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https://github.com/infinitefusion/infinitefusion-e18.git
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Anim Editor: added basic particle spawner functionality and graphic frame randomiser
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@@ -82,7 +82,7 @@ class AnimationPlayer
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#-----------------------------------------------------------------------------
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def set_up_particle(particle, target_idx = -1)
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def set_up_particle(particle, target_idx = -1, instance = 0)
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particle_sprite = AnimationPlayer::ParticleSprite.new
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# Get/create a sprite
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sprite = nil
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@@ -127,23 +127,25 @@ class AnimationPlayer
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particle_sprite.foe_flip = particle[:foe_flip]
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end
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# Find earliest command and add a "make visible" command then
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delay = AnimationPlayer::Helper.get_particle_delay(particle, instance)
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if sprite && !particle_sprite.battler_sprite?
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first_cmd = -1
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particle.each_pair do |property, cmds|
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next if !cmds.is_a?(Array) || cmds.empty?
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cmds.each do |cmd|
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first_cmd = cmd[0] if first_cmd < 0 || first_cmd > cmd[0]
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end
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first_cmd = AnimationPlayer::Helper.get_first_command_frame(particle)
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particle_sprite.add_set_process(:visible, (first_cmd + delay) * slowdown, true) if first_cmd >= 0
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# Apply random frame
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if particle[:random_frame_max] && particle[:random_frame_max] > 0
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particle_sprite.add_set_process(:frame, (first_cmd + delay) * slowdown, rand(particle[:random_frame_max] + 1))
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end
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particle_sprite.add_set_process(:visible, first_cmd * slowdown, true) if first_cmd >= 0
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end
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# Add all commands
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spawner_type = particle[:spawner] || :none
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regular_properties_skipped = AnimationPlayer::Helper::PROPERTIES_SET_BY_SPAWNER[spawner_type] || []
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particle.each_pair do |property, cmds|
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next if !cmds.is_a?(Array) || cmds.empty?
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next if regular_properties_skipped.include?(property)
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cmds.each do |cmd|
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if cmd[1] == 0
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if sprite
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particle_sprite.add_set_process(property, cmd[0] * slowdown, cmd[2])
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particle_sprite.add_set_process(property, (cmd[0] + delay) * slowdown, cmd[2])
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else
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# SE particle
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filename = nil
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@@ -159,31 +161,77 @@ class AnimationPlayer
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else
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filename = "Anim/" + cmd[2]
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end
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particle_sprite.add_set_process(property, cmd[0] * slowdown, [filename, cmd[3], cmd[4]]) if filename
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particle_sprite.add_set_process(property, (cmd[0] + delay) * slowdown, [filename, cmd[3], cmd[4]]) if filename
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end
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else
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particle_sprite.add_move_process(property, cmd[0] * slowdown, cmd[1] * slowdown, cmd[2], cmd[3] || :linear)
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particle_sprite.add_move_process(property, (cmd[0] + delay) * slowdown, cmd[1] * slowdown, cmd[2], cmd[3] || :linear)
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end
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end
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end
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# Add spawner commands
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add_spawner_commands(particle_sprite, particle, instance, delay)
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# Finish up
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@anim_sprites.push(particle_sprite)
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end
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def add_spawner_commands(particle_sprite, particle, instance, delay)
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life_start = AnimationPlayer::Helper.get_first_command_frame(particle)
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life_end = AnimationPlayer::Helper.get_last_command_frame(particle)
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life_end = AnimationPlayer::Helper.get_duration(particles) if life_end < 0
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lifetime = life_end - life_start
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spawner_type = particle[:spawner] || :none
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case spawner_type
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when :random_direction, :random_direction_gravity
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angle = rand(360)
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angle = rand(360) if angle >= 180 && spawner_type == :random_direction_gravity # Prefer upwards angles
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speed = rand(150, 250)
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start_x_speed = speed * Math.cos(angle * Math::PI / 180)
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start_y_speed = -speed * Math.sin(angle * Math::PI / 180)
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start_x = (start_x_speed * 0.05) + rand(-8, 8)
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start_y = (start_y_speed * 0.05) + rand(-8, 8)
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# Set initial positions
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[:x, :y].each do |property|
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offset = (property == :x) ? start_x : start_y
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particle[property].each do |cmd|
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next if cmd[1] > 0
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particle_sprite.add_set_process(property, (cmd[0] + delay) * slowdown, cmd[2] + offset)
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break
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end
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end
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# Set movements
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particle_sprite.add_move_process(:x,
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(life_start + delay) * slowdown, lifetime * slowdown,
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start_x + (start_x_speed * lifetime / 20.0), :linear)
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if spawner_type == :random_direction_gravity
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particle_sprite.add_move_process(:y,
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(life_start + delay) * slowdown, lifetime * slowdown,
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[start_y_speed / slowdown, AnimationPlayer::Helper::GRAVITY_STRENGTH.to_f / (slowdown * slowdown)], :gravity)
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else
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particle_sprite.add_move_process(:y,
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(life_start + delay) * slowdown, lifetime * slowdown,
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start_y + (start_y_speed * lifetime / 20.0), :linear)
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end
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end
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end
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# Creates sprites and ParticleSprites, and sets sprite properties that won't
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# change during the animation.
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def set_up
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particles.each do |particle|
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if GameData::Animation::FOCUS_TYPES_WITH_TARGET.include?(particle[:focus]) && @targets
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one_per_side = [:target_side_foreground, :target_side_background].include?(particle[:focus])
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sides_covered = []
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@targets.each do |target|
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next if one_per_side && sides_covered.include?(target.index % 2)
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set_up_particle(particle, target.index)
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sides_covered.push(target.index % 2)
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qty = 1
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qty = particle[:spawn_quantity] || 1 if particle[:spawner] && particle[:spawner] != :none
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qty.times do |i|
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if GameData::Animation::FOCUS_TYPES_WITH_TARGET.include?(particle[:focus]) && @targets
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one_per_side = [:target_side_foreground, :target_side_background].include?(particle[:focus])
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sides_covered = []
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@targets.each do |target|
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next if one_per_side && sides_covered.include?(target.index % 2)
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set_up_particle(particle, target.index, i)
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sides_covered.push(target.index % 2)
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end
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else
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set_up_particle(particle, -1, i)
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end
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else
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set_up_particle(particle)
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end
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end
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reset_anim_sprites
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