mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-07 13:15:01 +00:00
Added decent spacing to all scripts thanks to Rubocop
This commit is contained in:
@@ -40,39 +40,39 @@ module MessageConfig
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end
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def self.pbDefaultWindowskin
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skin=($data_system) ? $data_system.windowskin_name : nil
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if skin && skin!=""
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skin=pbResolveBitmap("Graphics/Windowskins/"+skin) || ""
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skin = ($data_system) ? $data_system.windowskin_name : nil
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if skin && skin != ""
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skin = pbResolveBitmap("Graphics/Windowskins/" + skin) || ""
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end
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skin=pbResolveBitmap("Graphics/System/Window") if nil_or_empty?(skin)
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skin=pbResolveBitmap("Graphics/Windowskins/001-Blue01") if nil_or_empty?(skin)
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skin = pbResolveBitmap("Graphics/System/Window") if nil_or_empty?(skin)
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skin = pbResolveBitmap("Graphics/Windowskins/001-Blue01") if nil_or_empty?(skin)
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return skin || ""
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end
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def self.pbGetSystemFrame
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if !@@systemFrame
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skin=MessageConfig.pbDefaultSystemFrame
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skin=MessageConfig.pbDefaultWindowskin if nil_or_empty?(skin)
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@@systemFrame=skin || ""
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skin = MessageConfig.pbDefaultSystemFrame
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skin = MessageConfig.pbDefaultWindowskin if nil_or_empty?(skin)
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@@systemFrame = skin || ""
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end
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return @@systemFrame
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end
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def self.pbGetSpeechFrame
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if !@@defaultTextSkin
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skin=MessageConfig.pbDefaultSpeechFrame
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skin=MessageConfig.pbDefaultWindowskin if nil_or_empty?(skin)
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@@defaultTextSkin=skin || ""
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skin = MessageConfig.pbDefaultSpeechFrame
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skin = MessageConfig.pbDefaultWindowskin if nil_or_empty?(skin)
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@@defaultTextSkin = skin || ""
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end
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return @@defaultTextSkin
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end
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def self.pbSetSystemFrame(value)
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@@systemFrame=pbResolveBitmap(value) || ""
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@@systemFrame = pbResolveBitmap(value) || ""
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end
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def self.pbSetSpeechFrame(value)
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@@defaultTextSkin=pbResolveBitmap(value) || ""
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@@defaultTextSkin = pbResolveBitmap(value) || ""
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end
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#-----------------------------------------------------------------------------
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@@ -82,12 +82,12 @@ module MessageConfig
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end
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def self.pbGetTextSpeed
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@@textSpeed=pbDefaultTextSpeed if !@@textSpeed
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@@textSpeed = pbDefaultTextSpeed if !@@textSpeed
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return @@textSpeed
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end
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def self.pbSetTextSpeed(value)
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@@textSpeed=value
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@@textSpeed = value
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end
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def self.pbSettingToTextSpeed(speed)
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@@ -165,106 +165,106 @@ end
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# Position a window
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#===============================================================================
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def pbBottomRight(window)
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window.x=Graphics.width-window.width
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window.y=Graphics.height-window.height
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window.x = Graphics.width - window.width
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window.y = Graphics.height - window.height
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end
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def pbBottomLeft(window)
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window.x=0
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window.y=Graphics.height-window.height
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window.x = 0
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window.y = Graphics.height - window.height
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end
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def pbBottomLeftLines(window,lines,width = nil)
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window.x=0
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window.width=width ? width : Graphics.width
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window.height=(window.borderY rescue 32)+lines*32
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window.y=Graphics.height-window.height
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def pbBottomLeftLines(window, lines, width = nil)
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window.x = 0
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window.width = width ? width : Graphics.width
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window.height = (window.borderY rescue 32) + lines * 32
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window.y = Graphics.height - window.height
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end
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def pbPositionFaceWindow(facewindow,msgwindow)
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def pbPositionFaceWindow(facewindow, msgwindow)
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return if !facewindow
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if msgwindow
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if facewindow.height<=msgwindow.height
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facewindow.y=msgwindow.y
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if facewindow.height <= msgwindow.height
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facewindow.y = msgwindow.y
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else
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facewindow.y=msgwindow.y+msgwindow.height-facewindow.height
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facewindow.y = msgwindow.y + msgwindow.height - facewindow.height
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end
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facewindow.x=Graphics.width-facewindow.width
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msgwindow.x=0
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msgwindow.width=Graphics.width-facewindow.width
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facewindow.x = Graphics.width - facewindow.width
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msgwindow.x = 0
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msgwindow.width = Graphics.width - facewindow.width
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else
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facewindow.height=Graphics.height if facewindow.height>Graphics.height
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facewindow.x=0
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facewindow.y=0
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facewindow.height = Graphics.height if facewindow.height > Graphics.height
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facewindow.x = 0
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facewindow.y = 0
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end
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end
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def pbPositionNearMsgWindow(cmdwindow,msgwindow,side)
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def pbPositionNearMsgWindow(cmdwindow, msgwindow, side)
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return if !cmdwindow
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if msgwindow
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height=[cmdwindow.height,Graphics.height-msgwindow.height].min
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if cmdwindow.height!=height
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cmdwindow.height=height
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height = [cmdwindow.height, Graphics.height - msgwindow.height].min
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if cmdwindow.height != height
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cmdwindow.height = height
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end
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cmdwindow.y=msgwindow.y-cmdwindow.height
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if cmdwindow.y<0
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cmdwindow.y=msgwindow.y+msgwindow.height
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if cmdwindow.y+cmdwindow.height>Graphics.height
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cmdwindow.y=msgwindow.y-cmdwindow.height
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cmdwindow.y = msgwindow.y - cmdwindow.height
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if cmdwindow.y < 0
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cmdwindow.y = msgwindow.y + msgwindow.height
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if cmdwindow.y + cmdwindow.height > Graphics.height
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cmdwindow.y = msgwindow.y - cmdwindow.height
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end
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end
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case side
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when :left
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cmdwindow.x=msgwindow.x
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cmdwindow.x = msgwindow.x
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when :right
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cmdwindow.x=msgwindow.x+msgwindow.width-cmdwindow.width
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cmdwindow.x = msgwindow.x + msgwindow.width - cmdwindow.width
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else
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cmdwindow.x=msgwindow.x+msgwindow.width-cmdwindow.width
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cmdwindow.x = msgwindow.x + msgwindow.width - cmdwindow.width
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end
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else
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cmdwindow.height=Graphics.height if cmdwindow.height>Graphics.height
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cmdwindow.x=0
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cmdwindow.y=0
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cmdwindow.height = Graphics.height if cmdwindow.height > Graphics.height
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cmdwindow.x = 0
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cmdwindow.y = 0
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end
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end
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# internal function
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def pbRepositionMessageWindow(msgwindow, linecount = 2)
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msgwindow.height=32*linecount+msgwindow.borderY
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msgwindow.y=(Graphics.height)-(msgwindow.height)
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msgwindow.height = 32 * linecount + msgwindow.borderY
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msgwindow.y = (Graphics.height) - (msgwindow.height)
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if $game_system
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case $game_system.message_position
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when 0 # up
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msgwindow.y=0
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msgwindow.y = 0
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when 1 # middle
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msgwindow.y=(Graphics.height/2)-(msgwindow.height/2)
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msgwindow.y = (Graphics.height / 2) - (msgwindow.height / 2)
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when 2
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msgwindow.y=(Graphics.height)-(msgwindow.height)
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msgwindow.y = (Graphics.height) - (msgwindow.height)
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end
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msgwindow.opacity = 0 if $game_system.message_frame != 0
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end
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end
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# internal function
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def pbUpdateMsgWindowPos(msgwindow,event,eventChanged = false)
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def pbUpdateMsgWindowPos(msgwindow, event, eventChanged = false)
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if event
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if eventChanged
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msgwindow.resizeToFit2(msgwindow.text,Graphics.width*2/3,msgwindow.height)
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msgwindow.resizeToFit2(msgwindow.text, Graphics.width * 2 / 3, msgwindow.height)
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end
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msgwindow.y=event.screen_y-48-msgwindow.height
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if msgwindow.y<0
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msgwindow.y=event.screen_y+24
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msgwindow.y = event.screen_y - 48 - msgwindow.height
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if msgwindow.y < 0
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msgwindow.y = event.screen_y + 24
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end
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msgwindow.x=event.screen_x-(msgwindow.width/2)
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msgwindow.x=0 if msgwindow.x<0
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if msgwindow.x>Graphics.width-msgwindow.width
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msgwindow.x=Graphics.width-msgwindow.width
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msgwindow.x = event.screen_x - (msgwindow.width / 2)
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msgwindow.x = 0 if msgwindow.x < 0
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if msgwindow.x > Graphics.width - msgwindow.width
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msgwindow.x = Graphics.width - msgwindow.width
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end
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else
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curwidth=msgwindow.width
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if curwidth!=Graphics.width
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msgwindow.width=Graphics.width
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msgwindow.width=Graphics.width
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curwidth = msgwindow.width
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if curwidth != Graphics.width
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msgwindow.width = Graphics.width
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msgwindow.width = Graphics.width
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end
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end
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end
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@@ -272,24 +272,24 @@ end
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#===============================================================================
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# Determine the colour of a background
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#===============================================================================
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def isDarkBackground(background,rect = nil)
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def isDarkBackground(background, rect = nil)
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return true if !background || background.disposed?
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rect = background.rect if !rect
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return true if rect.width<=0 || rect.height<=0
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xSeg = (rect.width/16)
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xLoop = (xSeg==0) ? 1 : 16
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xStart = (xSeg==0) ? rect.x+(rect.width/2) : rect.x+xSeg/2
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ySeg = (rect.height/16)
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yLoop = (ySeg==0) ? 1 : 16
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yStart = (ySeg==0) ? rect.y+(rect.height/2) : rect.y+ySeg/2
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return true if rect.width <= 0 || rect.height <= 0
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xSeg = (rect.width / 16)
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xLoop = (xSeg == 0) ? 1 : 16
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xStart = (xSeg == 0) ? rect.x + (rect.width / 2) : rect.x + xSeg / 2
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ySeg = (rect.height / 16)
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yLoop = (ySeg == 0) ? 1 : 16
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yStart = (ySeg == 0) ? rect.y + (rect.height / 2) : rect.y + ySeg / 2
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count = 0
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y = yStart
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r = g = b = 0
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yLoop.times do
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x = xStart
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xLoop.times do
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clr = background.get_pixel(x,y)
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if clr.alpha!=0
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clr = background.get_pixel(x, y)
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if clr.alpha != 0
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r += clr.red
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g += clr.green
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b += clr.blue
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@@ -299,51 +299,51 @@ def isDarkBackground(background,rect = nil)
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end
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y += ySeg
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end
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return true if count==0
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return true if count == 0
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r /= count
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g /= count
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b /= count
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return (r*0.299+g*0.587+b*0.114)<160
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return (r * 0.299 + g * 0.587 + b * 0.114) < 160
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end
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def isDarkWindowskin(windowskin)
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return true if !windowskin || windowskin.disposed?
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if windowskin.width==192 && windowskin.height==128
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return isDarkBackground(windowskin,Rect.new(0,0,128,128))
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elsif windowskin.width==128 && windowskin.height==128
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return isDarkBackground(windowskin,Rect.new(0,0,64,64))
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elsif windowskin.width==96 && windowskin.height==48
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return isDarkBackground(windowskin,Rect.new(32,16,16,16))
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if windowskin.width == 192 && windowskin.height == 128
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return isDarkBackground(windowskin, Rect.new(0, 0, 128, 128))
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elsif windowskin.width == 128 && windowskin.height == 128
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return isDarkBackground(windowskin, Rect.new(0, 0, 64, 64))
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elsif windowskin.width == 96 && windowskin.height == 48
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return isDarkBackground(windowskin, Rect.new(32, 16, 16, 16))
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else
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clr = windowskin.get_pixel(windowskin.width/2, windowskin.height/2)
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return (clr.red*0.299+clr.green*0.587+clr.blue*0.114)<160
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clr = windowskin.get_pixel(windowskin.width / 2, windowskin.height / 2)
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return (clr.red * 0.299 + clr.green * 0.587 + clr.blue * 0.114) < 160
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end
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end
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#===============================================================================
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# Determine which text colours to use based on the darkness of the background
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#===============================================================================
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def getSkinColor(windowskin,color,isDarkSkin)
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def getSkinColor(windowskin, color, isDarkSkin)
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if !windowskin || windowskin.disposed? ||
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windowskin.width!=128 || windowskin.height!=128
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windowskin.width != 128 || windowskin.height != 128
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# Base color, shadow color (these are reversed on dark windowskins)
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textcolors = [
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"0070F8","78B8E8", # 1 Blue
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"E82010","F8A8B8", # 2 Red
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"60B048","B0D090", # 3 Green
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"48D8D8","A8E0E0", # 4 Cyan
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"D038B8","E8A0E0", # 5 Magenta
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"E8D020","F8E888", # 6 Yellow
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"A0A0A8","D0D0D8", # 7 Grey
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"F0F0F8","C8C8D0", # 8 White
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"9040E8","B8A8E0", # 9 Purple
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"F89818","F8C898", # 10 Orange
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"0070F8", "78B8E8", # 1 Blue
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"E82010", "F8A8B8", # 2 Red
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"60B048", "B0D090", # 3 Green
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"48D8D8", "A8E0E0", # 4 Cyan
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"D038B8", "E8A0E0", # 5 Magenta
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"E8D020", "F8E888", # 6 Yellow
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"A0A0A8", "D0D0D8", # 7 Grey
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"F0F0F8", "C8C8D0", # 8 White
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"9040E8", "B8A8E0", # 9 Purple
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"F89818", "F8C898", # 10 Orange
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colorToRgb32(MessageConfig::DARK_TEXT_MAIN_COLOR),
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colorToRgb32(MessageConfig::DARK_TEXT_SHADOW_COLOR), # 11 Dark default
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colorToRgb32(MessageConfig::LIGHT_TEXT_MAIN_COLOR),
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colorToRgb32(MessageConfig::LIGHT_TEXT_SHADOW_COLOR) # 12 Light default
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]
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if color==0 || color>textcolors.length/2 # No special colour, use default
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if color == 0 || color > textcolors.length / 2 # No special colour, use default
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if isDarkSkin # Dark background, light text
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return shadowc3tag(MessageConfig::LIGHT_TEXT_MAIN_COLOR, MessageConfig::LIGHT_TEXT_SHADOW_COLOR)
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end
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@@ -351,13 +351,13 @@ def getSkinColor(windowskin,color,isDarkSkin)
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return shadowc3tag(MessageConfig::DARK_TEXT_MAIN_COLOR, MessageConfig::DARK_TEXT_SHADOW_COLOR)
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end
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# Special colour as listed above
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if isDarkSkin && color!=12 # Dark background, light text
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return sprintf("<c3=%s,%s>",textcolors[2*(color-1)+1],textcolors[2*(color-1)])
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if isDarkSkin && color != 12 # Dark background, light text
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return sprintf("<c3=%s,%s>", textcolors[2 * (color - 1) + 1], textcolors[2 * (color - 1)])
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end
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# Light background, dark text
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return sprintf("<c3=%s,%s>",textcolors[2*(color-1)],textcolors[2*(color-1)+1])
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return sprintf("<c3=%s,%s>", textcolors[2 * (color - 1)], textcolors[2 * (color - 1) + 1])
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else # VX windowskin
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color = 0 if color>=32
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color = 0 if color >= 32
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x = 64 + (color % 8) * 8
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y = 96 + (color / 8) * 8
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pixel = windowskin.get_pixel(x, y)
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@@ -367,7 +367,7 @@ end
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def getDefaultTextColors(windowskin)
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if !windowskin || windowskin.disposed? ||
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windowskin.width!=128 || windowskin.height!=128
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windowskin.width != 128 || windowskin.height != 128
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if isDarkWindowskin(windowskin)
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return [MessageConfig::LIGHT_TEXT_MAIN_COLOR, MessageConfig::LIGHT_TEXT_SHADOW_COLOR] # White
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else
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@@ -376,24 +376,24 @@ def getDefaultTextColors(windowskin)
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else # VX windowskin
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color = windowskin.get_pixel(64, 96)
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shadow = nil
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isDark = (color.red+color.green+color.blue)/3 < 128
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isDark = (color.red + color.green + color.blue) / 3 < 128
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if isDark
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shadow = Color.new(color.red+64,color.green+64,color.blue+64)
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shadow = Color.new(color.red + 64, color.green + 64, color.blue + 64)
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else
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shadow = Color.new(color.red-64,color.green-64,color.blue-64)
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shadow = Color.new(color.red - 64, color.green - 64, color.blue - 64)
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end
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return [color,shadow]
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return [color, shadow]
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end
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end
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#===============================================================================
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# Makes sure a bitmap exists
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#===============================================================================
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def pbDoEnsureBitmap(bitmap,dwidth,dheight)
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if !bitmap || bitmap.disposed? || bitmap.width<dwidth || bitmap.height<dheight
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def pbDoEnsureBitmap(bitmap, dwidth, dheight)
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if !bitmap || bitmap.disposed? || bitmap.width < dwidth || bitmap.height < dheight
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oldfont = (bitmap && !bitmap.disposed?) ? bitmap.font : nil
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bitmap.dispose if bitmap
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bitmap = Bitmap.new([1,dwidth].max,[1,dheight].max)
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bitmap = Bitmap.new([1, dwidth].max, [1, dheight].max)
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(oldfont) ? bitmap.font = oldfont : pbSetSystemFont(bitmap)
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bitmap.font.shadow = false if bitmap.font && bitmap.font.respond_to?("shadow")
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end
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@@ -424,46 +424,46 @@ end
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#===============================================================================
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# Blend colours, set the colour of all bitmaps in a sprite hash
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#===============================================================================
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def pbAlphaBlend(dstColor,srcColor)
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r=(255*(srcColor.red-dstColor.red)/255)+dstColor.red
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g=(255*(srcColor.green-dstColor.green)/255)+dstColor.green
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b=(255*(srcColor.blue-dstColor.blue)/255)+dstColor.blue
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a=(255*(srcColor.alpha-dstColor.alpha)/255)+dstColor.alpha
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return Color.new(r,g,b,a)
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def pbAlphaBlend(dstColor, srcColor)
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r = (255 * (srcColor.red - dstColor.red) / 255) + dstColor.red
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g = (255 * (srcColor.green - dstColor.green) / 255) + dstColor.green
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b = (255 * (srcColor.blue - dstColor.blue) / 255) + dstColor.blue
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a = (255 * (srcColor.alpha - dstColor.alpha) / 255) + dstColor.alpha
|
||||
return Color.new(r, g, b, a)
|
||||
end
|
||||
|
||||
def pbSrcOver(dstColor,srcColor)
|
||||
er=srcColor.red*srcColor.alpha/255
|
||||
eg=srcColor.green*srcColor.alpha/255
|
||||
eb=srcColor.blue*srcColor.alpha/255
|
||||
iea=255-srcColor.alpha
|
||||
cr=dstColor.red*dstColor.alpha/255
|
||||
cg=dstColor.green*dstColor.alpha/255
|
||||
cb=dstColor.blue*dstColor.alpha/255
|
||||
ica=255-dstColor.alpha
|
||||
a=255-(iea*ica)/255
|
||||
r=(iea*cr)/255+er
|
||||
g=(iea*cg)/255+eg
|
||||
b=(iea*cb)/255+eb
|
||||
r=(a==0) ? 0 : r*255/a
|
||||
g=(a==0) ? 0 : g*255/a
|
||||
b=(a==0) ? 0 : b*255/a
|
||||
return Color.new(r,g,b,a)
|
||||
def pbSrcOver(dstColor, srcColor)
|
||||
er = srcColor.red * srcColor.alpha / 255
|
||||
eg = srcColor.green * srcColor.alpha / 255
|
||||
eb = srcColor.blue * srcColor.alpha / 255
|
||||
iea = 255 - srcColor.alpha
|
||||
cr = dstColor.red * dstColor.alpha / 255
|
||||
cg = dstColor.green * dstColor.alpha / 255
|
||||
cb = dstColor.blue * dstColor.alpha / 255
|
||||
ica = 255 - dstColor.alpha
|
||||
a = 255 - (iea * ica) / 255
|
||||
r = (iea * cr) / 255 + er
|
||||
g = (iea * cg) / 255 + eg
|
||||
b = (iea * cb) / 255 + eb
|
||||
r = (a == 0) ? 0 : r * 255 / a
|
||||
g = (a == 0) ? 0 : g * 255 / a
|
||||
b = (a == 0) ? 0 : b * 255 / a
|
||||
return Color.new(r, g, b, a)
|
||||
end
|
||||
|
||||
def pbSetSpritesToColor(sprites,color)
|
||||
def pbSetSpritesToColor(sprites, color)
|
||||
return if !sprites || !color
|
||||
colors={}
|
||||
colors = {}
|
||||
for i in sprites
|
||||
next if !i[1] || pbDisposed?(i[1])
|
||||
colors[i[0]]=i[1].color.clone
|
||||
i[1].color=pbSrcOver(i[1].color,color)
|
||||
colors[i[0]] = i[1].color.clone
|
||||
i[1].color = pbSrcOver(i[1].color, color)
|
||||
end
|
||||
Graphics.update
|
||||
Input.update
|
||||
for i in colors
|
||||
next if !sprites[i[0]]
|
||||
sprites[i[0]].color=i[1]
|
||||
sprites[i[0]].color = i[1]
|
||||
end
|
||||
end
|
||||
|
||||
@@ -480,7 +480,7 @@ end
|
||||
|
||||
def pbUpdateSpriteHash(windows)
|
||||
for i in windows
|
||||
window=i[1]
|
||||
window = i[1]
|
||||
if window
|
||||
if window.is_a?(Sprite) || window.is_a?(Window)
|
||||
window.update if !pbDisposed?(window)
|
||||
@@ -503,14 +503,14 @@ end
|
||||
def pbDisposeSpriteHash(sprites)
|
||||
return if !sprites
|
||||
for i in sprites.keys
|
||||
pbDisposeSprite(sprites,i)
|
||||
pbDisposeSprite(sprites, i)
|
||||
end
|
||||
sprites.clear
|
||||
end
|
||||
|
||||
# Disposes the specified graphics object within the specified hash. Basically
|
||||
# like: sprites[id].dispose
|
||||
def pbDisposeSprite(sprites,id)
|
||||
def pbDisposeSprite(sprites, id)
|
||||
sprite = sprites[id]
|
||||
sprite.dispose if sprite && !pbDisposed?(sprite)
|
||||
sprites[id] = nil
|
||||
@@ -531,29 +531,29 @@ end
|
||||
# Fades and window activations for sprite hashes
|
||||
#===============================================================================
|
||||
def pbPushFade
|
||||
$game_temp.fadestate = [$game_temp.fadestate+1,0].max if $game_temp
|
||||
$game_temp.fadestate = [$game_temp.fadestate + 1, 0].max if $game_temp
|
||||
end
|
||||
|
||||
def pbPopFade
|
||||
$game_temp.fadestate = [$game_temp.fadestate-1,0].max if $game_temp
|
||||
$game_temp.fadestate = [$game_temp.fadestate - 1, 0].max if $game_temp
|
||||
end
|
||||
|
||||
def pbIsFaded?
|
||||
return ($game_temp) ? $game_temp.fadestate>0 : false
|
||||
return ($game_temp) ? $game_temp.fadestate > 0 : false
|
||||
end
|
||||
|
||||
# pbFadeOutIn(z) { block }
|
||||
# Fades out the screen before a block is run and fades it back in after the
|
||||
# block exits. z indicates the z-coordinate of the viewport used for this effect
|
||||
def pbFadeOutIn(z = 99999,nofadeout = false)
|
||||
col=Color.new(0,0,0,0)
|
||||
viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
|
||||
viewport.z=z
|
||||
numFrames = (Graphics.frame_rate*0.4).floor
|
||||
alphaDiff = (255.0/numFrames).ceil
|
||||
def pbFadeOutIn(z = 99999, nofadeout = false)
|
||||
col = Color.new(0, 0, 0, 0)
|
||||
viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
|
||||
viewport.z = z
|
||||
numFrames = (Graphics.frame_rate * 0.4).floor
|
||||
alphaDiff = (255.0 / numFrames).ceil
|
||||
for j in 0..numFrames
|
||||
col.set(0,0,0,j*alphaDiff)
|
||||
viewport.color=col
|
||||
col.set(0, 0, 0, j * alphaDiff)
|
||||
viewport.color = col
|
||||
Graphics.update
|
||||
Input.update
|
||||
end
|
||||
@@ -566,8 +566,8 @@ def pbFadeOutIn(z = 99999,nofadeout = false)
|
||||
pbPopFade
|
||||
if !nofadeout
|
||||
for j in 0..numFrames
|
||||
col.set(0,0,0,(numFrames-j)*alphaDiff)
|
||||
viewport.color=col
|
||||
col.set(0, 0, 0, (numFrames - j) * alphaDiff)
|
||||
viewport.color = col
|
||||
Graphics.update
|
||||
Input.update
|
||||
end
|
||||
@@ -576,15 +576,15 @@ def pbFadeOutIn(z = 99999,nofadeout = false)
|
||||
end
|
||||
end
|
||||
|
||||
def pbFadeOutInWithUpdate(z,sprites,nofadeout = false)
|
||||
col=Color.new(0,0,0,0)
|
||||
viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
|
||||
viewport.z=z
|
||||
numFrames = (Graphics.frame_rate*0.4).floor
|
||||
alphaDiff = (255.0/numFrames).ceil
|
||||
def pbFadeOutInWithUpdate(z, sprites, nofadeout = false)
|
||||
col = Color.new(0, 0, 0, 0)
|
||||
viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
|
||||
viewport.z = z
|
||||
numFrames = (Graphics.frame_rate * 0.4).floor
|
||||
alphaDiff = (255.0 / numFrames).ceil
|
||||
for j in 0..numFrames
|
||||
col.set(0,0,0,j*alphaDiff)
|
||||
viewport.color=col
|
||||
col.set(0, 0, 0, j * alphaDiff)
|
||||
viewport.color = col
|
||||
pbUpdateSpriteHash(sprites)
|
||||
Graphics.update
|
||||
Input.update
|
||||
@@ -596,8 +596,8 @@ def pbFadeOutInWithUpdate(z,sprites,nofadeout = false)
|
||||
pbPopFade
|
||||
if !nofadeout
|
||||
for j in 0..numFrames
|
||||
col.set(0,0,0,(numFrames-j)*alphaDiff)
|
||||
viewport.color=col
|
||||
col.set(0, 0, 0, (numFrames - j) * alphaDiff)
|
||||
viewport.color = col
|
||||
pbUpdateSpriteHash(sprites)
|
||||
Graphics.update
|
||||
Input.update
|
||||
@@ -625,11 +625,11 @@ end
|
||||
|
||||
def pbFadeOutAndHide(sprites)
|
||||
visiblesprites = {}
|
||||
numFrames = (Graphics.frame_rate*0.4).floor
|
||||
alphaDiff = (255.0/numFrames).ceil
|
||||
numFrames = (Graphics.frame_rate * 0.4).floor
|
||||
alphaDiff = (255.0 / numFrames).ceil
|
||||
pbDeactivateWindows(sprites) {
|
||||
for j in 0..numFrames
|
||||
pbSetSpritesToColor(sprites,Color.new(0,0,0,j*alphaDiff))
|
||||
pbSetSpritesToColor(sprites, Color.new(0, 0, 0, j * alphaDiff))
|
||||
(block_given?) ? yield : pbUpdateSpriteHash(sprites)
|
||||
end
|
||||
}
|
||||
@@ -642,7 +642,7 @@ def pbFadeOutAndHide(sprites)
|
||||
return visiblesprites
|
||||
end
|
||||
|
||||
def pbFadeInAndShow(sprites,visiblesprites = nil)
|
||||
def pbFadeInAndShow(sprites, visiblesprites = nil)
|
||||
if visiblesprites
|
||||
for i in visiblesprites
|
||||
if i[1] && sprites[i[0]] && !pbDisposed?(sprites[i[0]])
|
||||
@@ -650,11 +650,11 @@ def pbFadeInAndShow(sprites,visiblesprites = nil)
|
||||
end
|
||||
end
|
||||
end
|
||||
numFrames = (Graphics.frame_rate*0.4).floor
|
||||
alphaDiff = (255.0/numFrames).ceil
|
||||
numFrames = (Graphics.frame_rate * 0.4).floor
|
||||
alphaDiff = (255.0 / numFrames).ceil
|
||||
pbDeactivateWindows(sprites) {
|
||||
for j in 0..numFrames
|
||||
pbSetSpritesToColor(sprites,Color.new(0,0,0,((numFrames-j)*alphaDiff)))
|
||||
pbSetSpritesToColor(sprites, Color.new(0, 0, 0, ((numFrames - j) * alphaDiff)))
|
||||
(block_given?) ? yield : pbUpdateSpriteHash(sprites)
|
||||
end
|
||||
}
|
||||
@@ -662,11 +662,11 @@ end
|
||||
|
||||
# Restores which windows are active for the given sprite hash.
|
||||
# _activeStatuses_ is the result of a previous call to pbActivateWindows
|
||||
def pbRestoreActivations(sprites,activeStatuses)
|
||||
def pbRestoreActivations(sprites, activeStatuses)
|
||||
return if !sprites || !activeStatuses
|
||||
for k in activeStatuses.keys
|
||||
if sprites[k] && sprites[k].is_a?(Window) && !pbDisposed?(sprites[k])
|
||||
sprites[k].active=activeStatuses[k] ? true : false
|
||||
sprites[k].active = activeStatuses[k] ? true : false
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -675,29 +675,29 @@ end
|
||||
# runs the code in the block, and reactivates them.
|
||||
def pbDeactivateWindows(sprites)
|
||||
if block_given?
|
||||
pbActivateWindow(sprites,nil) { yield }
|
||||
pbActivateWindow(sprites, nil) { yield }
|
||||
else
|
||||
pbActivateWindow(sprites,nil)
|
||||
pbActivateWindow(sprites, nil)
|
||||
end
|
||||
end
|
||||
|
||||
# Activates a specific window of a sprite hash. _key_ is the key of the window
|
||||
# in the sprite hash. If a code block is given, deactivates all windows except
|
||||
# the specified window, runs the code in the block, and reactivates them.
|
||||
def pbActivateWindow(sprites,key)
|
||||
def pbActivateWindow(sprites, key)
|
||||
return if !sprites
|
||||
activeStatuses={}
|
||||
activeStatuses = {}
|
||||
for i in sprites
|
||||
if i[1] && i[1].is_a?(Window) && !pbDisposed?(i[1])
|
||||
activeStatuses[i[0]]=i[1].active
|
||||
i[1].active=(i[0]==key)
|
||||
activeStatuses[i[0]] = i[1].active
|
||||
i[1].active = (i[0] == key)
|
||||
end
|
||||
end
|
||||
if block_given?
|
||||
begin
|
||||
yield
|
||||
ensure
|
||||
pbRestoreActivations(sprites,activeStatuses)
|
||||
pbRestoreActivations(sprites, activeStatuses)
|
||||
end
|
||||
return {}
|
||||
else
|
||||
@@ -713,18 +713,18 @@ end
|
||||
# _background_ is a filename within the Graphics/Pictures/ folder and can be
|
||||
# an animated image.
|
||||
# _viewport_ is a viewport to place the background in.
|
||||
def addBackgroundPlane(sprites,planename,background,viewport = nil)
|
||||
sprites[planename]=AnimatedPlane.new(viewport)
|
||||
bitmapName=pbResolveBitmap("Graphics/Pictures/#{background}")
|
||||
if bitmapName==nil
|
||||
def addBackgroundPlane(sprites, planename, background, viewport = nil)
|
||||
sprites[planename] = AnimatedPlane.new(viewport)
|
||||
bitmapName = pbResolveBitmap("Graphics/Pictures/#{background}")
|
||||
if bitmapName == nil
|
||||
# Plane should exist in any case
|
||||
sprites[planename].bitmap=nil
|
||||
sprites[planename].visible=false
|
||||
sprites[planename].bitmap = nil
|
||||
sprites[planename].visible = false
|
||||
else
|
||||
sprites[planename].setBitmap(bitmapName)
|
||||
for spr in sprites.values
|
||||
if spr.is_a?(Window)
|
||||
spr.windowskin=nil
|
||||
spr.windowskin = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -736,17 +736,17 @@ end
|
||||
# an animated image.
|
||||
# _color_ is the color to use if the background can't be found.
|
||||
# _viewport_ is a viewport to place the background in.
|
||||
def addBackgroundOrColoredPlane(sprites,planename,background,color,viewport = nil)
|
||||
bitmapName=pbResolveBitmap("Graphics/Pictures/#{background}")
|
||||
if bitmapName==nil
|
||||
def addBackgroundOrColoredPlane(sprites, planename, background, color, viewport = nil)
|
||||
bitmapName = pbResolveBitmap("Graphics/Pictures/#{background}")
|
||||
if bitmapName == nil
|
||||
# Plane should exist in any case
|
||||
sprites[planename]=ColoredPlane.new(color,viewport)
|
||||
sprites[planename] = ColoredPlane.new(color, viewport)
|
||||
else
|
||||
sprites[planename]=AnimatedPlane.new(viewport)
|
||||
sprites[planename] = AnimatedPlane.new(viewport)
|
||||
sprites[planename].setBitmap(bitmapName)
|
||||
for spr in sprites.values
|
||||
if spr.is_a?(Window)
|
||||
spr.windowskin=nil
|
||||
spr.windowskin = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -770,9 +770,9 @@ end
|
||||
|
||||
if !defined?(_INTL)
|
||||
def _INTL(*args)
|
||||
string=args[0].clone
|
||||
string = args[0].clone
|
||||
for i in 1...args.length
|
||||
string.gsub!(/\{#{i}\}/,"#{args[i]}")
|
||||
string.gsub!(/\{#{i}\}/, "#{args[i]}")
|
||||
end
|
||||
return string
|
||||
end
|
||||
@@ -780,10 +780,10 @@ end
|
||||
|
||||
if !defined?(_ISPRINTF)
|
||||
def _ISPRINTF(*args)
|
||||
string=args[0].clone
|
||||
string = args[0].clone
|
||||
for i in 1...args.length
|
||||
string.gsub!(/\{#{i}\:([^\}]+?)\}/) { |m|
|
||||
next sprintf("%"+$1,args[i])
|
||||
next sprintf("%" + $1, args[i])
|
||||
}
|
||||
end
|
||||
return string
|
||||
@@ -792,9 +792,9 @@ end
|
||||
|
||||
if !defined?(_MAPINTL)
|
||||
def _MAPINTL(*args)
|
||||
string=args[1].clone
|
||||
string = args[1].clone
|
||||
for i in 2...args.length
|
||||
string.gsub!(/\{#{i}\}/,"#{args[i+1]}")
|
||||
string.gsub!(/\{#{i}\}/, "#{args[i + 1]}")
|
||||
end
|
||||
return string
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user