Remove Scripts folder to convert to submodule

This commit is contained in:
chardub
2025-04-19 15:43:57 -04:00
parent 0807a7ea79
commit 58da1023c1
429 changed files with 0 additions and 165507 deletions

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@@ -1,58 +0,0 @@
class Sprite_Picture
def initialize(viewport, picture)
@viewport = viewport
@picture = picture
@sprite = nil
update
end
def dispose
@sprite.dispose if @sprite
end
def update
@sprite.update if @sprite
# If picture file name is different from current one
if @picture_name != @picture.name
# Remember file name to instance variables
@picture_name = @picture.name
# If file name is not empty
if @picture_name != ""
# Get picture graphic
@sprite=IconSprite.new(0,0,@viewport) if !@sprite
@sprite.setBitmap("Graphics/Pictures/"+@picture_name)
end
end
# If file name is empty
if @picture_name == ""
# Set sprite to invisible
if @sprite
@sprite.dispose if @sprite
@sprite=nil
end
return
end
# Set sprite to visible
@sprite.visible = true
# Set transfer starting point
if @picture.origin == 0
@sprite.ox = 0
@sprite.oy = 0
else
@sprite.ox = @sprite.bitmap.width / 2
@sprite.oy = @sprite.bitmap.height / 2
end
# Set sprite coordinates
@sprite.x = @picture.x
@sprite.y = @picture.y
@sprite.z = @picture.number
# Set zoom rate, opacity level, and blend method
@sprite.zoom_x = @picture.zoom_x / 100.0
@sprite.zoom_y = @picture.zoom_y / 100.0
@sprite.opacity = @picture.opacity
@sprite.blend_type = @picture.blend_type
# Set rotation angle and color tone
@sprite.angle = @picture.angle
@sprite.tone = @picture.tone
end
end

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@@ -1,45 +0,0 @@
class Sprite_Timer
def initialize(viewport=nil)
@viewport=viewport
@timer=nil
@total_sec=nil
@disposed=false
end
def dispose
@timer.dispose if @timer
@timer=nil
@disposed=true
end
def disposed?
@disposed
end
def update
return if disposed?
if $game_system.timer_working
@timer.visible = true if @timer
if !@timer
@timer=Window_AdvancedTextPokemon.newWithSize("",Graphics.width-120,0,120,64)
@timer.width=@timer.borderX+96
@timer.x=Graphics.width-@timer.width
@timer.viewport=@viewport
@timer.z=99998
end
curtime=$game_system.timer / Graphics.frame_rate
curtime=0 if curtime<0
if curtime != @total_sec
# Calculate total number of seconds
@total_sec = curtime
# Make a string for displaying the timer
min = @total_sec / 60
sec = @total_sec % 60
@timer.text = _ISPRINTF("<ac>{1:02d}:{2:02d}", min, sec)
end
@timer.update
else
@timer.visible=false if @timer
end
end
end

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@@ -1,264 +0,0 @@
class BushBitmap
def initialize(bitmap, isTile, depth)
@bitmaps = []
@bitmap = bitmap
@isTile = isTile
@isBitmap = @bitmap.is_a?(Bitmap)
@depth = depth
@manual_refresh = false
end
def dispose
@bitmaps.each { |b| b.dispose if b }
end
def bitmap
thisBitmap = (@isBitmap) ? @bitmap : @bitmap.bitmap
current = (@isBitmap) ? 0 : @bitmap.currentIndex
if !@bitmaps[current]
if @isTile
@bitmaps[current] = pbBushDepthTile(thisBitmap, @depth)
else
@bitmaps[current] = pbBushDepthBitmap(thisBitmap, @depth)
end
end
return @bitmaps[current]
end
def pbBushDepthBitmap(bitmap, depth)
ret = Bitmap.new(bitmap.width, bitmap.height)
charheight = ret.height / 4
cy = charheight - depth - 2
for i in 0...4
y = i * charheight
if cy >= 0
ret.blt(0, y, bitmap, Rect.new(0, y, ret.width, cy))
ret.blt(0, y + cy, bitmap, Rect.new(0, y + cy, ret.width, 2), 170)
end
ret.blt(0, y + cy + 2, bitmap, Rect.new(0, y + cy + 2, ret.width, 2), 85) if cy + 2 >= 0
end
return ret
end
def pbBushDepthTile(bitmap, depth)
ret = Bitmap.new(bitmap.width, bitmap.height)
charheight = ret.height
cy = charheight - depth - 2
y = charheight
if cy >= 0
ret.blt(0, y, bitmap, Rect.new(0, y, ret.width, cy))
ret.blt(0, y + cy, bitmap, Rect.new(0, y + cy, ret.width, 2), 170)
end
ret.blt(0, y + cy + 2, bitmap, Rect.new(0, y + cy + 2, ret.width, 2), 85) if cy + 2 >= 0
return ret
end
end
def event_is_trainer(event)
return $game_map.events[event.id] && event.name[/trainer\((\d+)\)/i]
end
class Sprite_Character < RPG::Sprite
attr_accessor :character
attr_accessor :pending_bitmap
attr_accessor :bitmap_override
attr_accessor :charbitmap
def initialize(viewport, character = nil)
super(viewport)
@character = character
if darknessEffectOnCurrentMap()
if @character.is_a?(Game_Event)
$game_map.events[@character.id].erase if event_is_trainer(@character)
end
end
@oldbushdepth = 0
@spriteoffset = false
if !character || character == $game_player || (character.name[/reflection/i] rescue false)
@reflection = Sprite_Reflection.new(self, character, viewport)
end
@surfbase = Sprite_SurfBase.new(self, character, viewport) if character == $game_player
checkModifySpriteGraphics(@character) if @character
update
end
def checkModifySpriteGraphics(character)
return if character == $game_player || !character.name
if TYPE_EXPERTS_APPEARANCES.keys.include?(character.name.to_sym)
typeExpert = character.name.to_sym
setSpriteToAppearance(TYPE_EXPERTS_APPEARANCES[typeExpert])
end
end
def setSpriteToAppearance(trainerAppearance)
#return if !@charbitmap || !@charbitmap.bitmap
begin
new_bitmap = AnimatedBitmap.new(getBaseOverworldSpriteFilename()) #@charbitmap
new_bitmap.bitmap = generateNPCClothedBitmapStatic(trainerAppearance)
@bitmap_override = new_bitmap
updateBitmap
rescue
end
end
def clearBitmapOverride()
@bitmap_override = nil
updateBitmap
end
def setSurfingPokemon(pokemonSpecies)
@surfingPokemon = pokemonSpecies
@surfbase.setPokemon(pokemonSpecies) if @surfbase
end
def groundY
return @character.screen_y_ground
end
def visible=(value)
super(value)
@reflection.visible = value if @reflection
end
def dispose
@bushbitmap.dispose if @bushbitmap
@bushbitmap = nil
@charbitmap.dispose if @charbitmap
@charbitmap = nil
@reflection.dispose if @reflection
@reflection = nil
@surfbase.dispose if @surfbase
@surfbase = nil
super
end
def updateBitmap
@manual_refresh = true
end
def pbLoadOutfitBitmap(outfitFileName)
# Construct the file path for the outfit bitmap based on the given value
#outfitFileName = sprintf("Graphics/Outfits/%s", value)
# Attempt to load the outfit bitmap
begin
outfitBitmap = RPG::Cache.load_bitmap("", outfitFileName)
return outfitBitmap
rescue
return nil
end
end
def generateClothedBitmap()
return
end
def applyDayNightTone()
if @character.is_a?(Game_Event) && @character.name[/regulartone/i]
self.tone.set(0, 0, 0, 0)
else
pbDayNightTint(self)
end
end
def updateCharacterBitmap
AnimatedBitmap.new('Graphics/Characters/' + @character_name, @character_hue)
end
def should_update?
return @tile_id != @character.tile_id ||
@character_name != @character.character_name ||
@character_hue != @character.character_hue ||
@oldbushdepth != @character.bush_depth ||
@manual_refresh
end
def refreshOutfit()
self.pending_bitmap = getClothedPlayerSprite(true)
end
def update
if self.pending_bitmap
self.bitmap = self.pending_bitmap
self.pending_bitmap = nil
end
return if @character.is_a?(Game_Event) && !@character.should_update?
super
if should_update?
@manual_refresh = false
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
@oldbushdepth = @character.bush_depth
if @tile_id >= 384
@charbitmap.dispose if @charbitmap
@charbitmap = pbGetTileBitmap(@character.map.tileset_name, @tile_id,
@character_hue, @character.width, @character.height)
@charbitmapAnimated = false
@bushbitmap.dispose if @bushbitmap
@bushbitmap = nil
@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
@character.sprite_size = [@cw, @ch]
else
@charbitmap.dispose if @charbitmap
@charbitmap = updateCharacterBitmap()
@charbitmap = @bitmap_override.clone if @bitmap_override
RPG::Cache.retain('Graphics/Characters/', @character_name, @character_hue) if @charbitmapAnimated = true
@bushbitmap.dispose if @bushbitmap
@bushbitmap = nil
#@spriteoffset = @character_name[/offset/i]
@spriteoffset = @character_name[/fish/i] || @character_name[/dive/i] || @character_name[/surf/i]
@cw = @charbitmap.width / 4
@ch = @charbitmap.height / 4
self.ox = @cw / 2
@character.sprite_size = [@cw, @ch]
end
end
@charbitmap.update if @charbitmapAnimated
bushdepth = @character.bush_depth
if bushdepth == 0
if @character == $game_player
self.bitmap = getClothedPlayerSprite() #generateClothedBitmap()
else
self.bitmap = (@charbitmapAnimated) ? @charbitmap.bitmap : @charbitmap
end
else
@bushbitmap = BushBitmap.new(@charbitmap, (@tile_id >= 384), bushdepth) if !@bushbitmap
self.bitmap = @bushbitmap.bitmap
end
self.visible = !@character.transparent
if @tile_id == 0
sx = @character.pattern * @cw
sy = ((@character.direction - 2) / 2) * @ch
self.src_rect.set(sx, sy, @cw, @ch)
self.oy = (@spriteoffset rescue false) ? @ch - 16 : @ch
self.oy -= @character.bob_height
end
if self.visible
applyDayNightTone()
end
self.x = @character.screen_x
self.y = @character.screen_y
self.z = @character.screen_z(@ch)
# self.zoom_x = Game_Map::TILE_WIDTH / 32.0
# self.zoom_y = Game_Map::TILE_HEIGHT / 32.0
self.opacity = @character.opacity
self.blend_type = @character.blend_type
# self.bush_depth = @character.bush_depth
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
@reflection.update if @reflection
@surfbase.update if @surfbase
end
end

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@@ -1,87 +0,0 @@
class Sprite_Reflection
attr_reader :visible
attr_accessor :event
def initialize(sprite,event,viewport=nil)
@rsprite = sprite
@sprite = nil
@event = event
@height = 0
@fixedheight = false
if @event && @event!=$game_player
if @event.name[/reflection\((\d+)\)/i]
@height = $~[1].to_i || 0
@fixedheight = true
end
end
@viewport = viewport
@disposed = false
update
end
def dispose
if !@disposed
@sprite.dispose if @sprite
@sprite = nil
@disposed = true
end
end
def disposed?
@disposed
end
def visible=(value)
@visible = value
@sprite.visible = value if @sprite && !@sprite.disposed?
end
def update
return
# return if disposed?
# shouldShow = @rsprite.visible
# if !shouldShow
# # Just-in-time disposal of sprite
# if @sprite
# @sprite.dispose
# @sprite = nil
# end
# return
# end
# # Just-in-time creation of sprite
# @sprite = Sprite.new(@viewport) if !@sprite
# if @sprite
# x = @rsprite.x-@rsprite.ox
# y = @rsprite.y-@rsprite.oy
# y -= 32 if @rsprite.character.character_name[/offset/i]
# @height = $PokemonGlobal.bridge if !@fixedheight
# y += @height*16
# width = @rsprite.src_rect.width
# height = @rsprite.src_rect.height
# @sprite.x = x+width/2
# @sprite.y = y+height+height/2
# @sprite.ox = width/2
# @sprite.oy = height/2-2 # Hard-coded 2 pixel shift up
# @sprite.oy -= @rsprite.character.bob_height*2
# @sprite.z = -50 # Still water is -100, map is 0 and above
# @sprite.zoom_x = @rsprite.zoom_x
# @sprite.zoom_y = @rsprite.zoom_y
# frame = (Graphics.frame_count%40)/10
# @sprite.zoom_x *= [1.0, 0.95, 1.0, 1.05][frame]
# @sprite.angle = 180.0
# @sprite.mirror = true
# @sprite.bitmap = @rsprite.bitmap
# @sprite.tone = @rsprite.tone
# if @height>0
# @sprite.color = Color.new(48,96,160,255) # Dark still water
# @sprite.opacity = @rsprite.opacity
# @sprite.visible = !Settings::TIME_SHADING # Can't time-tone a colored sprite
# else
# @sprite.color = Color.new(224,224,224,96)
# @sprite.opacity = @rsprite.opacity*3/4
# @sprite.visible = true
# end
# @sprite.src_rect = @rsprite.src_rect
# end
end
end

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@@ -1,150 +0,0 @@
class Sprite_SurfBase
attr_reader :visible
attr_accessor :event
def initialize(sprite, event, viewport = nil)
@rsprite = sprite
@sprite = nil
@event = event
@viewport = viewport
@disposed = false
#@surfbitmap = AnimatedBitmap.new("Graphics/Characters/base_surf")
@surfbitmap = update_surf_bitmap(:SURF)
@divebitmap = update_surf_bitmap(:DIVE)
# RPG::Cache.retain("Graphics/Characters/base_surf")
# RPG::Cache.retain("Graphics/Characters/base_dive")
@cws = @surfbitmap.width / 4
@chs = @surfbitmap.height / 4
@cwd = @divebitmap.width / 4
@chd = @divebitmap.height / 4
update
end
def dispose
return if @disposed
@sprite.dispose if @sprite
@sprite = nil
@surfbitmap.dispose
@divebitmap.dispose
@disposed = true
end
def disposed?
@disposed
end
def visible=(value)
@visible = value
@sprite.visible = value if @sprite && !@sprite.disposed?
end
def update_surf_bitmap(type)
species = $Trainer.surfing_pokemon
path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "surfmon_board" if type == :SURF
#path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "divemon_scuba" if type == :DIVE
path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "divemon_Head" if type == :DIVE
if species
shape = species.shape
basePath = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER
action = "divemon" if type == :DIVE
action = "surfmon" if type == :SURF
path = "#{basePath}#{action}_#{shape.to_s}"
end
return AnimatedBitmap.new(path)
end
# case species.shape
# when :Head
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "divemon_Head" if type == :DIVE
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "surfmon_Head" if type == :SURF
# when :Serpentine
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "divemon_HeadBase" if type == :DIVE
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "surfmon_HeadBase" if type == :SURF
# when :Finned
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "divemon_HeadBase" if type == :DIVE
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "surfmon_HeadBase" if type == :SURF
# when :HeadArms
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "divemon_HeadBase" if type == :DIVE
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "surfmon_HeadBase" if type == :SURF
# when :HeadBase
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "divemon_HeadBase" if type == :DIVE
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "surfmon_HeadBase" if type == :SURF
# when :BipedalTail
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "divemon_HeadBase" if type == :DIVE
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "surfmon_HeadBase" if type == :SURF
# when :HeadLegs
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "divemon_HeadBase" if type == :DIVE
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "surfmon_HeadBase" if type == :SURF
# when :Quadruped
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "divemon_HeadBase" if type == :DIVE
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "surfmon_HeadBase" if type == :SURF
# when :Winged
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "divemon_HeadBase" if type == :DIVE
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "surfmon_HeadBase" if type == :SURF
# when :Multiped
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "divemon_HeadBase" if type == :DIVE
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "surfmon_HeadBase" if type == :SURF
# when :MultiBody
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "divemon_HeadBase" if type == :DIVE
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "surfmon_HeadBase" if type == :SURF
# when :Bipedal
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "divemon_HeadBase" if type == :DIVE
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "surfmon_HeadBase" if type == :SURF
# when :MultiWinged
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "divemon_HeadBase" if type == :DIVE
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "surfmon_HeadBase" if type == :SURF
# when :Insectoid
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "divemon_HeadBase" if type == :DIVE
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "surfmon_HeadBase" if type == :SURF
# else
# path = Settings::PLAYER_GRAPHICS_FOLDER + Settings::PLAYER_SURFBASE_FOLDER + "divemon_01"
# end
def update
return if disposed?
if !$PokemonGlobal.surfing && !$PokemonGlobal.diving
# Just-in-time disposal of sprite
if @sprite
@sprite.dispose
@sprite = nil
end
return
end
# Just-in-time creation of sprite
@sprite = Sprite.new(@viewport) if !@sprite
if @sprite
if $PokemonGlobal.surfing
@surfbitmap = update_surf_bitmap(:SURF)
@sprite.bitmap = @surfbitmap.bitmap
cw = @cws
ch = @chs
elsif $PokemonGlobal.diving
@divebitmap = update_surf_bitmap(:DIVE)
@sprite.bitmap = @divebitmap.bitmap
cw = @cwd
ch = @chd
end
sx = @event.pattern_surf * cw
sy = ((@event.direction - 2) / 2) * ch
@sprite.src_rect.set(sx, sy, cw, ch)
if $PokemonTemp.surfJump
@sprite.x = ($PokemonTemp.surfJump[0] * Game_Map::REAL_RES_X - @event.map.display_x + 3) / 4 + (Game_Map::TILE_WIDTH / 2)
@sprite.y = ($PokemonTemp.surfJump[1] * Game_Map::REAL_RES_Y - @event.map.display_y + 3) / 4 + (Game_Map::TILE_HEIGHT / 2) + 16
else
@sprite.x = @rsprite.x
@sprite.y = @rsprite.y
end
@sprite.ox = cw / 2
@sprite.oy = ch - 16 # Assume base needs offsetting
@sprite.oy -= @event.bob_height
@sprite.z = @event.screen_z(ch) - 1
@sprite.zoom_x = @rsprite.zoom_x
@sprite.zoom_y = @rsprite.zoom_y
@sprite.tone = @rsprite.tone
@sprite.color = @rsprite.color
@sprite.opacity = @rsprite.opacity
end
end
end

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@@ -1,30 +0,0 @@
class Spriteset_Global
attr_reader :playersprite
@@viewport2 = Viewport.new(0, 0, Settings::SCREEN_WIDTH, Settings::SCREEN_HEIGHT)
@@viewport2.z = 200
def initialize
@playersprite = Sprite_Player.new(Spriteset_Map.viewport, $game_player)
@picture_sprites = []
for i in 1..100
@picture_sprites.push(Sprite_Picture.new(@@viewport2, $game_screen.pictures[i]))
end
@timer_sprite = Sprite_Timer.new
update
end
def dispose
@playersprite.dispose
@picture_sprites.each { |sprite| sprite.dispose }
@timer_sprite.dispose
@playersprite = nil
@picture_sprites.clear
@timer_sprite = nil
end
def update
@playersprite.update
@picture_sprites.each { |sprite| sprite.update }
@timer_sprite.update
end
end

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@@ -1,168 +0,0 @@
# Unused
class ClippableSprite < Sprite_Character
def initialize(viewport,event,tilemap)
@tilemap = tilemap
@_src_rect = Rect.new(0,0,0,0)
super(viewport,event)
end
def update
super
@_src_rect = self.src_rect
tmright = @tilemap.map_data.xsize*Game_Map::TILE_WIDTH-@tilemap.ox
echoln("x=#{self.x},ox=#{self.ox},tmright=#{tmright},tmox=#{@tilemap.ox}")
if @tilemap.ox-self.ox<-self.x
# clipped on left
diff = -self.x-@tilemap.ox+self.ox
self.src_rect = Rect.new(@_src_rect.x+diff,@_src_rect.y,
@_src_rect.width-diff,@_src_rect.height)
echoln("clipped out left: #{diff} #{@tilemap.ox-self.ox} #{self.x}")
elsif tmright-self.ox<self.x
# clipped on right
diff = self.x-tmright+self.ox
self.src_rect = Rect.new(@_src_rect.x,@_src_rect.y,
@_src_rect.width-diff,@_src_rect.height)
echoln("clipped out right: #{diff} #{tmright+self.ox} #{self.x}")
else
echoln("-not- clipped out left: #{diff} #{@tilemap.ox-self.ox} #{self.x}")
end
end
end
class Spriteset_Map
attr_reader :map
@@viewport0 = Viewport.new(0, 0, Settings::SCREEN_WIDTH, Settings::SCREEN_HEIGHT) # Panorama
@@viewport0.z = -100
@@viewport1 = Viewport.new(0, 0, Settings::SCREEN_WIDTH, Settings::SCREEN_HEIGHT) # Map, events, player, fog
@@viewport1.z = 0
@@viewport3 = Viewport.new(0, 0, Settings::SCREEN_WIDTH, Settings::SCREEN_HEIGHT) # Flashing
@@viewport3.z = 500
def Spriteset_Map.viewport # For access by Spriteset_Global
return @@viewport1
end
def initialize(map=nil)
@map = (map) ? map : $game_map
$scene.map_renderer.add_tileset(@map.tileset_name)
@map.autotile_names.each do |filename|
$scene.map_renderer.add_autotile(filename)
$scene.map_renderer.add_extra_autotiles(@map.tileset_id)
end
@panorama = AnimatedPlane.new(@@viewport0)
@fog = AnimatedPlane.new(@@viewport1)
@fog.z = 3000
@fog2=nil
@character_sprites = []
for i in @map.events.keys.sort
sprite = Sprite_Character.new(@@viewport1,@map.events[i])
@character_sprites.push(sprite)
end
@weather = RPG::Weather.new(@@viewport1)
pbOnSpritesetCreate(self,@@viewport1)
update
end
def setFog2(filename="010-Water04")
disposeFog2()
@fog2 = AnimatedPlane.new(@@viewport1)
@fog2.z = 3001
@fog2.setFog(filename)
end
def disposeFog2()
@fog2.dispose if @fog2
@fog2 =nil
end
def dispose
if $scene.is_a?(Scene_Map)
$scene.map_renderer.remove_tileset(@map.tileset_name)
@map.autotile_names.each do |filename|
$scene.map_renderer.remove_autotile(filename)
$scene.map_renderer.remove_extra_autotiles(@map.tileset_id)
end
end
@panorama.dispose
@fog.dispose
@fog2.dispose if @fog2
for sprite in @character_sprites
sprite.dispose
end
@weather.dispose
@panorama = nil
@fog = nil
@character_sprites.clear
@weather = nil
end
def getAnimations
return @usersprites
end
def restoreAnimations(anims)
@usersprites = anims
end
def update
if @panorama_name!=@map.panorama_name || @panorama_hue!=@map.panorama_hue
@panorama_name = @map.panorama_name
@panorama_hue = @map.panorama_hue
@panorama.setPanorama(nil) if @panorama.bitmap!=nil
@panorama.setPanorama(@panorama_name,@panorama_hue) if @panorama_name!=""
Graphics.frame_reset
end
if @fog_name!=@map.fog_name || @fog_hue!=@map.fog_hue
@fog_name = @map.fog_name
@fog_hue = @map.fog_hue
@fog.setFog(nil) if @fog.bitmap!=nil
@fog.setFog(@fog_name,@fog_hue) if @fog_name!=""
Graphics.frame_reset
end
tmox = (@map.display_x/Game_Map::X_SUBPIXELS).round
tmoy = (@map.display_y/Game_Map::Y_SUBPIXELS).round
@@viewport1.rect.set(0,0,Graphics.width,Graphics.height)
@@viewport1.ox = 0
@@viewport1.oy = 0
@@viewport1.ox += $game_screen.shake
@panorama.ox = tmox/2
@panorama.oy = tmoy/2
@fog.ox = tmox+@map.fog_ox
@fog.oy = tmoy+@map.fog_oy
@fog.zoom_x = @map.fog_zoom/100.0
@fog.zoom_y = @map.fog_zoom/100.0
@fog.opacity = @map.fog_opacity
@fog.blend_type = @map.fog_blend_type
@fog.tone = @map.fog_tone
@fog2.ox = tmox+@map.fog2_ox if @fog2
@fog2.oy = tmoy+@map.fog2_oy if @fog2
@fog2.zoom_x = @map.fog_zoom/100.0 if @fog2
@fog2.zoom_y = @map.fog_zoom/100.0 if @fog2
@fog2.opacity = @map.fog2_opacity if @fog2
@panorama.update
@fog.update
@fog2.update if @fog2
for sprite in @character_sprites
sprite.update
end
if self.map!=$game_map
@weather.fade_in(:None, 0, 20)
else
@weather.fade_in($game_screen.weather_type, $game_screen.weather_max, $game_screen.weather_duration)
end
@weather.ox = tmox
@weather.oy = tmoy
@weather.update
@@viewport1.tone = $game_screen.tone
@@viewport3.color = $game_screen.flash_color
@@viewport1.update
@@viewport3.update
end
end

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@@ -1,84 +0,0 @@
=begin
A sprite whose sole purpose is to display an animation. This sprite
can be displayed anywhere on the map and is disposed
automatically when its animation is finished.
Used for grass rustling and so forth.
=end
class AnimationSprite < RPG::Sprite
def initialize(animID,map,tileX,tileY,viewport=nil,tinting=false,height=3)
super(viewport)
@tileX = tileX
@tileY = tileY
self.bitmap = Bitmap.new(1, 1)
self.bitmap.clear
@map = map
setCoords
pbDayNightTint(self) if tinting
self.animation($data_animations[animID],true,height)
end
def setCoords
self.x = ((@tileX * Game_Map::REAL_RES_X - @map.display_x) / Game_Map::X_SUBPIXELS).ceil
self.x += Game_Map::TILE_WIDTH / 2
self.y = ((@tileY * Game_Map::REAL_RES_Y - @map.display_y) / Game_Map::Y_SUBPIXELS).ceil
self.y += Game_Map::TILE_HEIGHT
end
def dispose
self.bitmap.dispose
super
end
def update
if !self.disposed?
setCoords
super
self.dispose if !self.effect?
end
end
end
class Spriteset_Map
alias _animationSprite_initialize initialize unless method_defined?(:_animationSprite_initialize)
alias _animationSprite_update update unless method_defined?(:_animationSprite_update)
alias _animationSprite_dispose dispose unless method_defined?(:_animationSprite_dispose)
def initialize(map=nil)
@usersprites=[]
_animationSprite_initialize(map)
end
def addUserAnimation(animID,x,y,tinting=false,height=3)
sprite=AnimationSprite.new(animID,$game_map,x,y,@@viewport1,tinting,height)
addUserSprite(sprite)
return sprite
end
def addUserSprite(sprite)
for i in 0...@usersprites.length
if @usersprites[i]==nil || @usersprites[i].disposed?
@usersprites[i]=sprite
return
end
end
@usersprites.push(sprite)
end
def dispose
_animationSprite_dispose
for i in 0...@usersprites.length
@usersprites[i].dispose
end
@usersprites.clear
end
def update
@@viewport3.tone.set(0,0,0,0)
_animationSprite_update
for i in 0...@usersprites.length
@usersprites[i].update if !@usersprites[i].disposed?
end
end
end

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@@ -1,253 +0,0 @@
#===============================================================================
# Sprite_Shadow (Sprite_Ombre )
# Based on Genzai Kawakami's shadows, dynamisme & features by Rataime, extra
# features Boushy
# Modified by Peter O. to be compatible with Pokémon Essentials
#===============================================================================
class Sprite_Shadow < RPG::Sprite
attr_accessor :character
def initialize(viewport, character = nil, params = [])
super(viewport)
@source = params[0]
@anglemin = (params.size > 1) ? params[1] : 0
@anglemax = (params.size > 2) ? params[2] : 0
@self_opacity = (params.size > 4) ? params[4] : 100
@distancemax = (params.size > 3) ? params[3] : 350
@character = character
update
end
def dispose
@chbitmap&.dispose
super
end
def update
if !in_range?(@character, @source, @distancemax)
self.opacity = 0
return
end
super
if @tile_id != @character.tile_id ||
@character_name != @character.character_name ||
@character_hue != @character.character_hue
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
@chbitmap&.dispose
if @tile_id >= 384
@chbitmap = pbGetTileBitmap(@character.map.tileset_name,
@tile_id, @character.character_hue)
self.src_rect.set(0, 0, 32, 32)
@ch = 32
@cw = 32
self.ox = 16
self.oy = 32
else
@chbitmap = AnimatedBitmap.new('Graphics/Characters/' + @character.character_name,
@character.character_hue)
@cw = @chbitmap.width / 4
@ch = @chbitmap.height / 4
self.ox = @cw / 2
self.oy = @ch
end
end
if @chbitmap.is_a?(AnimatedBitmap)
@chbitmap.update
self.bitmap = @chbitmap.bitmap
else
self.bitmap = @chbitmap
end
self.visible = !@character.transparent
if @tile_id == 0
sx = @character.pattern * @cw
sy = (@character.direction - 2) / 2 * @ch
if self.angle > 90 || angle < -90
case @character.direction
when 2 then sy = @ch * 3
when 4 then sy = @ch * 2
when 6 then sy = @ch
when 8 then sy = 0
end
end
self.src_rect.set(sx, sy, @cw, @ch)
end
self.x = ScreenPosHelper.pbScreenX(@character)
self.y = ScreenPosHelper.pbScreenY(@character) - 5
self.z = ScreenPosHelper.pbScreenZ(@character, @ch) - 1
self.zoom_x = ScreenPosHelper.pbScreenZoomX(@character)
self.zoom_y = ScreenPosHelper.pbScreenZoomY(@character)
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
@deltax = ScreenPosHelper.pbScreenX(@source) - self.x
@deltay = ScreenPosHelper.pbScreenY(@source) - self.y
self.color = Color.new(0, 0, 0)
@distance = ((@deltax**2) + (@deltay**2))
self.opacity = @self_opacity * 13_000 / ((@distance * 370 / @distancemax) + 6000)
self.angle = 57.3 * Math.atan2(@deltax, @deltay)
@angle_trigo = self.angle + 90
@angle_trigo += 360 if @angle_trigo < 0
if @anglemin != 0 || @anglemax != 0
if (@angle_trigo < @anglemin || @angle_trigo > @anglemax) && @anglemin < @anglemax
self.opacity = 0
return
end
if @angle_trigo < @anglemin && @angle_trigo > @anglemax && @anglemin > @anglemax
self.opacity = 0
return
end
end
end
def in_range?(element, object, range) # From Near's Anti Lag Script, edited
elemScreenX = ScreenPosHelper.pbScreenX(element)
elemScreenY = ScreenPosHelper.pbScreenY(element)
objScreenX = ScreenPosHelper.pbScreenX(object)
objScreenY = ScreenPosHelper.pbScreenY(object)
x = (elemScreenX - objScreenX) * (elemScreenX - objScreenX)
y = (elemScreenY - objScreenY) * (elemScreenY - objScreenY)
r = x + y
return r <= range * range
end
end
#===================================================
# ? CLASS Sprite_Character edit
#===================================================
class Sprite_Character < RPG::Sprite
alias shadow_initialize initialize unless method_defined?(:shadow_initialize)
def initialize(viewport, character = nil)
@ombrelist = []
@character = character
shadow_initialize(viewport, @character)
end
def setShadows(map, shadows)
if character.is_a?(Game_Event) && shadows.length > 0
params = XPML_read(map, "Shadow", @character, 4)
if params != nil
shadows.each do |shadow|
@ombrelist.push(Sprite_Shadow.new(viewport, @character, shadows))
end
end
end
if character.is_a?(Game_Player) && shadows.length > 0
shadows.each do |shadow|
@ombrelist.push(Sprite_Shadow.new(viewport, $game_player, shadow))
end
end
update
end
def clearShadows
@ombrelist.each { |s| s&.dispose }
@ombrelist.clear
end
alias shadow_update update unless method_defined?(:shadow_update)
def update
shadow_update
@ombrelist.each { |ombre| ombre.update }
end
end
#===================================================
# ? CLASS Game_Event edit
#===================================================
class Game_Event
attr_accessor :id
end
#===================================================
# ? CLASS Spriteset_Map edit
#===================================================
class Spriteset_Map
attr_accessor :shadows
alias shadow_initialize initialize unless method_defined?(:shadow_initialize)
def initialize(map = nil)
@shadows = []
warn = false
map = $game_map if !map
map.events.keys.sort.each do |k|
ev = map.events[k]
warn = true if ev.list != nil && ev.list.length > 0 && ev.list[0].code == 108 &&
(ev.list[0].parameters == ["s"] || ev.list[0].parameters == ["o"])
params = XPML_read(map, "Shadow Source", ev, 4)
@shadows.push([ev] + params) if params != nil
end
if warn == true
p "Warning : At least one event on this map uses the obsolete way to add shadows"
end
shadow_initialize(map)
@character_sprites.each do |sprite|
sprite.setShadows(map, @shadows)
end
$scene.spritesetGlobal.playersprite.setShadows(map, @shadows)
end
end
#===================================================
# ? XPML Definition, by Rataime, using ideas from Near Fantastica
#
# Returns nil if the markup wasn't present at all,
# returns [] if there wasn't any parameters, else
# returns a parameters list with "int" converted as int
# eg :
# begin first
# begin second
# param1 1
# param2 two
# begin third
# anything 3
#
# p XPML_read("first", event_id) -> []
# p XPML_read("second", event_id) -> [1, "two"]
# p XPML_read("third", event_id) -> [3]
# p XPML_read("forth", event_id) -> nil
#===================================================
def XPML_read(map, markup, event, max_param_number = 0)
parameter_list = nil
return nil if !event || event.list.nil?
event.list.size.times do |i|
if event.list[i].code == 108 &&
event.list[i].parameters[0].downcase == "begin " + markup.downcase
parameter_list = [] if parameter_list.nil?
((i + 1)...event.list.size).each do |j|
if event.list[j].code == 108
parts = event.list[j].parameters[0].split
if parts.size != 1 && parts[0].downcase != "begin"
if parts[1].to_i != 0 || parts[1] == "0"
parameter_list.push(parts[1].to_i)
else
parameter_list.push(parts[1])
end
else
return parameter_list
end
else
return parameter_list
end
return parameter_list if max_param_number != 0 && j == i + max_param_number
end
end
end
return parameter_list
end

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@@ -1,586 +0,0 @@
# Particle Engine, Peter O., 2007-11-03
# Based on version 2 by Near Fantastica, 04.01.06
# In turn based on the Particle Engine designed by PinkMan
class Particle_Engine
def initialize(viewport = nil, map = nil)
@map = (map) ? map : $game_map
@viewport = viewport
@effect = []
@disposed = false
@firsttime = true
@effects = {
# PinkMan's Effects
"fire" => Particle_Engine::Fire,
"smoke" => Particle_Engine::Smoke,
"teleport" => Particle_Engine::Teleport,
"spirit" => Particle_Engine::Spirit,
"explosion" => Particle_Engine::Explosion,
"aura" => Particle_Engine::Aura,
# BlueScope's Effects
"soot" => Particle_Engine::Soot,
"sootsmoke" => Particle_Engine::SootSmoke,
"rocket" => Particle_Engine::Rocket,
"fixteleport" => Particle_Engine::FixedTeleport,
"smokescreen" => Particle_Engine::Smokescreen,
"flare" => Particle_Engine::Flare,
"splash" => Particle_Engine::Splash,
# By Peter O.
"starteleport" => Particle_Engine::StarTeleport
}
end
def dispose
return if disposed?
@effect.each do |particle|
next if particle.nil?
particle.dispose
end
@effect.clear
@map = nil
@disposed = true
end
def disposed?
return @disposed
end
def add_effect(event)
@effect[event.id] = pbParticleEffect(event)
end
def remove_effect(event)
return if @effect[event.id].nil?
@effect[event.id].dispose
@effect.delete_at(event.id)
end
def realloc_effect(event, particle)
type = pbEventCommentInput(event, 1, "Particle Engine Type")
if type.nil?
particle&.dispose
return nil
end
type = type[0].downcase
cls = @effects[type]
if cls.nil?
particle&.dispose
return nil
end
if !particle || !particle.is_a?(cls)
particle&.dispose
particle = cls.new(event, @viewport)
end
return particle
end
def pbParticleEffect(event)
return realloc_effect(event, nil)
end
def update
if @firsttime
@firsttime = false
@map.events.values.each do |event|
remove_effect(event)
add_effect(event)
end
end
@effect.each_with_index do |particle, i|
next if particle.nil?
if particle.event.pe_refresh
event = particle.event
event.pe_refresh = false
particle = realloc_effect(event, particle)
@effect[i] = particle
end
particle&.update
end
end
end
class ParticleEffect
attr_accessor :x, :y, :z
def initialize
@x = 0
@y = 0
@z = 0
end
def update; end
def dispose; end
end
class ParticleSprite
attr_accessor :x, :y, :z, :ox, :oy, :opacity, :blend_type
attr_reader :bitmap
def initialize(viewport)
@viewport = viewport
@sprite = nil
@x = 0
@y = 0
@z = 0
@ox = 0
@oy = 0
@opacity = 255
@bitmap = nil
@blend_type = 0
@minleft = 0
@mintop = 0
end
def dispose
@sprite&.dispose
end
def bitmap=(value)
@bitmap = value
if value
@minleft = -value.width
@mintop = -value.height
else
@minleft = 0
@mintop = 0
end
end
def update
w = Graphics.width
h = Graphics.height
if !@sprite && @x >= @minleft && @y >= @mintop && @x < w && @y < h
@sprite = Sprite.new(@viewport)
elsif @sprite && (@x < @minleft || @y < @mintop || @x >= w || @y >= h)
@sprite.dispose
@sprite = nil
end
if @sprite
@sprite.x = @x if @sprite.x != @x
@sprite.x -= @ox
@sprite.y = @y if @sprite.y != @y
@sprite.y -= @oy
@sprite.z = @z if @sprite.z != @z
@sprite.opacity = @opacity if @sprite.opacity != @opacity
@sprite.blend_type = @blend_type if @sprite.blend_type != @blend_type
@sprite.bitmap = @bitmap if @sprite.bitmap != @bitmap
end
end
end
class ParticleEffect_Event < ParticleEffect
attr_accessor :event
def initialize(event, viewport = nil)
@event = event
@viewport = viewport
@particles = []
@bitmaps = {}
end
def setParameters(params)
@randomhue, @leftright, @fade,
@maxparticless, @hue, @slowdown,
@ytop, @ybottom, @xleft, @xright,
@xgravity, @ygravity, @xoffset, @yoffset,
@opacityvar, @originalopacity = params
end
def loadBitmap(filename, hue)
key = [filename, hue]
bitmap = @bitmaps[key]
if !bitmap || bitmap.disposed?
bitmap = AnimatedBitmap.new("Graphics/Fogs/" + filename, hue).deanimate
@bitmaps[key] = bitmap
end
return bitmap
end
def initParticles(filename, opacity, zOffset = 0, blendtype = 1)
@particles = []
@particlex = []
@particley = []
@opacity = []
@startingx = self.x + @xoffset
@startingy = self.y + @yoffset
@screen_x = self.x
@screen_y = self.y
@real_x = @event.real_x
@real_y = @event.real_y
@filename = filename
@zoffset = zOffset
@bmwidth = 32
@bmheight = 32
@maxparticless.times do |i|
@particlex[i] = -@xoffset
@particley[i] = -@yoffset
@particles[i] = ParticleSprite.new(@viewport)
@particles[i].bitmap = loadBitmap(filename, @hue) if filename
if i == 0 && @particles[i].bitmap
@bmwidth = @particles[i].bitmap.width
@bmheight = @particles[i].bitmap.height
end
@particles[i].blend_type = blendtype
@particles[i].y = @startingy
@particles[i].x = @startingx
@particles[i].z = self.z + zOffset
@opacity[i] = rand(opacity / 4)
@particles[i].opacity = @opacity[i]
@particles[i].update
end
end
def x; return ScreenPosHelper.pbScreenX(@event); end
def y; return ScreenPosHelper.pbScreenY(@event); end
def z; return ScreenPosHelper.pbScreenZ(@event); end
def update
if @viewport &&
(@viewport.rect.x >= Graphics.width ||
@viewport.rect.y >= Graphics.height)
return
end
selfX = self.x
selfY = self.y
selfZ = self.z
newRealX = @event.real_x
newRealY = @event.real_y
@startingx = selfX + @xoffset
@startingy = selfY + @yoffset
@__offsetx = (@real_x == newRealX) ? 0 : selfX - @screen_x
@__offsety = (@real_y == newRealY) ? 0 : selfY - @screen_y
@screen_x = selfX
@screen_y = selfY
@real_x = newRealX
@real_y = newRealY
if @opacityvar > 0 && @viewport
opac = 255.0 / @opacityvar
minX = (opac * (-@xgravity.to_f / @slowdown).floor) + @startingx
maxX = (opac * (@xgravity.to_f / @slowdown).floor) + @startingx
minY = (opac * (-@ygravity.to_f / @slowdown).floor) + @startingy
maxY = @startingy
minX -= @bmwidth
minY -= @bmheight
maxX += @bmwidth
maxY += @bmheight
if maxX < 0 || maxY < 0 || minX >= Graphics.width || minY >= Graphics.height
# echo "skipped"
return
end
end
particleZ = selfZ + @zoffset
@maxparticless.times do |i|
@particles[i].z = particleZ
if @particles[i].y <= @ytop
@particles[i].y = @startingy + @yoffset
@particles[i].x = @startingx + @xoffset
@particlex[i] = 0.0
@particley[i] = 0.0
end
if @particles[i].x <= @xleft
@particles[i].y = @startingy + @yoffset
@particles[i].x = @startingx + @xoffset
@particlex[i] = 0.0
@particley[i] = 0.0
end
if @particles[i].y >= @ybottom
@particles[i].y = @startingy + @yoffset
@particles[i].x = @startingx + @xoffset
@particlex[i] = 0.0
@particley[i] = 0.0
end
if @particles[i].x >= @xright
@particles[i].y = @startingy + @yoffset
@particles[i].x = @startingx + @xoffset
@particlex[i] = 0.0
@particley[i] = 0.0
end
if @fade == 0
if @opacity[i] <= 0
@opacity[i] = @originalopacity
@particles[i].y = @startingy + @yoffset
@particles[i].x = @startingx + @xoffset
@particlex[i] = 0.0
@particley[i] = 0.0
end
elsif @opacity[i] <= 0
@opacity[i] = 250
@particles[i].y = @startingy + @yoffset
@particles[i].x = @startingx + @xoffset
@particlex[i] = 0.0
@particley[i] = 0.0
end
calcParticlePos(i)
if @randomhue == 1
@hue += 0.5
@hue = 0 if @hue >= 360
@particles[i].bitmap = loadBitmap(@filename, @hue) if @filename
end
@opacity[i] = @opacity[i] - rand(@opacityvar)
@particles[i].opacity = @opacity[i]
@particles[i].update
end
end
def calcParticlePos(i)
@leftright = rand(2)
if @leftright == 1
xo = -@xgravity.to_f / @slowdown
else
xo = @xgravity.to_f / @slowdown
end
yo = -@ygravity.to_f / @slowdown
@particlex[i] += xo
@particley[i] += yo
@particlex[i] -= @__offsetx
@particley[i] -= @__offsety
@particlex[i] = @particlex[i].floor
@particley[i] = @particley[i].floor
@particles[i].x = @particlex[i] + @startingx + @xoffset
@particles[i].y = @particley[i] + @startingy + @yoffset
end
def dispose
@particles.each do |particle|
particle.dispose
end
@bitmaps.values.each do |bitmap|
bitmap.dispose
end
@particles.clear
@bitmaps.clear
end
end
class Particle_Engine::Fire < ParticleEffect_Event
def initialize(event, viewport)
super
setParameters([0, 0, 1, 20, 40, 0.5, -64,
Graphics.height, -64, Graphics.width, 0.5, 0.10, -5, -13, 30, 0])
initParticles("particle", 250)
end
end
class Particle_Engine::Smoke < ParticleEffect_Event
def initialize(event, viewport)
super
setParameters([0, 0, 0, 80, 20, 0.5, -64,
Graphics.height, -64, Graphics.width, 0.5, 0.10, -5, -15, 5, 80])
initParticles("smoke", 250)
end
end
class Particle_Engine::Teleport < ParticleEffect_Event
def initialize(event, viewport)
super
setParameters([1, 1, 1, 10, rand(360), 1, -64,
Graphics.height, -64, Graphics.width, 0, 3, -8, -15, 20, 0])
initParticles("wideportal", 250)
@maxparticless.times do |i|
@particles[i].ox = 16
@particles[i].oy = 16
end
end
end
class Particle_Engine::Spirit < ParticleEffect_Event
def initialize(event, viewport)
super
setParameters([1, 0, 1, 20, rand(360), 0.5, -64,
Graphics.height, -64, Graphics.width, 0.5, 0.10, -5, -13, 30, 0])
initParticles("particle", 250)
end
end
class Particle_Engine::Explosion < ParticleEffect_Event
def initialize(event, viewport)
super
setParameters([0, 0, 1, 20, 0, 0.5, -64,
Graphics.height, -64, Graphics.width, 0.5, 0.10, -5, -13, 30, 0])
initParticles("explosion", 250)
end
end
class Particle_Engine::Aura < ParticleEffect_Event
def initialize(event, viewport)
super
setParameters([0, 0, 1, 20, 0, 1, -64,
Graphics.height, -64, Graphics.width, 2, 2, -5, -13, 30, 0])
initParticles("particle", 250)
end
end
class Particle_Engine::Soot < ParticleEffect_Event
def initialize(event, viewport)
super
setParameters([0, 0, 0, 20, 0, 0.5, -64,
Graphics.height, -64, Graphics.width, 0.5, 0.10, -5, -15, 5, 80])
initParticles("smoke", 100, 0, 2)
end
end
class Particle_Engine::SootSmoke < ParticleEffect_Event
def initialize(event, viewport)
super
setParameters([0, 0, 0, 30, 0, 0.5, -64,
Graphics.height, -64, Graphics.width, 0.5, 0.10, -5, -15, 5, 80])
initParticles("smoke", 100, 0)
@maxparticless.times do |i|
@particles[i].blend_type = rand(6) < 3 ? 1 : 2
end
end
end
class Particle_Engine::Rocket < ParticleEffect_Event
def initialize(event, viewport)
super
setParameters([0, 0, 0, 60, 0, 0.5, -64,
Graphics.height, -64, Graphics.width, 0.5, 0, -5, -15, 5, 80])
initParticles("smoke", 100, -1)
end
end
class Particle_Engine::FixedTeleport < ParticleEffect_Event
def initialize(event, viewport)
super
setParameters([1, 0, 1, 10, rand(360), 1,
-Graphics.height, Graphics.height, 0, Graphics.width, 0, 3, -8, -15, 20, 0])
initParticles("wideportal", 250)
@maxparticless.times do |i|
@particles[i].ox = 16
@particles[i].oy = 16
end
end
end
# By Peter O.
class Particle_Engine::StarTeleport < ParticleEffect_Event
def initialize(event, viewport)
super
setParameters([0, 0, 1, 10, 0, 1,
-Graphics.height, Graphics.height, 0, Graphics.width, 0, 3, -8, -15, 10, 0])
initParticles("star", 250)
@maxparticless.times do |i|
@particles[i].ox = 48
@particles[i].oy = 48
end
end
end
class Particle_Engine::Smokescreen < ParticleEffect_Event
def initialize(event, viewport)
super
setParameters([0, 0, 0, 250, 0, 0.2, -64,
Graphics.height, -64, Graphics.width, 0.8, 0.8, -5, -15, 5, 80])
initParticles(nil, 100)
@maxparticless.times do |i|
rnd = rand(3)
@opacity[i] = (rnd == 0) ? 1 : 100
filename = (rnd == 0) ? "explosionsmoke" : "smoke"
@particles[i].bitmap = loadBitmap(filename, @hue)
end
end
def calcParticlePos(i)
if @randomhue == 1
filename = (rand(3) == 0) ? "explosionsmoke" : "smoke"
@particles[i].bitmap = loadBitmap(filename, @hue)
end
multiple = 1.7
xgrav = @xgravity * multiple / @slowdown
xgrav = -xgrav if rand(2) == 1
ygrav = @ygravity * multiple / @slowdown
ygrav = -ygrav if rand(2) == 1
@particlex[i] += xgrav
@particley[i] += ygrav
@particlex[i] -= @__offsetx
@particley[i] -= @__offsety
@particlex[i] = @particlex[i].floor
@particley[i] = @particley[i].floor
@particles[i].x = @particlex[i] + @startingx + @xoffset
@particles[i].y = @particley[i] + @startingy + @yoffset
end
end
class Particle_Engine::Flare < ParticleEffect_Event
def initialize(event, viewport)
super
setParameters([0, 0, 1, 30, 10, 1, -64,
Graphics.height, -64, Graphics.width, 2, 2, -5, -12, 30, 0])
initParticles("particle", 255)
end
end
class Particle_Engine::Splash < ParticleEffect_Event
def initialize(event, viewport)
super
setParameters([0, 0, 1, 30, 255, 1, -64,
Graphics.height, -64, Graphics.width, 4, 2, -5, -12, 30, 0])
initParticles("smoke", 50)
end
def update
super
@maxparticless.times do |i|
@particles[i].opacity = 50
@particles[i].update
end
end
end
class Game_Event < Game_Character
attr_accessor :pe_refresh
alias nf_particles_game_map_initialize initialize unless method_defined?(:nf_particles_game_map_initialize)
def initialize(map_id, event, map = nil)
@pe_refresh = false
begin
nf_particles_game_map_initialize(map_id, event, map)
rescue ArgumentError
nf_particles_game_map_initialize(map_id, event)
end
end
alias nf_particles_game_map_refresh refresh unless method_defined?(:nf_particles_game_map_refresh)
def refresh
nf_particles_game_map_refresh
@pe_refresh = true
end
end

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@@ -1,519 +0,0 @@
class PictureOrigin
TopLeft = 0
Center = 1
TopRight = 2
BottomLeft = 3
LowerLeft = 3
BottomRight = 4
LowerRight = 4
Top = 5
Bottom = 6
Left = 7
Right = 8
end
class Processes
XY = 0
DeltaXY = 1
Z = 2
Curve = 3
Zoom = 4
Angle = 5
Tone = 6
Color = 7
Hue = 8
Opacity = 9
Visible = 10
BlendType = 11
SE = 12
Name = 13
Origin = 14
Src = 15
SrcSize = 16
CropBottom = 17
end
def getCubicPoint2(src,t)
x0 = src[0]; y0 = src[1]
cx0 = src[2]; cy0 = src[3]
cx1 = src[4]; cy1 = src[5]
x1 = src[6]; y1 = src[7]
x1 = cx1+(x1-cx1)*t
x0 = x0+(cx0-x0)*t
cx0 = cx0+(cx1-cx0)*t
cx1 = cx0+(x1-cx0)*t
cx0 = x0+(cx0-x0)*t
cx = cx0+(cx1-cx0)*t
# a = x1 - 3 * cx1 + 3 * cx0 - x0
# b = 3 * (cx1 - 2 * cx0 + x0)
# c = 3 * (cx0 - x0)
# d = x0
# cx = a*t*t*t + b*t*t + c*t + d
y1 = cy1+(y1-cy1)*t
y0 = y0+(cy0-y0)*t
cy0 = cy0+(cy1-cy0)*t
cy1 = cy0+(y1-cy0)*t
cy0 = y0+(cy0-y0)*t
cy = cy0+(cy1-cy0)*t
# a = y1 - 3 * cy1 + 3 * cy0 - y0
# b = 3 * (cy1 - 2 * cy0 + y0)
# c = 3 * (cy0 - y0)
# d = y0
# cy = a*t*t*t + b*t*t + c*t + d
return [cx,cy]
end
#===============================================================================
# PictureEx
#===============================================================================
class PictureEx
attr_accessor :x # x-coordinate
attr_accessor :y # y-coordinate
attr_accessor :z # z value
attr_accessor :zoom_x # x directional zoom rate
attr_accessor :zoom_y # y directional zoom rate
attr_accessor :angle # rotation angle
attr_accessor :tone # tone
attr_accessor :color # color
attr_accessor :hue # filename hue
attr_accessor :opacity # opacity level
attr_accessor :visible # visibility boolean
attr_accessor :blend_type # blend method
attr_accessor :name # file name
attr_accessor :origin # starting point
attr_reader :src_rect # source rect
attr_reader :cropBottom # crops sprite to above this y-coordinate
attr_reader :frameUpdates # Array of processes updated in a frame
def initialize(z)
# process: [type, delay, total_duration, frame_counter, cb, etc.]
@processes = []
@x = 0.0
@y = 0.0
@z = z
@zoom_x = 100.0
@zoom_y = 100.0
@angle = 0
@rotate_speed = 0
@tone = Tone.new(0, 0, 0, 0)
@tone_duration = 0
@color = Color.new(0, 0, 0, 0)
@hue = 0
@opacity = 255.0
@visible = true
@blend_type = 0
@name = ""
@origin = PictureOrigin::TopLeft
@src_rect = Rect.new(0,0,-1,-1)
@cropBottom = -1
@frameUpdates = []
end
def callback(cb)
if cb.is_a?(Proc); cb.call(self)
elsif cb.is_a?(Array); cb[0].method(cb[1]).call(self)
elsif cb.is_a?(Method); cb.call(self)
end
end
def setCallback(delay, cb=nil)
delay = ensureDelayAndDuration(delay)
@processes.push([nil,delay,0,0,cb])
end
def running?
return @processes.length>0
end
def totalDuration
ret = 0
for process in @processes
dur = process[1]+process[2]
ret = dur if dur>ret
end
ret *= 20.0/Graphics.frame_rate
return ret.to_i
end
def ensureDelayAndDuration(delay, duration=nil)
delay = self.totalDuration if delay<0
delay *= Graphics.frame_rate/20.0
if !duration.nil?
duration *= Graphics.frame_rate/20.0
return delay.to_i, duration.to_i
end
return delay.to_i
end
def ensureDelay(delay)
return ensureDelayAndDuration(delay)
end
# speed is the angle to change by in 1/20 of a second. @rotate_speed is the
# angle to change by per frame.
# NOTE: This is not compatible with manually changing the angle at a certain
# point. If you make a sprite auto-rotate, you should not try to alter
# the angle another way too.
def rotate(speed)
@rotate_speed = speed*20.0/Graphics.frame_rate
while @rotate_speed<0; @rotate_speed += 360; end
@rotate_speed %= 360
end
def erase
self.name = ""
end
def clearProcesses
@processes = []
end
def adjustPosition(xOffset, yOffset)
for process in @processes
next if process[0]!=Processes::XY
process[5] += xOffset
process[6] += yOffset
process[7] += xOffset
process[8] += yOffset
end
end
def move(delay, duration, origin, x, y, zoom_x=100.0, zoom_y=100.0, opacity=255)
setOrigin(delay,duration,origin)
moveXY(delay,duration,x,y)
moveZoomXY(delay,duration,zoom_x,zoom_y)
moveOpacity(delay,duration,opacity)
end
def moveXY(delay, duration, x, y, cb=nil)
delay, duration = ensureDelayAndDuration(delay,duration)
@processes.push([Processes::XY,delay,duration,0,cb,@x,@y,x,y])
end
def setXY(delay, x, y, cb=nil)
moveXY(delay,0,x,y,cb)
end
def moveCurve(delay, duration, x1, y1, x2, y2, x3, y3, cb=nil)
delay, duration = ensureDelayAndDuration(delay,duration)
@processes.push([Processes::Curve,delay,duration,0,cb,[@x,@y,x1,y1,x2,y2,x3,y3]])
end
def moveDelta(delay, duration, x, y, cb=nil)
delay, duration = ensureDelayAndDuration(delay,duration)
@processes.push([Processes::DeltaXY,delay,duration,0,cb,@x,@y,x,y])
end
def setDelta(delay, x, y, cb=nil)
moveDelta(delay,0,x,y,cb)
end
def moveZ(delay, duration, z, cb=nil)
delay, duration = ensureDelayAndDuration(delay,duration)
@processes.push([Processes::Z,delay,duration,0,cb,@z,z])
end
def setZ(delay, z, cb=nil)
moveZ(delay,0,z,cb)
end
def moveZoomXY(delay, duration, zoom_x, zoom_y, cb=nil)
delay, duration = ensureDelayAndDuration(delay,duration)
@processes.push([Processes::Zoom,delay,duration,0,cb,@zoom_x,@zoom_y,zoom_x,zoom_y])
end
def setZoomXY(delay, zoom_x, zoom_y, cb=nil)
moveZoomXY(delay,0,zoom_x,zoom_y,cb)
end
def moveZoom(delay, duration, zoom, cb=nil)
moveZoomXY(delay,duration,zoom,zoom,cb)
end
def setZoom(delay, zoom, cb=nil)
moveZoomXY(delay,0,zoom,zoom,cb)
end
def moveAngle(delay, duration, angle, cb=nil)
delay, duration = ensureDelayAndDuration(delay,duration)
@processes.push([Processes::Angle,delay,duration,0,cb,@angle,angle])
end
def setAngle(delay, angle, cb=nil)
moveAngle(delay,0,angle,cb)
end
def moveTone(delay, duration, tone, cb=nil)
delay, duration = ensureDelayAndDuration(delay,duration)
target = (tone) ? tone.clone : Tone.new(0,0,0,0)
@processes.push([Processes::Tone,delay,duration,0,cb,@tone.clone,target])
end
def setTone(delay, tone, cb=nil)
moveTone(delay,0,tone,cb)
end
def moveColor(delay, duration, color, cb=nil)
delay, duration = ensureDelayAndDuration(delay,duration)
target = (color) ? color.clone : Color.new(0,0,0,0)
@processes.push([Processes::Color,delay,duration,0,cb,@color.clone,target])
end
def setColor(delay, color, cb=nil)
moveColor(delay,0,color,cb)
end
# Hue changes don't actually work.
def moveHue(delay, duration, hue, cb=nil)
delay, duration = ensureDelayAndDuration(delay,duration)
@processes.push([Processes::Hue,delay,duration,0,cb,@hue,hue])
end
# Hue changes don't actually work.
def setHue(delay, hue, cb=nil)
moveHue(delay,0,hue,cb)
end
def moveOpacity(delay, duration, opacity, cb=nil)
delay, duration = ensureDelayAndDuration(delay,duration)
@processes.push([Processes::Opacity,delay,duration,0,cb,@opacity,opacity])
end
def setOpacity(delay, opacity, cb=nil)
moveOpacity(delay,0,opacity,cb)
end
def setVisible(delay, visible, cb=nil)
delay = ensureDelay(delay)
@processes.push([Processes::Visible,delay,0,0,cb,visible])
end
# Only values of 0 (normal), 1 (additive) and 2 (subtractive) are allowed.
def setBlendType(delay, blend, cb=nil)
delay = ensureDelayAndDuration(delay)
@processes.push([Processes::BlendType,delay,0,0,cb,blend])
end
def setSE(delay, seFile, volume=nil, pitch=nil, cb=nil)
delay = ensureDelay(delay)
@processes.push([Processes::SE,delay,0,0,cb,seFile,volume,pitch])
end
def setName(delay, name, cb=nil)
delay = ensureDelay(delay)
@processes.push([Processes::Name,delay,0,0,cb,name])
end
def setOrigin(delay, origin, cb=nil)
delay = ensureDelay(delay)
@processes.push([Processes::Origin,delay,0,0,cb,origin])
end
def setSrc(delay, srcX, srcY, cb=nil)
delay = ensureDelay(delay)
@processes.push([Processes::Src,delay,0,0,cb,srcX,srcY])
end
def setSrcSize(delay, srcWidth, srcHeight, cb=nil)
delay = ensureDelay(delay)
@processes.push([Processes::SrcSize,delay,0,0,cb,srcWidth,srcHeight])
end
# Used to cut Pokémon sprites off when they faint and sink into the ground.
def setCropBottom(delay, y, cb=nil)
delay = ensureDelay(delay)
@processes.push([Processes::CropBottom,delay,0,0,cb,y])
end
def update
procEnded = false
@frameUpdates.clear
for i in 0...@processes.length
process = @processes[i]
# Decrease delay of processes that are scheduled to start later
if process[1]>=0
# Set initial values if the process will start this frame
if process[1]==0
case process[0]
when Processes::XY
process[5] = @x
process[6] = @y
when Processes::DeltaXY
process[5] = @x
process[6] = @y
process[7] += @x
process[8] += @y
when Processes::Curve
process[5][0] = @x
process[5][1] = @y
when Processes::Z
process[5] = @z
when Processes::Zoom
process[5] = @zoom_x
process[6] = @zoom_y
when Processes::Angle
process[5] = @angle
when Processes::Tone
process[5] = @tone.clone
when Processes::Color
process[5] = @color.clone
when Processes::Hue
process[5] = @hue
when Processes::Opacity
process[5] = @opacity
end
end
# Decrease delay counter
process[1] -= 1
# Process hasn't started yet, skip to the next one
next if process[1]>=0
end
# Update process
@frameUpdates.push(process[0]) if !@frameUpdates.include?(process[0])
fra = (process[2]==0) ? 1 : process[3] # Frame counter
dur = (process[2]==0) ? 1 : process[2] # Total duration of process
case process[0]
when Processes::XY, Processes::DeltaXY
@x = process[5] + fra * (process[7] - process[5]) / dur
@y = process[6] + fra * (process[8] - process[6]) / dur
when Processes::Curve
@x, @y = getCubicPoint2(process[5],fra.to_f/dur)
when Processes::Z
@z = process[5] + fra * (process[6] - process[5]) / dur
when Processes::Zoom
@zoom_x = process[5] + fra * (process[7] - process[5]) / dur
@zoom_y = process[6] + fra * (process[8] - process[6]) / dur
when Processes::Angle
@angle = process[5] + fra * (process[6] - process[5]) / dur
when Processes::Tone
@tone.red = process[5].red + fra * (process[6].red - process[5].red) / dur
@tone.green = process[5].green + fra * (process[6].green - process[5].green) / dur
@tone.blue = process[5].blue + fra * (process[6].blue - process[5].blue) / dur
@tone.gray = process[5].gray + fra * (process[6].gray - process[5].gray) / dur
when Processes::Color
@color.red = process[5].red + fra * (process[6].red - process[5].red) / dur
@color.green = process[5].green + fra * (process[6].green - process[5].green) / dur
@color.blue = process[5].blue + fra * (process[6].blue - process[5].blue) / dur
@color.alpha = process[5].alpha + fra * (process[6].alpha - process[5].alpha) / dur
when Processes::Hue
@hue = (process[6] - process[5]).to_f / dur
when Processes::Opacity
@opacity = process[5] + fra * (process[6] - process[5]) / dur
when Processes::Visible
@visible = process[5]
when Processes::BlendType
@blend_type = process[5]
when Processes::SE
pbSEPlay(process[5],process[6],process[7])
when Processes::Name
@name = process[5]
when Processes::Origin
@origin = process[5]
when Processes::Src
@src_rect.x = process[5]
@src_rect.y = process[6]
when Processes::SrcSize
@src_rect.width = process[5]
@src_rect.height = process[6]
when Processes::CropBottom
@cropBottom = process[5]
end
# Increase frame counter
process[3] += 1
if process[3]>process[2]
# Process has ended, erase it
callback(process[4]) if process[4]
@processes[i] = nil
procEnded = true
end
end
# Clear out empty spaces in @processes array caused by finished processes
@processes.compact! if procEnded
# Add the constant rotation speed
if @rotate_speed != 0
@frameUpdates.push(Processes::Angle) if !@frameUpdates.include?(Processes::Angle)
@angle += @rotate_speed
while @angle<0; @angle += 360; end
@angle %= 360
end
end
end
#===============================================================================
#
#===============================================================================
def setPictureSprite(sprite, picture, iconSprite=false)
return if picture.frameUpdates.length==0
for i in 0...picture.frameUpdates.length
case picture.frameUpdates[i]
when Processes::XY, Processes::DeltaXY
sprite.x = picture.x.round
sprite.y = picture.y.round
when Processes::Z
sprite.z = picture.z
when Processes::Zoom
sprite.zoom_x = picture.zoom_x / 100.0
sprite.zoom_y = picture.zoom_y / 100.0
when Processes::Angle
sprite.angle = picture.angle
when Processes::Tone
sprite.tone = picture.tone
when Processes::Color
sprite.color = picture.color
when Processes::Hue
# This doesn't do anything.
when Processes::BlendType
sprite.blend_type = picture.blend_type
when Processes::Opacity
sprite.opacity = picture.opacity
when Processes::Visible
sprite.visible = picture.visible
when Processes::Name
sprite.name = picture.name if iconSprite && sprite.name != picture.name
when Processes::Origin
case picture.origin
when PictureOrigin::TopLeft, PictureOrigin::Left, PictureOrigin::BottomLeft
sprite.ox = 0
when PictureOrigin::Top, PictureOrigin::Center, PictureOrigin::Bottom
sprite.ox = (sprite.bitmap && !sprite.bitmap.disposed?) ? sprite.src_rect.width/2 : 0
when PictureOrigin::TopRight, PictureOrigin::Right, PictureOrigin::BottomRight
sprite.ox = (sprite.bitmap && !sprite.bitmap.disposed?) ? sprite.src_rect.width : 0
end
case picture.origin
when PictureOrigin::TopLeft, PictureOrigin::Top, PictureOrigin::TopRight
sprite.oy = 0
when PictureOrigin::Left, PictureOrigin::Center, PictureOrigin::Right
sprite.oy = (sprite.bitmap && !sprite.bitmap.disposed?) ? sprite.src_rect.height/2 : 0
when PictureOrigin::BottomLeft, PictureOrigin::Bottom, PictureOrigin::BottomRight
sprite.oy = (sprite.bitmap && !sprite.bitmap.disposed?) ? sprite.src_rect.height : 0
end
when Processes::Src
next unless iconSprite && sprite.src_rect
sprite.src_rect.x = picture.src_rect.x
sprite.src_rect.y = picture.src_rect.y
when Processes::SrcSize
next unless iconSprite && sprite.src_rect
sprite.src_rect.width = picture.src_rect.width
sprite.src_rect.height = picture.src_rect.height
end
end
if iconSprite && sprite.src_rect && picture.cropBottom>=0
spriteBottom = sprite.y-sprite.oy+sprite.src_rect.height
if spriteBottom>picture.cropBottom
sprite.src_rect.height = [picture.cropBottom-sprite.y+sprite.oy,0].max
end
end
end
def setPictureIconSprite(sprite, picture)
setPictureSprite(sprite,picture,true)
end

View File

@@ -1,172 +0,0 @@
class Interpolator
ZOOM_X = 1
ZOOM_Y = 2
X = 3
Y = 4
OPACITY = 5
COLOR = 6
WAIT = 7
def initialize
@tweening = false
@tweensteps = []
@sprite = nil
@frames = 0
@step = 0
end
def tweening?
return @tweening
end
def tween(sprite,items,frames)
@tweensteps = []
if sprite && !sprite.disposed? && frames>0
@frames = frames
@step = 0
@sprite = sprite
for item in items
case item[0]
when ZOOM_X
@tweensteps[item[0]] = [sprite.zoom_x,item[1]-sprite.zoom_x]
when ZOOM_Y
@tweensteps[item[0]] = [sprite.zoom_y,item[1]-sprite.zoom_y]
when X
@tweensteps[item[0]] = [sprite.x,item[1]-sprite.x]
when Y
@tweensteps[item[0]] = [sprite.y,item[1]-sprite.y]
when OPACITY
@tweensteps[item[0]] = [sprite.opacity,item[1]-sprite.opacity]
when COLOR
@tweensteps[item[0]] = [sprite.color.clone,Color.new(
item[1].red-sprite.color.red,
item[1].green-sprite.color.green,
item[1].blue-sprite.color.blue,
item[1].alpha-sprite.color.alpha
)]
end
end
@tweening = true
end
end
def update
if @tweening
t = (@step*1.0)/@frames
for i in 0...@tweensteps.length
item = @tweensteps[i]
next if !item
case i
when ZOOM_X
@sprite.zoom_x = item[0]+item[1]*t
when ZOOM_Y
@sprite.zoom_y = item[0]+item[1]*t
when X
@sprite.x = item[0]+item[1]*t
when Y
@sprite.y = item[0]+item[1]*t
when OPACITY
@sprite.opacity = item[0]+item[1]*t
when COLOR
@sprite.color = Color.new(
item[0].red+item[1].red*t,
item[0].green+item[1].green*t,
item[0].blue+item[1].blue*t,
item[0].alpha+item[1].alpha*t
)
end
end
@step += 1
if @step==@frames
@step = 0
@frames = 0
@tweening = false
end
end
end
end
class RectInterpolator
def initialize(oldrect,newrect,frames)
restart(oldrect,newrect,frames)
end
def restart(oldrect,newrect,frames)
@oldrect = oldrect
@newrect = newrect
@frames = [frames,1].max
@curframe = 0
@rect = oldrect.clone
end
def set(rect)
rect.set(@rect.x,@rect.y,@rect.width,@rect.height)
end
def done?
@curframe>@frames
end
def update
return if done?
t = (@curframe*1.0/@frames)
x1 = @oldrect.x
x2 = @newrect.x
x = x1+t*(x2-x1)
y1 = @oldrect.y
y2 = @newrect.y
y = y1+t*(y2-y1)
rx1 = @oldrect.x+@oldrect.width
rx2 = @newrect.x+@newrect.width
rx = rx1+t*(rx2-rx1)
ry1 = @oldrect.y+@oldrect.height
ry2 = @newrect.y+@newrect.height
ry = ry1+t*(ry2-ry1)
minx = x<rx ? x : rx
maxx = x>rx ? x : rx
miny = y<ry ? y : ry
maxy = y>ry ? y : ry
@rect.set(minx,miny,maxx-minx,maxy-miny)
@curframe += 1
end
end
class PointInterpolator
attr_reader :x
attr_reader :y
def initialize(oldx,oldy,newx,newy,frames)
restart(oldx,oldy,newx,newy,frames)
end
def restart(oldx,oldy,newx,newy,frames)
@oldx = oldx
@oldy = oldy
@newx = newx
@newy = newy
@frames = frames
@curframe = 0
@x = oldx
@y = oldy
end
def done?
@curframe>@frames
end
def update
return if done?
t = (@curframe*1.0/@frames)
rx1 = @oldx
rx2 = @newx
@x = rx1+t*(rx2-rx1)
ry1 = @oldy
ry2 = @newy
@y = ry1+t*(ry2-ry1)
@curframe += 1
end
end

View File

@@ -1,43 +0,0 @@
module ScreenPosHelper
def self.pbScreenZoomX(ch)
return Game_Map::TILE_WIDTH/32.0
end
def self.pbScreenZoomY(ch)
return Game_Map::TILE_HEIGHT/32.0
end
def self.pbScreenX(ch)
return ch.screen_x
end
def self.pbScreenY(ch)
return ch.screen_y
end
@heightcache={}
def self.bmHeight(bm)
h=@heightcache[bm]
if !h
bmap=AnimatedBitmap.new("Graphics/Characters/"+bm,0)
h=bmap.height
@heightcache[bm]=h
bmap.dispose
end
return h
end
def self.pbScreenZ(ch,height=nil)
if height==nil
height=0
if ch.tile_id > 0
height=32
elsif ch.character_name!=""
height=bmHeight(ch.character_name)/4
end
end
ret=ch.screen_z(height)
return ret
end
end

View File

@@ -1,35 +0,0 @@
#[FRAME1 [x,y]],[FRAME2 [x,y], etc.]
#
# exact number of pixels that the sprite needs to be moved for each frame
# add 2 pixels on even frames
module Outfit_Offsets
BASE_OFFSET = [[0, 0], [0, 0], [0, 0], [0, 0]]
RUN_OFFSETS_DOWN = [[0, 2], [0, 6], [0, 2], [0, 6]]
RUN_OFFSETS_LEFT = [[-2, -2], [-2, -2], [-2, -2], [-2, -2]]
RUN_OFFSETS_RIGHT = [[2, -2], [2, -2], [2, -2], [2, -2]]
RUN_OFFSETS_UP = [[0, -2], [0, -2], [0, -2], [0, -2]]
SURF_OFFSETS_DOWN = [[0, -6], [0, -4], [0, -6], [0, -4]]
SURF_OFFSETS_LEFT = [[-2, -10], [-2, -8], [-2, -10], [-2, -8]]
SURF_OFFSETS_RIGHT = [[4, -10], [4, -8], [4, -10], [4, -8]]
#SURF_OFFSETS_UP = [[0, -6], [0, -4], [0, -6], [0, -4]]
SURF_OFFSETS_UP = [[0, -10], [0, -8], [0, -10], [0, -8]]
DIVE_OFFSETS_DOWN = [[0, -6], [0, -4], [0, -6], [0, -4]]
DIVE_OFFSETS_LEFT = [[6, -8], [6, -6], [6, -8], [6, -6]]
DIVE_OFFSETS_RIGHT = [[-6, -8], [-6, -6], [-6, -8], [-6, -6]]
DIVE_OFFSETS_UP = [[0, -2], [0, 0], [0, -2], [0, 0]]
BIKE_OFFSETS_DOWN = [[0, -2], [2, 0], [0, -2], [-2, 0]]
BIKE_OFFSETS_LEFT = [[-4, -4], [-2, -2], [-4, -4], [-6, -2]]
BIKE_OFFSETS_RIGHT = [[4, -4], [2, -2], [4, -4], [6, -2]]
BIKE_OFFSETS_UP = [[0, -2], [-2, 0], [0, -2], [2, 0]]
FISH_OFFSETS_DOWN = [[0, -6], [0, -2], [0, -8], [2, -6]]
FISH_OFFSETS_LEFT = [[0, -8], [-6, -6], [0, -8], [2, -8]]
FISH_OFFSETS_RIGHT = [[0, -8], [6, -6], [0, -8], [-2, -8]]
FISH_OFFSETS_UP = [[0, -6], [0, -6], [0, -6], [2, -4]]
end

View File

@@ -1,170 +0,0 @@
class Sprite_Wearable < RPG::Sprite
attr_accessor :filename
attr_accessor :action
attr_accessor :sprite
def initialize(player_sprite, filename, action, viewport, relative_z=0)
@player_sprite = player_sprite
@viewport = viewport
@sprite = Sprite.new(@viewport)
@wearableBitmap = AnimatedBitmap.new(filename) if pbResolveBitmap(filename)
@filename = filename
@sprite.bitmap = @wearableBitmap.bitmap if @wearableBitmap
@action = action
@color = 0
@frameWidth = 80 #@sprite.width
@frameHeight = 80 #@sprite.height / 4
@sprite.z = 0
@relative_z=relative_z #relative to player
echoln(_INTL("init had at z = {1}, player sprite at {2}",@sprite.z,@player_sprite.z))
#Unused position offset
# @x_pos_base_offset = 0
# @y_pos_base_offset = 0
end
def apply_sprite_offset(offsets_array, current_frame)
@sprite.x += offsets_array[current_frame][0]
@sprite.y += offsets_array[current_frame][1]
end
def adjustPositionForScreenScrolling
return if !$game_map.scrolling? && !@was_just_scrolling
if $game_map.scrolling?
@was_just_scrolling=true
else
@was_just_scrolling=false
end
offset_x = 0
offset_y = 0
case $game_map.scroll_direction
when DIRECTION_RIGHT
offset_x=-8
when DIRECTION_LEFT
offset_x=8
when DIRECTION_UP
offset_y=8
@sprite.z+=50 #weird layering glitch for some reason otherwise. It's reset to the correct value in the next animation frame
when DIRECTION_DOWN
offset_y=-8
end
@sprite.x+=offset_x
@sprite.y+=offset_y
end
def set_sprite_position(action, direction, current_frame)
@sprite.x = @player_sprite.x - @player_sprite.ox
@sprite.y = @player_sprite.y - @player_sprite.oy
case action
when "run"
if direction == DIRECTION_DOWN
apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_DOWN, current_frame)
elsif direction == DIRECTION_LEFT
apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_LEFT, current_frame)
elsif direction == DIRECTION_RIGHT
apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_RIGHT, current_frame)
elsif direction == DIRECTION_UP
apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_UP, current_frame)
end
when "surf"
if direction == DIRECTION_DOWN
apply_sprite_offset(Outfit_Offsets::SURF_OFFSETS_DOWN,current_frame)
elsif direction == DIRECTION_LEFT
apply_sprite_offset( Outfit_Offsets::SURF_OFFSETS_LEFT,current_frame)
elsif direction == DIRECTION_RIGHT
apply_sprite_offset( Outfit_Offsets::SURF_OFFSETS_RIGHT,current_frame)
elsif direction == DIRECTION_UP
apply_sprite_offset( Outfit_Offsets::SURF_OFFSETS_UP,current_frame)
end
when "dive"
if direction == DIRECTION_DOWN
apply_sprite_offset(Outfit_Offsets::DIVE_OFFSETS_DOWN,current_frame)
elsif direction == DIRECTION_LEFT
apply_sprite_offset( Outfit_Offsets::DIVE_OFFSETS_LEFT,current_frame)
elsif direction == DIRECTION_RIGHT
apply_sprite_offset( Outfit_Offsets::DIVE_OFFSETS_RIGHT,current_frame)
elsif direction == DIRECTION_UP
apply_sprite_offset( Outfit_Offsets::DIVE_OFFSETS_UP,current_frame)
end
when "bike"
if direction == DIRECTION_DOWN
apply_sprite_offset(Outfit_Offsets::BIKE_OFFSETS_DOWN,current_frame)
elsif direction == DIRECTION_LEFT
apply_sprite_offset( Outfit_Offsets::BIKE_OFFSETS_LEFT,current_frame)
elsif direction == DIRECTION_RIGHT
apply_sprite_offset( Outfit_Offsets::BIKE_OFFSETS_RIGHT,current_frame)
elsif direction == DIRECTION_UP
apply_sprite_offset( Outfit_Offsets::BIKE_OFFSETS_UP,current_frame)
end
when "fish"
if direction == DIRECTION_DOWN
apply_sprite_offset(Outfit_Offsets::FISH_OFFSETS_DOWN,current_frame)
elsif direction == DIRECTION_LEFT
apply_sprite_offset( Outfit_Offsets::FISH_OFFSETS_LEFT,current_frame)
elsif direction == DIRECTION_RIGHT
apply_sprite_offset( Outfit_Offsets::FISH_OFFSETS_RIGHT,current_frame)
elsif direction == DIRECTION_UP
apply_sprite_offset( Outfit_Offsets::FISH_OFFSETS_UP,current_frame)
end
else
@sprite.x = @player_sprite.x - @player_sprite.ox
@sprite.y = @player_sprite.y - @player_sprite.oy
end
adjustPositionForScreenScrolling()
@sprite.y -= 2 if current_frame % 2 == 1
end
def animate(action, frame=nil)
@action = action
current_frame = @player_sprite.character.pattern if !frame
direction = @player_sprite.character.direction
crop_spritesheet(direction)
adjust_layer()
set_sprite_position(@action, direction, current_frame)
end
def update(action, filename,color)
@sprite.opacity = @player_sprite.opacity if @wearableBitmap
if filename != @filename || color != @color
if pbResolveBitmap(filename)
#echoln pbResolveBitmap(filename)
@wearableBitmap = AnimatedBitmap.new(filename,color)
@sprite.bitmap = @wearableBitmap.bitmap
else
@wearableBitmap = nil
@sprite.bitmap = nil
end
@color =color
@filename = filename
end
animate(action)
end
def adjust_layer()
if @sprite.z != @player_sprite.z+@relative_z
@sprite.z = @player_sprite.z+@relative_z
end
end
def crop_spritesheet(direction)
sprite_x = 0
sprite_y = ((direction - 2) / 2) * @frameHeight
@sprite.src_rect.set(sprite_x, sprite_y, @frameWidth, @frameHeight)
end
def dispose
return if @disposed
@sprite.dispose if @sprite
@sprite = nil
@disposed = true
end
def disposed?
@disposed
end
end

View File

@@ -1,85 +0,0 @@
class Sprite_Hair < Sprite_Wearable
def initialize(player_sprite, filename, action, viewport)
super
@relative_z = 1
#@sprite.z = @player_sprite.z + 1
end
def animate(action, frame = nil)
@action = action
current_frame = @player_sprite.character.pattern if !frame
direction = @player_sprite.character.direction
crop_spritesheet(direction, current_frame, action)
adjust_layer()
set_sprite_position(@action, direction, current_frame)
end
def crop_spritesheet(direction, current_frame, action)
sprite_x = ((current_frame)) * @frameWidth
# Don't animate surf
sprite_x = 0 if action == "surf"
sprite_y = ((direction - 2) / 2) * @frameHeight
@sprite.src_rect.set(sprite_x, sprite_y, @frameWidth, @frameHeight)
end
def set_sprite_position(action, direction, current_frame)
@sprite.x = @player_sprite.x - @player_sprite.ox
@sprite.y = @player_sprite.y - @player_sprite.oy
case action
when "run"
if direction == DIRECTION_DOWN
apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_DOWN, current_frame)
elsif direction == DIRECTION_LEFT
apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_LEFT, current_frame)
elsif direction == DIRECTION_RIGHT
apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_RIGHT, current_frame)
elsif direction == DIRECTION_UP
apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_UP, current_frame)
end
when "surf"
if direction == DIRECTION_DOWN # Always animate as if on the first frame
apply_sprite_offset(Outfit_Offsets::SURF_OFFSETS_DOWN, 0)
elsif direction == DIRECTION_LEFT
apply_sprite_offset(Outfit_Offsets::SURF_OFFSETS_LEFT, 0)
elsif direction == DIRECTION_RIGHT
apply_sprite_offset(Outfit_Offsets::SURF_OFFSETS_RIGHT, 0)
elsif direction == DIRECTION_UP
apply_sprite_offset(Outfit_Offsets::SURF_OFFSETS_UP, 0)
end
when "dive"
if direction == DIRECTION_DOWN
apply_sprite_offset(Outfit_Offsets::DIVE_OFFSETS_DOWN, current_frame)
elsif direction == DIRECTION_LEFT
apply_sprite_offset(Outfit_Offsets::DIVE_OFFSETS_LEFT, current_frame)
elsif direction == DIRECTION_RIGHT
apply_sprite_offset(Outfit_Offsets::DIVE_OFFSETS_RIGHT, current_frame)
elsif direction == DIRECTION_UP
apply_sprite_offset(Outfit_Offsets::DIVE_OFFSETS_UP, current_frame)
end
when "bike"
if direction == DIRECTION_DOWN
apply_sprite_offset(Outfit_Offsets::BIKE_OFFSETS_DOWN, current_frame)
elsif direction == DIRECTION_LEFT
apply_sprite_offset(Outfit_Offsets::BIKE_OFFSETS_LEFT, current_frame)
elsif direction == DIRECTION_RIGHT
apply_sprite_offset(Outfit_Offsets::BIKE_OFFSETS_RIGHT, current_frame)
elsif direction == DIRECTION_UP
apply_sprite_offset(Outfit_Offsets::BIKE_OFFSETS_UP, current_frame)
end
when "fish"
if direction == DIRECTION_DOWN
apply_sprite_offset(Outfit_Offsets::FISH_OFFSETS_DOWN, current_frame)
elsif direction == DIRECTION_LEFT
apply_sprite_offset(Outfit_Offsets::FISH_OFFSETS_LEFT, current_frame)
elsif direction == DIRECTION_RIGHT
apply_sprite_offset(Outfit_Offsets::FISH_OFFSETS_RIGHT, current_frame)
elsif direction == DIRECTION_UP
apply_sprite_offset(Outfit_Offsets::FISH_OFFSETS_UP, current_frame)
end
end
adjustPositionForScreenScrolling()
end
end

View File

@@ -1,8 +0,0 @@
class Sprite_Hat < Sprite_Wearable
def initialize(player_sprite, filename, action, viewport, relative_z=2)
super
@relative_z = relative_z
#@sprite.z = @player_sprite.z + 2
end
end

View File

@@ -1,116 +0,0 @@
class Sprite_Player < Sprite_Character
def initialize(viewport, character = nil)
super
@viewport = viewport
@outfit_bitmap = nil
# @hat_bitmap = nil
# @hat2_bitmap = nil
hatFilename = ""
hairFilename = ""
@hat = Sprite_Hat.new(self, hatFilename, @character_name, @viewport,3)
@hat2 = Sprite_Hat.new(self, hatFilename, @character_name, @viewport,2)
@hair = Sprite_Hair.new(self, hairFilename, @character_name, @viewport)
@previous_skinTone = 0
@current_bitmap = nil
@previous_action =nil
echoln "init playa"
getClothedPlayerSprite(true)
end
def updateCharacterBitmap
skinTone = $Trainer.skin_tone ? $Trainer.skin_tone : 0
baseBitmapFilename = getBaseOverworldSpriteFilename(@character_name, skinTone)
if !pbResolveBitmap(baseBitmapFilename)
baseBitmapFilename = Settings::PLAYER_GRAPHICS_FOLDER + @character_name
end
AnimatedBitmap.new(baseBitmapFilename, @character_hue)
end
def applyDayNightTone
super
pbDayNightTint(@hat.sprite) if @hat && @hat.sprite.bitmap
pbDayNightTint(@hat2.sprite) if @hat2 && @hat2.sprite.bitmap
pbDayNightTint(@hair.sprite) if @hair && @hair.sprite.bitmap
end
def opacity=(value)
super
@hat.sprite.opacity= value if @hat && @hat.sprite.bitmap
@hat2.sprite.opacity= value if @hat2 && @hat2.sprite.bitmap
@hair.sprite.opacity= value if @hair && @hair.sprite.bitmap
end
def getClothedPlayerSprite(forceUpdate=false)
if @previous_action != @character_name || forceUpdate
@current_bitmap = generateClothedBitmap
end
@previous_action = @character_name
@hair.animate(@character_name) if @hair
@hat.animate(@character_name) if @hat
@hat2.animate(@character_name) if @hat2
return @current_bitmap
end
def generateClothedBitmap()
@charbitmap.bitmap.clone #nekkid sprite
baseBitmap = @charbitmap.bitmap.clone #nekkid sprite
outfitFilename = getOverworldOutfitFilename($Trainer.clothes, @character_name) #
outfitFilename = getOverworldOutfitFilename(Settings::PLAYER_TEMP_OUTFIT_FALLBACK) if !pbResolveBitmap(outfitFilename)
hairFilename = getOverworldHairFilename($Trainer.hair)
hatFilename = getOverworldHatFilename($Trainer.hat)
hat2Filename = getOverworldHatFilename($Trainer.hat2)
hair_color_shift = $Trainer.hair_color
hat_color_shift = $Trainer.hat_color
hat2_color_shift = $Trainer.hat2_color
clothes_color_shift = $Trainer.clothes_color
hair_color_shift = 0 if !hair_color_shift
hat_color_shift = 0 if !hat_color_shift
hat2_color_shift = 0 if !hat2_color_shift
clothes_color_shift = 0 if !clothes_color_shift
@hair.update(@character_name, hairFilename, hair_color_shift) if @hair
@hat.update(@character_name, hatFilename, hat_color_shift) if @hat
@hat2.update(@character_name, hat2Filename, hat2_color_shift) if @hat2
if !pbResolveBitmap(outfitFilename)
raise "No temp clothes graphics available"
end
outfitBitmap = AnimatedBitmap.new(outfitFilename, clothes_color_shift) if pbResolveBitmap(outfitFilename)
baseBitmap.blt(0, 0, outfitBitmap.bitmap, outfitBitmap.bitmap.rect) if outfitBitmap
@previous_action = @character_name
return baseBitmap
end
def update
super
end
def dispose
super
@hat.dispose if @hat
@hat2.dispose if @hat2
@hair.dispose if @hair
end
def pbLoadOutfitBitmap(outfitFileName)
begin
outfitBitmap = RPG::Cache.load_bitmap("", outfitFileName)
return outfitBitmap
rescue
return nil
end
end
end