Removed last possible usages of Graphics.frame_rate and Graphics.frame_count, improved screen scrolling code, player now animates walking into a wall

This commit is contained in:
Maruno17
2023-05-28 17:25:30 +01:00
parent f27841a7f8
commit 68de25562a
27 changed files with 643 additions and 1124 deletions

View File

@@ -1,483 +1,22 @@
#===============================================================================
# Evolution animation metafiles and related methods
#===============================================================================
class SpriteMetafile
VIEWPORT = 0
TONE = 1
SRC_RECT = 2
VISIBLE = 3
X = 4
Y = 5
Z = 6
OX = 7
OY = 8
ZOOM_X = 9
ZOOM_Y = 10
ANGLE = 11
MIRROR = 12
BUSH_DEPTH = 13
OPACITY = 14
BLEND_TYPE = 15
COLOR = 16
FLASHCOLOR = 17
FLASHDURATION = 18
BITMAP = 19
def initialize(viewport = nil)
@metafile = []
@values = [
viewport,
Tone.new(0, 0, 0, 0), Rect.new(0, 0, 0, 0),
true,
0, 0, 0, 0, 0, 100, 100,
0, false, 0, 255, 0,
Color.new(0, 0, 0, 0), Color.new(0, 0, 0, 0),
0
]
end
def dispose; end
def disposed?
return false
end
def [](i)
return @metafile[i]
end
def length
return @metafile.length
end
def flash(color, duration)
if duration > 0
@values[FLASHCOLOR] = color.clone
@values[FLASHDURATION] = duration
@metafile.push([FLASHCOLOR, color])
@metafile.push([FLASHDURATION, duration])
end
end
def x
return @values[X]
end
def x=(value)
@values[X] = value
@metafile.push([X, value])
end
def y
return @values[Y]
end
def y=(value)
@values[Y] = value
@metafile.push([Y, value])
end
def bitmap
return nil
end
def bitmap=(value)
if value && !value.disposed?
@values[SRC_RECT].set(0, 0, value.width, value.height)
@metafile.push([SRC_RECT, @values[SRC_RECT].clone])
end
end
def src_rect
return @values[SRC_RECT]
end
def src_rect=(value)
@values[SRC_RECT] = value
@metafile.push([SRC_RECT, value])
end
def visible
return @values[VISIBLE]
end
def visible=(value)
@values[VISIBLE] = value
@metafile.push([VISIBLE, value])
end
def z
return @values[Z]
end
def z=(value)
@values[Z] = value
@metafile.push([Z, value])
end
def ox
return @values[OX]
end
def ox=(value)
@values[OX] = value
@metafile.push([OX, value])
end
def oy
return @values[OY]
end
def oy=(value)
@values[OY] = value
@metafile.push([OY, value])
end
def zoom_x
return @values[ZOOM_X]
end
def zoom_x=(value)
@values[ZOOM_X] = value
@metafile.push([ZOOM_X, value])
end
def zoom_y
return @values[ZOOM_Y]
end
def zoom_y=(value)
@values[ZOOM_Y] = value
@metafile.push([ZOOM_Y, value])
end
def zoom=(value)
@values[ZOOM_X] = value
@metafile.push([ZOOM_X, value])
@values[ZOOM_Y] = value
@metafile.push([ZOOM_Y, value])
end
def angle
return @values[ANGLE]
end
def angle=(value)
@values[ANGLE] = value
@metafile.push([ANGLE, value])
end
def mirror
return @values[MIRROR]
end
def mirror=(value)
@values[MIRROR] = value
@metafile.push([MIRROR, value])
end
def bush_depth
return @values[BUSH_DEPTH]
end
def bush_depth=(value)
@values[BUSH_DEPTH] = value
@metafile.push([BUSH_DEPTH, value])
end
def opacity
return @values[OPACITY]
end
def opacity=(value)
@values[OPACITY] = value
@metafile.push([OPACITY, value])
end
def blend_type
return @values[BLEND_TYPE]
end
def blend_type=(value)
@values[BLEND_TYPE] = value
@metafile.push([BLEND_TYPE, value])
end
def color
return @values[COLOR]
end
def color=(value)
@values[COLOR] = value.clone
@metafile.push([COLOR, @values[COLOR]])
end
def tone
return @values[TONE]
end
def tone=(value)
@values[TONE] = value.clone
@metafile.push([TONE, @values[TONE]])
end
def update
@metafile.push([-1, nil])
end
end
#===============================================================================
#
#===============================================================================
class SpriteMetafilePlayer
def initialize(metafile, sprite = nil)
@metafile = metafile
@sprites = []
@playing = false
@index = 0
@sprites.push(sprite) if sprite
end
def add(sprite)
@sprites.push(sprite)
end
def playing?
return @playing
end
def play
@playing = true
@index = 0
end
def update
return if !@playing
(@index...@metafile.length).each do |j|
@index = j + 1
break if @metafile[j][0] < 0
code = @metafile[j][0]
value = @metafile[j][1]
@sprites.each do |sprite|
case code
when SpriteMetafile::X then sprite.x = value
when SpriteMetafile::Y then sprite.y = value
when SpriteMetafile::OX then sprite.ox = value
when SpriteMetafile::OY then sprite.oy = value
when SpriteMetafile::ZOOM_X then sprite.zoom_x = value
when SpriteMetafile::ZOOM_Y then sprite.zoom_y = value
when SpriteMetafile::SRC_RECT then sprite.src_rect = value
when SpriteMetafile::VISIBLE then sprite.visible = value
when SpriteMetafile::Z then sprite.z = value # prevent crashes
when SpriteMetafile::ANGLE then sprite.angle = (value == 180) ? 179.9 : value
when SpriteMetafile::MIRROR then sprite.mirror = value
when SpriteMetafile::BUSH_DEPTH then sprite.bush_depth = value
when SpriteMetafile::OPACITY then sprite.opacity = value
when SpriteMetafile::BLEND_TYPE then sprite.blend_type = value
when SpriteMetafile::COLOR then sprite.color = value
when SpriteMetafile::TONE then sprite.tone = value
end
end
end
@playing = false if @index == @metafile.length
end
end
#===============================================================================
#
#===============================================================================
def pbSaveSpriteState(sprite)
state = []
return state if !sprite || sprite.disposed?
state[SpriteMetafile::BITMAP] = sprite.x
state[SpriteMetafile::X] = sprite.x
state[SpriteMetafile::Y] = sprite.y
state[SpriteMetafile::SRC_RECT] = sprite.src_rect.clone
state[SpriteMetafile::VISIBLE] = sprite.visible
state[SpriteMetafile::Z] = sprite.z
state[SpriteMetafile::OX] = sprite.ox
state[SpriteMetafile::OY] = sprite.oy
state[SpriteMetafile::ZOOM_X] = sprite.zoom_x
state[SpriteMetafile::ZOOM_Y] = sprite.zoom_y
state[SpriteMetafile::ANGLE] = sprite.angle
state[SpriteMetafile::MIRROR] = sprite.mirror
state[SpriteMetafile::BUSH_DEPTH] = sprite.bush_depth
state[SpriteMetafile::OPACITY] = sprite.opacity
state[SpriteMetafile::BLEND_TYPE] = sprite.blend_type
state[SpriteMetafile::COLOR] = sprite.color.clone
state[SpriteMetafile::TONE] = sprite.tone.clone
return state
end
def pbRestoreSpriteState(sprite, state)
return if !state || !sprite || sprite.disposed?
sprite.x = state[SpriteMetafile::X]
sprite.y = state[SpriteMetafile::Y]
sprite.src_rect = state[SpriteMetafile::SRC_RECT]
sprite.visible = state[SpriteMetafile::VISIBLE]
sprite.z = state[SpriteMetafile::Z]
sprite.ox = state[SpriteMetafile::OX]
sprite.oy = state[SpriteMetafile::OY]
sprite.zoom_x = state[SpriteMetafile::ZOOM_X]
sprite.zoom_y = state[SpriteMetafile::ZOOM_Y]
sprite.angle = state[SpriteMetafile::ANGLE]
sprite.mirror = state[SpriteMetafile::MIRROR]
sprite.bush_depth = state[SpriteMetafile::BUSH_DEPTH]
sprite.opacity = state[SpriteMetafile::OPACITY]
sprite.blend_type = state[SpriteMetafile::BLEND_TYPE]
sprite.color = state[SpriteMetafile::COLOR]
sprite.tone = state[SpriteMetafile::TONE]
end
def pbSaveSpriteStateAndBitmap(sprite)
return [] if !sprite || sprite.disposed?
state = pbSaveSpriteState(sprite)
state[SpriteMetafile::BITMAP] = sprite.bitmap
return state
end
def pbRestoreSpriteStateAndBitmap(sprite, state)
return if !state || !sprite || sprite.disposed?
sprite.bitmap = state[SpriteMetafile::BITMAP]
pbRestoreSpriteState(sprite, state)
return state
end
#===============================================================================
# Evolution screen
#===============================================================================
class PokemonEvolutionScene
private
def pbGenerateMetafiles(s1x, s1y, s2x, s2y)
sprite = SpriteMetafile.new
sprite.ox = s1x
sprite.oy = s1y
sprite.opacity = 255
sprite2 = SpriteMetafile.new
sprite2.ox = s2x
sprite2.oy = s2y
sprite2.zoom = 0.0
sprite2.opacity = 255
alpha = 0
alphaDiff = 10 * 20 / Graphics.frame_rate
loop do
sprite.color.red = 255
sprite.color.green = 255
sprite.color.blue = 255
sprite.color.alpha = alpha
sprite.color = sprite.color
sprite2.color = sprite.color
sprite2.color.alpha = 255
sprite.update
sprite2.update
break if alpha >= 255
alpha += alphaDiff
end
totaltempo = 0
currenttempo = 25
maxtempo = 7 * Graphics.frame_rate
while totaltempo < maxtempo
currenttempo.times do |j|
if alpha < 255
sprite.color.red = 255
sprite.color.green = 255
sprite.color.blue = 255
sprite.color.alpha = alpha
sprite.color = sprite.color
alpha += 10
end
sprite.zoom = [1.1 * (currenttempo - j - 1) / currenttempo, 1.0].min
sprite2.zoom = [1.1 * (j + 1) / currenttempo, 1.0].min
sprite.update
sprite2.update
end
totaltempo += currenttempo
if totaltempo + currenttempo < maxtempo
currenttempo.times do |j|
sprite.zoom = [1.1 * (j + 1) / currenttempo, 1.0].min
sprite2.zoom = [1.1 * (currenttempo - j - 1) / currenttempo, 1.0].min
sprite.update
sprite2.update
end
end
totaltempo += currenttempo
currenttempo = [(currenttempo / 1.5).floor, 5].max
end
@metafile1 = sprite
@metafile2 = sprite2
end
public
def pbUpdate(animating = false)
if animating # Pokémon shouldn't animate during the evolution animation
@sprites["background"].update
@sprites["msgwindow"].update
else
pbUpdateSpriteHash(@sprites)
end
end
def pbUpdateNarrowScreen(timer_start)
return if @bgviewport.rect.y >= 80
buffer = 80
@bgviewport.rect.height = Graphics.height - lerp(0, 64 + (buffer * 2), 0.7, timer_start, System.uptime).to_i
@bgviewport.rect.y = lerp(0, buffer, 0.5, timer_start + 0.2, System.uptime).to_i
@sprites["background"].oy = @bgviewport.rect.y
end
def pbUpdateExpandScreen(timer_start)
return if @bgviewport.rect.height >= Graphics.height
buffer = 80
@bgviewport.rect.height = Graphics.height - lerp(64 + (buffer * 2), 0, 0.7, timer_start, System.uptime).to_i
@bgviewport.rect.y = lerp(buffer, 0, 0.5, timer_start, System.uptime).to_i
@sprites["background"].oy = @bgviewport.rect.y
end
def pbFlashInOut(canceled, oldstate, oldstate2)
timer_start = System.uptime
loop do
Graphics.update
pbUpdate(true)
pbUpdateExpandScreen(timer_start)
tone = lerp(0, 255, 0.7, timer_start, System.uptime)
@viewport.tone.set(tone, tone, tone, 0)
break if tone >= 255
end
@bgviewport.rect.y = 0
@bgviewport.rect.height = Graphics.height
@sprites["background"].oy = 0
if canceled
pbRestoreSpriteState(@sprites["rsprite1"], oldstate)
pbRestoreSpriteState(@sprites["rsprite2"], oldstate2)
@sprites["rsprite1"].zoom_x = 1.0
@sprites["rsprite1"].zoom_y = 1.0
@sprites["rsprite1"].color.alpha = 0
@sprites["rsprite1"].visible = true
@sprites["rsprite2"].visible = false
else
@sprites["rsprite1"].visible = false
@sprites["rsprite2"].visible = true
@sprites["rsprite2"].zoom_x = 1.0
@sprites["rsprite2"].zoom_y = 1.0
@sprites["rsprite2"].color.alpha = 0
end
timer_start = System.uptime
loop do
Graphics.update
pbUpdate(true)
break if System.uptime - timer_start >= 0.25
end
timer_start = System.uptime
loop do
Graphics.update
pbUpdate
pbUpdateExpandScreen(timer_start)
tone = lerp(255, 0, 0.4, timer_start, System.uptime)
@viewport.tone.set(tone, tone, tone, 0)
break if tone <= 0
end
def self.pbDuplicatePokemon(pkmn, new_species)
new_pkmn = pkmn.clone
new_pkmn.species = new_species
new_pkmn.name = nil
new_pkmn.markings = []
new_pkmn.poke_ball = :POKEBALL
new_pkmn.item = nil
new_pkmn.clearAllRibbons
new_pkmn.calc_stats
new_pkmn.heal
# Add duplicate Pokémon to party
$player.party.push(new_pkmn)
# See and own duplicate Pokémon
$player.pokedex.register(new_pkmn)
$player.pokedex.set_owned(new_species)
end
def pbStartScreen(pokemon, newspecies)
@@ -502,32 +41,47 @@ class PokemonEvolutionScene
rsprite2.setPokemonBitmapSpecies(@pokemon, @newspecies, false)
rsprite2.x = rsprite1.x
rsprite2.y = rsprite1.y
rsprite2.opacity = 0
rsprite2.visible = false
@sprites["rsprite1"] = rsprite1
@sprites["rsprite2"] = rsprite2
pbGenerateMetafiles(rsprite1.ox, rsprite1.oy, rsprite2.ox, rsprite2.oy)
@sprites["msgwindow"] = pbCreateMessageWindow(@msgviewport)
set_up_animation
pbFadeInAndShow(@sprites) { pbUpdate }
end
# Closes the evolution screen.
def pbEndScreen(need_fade_out = true)
pbDisposeMessageWindow(@sprites["msgwindow"]) if @sprites["msgwindow"]
if need_fade_out
pbFadeOutAndHide(@sprites) { pbUpdate }
def set_up_animation
sprite = PictureEx.new(0)
sprite.setVisible(0, true)
sprite.setColor(0, Color.new(255, 255, 255, 0))
sprite2 = PictureEx.new(0)
sprite2.setVisible(0, true)
sprite2.setZoom(0, 0.0)
sprite2.setColor(0, Color.new(255, 255, 255, 255))
# Make sprite turn white
sprite.moveColor(0, 25, Color.new(255, 255, 255, 255))
total_duration = 9 * 20 # 9 seconds
duration = 25 + 15
zoom_duration = 12
loop do
# Shrink prevo sprite, enlarge evo sprite
sprite.moveZoom(duration, zoom_duration, 0)
sprite2.moveZoom(duration, zoom_duration, 110)
duration += zoom_duration
# If animation has played for long enough, end it now while the evo sprite is large
break if duration >= total_duration
# Enlarge prevo sprite, shrink evo sprite
sprite.moveZoom(duration, zoom_duration, 110)
sprite2.moveZoom(duration, zoom_duration, 0)
duration += zoom_duration
# Shorten the duration of zoom changes for the next cycle
zoom_duration = [(zoom_duration / 1.2).round, 2].max
end
pbDisposeSpriteHash(@sprites)
@viewport.dispose
@bgviewport.dispose
@msgviewport.dispose
@picture1 = sprite
@picture2 = sprite2
end
# Opens the evolution screen
def pbEvolution(cancancel = true)
metaplayer1 = SpriteMetafilePlayer.new(@metafile1, @sprites["rsprite1"])
metaplayer2 = SpriteMetafilePlayer.new(@metafile2, @sprites["rsprite2"])
metaplayer1.play
metaplayer2.play
pbBGMStop
pbMessageDisplay(@sprites["msgwindow"], "\\se[]" + _INTL("What?") + "\1") { pbUpdate }
pbPlayDecisionSE
@@ -540,16 +94,24 @@ class PokemonEvolutionScene
pbUpdate
break if System.uptime - timer_start >= 1
end
oldstate = pbSaveSpriteState(@sprites["rsprite1"])
oldstate2 = pbSaveSpriteState(@sprites["rsprite2"])
pbMEPlay("Evolution start")
pbBGMPlay("Evolution")
canceled = false
timer_start = System.uptime
loop do
pbUpdateNarrowScreen(timer_start)
metaplayer1.update
metaplayer2.update
@picture1.update
setPictureSprite(@sprites["rsprite1"], @picture1)
if @sprites["rsprite1"].zoom_x > 1.0
@sprites["rsprite1"].zoom_x = 1.0
@sprites["rsprite1"].zoom_y = 1.0
end
@picture2.update
setPictureSprite(@sprites["rsprite2"], @picture2)
if @sprites["rsprite2"].zoom_x > 1.0
@sprites["rsprite2"].zoom_x = 1.0
@sprites["rsprite2"].zoom_y = 1.0
end
Graphics.update
Input.update
pbUpdate(true)
@@ -559,9 +121,9 @@ class PokemonEvolutionScene
canceled = true
break
end
break unless metaplayer1.playing? && metaplayer2.playing?
break if !@picture1.running? && !@picture2.running?
end
pbFlashInOut(canceled, oldstate, oldstate2)
pbFlashInOut(canceled)
if canceled
$stats.evolutions_cancelled += 1
pbMessageDisplay(@sprites["msgwindow"],
@@ -571,6 +133,65 @@ class PokemonEvolutionScene
end
end
def pbUpdateNarrowScreen(timer_start)
return if @bgviewport.rect.y >= 80
buffer = 80
@bgviewport.rect.height = Graphics.height - lerp(0, 64 + (buffer * 2), 0.7, timer_start, System.uptime).to_i
@bgviewport.rect.y = lerp(0, buffer, 0.5, timer_start + 0.2, System.uptime).to_i
@sprites["background"].oy = @bgviewport.rect.y
end
def pbUpdateExpandScreen(timer_start)
return if @bgviewport.rect.height >= Graphics.height
buffer = 80
@bgviewport.rect.height = Graphics.height - lerp(64 + (buffer * 2), 0, 0.7, timer_start, System.uptime).to_i
@bgviewport.rect.y = lerp(buffer, 0, 0.5, timer_start, System.uptime).to_i
@sprites["background"].oy = @bgviewport.rect.y
end
def pbFlashInOut(canceled)
timer_start = System.uptime
loop do
Graphics.update
pbUpdate(true)
pbUpdateExpandScreen(timer_start)
tone = lerp(0, 255, 0.7, timer_start, System.uptime)
@viewport.tone.set(tone, tone, tone, 0)
break if tone >= 255
end
@bgviewport.rect.y = 0
@bgviewport.rect.height = Graphics.height
@sprites["background"].oy = 0
if canceled
@sprites["rsprite1"].visible = true
@sprites["rsprite1"].zoom_x = 1.0
@sprites["rsprite1"].zoom_y = 1.0
@sprites["rsprite1"].color.alpha = 0
@sprites["rsprite2"].visible = false
else
@sprites["rsprite1"].visible = false
@sprites["rsprite2"].visible = true
@sprites["rsprite2"].zoom_x = 1.0
@sprites["rsprite2"].zoom_y = 1.0
@sprites["rsprite2"].color.alpha = 0
end
timer_start = System.uptime
loop do
Graphics.update
pbUpdate(true)
break if System.uptime - timer_start >= 0.25
end
timer_start = System.uptime
loop do
Graphics.update
pbUpdate
pbUpdateExpandScreen(timer_start)
tone = lerp(255, 0, 0.4, timer_start, System.uptime)
@viewport.tone.set(tone, tone, tone, 0)
break if tone <= 0
end
end
def pbEvolutionSuccess
$stats.evolution_count += 1
# Play cry of evolved species
@@ -631,20 +252,24 @@ class PokemonEvolutionScene
@pokemon.action_after_evolution(@newspecies)
end
def self.pbDuplicatePokemon(pkmn, new_species)
new_pkmn = pkmn.clone
new_pkmn.species = new_species
new_pkmn.name = nil
new_pkmn.markings = []
new_pkmn.poke_ball = :POKEBALL
new_pkmn.item = nil
new_pkmn.clearAllRibbons
new_pkmn.calc_stats
new_pkmn.heal
# Add duplicate Pokémon to party
$player.party.push(new_pkmn)
# See and own duplicate Pokémon
$player.pokedex.register(new_pkmn)
$player.pokedex.set_owned(new_species)
def pbUpdate(animating = false)
if animating # Pokémon shouldn't animate during the evolution animation
@sprites["background"].update
@sprites["msgwindow"].update
else
pbUpdateSpriteHash(@sprites)
end
end
# Closes the evolution screen.
def pbEndScreen(need_fade_out = true)
pbDisposeMessageWindow(@sprites["msgwindow"]) if @sprites["msgwindow"]
if need_fade_out
pbFadeOutAndHide(@sprites) { pbUpdate }
end
pbDisposeSpriteHash(@sprites)
@viewport.dispose
@bgviewport.dispose
@msgviewport.dispose
end
end

View File

@@ -17,30 +17,31 @@
class HallOfFame_Scene
# When true, all pokémon will be in one line
# When false, all pokémon will be in two lines
SINGLEROW = false
SINGLE_ROW_OF_POKEMON = false
# Make the pokémon movement ON in hall entry
ANIMATION = true
# Speed in pokémon movement in hall entry. Don't use less than 2!
ANIMATIONSPEED = 32
# Entry wait time (in 1/20 seconds) between showing each Pokémon (and trainer)
ENTRYWAITTIME = 64
# Entry wait time (in seconds) between showing each Pokémon (and trainer).
# Waits for twice this tme when showing "Welcome to the Hall of Fame!".
ENTRY_WAIT_TIME = 3.0
# Maximum number limit of simultaneous hall entries saved.
# 0 = Doesn't save any hall. -1 = no limit
# Prefer to use larger numbers (like 500 and 1000) than don't put a limit
# If a player exceed this limit, the first one will be removed
HALLLIMIT = 50
HALL_ENTRIES_LIMIT = 50
# The entry music name. Put "" to doesn't play anything
ENTRYMUSIC = "Hall of Fame"
HALL_OF_FAME_BGM = "Hall of Fame"
# Allow eggs to be show and saved in hall
ALLOWEGGS = true
ALLOW_EGGS = true
# Remove the hallbars when the trainer sprite appears
REMOVEBARS = true
REMOVE_BARS_WHEN_SHOWING_TRAINER = true
# The final fade speed on entry
FINALFADESPEED = 16
# Sprites opacity value when them aren't selected
FINAL_FADE_DURATION = 1.0
# Sprite's opacity value when it isn't selected
OPACITY = 64
BASECOLOR = Color.new(248, 248, 248)
SHADOWCOLOR = Color.new(0, 0, 0)
TEXT_BASE_COLOR = Color.new(248, 248, 248)
TEXT_SHADOW_COLOR = Color.new(0, 0, 0)
# Placement for pokemon icons
def pbStartScene
@@ -64,8 +65,8 @@ class HallOfFame_Scene
def pbStartSceneEntry
pbStartScene
@useMusic = (ENTRYMUSIC && ENTRYMUSIC != "")
pbBGMPlay(ENTRYMUSIC) if @useMusic
@useMusic = (HALL_OF_FAME_BGM && HALL_OF_FAME_BGM != "")
pbBGMPlay(HALL_OF_FAME_BGM) if @useMusic
saveHallEntry
@xmovement = []
@ymovement = []
@@ -90,22 +91,15 @@ class HallOfFame_Scene
@viewport.dispose
end
def slowFadeOut(sprites, exponent) # 2 exponent
# To handle values above 8
extraWaitExponent = exponent - 9
exponent = 8 if exponent > 8
max = 2**exponent
speed = (2**8) / max
(0..max).each do |j|
if extraWaitExponent > -1
(2**extraWaitExponent).times do
Graphics.update
Input.update
pbUpdate
end
end
pbSetSpritesToColor(sprites, Color.new(0, 0, 0, j * speed))
block_given? ? yield : pbUpdateSpriteHash(sprites)
def slowFadeOut(duration)
timer_start = System.uptime
loop do
alpha = lerp(255, 0, duration, timer_start, System.uptime)
pbSetSpritesToColor(@sprites, Color.new(0, 0, 0, alpha))
Graphics.update
Input.update
pbUpdate
break if alpha == 0
end
end
@@ -125,20 +119,21 @@ class HallOfFame_Scene
def saveHallEntry
$player.party.each do |pkmn|
# Clones every pokémon object
@hallEntry.push(pkmn.clone) if !pkmn.egg? || ALLOWEGGS
@hallEntry.push(pkmn.clone) if !pkmn.egg? || ALLOW_EGGS
end
# Update the global variables
$PokemonGlobal.hallOfFame.push(@hallEntry)
$PokemonGlobal.hallOfFameLastNumber += 1
$PokemonGlobal.hallOfFame.delete_at(0) if HALLLIMIT > -1 &&
$PokemonGlobal.hallOfFame.size > HALLLIMIT
if HALL_ENTRIES_LIMIT >= 0 && $PokemonGlobal.hallOfFame.size > HALL_ENTRIES_LIMIT
$PokemonGlobal.hallOfFame.delete_at(0)
end
end
# Return the x/y point position in screen for battler index number
# Don't use odd numbers!
def xpointformula(battlernumber)
ret = 0
if SINGLEROW
if SINGLE_ROW_OF_POKEMON
ret = ((60 * (battlernumber / 2)) + 48) * (xpositionformula(battlernumber) - 1)
ret += (Graphics.width / 2) - 56
else
@@ -149,7 +144,7 @@ class HallOfFame_Scene
def ypointformula(battlernumber)
ret = 0
if SINGLEROW
if SINGLE_ROW_OF_POKEMON
ret = 96 - (8 * (battlernumber / 2))
else
ret = 32 + (128 * ypositionformula(battlernumber) / 2)
@@ -160,7 +155,7 @@ class HallOfFame_Scene
# Returns 0, 1 or 2 as the x/y column value
def xpositionformula(battlernumber)
ret = 0
if SINGLEROW
if SINGLE_ROW_OF_POKEMON
ret = (battlernumber % 2) * 2
else
ret = (battlernumber / 3).even? ? (19 - battlernumber) % 3 : (19 + battlernumber) % 3
@@ -170,7 +165,7 @@ class HallOfFame_Scene
def ypositionformula(battlernumber)
ret = 0
if SINGLEROW
if SINGLE_ROW_OF_POKEMON
ret = 1
else
ret = ((battlernumber / 3) % 2) * 2
@@ -219,7 +214,7 @@ class HallOfFame_Scene
@sprites["pokemon#{i}"].x += (128 - @sprites["pokemon#{i}"].bitmap.width) / 2
@sprites["pokemon#{i}"].y += (128 - @sprites["pokemon#{i}"].bitmap.height) / 2
end
@sprites["pokemon#{i}"].z = 7 - i if SINGLEROW
@sprites["pokemon#{i}"].z = 7 - i if SINGLE_ROW_OF_POKEMON
next if !hide
# Animation distance calculation
horizontal = 1 - xpositionformula(i)
@@ -244,7 +239,7 @@ class HallOfFame_Scene
def createTrainerBattler
@sprites["trainer"] = IconSprite.new(@viewport)
@sprites["trainer"].setBitmap(GameData::TrainerType.front_sprite_filename($player.trainer_type))
if SINGLEROW
if SINGLE_ROW_OF_POKEMON
@sprites["trainer"].x = Graphics.width / 2
@sprites["trainer"].y = 178
else
@@ -254,22 +249,24 @@ class HallOfFame_Scene
@sprites["trainer"].z = 9
@sprites["trainer"].ox = @sprites["trainer"].bitmap.width / 2
@sprites["trainer"].oy = @sprites["trainer"].bitmap.height / 2
if REMOVEBARS
if REMOVE_BARS_WHEN_SHOWING_TRAINER
@sprites["overlay"].bitmap.clear
@sprites["hallbars"].visible = false
end
@xmovement[@battlerIndex] = 0
@ymovement[@battlerIndex] = 0
if ANIMATION && !SINGLEROW # Trainer Animation
if ANIMATION && !SINGLE_ROW_OF_POKEMON # Trainer Animation
startpoint = Graphics.width / 2
# 2 is the trainer speed
@xmovement[@battlerIndex] = (startpoint - @sprites["trainer"].x) / 2
@sprites["trainer"].x = startpoint
else
ENTRYWAITTIME.times do
timer_start = System.uptime
loop do
Graphics.update
Input.update
pbUpdate
break if System.uptime - timer_start >= ENTRY_WAIT_TIME
end
end
end
@@ -319,16 +316,16 @@ class HallOfFame_Scene
dexnumber = _ISPRINTF("No. {1:03d}", number)
end
textPositions = [
[dexnumber, 32, Graphics.height - 74, :left, BASECOLOR, SHADOWCOLOR],
[pokename, Graphics.width - 192, Graphics.height - 74, :center, BASECOLOR, SHADOWCOLOR],
[dexnumber, 32, Graphics.height - 74, :left, TEXT_BASE_COLOR, TEXT_SHADOW_COLOR],
[pokename, Graphics.width - 192, Graphics.height - 74, :center, TEXT_BASE_COLOR, TEXT_SHADOW_COLOR],
[_INTL("Lv. {1}", pokemon.egg? ? "?" : pokemon.level),
64, Graphics.height - 42, :left, BASECOLOR, SHADOWCOLOR],
64, Graphics.height - 42, :left, TEXT_BASE_COLOR, TEXT_SHADOW_COLOR],
[_INTL("ID No. {1}", pokemon.egg? ? "?????" : idno),
Graphics.width - 192, Graphics.height - 42, :center, BASECOLOR, SHADOWCOLOR]
Graphics.width - 192, Graphics.height - 42, :center, TEXT_BASE_COLOR, TEXT_SHADOW_COLOR]
]
if hallNumber > -1
textPositions.push([_INTL("Hall of Fame No."), (Graphics.width / 2) - 104, 6, :left, BASECOLOR, SHADOWCOLOR])
textPositions.push([hallNumber.to_s, (Graphics.width / 2) + 104, 6, :right, BASECOLOR, SHADOWCOLOR])
textPositions.push([_INTL("Hall of Fame No."), (Graphics.width / 2) - 104, 6, :left, TEXT_BASE_COLOR, TEXT_SHADOW_COLOR])
textPositions.push([hallNumber.to_s, (Graphics.width / 2) + 104, 6, :right, TEXT_BASE_COLOR, TEXT_SHADOW_COLOR])
end
pbDrawTextPositions(overlay, textPositions)
end
@@ -337,7 +334,7 @@ class HallOfFame_Scene
overlay = @sprites["overlay"].bitmap
overlay.clear
pbDrawTextPositions(overlay, [[_INTL("Welcome to the Hall of Fame!"),
Graphics.width / 2, Graphics.height - 68, :center, BASECOLOR, SHADOWCOLOR]])
Graphics.width / 2, Graphics.height - 68, :center, TEXT_BASE_COLOR, TEXT_SHADOW_COLOR]])
end
def pbAnimationLoop
@@ -386,26 +383,30 @@ class HallOfFame_Scene
@battlerIndex += 1
if @battlerIndex <= @hallEntry.size
# If it is a pokémon, write the pokémon text, wait the
# ENTRYWAITTIME and goes to the next battler
# ENTRY_WAIT_TIME and goes to the next battler
@hallEntry[@battlerIndex - 1].play_cry
writePokemonData(@hallEntry[@battlerIndex - 1])
(ENTRYWAITTIME * Graphics.frame_rate / 20).times do
timer_start = System.uptime
loop do
Graphics.update
Input.update
pbUpdate
break if System.uptime - timer_start >= ENTRY_WAIT_TIME
end
if @battlerIndex < @hallEntry.size # Preparates the next battler
setPokemonSpritesOpacity(@battlerIndex, OPACITY)
@sprites["overlay"].bitmap.clear
else # Show the welcome message and preparates the trainer
else # Show the welcome message and prepares the trainer
setPokemonSpritesOpacity(-1)
writeWelcome
(ENTRYWAITTIME * 2 * Graphics.frame_rate / 20).times do
timer_start = System.uptime
loop do
Graphics.update
Input.update
pbUpdate
break if System.uptime - timer_start >= ENTRY_WAIT_TIME * 2
end
setPokemonSpritesOpacity(-1, OPACITY) if !SINGLEROW
setPokemonSpritesOpacity(-1, OPACITY) if !SINGLE_ROW_OF_POKEMON
createTrainerBattler
end
end
@@ -413,14 +414,15 @@ class HallOfFame_Scene
elsif @battlerIndex > @hallEntry.size
# Write the trainer data and fade
writeTrainerData
(ENTRYWAITTIME * Graphics.frame_rate / 20).times do
timer_start = System.uptime
loop do
Graphics.update
Input.update
pbUpdate
break if System.uptime - timer_start >= ENTRY_WAIT_TIME
end
fadeSpeed = ((Math.log(2**12) - Math.log(FINALFADESPEED)) / Math.log(2)).floor
pbBGMFade((2**fadeSpeed).to_f / 20) if @useMusic
slowFadeOut(@sprites, fadeSpeed) { pbUpdate }
pbBGMFade(FINAL_FADE_DURATION) if @useMusic
slowFadeOut(FINAL_FADE_DURATION)
@alreadyFadedInEnd = true
@battlerIndex += 1
end

View File

@@ -124,8 +124,12 @@ class PokemonPokedexInfo_Scene
def pbUpdate
if @page == 2
intensity = (Graphics.frame_count % 40) * 12
intensity = 480 - intensity if intensity > 240
intensity_time = System.uptime % 1.0 # 1 second per glow
if intensity_time >= 0.5
intensity = lerp(64, 256 + 64, 0.5, intensity_time - 0.5)
else
intensity = lerp(256 + 64, 64, 0.5, intensity_time)
end
@sprites["areahighlight"].opacity = intensity
end
pbUpdateSpriteHash(@sprites)

View File

@@ -108,9 +108,32 @@ end
#
#===============================================================================
class AutoMosaicPokemonSprite < MosaicPokemonSprite
INITIAL_MOSAIC = 10 # Pixellation factor
def mosaic=(value)
@mosaic = value
@mosaic = 0 if @mosaic < 0
@start_mosaic = @mosaic if !@start_mosaic
end
def mosaic_duration=(val)
@mosaic_duration = val
@mosaic_duration = 0 if @mosaic_duration < 0
@mosaic_timer_start = System.uptime if @mosaic_duration > 0
end
def update
super
self.mosaic -= 1
if @mosaic_timer_start
@start_mosaic = INITIAL_MOSAIC if !@start_mosaic || @start_mosaic == 0
new_mosaic = lerp(@start_mosaic, 0, @mosaic_duration, @mosaic_timer_start, System.uptime).to_i
self.mosaic = new_mosaic
mosaicRefresh(@oldbitmap)
if new_mosaic == 0
@mosaic_timer_start = nil
@start_mosaic = nil
end
end
end
end
@@ -120,16 +143,17 @@ end
class PokemonBoxArrow < Sprite
attr_accessor :quickswap
# Time in seconds for the cursor to move down and back up to grab/drop a
# Pokémon.
GRAB_TIME = 0.4
def initialize(viewport = nil)
super(viewport)
@frame = 0
@holding = false
@updating = false
@quickswap = false
@grabbingState = 0
@placingState = 0
@heldpkmn = nil
@handsprite = ChangelingSprite.new(0, 0, viewport)
@holding = false
@updating = false
@quickswap = false
@heldpkmn = nil
@handsprite = ChangelingSprite.new(0, 0, viewport)
@handsprite.addBitmap("point1", "Graphics/UI/Storage/cursor_point_1")
@handsprite.addBitmap("point2", "Graphics/UI/Storage/cursor_point_2")
@handsprite.addBitmap("grab", "Graphics/UI/Storage/cursor_grab")
@@ -149,38 +173,6 @@ class PokemonBoxArrow < Sprite
super
end
def heldPokemon
@heldpkmn = nil if @heldpkmn&.disposed?
@holding = false if !@heldpkmn
return @heldpkmn
end
def visible=(value)
super
@handsprite.visible = value
sprite = heldPokemon
sprite.visible = value if sprite
end
def color=(value)
super
@handsprite.color = value
sprite = heldPokemon
sprite.color = value if sprite
end
def holding?
return self.heldPokemon && @holding
end
def grabbing?
return @grabbingState > 0
end
def placing?
return @placingState > 0
end
def x=(value)
super
@handsprite.x = self.x
@@ -200,6 +192,38 @@ class PokemonBoxArrow < Sprite
@handsprite.z = value
end
def visible=(value)
super
@handsprite.visible = value
sprite = heldPokemon
sprite.visible = value if sprite
end
def color=(value)
super
@handsprite.color = value
sprite = heldPokemon
sprite.color = value if sprite
end
def heldPokemon
@heldpkmn = nil if @heldpkmn&.disposed?
@holding = false if !@heldpkmn
return @heldpkmn
end
def holding?
return self.heldPokemon && @holding
end
def grabbing?
return !@grabbing_timer_start.nil?
end
def placing?
return !@placing_timer_start.nil?
end
def setSprite(sprite)
if holding?
@heldpkmn = sprite
@@ -219,7 +243,7 @@ class PokemonBoxArrow < Sprite
end
def grab(sprite)
@grabbingState = 1
@grabbing_timer_start = System.uptime
@heldpkmn = sprite
@heldpkmn.viewport = self.viewport
@heldpkmn.z = 1
@@ -227,7 +251,7 @@ class PokemonBoxArrow < Sprite
end
def place
@placingState = 1
@placing_timer_start = System.uptime
end
def release
@@ -241,46 +265,40 @@ class PokemonBoxArrow < Sprite
heldpkmn&.update
@handsprite.update
@holding = false if !heldpkmn
if @grabbingState > 0
if @grabbingState <= 4 * Graphics.frame_rate / 20
if @grabbing_timer_start
if System.uptime - @grabbing_timer_start <= GRAB_TIME / 2
@handsprite.changeBitmap((@quickswap) ? "grabq" : "grab")
self.y = @spriteY + (4.0 * @grabbingState * 20 / Graphics.frame_rate)
@grabbingState += 1
elsif @grabbingState <= 8 * Graphics.frame_rate / 20
self.y = @spriteY + lerp(0, 16, GRAB_TIME / 2, @grabbing_timer_start, System.uptime)
else
@holding = true
@handsprite.changeBitmap((@quickswap) ? "fistq" : "fist")
self.y = @spriteY + (4 * ((8 * Graphics.frame_rate / 20) - @grabbingState) * 20 / Graphics.frame_rate)
@grabbingState += 1
else
@grabbingState = 0
delta_y = lerp(16, 0, GRAB_TIME / 2, @grabbing_timer_start + (GRAB_TIME / 2), System.uptime)
self.y = @spriteY + delta_y
@grabbing_timer_start = nil if delta_y == 0
end
elsif @placingState > 0
if @placingState <= 4 * Graphics.frame_rate / 20
elsif @placing_timer_start
if System.uptime - @placing_timer_start <= GRAB_TIME / 2
@handsprite.changeBitmap((@quickswap) ? "fistq" : "fist")
self.y = @spriteY + (4.0 * @placingState * 20 / Graphics.frame_rate)
@placingState += 1
elsif @placingState <= 8 * Graphics.frame_rate / 20
self.y = @spriteY + lerp(0, 16, GRAB_TIME / 2, @placing_timer_start, System.uptime)
else
@holding = false
@heldpkmn = nil
@handsprite.changeBitmap((@quickswap) ? "grabq" : "grab")
self.y = @spriteY + (4 * ((8 * Graphics.frame_rate / 20) - @placingState) * 20 / Graphics.frame_rate)
@placingState += 1
else
@placingState = 0
delta_y = lerp(16, 0, GRAB_TIME / 2, @placing_timer_start + (GRAB_TIME / 2), System.uptime)
self.y = @spriteY + delta_y
@placing_timer_start = nil if delta_y == 0
end
elsif holding?
@handsprite.changeBitmap((@quickswap) ? "fistq" : "fist")
else
else # Idling
self.x = @spriteX
self.y = @spriteY
if @frame < Graphics.frame_rate / 2
if (System.uptime / 0.5).to_i.even? # Changes every 0.5 seconds
@handsprite.changeBitmap((@quickswap) ? "point1q" : "point1")
else
@handsprite.changeBitmap((@quickswap) ? "point2q" : "point2")
end
end
@frame += 1
@frame = 0 if @frame >= Graphics.frame_rate
@updating = false
end
end
@@ -902,7 +920,7 @@ class PokemonStorageScene
ret = pbSelectPartyInternal(party, false)
if ret < 0
pbHidePartyTab
@selection = 0
@selection = -2
@choseFromParty = false
else
@choseFromParty = true
@@ -997,44 +1015,38 @@ class PokemonStorageScene
Input.update
end
def pbSwitchBoxToRight(newbox)
newbox = PokemonBoxSprite.new(@storage, newbox, @boxviewport)
newbox.x = 520
Graphics.frame_reset
distancePerFrame = 64 * 20 / Graphics.frame_rate
def pbSwitchBoxToRight(new_box_number)
start_x = @sprites["box"].x
newbox = PokemonBoxSprite.new(@storage, new_box_number, @boxviewport)
newbox.x = start_x + 336
timer_start = System.uptime
loop do
Graphics.update
Input.update
@sprites["box"].x -= distancePerFrame
newbox.x -= distancePerFrame
@sprites["box"].x = lerp(start_x, start_x - 336, 0.25, timer_start, System.uptime)
newbox.x = @sprites["box"].x + 336
self.update
break if newbox.x <= 184
Graphics.update
break if newbox.x == start_x
end
diff = newbox.x - 184
newbox.x = 184
@sprites["box"].x -= diff
@sprites["box"].dispose
@sprites["box"] = newbox
Input.update
end
def pbSwitchBoxToLeft(newbox)
newbox = PokemonBoxSprite.new(@storage, newbox, @boxviewport)
newbox.x = -152
Graphics.frame_reset
distancePerFrame = 64 * 20 / Graphics.frame_rate
def pbSwitchBoxToLeft(new_box_number)
start_x = @sprites["box"].x
newbox = PokemonBoxSprite.new(@storage, new_box_number, @boxviewport)
newbox.x = start_x - 336
timer_start = System.uptime
loop do
Graphics.update
Input.update
@sprites["box"].x += distancePerFrame
newbox.x += distancePerFrame
@sprites["box"].x = lerp(start_x, start_x + 336, 0.25, timer_start, System.uptime)
newbox.x = @sprites["box"].x - 336
self.update
break if newbox.x >= 184
Graphics.update
break if newbox.x == start_x
end
diff = newbox.x - 184
newbox.x = 184
@sprites["box"].x -= diff
@sprites["box"].dispose
@sprites["box"] = newbox
Input.update
end
def pbJumpToBox(newbox)
@@ -1050,7 +1062,7 @@ class PokemonStorageScene
def pbSetMosaic(selection)
return if @screen.pbHeldPokemon
return if @boxForMosaic == @storage.currentBox && @selectionForMosaic == selection
@sprites["pokemon"].mosaic = Graphics.frame_rate / 4
@sprites["pokemon"].mosaic_duration = 0.25 # In seconds
@boxForMosaic = @storage.currentBox
@selectionForMosaic = selection
end
@@ -1061,29 +1073,43 @@ class PokemonStorageScene
end
def pbShowPartyTab
pbSEPlay("GUI storage show party panel")
distancePerFrame = 48 * 20 / Graphics.frame_rate
loop do
Graphics.update
Input.update
@sprites["boxparty"].y -= distancePerFrame
self.update
break if @sprites["boxparty"].y <= Graphics.height - 352
@sprites["arrow"].visible = false
if !@screen.pbHeldPokemon
pbUpdateOverlay(-1)
pbSetMosaic(-1)
end
@sprites["boxparty"].y = Graphics.height - 352
pbSEPlay("GUI storage show party panel")
start_y = @sprites["boxparty"].y # Graphics.height
timer_start = System.uptime
loop do
@sprites["boxparty"].y = lerp(start_y, start_y - @sprites["boxparty"].height,
0.4, timer_start, System.uptime)
self.update
Graphics.update
break if @sprites["boxparty"].y == start_y - @sprites["boxparty"].height
end
Input.update
@sprites["arrow"].visible = true
end
def pbHidePartyTab
pbSEPlay("GUI storage hide party panel")
distancePerFrame = 48 * 20 / Graphics.frame_rate
loop do
Graphics.update
Input.update
@sprites["boxparty"].y += distancePerFrame
self.update
break if @sprites["boxparty"].y >= Graphics.height
@sprites["arrow"].visible = false
if !@screen.pbHeldPokemon
pbUpdateOverlay(-1)
pbSetMosaic(-1)
end
@sprites["boxparty"].y = Graphics.height
pbSEPlay("GUI storage hide party panel")
start_y = @sprites["boxparty"].y # Graphics.height - @sprites["boxparty"].height
timer_start = System.uptime
loop do
@sprites["boxparty"].y = lerp(start_y, start_y + @sprites["boxparty"].height,
0.4, timer_start, System.uptime)
self.update
Graphics.update
break if @sprites["boxparty"].y == start_y + @sprites["boxparty"].height
end
Input.update
@sprites["arrow"].visible = true
end
def pbHold(selected)
@@ -1115,7 +1141,7 @@ class PokemonStorageScene
@sprites["box"].setPokemon(selected[1], heldpokesprite)
end
@sprites["arrow"].setSprite(boxpokesprite)
@sprites["pokemon"].mosaic = 10
@sprites["pokemon"].mosaic_duration = 0.25 # In seconds
@boxForMosaic = @storage.currentBox
@selectionForMosaic = selected[1]
end

View File

@@ -479,7 +479,6 @@ class PokemonEntryScene2
@sprites["controls"].x = 16
@sprites["controls"].y = 96
@sprites["controls"].setBitmap(_INTL("Graphics/UI/Naming/overlay_controls"))
@init = true
@sprites["overlay"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
pbDoUpdateOverlay2
@sprites["cursor"] = NameEntryCursor.new(@viewport)
@@ -556,15 +555,12 @@ class PokemonEntryScene2
@@Characters.length.times do |i|
@bitmaps[i].update
end
if @init || Graphics.frame_count % 5 == 0
@init = false
cursorpos = @helper.cursor
cursorpos = @maxlength - 1 if cursorpos >= @maxlength
cursorpos = 0 if cursorpos < 0
@maxlength.times do |i|
@blanks[i] = (i == cursorpos) ? 1 : 0
@sprites["blank#{i}"].y = [78, 82][@blanks[i]]
end
# Update which inputted text's character's underline is lowered to indicate
# which character is selected
cursorpos = @helper.cursor.clamp(0, @maxlength - 1)
@maxlength.times do |i|
@blanks[i] = (i == cursorpos) ? 1 : 0
@sprites["blank#{i}"].y = [78, 82][@blanks[i]]
end
pbDoUpdateOverlay
pbUpdateSpriteHash(@sprites)