Rewrote fading of overworld weather, added fog weather

This commit is contained in:
Maruno17
2021-03-27 17:36:02 +00:00
parent ade9d5aea7
commit 8975d7a20c
9 changed files with 458 additions and 215 deletions

View File

@@ -15,6 +15,12 @@ class Bitmap
end
end
module Graphics
def self.delta_s
return self.delta.to_f / 1_000_000
end
end
def pbSetResizeFactor(factor)
if !$ResizeInitialized
Graphics.resize_screen(Settings::SCREEN_WIDTH, Settings::SCREEN_HEIGHT)

View File

@@ -25,7 +25,6 @@ class Game_Temp
attr_accessor :fadestate # for sprite hashes
attr_accessor :background_bitmap
attr_accessor :message_window_showing
attr_accessor :player_transferring
attr_accessor :transition_processing
attr_accessor :mart_prices
#-----------------------------------------------------------------------------
@@ -52,7 +51,6 @@ class Game_Temp
@fadestate = 0
@background_bitmap = nil
@message_window_showing = false
@player_transferring = false
@transition_processing = false
@mart_prices = {}
end

View File

@@ -16,6 +16,7 @@ class Game_Screen
attr_reader :pictures # pictures
attr_reader :weather_type # weather type
attr_reader :weather_max # max number of weather sprites
attr_accessor :weather_duration # ticks in which the weather should fade in
#-----------------------------------------------------------------------------
# * Object Initialization
#-----------------------------------------------------------------------------
@@ -39,8 +40,6 @@ class Game_Screen
end
@weather_type = 0
@weather_max = 0.0
@weather_type_target = 0
@weather_max_target = 0.0
@weather_duration = 0
end
#-----------------------------------------------------------------------------
@@ -82,18 +81,9 @@ class Game_Screen
# duration : time
#-----------------------------------------------------------------------------
def weather(type, power, duration)
@weather_type_target = type
@weather_type = @weather_type_target if @weather_type_target != 0
if @weather_type_target == 0
@weather_max_target = 0.0
else
@weather_max_target = (power + 1) * RPG::Weather::MAX_SPRITES / 10
end
@weather_duration = duration * Graphics.frame_rate / 20
if @weather_duration == 0
@weather_type = @weather_type_target
@weather_max = @weather_max_target
end
@weather_type = type
@weather_max = (power + 1) * RPG::Weather::MAX_SPRITES / 10
@weather_duration = duration # In 1/20ths of a seconds
end
#-----------------------------------------------------------------------------
# * Frame Update
@@ -133,14 +123,6 @@ class Game_Screen
@shake_direction = 1 if @shake<-@shake_power*2
@shake_duration -= 1 if @shake_duration>=1
end
if @weather_duration>=1
d = @weather_duration
@weather_max = (@weather_max*(d-1)+@weather_max_target)/d
@weather_duration -= 1
if @weather_duration==0
@weather_type = @weather_type_target
end
end
if $game_temp.in_battle
for i in 51..100
@pictures[i].update

View File

@@ -94,6 +94,8 @@ class PokemonMapFactory
return nil
end
# Detects whether the player has moved onto a connected map, and if so, causes
# their transfer to that map.
def setCurrentMap
return if $game_player.moving?
return if $game_map.valid?($game_player.x,$game_player.y)
@@ -110,6 +112,7 @@ class PokemonMapFactory
pbAutoplayOnTransition
$game_map.refresh
setMapChanged(oldmap)
$game_screen.weather_duration = 20
end
def setMapsInRange

View File

@@ -143,21 +143,12 @@ class Spriteset_Map
sprite.update
end
if self.map!=$game_map
if @weather.max>0
@weather.max -= 2
if @weather.max<=0
@weather.max = 0
@weather.type = 0
@weather.ox = 0
@weather.oy = 0
end
end
@weather.fade_in(PBFieldWeather::None, 0, 20)
else
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.fade_in($game_screen.weather_type, $game_screen.weather_max, $game_screen.weather_duration)
end
@weather.ox = tmox
@weather.oy = tmoy
end
@weather.update
@@viewport1.tone = $game_screen.tone
@@viewport3.color = $game_screen.flash_color

View File

@@ -8,8 +8,9 @@ begin
Sandstorm = 5
HeavyRain = 6
Sun = Sunny = 7
Fog = 8
def PBFieldWeather.maxValue; return 7; end
def PBFieldWeather.maxValue; return 8; end
end
rescue Exception

View File

@@ -142,7 +142,7 @@ GameData::Evolution.register({
:level_up_proc => proc { |pkmn, parameter|
if pkmn.level >= parameter && $game_screen
next [PBFieldWeather::Rain, PBFieldWeather::HeavyRain,
PBFieldWeather::Storm].include?($game_screen.weather_type)
PBFieldWeather::Storm, PBFieldWeather::Fog].include?($game_screen.weather_type)
end
}
})

View File

@@ -410,7 +410,7 @@ Events.onMapChanging += proc { |_sender, e|
new_map_metadata = GameData::MapMetadata.try_get(new_map_ID)
next if new_map_metadata && new_map_metadata.weather
end
$game_screen.weather(0, 0, 0)
$game_screen.weather(PBFieldWeather::None, 0, 0)
}
# Set up various data related to the new map
@@ -431,7 +431,7 @@ Events.onMapChange += proc { |_sender, e|
next if old_map_metadata && old_map_metadata.weather
end
new_weather = new_map_metadata.weather
$game_screen.weather(new_weather[0], 8, 20) if rand(100) < new_weather[1]
$game_screen.weather(new_weather[0], 9, 0) if rand(100) < new_weather[1]
}
Events.onMapSceneChange += proc { |_sender, e|

View File

@@ -8,20 +8,23 @@ module RPG
attr_reader :ox
attr_reader :oy
MAX_SPRITES = 60
FADE_OLD_TILES_START = 0
FADE_OLD_TILES_END = 1
FADE_OLD_TONE_START = 0
FADE_OLD_TONE_END = 2
FADE_OLD_PARTICLES_START = 1
FADE_OLD_PARTICLES_END = 3
FADE_NEW_PARTICLES_START = 2
FADE_NEW_PARTICLES_END = 4
FADE_NEW_TONE_START = 3 # Shouldn't be sooner than FADE_OLD_TONE_END + 1
FADE_NEW_TONE_END = 5
FADE_NEW_TILES_START = 4 # Shouldn't be sooner than FADE_OLD_TILES_END
FADE_NEW_TILES_END = 5
def initialize(viewport = nil)
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport.z = viewport.z + 1
@origViewport = viewport
@type = 0
@max = 0
@ox = 0
@oy = 0
@tiles_wide = 0
@tiles_tall = 0
@sun = 0
@sunValue = 0
@time_until_flash = 0
# [array of particle bitmaps, array of tile bitmaps,
# +x per second (particle), +y per second (particle), +opacity per second (particle),
# +x per second (tile), +y per second (tile)]
@@ -31,16 +34,32 @@ module RPG
@weatherTypes[PBFieldWeather::HeavyRain] = [[], nil, -4800, 4800, 0]
@weatherTypes[PBFieldWeather::Storm] = [[], nil, -4800, 4800, 0]
@weatherTypes[PBFieldWeather::Snow] = [[], nil, -240, 240, 0]
@weatherTypes[PBFieldWeather::Blizzard] = [[], [], -960, 64, 0, -1440, 720]
@weatherTypes[PBFieldWeather::Blizzard] = [[], [], -960, 256, 0, -1440, 720]
@weatherTypes[PBFieldWeather::Sandstorm] = [[], [], -1200, 640, 0, -720, 360]
@weatherTypes[PBFieldWeather::Sun] = nil
@weatherTypes[PBFieldWeather::Fog] = [[], [], 0, 0, 0, -32, 0]
@type = 0
@max = 0
@ox = 0
@oy = 0
@tiles_wide = 0
@tiles_tall = 0
@tile_x = 0.0
@tile_y = 0.0
@sun_magnitude = 0 # +/- maximum addition to sun tone
@sun_strength = 0 # Current addition to sun tone (0 to @sun_magnitude)
@time_until_flash = 0
@sprites = []
@sprite_lifetimes = []
@tiles = []
@new_sprites = []
@new_sprite_lifetimes = []
@fading = false
end
def dispose
@sprites.each { |sprite| sprite.dispose if sprite }
@new_sprites.each { |sprite| sprite.dispose if sprite }
@tiles.each { |sprite| sprite.dispose if sprite }
@viewport.dispose
@weatherTypes.each do |weather|
@@ -50,23 +69,45 @@ module RPG
end
end
def fade_in(new_type, new_max, duration = 1)
return if @fading
new_max = 0 if new_type == PBFieldWeather::None
return if @type == new_type && @max == new_max
if duration > 0
@target_type = new_type
@target_max = new_max
prepare_bitmaps(@target_type)
@old_max = @max
@new_max = 0 # Current number of new particles
@old_tone = Tone.new(@viewport.tone.red, @viewport.tone.green,
@viewport.tone.blue, @viewport.tone.gray)
@target_tone = get_weather_tone(@target_type, @target_max)
@fade_time = 0.0
@time_shift = 0
if @type == PBFieldWeather::None
@time_shift += 2 # No previous weather to fade out first
elsif !@weatherTypes[@type] || !@weatherTypes[@type][1] || @weatherTypes[@type][1].length == 0
@time_shift += 1 # No previous tiles to fade out first
end
@fading = true
@new_sprites.each { |sprite| sprite.dispose if sprite }
@new_sprites.clear
ensureSprites
@new_sprites.each_with_index { |sprite, i| set_sprite_bitmap(sprite, i, @target_type) }
else
self.type = new_type
self.max = new_max
end
end
def type=(type)
return if @type == type
@type = type
case @type
when PBFieldWeather::None
@sprites.each { |sprite| sprite.dispose if sprite }
@sprites.clear
@tiles.each { |sprite| sprite.dispose if sprite }
@tiles.clear
@tiles_wide = @tiles_tall = 0
return
when PBFieldWeather::Rain then prepareRainBitmap
when PBFieldWeather::HeavyRain, PBFieldWeather::Storm then prepareStormBitmap
when PBFieldWeather::Snow then prepareSnowBitmaps
when PBFieldWeather::Blizzard then prepareBlizzardBitmaps
when PBFieldWeather::Sandstorm then prepareSandstormBitmaps
if @fading
@max = @target_max
@fading = false
end
@type = type
prepare_bitmaps(@type)
if @weatherTypes[@type] && @weatherTypes[@type][1] && @weatherTypes[@type][1].length > 0
w = @weatherTypes[@type][1][0].width
h = @weatherTypes[@type][1][0].height
@@ -76,51 +117,17 @@ module RPG
@tiles_wide = @tiles_tall = 0
end
ensureSprites
@sprites.each_with_index { |sprite, i| set_sprite_bitmap(sprite, i) }
@tiles.each_with_index { |sprite, i| set_tile_bitmap(sprite, i) }
end
def set_sprite_bitmap(sprite, index)
return if !sprite
weatherBitmaps = (@weatherTypes[@type]) ? @weatherTypes[@type][0] : nil
if !weatherBitmaps
sprite.bitmap = nil
return
end
case @type
when PBFieldWeather::Rain, PBFieldWeather::HeavyRain, PBFieldWeather::Storm
last_index = weatherBitmaps.length - 1 # Last sprite is splash
if index % 2 == 0
sprite.bitmap = weatherBitmaps[index % last_index]
else
sprite.bitmap = weatherBitmaps[last_index]
end
else
sprite.bitmap = weatherBitmaps[index % weatherBitmaps.length]
end
end
def set_tile_bitmap(sprite, index)
return if !sprite
weatherBitmaps = (@weatherTypes[@type]) ? @weatherTypes[@type][1] : nil
if !weatherBitmaps || weatherBitmaps.length == 0
sprite.bitmap = nil
return
end
sprite.bitmap = weatherBitmaps[index % weatherBitmaps.length]
reset_tile_position(sprite, index)
@sprites.each_with_index { |sprite, i| set_sprite_bitmap(sprite, i, @type) }
ensureTiles
@tiles.each_with_index { |sprite, i| set_tile_bitmap(sprite, i, @type) }
end
def max=(value)
return if @max == value
@max = value.clamp(0, MAX_SPRITES)
if @max == 0
@sprites.each { |sprite| sprite.dispose if sprite }
@sprites.clear
@tiles.each { |sprite| sprite.dispose if sprite }
@tiles.clear
else
@sprites.each_with_index { |sprite, i| sprite.visible = (i <= @max) if sprite }
ensureSprites
for i in 0...MAX_SPRITES
@sprites[i].visible = (i < @max) if @sprites[i]
end
end
@@ -128,6 +135,7 @@ module RPG
return if value == @ox
@ox = value
@sprites.each { |sprite| sprite.ox = @ox if sprite }
@new_sprites.each { |sprite| sprite.ox = @ox if sprite }
@tiles.each { |sprite| sprite.ox = @ox if sprite }
end
@@ -135,10 +143,42 @@ module RPG
return if value == @oy
@oy = value
@sprites.each { |sprite| sprite.oy = @oy if sprite }
@new_sprites.each { |sprite| sprite.oy = @oy if sprite }
@tiles.each { |sprite| sprite.oy = @oy if sprite }
end
def prepareRainBitmap
def get_weather_tone(weather_type, maximum)
case weather_type
when PBFieldWeather::Rain
return Tone.new(-maximum * 3 / 4, -maximum * 3 / 4, -maximum * 3 / 4, 10)
when PBFieldWeather::HeavyRain
return Tone.new(-maximum * 6 / 4, -maximum * 6 / 4, -maximum * 6 / 4, 20)
when PBFieldWeather::Storm
return Tone.new(-maximum * 6 / 4, -maximum * 6 / 4, -maximum * 6 / 4, 20)
when PBFieldWeather::Snow
return Tone.new( maximum / 2, maximum / 2, maximum / 2, 0)
when PBFieldWeather::Blizzard
return Tone.new( maximum * 3 / 4, maximum * 3 / 4, maximum * 3 / 4, 0)
when PBFieldWeather::Sandstorm
return Tone.new( maximum / 2, 0, -maximum / 2, 0)
when PBFieldWeather::Sun
return Tone.new(64, 64, 32, 0)
end
return Tone.new(0, 0, 0, 0)
end
def prepare_bitmaps(new_type)
case new_type
when PBFieldWeather::Rain then prepareRainBitmaps
when PBFieldWeather::HeavyRain, PBFieldWeather::Storm then prepareStormBitmaps
when PBFieldWeather::Snow then prepareSnowBitmaps
when PBFieldWeather::Blizzard then prepareBlizzardBitmaps
when PBFieldWeather::Sandstorm then prepareSandstormBitmaps
when PBFieldWeather::Fog then prepareFogBitmaps
end
end
def prepareRainBitmaps
rain1 = RPG::Cache.load_bitmap("Graphics/Weather/", "rain_1")
rain2 = RPG::Cache.load_bitmap("Graphics/Weather/", "rain_2")
rain3 = RPG::Cache.load_bitmap("Graphics/Weather/", "rain_3")
@@ -146,7 +186,7 @@ module RPG
@weatherTypes[PBFieldWeather::Rain][0] = [rain1, rain2, rain3, rain4]
end
def prepareStormBitmap
def prepareStormBitmaps
storm1 = RPG::Cache.load_bitmap("Graphics/Weather/", "storm_1")
storm2 = RPG::Cache.load_bitmap("Graphics/Weather/", "storm_2")
storm3 = RPG::Cache.load_bitmap("Graphics/Weather/", "storm_3")
@@ -182,8 +222,14 @@ module RPG
@weatherTypes[PBFieldWeather::Sandstorm][1] = [sandstorm_tile]
end
def prepareFogBitmaps
fog_tile = RPG::Cache.load_bitmap("Graphics/Weather/", "fog_tile")
@weatherTypes[PBFieldWeather::Fog][1] = [fog_tile]
end
def ensureSprites
if @sprites.length < MAX_SPRITES
if @sprites.length < MAX_SPRITES && @weatherTypes[@type] &&
@weatherTypes[@type][0] && @weatherTypes[@type][0].length > 0
for i in 0...MAX_SPRITES
if !@sprites[i]
sprite = Sprite.new(@origViewport)
@@ -193,11 +239,29 @@ module RPG
sprite.opacity = 0
@sprites[i] = sprite
end
@sprites[i].visible = (i <= @max)
@sprites[i].visible = (i < @max)
@sprite_lifetimes[i] = 0
end
end
if @tiles.length < @tiles_wide * @tiles_tall
if @fading && @new_sprites.length < MAX_SPRITES && @weatherTypes[@target_type] &&
@weatherTypes[@target_type][0] && @weatherTypes[@target_type][0].length > 0
for i in 0...MAX_SPRITES
if !@new_sprites[i]
sprite = Sprite.new(@origViewport)
sprite.z = 1000
sprite.ox = @ox
sprite.oy = @oy
sprite.opacity = 0
@new_sprites[i] = sprite
end
@new_sprites[i].visible = (i < @new_max)
@new_sprite_lifetimes[i] = 0
end
end
end
def ensureTiles
return if @tiles.length >= @tiles_wide * @tiles_tall
for i in 0...(@tiles_wide * @tiles_tall)
if !@tiles[i]
sprite = Sprite.new(@origViewport)
@@ -210,121 +274,319 @@ module RPG
@tiles[i].visible = true
end
end
def set_sprite_bitmap(sprite, index, weather_type)
return if !sprite
weatherBitmaps = (@weatherTypes[weather_type]) ? @weatherTypes[weather_type][0] : nil
if !weatherBitmaps || weatherBitmaps.length == 0
sprite.bitmap = nil
return
end
case weather_type
when PBFieldWeather::Rain, PBFieldWeather::HeavyRain, PBFieldWeather::Storm
last_index = weatherBitmaps.length - 1 # Last sprite is splash
if (index % 2) == 0
sprite.bitmap = weatherBitmaps[index % last_index]
else
sprite.bitmap = weatherBitmaps[last_index]
end
else
sprite.bitmap = weatherBitmaps[index % weatherBitmaps.length]
end
end
def reset_sprite_position(sprite, index)
if [PBFieldWeather::Rain, PBFieldWeather::HeavyRain, PBFieldWeather::Storm].include?(@type) && index % 2 != 0 # Splash
def set_tile_bitmap(sprite, index, weather_type)
return if !sprite || !weather_type
weatherBitmaps = (@weatherTypes[weather_type]) ? @weatherTypes[weather_type][1] : nil
if weatherBitmaps && weatherBitmaps.length > 0
sprite.bitmap = weatherBitmaps[index % weatherBitmaps.length]
else
sprite.bitmap = nil
end
end
def reset_sprite_position(sprite, index, is_new_sprite = false)
weather_type = (is_new_sprite) ? @target_type : @type
lifetimes = (is_new_sprite) ? @new_sprite_lifetimes : @sprite_lifetimes
if index < (is_new_sprite ? @new_max : @max)
sprite.visible = true
else
sprite.visible = false
lifetimes[index] = 0
return
end
if [PBFieldWeather::Rain, PBFieldWeather::HeavyRain,
PBFieldWeather::Storm].include?(weather_type) && (index % 2) != 0 # Splash
sprite.x = @ox - sprite.bitmap.width + rand(Graphics.width + sprite.bitmap.width * 2)
sprite.y = @oy - sprite.bitmap.height + rand(Graphics.height + sprite.bitmap.height * 2)
@sprite_lifetimes[index] = (30 + rand(20)) * 10_000 # 0.3-0.5 seconds
lifetimes[index] = (30 + rand(20)) * 0.01 # 0.3-0.5 seconds
else
gradient = @weatherTypes[@type][2].to_f / @weatherTypes[@type][3]
sprite.x = @ox - sprite.bitmap.width + rand(Graphics.width + sprite.bitmap.width * 2 - gradient * Graphics.height)
gradient = @weatherTypes[weather_type][2].to_f / @weatherTypes[weather_type][3]
if gradient.abs >= 1
# Position sprite to the right of the screen
sprite.x = @ox + Graphics.width + rand(Graphics.width)
sprite.y = @oy + Graphics.height - rand(Graphics.height + sprite.bitmap.height - Graphics.width / gradient)
distance_to_cover = sprite.x - @ox - Graphics.width / 2 + sprite.bitmap.width + rand(Graphics.width * 8 / 5)
lifetimes[index] = (distance_to_cover.to_f / @weatherTypes[weather_type][2]).abs
else
# Position sprite to the top of the screen
sprite.x = @ox - sprite.bitmap.width + rand(Graphics.width + sprite.bitmap.width - gradient * Graphics.height)
sprite.y = @oy - sprite.bitmap.height - rand(Graphics.height)
@sprite_lifetimes[index] = 1_000_000 * (@oy - sprite.y + rand(Graphics.height * 8 / 5)) / @weatherTypes[@type][3]
distance_to_cover = @oy - sprite.y + Graphics.height / 2 + rand(Graphics.height * 8 / 5)
lifetimes[index] = (distance_to_cover.to_f / @weatherTypes[weather_type][3]).abs
end
end
sprite.opacity = 255
end
def update_sprite_position(sprite, index)
return if !sprite
delta_t = Graphics.delta
if @sprite_lifetimes[index] > 0
@sprite_lifetimes[index] -= delta_t
if @sprite_lifetimes[index] <= 0
reset_sprite_position(sprite, index)
def update_sprite_position(sprite, index, is_new_sprite = false)
return if !sprite || !sprite.bitmap || !sprite.visible
delta_t = Graphics.delta_s
lifetimes = (is_new_sprite) ? @new_sprite_lifetimes : @sprite_lifetimes
if lifetimes[index] >= 0
lifetimes[index] -= delta_t
if lifetimes[index] <= 0
reset_sprite_position(sprite, index, is_new_sprite)
return
end
end
if [PBFieldWeather::Rain, PBFieldWeather::HeavyRain, PBFieldWeather::Storm].include?(@type) && index % 2 != 0 # Splash
sprite.visible = (@sprite_lifetimes[index] < 200_000) # 0.2 seconds
# Determine which weather type this sprite is representing
weather_type = (is_new_sprite) ? @target_type : @type
# Update visibility/position/opacity of sprite
if [PBFieldWeather::Rain, PBFieldWeather::HeavyRain,
PBFieldWeather::Storm].include?(weather_type) && (index % 2) != 0 # Splash
sprite.opacity = (lifetimes[index] < 0.2) ? 255 : 0 # 0.2 seconds
else
sprite.x += @weatherTypes[@type][2] * delta_t / 1_000_000
sprite.y += @weatherTypes[@type][3] * delta_t / 1_000_000
if @type == PBFieldWeather::Snow || @type == PBFieldWeather::Blizzard
sprite.x -= (4 * (sprite.y - @oy)) / Graphics.height
sprite.x -= [2, 1, 0, -1][rand(4)]
sprite.y += index % 6
end
sprite.opacity += @weatherTypes[@type][4] * delta_t / 1_000_000
dist_x = @weatherTypes[weather_type][2] * delta_t
dist_y = @weatherTypes[weather_type][3] * delta_t
sprite.x += dist_x
sprite.y += dist_y
if weather_type == PBFieldWeather::Snow
sprite.x += dist_x * (sprite.y - @oy) / (Graphics.height * 3) # Faster when further down screen
sprite.x += [2, 1, 0, -1][rand(4)] * dist_x / 8 # Random movement
sprite.y += [2, 1, 1, 0, 0, -1][index % 6] * dist_y / 10 # Variety
end
sprite.opacity += @weatherTypes[weather_type][4] * delta_t
x = sprite.x - @ox
y = sprite.y - @oy
# Check if sprite is off-screen; if so, reset it
if sprite.opacity < 64 || x < -sprite.bitmap.width || y > Graphics.height
reset_sprite_position(sprite, index)
reset_sprite_position(sprite, index, is_new_sprite)
end
end
end
def reset_tile_position(sprite, index)
sprite.x = @ox + (index % @tiles_wide) * sprite.bitmap.width
sprite.y = @oy + (index / @tiles_wide) * sprite.bitmap.height
def recalculate_tile_positions
delta_t = Graphics.delta_s
weather_type = @type
if @fading && @fade_time >= [FADE_OLD_TONE_END - @time_shift, 0].max
weather_type = @target_type
end
@tile_x += @weatherTypes[weather_type][5] * delta_t
@tile_y += @weatherTypes[weather_type][6] * delta_t
if @tile_x < -@tiles_wide * @weatherTypes[weather_type][1][0].width
@tile_x += @tiles_wide * @weatherTypes[weather_type][1][0].width
end
if @tile_y > @tiles_tall * @weatherTypes[weather_type][1][0].height
@tile_y -= @tiles_tall * @weatherTypes[weather_type][1][0].height
end
end
def update_tile_position(sprite, index)
return if !sprite || !sprite.bitmap
delta_t = Graphics.delta
if @tiles_wide > 0 && @tiles_tall > 0
sprite.x += @weatherTypes[@type][5] * delta_t / 1_000_000
sprite.y += @weatherTypes[@type][6] * delta_t / 1_000_000
sprite.x += @tiles_wide * sprite.bitmap.width if sprite.x - @ox + sprite.bitmap.width < 0
return if !sprite || !sprite.bitmap || !sprite.visible
weather_type = @type
if @fading && @fade_time >= [FADE_OLD_TONE_END - @time_shift, 0].max
weather_type = @target_type
end
sprite.x = @ox + @tile_x + (index % @tiles_wide) * sprite.bitmap.width
sprite.y = @oy + @tile_y + (index / @tiles_wide) * sprite.bitmap.height
sprite.x += @tiles_wide * sprite.bitmap.width if sprite.x - @ox < -sprite.bitmap.width
sprite.y -= @tiles_tall * sprite.bitmap.height if sprite.y - @oy > Graphics.height
sprite.visible = true
sprite.opacity = 255
if @fading && @type != @target_type
if @fade_time >= FADE_OLD_TILES_START && @fade_time < FADE_OLD_TILES_END
if @time_shift == 0 # There were old tiles to fade out
fraction = (@fade_time - [FADE_OLD_TILES_START - @time_shift, 0].max) / (FADE_OLD_TILES_END - FADE_OLD_TILES_START)
sprite.opacity = 255 * (1 - fraction)
end
elsif @fade_time >= [FADE_NEW_TILES_START - @time_shift, 0].max &&
@fade_time < [FADE_NEW_TILES_END - @time_shift, 0].max
fraction = (@fade_time - [FADE_NEW_TILES_START - @time_shift, 0].max) / (FADE_NEW_TILES_END - FADE_NEW_TILES_START)
sprite.opacity = 255 * fraction
else
sprite.visible = false
sprite.opacity = 0
end
else
sprite.opacity = (@max > 0) ? 255 : 0
end
end
# Set tone of viewport (general screen brightening/darkening)
def update_screen_tone
# @max is (power+1)*MAX_SPRITES/10, where power is between 1 and 9
case @type
when PBFieldWeather::None
@viewport.tone.set(0, 0, 0, 0)
when PBFieldWeather::Rain
@viewport.tone.set(-@max * 3 / 4, -@max * 3 / 4, -@max * 3 / 4, 10)
when PBFieldWeather::HeavyRain
@viewport.tone.set(-@max * 6 / 4, -@max * 6 / 4, -@max * 6 / 4, 20)
when PBFieldWeather::Storm
@viewport.tone.set(-@max * 6 / 4, -@max * 6 / 4, -@max * 6 / 4, 20)
when PBFieldWeather::Snow
@viewport.tone.set( @max / 2, @max / 2, @max / 2, 0)
when PBFieldWeather::Blizzard
@viewport.tone.set( @max * 3 / 4, @max * 3 / 4, max * 3 / 4, 0)
when PBFieldWeather::Sandstorm
@viewport.tone.set( @max / 2, 0, -@max / 2, 0)
when PBFieldWeather::Sun
@sun = @max if @sun != @max && @sun != -@max
@sun *= -1 if (@sun > 0 && @sunValue > @max) || (@sun < 0 && @sunValue < 0)
@sunValue += @sun.to_f * Graphics.delta / 400_000 # 0.4 seconds
@viewport.tone.set(@sunValue + 63, @sunValue + 63, @sunValue / 2 + 31, 0)
weather_type = @type
weather_max = @max
fraction = 1
tone_red = 0
tone_green = 0
tone_blue = 0
tone_gray = 0
# Get base tone
if @fading
if @type == @target_type # Just changing max
if @fade_time >= [FADE_NEW_TONE_START - @time_shift, 0].max &&
@fade_time < [FADE_NEW_TONE_END - @time_shift, 0].max
weather_max = @target_max
fract = (@fade_time - [FADE_NEW_TONE_START - @time_shift, 0].max) / (FADE_NEW_TONE_END - FADE_NEW_TONE_START)
tone_red = @target_tone.red + (1 - fract) * (@old_tone.red - @target_tone.red)
tone_green = @target_tone.green + (1 - fract) * (@old_tone.green - @target_tone.green)
tone_blue = @target_tone.blue + (1 - fract) * (@old_tone.blue - @target_tone.blue)
tone_gray = @target_tone.gray + (1 - fract) * (@old_tone.gray - @target_tone.gray)
else
tone_red = @viewport.tone.red
tone_green = @viewport.tone.green
tone_blue = @viewport.tone.blue
tone_gray = @viewport.tone.gray
end
elsif @time_shift < 2 && @fade_time >= FADE_OLD_TONE_START && @fade_time < FADE_OLD_TONE_END
weather_max = @old_max
fraction = ((@fade_time - FADE_OLD_TONE_START) / (FADE_OLD_TONE_END - FADE_OLD_TONE_START)).clamp(0, 1)
fraction = 1 - fraction
tone_red = @old_tone.red
tone_green = @old_tone.green
tone_blue = @old_tone.blue
tone_gray = @old_tone.gray
elsif @fade_time >= [FADE_NEW_TONE_START - @time_shift, 0].max
weather_type = @target_type
weather_max = @target_max
fraction = ((@fade_time - [FADE_NEW_TONE_START - @time_shift, 0].max) / (FADE_NEW_TONE_END - FADE_NEW_TONE_START)).clamp(0, 1)
tone_red = @target_tone.red
tone_green = @target_tone.green
tone_blue = @target_tone.blue
tone_gray = @target_tone.gray
end
else
base_tone = get_weather_tone(weather_type, weather_max)
tone_red = base_tone.red
tone_green = base_tone.green
tone_blue = base_tone.blue
tone_gray = base_tone.gray
end
# Modify base tone
if weather_type == PBFieldWeather::Sun
@sun_magnitude = weather_max if @sun_magnitude != weather_max && @sun_magnitude != -weather_max
@sun_magnitude *= -1 if (@sun_magnitude > 0 && @sun_strength > @sun_magnitude) ||
(@sun_magnitude < 0 && @sun_strength < 0)
@sun_strength += @sun_magnitude.to_f * Graphics.delta_s * 0.4 # 0.4 seconds
tone_red += @sun_strength
tone_green += @sun_strength
tone_blue += @sun_strength / 2
end
# Apply screen tone
@viewport.tone.set(tone_red * fraction, tone_green * fraction,
tone_blue * fraction, tone_gray * fraction)
end
def update_fading
return if !@fading
old_fade_time = @fade_time
@fade_time += Graphics.delta_s
# Change tile bitmaps
if @type != @target_type
tile_change_threshold = [FADE_OLD_TONE_END - @time_shift, 0].max
if old_fade_time <= tile_change_threshold && @fade_time > tile_change_threshold
@tile_x = @tile_y = 0.0
if @weatherTypes[@target_type] && @weatherTypes[@target_type][1] && @weatherTypes[@target_type][1].length > 0
w = @weatherTypes[@target_type][1][0].width
h = @weatherTypes[@target_type][1][0].height
@tiles_wide = (Graphics.width.to_f / w).ceil + 1
@tiles_tall = (Graphics.height.to_f / h).ceil + 1
ensureTiles
@tiles.each_with_index { |sprite, i| set_tile_bitmap(sprite, i, @target_type) }
else
@tiles_wide = @tiles_tall = 0
end
end
end
# Reduce the number of old weather particles
if @max > 0 && @fade_time >= [FADE_OLD_PARTICLES_START - @time_shift, 0].max
fraction = (@fade_time - [FADE_OLD_PARTICLES_START - @time_shift, 0].max) / (FADE_OLD_PARTICLES_END - FADE_OLD_PARTICLES_START)
@max = @old_max * (1 - fraction)
# NOTE: Sprite visibilities aren't updated here; a sprite is allowed to
# die off naturally in def reset_sprite_position.
end
# Increase the number of new weather particles
if @new_max < @target_max && @fade_time >= [FADE_NEW_PARTICLES_START - @time_shift, 0].max
fraction = (@fade_time - [FADE_NEW_PARTICLES_START - @time_shift, 0].max) / (FADE_NEW_PARTICLES_END - FADE_NEW_PARTICLES_START)
@new_max = (@target_max * fraction).floor
@new_sprites.each_with_index { |sprite, i| sprite.visible = (i < @new_max) if sprite }
end
# End fading
if @fade_time >= ((@target_type == PBFieldWeather::None) ? FADE_OLD_PARTICLES_END : FADE_NEW_TILES_END) - @time_shift
if !@sprites.any? { |sprite| sprite.visible }
@type = @target_type
@max = @target_max
@target_type = nil
@target_max = nil
@old_max = nil
@new_max = nil
@old_tone = nil
@target_tone = nil
@fade_time = 0.0
@time_shift = 0
@sprites.each { |sprite| sprite.dispose if sprite }
@sprites = @new_sprites
@new_sprites = []
@sprite_lifetimes = @new_sprite_lifetimes
@new_sprite_lifetimes = []
@fading = false
end
end
end
def update
# @max is (power+1)*MAX_SPRITES/10, where power is between 1 and 9
update_fading
update_screen_tone
# Storm flashes
if @type == PBFieldWeather::Storm
if @type == PBFieldWeather::Storm && !@fading
if @time_until_flash > 0
@time_until_flash -= Graphics.delta
@time_until_flash -= Graphics.delta_s
if @time_until_flash <= 0
@viewport.flash(Color.new(255, 255, 255, 230), (2 + rand(3)) * 20)
end
end
if @time_until_flash <= 0
@time_until_flash = (1 + rand(12)) * 500_000 # 0.5-6 seconds
@time_until_flash = (1 + rand(12)) * 0.5 # 0.5-6 seconds
end
end
@viewport.update
# Update weather particles (raindrops, snowflakes, etc.)
if @weatherTypes[@type]
if @weatherTypes[@type] && @weatherTypes[@type][0] && @weatherTypes[@type][0].length > 0
ensureSprites
for i in 0...@max
update_sprite_position(@sprites[i], i)
for i in 0...MAX_SPRITES
update_sprite_position(@sprites[i], i, false)
end
elsif @sprites.length > 0
@sprites.each { |sprite| sprite.dispose if sprite }
@sprites.clear
end
# Update new weather particles (while fading in only)
if @fading && @weatherTypes[@target_type] && @weatherTypes[@target_type][0] && @weatherTypes[@target_type][0].length > 0
ensureSprites
for i in 0...MAX_SPRITES
update_sprite_position(@new_sprites[i], i, true)
end
elsif @new_sprites.length > 0
@new_sprites.each { |sprite| sprite.dispose if sprite }
@new_sprites.clear
end
# Update weather tiles (sandstorm/blizzard tiled overlay)
if @tiles_wide > 0 && @tiles_tall > 0
ensureTiles
recalculate_tile_positions
@tiles.each_with_index { |sprite, i| update_tile_position(sprite, i) }
elsif @tiles.length > 0
@tiles.each { |sprite| sprite.dispose if sprite }
@tiles.clear
end
end
end