Removed redundant "\r" from various messages, removed usages of BitmapWrapper, fixed Lure Ball error in battles started in the Debug menu, improved Terrain Tag editor, fixed some Compiler errors, enabled vsync, fixed event graphics frozen to the screen when using $game_player.moveto directly.

This commit is contained in:
Maruno17
2023-05-04 21:28:00 +01:00
parent 5f20121e59
commit 48fb8dae73
44 changed files with 362 additions and 398 deletions

View File

@@ -68,9 +68,9 @@ class Sprite_Character < RPG::Sprite
@oldbushdepth = 0
@spriteoffset = false
if !character || character == $game_player || (character.name[/reflection/i] rescue false)
@reflection = Sprite_Reflection.new(self, character, viewport)
@reflection = Sprite_Reflection.new(self, viewport)
end
@surfbase = Sprite_SurfBase.new(self, character, viewport) if character == $game_player
@surfbase = Sprite_SurfBase.new(self, viewport) if character == $game_player
self.zoom_x = TilemapRenderer::ZOOM_X
self.zoom_y = TilemapRenderer::ZOOM_Y
update
@@ -94,51 +94,55 @@ class Sprite_Character < RPG::Sprite
@reflection = nil
@surfbase&.dispose
@surfbase = nil
@character = nil
super
end
def refresh_graphic
return if @tile_id == @character.tile_id &&
@character_name == @character.character_name &&
@character_hue == @character.character_hue &&
@oldbushdepth == @character.bush_depth
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
@oldbushdepth = @character.bush_depth
@charbitmap&.dispose
@charbitmap = nil
@bushbitmap&.dispose
@bushbitmap = nil
if @tile_id >= 384
@charbitmap = pbGetTileBitmap(@character.map.tileset_name, @tile_id,
@character_hue, @character.width, @character.height)
@charbitmapAnimated = false
@spriteoffset = false
@cw = Game_Map::TILE_WIDTH * @character.width
@ch = Game_Map::TILE_HEIGHT * @character.height
self.src_rect.set(0, 0, @cw, @ch)
self.ox = @cw / 2
self.oy = @ch
elsif @character_name != ""
@charbitmap = AnimatedBitmap.new(
"Graphics/Characters/" + @character_name, @character_hue
)
RPG::Cache.retain("Graphics/Characters/", @character_name, @character_hue) if @character == $game_player
@charbitmapAnimated = true
@spriteoffset = @character_name[/offset/i]
@cw = @charbitmap.width / 4
@ch = @charbitmap.height / 4
self.ox = @cw / 2
else
self.bitmap = nil
@cw = 0
@ch = 0
end
@character.sprite_size = [@cw, @ch]
end
def update
return if @character.is_a?(Game_Event) && !@character.should_update?
super
if @tile_id != @character.tile_id ||
@character_name != @character.character_name ||
@character_hue != @character.character_hue ||
@oldbushdepth != @character.bush_depth
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
@oldbushdepth = @character.bush_depth
@charbitmap&.dispose
@charbitmap = nil
@bushbitmap&.dispose
@bushbitmap = nil
if @tile_id >= 384
@charbitmap = pbGetTileBitmap(@character.map.tileset_name, @tile_id,
@character_hue, @character.width, @character.height)
@charbitmapAnimated = false
@spriteoffset = false
@cw = Game_Map::TILE_WIDTH * @character.width
@ch = Game_Map::TILE_HEIGHT * @character.height
self.src_rect.set(0, 0, @cw, @ch)
self.ox = @cw / 2
self.oy = @ch
elsif @character_name != ""
@charbitmap = AnimatedBitmap.new(
"Graphics/Characters/" + @character_name, @character_hue
)
RPG::Cache.retain("Graphics/Characters/", @character_name, @character_hue) if @character == $game_player
@charbitmapAnimated = true
@spriteoffset = @character_name[/offset/i]
@cw = @charbitmap.width / 4
@ch = @charbitmap.height / 4
self.ox = @cw / 2
else
self.bitmap = nil
@cw = 0
@ch = 0
end
@character.sprite_size = [@cw, @ch]
end
refresh_graphic
return if !@charbitmap
@charbitmap.update if @charbitmapAnimated
bushdepth = @character.bush_depth