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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
A lot of FPS agnosticism, added def lerp
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@@ -313,14 +313,10 @@ class PokemonMart_Scene
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@adapter = adapter
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@viewport2 = Viewport.new(0, 0, Graphics.width, Graphics.height)
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@viewport2.z = 99999
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numFrames = Graphics.frame_rate * 4 / 10
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alphaDiff = (255.0 / numFrames).ceil
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(0..numFrames).each do |j|
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col = Color.new(0, 0, 0, j * alphaDiff)
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@viewport2.color = col
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Graphics.update
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Input.update
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pbWait(0.4) do |delta_t|
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@viewport2.color.alpha = lerp(0, 255, 0.4, delta_t)
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end
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@viewport2.color.alpha = 255
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@subscene.pbStartScene(bag)
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@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
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@viewport.z = 99999
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@@ -357,13 +353,8 @@ class PokemonMart_Scene
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@subscene&.pbEndScene
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pbDisposeSpriteHash(@sprites)
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if @viewport2
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numFrames = Graphics.frame_rate * 4 / 10
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alphaDiff = (255.0 / numFrames).ceil
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(0..numFrames).each do |j|
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col = Color.new(0, 0, 0, (numFrames - j) * alphaDiff)
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@viewport2.color = col
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Graphics.update
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Input.update
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pbWait(0.4) do |delta_t|
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@viewport2.color.alpha = lerp(255, 0, 0.4, delta_t)
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end
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@viewport2.dispose
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end
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@@ -402,21 +393,25 @@ class PokemonMart_Scene
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cw.text = msg
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pbBottomLeftLines(cw, 2)
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cw.visible = true
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i = 0
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pbPlayDecisionSE
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refreshed_after_busy = false
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timer_start = System.uptime
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loop do
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Graphics.update
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Input.update
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self.update
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if !cw.busy?
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return if brief
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pbRefresh if i == 0
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if !refreshed_after_busy
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pbRefresh
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timer_start = System.uptime
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refreshed_after_busy = true
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end
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end
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if Input.trigger?(Input::USE) || Input.trigger?(Input::BACK)
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cw.resume if cw.busy?
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end
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return if i >= Graphics.frame_rate * 3 / 2
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i += 1 if !cw.busy?
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return if refreshed_after_busy && System.uptime - timer_start >= 1.5
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end
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end
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