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Wrote preliminary UI base classes, wrote trainer card and pause menu screens using them
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126
Data/Scripts/016b_UI redesign/012_UIRedesign_TrainerCard.rb
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126
Data/Scripts/016b_UI redesign/012_UIRedesign_TrainerCard.rb
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#===============================================================================
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#
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#===============================================================================
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class UI::TrainerCardVisuals < UI::BaseUIVisuals
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GRAPHICS_FOLDER = "Graphics/UI/Trainer Card/"
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BADGE_SIZE = [32, 32] # [width, height] of a Gym Badge
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BADGE_SPACING = 16 # Size of gap between adjacent Gym Badges
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FIRST_BADGE_X = 72 # Left edge of the first Gym Badge
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FIRST_BADGE_Y = 310 # Top edge of the first Gym Badge
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BADGE_COUNT = 8 # Number of Gym Badges to show
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def initialize_sprites
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# Trainer card
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add_icon_sprite(:card, 0, 0, GRAPHICS_FOLDER + gendered_filename(_INTL("trainer_card")))
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# Player sprite (coordinates are the bottom middle of the sprite)
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add_icon_sprite(:player, 400, 240, GameData::TrainerType.player_front_sprite_filename($player.trainer_type))
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if !@sprites[:player].bitmap
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raise _INTL("No trainer front sprite exists for the player character, expected a file at {1}.",
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"Graphics/Trainers/" + $player.trainer_type.to_s + ".png")
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end
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@sprites[:player].x -= @sprites[:player].bitmap.width / 2
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@sprites[:player].y -= @sprites[:player].bitmap.height
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@sprites[:player].z = 10
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end
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#-----------------------------------------------------------------------------
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def refresh_overlay
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super
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overlay = @sprites[:overlay].bitmap
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draw_ID(overlay)
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draw_stats(overlay)
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draw_badges(overlay)
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end
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# Draws the player's name and ID number onto the overlay.
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def draw_ID(overlay)
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pbDrawTextPositions(overlay, [
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[_INTL("Name"), 34, 70, :left, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
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[$player.name, 302, 70, :right, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
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[_INTL("ID No."), 332, 70, :left, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
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[sprintf("%05d", $player.public_ID), 468, 70, :right, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR]
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])
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end
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# Draws the player's money, Pokédex numbers, play time and start date onto the
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# overlay.
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def draw_stats(overlay)
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# Create money text
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money_text = _INTL("${1}", $player.money.to_s_formatted)
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# Create Pokédex stats text
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pokedex_text = sprintf("%d/%d", $player.pokedex.owned_count, $player.pokedex.seen_count)
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# Create play time text
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total_secs = $stats.play_time.to_i
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hour = (total_secs / 60) / 60
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min = (total_secs / 60) % 60
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play_time = (hour > 0) ? _INTL("{1}h {2}m", hour, min) : _INTL("{1}m", min)
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# Create start date text
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$PokemonGlobal.startTime = Time.now if !$PokemonGlobal.startTime
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# TODO: Put this date the proper way round for non-United States of Americans.
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start_date = _INTL("{1} {2}, {3}",
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pbGetAbbrevMonthName($PokemonGlobal.startTime.mon),
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$PokemonGlobal.startTime.day,
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$PokemonGlobal.startTime.year)
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# Draw text
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pbDrawTextPositions(overlay, [
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[_INTL("Money"), 34, 118, :left, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
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[money_text, 302, 118, :right, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
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[_INTL("Pokédex"), 34, 166, :left, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
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[pokedex_text, 302, 166, :right, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
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[_INTL("Time"), 34, 214, :left, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
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[play_time, 302, 214, :right, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
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[_INTL("Started"), 34, 262, :left, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
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[start_date, 302, 262, :right, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR]
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])
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end
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# Draws the player's owned Gym Badges onto the overlay.
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def draw_badges(overlay)
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x = FIRST_BADGE_X
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region = pbGetCurrentRegion(0) # Get the current region
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BADGE_COUNT.times do |i|
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if $player.badges[i + (region * BADGE_COUNT)]
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pbDrawImagePositions(overlay, [
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[GRAPHICS_FOLDER + "icon_badges", x, FIRST_BADGE_Y, i * BADGE_SIZE[0], region * BADGE_SIZE[1], *BADGE_SIZE]
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])
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end
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x += BADGE_SIZE[0] + BADGE_SPACING
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end
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end
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end
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#===============================================================================
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#
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#===============================================================================
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class UI::TrainerCardScreen < UI::BaseUIScreen
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def initialize_visuals
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@visuals = UI::TrainerCardVisuals.new
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end
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def start_screen
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super
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pbSEPlay("GUI trainer card open")
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end
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def end_screen
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pbPlayCloseMenuSE
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super
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end
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end
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#===============================================================================
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#
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#===============================================================================
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MenuHandlers.add(:pause_menu, :new_trainer_card, {
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"name" => proc { next "New Trainer Card" },
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"order" => 55,
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"effect" => proc { |menu|
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pbPlayDecisionSE
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pbFadeOutIn do
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UI::TrainerCardScreen.new
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menu.pbRefresh
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end
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next false
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}
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})
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