mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
Wrote preliminary UI base classes, wrote trainer card and pause menu screens using them
This commit is contained in:
199
Data/Scripts/016b_UI redesign/000_UI_base.rb
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199
Data/Scripts/016b_UI redesign/000_UI_base.rb
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module UI
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#=============================================================================
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# The visuals class.
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#=============================================================================
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class BaseUIVisuals
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GRAPHICS_FOLDER = "Graphics/UI/"
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BACKGROUND_FILENAME = "bg"
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BLACK_TEXT_COLOR = Color.new(72, 72, 72)
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BLACK_TEXT_SHADOW_COLOR = Color.new(160, 160, 160)
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def initialize
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@bitmaps = {}
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@sprites = {}
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initialize_viewport
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initialize_bitmaps
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initialize_background
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initialize_overlay
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# TODO: Initialize message box (and dialogue box?) for messages to use.
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initialize_sprites
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refresh
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end
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def initialize_viewport
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@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
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@viewport.z = 99999
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end
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def initialize_bitmaps
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end
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def initialize_background
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addBackgroundPlane(@sprites, :background, GRAPHICS_FOLDER + background_filename, @viewport)
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@sprites[:background].z = -1000
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end
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def background_filename
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return gendered_filename(BACKGROUND_FILENAME)
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end
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def initialize_overlay
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@sprites[:overlay] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
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@sprites[:overlay].z = 1000
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pbSetSystemFont(@sprites[:overlay].bitmap)
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end
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def initialize_sprites
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end
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#---------------------------------------------------------------------------
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def add_icon_sprite(key, x, y, filename = nil)
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@sprites[key] = IconSprite.new(x, y, :viewport)
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@sprites[key].setBitmap(filename) if filename
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end
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#---------------------------------------------------------------------------
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def fade_in
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pbFadeInAndShow(@sprites) { update_visuals }
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end
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def fade_out
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pbFadeOutAndHide(@sprites) { update_visuals }
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end
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def dispose
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@sprites.each_value { |s| s.dispose if s && !s.disposed? }
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@sprites.clear
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@bitmaps.each_value { |b| b.dispose if b && !b.disposed? }
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@bitmaps.clear
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@viewport.dispose
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end
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#---------------------------------------------------------------------------
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def gendered_filename(base_filename)
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return filename_with_appendix(base_filename, "_f") if $player.female?
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return base_filename
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end
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def filename_with_appendix(base_filename, appendix)
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if appendix && appendix != ""
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trial_filename = base_filename + appendix
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return trial_filename if pbResolveBitmap(GRAPHICS_FOLDER + trial_filename)
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end
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return base_filename
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end
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#---------------------------------------------------------------------------
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def show_message(text)
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pbMessage(text) { update_visuals }
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end
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def show_confirm_message(text)
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return pbConfirmMessage(text) { update_visuals }
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end
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def show_choice_message(text, options, cancel_index)
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return pbMessage(text, options, cancel_index) { update_visuals }
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end
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#---------------------------------------------------------------------------
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# Redraw everything on the screen.
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def refresh
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refresh_overlay
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end
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def refresh_overlay
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@sprites[:overlay].bitmap.clear
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end
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#---------------------------------------------------------------------------
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def update_visuals
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pbUpdateSpriteHash(@sprites)
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end
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def update_input
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if Input.trigger?(Input::BACK)
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return :quit
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end
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return nil
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end
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def update
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update_visuals
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return update_input
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end
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#---------------------------------------------------------------------------
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def navigate
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ret = nil
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loop do
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Graphics.update
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Input.update
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ret = update
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break if ret
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end
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return ret
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end
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end
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#=============================================================================
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# The logic class.
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#=============================================================================
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class BaseUIScreen
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def initialize
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initialize_visuals
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main
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end
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def initialize_visuals
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@visuals = UI::BaseUIVisuals.new
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end
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def start_screen
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@visuals.fade_in
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end
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def end_screen
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@visuals.fade_out
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@visuals.dispose
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end
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#-----------------------------------------------------------------------------
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def show_message(text)
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@visuals.show_message(text)
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end
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def show_confirm_message(text)
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return @visuals.show_confirm_message(text)
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end
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def show_choice_message(text, options, cancel_index)
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return @visuals.show_choice_message(text, options, cancel_index)
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end
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#-----------------------------------------------------------------------------
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def main
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start_screen
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loop do
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command = @visuals.navigate
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break if command == :quit
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command = perform_action(command)
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break if command == :quit
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end
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end_screen
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end
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def perform_action(command)
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return nil
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end
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end
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end
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140
Data/Scripts/016b_UI redesign/001_UIRedesign_PauseMenu.rb
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140
Data/Scripts/016b_UI redesign/001_UIRedesign_PauseMenu.rb
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@@ -0,0 +1,140 @@
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# TODO: This code is incomplete, in that all the MenuHandlers for the pause menu
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# assume the visuals class has def pbRefresh, def pbEndScene, def
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# pbHideMenu and def pbShowMenu.
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#===============================================================================
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#
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#===============================================================================
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class UI::PauseMenuVisuals < UI::BaseUIVisuals
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def initialize
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@info_state = false
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# @help_state = false
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super
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end
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def initialize_background; end
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def initialize_overlay; end
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def initialize_sprites
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# Pause menu
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@sprites[:commands] = Window_CommandPokemon.new([])
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@sprites[:commands].visible = false
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@sprites[:commands].viewport = @viewport
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# Info text box
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@sprites[:info_text] = Window_UnformattedTextPokemon.newWithSize("", 0, 0, 32, 32, @viewport)
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@sprites[:info_text].visible = false
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# Help text box
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# @sprites[:help_text] = Window_UnformattedTextPokemon.newWithSize("", 0, 0, 32, 32, @viewport)
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# @sprites[:help_text].visible = false
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end
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#-----------------------------------------------------------------------------
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# commands is [[command IDs], [command names]].
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def set_commands(commands)
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@commands = commands
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cmd_window = @sprites[:commands]
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cmd_window = @commands[1]
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cmd_window.index = $game_temp.menu_last_choice
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cmd_window.resizeToFit(@commands)
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cmd_window.x = Graphics.width - cmd_window.width
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cmd_window.y = 0
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cmd_window.visible = true
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end
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#-----------------------------------------------------------------------------
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def show_menu
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@sprites[:commands].visible = true
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@sprites[:info_text].visible = @info_state
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# @sprites[:help_text].visible = @help_state
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end
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def hide_menu
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@sprites[:commands].visible = false
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@sprites[:info_text].visible = false
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# @sprites[:help_text].visible = false
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end
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# Used in Safari Zone and Bug-Catching Contest to show extra information.
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def show_info(text)
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@sprites[:info_text].resizeToFit(text, Graphics.height)
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@sprites[:info_text].text = text
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@sprites[:info_text].visible = true
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@info_state = true
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end
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# Unused.
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# def show_help(text)
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# @sprites[:help_text].resizeToFit(text, Graphics.height)
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# @sprites[:help_text].text = text
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# @sprites[:help_text].visible = true
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# pbBottomLeft(@sprites[:help_text])
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# @help_state = true
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# end
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#-----------------------------------------------------------------------------
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def update_visuals
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pbUpdateSceneMap
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super
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end
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def update_input
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if Input.trigger?(Input::BACK) || Input.trigger?(Input::ACTION)
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return :quit
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end
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if Input.trigger?(Input::USE)
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idx = @sprites[:commands].index
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return @commands[0][idx]
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end
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return nil
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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::PauseMenuScreen < UI::BaseUIScreen
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def initialize
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raise _INTL("Tried to open the pause menu when $player was not defined.") if !$player
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initialize_commands
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super
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end
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def initialize_commands
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@commands ||= [[], []]
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@commands.clear
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@commands_hashes ||= {}
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@commands_hashes.clear
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MenuHandlers.each_available(:pause_menu) do |option, hash, name|
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@commands[0].push(option)
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@commands[1].push(name)
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@commands_hashes[option] = hash
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end
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end
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def initialize_visuals
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@visuals = UI::PauseMenuVisuals.new
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@visuals.set_commands(@commands)
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end
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def start_screen
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pbSEPlay("GUI menu open")
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end
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def end_screen
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pbPlayCloseMenuSE if !@silent_quit
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@visuals.dispose
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end
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#-----------------------------------------------------------------------------
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def perform_action(command)
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if @commands_hashes[command]["effect"].call(@visuals)
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@silent_quit = true
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return :quit
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end
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return nil
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end
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end
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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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@@ -0,0 +1,126 @@
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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/" + $player.trainer_type.to_s + ".png")
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end
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@sprites[:player].x -= @sprites[:player].bitmap.width / 2
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@sprites[:player].y -= @sprites[:player].bitmap.height
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@sprites[:player].z = 10
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end
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||||||
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#-----------------------------------------------------------------------------
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def refresh_overlay
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super
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overlay = @sprites[:overlay].bitmap
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draw_ID(overlay)
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draw_stats(overlay)
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draw_badges(overlay)
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end
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# Draws the player's name and ID number onto the overlay.
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def draw_ID(overlay)
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pbDrawTextPositions(overlay, [
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[_INTL("Name"), 34, 70, :left, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
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[$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", $player.public_ID), 468, 70, :right, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR]
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|
])
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end
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||||||
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# Draws the player's money, Pokédex numbers, play time and start date onto the
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# overlay.
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|
def draw_stats(overlay)
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# Create money text
|
||||||
|
money_text = _INTL("${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 = $stats.play_time.to_i
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hour = (total_secs / 60) / 60
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min = (total_secs / 60) % 60
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play_time = (hour > 0) ? _INTL("{1}h {2}m", hour, min) : _INTL("{1}m", min)
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||||||
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# Create start date text
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||||||
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$PokemonGlobal.startTime = Time.now if !$PokemonGlobal.startTime
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||||||
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# TODO: Put this date the proper way round for non-United States of Americans.
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||||||
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start_date = _INTL("{1} {2}, {3}",
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||||||
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pbGetAbbrevMonthName($PokemonGlobal.startTime.mon),
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||||||
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$PokemonGlobal.startTime.day,
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||||||
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$PokemonGlobal.startTime.year)
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||||||
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# Draw text
|
||||||
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pbDrawTextPositions(overlay, [
|
||||||
|
[_INTL("Money"), 34, 118, :left, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
|
||||||
|
[money_text, 302, 118, :right, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
|
||||||
|
[_INTL("Pokédex"), 34, 166, :left, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
|
||||||
|
[pokedex_text, 302, 166, :right, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
|
||||||
|
[_INTL("Time"), 34, 214, :left, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
|
||||||
|
[play_time, 302, 214, :right, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
|
||||||
|
[_INTL("Started"), 34, 262, :left, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
|
||||||
|
[start_date, 302, 262, :right, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR]
|
||||||
|
])
|
||||||
|
end
|
||||||
|
|
||||||
|
# Draws the player's owned Gym Badges onto the overlay.
|
||||||
|
def draw_badges(overlay)
|
||||||
|
x = FIRST_BADGE_X
|
||||||
|
region = pbGetCurrentRegion(0) # Get the current region
|
||||||
|
BADGE_COUNT.times do |i|
|
||||||
|
if $player.badges[i + (region * BADGE_COUNT)]
|
||||||
|
pbDrawImagePositions(overlay, [
|
||||||
|
[GRAPHICS_FOLDER + "icon_badges", x, FIRST_BADGE_Y, i * BADGE_SIZE[0], region * BADGE_SIZE[1], *BADGE_SIZE]
|
||||||
|
])
|
||||||
|
end
|
||||||
|
x += BADGE_SIZE[0] + BADGE_SPACING
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
#===============================================================================
|
||||||
|
#
|
||||||
|
#===============================================================================
|
||||||
|
class UI::TrainerCardScreen < UI::BaseUIScreen
|
||||||
|
def initialize_visuals
|
||||||
|
@visuals = UI::TrainerCardVisuals.new
|
||||||
|
end
|
||||||
|
|
||||||
|
def start_screen
|
||||||
|
super
|
||||||
|
pbSEPlay("GUI trainer card open")
|
||||||
|
end
|
||||||
|
|
||||||
|
def end_screen
|
||||||
|
pbPlayCloseMenuSE
|
||||||
|
super
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
#===============================================================================
|
||||||
|
#
|
||||||
|
#===============================================================================
|
||||||
|
MenuHandlers.add(:pause_menu, :new_trainer_card, {
|
||||||
|
"name" => proc { next "New Trainer Card" },
|
||||||
|
"order" => 55,
|
||||||
|
"effect" => proc { |menu|
|
||||||
|
pbPlayDecisionSE
|
||||||
|
pbFadeOutIn do
|
||||||
|
UI::TrainerCardScreen.new
|
||||||
|
menu.pbRefresh
|
||||||
|
end
|
||||||
|
next false
|
||||||
|
}
|
||||||
|
})
|
||||||
Reference in New Issue
Block a user