mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2026-01-22 14:26:01 +00:00
Created folder Graphics/UI, renamed some UI graphics
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@@ -107,7 +107,7 @@ class RegionMapSprite
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def createRegionMap(map)
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@mapdata = pbLoadTownMapData
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@map = @mapdata[map]
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bitmap = AnimatedBitmap.new("Graphics/Pictures/#{@map[1]}").deanimate
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bitmap = AnimatedBitmap.new("Graphics/UI/Town Map/#{@map[1]}").deanimate
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retbitmap = BitmapWrapper.new(bitmap.width / 2, bitmap.height / 2)
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retbitmap.stretch_blt(
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Rect.new(0, 0, bitmap.width / 2, bitmap.height / 2),
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@@ -67,7 +67,7 @@ class SpritePositioner
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@sprites["base_1"].y -= @sprites["base_1"].bitmap.height / 2 if @sprites["base_1"].bitmap
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@sprites["base_1"].z = 1
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@sprites["messageBox"] = IconSprite.new(0, Graphics.height - 96, @viewport)
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@sprites["messageBox"].setBitmap("Graphics/Pictures/Battle/debug_message")
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@sprites["messageBox"].setBitmap("Graphics/UI/Debug/battle_message")
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@sprites["messageBox"].z = 2
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@sprites["shadow_1"] = IconSprite.new(0, 0, @viewport)
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@sprites["shadow_1"].z = 3
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@@ -173,7 +173,7 @@ class AnimationWindow < Sprite
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def initialize(x, y, width, height, viewport = nil)
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super(viewport)
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@animbitmap = nil
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@arrows = AnimatedBitmap.new("Graphics/Pictures/arrows")
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@arrows = AnimatedBitmap.new("Graphics/UI/Debug/anim_editor_arrows")
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self.x = x
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self.y = y
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@start = 0
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@@ -373,7 +373,7 @@ class SpriteFrame < InvalidatableSprite
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@prevcolor = Color.new(64, 128, 192)
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@contents = Bitmap.new(64, 64)
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self.z = (@previous) ? 49 : 50
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@iconbitmap = AnimatedBitmap.new("Graphics/Pictures/animFrameIcon")
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@iconbitmap = AnimatedBitmap.new("Graphics/UI/Debug/anim_editor_frame_icons")
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self.bitmap = @contents
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self.invalidate
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end
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@@ -453,9 +453,9 @@ class AnimationCanvas < Sprite
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@playingframe = 0
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@player = nil
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@battle = MiniBattle.new
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@user = AnimatedBitmap.new("Graphics/Pictures/testback").deanimate
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@target = AnimatedBitmap.new("Graphics/Pictures/testfront").deanimate
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@testscreen = AnimatedBitmap.new("Graphics/Pictures/testscreen")
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@user = AnimatedBitmap.new("Graphics/UI/Debug/anim_editor_battler_back").deanimate
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@target = AnimatedBitmap.new("Graphics/UI/Debug/anim_editor_battler_front").deanimate
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@testscreen = AnimatedBitmap.new("Graphics/UI/Debug/anim_editor_battle_bg")
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self.bitmap = @testscreen.bitmap
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PBAnimation::MAX_SPRITES.times do |i|
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@lastframesprites[i] = SpriteFrame.new(i, @celsprites[i], viewport, true)
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