Rewrote and refactored follower code, fixed follower glitchiness actoss connected maps, fixed follower glitchiness around bridges

This commit is contained in:
Maruno17
2021-10-02 22:57:54 +01:00
parent 0b656edffc
commit f35a51f975
15 changed files with 625 additions and 588 deletions

View File

@@ -63,6 +63,7 @@ class Sprite_Reflection
@sprite.oy = height/2-2 # Hard-coded 2 pixel shift up
@sprite.oy -= @rsprite.character.bob_height*2
@sprite.z = -50 # Still water is -100, map is 0 and above
@sprite.z += 1 if @event == $game_player
@sprite.zoom_x = @rsprite.zoom_x
@sprite.zoom_y = @rsprite.zoom_y
frame = (Graphics.frame_count%40)/10

View File

@@ -4,6 +4,7 @@ class Spriteset_Global
@@viewport2.z = 200
def initialize
@follower_sprites = FollowerSprites.new(Spriteset_Map.viewport)
@playersprite = Sprite_Character.new(Spriteset_Map.viewport, $game_player)
@picture_sprites = []
for i in 1..100
@@ -14,15 +15,18 @@ class Spriteset_Global
end
def dispose
@follower_sprites.dispose
@follower_sprites = nil
@playersprite.dispose
@picture_sprites.each { |sprite| sprite.dispose }
@timer_sprite.dispose
@playersprite = nil
@picture_sprites.each { |sprite| sprite.dispose }
@picture_sprites.clear
@timer_sprite.dispose
@timer_sprite = nil
end
def update
@follower_sprites.update
@playersprite.update
@picture_sprites.each { |sprite| sprite.update }
@timer_sprite.update