Added HGSS "Vs Trainer" battle transition

This commit is contained in:
Maruno17
2022-02-24 20:41:18 +00:00
parent 15e70fa67e
commit 4fc6e7f289
2 changed files with 268 additions and 78 deletions

View File

@@ -82,6 +82,7 @@ module Graphics
when "wavythreeballup" then @@transition = Transitions::WavyThreeBallUp.new(duration)
when "wavyspinball" then @@transition = Transitions::WavySpinBall.new(duration)
when "fourballburst" then @@transition = Transitions::FourBallBurst.new(duration)
when "vstrainer" then @@transition = Transitions::VSTrainer.new(duration)
when "rocketgrunt" then @@transition = Transitions::RocketGrunt.new(duration)
# Graphic transitions
when "fadetoblack" then @@transition = Transitions::FadeToBlack.new(duration)
@@ -1226,6 +1227,189 @@ module Transitions
end
end
#=============================================================================
# HGSS VS Trainer animation
# Uses $game_temp.transition_animation_data, and expects it to be an array
# like so: [:TRAINERTYPE, "display name"]
# Bar graphics are named hgss_vsBar_TRAINERTYPE.png.
# Trainer sprites are named hgss_vs_TRAINERTYPE.png.
#=============================================================================
class VSTrainer < Transition_Base
DURATION = 4.0
BAR_Y = 80
BAR_SCROLL_SPEED = 1800
BAR_MASK = [8, 7, 6, 5, 4, 3, 2, 1, 0, 1, 2, 3, 4, 5, 6, 7]
FOE_SPRITE_X_LIMIT = 384 # Slides to here before jumping to final position
FOE_SPRITE_X = 428 # Final position of foe sprite
def initialize_bitmaps
@bar_bitmap = RPG::Cache.transition("hgss_vsBar_#{$game_temp.transition_animation_data[0]}")
@vs_1_bitmap = RPG::Cache.transition("hgss_vs1")
@vs_2_bitmap = RPG::Cache.transition("hgss_vs2")
@foe_bitmap = RPG::Cache.transition("hgss_vs_#{$game_temp.transition_animation_data[0]}")
@black_bitmap = RPG::Cache.transition("black_half")
dispose if !@bar_bitmap || !@vs_1_bitmap || !@vs_2_bitmap || !@foe_bitmap || !@black_bitmap
end
def initialize_sprites
@flash_viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
@flash_viewport.z = 99999
@flash_viewport.color = Color.new(255, 255, 255, 0)
# Bar sprites (need 2 of them to make them loop around)
@sprites = []
((Graphics.width.to_f / @bar_bitmap.width).ceil + 1).times do |i|
spr = new_sprite(Graphics.width * i, BAR_Y, @bar_bitmap)
@sprites.push(spr)
end
# Overworld sprite
@bar_mask_sprite = new_sprite(0, 0, @overworld_bitmap.clone)
@bar_mask_sprite.z = 1
# VS logo
@vs_x = 144
@vs_y = @sprites[0].y + (@sprites[0].height / 2)
@vs_1_sprite = new_sprite(@vs_x, @vs_y, @vs_2_bitmap, @vs_2_bitmap.width / 2, @vs_2_bitmap.height / 2)
@vs_1_sprite.visible = false
@vs_1_sprite.z = 5
@vs_1_sprite.zoom_x = 2.0
@vs_1_sprite.zoom_y = @vs_1_sprite.zoom_x
@vs_2_sprite = new_sprite(@vs_x, @vs_y, @vs_2_bitmap, @vs_2_bitmap.width / 2, @vs_2_bitmap.height / 2)
@vs_2_sprite.visible = false
@vs_2_sprite.z = 4
@vs_2_sprite.zoom_x = 2.0
@vs_2_sprite.zoom_y = @vs_2_sprite.zoom_x
@vs_main_sprite = new_sprite(@vs_x, @vs_y, @vs_1_bitmap, @vs_1_bitmap.width / 2, @vs_1_bitmap.height / 2)
@vs_main_sprite.visible = false
@vs_main_sprite.z = 2
# Foe sprite
@foe_sprite = new_sprite(Graphics.width + @foe_bitmap.width, @sprites[0].y + @sprites[0].height - 12,
@foe_bitmap, @foe_bitmap.width / 2, @foe_bitmap.height)
@foe_sprite.color = Color.new(0, 0, 0)
# Sprite with foe's name written in it
@text_sprite = BitmapSprite.new(Graphics.width, @bar_bitmap.height, @viewport)
@text_sprite.y = BAR_Y
@text_sprite.z = 6
@text_sprite.visible = false
pbSetSystemFont(@text_sprite.bitmap)
pbDrawTextPositions(@text_sprite.bitmap,
[[$game_temp.transition_animation_data[1], 244, 86, 0,
Color.new(248, 248, 248), Color.new(72, 80, 80)]])
# Foreground black
@black_sprite = new_sprite(0, 0, @black_bitmap)
@black_sprite.z = 10
@black_sprite.zoom_y = 2.0
@black_sprite.visible = false
end
def set_up_timings
@bar_x = 0
@bar_appear_end = 0.2 # Starts appearing at 0.0
@vs_appear_start = 0.7
@vs_appear_start_2 = 0.9
@vs_shrink_time = @vs_appear_start_2 - @vs_appear_start
@vs_appear_final = @vs_appear_start_2 + @vs_shrink_time
@foe_appear_start = 1.25
@foe_appear_end = 1.4
@flash_start = 1.9
@flash_duration = 0.25
@fade_to_white_start = 3.0
@fade_to_white_end = 3.5
@fade_to_black_start = 3.8
end
def dispose_all
# Dispose sprites
@sprites.each { |s| s&.dispose }
@sprites.clear
@bar_mask_sprite&.dispose
@vs_1_sprite&.dispose
@vs_2_sprite&.dispose
@vs_main_sprite&.dispose
@foe_sprite&.dispose
@text_sprite&.dispose
@black_sprite&.dispose
# Dispose bitmaps
@bar_bitmap&.dispose
@vs_1_bitmap&.dispose
@vs_2_bitmap&.dispose
@foe_bitmap&.dispose
# Dispose viewport
@flash_viewport&.dispose
end
def update_anim
# Bar scrolling
@bar_x -= Graphics.delta_s * BAR_SCROLL_SPEED
@bar_x += @bar_bitmap.width if @bar_x <= -@bar_bitmap.width
@sprites.each_with_index { |spr, i| spr.x = @bar_x + (i * @bar_bitmap.width) }
# Vibrate VS sprite
vs_phase = (@timer * 30).to_i % 3
@vs_main_sprite.x = @vs_x + [0, 4, 0][vs_phase]
@vs_main_sprite.y = @vs_y + [0, 0, -4][vs_phase]
if @timer >= @fade_to_black_start
# Fade to black
@black_sprite.visible = true
proportion = (@timer - @fade_to_black_start) / (@duration - @fade_to_black_start)
@flash_viewport.color.alpha = 255 * (1 - proportion)
elsif @timer >= @fade_to_white_start
# Slowly fade to white
proportion = (@timer - @fade_to_white_start) / (@fade_to_white_end - @fade_to_white_start)
@flash_viewport.color.alpha = 255 * proportion
elsif @timer >= @flash_start + @flash_duration
@flash_viewport.color.alpha = 0
elsif @timer >= @flash_start
# Flash the screen white
proportion = (@timer - @flash_start) / @flash_duration
if proportion >= 0.5
@flash_viewport.color.alpha = 320 * 2 * (1 - proportion)
@foe_sprite.color.alpha = 0
@text_sprite.visible = true
else
@flash_viewport.color.alpha = 320 * proportion
end
elsif @timer >= @foe_appear_end
@foe_sprite.x = FOE_SPRITE_X
elsif @timer >= @foe_appear_start
# Foe sprite appears
proportion = (@timer - @foe_appear_start) / (@foe_appear_end - @foe_appear_start)
start_x = Graphics.width + (@foe_bitmap.width / 2)
@foe_sprite.x = start_x + (FOE_SPRITE_X_LIMIT - start_x) * proportion
elsif @timer >= @vs_appear_final
@vs_2_sprite.visible = false
elsif @timer >= @vs_appear_start_2
# Temp VS sprites enlarge and shrink again
if @vs_1_sprite.visible
@vs_1_sprite.zoom_x = 1.6 - 0.8 * (@timer - @vs_appear_start_2) / @vs_shrink_time
@vs_1_sprite.zoom_y = @vs_1_sprite.zoom_x
if @vs_1_sprite.zoom_x <= 1.2
@vs_1_sprite.visible = false
@vs_main_sprite.visible = true
end
end
@vs_2_sprite.zoom_x = 2.0 - 0.8 * (@timer - @vs_appear_start_2) / @vs_shrink_time
@vs_2_sprite.zoom_y = @vs_2_sprite.zoom_x
elsif @timer >= @vs_appear_start
# Temp VS sprites appear and start shrinking
@vs_1_sprite.visible = true
@vs_1_sprite.zoom_x = 2.0 - 0.8 * (@timer - @vs_appear_start) / @vs_shrink_time
@vs_1_sprite.zoom_y = @vs_1_sprite.zoom_x
if @vs_2_sprite.visible || @vs_1_sprite.zoom_x <= 1.6 # Halfway between 2.0 and 1.2
@vs_2_sprite.visible = true
@vs_2_sprite.zoom_x = 2.0 - 0.8 * (@timer - @vs_appear_start - (@vs_shrink_time / 2)) / @vs_shrink_time
@vs_2_sprite.zoom_y = @vs_2_sprite.zoom_x
end
elsif @timer >= @bar_appear_end
@bar_mask_sprite.visible = false
else
start_x = Graphics.width * (1 - (@timer / @bar_appear_end))
color = Color.new(0, 0, 0, 0) # Transparent
(@sprites[0].height / 2).times do |i|
x = start_x - BAR_MASK[i % BAR_MASK.length] * 4
@bar_mask_sprite.bitmap.fill_rect(x, BAR_Y + (i * 2), @bar_mask_sprite.width - x, 2, color)
end
end
end
end
#=============================================================================
# HGSS Rocket Grunt trainer(s)
#=============================================================================

View File

@@ -1,5 +1,18 @@
#===============================================================================
# Registers special battle transition animations which may be used instead of
# the default ones. There are examples below of how to register them.
#
# The register call has 4 arguments:
# 1) The name of the animation. Typically unused, but helps to identify the
# registration code for a particular animation if necessary.
# 2) The animation's priority. If multiple special animations could trigger
# for the same battle, the one with the highest priority number is used.
# 3) A condition proc which decides whether the animation should trigger.
# 4) The animation itself. Could be a bunch of code, or a call to, say,
# pbCommonEvent(20) or something else. By the end of the animation, the
# screen should be black.
# Note that you can get an image of the current game screen with
# Graphics.snap_to_bitmap.
#===============================================================================
module SpecialBattleIntroAnimations
# [name, priority number, "trigger if" proc, animation proc]
@@ -31,6 +44,10 @@ end
#===============================================================================
# Battle intro animation
#===============================================================================
class Game_Temp
attr_accessor :transition_animation_data
end
def pbSceneStandby
$scene.disposeSpritesets if $scene.is_a?(Scene_Map)
RPG::Cache.clear
@@ -100,33 +117,7 @@ def pbBattleAnimation(bgm = nil, battletype = 0, foe = nil)
anim = "FourBallBurst"
end
end
# Initial screen flashing
c = (location == 2 || PBDayNight.isNight?) ? 0 : 255 # Dark=black, light=white
viewport.color = Color.new(c, c, c) # Fade to black/white a few times
half_flash_time = 0.2 # seconds
2.times do # 2 flashes
timer = 0.0
loop do
if timer < half_flash_time
viewport.color.alpha = 255 * timer / half_flash_time
else
viewport.color.alpha = 255 * (2 - (timer / half_flash_time))
end
timer += Graphics.delta_s
Graphics.update
pbUpdateSceneMap
break if timer >= half_flash_time * 2
end
end
# Take screenshot of game, for use in some animations
$game_temp.background_bitmap&.dispose
$game_temp.background_bitmap = Graphics.snap_to_bitmap
# Play main animation
Graphics.freeze
viewport.color = Color.new(0, 0, 0, 255) # Ensure screen is black
Graphics.transition(25, "Graphics/Transitions/" + anim)
# Slight pause after animation before starting up the battle scene
pbWait(Graphics.frame_rate / 10)
pbBattleAnimationCore(anim, viewport, location)
end
pbPushFade
# Yield to the battle scene
@@ -157,32 +148,74 @@ def pbBattleAnimation(bgm = nil, battletype = 0, foe = nil)
$game_temp.in_battle = false
end
def pbBattleAnimationCore(anim, viewport, location, num_flashes = 2)
# Initial screen flashing
if num_flashes > 0
c = (location == 2 || PBDayNight.isNight?) ? 0 : 255 # Dark=black, light=white
viewport.color = Color.new(c, c, c) # Fade to black/white a few times
half_flash_time = 0.2 # seconds
num_flashes.times do # 2 flashes
timer = 0.0
loop do
if timer < half_flash_time
viewport.color.alpha = 255 * timer / half_flash_time
else
viewport.color.alpha = 255 * (2 - (timer / half_flash_time))
end
timer += Graphics.delta_s
Graphics.update
pbUpdateSceneMap
break if timer >= half_flash_time * 2
end
end
end
# Take screenshot of game, for use in some animations
$game_temp.background_bitmap&.dispose
$game_temp.background_bitmap = Graphics.snap_to_bitmap
# Play main animation
Graphics.freeze
viewport.color = Color.new(0, 0, 0, 255) # Ensure screen is black
Graphics.transition(25, "Graphics/Transitions/" + anim)
# Slight pause after animation before starting up the battle scene
pbWait(Graphics.frame_rate / 10)
end
#===============================================================================
# Vs. battle intro animation
# If you want to add a custom battle intro animation, copy the code below for
# the Vs. animation and adapt it to your own. The register call has 4 arguments:
# 1) The name of the animation. Typically unused, but helps to identify an
# animation.
# 2) The animation's priority. If multiple special animations could trigger
# for the same battle, the one with the highest priority number is used.
# 3) A condition proc which decides whether the animation should trigger.
# 4) The animation itself. Could be a bunch of code, or a call to, say,
# pbCommonEvent(20) or something else. By the end of the animation, the
# screen should be black.
# Note that you can get an image of the current game screen with
# Graphics.snap_to_bitmap.
# Play the HGSS "VSTrainer" battle transition animation for any single trainer
# battle where the following graphics exist in the Graphics/Transitions/
# folder for the opponent:
# * "hgss_vs_TRAINERTYPE.png" and "hgss_vsBar_TRAINERTYPE.png"
# This animation makes use of $game_temp.transition_animation_data, and expects
# it to be an array like so: [:TRAINERTYPE, "display name"]
#===============================================================================
SpecialBattleIntroAnimations.register("vs_trainer_animation", 60, # Priority 60
proc { |battle_type, foe, location| # Condition
next false if battle_type != 1 # Single trainer battle
tr_type = foe[0].trainer_type
next pbResolveBitmap("Graphics/Transitions/hgss_vs_#{tr_type}") &&
pbResolveBitmap("Graphics/Transitions/hgss_vsBar_#{tr_type}")
},
proc { |viewport, battle_type, foe, location| # Animation
$game_temp.transition_animation_data = [foe[0].trainer_type, foe[0].name]
pbBattleAnimationCore("VSTrainer", viewport, location, 1)
$game_temp.transition_animation_data = nil
}
)
#===============================================================================
# Play the original Vs. Trainer battle transition animation for any single
# trainer battle where the following graphics exist in the Graphics/Transitions/
# folder for the opponent:
# * "vsTrainer_TRAINERTYPE.png" and "vsBar_TRAINERTYPE.png"
#===============================================================================
##### VS. animation, by Luka S.J. #####
##### Tweaked by Maruno #####
SpecialBattleIntroAnimations.register("vs_animation", 50, # Priority 50
SpecialBattleIntroAnimations.register("alternate_vs_trainer_animation", 50, # Priority 50
proc { |battle_type, foe, location| # Condition
next false unless [1, 3].include?(battle_type) && foe.length == 1 # Only if a single trainer
next false if battle_type != 1 # Single trainer battle
tr_type = foe[0].trainer_type
next false if !tr_type
trainer_bar_graphic = sprintf("vsBar_%s", tr_type.to_s) rescue nil
trainer_graphic = sprintf("vsTrainer_%s", tr_type.to_s) rescue nil
next pbResolveBitmap("Graphics/Transitions/" + trainer_bar_graphic) &&
pbResolveBitmap("Graphics/Transitions/" + trainer_graphic)
next pbResolveBitmap("Graphics/Transitions/vsTrainer_#{tr_type}") &&
pbResolveBitmap("Graphics/Transitions/vsBar_#{tr_type}")
},
proc { |viewport, battle_type, foe, location| # Animation
# Determine filenames of graphics to be used
@@ -326,13 +359,13 @@ SpecialBattleIntroAnimations.register("vs_animation", 50, # Priority 50
viewvs.dispose
viewopp.dispose
viewplayer.dispose
viewport.color = Color.new(0, 0, 0, 255)
viewport.color = Color.new(0, 0, 0, 255) # Ensure screen is black
}
)
#===============================================================================
# Play the "RocketGrunt" transition animation for any trainer battle involving a
# Team Rocket Grunt. Is lower priority than the Vs. animation above.
# Play the "RocketGrunt" battle transition animation for any trainer battle
# involving a Team Rocket Grunt. Is lower priority than the Vs. animation above.
#===============================================================================
SpecialBattleIntroAnimations.register("rocket_grunt_animation", 40, # Priority 40
proc { |battle_type, foe, location| # Condition
@@ -341,33 +374,6 @@ SpecialBattleIntroAnimations.register("rocket_grunt_animation", 40, # Priority
next foe.any? { |f| trainer_types.include?(f.trainer_type) }
},
proc { |viewport, battle_type, foe, location| # Animation
anim = "RocketGrunt"
# Initial screen flashing
c = (location == 2 || PBDayNight.isNight?) ? 0 : 255 # Dark=black, light=white
viewport.color = Color.new(c, c, c) # Fade to black/white a few times
half_flash_time = 0.2 # seconds
2.times do # 2 flashes
timer = 0.0
loop do
if timer < half_flash_time
viewport.color.alpha = 255 * timer / half_flash_time
else
viewport.color.alpha = 255 * (2 - (timer / half_flash_time))
end
timer += Graphics.delta_s
Graphics.update
pbUpdateSceneMap
break if timer >= half_flash_time * 2
end
end
# Take screenshot of game, for use in some animations
$game_temp.background_bitmap&.dispose
$game_temp.background_bitmap = Graphics.snap_to_bitmap
# Play main animation
Graphics.freeze
viewport.color = Color.new(0, 0, 0, 255) # Ensure screen is black
Graphics.transition(25, "Graphics/Transitions/" + anim)
# Slight pause after animation before starting up the battle scene
pbWait(Graphics.frame_rate / 10)
pbBattleAnimationCore("RocketGrunt", viewport, location)
}
)