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

@@ -20,6 +20,10 @@ class UIControls::Label < UIControls::BaseControl
refresh
end
def text_width
return self.bitmap.text_size(@text).width
end
def refresh
super
if @header

View File

@@ -8,11 +8,13 @@ class UIControls::Button < UIControls::BaseControl
BUTTON_HEIGHT = 28 # Used when @fixed_size is false
# TODO: This will also depend on the font size.
TEXT_BASE_OFFSET_Y = 18 # Text is centred vertically in the button
HIGHLIGHT_COLOR = Color.green
def initialize(width, height, viewport, text = "")
super(width, height, viewport)
@text = text
@fixed_size = false
@highlight = false
end
def set_fixed_size
@@ -37,6 +39,10 @@ class UIControls::Button < UIControls::BaseControl
invalidate
end
def disabled?
return highlighted? || super
end
def set_changed
@value = true
super
@@ -47,12 +53,33 @@ class UIControls::Button < UIControls::BaseControl
super
end
def highlighted?
return @highlight
end
def set_highlighted
return if highlighted?
@highlight = true
invalidate
end
def set_not_highlighted
return if !highlighted?
@highlight = false
invalidate
end
#-----------------------------------------------------------------------------
def refresh
super
if highlighted?
# Draw highligted colour
self.bitmap.fill_rect(@button_rect.x, @button_rect.y,
@button_rect.width, @button_rect.height,
HIGHLIGHT_COLOR)
elsif disabled?
# Draw disabled colour
if disabled?
self.bitmap.fill_rect(@button_rect.x, @button_rect.y,
@button_rect.width, @button_rect.height,
DISABLED_COLOR)

View File

@@ -275,6 +275,29 @@ module GameData
return ret
end
def inspect
ret = super.chop + ": "
case @type
when :move then ret += _INTL("[Move]")
when :opp_move then ret += _INTL("[Foe Move]")
when :common then ret += _INTL("[Common]")
when :opp_common then ret += _INTL("[Foe Common]")
else
raise _INTL("Unknown animation type.")
end
case @type
when :move, :opp_move
move_data = GameData::Move.try_get(@move)
move_name = (move_data) ? move_data.name : @move
ret += " " + move_name
when :common, :opp_common
ret += " " + @move
end
ret += " (" + @version.to_s + ")" if @version > 0
ret += " - " + @name if @name
return ret
end
def move_animation?
return [:move, :opp_move].include?(@type)
end

View File

@@ -220,7 +220,7 @@ class AnimationEditor
:canvas_bg => "indoor1",
# NOTE: These sprite names are also used in Pokemon.play_cry and so should
# be a species ID (being a string is fine).
:user_sprite_name => "ARCANINE",
:user_sprite_name => "DRAGONITE",
:target_sprite_name => "CHARIZARD"
}
end
@@ -285,7 +285,7 @@ class AnimationEditor
].each_with_index do |tab, i|
btn = UIControls::Button.new(100, 28, pane.viewport, tab[2])
btn.set_fixed_size
btn.disable if tab[0] == component
btn.set_highlighted if tab[0] == component
pane.add_control_at(tab[1], btn, next_pos_x, next_pos_y)
next_pos_x += btn.width
end
@@ -313,6 +313,7 @@ class AnimationEditor
end
def set_play_controls_contents
@components[:play_controls].add_play_controls
@components[:play_controls].duration = @components[:particle_list].duration
end
@@ -330,7 +331,6 @@ class AnimationEditor
move_ctrl.max_rows = 16
anim_properties.add_labelled_number_text_box(:version, _INTL("Version"), 0, 99, 0)
anim_properties.add_labelled_text_box(:name, _INTL("Name"), "")
# TODO: Have two TextBoxes, one for folder and one for filename?
anim_properties.add_labelled_text_box(:pbs_path, _INTL("PBS filepath"), "")
anim_properties.add_labelled_checkbox(:has_user, _INTL("Involves a user?"), true)
anim_properties.add_labelled_checkbox(:has_target, _INTL("Involves a target?"), true)
@@ -420,6 +420,53 @@ class AnimationEditor
#-----------------------------------------------------------------------------
def play_animation
# TODO: Grey out the rest of the screen.
play_controls = @components[:play_controls]
# Set up canvas as a pseudo-battle screen
@components[:canvas].prepare_to_play_animation
play_controls.prepare_to_play_animation
# Set up fake battlers for the animation player
user_battler = nil
if !@anim[:no_user]
user_battler = AnimationPlayer::FakeBattler.new(@settings[:user_index], @settings[:user_sprite_name])
end
target_battlers = nil
if !@anim[:no_target]
target_battlers = []
@settings[:target_indices].each do |idx|
target_battlers.push(AnimationPlayer::FakeBattler.new(idx, @settings[:target_sprite_name]))
end
end
# Create animation player
anim_player = AnimationPlayer.new(@anim, user_battler, target_battlers, @components[:canvas])
anim_player.looping = @components[:play_controls].looping
anim_player.slowdown = @components[:play_controls].slowdown
anim_player.set_up
# Play animation
anim_player.start
loop do
Graphics.update
Input.update
anim_player.update
# TODO: Maybe get elapsed time from anim_player and pass it to
# play_controls to be drawn?
play_controls.update
if play_controls.changed?
if play_controls.values.keys.include?(:stop)
play_controls.clear_changed
break
end
end
break if anim_player.finished?
end
anim_player.dispose
@components[:canvas].end_playing_animation
play_controls.end_playing_animation
end
#-----------------------------------------------------------------------------
def refresh_component_visibility(component_sym)
# Panes are all mutually exclusive
side_pane = AnimationEditor::SidePanes.get_pane(component_sym)
@@ -558,8 +605,10 @@ class AnimationEditor
refresh
end
when :play_controls
# TODO: Will the play controls ever signal themselves as changed? I don't
# think so.
case property
when :play
@ready_to_play = true
end
when :particle_list
case property
when :add_particle
@@ -739,7 +788,10 @@ class AnimationEditor
Graphics.update
Input.update
update
if @captured.nil? && @quit
if @ready_to_play
play_animation
@ready_to_play = false
elsif @captured.nil? && @quit
case message(_INTL("Do you want to save changes to the animation?"),
[:yes, _INTL("Yes")], [:no, _INTL("No")], [:cancel, _INTL("Cancel")])
when :yes

View File

@@ -298,13 +298,13 @@ class AnimationEditor::AnimationSelector
# Put the correct list into the moves list
case @animation_type
when 0
@components.get_control(:moves).disable
@components.get_control(:commons).enable
@components.get_control(:moves).set_highlighted
@components.get_control(:commons).set_not_highlighted
@components.get_control(:moves_list).values = @move_list
@components.get_control(:moves_label).text = _INTL("Moves")
when 1
@components.get_control(:moves).enable
@components.get_control(:commons).disable
@components.get_control(:moves).set_not_highlighted
@components.get_control(:commons).set_highlighted
@components.get_control(:moves_list).values = @common_list
@components.get_control(:moves_label).text = _INTL("Common animations")
end

View File

@@ -4,18 +4,6 @@
module AnimationEditor::ParticleDataHelper
module_function
def get_duration(particles)
ret = 0
particles.each do |particle|
particle.each_pair do |property, value|
next if !value.is_a?(Array) || value.length == 0
max = value.last[0] + value.last[1] # Keyframe + duration
ret = max if ret < max
end
end
return ret
end
def get_keyframe_particle_value(particle, property, frame)
if !GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.include?(property)
raise _INTL("Couldn't get default value for property {1} for particle {2}.",
@@ -34,28 +22,9 @@ module AnimationEditor::ParticleDataHelper
next
end
# In a "MoveXYZ" command; need to interpolate
case (cmd[3] || :linear)
when :linear
ret[0] = lerp(ret[0], cmd[2], cmd[1], cmd[0], frame).to_i
when :ease_in # Quadratic
x = (frame - cmd[0]) / cmd[1].to_f
ret[0] += (cmd[2] - ret[0]) * x * x
ret[0] = ret[0].round
when :ease_out # Quadratic
x = (frame - cmd[0]) / cmd[1].to_f
ret[0] += (cmd[2] - ret[0]) * (1 - ((1 - x) * (1 - x)))
ret[0] = ret[0].round
when :ease_both # Quadratic
x = (frame - cmd[0]) / cmd[1].to_f
if x < 0.5
ret[0] += (cmd[2] - ret[0]) * x * x * 2
else
ret[0] += (cmd[2] - ret[0]) * (1 - (((-2 * x) + 2) * ((-2 * x) + 2) / 2))
end
ret[0] = ret[0].round
else
raise _INTL("Unknown interpolation method {1}.", cmd[3])
end
ret[0] = AnimationPlayer::Helper.interpolate(
(cmd[3] || :linear), ret[0], cmd[2], cmd[1], cmd[0], frame
)
ret[1] = true # Interpolating
break
end
@@ -68,7 +37,7 @@ module AnimationEditor::ParticleDataHelper
first_cmd = (["User", "Target"].include?(particle[:name])) ? 0 : -1
first_visible_cmd = -1
particle.each_pair do |prop, value|
next if !value.is_a?(Array) || value.length == 0
next if !value.is_a?(Array) || value.empty?
first_cmd = value[0][0] if first_cmd < 0 || first_cmd > value[0][0]
first_visible_cmd = value[0][0] if prop == :visible && (first_visible_cmd < 0 || first_visible_cmd > value[0][0])
end
@@ -111,7 +80,7 @@ module AnimationEditor::ParticleDataHelper
if !["User", "Target", "SE"].include?(particle[:name])
earliest = duration
particle.each_pair do |prop, value|
next if !value.is_a?(Array) || value.length == 0
next if !value.is_a?(Array) || value.empty?
earliest = value[0][0] if earliest > value[0][0]
end
ret[earliest] = true
@@ -152,7 +121,7 @@ module AnimationEditor::ParticleDataHelper
# [+/- duration, interpolation type] --- MoveXYZ (duration's sign is whether
# it makes the value higher or lower)
def get_particle_property_commands_timeline(particle, property, commands)
return nil if !commands || commands.length == 0
return nil if !commands || commands.empty?
if particle[:name] == "SE"
ret = []
commands.each { |cmd| ret[cmd[0]] = 0 }
@@ -192,7 +161,7 @@ module AnimationEditor::ParticleDataHelper
se_particle = particles.select { |particle| particle[:name] == "SE" }[0]
if se_particle
se_particle.each_pair do |property, values|
next if !values.is_a?(Array) || values.length == 0
next if !values.is_a?(Array) || values.empty?
ret = values.any? { |value| value[0] == frame }
break if ret
end
@@ -310,7 +279,7 @@ module AnimationEditor::ParticleDataHelper
first_cmd = (["User", "Target", "SE"].include?(particle[:name])) ? 0 : -1
first_non_visible_cmd = -1
particle.each_pair do |prop, value|
next if !value.is_a?(Array) || value.length == 0
next if !value.is_a?(Array) || value.empty?
next if prop == property && value[0][0] == frame
first_cmd = value[0][0] if first_cmd < 0 || first_cmd > value[0][0]
next if prop == :visible

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

View File

@@ -0,0 +1,230 @@
#===============================================================================
#
#===============================================================================
class AnimationPlayer
attr_accessor :looping
attr_accessor :slowdown # 1 = normal speed, 2 = half speed, 3 = one third speed, etc.
# animation is either a GameData::Animation or a hash made from one.
# user is a Battler, or nil
# targets is an array of Battlers, or nil
def initialize(animation, user, targets, scene)
@animation = animation
@user = user
@targets = targets
@scene = scene
@viewport = @scene.viewport
@sprites = @scene.sprites
initialize_battler_sprite_names
initialize_battler_coordinates
@looping = false
@slowdown = 1
@timer_start = nil
@anim_sprites = [] # Each is a ParticleSprite
@duration = total_duration
end
# Doesn't actually create any sprites; just gathers them into a more useful array
def initialize_battler_sprite_names
@battler_sprites = []
if @user
pkmn = @user.pokemon
@battler_sprites[@user.index] = []
@battler_sprites[@user.index].push(GameData::Species.front_sprite_filename(
pkmn.species, pkmn.form, pkmn.gender))
@battler_sprites[@user.index].push(GameData::Species.back_sprite_filename(
pkmn.species, pkmn.form, pkmn.gender))
end
if @targets
@targets.each do |target|
pkmn = target.pokemon
@battler_sprites[target.index] = []
@battler_sprites[target.index].push(GameData::Species.front_sprite_filename(
pkmn.species, pkmn.form, pkmn.gender))
@battler_sprites[target.index].push(GameData::Species.back_sprite_filename(
pkmn.species, pkmn.form, pkmn.gender))
end
end
end
def initialize_battler_coordinates
@user_coords = nil
if @user
sprite = @sprites["pokemon_#{@user.index}"]
@user_coords = [sprite.x, sprite.y - (sprite.bitmap.height / 2)]
end
@target_coords = []
if @targets
@targets.each do |target|
sprite = @sprites["pokemon_#{target.index}"]
@target_coords[target.index] = [sprite.x, sprite.y - (sprite.bitmap.height / 2)]
end
end
end
def dispose
@anim_sprites.each { |particle| particle.dispose }
@anim_sprites.clear
end
#-----------------------------------------------------------------------------
def particles
return (@animation.is_a?(GameData::Animation)) ? @animation.particles : @animation[:particles]
end
# Return value is in seconds.
def total_duration
ret = AnimationPlayer::Helper.get_duration(particles) / 20.0
ret *= slowdown
return ret
end
#-----------------------------------------------------------------------------
def set_up_particle(particle, target_idx = -1)
particle_sprite = AnimationPlayer::ParticleSprite.new
# Get/create a sprite
sprite = nil
case particle[:name]
when "User"
sprite = @sprites["pokemon_#{@user.index}"]
particle_sprite.set_as_battler_sprite
when "Target"
sprite = @sprites["pokemon_#{target_idx}"]
particle_sprite.set_as_battler_sprite
when "SE"
# Intentionally no sprite created
else
sprite = Sprite.new(@viewport)
end
particle_sprite.sprite = sprite if sprite
# Set sprite's graphic and ox/oy
if sprite
AnimationPlayer::Helper.set_bitmap_and_origin(particle, sprite, @user.index, target_idx,
@battler_sprites[@user.index], @battler_sprites[target_idx])
end
# Calculate x/y/z focus values and additional x/y modifier and pass them all
# to particle_sprite
focus_xy = AnimationPlayer::Helper.get_xy_focus(particle, @user.index, target_idx,
@user_coords, @target_coords[target_idx])
offset_xy = AnimationPlayer::Helper.get_xy_offset(particle, sprite)
focus_z = AnimationPlayer::Helper.get_z_focus(particle, @user.index, target_idx)
particle_sprite.focus_xy = focus_xy
particle_sprite.offset_xy = offset_xy
particle_sprite.focus_z = focus_z
# Find earliest command and add a "make visible" command then
if sprite && !particle_sprite.battler_sprite?
first_cmd = -1
particle.each_pair do |property, cmds|
next if !cmds.is_a?(Array) || cmds.empty?
cmds.each do |cmd|
first_cmd = cmd[0] if first_cmd < 0 || first_cmd > cmd[0]
end
end
particle_sprite.add_set_process(:visible, first_cmd * slowdown, true) if first_cmd >= 0
end
# Add all commands
particle.each_pair do |property, cmds|
next if !cmds.is_a?(Array) || cmds.empty?
cmds.each do |cmd|
if cmd[1] == 0
if sprite
particle_sprite.add_set_process(property, cmd[0] * slowdown, cmd[2])
else
# SE particle
filename = nil
case property
when :user_cry
filename = GameData::Species.cry_filename_from_pokemon(@user.pokemon) if @user
when :target_cry
# NOTE: If there are multiple targets, only the first one's cry
# will be played.
if @targets && !@targets.empty?
filename = GameData::Species.cry_filename_from_pokemon(@targets.first.pokemon)
end
else
filename = "Anim/" + cmd[2]
end
particle_sprite.add_set_process(property, cmd[0] * slowdown, [filename, cmd[3], cmd[4]]) if filename
end
else
particle_sprite.add_move_process(property, cmd[0] * slowdown, cmd[1] * slowdown, cmd[2], cmd[3] || :linear)
end
end
end
# Finish up
@anim_sprites.push(particle_sprite)
end
# Creates sprites and ParticleSprites, and sets sprite properties that won't
# change during the animation.
def set_up
particles.each do |particle|
if GameData::Animation::FOCUS_TYPES_WITH_TARGET.include?(particle[:focus]) && @targets
one_per_side = [:target_side_foreground, :target_side_background].include?(particle[:focus])
sides_covered = []
@targets.each do |target|
next if one_per_side && sides_covered.include?(target.index % 2)
set_up_particle(particle, target.index)
sides_covered.push(target.index % 2)
end
else
set_up_particle(particle)
end
end
reset_anim_sprites
end
# Sets the initial properties of all sprites, and marks all processes as not
# yet started.
def reset_anim_sprites
@anim_sprites.each { |particle| particle.reset_processes }
end
#-----------------------------------------------------------------------------
def start
@timer_start = System.uptime
end
def playing?
return !@timer_start.nil?
end
def finish
@timer_start = nil
@finished = true
end
def finished?
return @finished
end
def can_continue_battle?
return finished?
end
#-----------------------------------------------------------------------------
def update
return if !playing?
if @need_reset
reset_anim_sprites
start
@need_reset = false
end
time_now = System.uptime
elapsed = time_now - @timer_start
# Update all particles/sprites
@anim_sprites.each { |particle| particle.update(elapsed) }
# Finish or loop the animation
if elapsed >= @duration
if looping
@need_reset = true
else
finish
end
end
end
end

View File

@@ -0,0 +1,141 @@
#===============================================================================
# NOTE: This assumes that processes are added (for a given property) in the
# order they happen.
#===============================================================================
class AnimationPlayer::ParticleSprite
attr_accessor :sprite
attr_accessor :focus_xy, :offset_xy, :focus_z
FRAMES_PER_SECOND = 20.0
def initialize
@processes = []
@sprite = nil
@battler_sprite = false
initialize_values
end
def initialize_values
@values = GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.clone
end
def dispose
return if battler_sprite? || !@sprite || @sprite.disposed?
@sprite.bitmap&.dispose
@sprite.dispose
end
#-----------------------------------------------------------------------------
def set_as_battler_sprite
@battler_sprite = true
@values[:visible] = true
end
def battler_sprite?
return @battler_sprite
end
#-----------------------------------------------------------------------------
def add_set_process(property, frame, value)
add_move_process(property, frame, 0, value, :none)
end
def add_move_process(property, start_frame, duration, value, interpolation = :linear)
# First nil is progress (nil = not started, true = running, false = finished)
# Second nil is start value (set when the process starts running)
@processes.push([property, start_frame, duration, value, interpolation, nil, nil])
end
# Sets sprite's initial For looping purposes.
def reset_processes
initialize_values
set_as_battler_sprite if battler_sprite? # Start battler sprites as visible
@values.each_pair { |property, value| update_sprite_property(property, value) }
@processes.each { |process| process[5] = nil }
end
#-----------------------------------------------------------------------------
def start_process(process)
return if !process[5].nil?
process[6] = @values[process[0]]
process[5] = true
end
def update_process_value(process, elapsed_time)
# SetXYZ
if process[2] == 0
@values[process[0]] = process[3]
process[5] = false # Mark process as finished
return
end
# MoveXYZ
@values[process[0]] = AnimationPlayer::Helper.interpolate(
process[4], process[6], process[3], process[2] / FRAMES_PER_SECOND,
process[1] / FRAMES_PER_SECOND, elapsed_time
)
if elapsed_time >= (process[1] + process[2]) / FRAMES_PER_SECOND
process[5] = false # Mark process as finished
end
end
def update_sprite(changed_properties)
changed_properties.uniq!
changed_properties.each do |property|
update_sprite_property(property, @values[property])
end
end
def update_sprite_property(property, value)
if !@sprite
pbSEPlay(*value) if [:se, :user_cry, :target_cry].include?(property) && value
return
end
case property
when :frame then @sprite.src_rect.x = value.floor * @sprite.src_rect.width
when :blending then @sprite.blend_type = value
when :flip then @sprite.mirror = value
when :x
AnimationPlayer::Helper.apply_xy_focus_to_sprite(@sprite, :x, value.round, @focus_xy)
@sprite.x += @offset_xy[0]
when :y
AnimationPlayer::Helper.apply_xy_focus_to_sprite(@sprite, :y, value.round, @focus_xy)
@sprite.y += @offset_xy[1]
when :z
AnimationPlayer::Helper.apply_z_focus_to_sprite(@sprite, value, @focus_z)
when :zoom_x then @sprite.zoom_x = value / 100.0
when :zoom_y then @sprite.zoom_y = value / 100.0
when :angle then @sprite.angle = value
when :visible then @sprite.visible = value
when :opacity then @sprite.opacity = value
when :color_red then @sprite.color.red = value
when :color_green then @sprite.color.green = value
when :color_blue then @sprite.color.blue = value
when :color_alpha then @sprite.color.alpha = value
when :tone_red then @sprite.tone.red = value
when :tone_green then @sprite.tone.green = value
when :tone_blue then @sprite.tone.blue = value
when :tone_gray then @sprite.tone.gray = value
end
end
def update(elapsed_time)
frame = (elapsed_time * FRAMES_PER_SECOND).floor
changed_properties = []
@processes.each do |process|
# Skip processes that aren't due to start yet
next if process[1] > frame
# Skip processes that have already fully happened
next if process[5] == false
# Mark process as running if it isn't already
start_process(process)
# Update process's value
update_process_value(process, elapsed_time)
changed_properties.push(process[0]) # Record property as having changed
end
# Apply changed values to sprite
update_sprite(changed_properties) if !changed_properties.empty?
end
end

View File

@@ -0,0 +1,198 @@
#===============================================================================
# Methods used by both AnimationPlayer and AnimationEditor::Canvas.
#===============================================================================
module AnimationPlayer::Helper
BATTLE_MESSAGE_BAR_HEIGHT = 96 # NOTE: You shouldn't need to change this.
module_function
# Returns the duration of the animation in frames (1/20ths of a second).
def get_duration(particles)
ret = 0
particles.each do |particle|
particle.each_pair do |property, value|
next if !value.is_a?(Array) || value.empty?
max = value.last[0] + value.last[1] # Keyframe + duration
ret = max if ret < max
end
end
return ret
end
#-----------------------------------------------------------------------------
def get_xy_focus(particle, user_index, target_index, user_coords, target_coords)
ret = nil
case particle[:focus]
when :foreground, :midground, :background
when :user
ret = [user_coords.clone]
when :target
ret = [target_coords.clone]
when :user_and_target
ret = [user_coords.clone, target_coords.clone]
when :user_side_foreground, :user_side_background
ret = [Battle::Scene.pbBattlerPosition(user_index)]
when :target_side_foreground, :target_side_background
ret = [Battle::Scene.pbBattlerPosition(target_idx)]
end
return ret
end
def get_xy_offset(particle, sprite)
ret = [0, 0]
case particle[:graphic]
when "USER", "USER_OPP", "USER_FRONT", "USER_BACK",
"TARGET", "TARGET_OPP", "TARGET_FRONT", "TARGET_BACK"
ret[1] += sprite.bitmap.height / 2 if sprite
end
return ret
end
# property is :x or :y.
def apply_xy_focus_to_sprite(sprite, property, value, focus)
result = value
coord_idx = (property == :x) ? 0 : 1
if focus
if focus.length == 2
distance = GameData::Animation::USER_AND_TARGET_SEPARATION
result = focus[0][coord_idx] + ((value.to_f / distance[coord_idx]) * (focus[1][coord_idx] - focus[0][coord_idx])).to_i
else
result = value + focus[0][coord_idx]
end
end
case property
when :x then sprite.x = result
when :y then sprite.y = result
end
end
#-----------------------------------------------------------------------------
# Returns either a number or an array of two numbers.
def get_z_focus(particle, user_index, target_index)
ret = 0
case particle[:focus]
when :foreground
ret = 2000
when :midground
ret = 1000
when :background
# NOTE: No change.
when :user
ret = 1000 + ((100 * ((user_index / 2) + 1)) * (user_index.even? ? 1 : -1))
when :target
ret = 1000 + ((100 * ((target_index / 2) + 1)) * (target_index.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_index / 2) + 1)) * (target_index.even? ? 1 : -1))
ret = [user_pos, target_pos]
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

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#===============================================================================
#
#===============================================================================
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

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# 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

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#===============================================================================
#
#===============================================================================
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