Created folder Graphics/UI, renamed some UI graphics

This commit is contained in:
Maruno17
2022-08-14 01:07:06 +01:00
parent b1cde2db42
commit ae91811537
50 changed files with 311 additions and 307 deletions

View File

@@ -28,7 +28,7 @@ class Battle::Scene
pbCreateBackdropSprites
# Create message box graphic
messageBox = pbAddSprite("messageBox", 0, Graphics.height - 96,
"Graphics/Pictures/Battle/overlay_message", @viewport)
"Graphics/UI/Battle/overlay_message", @viewport)
messageBox.z = 195
# Create message window (displays the message)
msgWindow = Window_AdvancedTextPokemon.newWithSize(
@@ -50,7 +50,7 @@ class Battle::Scene
# The party lineup graphics (bar and balls) for both sides
2.times do |side|
partyBar = pbAddSprite("partyBar_#{side}", 0, 0,
"Graphics/Pictures/Battle/overlay_lineup", @viewport)
"Graphics/UI/Battle/overlay_lineup", @viewport)
partyBar.z = 120
partyBar.mirror = true if side == 0 # Player's lineup bar only
partyBar.visible = false

View File

@@ -97,10 +97,10 @@ end
# Command menu (Fight/Pokémon/Bag/Run)
#===============================================================================
class Battle::Scene::CommandMenu < Battle::Scene::MenuBase
# If true, displays graphics from Graphics/Pictures/Battle/overlay_command.png
# and Graphics/Pictures/Battle/cursor_command.png.
# If true, displays graphics from Graphics/UI/Battle/overlay_command.png
# and Graphics/UI/Battle/cursor_command.png.
# If false, just displays text and the command window over the graphic
# Graphics/Pictures/Battle/overlay_message.png. You will need to edit def
# Graphics/UI/Battle/overlay_message.png. You will need to edit def
# pbShowWindow to make the graphic appear while the command menu is being
# displayed.
USE_GRAPHICS = true
@@ -128,10 +128,10 @@ class Battle::Scene::CommandMenu < Battle::Scene::MenuBase
if USE_GRAPHICS
# Create background graphic
background = IconSprite.new(self.x, self.y, viewport)
background.setBitmap("Graphics/Pictures/Battle/overlay_command")
background.setBitmap("Graphics/UI/Battle/overlay_command")
addSprite("background", background)
# Create bitmaps
@buttonBitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/Battle/cursor_command"))
@buttonBitmap = AnimatedBitmap.new(_INTL("Graphics/UI/Battle/cursor_command"))
# Create action buttons
@buttons = Array.new(4) do |i| # 4 command options, therefore 4 buttons
button = Sprite.new(viewport)
@@ -205,10 +205,10 @@ class Battle::Scene::FightMenu < Battle::Scene::MenuBase
GET_MOVE_TEXT_COLOR_FROM_MOVE_BUTTON = true
# If true, displays graphics from Graphics/Pictures/Battle/overlay_fight.png
# and Graphics/Pictures/Battle/cursor_fight.png.
# If true, displays graphics from Graphics/UI/Battle/overlay_fight.png
# and Graphics/UI/Battle/cursor_fight.png.
# If false, just displays text and the command window over the graphic
# Graphics/Pictures/Battle/overlay_message.png. You will need to edit def
# Graphics/UI/Battle/overlay_message.png. You will need to edit def
# pbShowWindow to make the graphic appear while the command menu is being
# displayed.
USE_GRAPHICS = true
@@ -231,13 +231,13 @@ class Battle::Scene::FightMenu < Battle::Scene::MenuBase
# 0=don't show, 1=show unpressed, 2=show pressed
if USE_GRAPHICS
# Create bitmaps
@buttonBitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/Battle/cursor_fight"))
@typeBitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/types"))
@megaEvoBitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/Battle/cursor_mega"))
@shiftBitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/Battle/cursor_shift"))
@buttonBitmap = AnimatedBitmap.new(_INTL("Graphics/UI/Battle/cursor_fight"))
@typeBitmap = AnimatedBitmap.new(_INTL("Graphics/UI/types"))
@megaEvoBitmap = AnimatedBitmap.new(_INTL("Graphics/UI/Battle/cursor_mega"))
@shiftBitmap = AnimatedBitmap.new(_INTL("Graphics/UI/Battle/cursor_shift"))
# Create background graphic
background = IconSprite.new(0, Graphics.height - 96, viewport)
background.setBitmap("Graphics/Pictures/Battle/overlay_fight")
background.setBitmap("Graphics/UI/Battle/overlay_fight")
addSprite("background", background)
# Create move buttons
@buttons = Array.new(Pokemon::MAX_MOVES) do |i|
@@ -472,7 +472,7 @@ class Battle::Scene::TargetMenu < Battle::Scene::MenuBase
# NOTE: @mode is for which buttons are shown as selected.
# 0=select 1 button (@index), 1=select all buttons with text
# Create bitmaps
@buttonBitmap = AnimatedBitmap.new("Graphics/Pictures/Battle/cursor_target")
@buttonBitmap = AnimatedBitmap.new("Graphics/UI/Battle/cursor_target")
# Create target buttons
@buttons = Array.new(maxIndex + 1) do |i|
numButtons = @sideSizes[i % 2]

View File

@@ -42,15 +42,15 @@ class Battle::Scene::PokemonDataBox < Sprite
onPlayerSide = @battler.index.even?
# Get the data box graphic and set whether the HP numbers/Exp bar are shown
if sideSize == 1 # One Pokémon on side, use the regular dara box BG
bgFilename = ["Graphics/Pictures/Battle/databox_normal",
"Graphics/Pictures/Battle/databox_normal_foe"][@battler.index % 2]
bgFilename = ["Graphics/UI/Battle/databox_normal",
"Graphics/UI/Battle/databox_normal_foe"][@battler.index % 2]
if onPlayerSide
@showHP = true
@showExp = true
end
else # Multiple Pokémon on side, use the thin dara box BG
bgFilename = ["Graphics/Pictures/Battle/databox_thin",
"Graphics/Pictures/Battle/databox_thin_foe"][@battler.index % 2]
bgFilename = ["Graphics/UI/Battle/databox_thin",
"Graphics/UI/Battle/databox_thin_foe"][@battler.index % 2]
end
@databoxBitmap&.dispose
@databoxBitmap = AnimatedBitmap.new(bgFilename)
@@ -76,9 +76,9 @@ class Battle::Scene::PokemonDataBox < Sprite
def initializeOtherGraphics(viewport)
# Create other bitmaps
@numbersBitmap = AnimatedBitmap.new("Graphics/Pictures/Battle/icon_numbers")
@hpBarBitmap = AnimatedBitmap.new("Graphics/Pictures/Battle/overlay_hp")
@expBarBitmap = AnimatedBitmap.new("Graphics/Pictures/Battle/overlay_exp")
@numbersBitmap = AnimatedBitmap.new("Graphics/UI/Battle/icon_numbers")
@hpBarBitmap = AnimatedBitmap.new("Graphics/UI/Battle/overlay_hp")
@expBarBitmap = AnimatedBitmap.new("Graphics/UI/Battle/overlay_exp")
# Create sprite to draw HP numbers on
@hpNumbers = BitmapSprite.new(124, 16, viewport)
# pbSetSmallFont(@hpNumbers.bitmap)
@@ -221,7 +221,7 @@ class Battle::Scene::PokemonDataBox < Sprite
def draw_level
# "Lv" graphic
pbDrawImagePositions(self.bitmap,
[["Graphics/Pictures/Battle/overlay_lv", @spriteBaseX + 140, 16]]
[["Graphics/UI/Battle/overlay_lv", @spriteBaseX + 140, 16]]
)
# Level number
pbDrawNumber(@battler.level, self.bitmap, @spriteBaseX + 162, 16)
@@ -244,26 +244,26 @@ class Battle::Scene::PokemonDataBox < Sprite
s = GameData::Status.get(@battler.status).icon_position
end
return if s < 0
pbDrawImagePositions(self.bitmap, [["Graphics/Pictures/Battle/icon_statuses", @spriteBaseX + 24, 36,
pbDrawImagePositions(self.bitmap, [["Graphics/UI/Battle/icon_statuses", @spriteBaseX + 24, 36,
0, s * STATUS_ICON_HEIGHT, -1, STATUS_ICON_HEIGHT]])
end
def draw_shiny_icon
return if !@battler.shiny?
shiny_x = (@battler.opposes?(0)) ? 206 : -6 # Foe's/player's
pbDrawImagePositions(self.bitmap, [["Graphics/Pictures/shiny", @spriteBaseX + shiny_x, 36]])
pbDrawImagePositions(self.bitmap, [["Graphics/UI/shiny", @spriteBaseX + shiny_x, 36]])
end
def draw_special_form_icon
# Mega Evolution/Primal Reversion icon
if @battler.mega?
pbDrawImagePositions(self.bitmap, [["Graphics/Pictures/Battle/icon_mega", @spriteBaseX + 8, 34]])
pbDrawImagePositions(self.bitmap, [["Graphics/UI/Battle/icon_mega", @spriteBaseX + 8, 34]])
elsif @battler.primal?
filename = nil
if @battler.isSpecies?(:GROUDON)
filename = "Graphics/Pictures/Battle/icon_primal_Groudon"
filename = "Graphics/UI/Battle/icon_primal_Groudon"
elsif @battler.isSpecies?(:KYOGRE)
filename = "Graphics/Pictures/Battle/icon_primal_Kyogre"
filename = "Graphics/UI/Battle/icon_primal_Kyogre"
end
primalX = (@battler.opposes?) ? 208 : -28 # Foe's/player's
pbDrawImagePositions(self.bitmap, [[filename, @spriteBaseX + primalX, 4]]) if filename
@@ -272,7 +272,7 @@ class Battle::Scene::PokemonDataBox < Sprite
def draw_owned_icon
return if !@battler.owned? || !@battler.opposes?(0) # Draw for foe Pokémon only
pbDrawImagePositions(self.bitmap, [["Graphics/Pictures/Battle/icon_own", @spriteBaseX + 8, 36]])
pbDrawImagePositions(self.bitmap, [["Graphics/UI/Battle/icon_own", @spriteBaseX + 8, 36]])
end
def refresh
@@ -418,7 +418,7 @@ class Battle::Scene::AbilitySplashBar < Sprite
@side = side
@battler = nil
# Create sprite wrapper that displays background graphic
@bgBitmap = AnimatedBitmap.new("Graphics/Pictures/Battle/ability_bar")
@bgBitmap = AnimatedBitmap.new("Graphics/UI/Battle/ability_bar")
@bgSprite = Sprite.new(viewport)
@bgSprite.bitmap = @bgBitmap.bitmap
@bgSprite.src_rect.y = (side == 0) ? 0 : @bgBitmap.height / 2

View File

@@ -162,14 +162,14 @@ class Battle::Scene::Animation::LineupAppear < Battle::Scene::Animation
def createBall(idxBall, delay, dir)
# Choose ball's graphic
idxParty = getPartyIndexFromBallIndex(idxBall)
graphicFilename = "Graphics/Pictures/Battle/icon_ball_empty"
graphicFilename = "Graphics/UI/Battle/icon_ball_empty"
if idxParty >= 0 && idxParty < @party.length && @party[idxParty]
if !@party[idxParty].able?
graphicFilename = "Graphics/Pictures/Battle/icon_ball_faint"
graphicFilename = "Graphics/UI/Battle/icon_ball_faint"
elsif @party[idxParty].status != :NONE
graphicFilename = "Graphics/Pictures/Battle/icon_ball_status"
graphicFilename = "Graphics/UI/Battle/icon_ball_status"
else
graphicFilename = "Graphics/Pictures/Battle/icon_ball"
graphicFilename = "Graphics/UI/Battle/icon_ball"
end
end
# Set up ball sprite