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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
Refactored some code relating to colours, trivially simplified some calculations
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@@ -111,10 +111,10 @@ class PokemonTilesetScene
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# Draw tile (at 200% size)
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@tilehelper.bltSmallTile(overlay, tile_x, tile_y, TILE_SIZE * 2, TILE_SIZE * 2, tile_id)
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# Draw box around tile image
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overlay.fill_rect(tile_x - 1, tile_y - 1, (TILE_SIZE * 2) + 2, 1, Color.new(255, 255, 255))
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overlay.fill_rect(tile_x - 1, tile_y - 1, 1, (TILE_SIZE * 2) + 2, Color.new(255, 255, 255))
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overlay.fill_rect(tile_x - 1, tile_y + (TILE_SIZE * 2), (TILE_SIZE * 2) + 2, 1, Color.new(255, 255, 255))
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overlay.fill_rect(tile_x + (TILE_SIZE * 2), tile_y - 1, 1, (TILE_SIZE * 2) + 2, Color.new(255, 255, 255))
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overlay.fill_rect(tile_x - 1, tile_y - 1, (TILE_SIZE * 2) + 2, 1, Color.white)
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overlay.fill_rect(tile_x - 1, tile_y - 1, 1, (TILE_SIZE * 2) + 2, Color.white)
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overlay.fill_rect(tile_x - 1, tile_y + (TILE_SIZE * 2), (TILE_SIZE * 2) + 2, 1, Color.white)
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overlay.fill_rect(tile_x + (TILE_SIZE * 2), tile_y - 1, 1, (TILE_SIZE * 2) + 2, Color.white)
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# Write terrain tag info about selected tile
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terrain_tag = @tileset.terrain_tags[tile_id] || 0
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if GameData::TerrainTag.exists?(terrain_tag)
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@@ -339,7 +339,7 @@ class SpritePositioner
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pbFadeInAndShow(@sprites) { update }
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@starting = false
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end
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cw = Window_CommandPokemonEx.newEmpty(0, 0, 260, 32 + (24 * 6), @viewport)
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cw = Window_CommandPokemonEx.newEmpty(0, 0, 260, 176, @viewport)
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cw.rowHeight = 24
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pbSetSmallFont(cw.contents)
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cw.x = Graphics.width - cw.width
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@@ -368,7 +368,7 @@ class SpriteFrame < InvalidatableSprite
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@previous = previous
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@locked = false
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@selected = false
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@selcolor = Color.new(0, 0, 0)
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@selcolor = Color.black
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@unselcolor = Color.new(220, 220, 220)
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@prevcolor = Color.new(64, 128, 192)
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@contents = Bitmap.new(64, 64)
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@@ -7,11 +7,11 @@ class ControlPointSprite < Sprite
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def initialize(red, viewport = nil)
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super(viewport)
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self.bitmap = Bitmap.new(6, 6)
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self.bitmap.fill_rect(0, 0, 6, 1, Color.new(0, 0, 0))
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self.bitmap.fill_rect(0, 0, 1, 6, Color.new(0, 0, 0))
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self.bitmap.fill_rect(0, 5, 6, 1, Color.new(0, 0, 0))
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self.bitmap.fill_rect(5, 0, 1, 6, Color.new(0, 0, 0))
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color = (red) ? Color.new(255, 0, 0) : Color.new(0, 0, 0)
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self.bitmap.fill_rect(0, 0, 6, 1, Color.black)
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self.bitmap.fill_rect(0, 0, 1, 6, Color.black)
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self.bitmap.fill_rect(0, 5, 6, 1, Color.black)
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self.bitmap.fill_rect(5, 0, 1, 6, Color.black)
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color = (red) ? Color.new(255, 0, 0) : Color.black
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self.bitmap.fill_rect(2, 2, 2, 2, color)
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self.x = -6
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self.y = -6
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@@ -54,7 +54,7 @@ class PointSprite < Sprite
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def initialize(x, y, viewport = nil)
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super(viewport)
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self.bitmap = Bitmap.new(2, 2)
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self.bitmap.fill_rect(0, 0, 2, 2, Color.new(0, 0, 0))
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self.bitmap.fill_rect(0, 0, 2, 2, Color.black)
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self.x = x
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self.y = y
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end
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@@ -68,14 +68,14 @@ class SpriteWindow_DebugVariables < Window_DrawableCommand
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x += (w / 2) - (width / 2)
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end
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y += 8 # TEXT OFFSET
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base = Color.new(12 * 8, 12 * 8, 12 * 8)
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base = Color.new(96, 96, 96)
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case colors
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when 1 # Red
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base = Color.new(168, 48, 56)
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when 2 # Green
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base = Color.new(0, 144, 0)
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end
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pbDrawShadowText(self.contents, x, y, [width, w].max, h, t, base, Color.new(26 * 8, 26 * 8, 25 * 8))
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pbDrawShadowText(self.contents, x, y, [width, w].max, h, t, base, Color.new(208, 208, 200))
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end
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def drawItem(index, _count, rect)
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@@ -394,18 +394,18 @@ class SpriteWindow_DebugRoamers < Window_DrawableCommand
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width = self.contents.text_size(t).width
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case align
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when 1
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x += (w - width) # Right aligned
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x += (w - width) # Right aligned
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when 2
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x += (w / 2) - (width / 2) # Centre aligned
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end
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base = Color.new(12 * 8, 12 * 8, 12 * 8)
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base = Color.new(96, 96, 96)
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case colors
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when 1
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base = Color.new(168, 48, 56) # Red
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when 2
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base = Color.new(0, 144, 0) # Green
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end
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pbDrawShadowText(self.contents, x, y, [width, w].max, h, t, base, Color.new(26 * 8, 26 * 8, 25 * 8))
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pbDrawShadowText(self.contents, x, y, [width, w].max, h, t, base, Color.new(208, 208, 200))
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end
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def drawItem(index, _count, rect)
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