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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-07 13:15:01 +00:00
Secondary Hat (WIP)
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@@ -3,7 +3,7 @@ class Sprite_Wearable < RPG::Sprite
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attr_accessor :action
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attr_accessor :sprite
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def initialize(player_sprite, filename, action, viewport)
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def initialize(player_sprite, filename, action, viewport, relative_z=0)
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@player_sprite = player_sprite
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@viewport = viewport
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@sprite = Sprite.new(@viewport)
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@@ -15,7 +15,7 @@ class Sprite_Wearable < RPG::Sprite
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@frameWidth = 80 #@sprite.width
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@frameHeight = 80 #@sprite.height / 4
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@sprite.z = 0
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@relative_z=0 #relative to player
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@relative_z=relative_z #relative to player
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echoln(_INTL("init had at z = {1}, player sprite at {2}",@sprite.z,@player_sprite.z))
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#Unused position offset
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@@ -1,192 +1,8 @@
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class Sprite_Hat < Sprite_Wearable
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def initialize(player_sprite, filename, action, viewport)
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def initialize(player_sprite, filename, action, viewport, relative_z=2)
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super
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@relative_z = 2
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@relative_z = relative_z
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#@sprite.z = @player_sprite.z + 2
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end
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# def set_sprite_position(action, direction, current_frame)
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# @sprite.x = @player_sprite.x - @player_sprite.ox
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# @sprite.y = @player_sprite.y - @player_sprite.oy
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# case action
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# when "run"
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# if direction == DIRECTION_DOWN
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# apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_DOWN, current_frame)
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# elsif direction == DIRECTION_LEFT
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# apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_LEFT, current_frame)
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# elsif direction == DIRECTION_RIGHT
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# apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_RIGHT, current_frame)
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# elsif direction == DIRECTION_UP
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# apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_UP, current_frame)
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# end
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# when "surf"
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# if direction == DIRECTION_DOWN
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# apply_sprite_offset(Outfit_Offsets::SURF_OFFSETS_DOWN,current_frame)
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# elsif direction == DIRECTION_LEFT
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# apply_sprite_offset( Outfit_Offsets::SURF_OFFSETS_LEFT,current_frame)
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# elsif direction == DIRECTION_RIGHT
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# apply_sprite_offset( Outfit_Offsets::SURF_OFFSETS_RIGHT,current_frame)
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# elsif direction == DIRECTION_UP
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# apply_sprite_offset( Outfit_Offsets::SURF_OFFSETS_UP,current_frame)
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# end
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# when "dive"
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# if direction == DIRECTION_DOWN
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# apply_sprite_offset(Outfit_Offsets::DIVE_OFFSETS_DOWN,current_frame)
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# elsif direction == DIRECTION_LEFT
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# apply_sprite_offset( Outfit_Offsets::DIVE_OFFSETS_LEFT,current_frame)
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# elsif direction == DIRECTION_RIGHT
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# apply_sprite_offset( Outfit_Offsets::DIVE_OFFSETS_RIGHT,current_frame)
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# elsif direction == DIRECTION_UP
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# apply_sprite_offset( Outfit_Offsets::DIVE_OFFSETS_UP,current_frame)
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# end
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# when "bike"
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# if direction == DIRECTION_DOWN
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# apply_sprite_offset(Outfit_Offsets::BIKE_OFFSETS_DOWN,current_frame)
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# elsif direction == DIRECTION_LEFT
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# apply_sprite_offset( Outfit_Offsets::BIKE_OFFSETS_LEFT,current_frame)
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# elsif direction == DIRECTION_RIGHT
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# apply_sprite_offset( Outfit_Offsets::BIKE_OFFSETS_RIGHT,current_frame)
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# elsif direction == DIRECTION_UP
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# apply_sprite_offset( Outfit_Offsets::BIKE_OFFSETS_UP,current_frame)
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# end
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# else
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# @sprite.x = @player_sprite.x - @player_sprite.ox
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# @sprite.y = @player_sprite.y - @player_sprite.oy
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# end
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# @sprite.y -= 2 if current_frame % 2 == 1
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# end
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end
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# class Sprite_Hat < RPG::Sprite
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# attr_accessor :filename
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# attr_accessor :action
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# attr_accessor :hat_sprite
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#
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# def initialize(player_sprite, filename, action, viewport)
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# @player_sprite = player_sprite
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# @viewport = viewport
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# @hat_sprite = Sprite.new(@viewport)
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# @hatBitmap = AnimatedBitmap.new(filename) if pbResolveBitmap(filename)
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# @filename = filename
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# @hat_sprite.bitmap = @hatBitmap.bitmap if @hatBitmap
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# @action = action
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# @color = 0
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# @frameWidth = 80 #@hat_sprite.width
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# @frameHeight = 80 #@hat_sprite.height / 4
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# @hat_sprite.z = @player_sprite.z + 2
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# echoln(_INTL("init had at z = {1}, player sprite at {2}",@hat_sprite.z,@player_sprite.z))
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#
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# #Unused position offset
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# # @x_pos_base_offset = 0
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# # @y_pos_base_offset = 0
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# end
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#
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# def apply_sprite_offset(offsets_array, current_frame)
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# @hat_sprite.x += offsets_array[current_frame][0]
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# @hat_sprite.y += offsets_array[current_frame][1]
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# end
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#
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# def set_sprite_position(action, direction, current_frame)
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# @hat_sprite.x = @player_sprite.x - @player_sprite.ox
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# @hat_sprite.y = @player_sprite.y - @player_sprite.oy
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# case action
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# when "run"
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# if direction == DIRECTION_DOWN
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# apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_DOWN, current_frame)
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# elsif direction == DIRECTION_LEFT
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# apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_LEFT, current_frame)
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# elsif direction == DIRECTION_RIGHT
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# apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_RIGHT, current_frame)
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# elsif direction == DIRECTION_UP
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# apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_UP, current_frame)
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# end
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# when "surf"
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# if direction == DIRECTION_DOWN
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# apply_sprite_offset(Outfit_Offsets::SURF_OFFSETS_DOWN,current_frame)
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# elsif direction == DIRECTION_LEFT
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# apply_sprite_offset( Outfit_Offsets::SURF_OFFSETS_LEFT,current_frame)
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# elsif direction == DIRECTION_RIGHT
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# apply_sprite_offset( Outfit_Offsets::SURF_OFFSETS_RIGHT,current_frame)
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# elsif direction == DIRECTION_UP
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# apply_sprite_offset( Outfit_Offsets::SURF_OFFSETS_UP,current_frame)
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# end
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# when "dive"
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# if direction == DIRECTION_DOWN
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# apply_sprite_offset(Outfit_Offsets::DIVE_OFFSETS_DOWN,current_frame)
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# elsif direction == DIRECTION_LEFT
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# apply_sprite_offset( Outfit_Offsets::DIVE_OFFSETS_LEFT,current_frame)
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# elsif direction == DIRECTION_RIGHT
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# apply_sprite_offset( Outfit_Offsets::DIVE_OFFSETS_RIGHT,current_frame)
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# elsif direction == DIRECTION_UP
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# apply_sprite_offset( Outfit_Offsets::DIVE_OFFSETS_UP,current_frame)
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# end
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# when "bike"
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# if direction == DIRECTION_DOWN
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# apply_sprite_offset(Outfit_Offsets::BIKE_OFFSETS_DOWN,current_frame)
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# elsif direction == DIRECTION_LEFT
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# apply_sprite_offset( Outfit_Offsets::BIKE_OFFSETS_LEFT,current_frame)
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# elsif direction == DIRECTION_RIGHT
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# apply_sprite_offset( Outfit_Offsets::BIKE_OFFSETS_RIGHT,current_frame)
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# elsif direction == DIRECTION_UP
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# apply_sprite_offset( Outfit_Offsets::BIKE_OFFSETS_UP,current_frame)
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# end
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# else
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# @hat_sprite.x = @player_sprite.x - @player_sprite.ox
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# @hat_sprite.y = @player_sprite.y - @player_sprite.oy
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# end
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# @hat_sprite.y -= 2 if current_frame % 2 == 1
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# end
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#
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# def animate(action)
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# @action = action
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# current_frame = @player_sprite.character.pattern
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# direction = @player_sprite.character.direction
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# crop_spritesheet(direction)
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# set_sprite_position(@action, direction, current_frame)
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# adjust_hat_layer()
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# end
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#
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# def update(action, hatFilename,color)
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# @hat_sprite.opacity = @player_sprite.opacity if @hatBitmap
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# if hatFilename != @filename || color != @color
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# if pbResolveBitmap(hatFilename)
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# #echoln pbResolveBitmap(hatFilename)
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# @hatBitmap = AnimatedBitmap.new(hatFilename,color)
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# @hat_sprite.bitmap = @hatBitmap.bitmap
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# else
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# @hatBitmap = nil
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# @hat_sprite.bitmap = nil
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# end
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# @color =color
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# @filename = hatFilename
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# end
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# animate(action)
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# end
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#
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# def adjust_hat_layer()
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# if @hat_sprite.z != @player_sprite.z
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# @hat_sprite.z = @player_sprite.z
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# end
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# end
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#
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# def crop_spritesheet(direction)
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# sprite_x = 0
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# sprite_y = ((direction - 2) / 2) * @frameHeight
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# @hat_sprite.src_rect.set(sprite_x, sprite_y, @frameWidth, @frameHeight)
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# end
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#
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# def dispose
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# return if @disposed
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# @hat_sprite.dispose if @hat_sprite
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# @hat_sprite = nil
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# @disposed = true
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# end
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#
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# def disposed?
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# @disposed
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# end
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#
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# end
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end
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@@ -3,12 +3,14 @@ class Sprite_Player < Sprite_Character
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super
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@viewport = viewport
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@outfit_bitmap = nil
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@hat_bitmap = nil
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# @hat_bitmap = nil
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# @hat2_bitmap = nil
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hatFilename = ""
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hairFilename = ""
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@hair = Sprite_Hair.new(self, hairFilename, @character_name, @viewport)
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@hat = Sprite_Hat.new(self, hatFilename, @character_name, @viewport)
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@hat2 = Sprite_Hat.new(self, hatFilename, @character_name, @viewport,3)
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@previous_skinTone = 0
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@@ -30,12 +32,14 @@ class Sprite_Player < Sprite_Character
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def applyDayNightTone
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super
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pbDayNightTint(@hat.sprite) if @hat && @hat.sprite.bitmap
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pbDayNightTint(@hat2.sprite) if @hat2 && @hat2.sprite.bitmap
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pbDayNightTint(@hair.sprite) if @hair && @hair.sprite.bitmap
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end
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def opacity=(value)
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super
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@hat.sprite.opacity= value if @hat && @hat.sprite.bitmap
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@hat2.sprite.opacity= value if @hat2 && @hat2.sprite.bitmap
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@hair.sprite.opacity= value if @hair && @hair.sprite.bitmap
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end
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@@ -46,6 +50,7 @@ class Sprite_Player < Sprite_Character
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@previous_action = @character_name
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@hair.animate(@character_name) if @hair
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@hat.animate(@character_name) if @hat
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@hat2.animate(@character_name) if @hat2
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return @current_bitmap
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end
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@@ -58,22 +63,28 @@ class Sprite_Player < Sprite_Character
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outfitFilename = getOverworldOutfitFilename(Settings::PLAYER_TEMP_OUTFIT_FALLBACK) if !pbResolveBitmap(outfitFilename)
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hairFilename = getOverworldHairFilename($Trainer.hair)
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hatFilename = getOverworldHatFilename($Trainer.hat)
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hat2Filename = getOverworldHatFilename($Trainer.hat2)
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hair_color_shift = $Trainer.hair_color
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hat_color_shift = $Trainer.hat_color
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hat2_color_shift = $Trainer.hat2_color
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clothes_color_shift = $Trainer.clothes_color
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hair_color_shift = 0 if !hair_color_shift
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hat_color_shift = 0 if !hat_color_shift
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hat2_color_shift = 0 if !hat2_color_shift
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clothes_color_shift = 0 if !clothes_color_shift
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@hair.update(@character_name, hairFilename, hair_color_shift) if @hair
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@hat.update(@character_name, hatFilename, hat_color_shift) if @hat
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@hat2.update(@character_name, hat2Filename, hat2_color_shift) if @hat2
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if !pbResolveBitmap(outfitFilename)
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raise "No temp clothes graphics available"
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end
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outfitBitmap = AnimatedBitmap.new(outfitFilename, clothes_color_shift) if pbResolveBitmap(outfitFilename) #pbLoadOutfitBitmap(outfitFilename) if pbResolveBitmap(outfitFilename)
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outfitBitmap = AnimatedBitmap.new(outfitFilename, clothes_color_shift) if pbResolveBitmap(outfitFilename)
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baseBitmap.blt(0, 0, outfitBitmap.bitmap, outfitBitmap.bitmap.rect) if outfitBitmap
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@previous_action = @character_name
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return baseBitmap
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@@ -89,6 +100,7 @@ class Sprite_Player < Sprite_Character
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def dispose
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super
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@hat.dispose if @hat
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@hat2.dispose if @hat2
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@hair.dispose if @hair
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end
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