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Teak to animation in previous commit
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@@ -1255,18 +1255,28 @@ module Transitions
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@flash_viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
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@flash_viewport.z = 99999
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@flash_viewport.color = Color.new(255, 255, 255, 0)
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# Background black
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@rear_black_sprite = new_sprite(0, 0, @black_bitmap)
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@rear_black_sprite.z = 1
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@rear_black_sprite.zoom_y = 2.0
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@rear_black_sprite.opacity = 224
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@rear_black_sprite.visible = false
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# Bar sprites (need 2 of them to make them loop around)
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@sprites = []
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((Graphics.width.to_f / @bar_bitmap.width).ceil + 1).times do |i|
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spr = new_sprite(Graphics.width * i, BAR_Y, @bar_bitmap)
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spr.z = 2
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@sprites.push(spr)
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end
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# Overworld sprite
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@bar_mask_sprite = new_sprite(0, 0, @overworld_bitmap.clone)
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@bar_mask_sprite.z = 1
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@bar_mask_sprite.z = 3
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# VS logo
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@vs_x = 144
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@vs_y = @sprites[0].y + (@sprites[0].height / 2)
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@vs_main_sprite = new_sprite(@vs_x, @vs_y, @vs_1_bitmap, @vs_1_bitmap.width / 2, @vs_1_bitmap.height / 2)
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@vs_main_sprite.visible = false
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@vs_main_sprite.z = 4
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@vs_1_sprite = new_sprite(@vs_x, @vs_y, @vs_2_bitmap, @vs_2_bitmap.width / 2, @vs_2_bitmap.height / 2)
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@vs_1_sprite.visible = false
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@vs_1_sprite.z = 5
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@@ -1274,20 +1284,18 @@ module Transitions
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@vs_1_sprite.zoom_y = @vs_1_sprite.zoom_x
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@vs_2_sprite = new_sprite(@vs_x, @vs_y, @vs_2_bitmap, @vs_2_bitmap.width / 2, @vs_2_bitmap.height / 2)
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@vs_2_sprite.visible = false
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@vs_2_sprite.z = 4
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@vs_2_sprite.z = 6
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@vs_2_sprite.zoom_x = 2.0
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@vs_2_sprite.zoom_y = @vs_2_sprite.zoom_x
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@vs_main_sprite = new_sprite(@vs_x, @vs_y, @vs_1_bitmap, @vs_1_bitmap.width / 2, @vs_1_bitmap.height / 2)
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@vs_main_sprite.visible = false
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@vs_main_sprite.z = 2
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# Foe sprite
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@foe_sprite = new_sprite(Graphics.width + @foe_bitmap.width, @sprites[0].y + @sprites[0].height - 12,
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@foe_bitmap, @foe_bitmap.width / 2, @foe_bitmap.height)
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@foe_sprite.color = Color.new(0, 0, 0)
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@foe_sprite.z = 7
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# Sprite with foe's name written in it
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@text_sprite = BitmapSprite.new(Graphics.width, @bar_bitmap.height, @viewport)
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@text_sprite.y = BAR_Y
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@text_sprite.z = 6
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@text_sprite.z = 8
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@text_sprite.visible = false
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pbSetSystemFont(@text_sprite.bitmap)
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pbDrawTextPositions(@text_sprite.bitmap,
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@@ -1318,12 +1326,13 @@ module Transitions
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def dispose_all
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# Dispose sprites
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@rear_black_sprite&.dispose
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@sprites.each { |s| s&.dispose }
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@sprites.clear
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@bar_mask_sprite&.dispose
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@vs_main_sprite&.dispose
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@vs_1_sprite&.dispose
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@vs_2_sprite&.dispose
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@vs_main_sprite&.dispose
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@foe_sprite&.dispose
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@text_sprite&.dispose
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@black_sprite&.dispose
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@@ -1361,6 +1370,7 @@ module Transitions
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proportion = (@timer - @flash_start) / @flash_duration
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if proportion >= 0.5
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@flash_viewport.color.alpha = 320 * 2 * (1 - proportion)
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@rear_black_sprite.visible = true
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@foe_sprite.color.alpha = 0
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@text_sprite.visible = true
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else
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@@ -1374,28 +1384,28 @@ module Transitions
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start_x = Graphics.width + (@foe_bitmap.width / 2)
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@foe_sprite.x = start_x + (FOE_SPRITE_X_LIMIT - start_x) * proportion
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elsif @timer >= @vs_appear_final
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@vs_2_sprite.visible = false
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@vs_1_sprite.visible = false
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elsif @timer >= @vs_appear_start_2
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# Temp VS sprites enlarge and shrink again
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if @vs_1_sprite.visible
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@vs_1_sprite.zoom_x = 1.6 - 0.8 * (@timer - @vs_appear_start_2) / @vs_shrink_time
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@vs_1_sprite.zoom_y = @vs_1_sprite.zoom_x
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if @vs_1_sprite.zoom_x <= 1.2
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@vs_1_sprite.visible = false
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if @vs_2_sprite.visible
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@vs_2_sprite.zoom_x = 1.6 - 0.8 * (@timer - @vs_appear_start_2) / @vs_shrink_time
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@vs_2_sprite.zoom_y = @vs_2_sprite.zoom_x
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if @vs_2_sprite.zoom_x <= 1.2
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@vs_2_sprite.visible = false
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@vs_main_sprite.visible = true
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end
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end
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@vs_2_sprite.zoom_x = 2.0 - 0.8 * (@timer - @vs_appear_start_2) / @vs_shrink_time
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@vs_2_sprite.zoom_y = @vs_2_sprite.zoom_x
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@vs_1_sprite.zoom_x = 2.0 - 0.8 * (@timer - @vs_appear_start_2) / @vs_shrink_time
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@vs_1_sprite.zoom_y = @vs_1_sprite.zoom_x
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elsif @timer >= @vs_appear_start
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# Temp VS sprites appear and start shrinking
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@vs_1_sprite.visible = true
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@vs_1_sprite.zoom_x = 2.0 - 0.8 * (@timer - @vs_appear_start) / @vs_shrink_time
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@vs_1_sprite.zoom_y = @vs_1_sprite.zoom_x
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if @vs_2_sprite.visible || @vs_1_sprite.zoom_x <= 1.6 # Halfway between 2.0 and 1.2
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@vs_2_sprite.visible = true
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@vs_2_sprite.zoom_x = 2.0 - 0.8 * (@timer - @vs_appear_start - (@vs_shrink_time / 2)) / @vs_shrink_time
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@vs_2_sprite.zoom_y = @vs_2_sprite.zoom_x
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@vs_2_sprite.visible = true
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@vs_2_sprite.zoom_x = 2.0 - 0.8 * (@timer - @vs_appear_start) / @vs_shrink_time
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@vs_2_sprite.zoom_y = @vs_2_sprite.zoom_x
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if @vs_1_sprite.visible || @vs_2_sprite.zoom_x <= 1.6 # Halfway between 2.0 and 1.2
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@vs_1_sprite.visible = true
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@vs_1_sprite.zoom_x = 2.0 - 0.8 * (@timer - @vs_appear_start - (@vs_shrink_time / 2)) / @vs_shrink_time
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@vs_1_sprite.zoom_y = @vs_1_sprite.zoom_x
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end
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elsif @timer >= @bar_appear_end
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@bar_mask_sprite.visible = false
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@@ -168,6 +168,7 @@ def pbBattleAnimationCore(anim, viewport, location, num_flashes = 2)
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break if timer >= half_flash_time * 2
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end
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end
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viewport.color.alpha = 0
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end
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# Take screenshot of game, for use in some animations
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$game_temp.background_bitmap&.dispose
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