Made weather animations use delta time instead of frame count

This commit is contained in:
Maruno17
2021-03-15 17:51:00 +00:00
parent 8d1865e2f1
commit ade9d5aea7

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@@ -21,19 +21,18 @@ module RPG
@tiles_tall = 0
@sun = 0
@sunValue = 0
@time_until_flash = 0
# [array of particle bitmaps, array of tile bitmaps,
# +x per frame (particle), +y per frame (particle), +opacity per frame (particle),
# +x per frame (tile), +y per frame (tile)]
# +x per second (particle), +y per second (particle), +opacity per second (particle),
# +x per second (tile), +y per second (tile)]
@weatherTypes = []
@weatherTypes[PBFieldWeather::None] = nil
@weatherTypes[PBFieldWeather::Rain] = [[], nil, -1200 / Graphics.frame_rate, 4800 / Graphics.frame_rate, 0]
@weatherTypes[PBFieldWeather::HeavyRain] = [[], nil, -4800 / Graphics.frame_rate, 4800 / Graphics.frame_rate, 0]
@weatherTypes[PBFieldWeather::Storm] = [[], nil, -4800 / Graphics.frame_rate, 4800 / Graphics.frame_rate, 0]
@weatherTypes[PBFieldWeather::Snow] = [[], nil, -240 / Graphics.frame_rate, 240 / Graphics.frame_rate, 0]
@weatherTypes[PBFieldWeather::Blizzard] = [[], [], -960 / Graphics.frame_rate, 64 / Graphics.frame_rate, 0,
-1440 / Graphics.frame_rate, 720 / Graphics.frame_rate]
@weatherTypes[PBFieldWeather::Sandstorm] = [[], [], -1200 / Graphics.frame_rate, 640 / Graphics.frame_rate, 0,
-720 / Graphics.frame_rate, 360 / Graphics.frame_rate]
@weatherTypes[PBFieldWeather::Rain] = [[], nil, -1200, 4800, 0]
@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::Sandstorm] = [[], [], -1200, 640, 0, -720, 360]
@weatherTypes[PBFieldWeather::Sun] = nil
@sprites = []
@sprite_lifetimes = []
@@ -73,6 +72,8 @@ module RPG
h = @weatherTypes[@type][1][0].height
@tiles_wide = (Graphics.width.to_f / w).ceil + 1
@tiles_tall = (Graphics.height.to_f / h).ceil + 1
else
@tiles_wide = @tiles_tall = 0
end
ensureSprites
@sprites.each_with_index { |sprite, i| set_sprite_bitmap(sprite, i) }
@@ -215,36 +216,37 @@ module RPG
if [PBFieldWeather::Rain, PBFieldWeather::HeavyRain, PBFieldWeather::Storm].include?(@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] = Graphics.frame_rate * (30 + rand(20)) / 100
@sprite_lifetimes[index] = (30 + rand(20)) * 10_000 # 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)
sprite.y = @oy - sprite.bitmap.height - rand(Graphics.height)
@sprite_lifetimes[index] = (@oy - sprite.y + rand(Graphics.height * 8 / 5)) / @weatherTypes[@type][3]
@sprite_lifetimes[index] = 1_000_000 * (@oy - sprite.y + rand(Graphics.height * 8 / 5)) / @weatherTypes[@type][3]
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] -= 1
if @sprite_lifetimes[index] == 0
@sprite_lifetimes[index] -= delta_t
if @sprite_lifetimes[index] <= 0
reset_sprite_position(sprite, index)
return
end
end
if [PBFieldWeather::Rain, PBFieldWeather::HeavyRain, PBFieldWeather::Storm].include?(@type) && index % 2 != 0 # Splash
sprite.visible = (@sprite_lifetimes[index] < Graphics.frame_rate * 2 / 10)
sprite.visible = (@sprite_lifetimes[index] < 200_000) # 0.2 seconds
else
sprite.x += @weatherTypes[@type][2]
sprite.y += @weatherTypes[@type][3]
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]
sprite.opacity += @weatherTypes[@type][4] * delta_t / 1_000_000
end
x = sprite.x - @ox
y = sprite.y - @oy
@@ -261,9 +263,10 @@ module RPG
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]
sprite.y += @weatherTypes[@type][6]
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
sprite.y -= @tiles_tall * sprite.bitmap.height if sprite.y - @oy > Graphics.height
sprite.visible = true
@@ -293,8 +296,8 @@ module RPG
@viewport.tone.set( @max / 2, 0, -@max / 2, 0)
when PBFieldWeather::Sun
@sun = @max if @sun != @max && @sun != -@max
@sun = -@sun if @sunValue > @max || @sunValue < 0
@sunValue = @sunValue + @sun / 32
@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)
end
end
@@ -304,8 +307,15 @@ module RPG
update_screen_tone
# Storm flashes
if @type == PBFieldWeather::Storm
rnd = rand(300)
@viewport.flash(Color.new(255, 255, 255, 230), rnd * 20) if rnd < 4
if @time_until_flash > 0
@time_until_flash -= Graphics.delta
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
end
end
@viewport.update
# Update weather particles (raindrops, snowflakes, etc.)