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

@@ -84,12 +84,12 @@ class TriadCard
def self.createBack(type = nil, noback = false)
bitmap = BitmapWrapper.new(80, 96)
if !noback
cardbitmap = AnimatedBitmap.new("Graphics/Pictures/triad_card_opponent")
cardbitmap = AnimatedBitmap.new("Graphics/UI/Triple Triad/card_opponent")
bitmap.blt(0, 0, cardbitmap.bitmap, Rect.new(0, 0, cardbitmap.width, cardbitmap.height))
cardbitmap.dispose
end
if type
typebitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/types"))
typebitmap = AnimatedBitmap.new(_INTL("Graphics/UI/types"))
type_number = GameData::Type.get(type).icon_position
typerect = Rect.new(0, type_number * 28, 64, 28)
bitmap.blt(8, 50, typebitmap.bitmap, typerect, 192)
@@ -102,13 +102,13 @@ class TriadCard
return TriadCard.createBack if owner == 0
bitmap = BitmapWrapper.new(80, 96)
if owner == 2 # Opponent
cardbitmap = AnimatedBitmap.new("Graphics/Pictures/triad_card_opponent")
cardbitmap = AnimatedBitmap.new("Graphics/UI/Triple Triad/card_opponent")
else # Player
cardbitmap = AnimatedBitmap.new("Graphics/Pictures/triad_card_player")
cardbitmap = AnimatedBitmap.new("Graphics/UI/Triple Triad/card_player")
end
typebitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/types"))
typebitmap = AnimatedBitmap.new(_INTL("Graphics/UI/types"))
iconbitmap = AnimatedBitmap.new(GameData::Species.icon_filename(@species, @form))
numbersbitmap = AnimatedBitmap.new("Graphics/Pictures/triad_numbers")
numbersbitmap = AnimatedBitmap.new("Graphics/UI/Triple Triad/numbers")
# Draw card background
bitmap.blt(0, 0, cardbitmap.bitmap, Rect.new(0, 0, cardbitmap.width, cardbitmap.height))
# Draw type icon
@@ -168,7 +168,7 @@ class TriadScene
# Allocate viewport
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport.z = 99999
addBackgroundPlane(@sprites, "background", "triad_bg", @viewport)
addBackgroundPlane(@sprites, "background", "Triple Triad/bg", @viewport)
@sprites["helpwindow"] = Window_AdvancedTextPokemon.newWithSize(
"", 0, Graphics.height - 64, Graphics.width, 64, @viewport
)

View File

@@ -32,8 +32,8 @@ class SlotMachineReel < BitmapSprite
@stopping = false
@slipping = 0
@index = rand(@reel.length)
@images = AnimatedBitmap.new(_INTL("Graphics/Pictures/Slot Machine/images"))
@shading = AnimatedBitmap.new("Graphics/Pictures/Slot Machine/ReelOverlay")
@images = AnimatedBitmap.new(_INTL("Graphics/UI/Slot Machine/images"))
@shading = AnimatedBitmap.new("Graphics/UI/Slot Machine/ReelOverlay")
update
end
@@ -88,7 +88,7 @@ class SlotMachineScore < BitmapSprite
@viewport = Viewport.new(x, y, 70, 22)
@viewport.z = 99999
super(70, 22, @viewport)
@numbers = AnimatedBitmap.new("Graphics/Pictures/Slot Machine/numbers")
@numbers = AnimatedBitmap.new("Graphics/UI/Slot Machine/numbers")
self.score = score
end
@@ -181,10 +181,10 @@ class SlotMachineScene
Input.update
update
@sprites["window2"].bitmap&.clear
@sprites["window1"].setBitmap(sprintf("Graphics/Pictures/Slot Machine/win"))
@sprites["window1"].setBitmap(sprintf("Graphics/UI/Slot Machine/win"))
@sprites["window1"].src_rect.set(152 * ((frame / timePerFrame) % 4), 0, 152, 208)
if bonus > 0
@sprites["window2"].setBitmap(sprintf("Graphics/Pictures/Slot Machine/bonus"))
@sprites["window2"].setBitmap(sprintf("Graphics/UI/Slot Machine/bonus"))
@sprites["window2"].src_rect.set(152 * (bonus - 1), 0, 152, 208)
end
@sprites["light1"].visible = true
@@ -229,7 +229,7 @@ class SlotMachineScene
Input.update
update
@sprites["window2"].bitmap&.clear
@sprites["window1"].setBitmap(sprintf("Graphics/Pictures/Slot Machine/lose"))
@sprites["window1"].setBitmap(sprintf("Graphics/UI/Slot Machine/lose"))
@sprites["window1"].src_rect.set(152 * ((frame / timePerFrame) % 2), 0, 152, 208)
frame += 1
end
@@ -247,25 +247,25 @@ class SlotMachineScene
@sprites["reel3"] = SlotMachineReel.new(224, 112, difficulty)
(1..3).each do |i|
@sprites["button#{i}"] = IconSprite.new(68 + (80 * (i - 1)), 260, @viewport)
@sprites["button#{i}"].setBitmap(sprintf("Graphics/Pictures/Slot Machine/button"))
@sprites["button#{i}"].setBitmap(sprintf("Graphics/UI/Slot Machine/button"))
@sprites["button#{i}"].visible = false
end
(1..5).each do |i|
y = [170, 122, 218, 82, 82][i - 1]
@sprites["row#{i}"] = IconSprite.new(2, y, @viewport)
@sprites["row#{i}"].setBitmap(sprintf("Graphics/Pictures/Slot Machine/line%1d%s",
@sprites["row#{i}"].setBitmap(sprintf("Graphics/UI/Slot Machine/line%1d%s",
1 + (i / 2), (i >= 4) ? ((i == 4) ? "a" : "b") : ""))
@sprites["row#{i}"].visible = false
end
@sprites["light1"] = IconSprite.new(16, 32, @viewport)
@sprites["light1"].setBitmap(sprintf("Graphics/Pictures/Slot Machine/lights"))
@sprites["light1"].setBitmap(sprintf("Graphics/UI/Slot Machine/lights"))
@sprites["light1"].visible = false
@sprites["light2"] = IconSprite.new(240, 32, @viewport)
@sprites["light2"].setBitmap(sprintf("Graphics/Pictures/Slot Machine/lights"))
@sprites["light2"].setBitmap(sprintf("Graphics/UI/Slot Machine/lights"))
@sprites["light2"].mirror = true
@sprites["light2"].visible = false
@sprites["window1"] = IconSprite.new(358, 96, @viewport)
@sprites["window1"].setBitmap(sprintf("Graphics/Pictures/Slot Machine/insert"))
@sprites["window1"].setBitmap(sprintf("Graphics/UI/Slot Machine/insert"))
@sprites["window1"].src_rect.set(0, 0, 152, 208)
@sprites["window2"] = IconSprite.new(358, 96, @viewport)
@sprites["credit"] = SlotMachineScore.new(360, 66, $player.coins)
@@ -292,7 +292,7 @@ class SlotMachineScene
pbMessage(_INTL("You've run out of Coins.\nGame over!"))
break
elsif @gameRunning # Reels are spinning
@sprites["window1"].setBitmap(sprintf("Graphics/Pictures/Slot Machine/stop"))
@sprites["window1"].setBitmap(sprintf("Graphics/UI/Slot Machine/stop"))
@sprites["window1"].src_rect.set(152 * ((frame / spinFrameTime) % 4), 0, 152, 208)
if Input.trigger?(Input::USE)
pbSEPlay("Slots stop")
@@ -322,10 +322,10 @@ class SlotMachineScene
end
@gameEnd = false
else # Awaiting coins for the next spin
@sprites["window1"].setBitmap(sprintf("Graphics/Pictures/Slot Machine/insert"))
@sprites["window1"].setBitmap(sprintf("Graphics/UI/Slot Machine/insert"))
@sprites["window1"].src_rect.set(152 * ((frame / insertFrameTime) % 2), 0, 152, 208)
if @wager > 0
@sprites["window2"].setBitmap(sprintf("Graphics/Pictures/Slot Machine/press"))
@sprites["window2"].setBitmap(sprintf("Graphics/UI/Slot Machine/press"))
@sprites["window2"].src_rect.set(152 * ((frame / insertFrameTime) % 2), 0, 152, 208)
end
if Input.trigger?(Input::DOWN) && @wager < 3 && @sprites["credit"].score > 0

View File

@@ -37,7 +37,7 @@ class VoltorbFlip
@index = [0, 0]
# [x,y,points,selected]
@squares = [0, 0, 0, false]
@directory = "Graphics/Pictures/Voltorb Flip/"
@directory = "Graphics/UI/Voltorb Flip/"
squareValues = []
total = 1
voltorbs = 0
@@ -152,7 +152,7 @@ class VoltorbFlip
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport.z = 99999
@sprites["bg"] = Sprite.new(@viewport)
@sprites["bg"].bitmap = RPG::Cache.load_bitmap(@directory, "boardbg")
@sprites["bg"].bitmap = RPG::Cache.load_bitmap(@directory, "bg")
@sprites["text"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
pbSetSystemFont(@sprites["text"].bitmap)
@sprites["level"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)

View File

@@ -12,7 +12,7 @@ class MiningGameCounter < BitmapSprite
@viewport.z = 99999
super(416, 60, @viewport)
@hits = 0
@image = AnimatedBitmap.new("Graphics/Pictures/Mining/cracks")
@image = AnimatedBitmap.new("Graphics/UI/Mining/cracks")
update
end
@@ -53,7 +53,7 @@ class MiningGameTile < BitmapSprite
else
@layer = 6 # 15%
end
@image = AnimatedBitmap.new("Graphics/Pictures/Mining/tiles")
@image = AnimatedBitmap.new("Graphics/UI/Mining/tiles")
update
end
@@ -89,9 +89,9 @@ class MiningGameCursor < BitmapSprite
@mode = mode
@hit = 0 # 0=regular, 1=hit item, 2=hit iron
@counter = 0
@cursorbitmap = AnimatedBitmap.new("Graphics/Pictures/Mining/cursor")
@toolbitmap = AnimatedBitmap.new("Graphics/Pictures/Mining/tools")
@hitsbitmap = AnimatedBitmap.new("Graphics/Pictures/Mining/hits")
@cursorbitmap = AnimatedBitmap.new("Graphics/UI/Mining/cursor")
@toolbitmap = AnimatedBitmap.new("Graphics/UI/Mining/tools")
@hitsbitmap = AnimatedBitmap.new("Graphics/UI/Mining/hits")
update
end
@@ -230,10 +230,10 @@ class MiningGameScene
@sprites = {}
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport.z = 99999
addBackgroundPlane(@sprites, "bg", "Mining/miningbg", @viewport)
addBackgroundPlane(@sprites, "bg", "Mining/bg", @viewport)
@sprites["itemlayer"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
@itembitmap = AnimatedBitmap.new("Graphics/Pictures/Mining/items")
@ironbitmap = AnimatedBitmap.new("Graphics/Pictures/Mining/irons")
@itembitmap = AnimatedBitmap.new("Graphics/UI/Mining/items")
@ironbitmap = AnimatedBitmap.new("Graphics/UI/Mining/irons")
@items = []
@itemswon = []
@iron = []
@@ -247,7 +247,7 @@ class MiningGameScene
@sprites["crack"] = MiningGameCounter.new(0, 4)
@sprites["cursor"] = MiningGameCursor.new(58, 0) # central position, pick
@sprites["tool"] = IconSprite.new(434, 254, @viewport)
@sprites["tool"].setBitmap(sprintf("Graphics/Pictures/Mining/toolicons"))
@sprites["tool"].setBitmap(sprintf("Graphics/UI/Mining/toolicons"))
@sprites["tool"].src_rect.set(0, 0, 68, 100)
update
pbFadeInAndShow(@sprites)

View File

@@ -35,7 +35,7 @@ class TilePuzzleCursor < BitmapSprite
@arrows = []
@selected = false
@holding = false
@cursorbitmap = AnimatedBitmap.new("Graphics/Pictures/Tile Puzzle/cursor")
@cursorbitmap = AnimatedBitmap.new("Graphics/UI/Tile Puzzle/cursor")
update
end
@@ -148,23 +148,23 @@ class TilePuzzleScene
@sprites = {}
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport.z = 99999
if pbResolveBitmap("Graphics/Pictures/Tile Puzzle/bg#{@board}")
if pbResolveBitmap("Graphics/UI/Tile Puzzle/bg#{@board}")
addBackgroundPlane(@sprites, "bg", "Tile Puzzle/bg#{@board}", @viewport)
else
addBackgroundPlane(@sprites, "bg", "Tile Puzzle/bg", @viewport)
end
@tilebitmap = AnimatedBitmap.new("Graphics/Pictures/Tile Puzzle/tiles#{@board}")
@tilebitmap = AnimatedBitmap.new("Graphics/UI/Tile Puzzle/tiles#{@board}")
@tilebitmap1 = nil
@tilebitmap2 = nil
@tilebitmap3 = nil
if pbResolveBitmap("Graphics/Pictures/Tile Puzzle/tiles#{@board}_1")
@tilebitmap1 = AnimatedBitmap.new("Graphics/Pictures/Tile Puzzle/tiles#{@board}_1")
if pbResolveBitmap("Graphics/UI/Tile Puzzle/tiles#{@board}_1")
@tilebitmap1 = AnimatedBitmap.new("Graphics/UI/Tile Puzzle/tiles#{@board}_1")
end
if pbResolveBitmap("Graphics/Pictures/Tile Puzzle/tiles#{@board}_2")
@tilebitmap2 = AnimatedBitmap.new("Graphics/Pictures/Tile Puzzle/tiles#{@board}_2")
if pbResolveBitmap("Graphics/UI/Tile Puzzle/tiles#{@board}_2")
@tilebitmap2 = AnimatedBitmap.new("Graphics/UI/Tile Puzzle/tiles#{@board}_2")
end
if pbResolveBitmap("Graphics/Pictures/Tile Puzzle/tiles#{@board}_3")
@tilebitmap3 = AnimatedBitmap.new("Graphics/Pictures/Tile Puzzle/tiles#{@board}_3")
if pbResolveBitmap("Graphics/UI/Tile Puzzle/tiles#{@board}_3")
@tilebitmap3 = AnimatedBitmap.new("Graphics/UI/Tile Puzzle/tiles#{@board}_3")
end
@tilewidth = @tilebitmap.width / @boardwidth
@tileheight = @tilebitmap.height / @boardheight