mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
More renaming and rearranging, fixed typo from earlier commit, tweaked splash and title screen code
This commit is contained in:
475
Data/Scripts/004_Game classes/009_Game_Player.rb
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475
Data/Scripts/004_Game classes/009_Game_Player.rb
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@@ -0,0 +1,475 @@
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#===============================================================================
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# ** Game_Player
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#-------------------------------------------------------------------------------
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# This class handles the player. Its functions include event starting
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# determinants and map scrolling. Refer to "$game_player" for the one
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# instance of this class.
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#===============================================================================
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class Game_Player < Game_Character
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attr_accessor :bump_se
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attr_accessor :charsetData
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attr_accessor :encounter_count
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SCREEN_CENTER_X = (Settings::SCREEN_WIDTH / 2 - Game_Map::TILE_WIDTH / 2) * Game_Map::X_SUBPIXELS
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SCREEN_CENTER_Y = (Settings::SCREEN_HEIGHT / 2 - Game_Map::TILE_HEIGHT / 2) * Game_Map::Y_SUBPIXELS
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def initialize(*arg)
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super(*arg)
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@lastdir=0
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@lastdirframe=0
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@bump_se=0
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end
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def map
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@map = nil
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return $game_map
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end
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def bush_depth
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return 0 if @tile_id > 0 || @always_on_top
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xbehind = (@direction==4) ? @x+1 : (@direction==6) ? @x-1 : @x
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ybehind = (@direction==8) ? @y+1 : (@direction==2) ? @y-1 : @y
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# Both current tile and previous tile are on the same map; just return super
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return super if $game_map.valid?(@x,@y) && $game_map.valid?(xbehind,ybehind)
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# The current or the previous tile is on a different map; consult MapFactory
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return 0 if !$MapFactory
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# Get map and coordinates of the current tile
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if $game_map.valid?(@x,@y)
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heremap = self.map; herex = @x; herey = @y
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else
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newhere = $MapFactory.getNewMap(@x,@y)
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return 0 unless newhere && newhere[0] # Map not found
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heremap = newhere[0]; herex = newhere[1]; herey = newhere[2]
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end
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# Get map and coordinates of the previous tile
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newbehind = $MapFactory.getNewMap(xbehind,ybehind)
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if $game_map.valid?(xbehind,ybehind)
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behindmap = self.map; behindx = xbehind; behindy = ybehind
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else
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return 0 unless newbehind && newbehind[0] # Map not found
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behindmap = newbehind[0]; behindx = newbehind[1]; behindy = newbehind[2]
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end
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# Return bush depth
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if !jumping?
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return 32 if heremap.deepBush?(herex, herey) && behindmap.deepBush?(behindx, behindy)
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return 12 if heremap.bush?(herex, herey) && !moving?
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end
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return 0
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end
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def pbHasDependentEvents?
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return $PokemonGlobal.dependentEvents.length>0
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end
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def bump_into_object
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return if @bump_se && @bump_se>0
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pbSEPlay("Player bump")
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@bump_se = Graphics.frame_rate/4
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end
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def move_generic(dir, turn_enabled = true)
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turn_generic(dir, true) if turn_enabled
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if !$PokemonTemp.encounterTriggered
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x_offset = (dir == 4) ? -1 : (dir == 6) ? 1 : 0
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y_offset = (dir == 8) ? -1 : (dir == 2) ? 1 : 0
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if can_move_in_direction?(dir)
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return if pbLedge(x_offset, y_offset)
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return if pbEndSurf(x_offset, y_offset)
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turn_generic(dir, true)
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if !$PokemonTemp.encounterTriggered
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@x += x_offset
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@y += y_offset
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$PokemonTemp.dependentEvents.pbMoveDependentEvents
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increase_steps
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end
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else
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if !check_event_trigger_touch(@x + x_offset, @y + y_offset)
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bump_into_object
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end
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end
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end
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$PokemonTemp.encounterTriggered = false
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end
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def turn_generic(dir, keep_enc_indicator = false)
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old_direction = @direction
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super(dir)
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if @direction != old_direction && !@move_route_forcing && !pbMapInterpreterRunning?
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Events.onChangeDirection.trigger(self, self)
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$PokemonTemp.encounterTriggered = false if !keep_enc_indicator
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end
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end
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def pbTriggeredTrainerEvents(triggers,checkIfRunning=true)
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result = []
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# If event is running
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return result if checkIfRunning && $game_system.map_interpreter.running?
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# All event loops
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for event in $game_map.events.values
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next if !event.name[/trainer\((\d+)\)/i]
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distance = $~[1].to_i
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# If event coordinates and triggers are consistent
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if pbEventCanReachPlayer?(event,self,distance) and triggers.include?(event.trigger)
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# If starting determinant is front event (other than jumping)
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result.push(event) if not event.jumping? and not event.over_trigger?
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end
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end
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return result
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end
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def pbTriggeredCounterEvents(triggers,checkIfRunning=true)
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result = []
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# If event is running
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return result if checkIfRunning && $game_system.map_interpreter.running?
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# All event loops
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for event in $game_map.events.values
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next if !event.name[/counter\((\d+)\)/i]
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distance = $~[1].to_i
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# If event coordinates and triggers are consistent
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if pbEventFacesPlayer?(event,self,distance) and triggers.include?(event.trigger)
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# If starting determinant is front event (other than jumping)
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result.push(event) if not event.jumping? and not event.over_trigger?
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end
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end
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return result
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end
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def pbCheckEventTriggerAfterTurning; end
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def pbCheckEventTriggerFromDistance(triggers)
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ret = pbTriggeredTrainerEvents(triggers)
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ret.concat(pbTriggeredCounterEvents(triggers))
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return false if ret.length==0
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for event in ret
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event.start
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end
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return true
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end
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def pbTerrainTag(countBridge = false)
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return $MapFactory.getTerrainTag(self.map.map_id, @x, @y, countBridge) if $MapFactory
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return $game_map.terrain_tag(@x, @y, countBridge)
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end
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def pbFacingEvent(ignoreInterpreter=false)
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return nil if $game_system.map_interpreter.running? && !ignoreInterpreter
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# Check the tile in front of the player for events
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new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
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new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
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return nil if !$game_map.valid?(new_x, new_y)
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for event in $game_map.events.values
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next if !event.at_coordinate?(new_x, new_y)
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next if event.jumping? || event.over_trigger?
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return event
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end
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# If the tile in front is a counter, check one tile beyond that for events
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if $game_map.counter?(new_x, new_y)
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new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
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new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
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for event in $game_map.events.values
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next if !event.at_coordinate?(new_x, new_y)
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next if event.jumping? || event.over_trigger?
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return event
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end
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end
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return nil
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end
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def pbFacingTerrainTag(dir = nil)
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dir = self.direction if !dir
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return $MapFactory.getFacingTerrainTag(dir, self) if $MapFactory
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facing = pbFacingTile(dir, self)
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return $game_map.terrain_tag(facing[1], facing[2])
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end
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#-----------------------------------------------------------------------------
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# * Passable Determinants
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# x : x-coordinate
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# y : y-coordinate
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# d : direction (0,2,4,6,8)
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# * 0 = Determines if all directions are impassable (for jumping)
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#-----------------------------------------------------------------------------
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def passable?(x, y, d, strict = false)
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# Get new coordinates
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new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
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new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
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# If coordinates are outside of map
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return false if !$game_map.validLax?(new_x, new_y)
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if !$game_map.valid?(new_x, new_y)
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return false if !$MapFactory
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return $MapFactory.isPassableFromEdge?(new_x, new_y)
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end
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# If debug mode is ON and Ctrl key was pressed
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return true if $DEBUG and Input.press?(Input::CTRL)
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return super
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end
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#-----------------------------------------------------------------------------
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# * Set Map Display Position to Center of Screen
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#-----------------------------------------------------------------------------
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def center(x, y)
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self.map.display_x = x * Game_Map::REAL_RES_X - SCREEN_CENTER_X
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self.map.display_y = y * Game_Map::REAL_RES_Y - SCREEN_CENTER_Y
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end
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#-----------------------------------------------------------------------------
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# * Move to Designated Position
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# x : x-coordinate
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# y : y-coordinate
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#-----------------------------------------------------------------------------
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def moveto(x, y)
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super
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# Centering
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center(x, y)
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# Make encounter count
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make_encounter_count
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end
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#-----------------------------------------------------------------------------
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# * Make Encounter Count
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#-----------------------------------------------------------------------------
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def make_encounter_count
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# Image of two dice rolling
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if $game_map.map_id != 0
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n = $game_map.encounter_step
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@encounter_count = rand(n) + rand(n) + 1
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end
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end
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#-----------------------------------------------------------------------------
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# * Refresh
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#-----------------------------------------------------------------------------
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def refresh
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@opacity = 255
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@blend_type = 0
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end
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#-----------------------------------------------------------------------------
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# * Trigger event(s) at the same coordinates as self with the appropriate
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# trigger(s) that can be triggered
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#-----------------------------------------------------------------------------
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def check_event_trigger_here(triggers)
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result = false
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# If event is running
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return result if $game_system.map_interpreter.running?
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# All event loops
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for event in $game_map.events.values
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# If event coordinates and triggers are consistent
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next if !event.at_coordinate?(@x, @y)
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next if !triggers.include?(event.trigger)
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# If starting determinant is same position event (other than jumping)
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next if event.jumping? || !event.over_trigger?
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event.start
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result = true
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end
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return result
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end
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#-----------------------------------------------------------------------------
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# * Front Event Starting Determinant
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#-----------------------------------------------------------------------------
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def check_event_trigger_there(triggers)
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result = false
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# If event is running
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return result if $game_system.map_interpreter.running?
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# Calculate front event coordinates
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new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
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new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
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return false if !$game_map.valid?(new_x, new_y)
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# All event loops
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for event in $game_map.events.values
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# If event coordinates and triggers are consistent
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next if !event.at_coordinate?(new_x, new_y)
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next if !triggers.include?(event.trigger)
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# If starting determinant is front event (other than jumping)
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next if event.jumping? || event.over_trigger?
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event.start
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result = true
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end
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# If fitting event is not found
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if result == false
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# If front tile is a counter
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if $game_map.counter?(new_x, new_y)
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# Calculate coordinates of 1 tile further away
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new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
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new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
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return false if !$game_map.valid?(new_x, new_y)
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# All event loops
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for event in $game_map.events.values
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# If event coordinates and triggers are consistent
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next if !event.at_coordinate?(new_x, new_y)
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next if !triggers.include?(event.trigger)
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# If starting determinant is front event (other than jumping)
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next if event.jumping? || event.over_trigger?
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event.start
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result = true
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end
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end
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end
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return result
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end
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#-----------------------------------------------------------------------------
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# * Touch Event Starting Determinant
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#-----------------------------------------------------------------------------
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def check_event_trigger_touch(x, y)
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result = false
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# If event is running
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return result if $game_system.map_interpreter.running?
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# All event loops
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for event in $game_map.events.values
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# If event coordinates and triggers are consistent
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next if !event.at_coordinate?(x, y)
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if event.name[/trainer\((\d+)\)/i]
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distance = $~[1].to_i
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next if !pbEventCanReachPlayer?(event,self,distance)
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elsif event.name[/counter\((\d+)\)/i]
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distance = $~[1].to_i
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next if !pbEventFacesPlayer?(event,self,distance)
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end
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next if ![1,2].include?(event.trigger)
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# If starting determinant is front event (other than jumping)
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next if event.jumping? || event.over_trigger?
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event.start
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result = true
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end
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return result
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end
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#-----------------------------------------------------------------------------
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# * Frame Update
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#-----------------------------------------------------------------------------
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def update
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last_real_x = @real_x
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last_real_y = @real_y
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super
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update_screen_position(last_real_x, last_real_y)
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# Update dependent events
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$PokemonTemp.dependentEvents.updateDependentEvents
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# Count down the time between allowed bump sounds
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@bump_se -= 1 if @bump_se && @bump_se>0
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# Finish up dismounting from surfing
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if $PokemonTemp.endSurf && !moving?
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pbCancelVehicles
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$PokemonTemp.surfJump = nil
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$PokemonTemp.endSurf = false
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end
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update_event_triggering
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end
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def update_command_new
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dir = Input.dir4
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unless pbMapInterpreterRunning? || $game_temp.message_window_showing ||
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$PokemonTemp.miniupdate || $game_temp.in_menu
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# Move player in the direction the directional button is being pressed
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if @moved_last_frame ||
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(dir > 0 && dir == @lastdir && Graphics.frame_count - @lastdirframe > Graphics.frame_rate / 20)
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case dir
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when 2 then move_down
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when 4 then move_left
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when 6 then move_right
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when 8 then move_up
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end
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elsif dir != @lastdir
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case dir
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when 2 then turn_down
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when 4 then turn_left
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when 6 then turn_right
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when 8 then turn_up
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end
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end
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end
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# Record last direction input
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@lastdirframe = Graphics.frame_count if dir != @lastdir
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@lastdir = dir
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end
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# Center player on-screen
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def update_screen_position(last_real_x, last_real_y)
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return if self.map.scrolling? || !(@moved_last_frame || @moved_this_frame)
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self.map.display_x = @real_x - SCREEN_CENTER_X
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self.map.display_y = @real_y - SCREEN_CENTER_Y
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||||
end
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||||
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||||
def update_event_triggering
|
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return if moving?
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# Try triggering events upon walking into them/in front of them
|
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if @moved_this_frame
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$PokemonTemp.dependentEvents.pbTurnDependentEvents
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result = pbCheckEventTriggerFromDistance([2])
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# Event determinant is via touch of same position event
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result |= check_event_trigger_here([1,2])
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# No events triggered, try other event triggers upon finishing a step
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pbOnStepTaken(result)
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end
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# If C button was pressed, try to manually interact with events
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if Input.trigger?(Input::USE) && !$PokemonTemp.miniupdate
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# Same position and front event determinant
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check_event_trigger_here([0])
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check_event_trigger_there([0,2])
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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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||||
def pbGetPlayerCharset(meta,charset,trainer=nil,force=false)
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trainer = $Trainer if !trainer
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outfit = (trainer) ? trainer.outfit : 0
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if $game_player && $game_player.charsetData && !force
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return nil if $game_player.charsetData[0]==$PokemonGlobal.playerID &&
|
||||
$game_player.charsetData[1]==charset &&
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$game_player.charsetData[2]==outfit
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||||
end
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||||
$game_player.charsetData = [$PokemonGlobal.playerID,charset,outfit] if $game_player
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||||
ret = meta[charset]
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ret = meta[1] if !ret || ret==""
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if pbResolveBitmap("Graphics/Characters/"+ret+"_"+outfit.to_s)
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||||
ret = ret+"_"+outfit.to_s
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||||
end
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return ret
|
||||
end
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||||
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||||
def pbUpdateVehicle
|
||||
meta = GameData::Metadata.get_player($PokemonGlobal.playerID)
|
||||
if meta
|
||||
charset = 1 # Regular graphic
|
||||
if $PokemonGlobal.diving; charset = 5 # Diving graphic
|
||||
elsif $PokemonGlobal.surfing; charset = 3 # Surfing graphic
|
||||
elsif $PokemonGlobal.bicycle; charset = 2 # Bicycle graphic
|
||||
end
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||||
newCharName = pbGetPlayerCharset(meta,charset)
|
||||
$game_player.character_name = newCharName if newCharName
|
||||
end
|
||||
end
|
||||
|
||||
def pbCancelVehicles(destination=nil)
|
||||
$PokemonGlobal.surfing = false
|
||||
$PokemonGlobal.diving = false
|
||||
$PokemonGlobal.bicycle = false if !destination || !pbCanUseBike?(destination)
|
||||
pbUpdateVehicle
|
||||
end
|
||||
|
||||
def pbCanUseBike?(map_id)
|
||||
map_metadata = GameData::MapMetadata.try_get(map_id)
|
||||
return false if !map_metadata
|
||||
return true if map_metadata.always_bicycle
|
||||
val = map_metadata.can_bicycle || map_metadata.outdoor_map
|
||||
return (val) ? true : false
|
||||
end
|
||||
|
||||
def pbMountBike
|
||||
return if $PokemonGlobal.bicycle
|
||||
$PokemonGlobal.bicycle = true
|
||||
pbUpdateVehicle
|
||||
bike_bgm = GameData::Metadata.get.bicycle_BGM
|
||||
pbCueBGM(bike_bgm, 0.5) if bike_bgm
|
||||
pbPokeRadarCancel
|
||||
end
|
||||
|
||||
def pbDismountBike
|
||||
return if !$PokemonGlobal.bicycle
|
||||
$PokemonGlobal.bicycle = false
|
||||
pbUpdateVehicle
|
||||
$game_map.autoplayAsCue
|
||||
end
|
||||
Reference in New Issue
Block a user