class PokeBattle_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 = PokeBattle_SceneConstants::MESSAGE_BASE_COLOR msgWindow.shadowColor = PokeBattle_SceneConstants::MESSAGE_SHADOW_COLOR msgWindow.letterbyletter = true @sprites["messageWindow"] = msgWindow # Create command window @sprites["commandWindow"] = CommandMenuDisplay.new(@viewport,200) # Create fight window @sprites["fightWindow"] = FightMenuDisplay.new(@viewport,200) # Create targeting window @sprites["targetWindow"] = TargetMenuDisplay.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...PokeBattle_SceneConstants::NUM_BALLS ball = pbAddSprite("partyBall_#{side}_#{i}",0,0,nil,@viewport) ball.z = 121 ball.visible = false end # Ability splash bars if PokeBattle_SceneConstants::USE_ABILITY_SPLASH @sprites["abilityBar_#{side}"] = AbilitySplashBar.new(side,@viewport) if $game_switches[SWITCH_DOUBLE_ABILITIES] @sprites["ability2Bar_#{side}"] = AbilitySplashBar.new(side,@viewport,true) @sprites["ability2Bar_#{side}"].y = @sprites["ability2Bar_#{side}"].y+30 end 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.downcase baseFilename = @battle.backdrop.downcase baseFilename = sprintf("%s_%s",baseFilename,@battle.backdropBase).downcase if @battle.backdropBase messageFilename = @battle.backdrop.downcase if time trialName = sprintf("%s_%s",backdropFilename,time).downcase if pbResolveBitmap(sprintf("Graphics/Battlebacks/"+trialName+"_bg")) backdropFilename = trialName end trialName = sprintf("%s_%s",baseFilename,time).downcase if pbResolveBitmap(sprintf("Graphics/Battlebacks/"+trialName+"_base0")) baseFilename = trialName end trialName = sprintf("%s_%s",messageFilename,time).downcase 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).downcase 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" battleBG = "Graphics/Battlebacks/battlebg/"+backdropFilename playerBase = "Graphics/Battlebacks/playerbase/"+baseFilename enemyBase = "Graphics/Battlebacks/enemybase/"+baseFilename messageBG = "Graphics/Battlebacks/"+messageFilename+"_message" if !pbResolveBitmap(messageBG) messageBG = "Graphics/Battlebacks/default_message" end # 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 = PokeBattle_SceneConstants.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 = PokeBattle_SceneConstants.pbTrainerPosition(0,idxTrainer,numTrainers) trainer = pbAddSprite("player_#{idxTrainer+1}",spriteX,spriteY,trainerFile,@viewport) return if !trainer.bitmap # Alter position of sprite trainer.z = 30+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 = PokeBattle_SceneConstants.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 = PokemonBattlerSprite.new(@viewport,sideSize,idxBattler,@animations) @sprites["pokemon_#{idxBattler}"] = batSprite shaSprite = PokemonBattlerShadowSprite.new(@viewport,sideSize,idxBattler) shaSprite.visible = false @sprites["shadow_#{idxBattler}"] = shaSprite end end