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Anim Editor: Fixes
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@@ -4,9 +4,11 @@
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# -199 = side bases
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# -198 = battler shadows.
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# 0 +/-50 = background focus, foe side background.
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# 500, 400, 300... = foe trainers.
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# 900, 800, 700... +/-50 = foe battlers.
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# 1000 +/-50 = foe side foreground, player side background.
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# 1100, 1200, 1300... +/-50 = player battlers.
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# 1500, 1600, 1700... = player trainers.
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# 2000 +/-50 = player side foreground, foreground focus.
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# 9999+ = UI
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#===============================================================================
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@@ -201,26 +203,34 @@ class AnimationEditor::Canvas < Sprite
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# their x/y/z values so the animation player knows where they start
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idx = user_index
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particle_idx = @anim[:particles].index { |particle| particle[:name] == "User" }
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@sprites["pokemon_#{idx}"] = @battler_sprites[idx]
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@battler_sprites[idx].x = @user_coords[0]
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@battler_sprites[idx].y = @user_coords[1]
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offset_xy = AnimationPlayer::Helper.get_xy_offset(@anim[:particles][particle_idx], @battler_sprites[idx])
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@battler_sprites[idx].x += offset_xy[0]
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@battler_sprites[idx].y += offset_xy[1]
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focus_z = AnimationPlayer::Helper.get_z_focus(@anim[:particles][particle_idx], idx, idx)
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AnimationPlayer::Helper.apply_z_focus_to_sprite(@battler_sprites[idx], 0, focus_z)
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@battler_sprites[idx].z = 0
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particle_idx = @anim[:particles].index { |particle| particle[:name] == "Target" }
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target_indices.each do |idx|
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if particle_idx
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@sprites["pokemon_#{idx}"] = @battler_sprites[idx]
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@battler_sprites[idx].x = @target_coords[idx][0]
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@battler_sprites[idx].y = @target_coords[idx][1]
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@battler_sprites[idx].x = @user_coords[0]
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@battler_sprites[idx].y = @user_coords[1]
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offset_xy = AnimationPlayer::Helper.get_xy_offset(@anim[:particles][particle_idx], @battler_sprites[idx])
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focus_z = AnimationPlayer::Helper.get_z_focus(@anim[:particles][particle_idx], idx, idx)
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@battler_sprites[idx].x += offset_xy[0]
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@battler_sprites[idx].y += offset_xy[1]
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focus_z = AnimationPlayer::Helper.get_z_focus(@anim[:particles][particle_idx], idx, idx)
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AnimationPlayer::Helper.apply_z_focus_to_sprite(@battler_sprites[idx], 0, focus_z)
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end
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particle_idx = @anim[:particles].index { |particle| particle[:name] == "Target" }
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if particle_idx
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target_indices.each do |idx|
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@sprites["pokemon_#{idx}"] = @battler_sprites[idx]
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@battler_sprites[idx].x = @target_coords[idx][0]
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@battler_sprites[idx].y = @target_coords[idx][1]
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if particle_idx
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offset_xy = AnimationPlayer::Helper.get_xy_offset(@anim[:particles][particle_idx], @battler_sprites[idx])
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focus_z = AnimationPlayer::Helper.get_z_focus(@anim[:particles][particle_idx], idx, idx)
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else
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offset_xy = [0, @battler_sprites[idx].bitmap.height / 2]
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focus_z = 1000 + ((100 * ((idx / 2) + 1)) * (idx.even? ? 1 : -1))
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end
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@battler_sprites[idx].x += offset_xy[0]
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@battler_sprites[idx].y += offset_xy[1]
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AnimationPlayer::Helper.apply_z_focus_to_sprite(@battler_sprites[idx], 0, focus_z)
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end
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end
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# TODO: Also add background/bases and so on.
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hide_all_sprites
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@sel_frame_sprite.visible = false
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@@ -57,7 +57,7 @@ class AnimationEditor::PlayControls < UIControls::ControlsContainer
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@controls.push([:unloop, unloop_button])
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# Slowdown label
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duration_label = UIControls::Label.new(200, ROW_HEIGHT, self.viewport, _INTL("Slowdown factor"))
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duration_label.x = SLOWDOWN_BUTTON_X + (SLOWDOWN_FACTORS.length * (SLOWDOWN_BUTTON_WIDTH - SLOWDOWN_BUTTON_SPACING) / 2)
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duration_label.x = SLOWDOWN_BUTTON_X + (SLOWDOWN_FACTORS.length * (SLOWDOWN_BUTTON_WIDTH + SLOWDOWN_BUTTON_SPACING) / 2)
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duration_label.x -= (duration_label.text_width / 2) + 5
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duration_label.y = SLOWDOWN_LABEL_Y
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@controls.push([:slowdown_label, duration_label])
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@@ -65,7 +65,7 @@ class AnimationEditor::PlayControls < UIControls::ControlsContainer
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SLOWDOWN_FACTORS.each_with_index do |value, i|
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button = UIControls::Button.new(SLOWDOWN_BUTTON_WIDTH, ROW_HEIGHT, self.viewport, value.to_s)
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button.set_fixed_size
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button.x = SLOWDOWN_BUTTON_X + ((SLOWDOWN_BUTTON_WIDTH - SLOWDOWN_BUTTON_SPACING) * i)
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button.x = SLOWDOWN_BUTTON_X + ((SLOWDOWN_BUTTON_WIDTH + SLOWDOWN_BUTTON_SPACING) * i)
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button.y = SLOWDOWN_BUTTON_Y
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button.set_interactive_rects
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button.set_highlighted if value == @slowdown
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