus values and additional x/y modifier and pass them all
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# to particle_sprite
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focus_xy = AnimationPlayer::Helper.get_xy_focus(particle, @user.index, target_idx,
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@user_coords, @target_coords[target_idx])
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offset_xy = AnimationPlayer::Helper.get_xy_offset(particle, sprite)
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focus_z = AnimationPlayer::Helper.get_z_focus(particle, @user.index, target_idx)
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particle_sprite.focus_xy = focus_xy
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particle_sprite.offset_xy = offset_xy
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particle_sprite.focus_z = focus_z
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# Find earliest command and add a "make visible" command then
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if sprite && !particle_sprite.battler_sprite?
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first_cmd = -1
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particle.each_pair do |property, cmds|
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next if !cmds.is_a?(Array) || cmds.empty?
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cmds.each do |cmd|
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first_cmd = cmd[0] if first_cmd < 0 || first_cmd > cmd[0]
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end
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end
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particle_sprite.add_set_process(:visible, first_cmd * slowdown, true) if first_cmd >= 0
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end
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# Add all commands
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particle.each_pair do |property, cmds|
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next if !cmds.is_a?(Array) || cmds.empty?
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cmds.each do |cmd|
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if cmd[1] == 0
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if sprite
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particle_sprite.add_set_process(property, cmd[0] * slowdown, cmd[2])
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else
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# SE particle
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filename = nil
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case property
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when :user_cry
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filename = GameData::Species.cry_filename_from_pokemon(@user.pokemon) if @user
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when :target_cry
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# NOTE: If there are multiple targets, only the first one's cry
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# will be played.
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if @targets && !@targets.empty?
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filename = GameData::Species.cry_filename_from_pokemon(@targets.first.pokemon)
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end
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else
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filename = "Anim/" + cmd[2]
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end
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particle_sprite.add_set_process(property, cmd[0] * slowdown, [filename, cmd[3], cmd[4]]) if filename
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end
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else
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particle_sprite.add_move_process(property, cmd[0] * slowdown, cmd[1] * slowdown, cmd[2], cmd[3] || :linear)
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end
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end
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end
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# Finish up
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@anim_sprites.push(particle_sprite)
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end
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# Creates sprites and ParticleSprites, and sets sprite properties that won't
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# change during the animation.
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def set_up
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particles.each do |particle|
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if GameData::Animation::FOCUS_TYPES_WITH_TARGET.include?(particle[:focus]) && @targets
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one_per_side = [:target_side_foreground, :target_side_background].include?(particle[:focus])
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sides_covered = []
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@targets.each do |target|
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next if one_per_side && sides_covered.include?(target.index % 2)
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set_up_particle(particle, target.index)
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sides_covered.push(target.index % 2)
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end
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else
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set_up_particle(particle)
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end
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end
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reset_anim_sprites
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end
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# Sets the initial properties of all sprites, and marks all processes as not
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# yet started.
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def reset_anim_sprites
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@anim_sprites.each { |particle| particle.reset_processes }
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end
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#-----------------------------------------------------------------------------
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def start
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@timer_start = System.uptime
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end
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def playing?
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return !@timer_start.nil?
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end
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def finish
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@timer_start = nil
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@finished = true
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end
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def finished?
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return @finished
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end
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def can_continue_battle?
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return finished?
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end
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#-----------------------------------------------------------------------------
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def update
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return if !playing?
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if @need_reset
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reset_anim_sprites
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start
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@need_reset = false
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end
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time_now = System.uptime
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elapsed = time_now - @timer_start
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# Update all particles/sprites
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@anim_sprites.each { |particle| particle.update(elapsed) }
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# Finish or loop the animation
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if elapsed >= @duration
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if looping
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@need_reset = true
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else
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finish
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end
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end
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end
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end
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141
Data/Scripts/905_Anim player/002_ParticleSprite.rb
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141
Data/Scripts/905_Anim player/002_ParticleSprite.rb
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@@ -0,0 +1,141 @@
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#===============================================================================
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# NOTE: This assumes that processes are added (for a given property) in the
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# order they happen.
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#===============================================================================
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class AnimationPlayer::ParticleSprite
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attr_accessor :sprite
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attr_accessor :focus_xy, :offset_xy, :focus_z
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FRAMES_PER_SECOND = 20.0
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def initialize
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@processes = []
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@sprite = nil
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@battler_sprite = false
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initialize_values
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end
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def initialize_values
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@values = GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.clone
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end
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def dispose
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return if battler_sprite? || !@sprite || @sprite.disposed?
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@sprite.bitmap&.dispose
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@sprite.dispose
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end
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#-----------------------------------------------------------------------------
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def set_as_battler_sprite
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@battler_sprite = true
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@values[:visible] = true
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end
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def battler_sprite?
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return @battler_sprite
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end
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#-----------------------------------------------------------------------------
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def add_set_process(property, frame, value)
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add_move_process(property, frame, 0, value, :none)
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end
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def add_move_process(property, start_frame, duration, value, interpolation = :linear)
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# First nil is progress (nil = not started, true = running, false = finished)
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# Second nil is start value (set when the process starts running)
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@processes.push([property, start_frame, duration, value, interpolation, nil, nil])
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end
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# Sets sprite's initial For looping purposes.
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def reset_processes
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initialize_values
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set_as_battler_sprite if battler_sprite? # Start battler sprites as visible
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@values.each_pair { |property, value| update_sprite_property(property, value) }
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@processes.each { |process| process[5] = nil }
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end
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#-----------------------------------------------------------------------------
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def start_process(process)
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return if !process[5].nil?
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process[6] = @values[process[0]]
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process[5] = true
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end
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def update_process_value(process, elapsed_time)
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# SetXYZ
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if process[2] == 0
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@values[process[0]] = process[3]
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process[5] = false # Mark process as finished
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return
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end
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# MoveXYZ
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@values[process[0]] = AnimationPlayer::Helper.interpolate(
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process[4], process[6], process[3], process[2] / FRAMES_PER_SECOND,
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process[1] / FRAMES_PER_SECOND, elapsed_time
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)
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if elapsed_time >= (process[1] + process[2]) / FRAMES_PER_SECOND
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process[5] = false # Mark process as finished
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end
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end
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def update_sprite(changed_properties)
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changed_properties.uniq!
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changed_properties.each do |property|
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update_sprite_property(property, @values[property])
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end
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end
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def update_sprite_property(property, value)
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if !@sprite
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pbSEPlay(*value) if [:se, :user_cry, :target_cry].include?(property) && value
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return
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end
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case property
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when :frame then @sprite.src_rect.x = value.floor * @sprite.src_rect.width
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when :blending then @sprite.blend_type = value
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when :flip then @sprite.mirror = value
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when :x
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AnimationPlayer::Helper.apply_xy_focus_to_sprite(@sprite, :x, value.round, @focus_xy)
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@sprite.x += @offset_xy[0]
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when :y
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AnimationPlayer::Helper.apply_xy_focus_to_sprite(@sprite, :y, value.round, @focus_xy)
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@sprite.y += @offset_xy[1]
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when :z
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AnimationPlayer::Helper.apply_z_focus_to_sprite(@sprite, value, @focus_z)
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when :zoom_x then @sprite.zoom_x = value / 100.0
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when :zoom_y then @sprite.zoom_y = value / 100.0
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when :angle then @sprite.angle = value
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when :visible then @sprite.visible = value
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when :opacity then @sprite.opacity = value
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when :color_red then @sprite.color.red = value
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when :color_green then @sprite.color.green = value
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when :color_blue then @sprite.color.blue = value
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when :color_alpha then @sprite.color.alpha = value
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when :tone_red then @sprite.tone.red = value
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when :tone_green then @sprite.tone.green = value
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when :tone_blue then @sprite.tone.blue = value
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when :tone_gray then @sprite.tone.gray = value
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end
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end
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def update(elapsed_time)
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frame = (elapsed_time * FRAMES_PER_SECOND).floor
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changed_properties = []
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@processes.each do |process|
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# Skip processes that aren't due to start yet
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next if process[1] > frame
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# Skip processes that have already fully happened
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next if process[5] == false
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# Mark process as running if it isn't already
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start_process(process)
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# Update process's value
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update_process_value(process, elapsed_time)
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changed_properties.push(process[0]) # Record property as having changed
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end
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# Apply changed values to sprite
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update_sprite(changed_properties) if !changed_properties.empty?
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end
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end
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198
Data/Scripts/905_Anim player/003_AnimPlayerHelper.rb
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198
Data/Scripts/905_Anim player/003_AnimPlayerHelper.rb
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@@ -0,0 +1,198 @@
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#===============================================================================
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# Methods used by both AnimationPlayer and AnimationEditor::Canvas.
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#===============================================================================
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module AnimationPlayer::Helper
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BATTLE_MESSAGE_BAR_HEIGHT = 96 # NOTE: You shouldn't need to change this.
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module_function
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# Returns the duration of the animation in frames (1/20ths of a second).
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def get_duration(particles)
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ret = 0
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particles.each do |particle|
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particle.each_pair do |property, value|
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next if !value.is_a?(Array) || value.empty?
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max = value.last[0] + value.last[1] # Keyframe + duration
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ret = max if ret < max
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end
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end
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return ret
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end
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#-----------------------------------------------------------------------------
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def get_xy_focus(particle, user_index, target_index, user_coords, target_coords)
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ret = nil
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case particle[:focus]
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when :foreground, :midground, :background
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when :user
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ret = [user_coords.clone]
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when :target
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ret = [target_coords.clone]
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when :user_and_target
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ret = [user_coords.clone, target_coords.clone]
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when :user_side_foreground, :user_side_background
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ret = [Battle::Scene.pbBattlerPosition(user_index)]
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when :target_side_foreground, :target_side_background
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ret = [Battle::Scene.pbBattlerPosition(target_idx)]
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end
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return ret
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end
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def get_xy_offset(particle, sprite)
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ret = [0, 0]
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case particle[:graphic]
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when "USER", "USER_OPP", "USER_FRONT", "USER_BACK",
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"TARGET", "TARGET_OPP", "TARGET_FRONT", "TARGET_BACK"
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ret[1] += sprite.bitmap.height / 2 if sprite
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end
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return ret
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end
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# property is :x or :y.
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def apply_xy_focus_to_sprite(sprite, property, value, focus)
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result = value
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coord_idx = (property == :x) ? 0 : 1
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if focus
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if focus.length == 2
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distance = GameData::Animation::USER_AND_TARGET_SEPARATION
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result = focus[0][coord_idx] + ((value.to_f / distance[coord_idx]) * (focus[1][coord_idx] - focus[0][coord_idx])).to_i
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else
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result = value + focus[0][coord_idx]
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end
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end
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case property
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when :x then sprite.x = result
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when :y then sprite.y = result
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||||
end
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||||
end
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#-----------------------------------------------------------------------------
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||||
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# Returns either a number or an array of two numbers.
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def get_z_focus(particle, user_index, target_index)
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ret = 0
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||||
case particle[:focus]
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when :foreground
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ret = 2000
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when :midground
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ret = 1000
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when :background
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# NOTE: No change.
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when :user
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ret = 1000 + ((100 * ((user_index / 2) + 1)) * (user_index.even? ? 1 : -1))
|
||||
when :target
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ret = 1000 + ((100 * ((target_index / 2) + 1)) * (target_index.even? ? 1 : -1))
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||||
when :user_and_target
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user_pos = 1000 + ((100 * ((user_index / 2) + 1)) * (user_index.even? ? 1 : -1))
|
||||
target_pos = 1000 + ((100 * ((target_index / 2) + 1)) * (target_index.even? ? 1 : -1))
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||||
ret = [user_pos, target_pos]
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||||
when :user_side_foreground, :target_side_foreground
|
||||
this_idx = (particle[:focus] == :user_side_foreground) ? user_index : target_index
|
||||
ret = 1000
|
||||
ret += 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_index
|
||||
ret = 1000 if this_idx.even? # On player's side
|
||||
end
|
||||
return ret
|
||||
end
|
||||
|
||||
def apply_z_focus_to_sprite(sprite, z, focus)
|
||||
if focus.is_a?(Array)
|
||||
distance = GameData::Animation::USER_AND_TARGET_SEPARATION[2]
|
||||
if z >= 0
|
||||
sprite.z = z + focus[0]
|
||||
elsif z <= distance
|
||||
sprite.z = z + focus[1]
|
||||
else
|
||||
sprite.z = focus[0] + ((z.to_f / distance) * (focus[1] - focus[0])).to_i
|
||||
end
|
||||
elsif focus
|
||||
sprite.z = z + focus
|
||||
else
|
||||
sprite.z = z
|
||||
end
|
||||
end
|
||||
|
||||
#-----------------------------------------------------------------------------
|
||||
|
||||
# user_sprites, target_sprites = [front sprite, back sprite]
|
||||
def set_bitmap_and_origin(particle, sprite, user_index, target_index, user_sprites, target_sprites)
|
||||
return if sprite&.is_a?(Battle::Scene::BattlerSprite)
|
||||
case particle[:graphic]
|
||||
when "USER", "USER_OPP", "USER_FRONT", "USER_BACK",
|
||||
"TARGET", "TARGET_OPP", "TARGET_FRONT", "TARGET_BACK"
|
||||
filename = nil
|
||||
case particle[:graphic]
|
||||
when "USER"
|
||||
filename = (user_index.even?) ? user_sprites[1] : user_sprites[0]
|
||||
when "USER_OPP"
|
||||
filename = (user_index.even?) ? user_sprites[0] : user_sprites[1]
|
||||
when "USER_FRONT"
|
||||
filename = user_sprites[0]
|
||||
when "USER_BACK"
|
||||
filename = user_sprites[1]
|
||||
when "TARGET"
|
||||
filename = (target_index.even?) ? target_sprites[1] : target_sprites[0]
|
||||
when "TARGET_OPP"
|
||||
filename = (target_index.even?) ? target_sprites[0] : target_sprites[1]
|
||||
when "TARGET_FRONT"
|
||||
filename = target_sprites[0]
|
||||
when "TARGET_BACK"
|
||||
filename = target_sprites[1]
|
||||
end
|
||||
sprite.bitmap = RPG::Cache.load_bitmap("", filename)
|
||||
sprite.ox = sprite.bitmap.width / 2
|
||||
sprite.oy = sprite.bitmap.height
|
||||
else
|
||||
sprite.bitmap = RPG::Cache.load_bitmap("Graphics/Battle animations/", particle[:graphic])
|
||||
sprite.src_rect.set(0, 0, sprite.bitmap.width, sprite.bitmap.height)
|
||||
if [:foreground, :midground, :background].include?(particle[:focus]) &&
|
||||
sprite.bitmap.width == Settings::SCREEN_WIDTH &&
|
||||
sprite.bitmap.height >= Settings::SCREEN_HEIGHT - BATTLE_MESSAGE_BAR_HEIGHT
|
||||
sprite.ox = 0
|
||||
sprite.oy = 0
|
||||
elsif sprite.bitmap.width > sprite.bitmap.height * 2
|
||||
sprite.src_rect.set(0, 0, sprite.bitmap.height, sprite.bitmap.height)
|
||||
sprite.ox = sprite.bitmap.height / 2
|
||||
sprite.oy = sprite.bitmap.height / 2
|
||||
else
|
||||
sprite.ox = sprite.bitmap.width / 2
|
||||
sprite.oy = sprite.bitmap.height / 2
|
||||
end
|
||||
if particle[:graphic][/\[\s*bottom\s*\]\s*$/i] # [bottom] at end of filename
|
||||
sprite.oy = sprite.bitmap.height
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
#-----------------------------------------------------------------------------
|
||||
|
||||
def interpolate(interpolation, start_val, end_val, duration, start_time, now)
|
||||
case interpolation
|
||||
when :linear
|
||||
return lerp(start_val, end_val, duration, start_time, now).to_i
|
||||
when :ease_in # Quadratic
|
||||
ret = start_val
|
||||
x = (now - start_time) / duration.to_f
|
||||
ret += (end_val - start_val) * x * x
|
||||
return ret.round
|
||||
when :ease_out # Quadratic
|
||||
ret = start_val
|
||||
x = (now - start_time) / duration.to_f
|
||||
ret += (end_val - start_val) * (1 - ((1 - x) * (1 - x)))
|
||||
return ret.round
|
||||
when :ease_both # Quadratic
|
||||
ret = start_val
|
||||
x = (now - start_time) / duration.to_f
|
||||
if x < 0.5
|
||||
ret += (end_val - start_val) * x * x * 2
|
||||
else
|
||||
ret += (end_val - start_val) * (1 - (((-2 * x) + 2) * ((-2 * x) + 2) / 2))
|
||||
end
|
||||
return ret.round
|
||||
end
|
||||
raise _INTL("Unknown interpolation method {1}.", interpolation)
|
||||
end
|
||||
end
|
||||
187
Data/Scripts/905_Anim player/010_Battle code.rb
Normal file
187
Data/Scripts/905_Anim player/010_Battle code.rb
Normal file
@@ -0,0 +1,187 @@
|
||||
#===============================================================================
|
||||
#
|
||||
#===============================================================================
|
||||
class Battle::Scene
|
||||
BETTER_ANIMATION_DEFAULTS = {
|
||||
:NORMAL => [:TACKLE, :SONICBOOM, :DEFENSECURL, :EXPLOSION, :SWIFT, :TAILWHIP],
|
||||
:FIGHTING => [:MACHPUNCH, :AURASPHERE, :BULKUP, nil, nil, nil],
|
||||
:FLYING => [:WINGATTACK, :GUST, :ROOST, nil, :AIRCUTTER, :FEATHERDANCE],
|
||||
:POISON => [:POISONSTING, :SLUDGE, :ACIDARMOR, nil, :ACID, :POISONPOWDER],
|
||||
:GROUND => [:SANDTOMB, :MUDSLAP, :MUDSPORT, :EARTHQUAKE, :EARTHPOWER, :SANDATTACK],
|
||||
:ROCK => [:ROCKTHROW, :POWERGEM, :ROCKPOLISH, :ROCKSLIDE, nil, :SANDSTORM],
|
||||
:BUG => [:TWINEEDLE, :BUGBUZZ, :QUIVERDANCE, nil, :STRUGGLEBUG, :STRINGSHOT],
|
||||
:GHOST => [:ASTONISH, :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, :MAGICALLEAF, :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 => [:KNOCKOFF, :DARKPULSE, :HONECLAWS, nil, :SNARL, :EMBARGO],
|
||||
:FAIRY => [:TACKLE, :FAIRYWIND, :MOONLIGHT, nil, :DAZZLINGGLEAM, :SWEETKISS]
|
||||
}
|
||||
|
||||
#-----------------------------------------------------------------------------
|
||||
|
||||
def pbAnimation(move_id, user, targets, version = 0)
|
||||
anims = find_move_animation(move_id, version, user&.index)
|
||||
return if !anims || anims.empty?
|
||||
if anims[0].is_a?(GameData::Animation) # New animation
|
||||
pbSaveShadows do
|
||||
# NOTE: anims.sample is a random valid animation.
|
||||
play_better_animation(anims.sample, user, targets)
|
||||
end
|
||||
else # Old animation
|
||||
anim = anims[0]
|
||||
target = (targets.is_a?(Array)) ? targets[0] : targets
|
||||
animations = pbLoadBattleAnimations
|
||||
return if !animations
|
||||
pbSaveShadows do
|
||||
if anims[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
|
||||
end
|
||||
end
|
||||
|
||||
alias __newanims__pbCommonAnimation pbCommonAnimation unless method_defined?(:__newanims__pbCommonAnimation)
|
||||
def pbCommonAnimation(anim_name, user = nil, target = nil)
|
||||
return if nil_or_empty?(anim_name)
|
||||
anims = try_get_better_common_animation(anim_name, user.index)
|
||||
if anims
|
||||
# NOTE: anims.sample is a random valid animation.
|
||||
play_better_animation(anims.sample, user, target)
|
||||
else
|
||||
__newanims__pbCommonAnimation(anim_name, user, target)
|
||||
end
|
||||
end
|
||||
|
||||
#-----------------------------------------------------------------------------
|
||||
|
||||
# Returns an array of GameData::Animation if a new animation(s) is found.
|
||||
# Return [animation index, shouldn't be flipped] if an old animation is found.
|
||||
def find_move_animation(move_id, version, user_index)
|
||||
# Get animation
|
||||
anims = find_move_animation_for_move(move_id, version, user_index)
|
||||
return anims if anims
|
||||
# Get information to decide which default animation to try
|
||||
move_data = GameData::Move.get(move_id)
|
||||
target_data = GameData::Target.get(move_data.target)
|
||||
move_type = move_data.type
|
||||
default_idx = move_data.category
|
||||
default_idx += 3 if target_data.num_targets > 1 || target_data.affects_foe_side
|
||||
default_idx += 3 if move_data.status? && target_data.num_targets > 0
|
||||
# Check for a default animation
|
||||
wanted_move = BETTER_ANIMATION_DEFAULTS[move_type][default_idx]
|
||||
anims = find_move_animation_for_move(wanted_move, 0, user_index)
|
||||
return anims if anims
|
||||
if default_idx >= 3
|
||||
wanted_move = BETTER_ANIMATION_DEFAULTS[move_type][default_idx - 3]
|
||||
anims = find_move_animation_for_move(wanted_move, 0, user_index)
|
||||
return anims if anims
|
||||
return nil if wanted_move == :TACKLE # No need to check for Tackle's animation twice
|
||||
end
|
||||
# Use Tackle's animation
|
||||
return find_move_animation_for_move(:TACKLE, 0, user_index)
|
||||
end
|
||||
|
||||
# Find an animation(s) for the given move_id.
|
||||
def find_move_animation_for_move(move_id, version, user_index)
|
||||
# Find new animation
|
||||
anims = try_get_better_move_animation(move_id, version, user_index)
|
||||
return anims if anims
|
||||
if version > 0
|
||||
anims = try_get_better_move_animation(move_id, 0, user_index)
|
||||
return anims if anims
|
||||
end
|
||||
# Find old animation
|
||||
anim = pbFindMoveAnimDetails(pbLoadMoveToAnim, move_id, user_index, version)
|
||||
return anim
|
||||
end
|
||||
|
||||
# Finds a new animation for the given move_id and version. Prefers opposing
|
||||
# animations if the user is opposing. Can return multiple animations.
|
||||
def try_get_better_move_animation(move_id, version, user_index)
|
||||
ret = []
|
||||
backup_ret = []
|
||||
GameData::Animation.each do |anim|
|
||||
next if !anim.move_animation? || anim.ignore
|
||||
next if anim.move != move_id.to_s
|
||||
next if anim.version != version
|
||||
if !user_index
|
||||
ret.push(anim)
|
||||
next
|
||||
end
|
||||
if user_index.even? # User is on player's side
|
||||
ret.push(anim) if !anim.opposing_animation?
|
||||
else # User is on opposing side
|
||||
(anim.opposing_animation?) ? ret.push(anim) : backup_ret.push(anim)
|
||||
end
|
||||
end
|
||||
return ret if !ret.empty?
|
||||
return backup_ret if !backup_ret.empty?
|
||||
return nil
|
||||
end
|
||||
|
||||
def try_get_better_common_animation(anim_name, user_index)
|
||||
ret = []
|
||||
backup_ret = []
|
||||
GameData::Animation.each do |anim|
|
||||
next if !anim.common_animation? || anim.ignore
|
||||
next if anim.move != anim_name
|
||||
if !user_index
|
||||
ret.push(anim)
|
||||
next
|
||||
end
|
||||
if user_index.even? # User is on player's side
|
||||
ret.push(anim) if !anim.opposing_animation?
|
||||
else # User is on opposing side
|
||||
(anim.opposing_animation?) ? ret.push(anim) : backup_ret.push(anim)
|
||||
end
|
||||
end
|
||||
return ret if !ret.empty?
|
||||
return backup_ret if !backup_ret.empty?
|
||||
return nil
|
||||
end
|
||||
|
||||
#-----------------------------------------------------------------------------
|
||||
|
||||
def play_better_animation(anim_data, user, targets)
|
||||
return if !anim_data
|
||||
@briefMessage = false
|
||||
# Memorize old battler coordinates, to be reset after the animation
|
||||
old_battler_coords = []
|
||||
if user
|
||||
sprite = @sprites["pokemon_#{user.index}"]
|
||||
old_battler_coords[user.index] = [sprite.x, sprite.y]
|
||||
end
|
||||
if targets
|
||||
targets.each do |target|
|
||||
sprite = @sprites["pokemon_#{target.index}"]
|
||||
old_battler_coords[target.index] = [sprite.x, sprite.y]
|
||||
end
|
||||
end
|
||||
# Create animation player
|
||||
anim_player = AnimationPlayer.new(anim_data, user, targets, self)
|
||||
anim_player.set_up
|
||||
# Play animation
|
||||
anim_player.start
|
||||
loop do
|
||||
pbUpdate
|
||||
anim_player.update
|
||||
break if anim_player.can_continue_battle?
|
||||
end
|
||||
anim_player.dispose
|
||||
# Restore old battler coordinates
|
||||
old_battler_coords.each_with_index do |values, i|
|
||||
next if !values
|
||||
sprite = @sprites["pokemon_#{i}"]
|
||||
sprite.x = values[0]
|
||||
sprite.y = values[1]
|
||||
end
|
||||
end
|
||||
end
|
||||
71
Data/Scripts/905_Anim player/011_Battle z modifiers.rb
Normal file
71
Data/Scripts/905_Anim player/011_Battle z modifiers.rb
Normal file
@@ -0,0 +1,71 @@
|
||||
# TODO: Hardcoded animations have incorrect z values because of the change to
|
||||
# other sprites' z values.
|
||||
|
||||
#===============================================================================
|
||||
#
|
||||
#===============================================================================
|
||||
class Battle::Scene
|
||||
alias __newanims__pbInitSprites pbInitSprites unless method_defined?(:__newanims__pbInitSprites)
|
||||
def pbInitSprites
|
||||
__newanims__pbInitSprites
|
||||
["battle_bg", "battle_bg2"].each { |spr| @sprites[spr].z = -200 }
|
||||
2.times do |side|
|
||||
@sprites["base_#{side}"].z = -199
|
||||
end
|
||||
@sprites["cmdBar_bg"].z += 9999
|
||||
@sprites["messageBox"].z += 9999
|
||||
@sprites["messageWindow"].z += 9999
|
||||
@sprites["commandWindow"].z += 9999
|
||||
@sprites["fightWindow"].z += 9999
|
||||
@sprites["targetWindow"].z += 9999
|
||||
2.times do |side|
|
||||
@sprites["partyBar_#{side}"].z += 9999
|
||||
NUM_BALLS.times do |i|
|
||||
@sprites["partyBall_#{side}_#{i}"].z += 9999
|
||||
end
|
||||
# Ability splash bars
|
||||
@sprites["abilityBar_#{side}"].z += 9999 if USE_ABILITY_SPLASH
|
||||
end
|
||||
@battle.battlers.each_with_index do |b, i|
|
||||
@sprites["dataBox_#{i}"].z += 9999 if b
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
#===============================================================================
|
||||
# Pokémon sprite (used in battle)
|
||||
#===============================================================================
|
||||
class Battle::Scene::BattlerSprite < RPG::Sprite
|
||||
def pbSetPosition
|
||||
return if !@_iconBitmap
|
||||
pbSetOrigin
|
||||
if @index.even?
|
||||
self.z = 1100 + (100 * @index / 2)
|
||||
else
|
||||
self.z = 1000 - (100 * (@index + 1) / 2)
|
||||
end
|
||||
# Set original position
|
||||
p = Battle::Scene.pbBattlerPosition(@index, @sideSize)
|
||||
@spriteX = p[0]
|
||||
@spriteY = p[1]
|
||||
# Apply metrics
|
||||
@pkmn.species_data.apply_metrics_to_sprite(self, @index)
|
||||
end
|
||||
end
|
||||
|
||||
#===============================================================================
|
||||
# Shadow sprite for Pokémon (used in battle)
|
||||
#===============================================================================
|
||||
class Battle::Scene::BattlerShadowSprite < RPG::Sprite
|
||||
def pbSetPosition
|
||||
return if !@_iconBitmap
|
||||
pbSetOrigin
|
||||
self.z = -198
|
||||
# Set original position
|
||||
p = Battle::Scene.pbBattlerPosition(@index, @sideSize)
|
||||
self.x = p[0]
|
||||
self.y = p[1]
|
||||
# Apply metrics
|
||||
@pkmn.species_data.apply_metrics_to_sprite(self, @index, true)
|
||||
end
|
||||
end
|
||||
26
Data/Scripts/905_Anim player/012_Fake battler.rb
Normal file
26
Data/Scripts/905_Anim player/012_Fake battler.rb
Normal file
@@ -0,0 +1,26 @@
|
||||
#===============================================================================
|
||||
#
|
||||
#===============================================================================
|
||||
class AnimationPlayer::FakeBattler
|
||||
attr_reader :index
|
||||
attr_reader :pokemon
|
||||
|
||||
def initialize(index, species, form = 0, gender = 0)
|
||||
@index = index
|
||||
@pokemon = AnimationPlayer::FakePokemon.new(species, form, gender)
|
||||
end
|
||||
end
|
||||
|
||||
#===============================================================================
|
||||
#
|
||||
#===============================================================================
|
||||
class AnimationPlayer::FakePokemon
|
||||
attr_reader :species, :form, :gender
|
||||
|
||||
def initialize(species, form = 0, gender = 0)
|
||||
# NOTE: species will be a string, but it doesn't need to be a symbol.
|
||||
@species = species
|
||||
@form = form
|
||||
@gender = gender
|
||||
end
|
||||
end
|
||||
Reference in New Issue
Block a user