class PokemonPokedexInfo_Scene #todo add indicator to show which one is the main sprite # also maybe add an indicator in main list for when a sprite has available alts X_POSITION_SMALL = 175 X_POSITION_BIG = 125 Y_POSITION_PREVIOUS=0 Y_POSITION_SELECTED=50 Y_POSITION_NEXT=200 def drawPageForms @selected_index=0 @sprites["background"].setBitmap(_INTL("Graphics/Pictures/Pokedex/bg_forms")) overlay = @sprites["overlay"].bitmap base = Color.new(88, 88, 80) shadow = Color.new(168, 184, 184) #alts_list= pbGetAvailableAlts initializeSpritesPage(@available) end def initializeSpritesPage(altsList) @sprites["selectedSprite"] = IconSprite.new(0,0,@viewport) @sprites["selectedSprite"].x = X_POSITION_BIG @sprites["selectedSprite"].y = Y_POSITION_SELECTED @sprites["selectedSprite"].z = 999999 @sprites["selectedSprite"].visible=true @sprites["selectedSprite"].zoom_x = 1 @sprites["selectedSprite"].zoom_y = 1 @sprites["previousSprite"] = IconSprite.new(0,0,@viewport) @sprites["previousSprite"].x = X_POSITION_SMALL @sprites["previousSprite"].y = Y_POSITION_PREVIOUS @sprites["previousSprite"].visible=false @sprites["previousSprite"].zoom_x = Settings::FRONTSPRITE_SCALE @sprites["previousSprite"].zoom_y = Settings::FRONTSPRITE_SCALE @sprites["nextSprite"] = IconSprite.new(0,0,@viewport) @sprites["nextSprite"].x = X_POSITION_SMALL @sprites["nextSprite"].y = Y_POSITION_NEXT @sprites["nextSprite"].visible=false @sprites["nextSprite"].zoom_x = Settings::FRONTSPRITE_SCALE @sprites["nextSprite"].zoom_y = Settings::FRONTSPRITE_SCALE @sprites["selectedSprite"].z=9999999 @sprites["previousSprite"].z=9999999 @sprites["nextSprite"].z=9999999 @sprites["selectedSprite"].setBitmap(altsList[@selected_index]) if altsList.size >=2 @sprites["nextSprite"].setBitmap(altsList[@selected_index+1]) @sprites["nextSprite"].visible=true end if altsList.size >=3 @sprites["previousSprite"].setBitmap(altsList[-1]) @sprites["previousSprite"].visible=true end end POSSIBLE_ALTS=["a","b","c","d","e","f","g","h","i","j","k", 'l',"m", "n","o","p", "q", "r","s","t","u","v","w","x","y","z"] def pbGetAvailableForms return pbGetAvailableAlts end def update_displayed @sprites["selectedSprite"].setBitmap(@available[@selected_index]) nextIndex=@selected_index+1 previousIndex= @selected_index-1 if nextIndex > @available.size-1 nextIndex = 0 end if previousIndex <0 previousIndex = @available.size-1 end @sprites["previousSprite"].setBitmap(@available[previousIndex]) @sprites["selectedSprite"].setBitmap(@available[@selected_index]) @sprites["nextSprite"].setBitmap(@available[nextIndex]) end def pbGetAvailableAlts ret = [] return ret if !@species body_id = getBodyID(@species) head_id=getHeadID(@species,body_id) baseFilename = head_id.to_s + "." + body_id.to_s baseFilePath = Settings::CUSTOM_BATTLERS_FOLDER + baseFilename + ".png" if pbResolveBitmap(baseFilePath) ret << baseFilePath end POSSIBLE_ALTS.each { |alt_letter| altFilePath = Settings::CUSTOM_BATTLERS_FOLDER + baseFilename + alt_letter +".png" if pbResolveBitmap(altFilePath) ret << altFilePath else break #don't want to loop through each letter for nothing end } ret << Settings::BATTLERS_FOLDER + head_id.to_s + "/" + baseFilename + ".png" return ret end def pbChooseForm loop do @sprites["uparrow"].visible = true @sprites["downarrow"].visible = true Graphics.update Input.update pbUpdate if Input.trigger?(Input::UP) pbPlayCursorSE @selected_index -=1#(index+@available.length-1)%@available.length if @selected_index < 0 @selected_index = @available.size-1 end update_displayed elsif Input.trigger?(Input::DOWN) pbPlayCursorSE @selected_index +=1#= (index+1)%@available.length if @selected_index > @available.size-1 @selected_index = 0 end update_displayed elsif Input.trigger?(Input::BACK) pbPlayCancelSE break elsif Input.trigger?(Input::USE) pbPlayDecisionSE if select_sprite break end end end @sprites["uparrow"].visible = false @sprites["downarrow"].visible = false end def is_main_sprite return @selected_index == 0 end def select_sprite if is_main_sprite pbMessage("This sprite is already the displayed sprite") else if pbConfirmMessage(_INTL('Would you like to use this sprite instead of the current sprite?')) swap_main_sprite() return true end end return false end def swap_main_sprite #todo # ajouter une mecanique pour si le user select un generated sprite a la place du custom # sinon on rename directement les 2 fichiers # old_main_sprite = @available[0] new_main_sprite = @available[@selected_index] # code here end end