module GameData class Animation attr_reader :type # :move, :opp_move, :common, :opp_common attr_reader :move # Either the move's ID or the common animation's name (both are strings) attr_reader :version # Hit number attr_reader :name # Shown in the sublist; cosmetic only attr_reader :no_target # Whether there is no "Target" particle (false by default) attr_reader :flags attr_reader :pbs_path # Whole path minus "PBS/Animations/" at start and ".txt" at end attr_reader :particles DATA = {} DATA_FILENAME = "animations.dat" OPTIONAL = true INTERPOLATION_TYPES = { "None" => :none, "Linear" => :linear, "EaseIn" => :ease_in, "EaseOut" => :ease_out, "EaseBoth" => :ease_both } # Properties that apply to the animation in general, not to individual # particles. They don't change during the animation. SCHEMA = { # TODO: Add support for overworld animations. "SectionName" => [:id, "esU", {"Move" => :move, "OppMove" => :opp_move, "Common" => :common, "OppCommon" => :opp_common}], "Name" => [:name, "s"], "NoTarget" => [:no_target, "b"], # TODO: Boolean for whether the animation will be played if the target is # on the same side as the user. # TODO: DamageFrame (keyframe at which the battle continues, i.e. damage # animations start playing). "Flags" => [:flags, "*s"], # TODO: If this is changed to be more than just a string, edit the # compiler's current_particle definition accordingly. "Particle" => [:particles, "s"] # Is a subheader line like } # For individual particles. Any property whose schema begins with "^" can # change during the animation. # TODO: If more "SetXYZ"/"MoveXYZ" properties are added, ensure the "SetXYZ" # ones are given a duration of 0 in def validate_compiled_animation. # Also add display names to def property_display_name. SUB_SCHEMA = { # These properties cannot be changed partway through the animation. # NOTE: "Name" isn't a property here, because the particle's name comes # from the "Particle" property above. # TODO: If more focus types are added, add ones that involve a target to # the Compiler's check relating to "NoTarget". "Graphic" => [:graphic, "s"], "Focus" => [:focus, "e", {"User" => :user, "Target" => :target, "UserAndTarget" => :user_and_target, "Screen" => :screen}], # TODO: FlipIfFoe, RotateIfFoe kinds of thing. # All properties below are "SetXYZ" or "MoveXYZ". "SetXYZ" has the # keyframe and the value, and "MoveXYZ" has the keyframe, duration and the # value. All are "^". "SetXYZ" is turned into "MoveXYZ" when compiling by # inserting a duration (second value) of 0. "SetFrame" => [:frame, "^uu"], # Frame within the graphic if it's a spritesheet "MoveFrame" => [:frame, "^uuuE", nil, nil, nil, INTERPOLATION_TYPES], "SetBlending" => [:blending, "^uu"], # 0, 1 or 2 "SetFlip" => [:flip, "^ub"], "SetX" => [:x, "^ui"], "MoveX" => [:x, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES], "SetY" => [:y, "^ui"], "MoveY" => [:y, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES], "SetZoomX" => [:zoom_x, "^uu"], "MoveZoomX" => [:zoom_x, "^uuuE", nil, nil, nil, INTERPOLATION_TYPES], "SetZoomY" => [:zoom_y, "^uu"], "MoveZoomY" => [:zoom_y, "^uuuE", nil, nil, nil, INTERPOLATION_TYPES], "SetAngle" => [:angle, "^ui"], "MoveAngle" => [:angle, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES], "SetVisible" => [:visible, "^ub"], "SetOpacity" => [:opacity, "^uu"], "MoveOpacity" => [:opacity, "^uuuE", nil, nil, nil, INTERPOLATION_TYPES], "SetColorRed" => [:color_red, "^ui"], "MoveColorRed" => [:color_red, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES], "SetColorGreen" => [:color_green, "^ui"], "MoveColorGreen" => [:color_green, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES], "SetColorBlue" => [:color_blue, "^ui"], "MoveColorBlue" => [:color_blue, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES], "SetColorAlpha" => [:color_alpha, "^ui"], "MoveColorAlpha" => [:color_alpha, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES], "SetToneRed" => [:tone_red, "^ui"], "MoveToneRed" => [:tone_red, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES], "SetToneGreen" => [:tone_green, "^ui"], "MoveToneGreen" => [:tone_green, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES], "SetToneBlue" => [:tone_blue, "^ui"], "MoveToneBlue" => [:tone_blue, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES], "SetToneGray" => [:tone_gray, "^ui"], "MoveToneGray" => [:tone_gray, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES], # TODO: SetPriority should be an enum (above all, above user, etc.). There # should also be a property (set and move) for the sub-priority # within that priority bracket. # TODO: Add "SetColor"/"SetTone" as shorthand for the above? They'd be # converted in the Compiler. # TODO: Bitmap masking. # TODO: Hue? I don't think so; color/tone do the same job. # These properties are specifically for the "SE" particle. "Play" => [:se, "^usUU"], # Filename, volume, pitch "PlayUserCry" => [:user_cry, "^uUU"], # Volume, pitch "PlayTargetCry" => [:target_cry, "^uUU"] # Volume, pitch # TODO: ScreenShake? Not sure how to work this yet. Edit def # validate_compiled_animation like the "SE" particle does with the # "Play"-type commands. } PARTICLE_DEFAULT_VALUES = { :name => "", :graphic => "", :focus => :screen } # NOTE: Particles are invisible until their first command, and automatically # become visible then. "User" and "Target" are visible from the start, # though. PARTICLE_KEYFRAME_DEFAULT_VALUES = { :frame => 0, :blending => 0, :flip => false, :x => 0, :y => 0, :zoom_x => 100, :zoom_y => 100, :angle => 0, :visible => false, :opacity => 255, :color_red => 255, :color_green => 255, :color_blue => 255, :color_alpha => 0, :tone_red => 0, :tone_green => 0, :tone_blue => 0, :tone_gray => 0, :se => nil, :user_cry => nil, :target_cry => nil } @@cmd_to_pbs_name = nil # USed for writing animation PBS files extend ClassMethodsIDNumbers include InstanceMethods singleton_class.alias_method(:__new_anim__load, :load) unless singleton_class.method_defined?(:__new_anim__load) def self.load __new_anim__load if FileTest.exist?("Data/#{self::DATA_FILENAME}") end def self.sub_schema return SUB_SCHEMA end def self.register(hash, id_num = -1) DATA[(id_num >= 0) ? id_num : DATA.keys.length] = self.new(hash) end # TODO: Rewrite this to query animations from other criteria. Remember that # multiple animations could have the same move/version. Odds are this # method won't be used much at all. # TODO: Separate exists? methods for move and common animations? # def exists?(other) # end # TODO: Rewrite this to get animations from other criteria. Remember that # multiple animations could have the same move/version. Odds are this # method won't be used much at all. # TODO: Separate get methods for move and common animations? # def get(other) # end # TODO: Rewrite this to get animations from other criteria. Remember that # multiple animations could have the same move/version. Odds are this # method won't be used much at all. # TODO: Separate try_get methods for move and common animations? # def try_get(other) # end def initialize(hash) # NOTE: hash has an :id entry, but it's unused here. @type = hash[:type] @move = hash[:move] @version = hash[:version] || 0 @name = hash[:name] @no_target = hash[:no_target] || false @particles = hash[:particles] || [] @flags = hash[:flags] || [] @pbs_path = hash[:pbs_path] || @move end # Returns a clone of the animation in a hash format, the same as created by # the Compiler. This hash can be passed into self.register. def clone_as_hash ret = {} ret[:type] = @type ret[:move] = @move ret[:version] = @version ret[:name] = @name ret[:particles] = [] # Clone the @particles array, which is nested hashes and arrays @particles.each do |particle| new_p = {} particle.each_pair do |key, val| if val.is_a?(Array) new_p[key] = [] val.each { |cmd| new_p[key].push(cmd.clone) } else new_p[key] = val end end ret[:particles].push(new_p) end ret[:flags] = @flags.clone ret[:pbs_path] = @pbs_path return ret end def move_animation? return [:move, :opp_move].include?(@type) end def common_animation? return [:common, :opp_common].include?(@type) end def opposing_animation? return [:opp_move, :opp_common].include?(@type) end alias __new_anim__get_property_for_PBS get_property_for_PBS unless method_defined?(:__new_anim__get_property_for_PBS) def get_property_for_PBS(key) ret = __new_anim__get_property_for_PBS(key) case key when "SectionName" ret = [@type, @move] ret.push(@version) if @version > 0 end return ret end def get_particle_property_for_PBS(key, index = 0) ret = nil ret = @particles[index][SUB_SCHEMA[key][0]] if SUB_SCHEMA[key] ret = nil if ret == false || (ret.is_a?(Array) && ret.length == 0) || ret == "" case key when "Graphic", "Focus" # The User and Target particles have hardcoded graphics/foci, so they # don't need writing to PBS ret = nil if ["User", "Target"].include?(@particles[index][:name]) when "Play" # TODO: Turn volume/pitch of 100 into nil. when "PlayUserCry", "PlayTargetCry" # TODO: Turn volume/pitch of 100 into nil. when "AllCommands" # Get translations of all properties to their names as seen in PBS # animation files if !@@cmd_to_pbs_name @@cmd_to_pbs_name = {} SUB_SCHEMA.each_pair do |key, val| @@cmd_to_pbs_name[val[0]] ||= [] @@cmd_to_pbs_name[val[0]].push([key, val[1].length]) end # For each property translation, put "SetXYZ" before "MoveXYZ" @@cmd_to_pbs_name.each_value do |val| val.sort! { |a, b| a[1] <=> b[1] } val.map! { |a| a[0] } end end # Gather all commands into a single array ret = [] @particles[index].each_pair do |key, val| next if !val.is_a?(Array) val.each do |cmd| new_cmd = cmd.clone if @particles[index][:name] != "SE" && new_cmd[1] > 0 new_cmd.pop if new_cmd.last == :linear # This is the default ret.push([@@cmd_to_pbs_name[key][1]] + new_cmd) # ["MoveXYZ", keyframe, duration, value] else ret.push([@@cmd_to_pbs_name[key][0]] + new_cmd) # ["SetXYZ", keyframe, duration, value] end end end # Sort the array of commands by keyframe order, then by duration, then # by the order they're defined in SUB_SCHEMA ret.sort! do |a, b| if a[1] == b[1] if a[2] == b[2] next SUB_SCHEMA.keys.index(a[0]) <=> SUB_SCHEMA.keys.index(b[0]) else next a[2] <=> b[2] # Sort by duration end else next a[1] <=> b[1] # Sort by keyframe end end end return ret end end end