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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-07 13:15:01 +00:00
Caches expanded autotiles to reduce stutter caused by map connections
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@@ -2,28 +2,28 @@
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#
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#===============================================================================
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class TilemapRenderer
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attr_reader :tilesets
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attr_reader :autotiles
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attr_reader :tilesets
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attr_reader :autotiles
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attr_accessor :tone
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attr_accessor :color
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attr_reader :viewport
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attr_accessor :ox # Does nothing
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attr_accessor :oy # Does nothing
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attr_accessor :visible # Does nothing
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attr_reader :viewport
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attr_accessor :ox # Does nothing
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attr_accessor :oy # Does nothing
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attr_accessor :visible # Does nothing
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DISPLAY_TILE_WIDTH = Game_Map::TILE_WIDTH rescue 32
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DISPLAY_TILE_HEIGHT = Game_Map::TILE_HEIGHT rescue 32
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SOURCE_TILE_WIDTH = 32
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SOURCE_TILE_HEIGHT = 32
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ZOOM_X = DISPLAY_TILE_WIDTH / SOURCE_TILE_WIDTH
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ZOOM_Y = DISPLAY_TILE_HEIGHT / SOURCE_TILE_HEIGHT
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TILESET_TILES_PER_ROW = 8
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AUTOTILES_COUNT = 8 # Counting the blank tile as an autotile
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TILES_PER_AUTOTILE = 48
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TILESET_START_ID = AUTOTILES_COUNT * TILES_PER_AUTOTILE
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DISPLAY_TILE_WIDTH = Game_Map::TILE_WIDTH rescue 32
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DISPLAY_TILE_HEIGHT = Game_Map::TILE_HEIGHT rescue 32
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SOURCE_TILE_WIDTH = 32
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SOURCE_TILE_HEIGHT = 32
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ZOOM_X = DISPLAY_TILE_WIDTH / SOURCE_TILE_WIDTH
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ZOOM_Y = DISPLAY_TILE_HEIGHT / SOURCE_TILE_HEIGHT
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TILESET_TILES_PER_ROW = 8
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AUTOTILES_COUNT = 8 # Counting the blank tile as an autotile
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TILES_PER_AUTOTILE = 48
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TILESET_START_ID = AUTOTILES_COUNT * TILES_PER_AUTOTILE
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# If an autotile's filename ends with "[x]", its frame duration will be x/20
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# seconds instead.
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AUTOTILE_FRAME_DURATION = 5 # In 1/20ths of a second
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AUTOTILE_FRAME_DURATION = 5 # In 1/20ths of a second
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# Filenames of extra autotiles for each tileset. Each tileset's entry is an
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# array containing two other arrays (you can leave either of those empty, but
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@@ -38,10 +38,10 @@ class TilemapRenderer
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# Extra autotiles are only useful if the tiles are animated, because otherwise
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# you just have some tiles which belong in the tileset instead.
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EXTRA_AUTOTILES = {
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# Examples:
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# 1 => [["Sand shore"], ["Flowers2"]],
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# 2 => [[], ["Flowers2", "Waterfall", "Waterfall crest", "Waterfall bottom"]],
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# 6 => [["Water rock", "Sea deep"], []]
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# Examples:
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# 1 => [["Sand shore"], ["Flowers2"]],
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# 2 => [[], ["Flowers2", "Waterfall", "Waterfall crest", "Waterfall bottom"]],
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# 6 => [["Water rock", "Sea deep"], []]
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}
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#=============================================================================
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@@ -52,11 +52,11 @@ class TilemapRenderer
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attr_accessor :bitmaps
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def initialize
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@bitmaps = {}
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@bitmap_wraps = {} # Whether each tileset is a mega texture and has multiple columns
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@load_counts = {}
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@bridge = 0
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@changed = true
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@bitmaps = {}
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@bitmap_wraps = {} # Whether each tileset is a mega texture and has multiple columns
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@load_counts = {}
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@bridge = 0
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@changed = true
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end
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def [](filename)
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@@ -124,10 +124,10 @@ class TilemapRenderer
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def initialize
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super
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@frame_counts = {} # Number of frames in each autotile
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@frame_durations = {} # How long each frame lasts per autotile
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@current_frames = {} # Which frame each autotile is currently showing
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@timer_start = System.uptime
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@frame_counts = {} # Number of frames in each autotile
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@frame_durations = {} # How long each frame lasts per autotile
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@current_frames = {} # Which frame each autotile is currently showing
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@timer_start = System.uptime
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end
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def []=(filename, value)
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@@ -137,25 +137,49 @@ class TilemapRenderer
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set_current_frame(filename)
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end
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EXPANDED_AUTOTILES_FOLDER = "Graphics/Autotiles/ExpandedAutotiles/"
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def add(filename)
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return if nil_or_empty?(filename)
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if @bitmaps[filename]
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@load_counts[filename] += 1
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return
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end
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orig_bitmap = pbGetAutotile(filename)
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@bitmap_wraps[filename] = false
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duration = AUTOTILE_FRAME_DURATION
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if filename[/\[\s*(\d+?)\s*\]\s*$/]
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duration = $~[1].to_i
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# Try to load expanded autotile from cache first
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cached_path = File.join("Graphics", "Autotiles/ExpandedAutotiles", "#{filename}.png")
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if FileTest.exist?(cached_path)
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echoln "Loading cached expanded autotile for #{filename}"
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bitmap = RPG::Cache.load_bitmap(EXPANDED_AUTOTILES_FOLDER, filename)
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duration = AUTOTILE_FRAME_DURATION
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if filename[/\[\s*(\d+?)\s*\]\s*$/]
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duration = $~[1].to_i
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end
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@frame_durations[filename] = duration.to_f / 20
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else
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orig_bitmap = pbGetAutotile(filename)
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@bitmap_wraps[filename] = false
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duration = AUTOTILE_FRAME_DURATION
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if filename[/\[\s*(\d+?)\s*\]\s*$/]
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duration = $~[1].to_i
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end
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@frame_durations[filename] = duration.to_f / 20
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expanded_bitmap = AutotileExpander.expand(orig_bitmap)
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# Save expanded bitmap to cache for next time
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Dir.mkdir(EXPANDED_AUTOTILES_FOLDER) unless Dir.exist?(EXPANDED_AUTOTILES_FOLDER)
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expanded_bitmap.save_to_png(cached_path)
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bitmap = expanded_bitmap
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orig_bitmap.dispose if orig_bitmap != expanded_bitmap
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end
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@frame_durations[filename] = duration.to_f / 20
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bitmap = AutotileExpander.expand(orig_bitmap)
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self[filename] = bitmap
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if bitmap.height > SOURCE_TILE_HEIGHT && bitmap.height < TILES_PER_AUTOTILE * SOURCE_TILE_HEIGHT
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@bitmap_wraps[filename] = true
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end
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orig_bitmap.dispose if orig_bitmap != bitmap
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@load_counts[filename] = 1
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end
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@@ -243,57 +267,57 @@ class TilemapRenderer
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attr_accessor :need_refresh
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def set_bitmap(filename, tile_id, autotile, animated, priority, bitmap)
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self.bitmap = bitmap
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self.src_rect = Rect.new(0, 0, SOURCE_TILE_WIDTH, SOURCE_TILE_HEIGHT)
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self.zoom_x = ZOOM_X
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self.zoom_y = ZOOM_Y
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@filename = filename
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@tile_id = tile_id
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@is_autotile = autotile
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@animated = animated
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@priority = priority
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self.bitmap = bitmap
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self.src_rect = Rect.new(0, 0, SOURCE_TILE_WIDTH, SOURCE_TILE_HEIGHT)
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self.zoom_x = ZOOM_X
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self.zoom_y = ZOOM_Y
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@filename = filename
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@tile_id = tile_id
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@is_autotile = autotile
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@animated = animated
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@priority = priority
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@shows_reflection = false
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@bridge = false
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self.visible = !bitmap.nil?
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@need_refresh = true
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@bridge = false
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self.visible = !bitmap.nil?
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@need_refresh = true
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end
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end
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#-----------------------------------------------------------------------------
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def initialize(viewport)
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@tilesets = TilesetBitmaps.new
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@autotiles = AutotileBitmaps.new
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@tilesets = TilesetBitmaps.new
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@autotiles = AutotileBitmaps.new
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@tiles_horizontal_count = (Graphics.width.to_f / DISPLAY_TILE_WIDTH).ceil + 1
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@tiles_vertical_count = (Graphics.height.to_f / DISPLAY_TILE_HEIGHT).ceil + 1
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@tone = Tone.new(0, 0, 0, 0)
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@old_tone = Tone.new(0, 0, 0, 0)
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@color = Color.new(0, 0, 0, 0)
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@old_color = Color.new(0, 0, 0, 0)
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@self_viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
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@viewport = (viewport) ? viewport : @self_viewport
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@old_viewport_ox = 0
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@old_viewport_oy = 0
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@tiles_vertical_count = (Graphics.height.to_f / DISPLAY_TILE_HEIGHT).ceil + 1
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@tone = Tone.new(0, 0, 0, 0)
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@old_tone = Tone.new(0, 0, 0, 0)
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@color = Color.new(0, 0, 0, 0)
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@old_color = Color.new(0, 0, 0, 0)
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@self_viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
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@viewport = (viewport) ? viewport : @self_viewport
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@old_viewport_ox = 0
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@old_viewport_oy = 0
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# NOTE: The extra tiles horizontally/vertically hang off the left and top
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# edges of the screen, because the pixel_offset values are positive
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# and are added to the tile sprite coordinates.
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@tiles = []
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@tiles = []
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@tiles_horizontal_count.times do |i|
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@tiles[i] = []
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@tiles_vertical_count.times do |j|
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@tiles[i][j] = Array.new(3) { TileSprite.new(@viewport) }
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end
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end
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@current_map_id = 0
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@tile_offset_x = 0
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@tile_offset_y = 0
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@pixel_offset_x = 0
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@pixel_offset_y = 0
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@ox = 0
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@oy = 0
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@visible = true
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@need_refresh = true
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@disposed = false
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@current_map_id = 0
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@tile_offset_x = 0
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@tile_offset_y = 0
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@pixel_offset_x = 0
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@pixel_offset_y = 0
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@ox = 0
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@oy = 0
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@visible = true
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@need_refresh = true
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@disposed = false
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end
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def dispose
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@@ -361,7 +385,7 @@ class TilemapRenderer
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if tile_id < TILES_PER_AUTOTILE
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tile.set_bitmap("", tile_id, false, false, 0, nil)
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tile.shows_reflection = false
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tile.bridge = false
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tile.bridge = false
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else
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terrain_tag = map.terrain_tags[tile_id] || 0
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terrain_tag_data = GameData::TerrainTag.try_get(terrain_tag)
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@@ -378,11 +402,12 @@ class TilemapRenderer
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end
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if tile_id < true_tileset_start_id
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filename = ""
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if tile_id < TILESET_START_ID # Real autotiles
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if tile_id < TILESET_START_ID # Real autotiles
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filename = map.autotile_names[(tile_id / TILES_PER_AUTOTILE) - 1]
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elsif tile_id < single_autotile_start_id # Large extra autotiles
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elsif tile_id < single_autotile_start_id # Large extra autotiles
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filename = extra_autotile_arrays[0][(tile_id - TILESET_START_ID) / TILES_PER_AUTOTILE]
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else # Single extra autotiles
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else
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# Single extra autotiles
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filename = extra_autotile_arrays[1][tile_id - single_autotile_start_id]
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end
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tile.set_bitmap(filename, tile_id, true, @autotiles.animated?(filename),
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@@ -392,7 +417,7 @@ class TilemapRenderer
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tile.set_bitmap(filename, tile_id, false, false, priority, @tilesets[filename])
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end
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tile.shows_reflection = terrain_tag_data&.shows_reflections
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tile.bridge = terrain_tag_data&.bridge
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tile.bridge = terrain_tag_data&.bridge
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end
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refresh_tile_src_rect(tile, tile_id)
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end
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@@ -447,7 +472,7 @@ class TilemapRenderer
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@tile_offset_x -= offsets[0]
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@tile_offset_y -= offsets[1]
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else
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ret = true # Need a full refresh
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ret = true # Need a full refresh
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end
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else
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ret = true
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@@ -556,7 +581,7 @@ class TilemapRenderer
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@screen_moved_vertically = false
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if $PokemonGlobal.bridge != @bridge
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@bridge = $PokemonGlobal.bridge
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@screen_moved_vertically = true # To update bridge tiles' z values
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@screen_moved_vertically = true # To update bridge tiles' z values
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end
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do_full_refresh = true if check_if_screen_moved
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# Update all tile sprites
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@@ -609,7 +634,7 @@ class TilemapRenderer
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coord.each do |tile|
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tile.set_bitmap("", 0, false, false, 0, nil)
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tile.shows_reflection = false
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tile.bridge = false
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tile.bridge = false
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end
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end
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end
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