class Battle::Scene #============================================================================= # Create the battle scene and its elements #============================================================================= def initialize @battle = nil @abortable = false @aborted = false @battleEnd = false @animations = [] @frameCounter = 0 end # Called whenever the battle begins. def pbStartBattle(battle) @battle = battle @viewport = Viewport.new(0, 0, Graphics.width, Graphics.height) @viewport.z = 99999 @lastCmd = Array.new(@battle.battlers.length, 0) @lastMove = Array.new(@battle.battlers.length, 0) pbInitSprites pbBattleIntroAnimation end def pbInitSprites @sprites = {} # The background image and each side's base graphic pbCreateBackdropSprites # Create message box graphic messageBox = pbAddSprite("messageBox", 0, Graphics.height - 96, "Graphics/Pictures/Battle/overlay_message", @viewport) messageBox.z = 195 # Create message window (displays the message) msgWindow = Window_AdvancedTextPokemon.newWithSize( "", 16, Graphics.height - 96 + 2, Graphics.width - 32, 96, @viewport ) msgWindow.z = 200 msgWindow.opacity = 0 msgWindow.baseColor = MESSAGE_BASE_COLOR msgWindow.shadowColor = MESSAGE_SHADOW_COLOR msgWindow.letterbyletter = true @sprites["messageWindow"] = msgWindow # Create command window @sprites["commandWindow"] = CommandMenu.new(@viewport, 200) # Create fight window @sprites["fightWindow"] = FightMenu.new(@viewport, 200) # Create targeting window @sprites["targetWindow"] = TargetMenu.new(@viewport, 200, @battle.sideSizes) pbShowWindow(MESSAGE_BOX) # The party lineup graphics (bar and balls) for both sides for side in 0...2 partyBar = pbAddSprite("partyBar_#{side}", 0, 0, "Graphics/Pictures/Battle/overlay_lineup", @viewport) partyBar.z = 120 partyBar.mirror = true if side == 0 # Player's lineup bar only partyBar.visible = false for i in 0...NUM_BALLS ball = pbAddSprite("partyBall_#{side}_#{i}", 0, 0, nil, @viewport) ball.z = 121 ball.visible = false end # Ability splash bars if USE_ABILITY_SPLASH @sprites["abilityBar_#{side}"] = AbilitySplashBar.new(side, @viewport) end end # Player's and partner trainer's back sprite @battle.player.each_with_index do |p, i| pbCreateTrainerBackSprite(i, p.trainer_type, @battle.player.length) end # Opposing trainer(s) sprites if @battle.trainerBattle? @battle.opponent.each_with_index do |p, i| pbCreateTrainerFrontSprite(i, p.trainer_type, @battle.opponent.length) end end # Data boxes and Pokémon sprites @battle.battlers.each_with_index do |b, i| next if !b @sprites["dataBox_#{i}"] = PokemonDataBox.new(b, @battle.pbSideSize(i), @viewport) pbCreatePokemonSprite(i) end # Wild battle, so set up the Pokémon sprite(s) accordingly if @battle.wildBattle? @battle.pbParty(1).each_with_index do |pkmn, i| index = (i * 2) + 1 pbChangePokemon(index, pkmn) pkmnSprite = @sprites["pokemon_#{index}"] pkmnSprite.tone = Tone.new(-80, -80, -80) pkmnSprite.visible = true end end end def pbCreateBackdropSprites case @battle.time when 1 then time = "eve" when 2 then time = "night" end # Put everything together into backdrop, bases and message bar filenames backdropFilename = @battle.backdrop baseFilename = @battle.backdrop baseFilename = sprintf("%s_%s", baseFilename, @battle.backdropBase) if @battle.backdropBase messageFilename = @battle.backdrop if time trialName = sprintf("%s_%s", backdropFilename, time) if pbResolveBitmap(sprintf("Graphics/Battlebacks/" + trialName + "_bg")) backdropFilename = trialName end trialName = sprintf("%s_%s", baseFilename, time) if pbResolveBitmap(sprintf("Graphics/Battlebacks/" + trialName + "_base0")) baseFilename = trialName end trialName = sprintf("%s_%s", messageFilename, time) if pbResolveBitmap(sprintf("Graphics/Battlebacks/" + trialName + "_message")) messageFilename = trialName end end if !pbResolveBitmap(sprintf("Graphics/Battlebacks/" + baseFilename + "_base0")) && @battle.backdropBase baseFilename = @battle.backdropBase if time trialName = sprintf("%s_%s", baseFilename, time) if pbResolveBitmap(sprintf("Graphics/Battlebacks/" + trialName + "_base0")) baseFilename = trialName end end end # Finalise filenames battleBG = "Graphics/Battlebacks/" + backdropFilename + "_bg" playerBase = "Graphics/Battlebacks/" + baseFilename + "_base0" enemyBase = "Graphics/Battlebacks/" + baseFilename + "_base1" messageBG = "Graphics/Battlebacks/" + messageFilename + "_message" # Apply graphics bg = pbAddSprite("battle_bg", 0, 0, battleBG, @viewport) bg.z = 0 bg = pbAddSprite("battle_bg2", -Graphics.width, 0, battleBG, @viewport) bg.z = 0 bg.mirror = true for side in 0...2 baseX, baseY = Battle::Scene.pbBattlerPosition(side) base = pbAddSprite("base_#{side}", baseX, baseY, (side == 0) ? playerBase : enemyBase, @viewport) base.z = 1 if base.bitmap base.ox = base.bitmap.width / 2 base.oy = (side == 0) ? base.bitmap.height : base.bitmap.height / 2 end end cmdBarBG = pbAddSprite("cmdBar_bg", 0, Graphics.height - 96, messageBG, @viewport) cmdBarBG.z = 180 end def pbCreateTrainerBackSprite(idxTrainer, trainerType, numTrainers = 1) if idxTrainer == 0 # Player's sprite trainerFile = GameData::TrainerType.player_back_sprite_filename(trainerType) else # Partner trainer's sprite trainerFile = GameData::TrainerType.back_sprite_filename(trainerType) end spriteX, spriteY = Battle::Scene.pbTrainerPosition(0, idxTrainer, numTrainers) trainer = pbAddSprite("player_#{idxTrainer + 1}", spriteX, spriteY, trainerFile, @viewport) return if !trainer.bitmap # Alter position of sprite trainer.z = 80 + idxTrainer if trainer.bitmap.width > trainer.bitmap.height * 2 trainer.src_rect.x = 0 trainer.src_rect.width = trainer.bitmap.width / 5 end trainer.ox = trainer.src_rect.width / 2 trainer.oy = trainer.bitmap.height end def pbCreateTrainerFrontSprite(idxTrainer, trainerType, numTrainers = 1) trainerFile = GameData::TrainerType.front_sprite_filename(trainerType) spriteX, spriteY = Battle::Scene.pbTrainerPosition(1, idxTrainer, numTrainers) trainer = pbAddSprite("trainer_#{idxTrainer + 1}", spriteX, spriteY, trainerFile, @viewport) return if !trainer.bitmap # Alter position of sprite trainer.z = 7 + idxTrainer trainer.ox = trainer.src_rect.width / 2 trainer.oy = trainer.bitmap.height end def pbCreatePokemonSprite(idxBattler) sideSize = @battle.pbSideSize(idxBattler) batSprite = BattlerSprite.new(@viewport, sideSize, idxBattler, @animations) @sprites["pokemon_#{idxBattler}"] = batSprite shaSprite = BattlerShadowSprite.new(@viewport, sideSize, idxBattler) shaSprite.visible = false @sprites["shadow_#{idxBattler}"] = shaSprite end end