More or less standardised separator comments in the code

This commit is contained in:
Maruno17
2024-06-27 21:21:26 +01:00
parent 225549bfce
commit 509a414f37
198 changed files with 1907 additions and 1263 deletions

View File

@@ -1,7 +1,8 @@
#===============================================================================
#
#===============================================================================
class Battle::Scene
#=============================================================================
# Animates the battle intro
#=============================================================================
# Animates the battle intro.
def pbBattleIntroAnimation
# Make everything appear
introAnim = Animation::Intro.new(@sprites, @viewport, @battle)
@@ -54,9 +55,7 @@ class Battle::Scene
end
end
#=============================================================================
# Animates a party lineup appearing for the given side
#=============================================================================
# Animates a party lineup appearing for the given side.
def pbShowPartyLineup(side, fullAnim = false)
@animations.push(
Animation::LineupAppear.new(@sprites, @viewport, side,
@@ -69,11 +68,9 @@ class Battle::Scene
end
end
#=============================================================================
# Animates an opposing trainer sliding in from off-screen. Will animate a
# previous trainer that is already on-screen slide off first. Used at the end
# of battle.
#=============================================================================
def pbShowOpponent(idxTrainer)
# Set up trainer appearing animation
appearAnim = Animation::TrainerAppear.new(@sprites, @viewport, idxTrainer)
@@ -84,12 +81,10 @@ class Battle::Scene
end
end
#=============================================================================
# Animates a trainer's sprite and party lineup hiding (if they are visible).
# Animates a Pokémon being sent out into battle, then plays the shiny
# animation for it if relevant.
# sendOuts is an array; each element is itself an array: [idxBattler,pkmn]
#=============================================================================
def pbSendOutBattlers(sendOuts, startBattle = false)
return if sendOuts.length == 0
# If party balls are still appearing, wait for them to finish showing up, as
@@ -155,9 +150,7 @@ class Battle::Scene
end
end
#=============================================================================
# Animates a Pokémon being recalled into its Poké Ball and its data box hiding
#=============================================================================
# Animates a Pokémon being recalled into its Poké Ball and its data box hiding.
def pbRecall(idxBattler)
@briefMessage = false
# Recall animation
@@ -178,9 +171,10 @@ class Battle::Scene
dataBoxAnim.dispose
end
#=============================================================================
# Ability splash bar animations
#=============================================================================
#-----------------------------------------------------------------------------
# Ability splash bar animations.
#-----------------------------------------------------------------------------
def pbShowAbilitySplash(battler)
return if !USE_ABILITY_SPLASH
side = battler.index % 2
@@ -213,9 +207,10 @@ class Battle::Scene
pbShowAbilitySplash(battler)
end
#=============================================================================
# HP change animations
#=============================================================================
#-----------------------------------------------------------------------------
# HP change animations.
#-----------------------------------------------------------------------------
# Shows a HP-changing common animation and animates a data box's HP bar.
# Called by def pbReduceHP, def pbRecoverHP.
def pbHPChanged(battler, oldHP, showAnim = false)
@@ -277,9 +272,9 @@ class Battle::Scene
damageAnims.each { |a| a.dispose }
end
#=============================================================================
# Animates a data box's Exp bar
#=============================================================================
#-----------------------------------------------------------------------------
# Animates a data box's Exp bar.
def pbEXPBar(battler, startExp, endExp, tempExp1, tempExp2)
return if !battler || endExp == startExp
startExpLevel = tempExp1 - startExp
@@ -292,9 +287,7 @@ class Battle::Scene
end
end
#=============================================================================
# Shows stats windows upon a Pokémon levelling up
#=============================================================================
# Shows stats windows upon a Pokémon levelling up.
def pbLevelUp(pkmn, _battler, oldTotalHP, oldAttack, oldDefense, oldSpAtk, oldSpDef, oldSpeed)
pbTopRightWindow(
_INTL("Max. HP<r>+{1}\nAttack<r>+{2}\nDefense<r>+{3}\nSp. Atk<r>+{4}\nSp. Def<r>+{5}\nSpeed<r>+{6}",
@@ -307,9 +300,7 @@ class Battle::Scene
)
end
#=============================================================================
# Animates a Pokémon fainting
#=============================================================================
# Animates a Pokémon fainting.
def pbFaintBattler(battler)
@briefMessage = false
old_height = @sprites["pokemon_#{battler.index}"].src_rect.height
@@ -327,9 +318,10 @@ class Battle::Scene
@sprites["pokemon_#{battler.index}"].src_rect.height = old_height
end
#=============================================================================
# Animates throwing a Poké Ball at a Pokémon in an attempt to catch it
#=============================================================================
#-----------------------------------------------------------------------------
# Animates throwing a Poké Ball at a Pokémon in an attempt to catch it.
#-----------------------------------------------------------------------------
def pbThrow(ball, shakes, critical, targetBattler, showPlayer = false)
@briefMessage = false
captureAnim = Animation::PokeballThrowCapture.new(
@@ -386,9 +378,9 @@ class Battle::Scene
end
#=============================================================================
# Hides all battler shadows before yielding to a move animation, and then
# restores the shadows afterwards
#=============================================================================
# restores the shadows afterwards.
def pbSaveShadows
# Remember which shadows were visible
shadows = Array.new(@battle.battlers.length) do |i|
@@ -406,9 +398,10 @@ class Battle::Scene
end
end
#=============================================================================
# Loads a move/common animation
#=============================================================================
#-----------------------------------------------------------------------------
# Loads a move/common animation.
#-----------------------------------------------------------------------------
# Returns the animation ID to use for a given move/user. Returns nil if that
# move has no animations defined for it.
def pbFindMoveAnimDetails(move2anim, moveID, idxUser, hitNum = 0)
@@ -487,9 +480,10 @@ class Battle::Scene
return nil
end
#=============================================================================
# Plays a move/common animation
#=============================================================================
#-----------------------------------------------------------------------------
# Plays a move/common animation.
#-----------------------------------------------------------------------------
# Plays a move animation.
def pbAnimation(moveID, user, targets, hitNum = 0)
animID = pbFindMoveAnimation(moveID, user.index, hitNum)