#=============================================================================== # #=============================================================================== class PokemonTrainerCard_Scene def pbUpdate pbUpdateSpriteHash(@sprites) end def pbStartScene @viewport = Viewport.new(0, 0, Graphics.width, Graphics.height) @viewport.z = 99999 @sprites = {} background = pbResolveBitmap(sprintf("Graphics/UI/Trainer Card/bg_f")) if $player.female? && background addBackgroundPlane(@sprites, "bg", "Trainer Card/bg_f", @viewport) else addBackgroundPlane(@sprites, "bg", "Trainer Card/bg", @viewport) end cardexists = pbResolveBitmap(sprintf("Graphics/UI/Trainer Card/card_f")) @sprites["card"] = IconSprite.new(0, 0, @viewport) if $player.female? && cardexists @sprites["card"].setBitmap("Graphics/UI/Trainer Card/card_f") else @sprites["card"].setBitmap("Graphics/UI/Trainer Card/card") end @sprites["overlay"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport) pbSetSystemFont(@sprites["overlay"].bitmap) @sprites["trainer"] = IconSprite.new(336, 112, @viewport) @sprites["trainer"].setBitmap(GameData::TrainerType.player_front_sprite_filename($player.trainer_type)) @sprites["trainer"].x -= (@sprites["trainer"].bitmap.width - 128) / 2 @sprites["trainer"].y -= (@sprites["trainer"].bitmap.height - 128) @sprites["trainer"].z = 2 pbDrawTrainerCardFront pbFadeInAndShow(@sprites) { pbUpdate } end def pbDrawTrainerCardFront overlay = @sprites["overlay"].bitmap overlay.clear baseColor = Color.new(72, 72, 72) shadowColor = Color.new(160, 160, 160) totalsec = $stats.play_time.to_i hour = totalsec / 60 / 60 min = totalsec / 60 % 60 time = (hour > 0) ? _INTL("{1}h {2}m", hour, min) : _INTL("{1}m", min) $PokemonGlobal.startTime = pbGetTimeNow if !$PokemonGlobal.startTime starttime = _INTL("{1} {2}, {3}", pbGetAbbrevMonthName($PokemonGlobal.startTime.mon), $PokemonGlobal.startTime.day, $PokemonGlobal.startTime.year) textPositions = [ [_INTL("Name"), 34, 70, 0, baseColor, shadowColor], [$player.name, 302, 70, 1, baseColor, shadowColor], [_INTL("ID No."), 332, 70, 0, baseColor, shadowColor], [sprintf("%05d", $player.public_ID), 468, 70, 1, baseColor, shadowColor], [_INTL("Money"), 34, 118, 0, baseColor, shadowColor], [_INTL("${1}", $player.money.to_s_formatted), 302, 118, 1, baseColor, shadowColor], [_INTL("Pokédex"), 34, 166, 0, baseColor, shadowColor], [sprintf("%d/%d", $player.pokedex.owned_count, $player.pokedex.seen_count), 302, 166, 1, baseColor, shadowColor], [_INTL("Time"), 34, 214, 0, baseColor, shadowColor], [time, 302, 214, 1, baseColor, shadowColor], [_INTL("Started"), 34, 262, 0, baseColor, shadowColor], [starttime, 302, 262, 1, baseColor, shadowColor] ] pbDrawTextPositions(overlay, textPositions) x = 72 region = pbGetCurrentRegion(0) # Get the current region imagePositions = [] 8.times do |i| if $player.badges[i + (region * 8)] imagePositions.push(["Graphics/UI/Trainer Card/icon_badges", x, 310, i * 32, region * 32, 32, 32]) end x += 48 end pbDrawImagePositions(overlay, imagePositions) end def pbTrainerCard pbSEPlay("GUI trainer card open") loop do Graphics.update Input.update pbUpdate if Input.trigger?(Input::BACK) pbPlayCloseMenuSE break end end end def pbEndScene pbFadeOutAndHide(@sprites) { pbUpdate } pbDisposeSpriteHash(@sprites) @viewport.dispose end end #=============================================================================== # #=============================================================================== class PokemonTrainerCardScreen def initialize(scene) @scene = scene end def pbStartScreen @scene.pbStartScene @scene.pbTrainerCard @scene.pbEndScene end end