Anim Editor: Fixes

This commit is contained in:
Maruno17
2024-04-13 22:38:23 +01:00
parent 184ce47b93
commit a548a1ae9d
7 changed files with 574 additions and 35 deletions

View File

@@ -19,6 +19,7 @@ module GameData
# :user_and_target, plus there's :foreground in PARTICLE_DEFAULT_VALUES
# below.
# TODO: Add :user_ground, :target_ground?
# TODO: Add :opposing_side_foreground and :opposing_side_background?
FOCUS_TYPES = {
"Foreground" => :foreground,
"Midground" => :midground,

View File

@@ -429,13 +429,21 @@ class AnimationEditor
# Set up fake battlers for the animation player
user_battler = nil
if !@anim[:no_user]
user_battler = AnimationPlayer::FakeBattler.new(@settings[:user_index], @settings[:user_sprite_name])
idx_user = @settings[:user_index]
if @settings[:user_opposes] || [:opp_move, :opp_common].include?(@anim[:type])
idx_user += 1
end
user_battler = AnimationPlayer::FakeBattler.new(idx_user, @settings[:user_sprite_name])
end
target_battlers = nil
if !@anim[:no_target]
target_battlers = []
@settings[:target_indices].each do |idx|
target_battlers.push(AnimationPlayer::FakeBattler.new(idx, @settings[:target_sprite_name]))
idx_target = idx
if @settings[:user_opposes] || [:opp_move, :opp_common].include?(@anim[:type])
idx_target += (idx_target.even?) ? 1 : -1
end
target_battlers.push(AnimationPlayer::FakeBattler.new(idx_target, @settings[:target_sprite_name]))
end
end
# Create animation player

View File

@@ -4,9 +4,11 @@
# -199 = side bases
# -198 = battler shadows.
# 0 +/-50 = background focus, foe side background.
# 500, 400, 300... = foe trainers.
# 900, 800, 700... +/-50 = foe battlers.
# 1000 +/-50 = foe side foreground, player side background.
# 1100, 1200, 1300... +/-50 = player battlers.
# 1500, 1600, 1700... = player trainers.
# 2000 +/-50 = player side foreground, foreground focus.
# 9999+ = UI
#===============================================================================
@@ -201,26 +203,34 @@ class AnimationEditor::Canvas < Sprite
# their x/y/z values so the animation player knows where they start
idx = user_index
particle_idx = @anim[:particles].index { |particle| particle[:name] == "User" }
if particle_idx
@sprites["pokemon_#{idx}"] = @battler_sprites[idx]
@battler_sprites[idx].x = @user_coords[0]
@battler_sprites[idx].y = @user_coords[1]
offset_xy = AnimationPlayer::Helper.get_xy_offset(@anim[:particles][particle_idx], @battler_sprites[idx])
focus_z = AnimationPlayer::Helper.get_z_focus(@anim[:particles][particle_idx], idx, idx)
@battler_sprites[idx].x += offset_xy[0]
@battler_sprites[idx].y += offset_xy[1]
focus_z = AnimationPlayer::Helper.get_z_focus(@anim[:particles][particle_idx], idx, idx)
AnimationPlayer::Helper.apply_z_focus_to_sprite(@battler_sprites[idx], 0, focus_z)
@battler_sprites[idx].z = 0
end
particle_idx = @anim[:particles].index { |particle| particle[:name] == "Target" }
if particle_idx
target_indices.each do |idx|
@sprites["pokemon_#{idx}"] = @battler_sprites[idx]
@battler_sprites[idx].x = @target_coords[idx][0]
@battler_sprites[idx].y = @target_coords[idx][1]
if particle_idx
offset_xy = AnimationPlayer::Helper.get_xy_offset(@anim[:particles][particle_idx], @battler_sprites[idx])
focus_z = AnimationPlayer::Helper.get_z_focus(@anim[:particles][particle_idx], idx, idx)
else
offset_xy = [0, @battler_sprites[idx].bitmap.height / 2]
focus_z = 1000 + ((100 * ((idx / 2) + 1)) * (idx.even? ? 1 : -1))
end
@battler_sprites[idx].x += offset_xy[0]
@battler_sprites[idx].y += offset_xy[1]
focus_z = AnimationPlayer::Helper.get_z_focus(@anim[:particles][particle_idx], idx, idx)
AnimationPlayer::Helper.apply_z_focus_to_sprite(@battler_sprites[idx], 0, focus_z)
end
end
# TODO: Also add background/bases and so on.
hide_all_sprites
@sel_frame_sprite.visible = false

View File

@@ -57,7 +57,7 @@ class AnimationEditor::PlayControls < UIControls::ControlsContainer
@controls.push([:unloop, unloop_button])
# Slowdown label
duration_label = UIControls::Label.new(200, ROW_HEIGHT, self.viewport, _INTL("Slowdown factor"))
duration_label.x = SLOWDOWN_BUTTON_X + (SLOWDOWN_FACTORS.length * (SLOWDOWN_BUTTON_WIDTH - SLOWDOWN_BUTTON_SPACING) / 2)
duration_label.x = SLOWDOWN_BUTTON_X + (SLOWDOWN_FACTORS.length * (SLOWDOWN_BUTTON_WIDTH + SLOWDOWN_BUTTON_SPACING) / 2)
duration_label.x -= (duration_label.text_width / 2) + 5
duration_label.y = SLOWDOWN_LABEL_Y
@controls.push([:slowdown_label, duration_label])
@@ -65,7 +65,7 @@ class AnimationEditor::PlayControls < UIControls::ControlsContainer
SLOWDOWN_FACTORS.each_with_index do |value, i|
button = UIControls::Button.new(SLOWDOWN_BUTTON_WIDTH, ROW_HEIGHT, self.viewport, value.to_s)
button.set_fixed_size
button.x = SLOWDOWN_BUTTON_X + ((SLOWDOWN_BUTTON_WIDTH - SLOWDOWN_BUTTON_SPACING) * i)
button.x = SLOWDOWN_BUTTON_X + ((SLOWDOWN_BUTTON_WIDTH + SLOWDOWN_BUTTON_SPACING) * i)
button.y = SLOWDOWN_BUTTON_Y
button.set_interactive_rects
button.set_highlighted if value == @slowdown

View File

@@ -101,15 +101,15 @@ class AnimationPlayer
particle_sprite.sprite = sprite if sprite
# Set sprite's graphic and ox/oy
if sprite
AnimationPlayer::Helper.set_bitmap_and_origin(particle, sprite, @user.index, target_idx,
@battler_sprites[@user.index], @battler_sprites[target_idx])
AnimationPlayer::Helper.set_bitmap_and_origin(particle, sprite, @user&.index, target_idx,
@battler_sprites[@user&.index || -1], @battler_sprites[target_idx])
end
# Calculate x/y/z focus values and additional x/y modifier and pass them all
# to particle_sprite
focus_xy = AnimationPlayer::Helper.get_xy_focus(particle, @user.index, target_idx,
focus_xy = AnimationPlayer::Helper.get_xy_focus(particle, @user&.index, target_idx,
@user_coords, @target_coords[target_idx])
offset_xy = AnimationPlayer::Helper.get_xy_offset(particle, sprite)
focus_z = AnimationPlayer::Helper.get_z_focus(particle, @user.index, target_idx)
focus_z = AnimationPlayer::Helper.get_z_focus(particle, @user&.index, target_idx)
particle_sprite.focus_xy = focus_xy
particle_sprite.offset_xy = offset_xy
particle_sprite.focus_z = focus_z

View File

@@ -13,6 +13,7 @@ class Battle::Scene
@sprites["base_#{side}"].z = -199
end
@sprites["cmdBar_bg"].z += 9999
@sprites["messageBox"].z += 9999
@sprites["messageWindow"].z += 9999
@sprites["commandWindow"].z += 9999
@@ -29,6 +30,16 @@ class Battle::Scene
@battle.battlers.each_with_index do |b, i|
@sprites["dataBox_#{i}"].z += 9999 if b
end
@battle.player.each_with_index do |p, i|
@sprites["player_#{i + 1}"].z = 1500 + (i * 100)
end
if @battle.trainerBattle?
@battle.opponent.each_with_index do |p, i|
@sprites["trainer_#{i + 1}"].z = 500 - (i * 100)
end
end
end
end
@@ -69,3 +80,512 @@ class Battle::Scene::BattlerShadowSprite < RPG::Sprite
@pkmn.species_data.apply_metrics_to_sprite(self, @index, true)
end
end
#===============================================================================
# Mixin module for certain hardcoded battle animations that involve Poké Balls.
#===============================================================================
module Battle::Scene::Animation::BallAnimationMixin
# The regular Poké Ball burst animation, for when a Pokémon appears from a
# Poké Ball.
def ballBurst(delay, ball, ballX, ballY, poke_ball)
num_particles = 15
num_rays = 10
glare_fade_duration = 8 # Lifetimes/durations are in 20ths of a second
particle_lifetime = 15
particle_fade_duration = 8
ray_lifetime = 13
ray_fade_duration = 5
ray_min_radius = 24 # How far out from the center a ray starts
cherish_ball_ray_tones = [Tone.new(-104, -144, -8), # Indigo
Tone.new(-64, -144, -24), # Purple
Tone.new(-8, -144, -64), # Pink
Tone.new(-8, -48, -152), # Orange
Tone.new(-8, -32, -160)] # Yellow
# Get array of things that vary for each kind of Poké Ball
variances = BALL_BURST_VARIANCES[poke_ball] || BALL_BURST_VARIANCES[:POKEBALL]
# Set up glare particles
glare1 = addNewSprite(ballX, ballY, "Graphics/Battle animations/ballBurst_#{variances[11]}", PictureOrigin::CENTER)
glare2 = addNewSprite(ballX, ballY, "Graphics/Battle animations/ballBurst_#{variances[8]}", PictureOrigin::CENTER)
[glare1, glare2].each_with_index do |particle, num|
particle.setZ(0, 5105 + num)
particle.setZoom(0, 0)
particle.setTone(0, variances[12 - (3 * num)])
particle.setVisible(0, false)
end
[glare1, glare2].each_with_index do |particle, num|
particle.moveTone(delay + glare_fade_duration + 3, glare_fade_duration / 2, variances[13 - (3 * num)])
end
# Animate glare particles
[glare1, glare2].each { |p| p.setVisible(delay, true) }
if poke_ball == :MASTERBALL
glare1.moveAngle(delay, 19, -135)
glare1.moveZoom(delay, glare_fade_duration, 250)
elsif poke_ball == :DUSKBALL
glare1.moveAngle(delay, 19, -270)
elsif ["whirl"].include?(variances[11])
glare1.moveZoom(delay, glare_fade_duration, 200)
else
glare1.moveZoom(delay, glare_fade_duration, (["dazzle", "ring3", "web"].include?(variances[11])) ? 100 : 250)
end
glare1.moveOpacity(delay + glare_fade_duration + 3, glare_fade_duration, 0)
if poke_ball == :MASTERBALL
glare2.moveAngle(delay, 19, -135)
glare2.moveZoom(delay, glare_fade_duration, 200)
else
glare2.moveZoom(delay, glare_fade_duration, (["dazzle", "ring3", "web"].include?(variances[8])) ? 125 : 200)
end
glare2.moveOpacity(delay + glare_fade_duration + 3, glare_fade_duration - 2, 0)
[glare1, glare2].each { |p| p.setVisible(delay + 19, false) }
# Rays
num_rays.times do |i|
# Set up ray
angle = rand(360)
radian = (angle + 90) * Math::PI / 180
start_zoom = rand(50...100)
ray = addNewSprite(ballX + (ray_min_radius * Math.cos(radian)),
ballY - (ray_min_radius * Math.sin(radian)),
"Graphics/Battle animations/ballBurst_ray", PictureOrigin::BOTTOM)
ray.setZ(0, 5100)
ray.setZoomXY(0, 200, start_zoom)
ray.setTone(0, variances[0]) if poke_ball != :CHERISHBALL
ray.setOpacity(0, 0)
ray.setVisible(0, false)
ray.setAngle(0, angle)
# Animate ray
start = delay + (i / 2)
ray.setVisible(start, true)
ray.moveZoomXY(start, ray_lifetime, 200, start_zoom * 6)
ray.moveOpacity(start, 2, 255) # Quickly fade in
ray.moveOpacity(start + ray_lifetime - ray_fade_duration, ray_fade_duration, 0) # Fade out
if poke_ball == :CHERISHBALL
ray_lifetime.times do |frame|
ray.setTone(start + frame, cherish_ball_ray_tones[frame % cherish_ball_ray_tones.length])
end
else
ray.moveTone(start + ray_lifetime - ray_fade_duration, ray_fade_duration, variances[1])
end
ray.setVisible(start + ray_lifetime, false)
end
# Particles
num_particles.times do |i|
# Set up particles
particle1 = addNewSprite(ballX, ballY, "Graphics/Battle animations/ballBurst_#{variances[5]}", PictureOrigin::CENTER)
particle2 = addNewSprite(ballX, ballY, "Graphics/Battle animations/ballBurst_#{variances[2]}", PictureOrigin::CENTER)
[particle1, particle2].each_with_index do |particle, num|
particle.setZ(0, 5110 + num)
particle.setZoom(0, (80 - (num * 20)) / (["ring2"].include?(variances[5 - (3 * num)]) ? 2 : 1))
particle.setTone(0, variances[6 - (3 * num)])
particle.setVisible(0, false)
end
# Animate particles
start = delay + (i / 4)
max_radius = rand(256...384)
angle = rand(360)
radian = angle * Math::PI / 180
[particle1, particle2].each_with_index do |particle, num|
particle.setVisible(start, true)
particle.moveDelta(start, particle_lifetime, max_radius * Math.cos(radian), max_radius * Math.sin(radian))
particle.moveZoom(start, particle_lifetime, 10)
particle.moveTone(start + particle_lifetime - particle_fade_duration,
particle_fade_duration / 2, variances[7 - (3 * num)])
particle.moveOpacity(start + particle_lifetime - particle_fade_duration,
particle_fade_duration,
0) # Fade out at end
particle.setVisible(start + particle_lifetime, false)
end
end
end
# The Poké Ball burst animation used when absorbing a wild Pokémon during a
# capture attempt.
def ballBurstCapture(delay, ball, ballX, ballY, poke_ball)
particle_duration = 10
ring_duration = 5
num_particles = 9
base_angle = 270
base_radius = (poke_ball == :MASTERBALL) ? 192 : 144 # How far out from the Poké Ball the particles go
# Get array of things that vary for each kind of Poké Ball
variances = BALL_BURST_CAPTURE_VARIANCES[poke_ball] || BALL_BURST_CAPTURE_VARIANCES[:POKEBALL]
# Set up glare particles
glare1 = addNewSprite(ballX, ballY, "Graphics/Battle animations/ballBurst_#{variances[6]}", PictureOrigin::CENTER)
glare2 = addNewSprite(ballX, ballY, "Graphics/Battle animations/ballBurst_#{variances[3]}", PictureOrigin::CENTER)
glare3 = addNewSprite(ballX, ballY, "Graphics/Battle animations/ballBurst_#{variances[0]}", PictureOrigin::CENTER)
[glare1, glare2, glare3].each_with_index do |particle, num|
particle.setZ(0, 5100 + num)
particle.setZoom(0, 0)
particle.setTone(0, variances[7 - (3 * num)])
particle.setVisible(0, false)
end
glare2.setOpacity(0, 160)
glare3.setOpacity(0, 160) if poke_ball != :DUSKBALL
# Animate glare particles
[glare1, glare2, glare3].each { |p| p.setVisible(delay, true) }
case poke_ball
when :MASTERBALL
glare1.moveZoom(delay, particle_duration, 1200)
when :DUSKBALL
glare1.moveZoom(delay, particle_duration, 350)
else
glare1.moveZoom(delay, particle_duration, 600)
end
glare1.moveOpacity(delay + (particle_duration / 2), particle_duration / 2, 0)
[glare1, glare2, glare3].each_with_index do |particle, num|
particle.moveTone(delay, particle_duration, variances[8 - (3 * num)])
end
if poke_ball == :DUSKBALL
glare2.moveZoom(delay, particle_duration, 350)
glare3.moveZoom(delay, particle_duration, 500)
[glare2, glare3].each_with_index do |particle, num|
particle.moveOpacity(delay + (particle_duration / 2), particle_duration / 2, 0)
end
else
glare2.moveZoom(delay, particle_duration, (poke_ball == :MASTERBALL) ? 400 : 250)
glare2.moveOpacity(delay + (particle_duration / 2), particle_duration / 3, 0)
glare3.moveZoom(delay, particle_duration, (poke_ball == :MASTERBALL) ? 800 : 500)
glare3.moveOpacity(delay + (particle_duration / 2), particle_duration / 3, 0)
end
[glare1, glare2, glare3].each { |p| p.setVisible(delay + particle_duration, false) }
# Burst particles
num_particles.times do |i|
# Set up particle that keeps moving out
particle1 = addNewSprite(ballX, ballY, "Graphics/Battle animations/ballBurst_particle", PictureOrigin::CENTER)
particle1.setZ(0, 5105)
particle1.setZoom(0, 150)
particle1.setOpacity(0, 160)
particle1.setVisible(0, false)
# Set up particles that curve back in
particle2 = addNewSprite(ballX, ballY, "Graphics/Battle animations/ballBurst_#{variances[12]}", PictureOrigin::CENTER)
particle3 = addNewSprite(ballX, ballY, "Graphics/Battle animations/ballBurst_#{variances[9]}", PictureOrigin::CENTER)
[particle2, particle3].each_with_index do |particle, num|
particle.setZ(0, 5110 + num)
particle.setZoom(0, (poke_ball == :NESTBALL) ? 50 : 0)
particle.setTone(0, variances[13 - (3 * num)])
particle.setVisible(0, false)
particle.setAngle(0, rand(360)) if poke_ball == :PREMIERBALL
end
particle3.setOpacity(0, 128) if poke_ball == :DIVEBALL
# Particle animations
[particle1, particle2, particle3].each { |p| p.setVisible(delay, true) }
particle2.setVisible(delay, false) if poke_ball == :NESTBALL
start_angle = base_angle + (i * 360 / num_particles)
p1_x_offset = base_radius * Math.cos(start_angle * Math::PI / 180)
p1_y_offset = base_radius * Math.sin(start_angle * Math::PI / 180)
particle_duration.times do |j|
index = j + 1
angle = start_angle + (index * (360 / num_particles) / particle_duration)
radian = angle * Math::PI / 180
radius = base_radius
prop = index.to_f / (particle_duration / 2)
prop = 2 - prop if index > particle_duration / 2
radius *= prop
particle1.moveXY(delay + j, 1,
ballX + (p1_x_offset * index * 2 / particle_duration),
ballY - (p1_y_offset * index * 2 / particle_duration))
[particle2, particle3].each do |particle|
particle.moveXY(delay + j, 1,
ballX + (radius * Math.cos(radian)),
ballY - (radius * Math.sin(radian)))
end
end
particle1.moveZoom(delay, particle_duration, 0)
particle1.moveOpacity(delay, particle_duration, 0)
[particle2, particle3].each_with_index do |particle, num|
# Zoom in
if num == 0 && poke_ball == :MASTERBALL
particle.moveZoom(delay, particle_duration / 2, 225)
elsif num == 0 && poke_ball == :DIVEBALL
particle.moveZoom(delay, particle_duration / 2, 125)
elsif ["particle"].include?(variances[12 - (3 * num)])
particle.moveZoom(delay, particle_duration / 2, (poke_ball == :PREMIERBALL) ? 50 : 80)
elsif ["ring3"].include?(variances[12 - (3 * num)])
particle.moveZoom(delay, particle_duration / 2, 50)
elsif ["dazzle", "ring4", "diamond"].include?(variances[12 - (3 * num)])
particle.moveZoom(delay, particle_duration / 2, 60)
else
particle.moveZoom(delay, particle_duration / 2, 100)
end
# Zoom out
if ["particle", "dazzle", "ring3", "ring4", "diamond"].include?(variances[12 - (3 * num)])
particle.moveZoom(delay + (particle_duration * 2 / 3), particle_duration / 3, 10)
else
particle.moveZoom(delay + (particle_duration * 2 / 3), particle_duration / 3, 25)
end
# Rotate (for Premier Ball)
particle.moveAngle(delay, particle_duration, -180) if poke_ball == :PREMIERBALL
# Change tone, fade out
particle.moveTone(delay + (particle_duration / 3), (particle_duration.to_f / 3).ceil, variances[14 - (3 * num)])
particle.moveOpacity(delay + particle_duration - 3, 3, 128) # Fade out at end
end
[particle1, particle2, particle3].each { |p| p.setVisible(delay + particle_duration, false) }
end
# Web sprite (for Net Ball)
if poke_ball == :NETBALL
web = addNewSprite(ballX, ballY, "Graphics/Battle animations/ballBurst_web", PictureOrigin::CENTER)
web.setZ(0, 5123)
web.setZoom(0, 120)
web.setOpacity(0, 0)
web.setTone(0, Tone.new(-32, -32, -128))
web.setVisible(0, false)
start = particle_duration / 2
web.setVisible(delay + start, true)
web.moveOpacity(delay + start, 2, 160)
web_duration = particle_duration + ring_duration - (particle_duration / 2)
(web_duration / 4).times do |i|
web.moveZoom(delay + start + (i * 4), 2, 150)
web.moveZoom(delay + start + (i * 4) + 2, 2, 120)
end
now = start + ((web_duration / 4) * 4)
web.moveZoom(delay + now, particle_duration + ring_duration - now, 150)
web.moveOpacity(delay + particle_duration, ring_duration, 0)
web.setVisible(delay + particle_duration + ring_duration, false)
end
# Ring particle
ring = addNewSprite(ballX, ballY, "Graphics/Battle animations/ballBurst_ring1", PictureOrigin::CENTER)
ring.setZ(0, 5110)
ring.setZoom(0, 0)
ring.setTone(0, variances[15])
ring.setVisible(0, false)
# Ring particle animation
ring.setVisible(delay + particle_duration, true)
ring.moveZoom(delay + particle_duration - 2, ring_duration + 2, 125) # Start slightly early
ring.moveTone(delay + particle_duration, ring_duration, variances[16])
ring.moveOpacity(delay + particle_duration, ring_duration, 0)
ring.setVisible(delay + particle_duration + ring_duration, false)
# Mark the end of the burst animation
ball.setDelta(delay + particle_duration + ring_duration, 0, 0)
end
# The animation shown over a thrown Poké Ball when it has successfully caught
# a Pokémon.
def ballCaptureSuccess(ball, delay, ballX, ballY)
ball.setSE(delay, "Battle catch click")
ball.moveTone(delay, 4, Tone.new(-128, -128, -128)) # Ball goes darker
delay = ball.totalDuration
star_duration = 12 # In 20ths of a second
y_offsets = [[0, 74, 52], [0, 62, 28], [0, 74, 48]]
3.times do |i| # Left, middle, right
# Set up particle
star = addNewSprite(ballX, ballY, "Graphics/Battle animations/ballBurst_star", PictureOrigin::CENTER)
star.setZ(0, 5110)
star.setZoom(0, [50, 50, 33][i])
start_angle = [0, 345, 15][i]
star.setAngle(0, start_angle)
star.setOpacity(0, 0)
star.setVisible(0, false)
# Particle animation
star.setVisible(delay, true)
y_pos = y_offsets[i]
star_duration.times do |j|
index = j + 1
x = 72 * index / star_duration
proportion = index.to_f / star_duration
a = (2 * y_pos[2]) - (4 * y_pos[1])
b = y_pos[2] - a
y = ((a * proportion) + b) * proportion
star.moveXY(delay + j, 1, ballX + ([-1, 0, 1][i] * x), ballY - y)
end
star.moveAngle(delay, star_duration, start_angle + [144, 0, 45][i]) if i.even?
star.moveOpacity(delay, 4, 255) # Fade in
star.moveTone(delay + 3, 3, Tone.new(0, 0, -96)) # Light yellow
star.moveTone(delay + 6, 3, Tone.new(0, 0, 0)) # White
star.moveOpacity(delay + 8, 4, 0) # Fade out
end
end
# The Poké Ball burst animation used when recalling a Pokémon. In HGSS, this
# is the same for all types of Poké Ball except for the color that the battler
# turns - see def getBattlerColorFromPokeBall.
def ballBurstRecall(delay, ball, ballX, ballY, poke_ball)
color_duration = 10 # Change color of battler to a solid shade - see def battlerAbsorb
shrink_duration = 5 # Shrink battler into Poké Ball - see def battlerAbsorb
burst_duration = color_duration + shrink_duration
# Burst particles
num_particles = 5
base_angle = 55
base_radius = 64 # How far out from the Poké Ball the particles go
num_particles.times do |i|
# Set up particle
particle = addNewSprite(ballX, ballY, "Graphics/Battle animations/ballBurst_particle", PictureOrigin::CENTER)
particle.setZ(0, 5110)
particle.setZoom(0, 150)
particle.setOpacity(0, 0)
particle.setVisible(0, false)
# Particle animation
particle.setVisible(delay, true)
particle.moveOpacity(delay, 2, 255) # Fade in quickly
burst_duration.times do |j|
angle = base_angle + (i * 360 / num_particles) + (135.0 * j / burst_duration)
radian = angle * Math::PI / 180
radius = base_radius
if j < burst_duration / 5
prop = j.to_f / (color_duration / 3)
radius *= 0.75 + (prop / 4)
elsif j >= burst_duration / 2
prop = (j.to_f - (burst_duration / 2)) / (burst_duration / 2)
radius *= 1 - prop
end
if j == 0
particle.setXY(delay + j, ballX + (radius * Math.cos(radian)), ballY - (radius * Math.sin(radian)))
else
particle.moveXY(delay + j, 1, ballX + (radius * Math.cos(radian)), ballY - (radius * Math.sin(radian)))
end
end
particle.moveZoom(delay, burst_duration, 0)
particle.moveTone(delay + (color_duration / 2), color_duration / 2, Tone.new(0, 0, -192)) # Yellow
particle.moveTone(delay + color_duration, shrink_duration, Tone.new(0, -128, -248)) # Dark orange
particle.moveOpacity(delay + color_duration, shrink_duration, 0) # Fade out at end
particle.setVisible(delay + burst_duration, false)
end
# Ring particles
ring1 = addNewSprite(ballX, ballY, "Graphics/Battle animations/ballBurst_ring1", PictureOrigin::CENTER)
ring1.setZ(0, 5110)
ring1.setZoom(0, 0)
ring1.setVisible(0, false)
ring2 = addNewSprite(ballX, ballY, "Graphics/Battle animations/ballBurst_ring2", PictureOrigin::CENTER)
ring2.setZ(0, 5110)
ring2.setVisible(0, false)
# Ring particle animations
ring1.setVisible(delay + burst_duration - 2, true)
ring1.moveZoom(delay + burst_duration - 2, 4, 100)
ring1.setVisible(delay + burst_duration + 2, false)
ring2.setVisible(delay + burst_duration + 2, true)
ring2.moveZoom(delay + burst_duration + 2, 4, 200)
ring2.moveOpacity(delay + burst_duration + 2, 4, 0)
end
end
#===============================================================================
# Shows the battle scene fading in while elements slide around into place
#===============================================================================
class Battle::Scene::Animation::Intro < Battle::Scene::Animation
def createProcesses
appearTime = 20 # This is in 1/20 seconds
# Background
if @sprites["battle_bg2"]
makeSlideSprite("battle_bg", 0.5, appearTime)
makeSlideSprite("battle_bg2", 0.5, appearTime)
end
# Bases
makeSlideSprite("base_0", 1, appearTime, PictureOrigin::BOTTOM)
makeSlideSprite("base_1", -1, appearTime, PictureOrigin::CENTER)
# Player sprite, partner trainer sprite
@battle.player.each_with_index do |_p, i|
makeSlideSprite("player_#{i + 1}", 1, appearTime, PictureOrigin::BOTTOM)
end
# Opposing trainer sprite(s) or wild Pokémon sprite(s)
if @battle.trainerBattle?
@battle.opponent.each_with_index do |_p, i|
makeSlideSprite("trainer_#{i + 1}", -1, appearTime, PictureOrigin::BOTTOM)
end
else # Wild battle
@battle.pbParty(1).each_with_index do |_pkmn, i|
idxBattler = (2 * i) + 1
makeSlideSprite("pokemon_#{idxBattler}", -1, appearTime, PictureOrigin::BOTTOM)
end
end
# Shadows
@battle.battlers.length.times do |i|
makeSlideSprite("shadow_#{i}", (i.even?) ? 1 : -1, appearTime, PictureOrigin::CENTER)
end
# Fading blackness over whole screen
blackScreen = addNewSprite(0, 0, "Graphics/Battle animations/black_screen")
blackScreen.setZ(0, 99999)
blackScreen.moveOpacity(0, 8, 0)
# Fading blackness over command bar
blackBar = addNewSprite(@sprites["cmdBar_bg"].x, @sprites["cmdBar_bg"].y,
"Graphics/Battle animations/black_bar")
blackBar.setZ(0, 99998)
blackBar.moveOpacity(appearTime * 3 / 4, appearTime / 4, 0)
end
end
#===============================================================================
# Shows a Pokémon being sent out on the player's side (including by a partner).
# Includes the Poké Ball being thrown.
#===============================================================================
class Battle::Scene::Animation::PokeballPlayerSendOut < Battle::Scene::Animation
def createProcesses
batSprite = @sprites["pokemon_#{@battler.index}"]
shaSprite = @sprites["shadow_#{@battler.index}"]
traSprite = @sprites["player_#{@idxTrainer}"]
# Calculate the Poké Ball graphic to use
poke_ball = (batSprite.pkmn) ? batSprite.pkmn.poke_ball : nil
# Calculate the color to turn the battler sprite
col = getBattlerColorFromPokeBall(poke_ball)
col.alpha = 255
# Calculate start and end coordinates for battler sprite movement
ballPos = Battle::Scene.pbBattlerPosition(@battler.index, batSprite.sideSize)
battlerStartX = ballPos[0] # Is also where the Ball needs to end
battlerStartY = ballPos[1] # Is also where the Ball needs to end + 18
battlerEndX = batSprite.x
battlerEndY = batSprite.y
# Calculate start and end coordinates for Poké Ball sprite movement
ballStartX = -6
ballStartY = 202
ballMidX = 0 # Unused in trajectory calculation
ballMidY = battlerStartY - 144
# Set up Poké Ball sprite
ball = addBallSprite(ballStartX, ballStartY, poke_ball)
ball.setZ(0, 1025)
ball.setVisible(0, false)
# Poké Ball tracking the player's hand animation (if trainer is visible)
if @showingTrainer && traSprite && traSprite.x > 0
ball.setZ(0, traSprite.z - 1)
ballStartX, ballStartY = ballTracksHand(ball, traSprite)
end
delay = ball.totalDuration # 0 or 7
# Poké Ball trajectory animation
createBallTrajectory(ball, delay, 12,
ballStartX, ballStartY, ballMidX, ballMidY, battlerStartX, battlerStartY - 18)
ball.setZ(9, batSprite.z - 1)
delay = ball.totalDuration + 4
delay += 10 * @idxOrder # Stagger appearances if multiple Pokémon are sent out at once
ballOpenUp(ball, delay - 2, poke_ball)
ballBurst(delay, ball, battlerStartX, battlerStartY - 18, poke_ball)
ball.moveOpacity(delay + 2, 2, 0)
# Set up battler sprite
battler = addSprite(batSprite, PictureOrigin::BOTTOM)
battler.setXY(0, battlerStartX, battlerStartY)
battler.setZoom(0, 0)
battler.setColor(0, col)
# Battler animation
battlerAppear(battler, delay, battlerEndX, battlerEndY, batSprite, col)
if @shadowVisible
# Set up shadow sprite
shadow = addSprite(shaSprite, PictureOrigin::CENTER)
shadow.setOpacity(0, 0)
# Shadow animation
shadow.setVisible(delay, @shadowVisible)
shadow.moveOpacity(delay + 5, 10, 255)
end
end
end
#===============================================================================
# Shows the player throwing a Poké Ball and it being deflected
#===============================================================================
class Battle::Scene::Animation::PokeballThrowDeflect < Battle::Scene::Animation
def createProcesses
# Calculate start and end coordinates for battler sprite movement
batSprite = @sprites["pokemon_#{@battler.index}"]
ballPos = Battle::Scene.pbBattlerPosition(@battler.index, batSprite.sideSize)
ballStartX = -6
ballStartY = 246
ballMidX = 190 # Unused in arc calculation
ballMidY = 78
ballEndX = ballPos[0]
ballEndY = 112
# Set up Poké Ball sprite
ball = addBallSprite(ballStartX, ballStartY, @poke_ball)
ball.setZ(0, 5090)
# Poké Ball arc animation
ball.setSE(0, "Battle throw")
createBallTrajectory(ball, 0, 16,
ballStartX, ballStartY, ballMidX, ballMidY, ballEndX, ballEndY)
# Poké Ball knocked back
delay = ball.totalDuration
ball.setSE(delay, "Battle ball drop")
ball.moveXY(delay, 8, -32, Graphics.height - 96 + 32) # Back to player's corner
createBallTumbling(ball, delay, 8)
end
end

View File

@@ -273,14 +273,14 @@ Name = Example anim
[OppMove,AERIALACE]
Name = Example anim
<User>
<Target>
SetOpacity = 1,170
SetOpacity = 2,85
SetOpacity = 3,0
SetOpacity = 5,255
<Target>
<Particle 2>
Graphic = Examples/Aerial Ace
Focus = User
Focus = Target
SetX = 0,101
SetY = 0,-56
SetZ = 0,27
@@ -295,8 +295,8 @@ Name = Example anim
SetY = 3,24
SetVisible = 4,false
<Particle 3>
Graphic = TARGET
Focus = Target
Graphic = USER
Focus = User
SetX = 1,-51
SetY = 1,18
SetZ = 1,28
@@ -309,8 +309,8 @@ Name = Example anim
SetOpacity = 6,85
SetVisible = 7,false
<Particle 4>
Graphic = TARGET
Focus = Target
Graphic = USER
Focus = User
SetX = 2,-16
SetY = 2,44
SetZ = 2,29
@@ -319,8 +319,8 @@ Name = Example anim
SetOpacity = 4,170
SetVisible = 5,false
<Particle 5>
Graphic = TARGET
Focus = Target
Graphic = USER
Focus = User
SetX = 3,-16
SetY = 3,44
SetZ = 3,30
@@ -331,7 +331,7 @@ Name = Example anim
SetVisible = 6,false
<Particle 6>
Graphic = Examples/Aerial Ace
Focus = User
Focus = Target
SetFrame = 5,7
SetX = 5,54
SetY = 5,27
@@ -354,7 +354,7 @@ Name = Example anim
SetOpacity = 11,85
<Particle 7>
Graphic = Examples/Aerial Ace
Focus = User
Focus = Target
SetFrame = 5,7
SetX = 5,30
SetY = 5,13
@@ -375,7 +375,7 @@ Name = Example anim
SetVisible = 11,false
<Particle 8>
Graphic = Examples/Aerial Ace
Focus = User
Focus = Target
SetFrame = 5,7
SetX = 5,-3
SetY = 5,3
@@ -397,7 +397,7 @@ Name = Example anim
SetVisible = 11,false
<Particle 9>
Graphic = Examples/Aerial Ace
Focus = User
Focus = Target
SetFrame = 5,7
SetX = 5,-27
SetY = 5,26
@@ -420,7 +420,7 @@ Name = Example anim
SetOpacity = 11,85
<Particle 10>
Graphic = Examples/Aerial Ace
Focus = User
Focus = Target
SetFrame = 5,7
SetX = 5,19
SetY = 5,50