More renaming and rearranging, fixed typo from earlier commit, tweaked splash and title screen code

This commit is contained in:
Maruno17
2021-04-05 00:04:18 +01:00
parent 5b0960337a
commit f541a13c9b
69 changed files with 180 additions and 69 deletions

View File

@@ -0,0 +1,94 @@
=begin
A sprite whose sole purpose is to display an animation. This sprite
can be displayed anywhere on the map and is disposed
automatically when its animation is finished.
Used for grass rustling and so forth.
=end
class AnimationSprite < RPG::Sprite
def initialize(animID,map,tileX,tileY,viewport=nil,tinting=false,height=3)
super(viewport)
@tileX = tileX
@tileY = tileY
self.bitmap = Bitmap.new(1, 1)
self.bitmap.clear
@map = map
setCoords
pbDayNightTint(self) if tinting
self.animation($data_animations[animID],true,height)
end
def setCoords
self.x = ((@tileX * Game_Map::REAL_RES_X - @map.display_x) / Game_Map::X_SUBPIXELS).ceil
self.x += Game_Map::TILE_WIDTH / 2
self.y = ((@tileY * Game_Map::REAL_RES_Y - @map.display_y) / Game_Map::Y_SUBPIXELS).ceil
self.y += Game_Map::TILE_HEIGHT
end
def dispose
self.bitmap.dispose
super
end
def update
if !self.disposed?
setCoords
super
self.dispose if !self.effect?
end
end
end
class Spriteset_Map
alias _animationSprite_initialize initialize
alias _animationSprite_update update
alias _animationSprite_dispose dispose
def initialize(map=nil)
@usersprites=[]
_animationSprite_initialize(map)
end
def addUserAnimation(animID,x,y,tinting=false,height=3)
sprite=AnimationSprite.new(animID,$game_map,x,y,@@viewport1,tinting,height)
addUserSprite(sprite)
return sprite
end
def addUserSprite(sprite)
for i in 0...@usersprites.length
if @usersprites[i]==nil || @usersprites[i].disposed?
@usersprites[i]=sprite
return
end
end
@usersprites.push(sprite)
end
def dispose
_animationSprite_dispose
for i in 0...@usersprites.length
@usersprites[i].dispose
end
@usersprites.clear
end
def update
return if @tilemap.disposed?
if $PokemonSystem.tilemap==0
if self.map==$game_map
pbDayNightTint(@@viewport3)
else
@@viewport3.tone.set(0,0,0,0)
end
else
pbDayNightTint(@tilemap)
@@viewport3.tone.set(0,0,0,0)
end
_animationSprite_update
for i in 0...@usersprites.length
@usersprites[i].update if !@usersprites[i].disposed?
end
end
end