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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-08 05:34:58 +00:00
Anim Editor: Added smart angle property to particles
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@@ -50,6 +50,11 @@ module GameData
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"RandomDirectionGravity" => :random_direction_gravity,
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"RandomUpDirectionGravity" => :random_up_direction_gravity
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}
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ANGLE_OVERRIDES = {
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"None" => :none,
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"InitialAngleToFocus" => :initial_angle_to_focus,
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"AlwaysPointAtFocus" => :always_point_at_focus
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}
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# Properties that apply to the animation in general, not to individual
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# particles. They don't change during the animation.
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@@ -76,6 +81,7 @@ module GameData
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"Spawner" => [:spawner, "e", SPAWNER_TYPES],
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"SpawnQuantity" => [:spawn_quantity, "v"],
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"RandomFrameMax" => [:random_frame_max, "u"],
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"AngleOverride" => [:angle_override, "e", ANGLE_OVERRIDES],
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# All properties below are "SetXYZ" or "MoveXYZ". "SetXYZ" has the
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# keyframe and the value, and "MoveXYZ" has the keyframe, duration and the
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# value. All have "^" in their schema. "SetXYZ" is turned into "MoveXYZ"
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@@ -129,7 +135,8 @@ module GameData
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:foe_flip => false,
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:spawner => :none,
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:spawn_quantity => 1,
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:random_frame_max => 0
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:random_frame_max => 0,
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:angle_override => :none
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}
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# NOTE: Particles are invisible until their first command, and automatically
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@@ -335,6 +342,10 @@ module GameData
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ret = nil if ret && ret <= 1
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when "RandomFrameMax"
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ret = nil if ret == 0
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when "AngleOverride"
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ret = nil if ret == :none
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ret = nil if !FOCUS_TYPES_WITH_USER.include?(@particles[index][:focus]) &&
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!FOCUS_TYPES_WITH_TARGET.include?(@particles[index][:focus])
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when "AllCommands"
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# Get translations of all properties to their names as seen in PBS
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# animation files
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@@ -203,6 +203,14 @@ module Compiler
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particle[:name]) + "\n" + FileLineData.linereport
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end
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end
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# Ensure that only particles that have an entity as a focus can have a
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# smart angle
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if (particle[:angle_override] || :none) != :none &&
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!GameData::Animation::FOCUS_TYPES_WITH_USER.include?(particle[:focus]) &&
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!GameData::Animation::FOCUS_TYPES_WITH_TARGET.include?(particle[:focus])
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raise _INTL("Particle \"{1}\" can't set \"AngleOverride\" if its focus isn't a specific thing(s).",
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particle[:name]) + "\n" + FileLineData.linereport
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end
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# Ensure that a particle with a user's/target's graphic doesn't have any
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# :frame commands
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if !["User", "Target", "SE"].include?(particle[:name]) &&
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@@ -562,6 +562,28 @@ AnimationEditor::SidePanes.add_property(:particle_pane, :spawn_quantity, {
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}
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})
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AnimationEditor::SidePanes.add_property(:particle_pane, :angle_override, {
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:new => proc { |pane, editor|
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values = {
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:none => _INTL("None"),
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:initial_angle_to_focus => _INTL("Initial angle to focus"),
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:always_point_at_focus => _INTL("Always point at focus")
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}
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pane.add_labelled_dropdown_list(:angle_override, _INTL("Smart angle"), values, :none)
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},
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:refresh_value => proc { |control, editor|
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focus = editor.anim[:particles][editor.particle_index][:focus]
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if !GameData::Animation::FOCUS_TYPES_WITH_USER.include?(focus) &&
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!GameData::Animation::FOCUS_TYPES_WITH_TARGET.include?(focus)
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editor.anim[:particles][editor.particle_index][:angle_override] = :none
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control.value = :none
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control.disable
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else
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control.enable
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end
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}
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})
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AnimationEditor::SidePanes.add_property(:particle_pane, :opposing_label, {
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:new => proc { |pane, editor|
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pane.add_label(:opposing_label, _INTL("If on opposing side..."))
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@@ -497,7 +497,23 @@ class AnimationEditor::Canvas < Sprite
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# Set various other properties
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spr.zoom_x = values[:zoom_x] / 100.0
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spr.zoom_y = values[:zoom_y] / 100.0
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spr.angle = values[:angle]
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case particle[:angle_override]
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when :initial_angle_to_focus
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target_x = (focus_xy.length == 2) ? focus_xy[1][0] : focus_xy[0][0]
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target_x += offset_xy[0]
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target_y = (focus_xy.length == 2) ? focus_xy[1][1] : focus_xy[0][1]
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target_y += offset_xy[1]
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spr.angle = AnimationPlayer::Helper.initial_angle_between(particle, focus_xy, offset_xy)
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when :always_point_at_focus
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target_x = (focus_xy.length == 2) ? focus_xy[1][0] : focus_xy[0][0]
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target_x += offset_xy[0]
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target_y = (focus_xy.length == 2) ? focus_xy[1][1] : focus_xy[0][1]
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target_y += offset_xy[1]
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spr.angle = AnimationPlayer::Helper.angle_between(spr.x, spr.y, target_x, target_y)
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else
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spr.angle = 0
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end
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spr.angle += values[:angle]
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spr.mirror = values[:flip]
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spr.mirror = !spr.mirror if relative_to_index >= 0 && relative_to_index.odd? && particle[:foe_flip]
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spr.blend_type = values[:blending]
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@@ -127,6 +127,17 @@ class AnimationPlayer
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particle_sprite.foe_invert_y = particle[:foe_invert_y]
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particle_sprite.foe_flip = particle[:foe_flip]
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end
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particle_sprite.base_angle = 0
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case particle[:angle_override]
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when :initial_angle_to_focus
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target_x = (focus_xy.length == 2) ? focus_xy[1][0] : focus_xy[0][0]
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target_x += offset_xy[0]
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target_y = (focus_xy.length == 2) ? focus_xy[1][1] : focus_xy[0][1]
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target_y += offset_xy[1]
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particle_sprite.base_angle = AnimationPlayer::Helper.initial_angle_between(particle, focus_xy, offset_xy)
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when :always_point_at_focus
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particle_sprite.angle_override = particle[:angle_override] if relative_to_index >= 0
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end
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# Find earliest command and add a "make visible" command then
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delay = AnimationPlayer::Helper.get_particle_delay(particle, instance)
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if sprite && !particle_sprite.battler_sprite?
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@@ -5,6 +5,7 @@
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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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attr_accessor :base_angle, :angle_override
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attr_accessor :foe_invert_x, :foe_invert_y, :foe_flip
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FRAMES_PER_SECOND = 20.0
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@@ -109,16 +110,24 @@ class AnimationPlayer::ParticleSprite
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value *= -1 if @foe_invert_x
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AnimationPlayer::Helper.apply_xy_focus_to_sprite(@sprite, :x, value, @focus_xy)
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@sprite.x += @offset_xy[0]
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update_angle_pointing_at_focus
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when :y
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value = value.round
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value *= -1 if @foe_invert_y
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AnimationPlayer::Helper.apply_xy_focus_to_sprite(@sprite, :y, value, @focus_xy)
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@sprite.y += @offset_xy[1]
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update_angle_pointing_at_focus
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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 :angle
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if @angle_override == :always_point_at_focus
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update_angle_pointing_at_focus
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@sprite.angle += value
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else
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@sprite.angle = value + (@base_angle || 0)
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end
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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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@@ -132,6 +141,21 @@ class AnimationPlayer::ParticleSprite
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end
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end
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# This assumes vertically up is an angle of 0, and the angle increases
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# anticlockwise.
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def update_angle_pointing_at_focus
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return if @angle_override != :always_point_at_focus
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# Get coordinates
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sprite_x = @sprite.x
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sprite_y = @sprite.y
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target_x = (@focus_xy.length == 2) ? @focus_xy[1][0] : @focus_xy[0][0]
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target_x += @offset_xy[0]
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target_y = (@focus_xy.length == 2) ? @focus_xy[1][1] : @focus_xy[0][1]
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target_y += @offset_xy[1]
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@sprite.angle = AnimationPlayer::Helper.angle_between(sprite_x, sprite_y, target_x, target_y)
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@sprite.angle += (@base_angle || 0)
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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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@@ -77,7 +77,7 @@ module AnimationPlayer::Helper
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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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ret = [Battle::Scene.pbBattlerPosition(target_index)]
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end
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return ret
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end
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@@ -168,6 +168,48 @@ module AnimationPlayer::Helper
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#-----------------------------------------------------------------------------
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def angle_between(x1, y1, x2, y2)
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diff_x = x1 - x2
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diff_y = y1 - y2
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ret = Math.atan(diff_x.to_f / diff_y) * 180 / Math::PI
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ret += 180 if diff_y < 0
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return ret
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end
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def initial_angle_between(particle, focus, offset)
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x1 = 0
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y1 = 0
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x2 = (focus.length == 2) ? focus[1][0] : focus[0][0]
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y2 = (focus.length == 2) ? focus[1][1] : focus[0][1]
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[:x, :y].each do |property|
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next if !particle[property]
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particle[property].each do |cmd|
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break if cmd[1] > 0
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if property == :x
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x1 = cmd[2]
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else
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y1 = cmd[2]
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end
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break
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end
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end
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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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x1 = focus[0][0] + ((x1.to_f / distance[0]) * (focus[1][0] - focus[0][0])).to_i
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y1 = focus[0][1] + ((y1.to_f / distance[1]) * (focus[1][1] - focus[0][1])).to_i
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else
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x1 += focus[0][0]
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y1 += focus[0][1]
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end
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end
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x1 += offset[0]
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y1 += offset[1]
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return angle_between(x1, y1, x2, y2)
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end
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#-----------------------------------------------------------------------------
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# user_sprites, target_sprites = [front sprite, back sprite]
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def set_bitmap_and_origin(particle, sprite, user_index, target_index, user_sprites, target_sprites)
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return if sprite&.is_a?(Battle::Scene::BattlerSprite)
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