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https://github.com/infinitefusion/infinitefusion-e18.git
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522 lines
21 KiB
Ruby
522 lines
21 KiB
Ruby
# All weather particles are assumed to start at the top/right and move to the
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# bottom/left. Particles are only reset if they are off-screen to the left or
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# bottom.
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module RPG
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class Weather
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attr_reader :type
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attr_reader :max
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attr_reader :ox
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attr_reader :oy
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MAX_SPRITES = 60
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FADE_OLD_TILES_START = 0
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FADE_OLD_TILES_END = 1
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FADE_OLD_TONE_START = 0
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FADE_OLD_TONE_END = 2
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FADE_OLD_PARTICLES_START = 1
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FADE_OLD_PARTICLES_END = 3
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FADE_NEW_PARTICLES_START = 2
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FADE_NEW_PARTICLES_END = 4
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FADE_NEW_TONE_START = 3 # Shouldn't be sooner than FADE_OLD_TONE_END + 1
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FADE_NEW_TONE_END = 5
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FADE_NEW_TILES_START = 4 # Shouldn't be sooner than FADE_OLD_TILES_END
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FADE_NEW_TILES_END = 5
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def initialize(viewport = nil)
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@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
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@viewport.z = viewport.z + 1
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@origViewport = viewport
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# [array of particle bitmaps, array of tile bitmaps,
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# +x per second (particle), +y per second (particle), +opacity per second (particle),
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# +x per second (tile), +y per second (tile)]
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@weatherTypes = {}
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@type = :None
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@max = 0
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@ox = 0
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@oy = 0
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@tiles_wide = 0
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@tiles_tall = 0
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@tile_x = 0.0
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@tile_y = 0.0
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@sun_magnitude = 0 # +/- maximum addition to sun tone
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@sun_strength = 0 # Current addition to sun tone (0 to @sun_magnitude)
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@time_until_flash = 0
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@sprites = []
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@sprite_lifetimes = []
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@tiles = []
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@new_sprites = []
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@new_sprite_lifetimes = []
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@fading = false
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end
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def dispose
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@sprites.each { |sprite| sprite.dispose if sprite }
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@new_sprites.each { |sprite| sprite.dispose if sprite }
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@tiles.each { |sprite| sprite.dispose if sprite }
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@viewport.dispose
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@weatherTypes.each_value do |weather|
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next if !weather
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weather[1].each { |bitmap| bitmap.dispose if bitmap }
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weather[2].each { |bitmap| bitmap.dispose if bitmap }
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end
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end
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def fade_in(new_type, new_max, duration = 1)
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return if @fading
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new_type = GameData::Weather.get(new_type).id
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new_max = 0 if new_type == :None
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return if @type == new_type && @max == new_max
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if duration > 0
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@target_type = new_type
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@target_max = new_max
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prepare_bitmaps(@target_type)
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@old_max = @max
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@new_max = 0 # Current number of new particles
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@old_tone = Tone.new(@viewport.tone.red, @viewport.tone.green,
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@viewport.tone.blue, @viewport.tone.gray)
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@target_tone = get_weather_tone(@target_type, @target_max)
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@fade_time = 0.0
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@time_shift = 0
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if @type == :None
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@time_shift += 2 # No previous weather to fade out first
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elsif !GameData::Weather.get(@type).has_tiles?
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@time_shift += 1 # No previous tiles to fade out first
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end
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@fading = true
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@new_sprites.each { |sprite| sprite.dispose if sprite }
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@new_sprites.clear
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ensureSprites
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@new_sprites.each_with_index { |sprite, i| set_sprite_bitmap(sprite, i, @target_type) }
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else
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self.type = new_type
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self.max = new_max
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end
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end
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def type=(type)
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type = GameData::Weather.get(type).id
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return if @type == type
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if @fading
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@max = @target_max
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@fading = false
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end
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@type = type
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prepare_bitmaps(@type)
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if GameData::Weather.get(@type).has_tiles?
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w = @weatherTypes[@type][2][0].width
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h = @weatherTypes[@type][2][0].height
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@tiles_wide = (Graphics.width.to_f / w).ceil + 1
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@tiles_tall = (Graphics.height.to_f / h).ceil + 1
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else
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@tiles_wide = @tiles_tall = 0
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end
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ensureSprites
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@sprites.each_with_index { |sprite, i| set_sprite_bitmap(sprite, i, @type) }
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ensureTiles
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@tiles.each_with_index { |sprite, i| set_tile_bitmap(sprite, i, @type) }
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end
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def max=(value)
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return if @max == value
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@max = value.clamp(0, MAX_SPRITES)
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ensureSprites
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for i in 0...MAX_SPRITES
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@sprites[i].visible = (i < @max) if @sprites[i]
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end
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end
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def ox=(value)
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return if value == @ox
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@ox = value
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@sprites.each { |sprite| sprite.ox = @ox if sprite }
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@new_sprites.each { |sprite| sprite.ox = @ox if sprite }
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@tiles.each { |sprite| sprite.ox = @ox if sprite }
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end
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def oy=(value)
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return if value == @oy
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@oy = value
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@sprites.each { |sprite| sprite.oy = @oy if sprite }
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@new_sprites.each { |sprite| sprite.oy = @oy if sprite }
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@tiles.each { |sprite| sprite.oy = @oy if sprite }
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end
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def get_weather_tone(weather_type, maximum)
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return GameData::Weather.get(weather_type).tone(maximum)
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end
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def prepare_bitmaps(new_type)
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weather_data = GameData::Weather.get(new_type)
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bitmap_names = weather_data.graphics
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@weatherTypes[new_type] = [weather_data, [], []]
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for i in 0...2 # 0=particles, 1=tiles
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next if !bitmap_names[i]
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bitmap_names[i].each do |name|
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bitmap = RPG::Cache.load_bitmap("Graphics/Weather/", name)
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@weatherTypes[new_type][i + 1].push(bitmap)
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end
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end
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end
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def ensureSprites
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if @sprites.length < MAX_SPRITES && @weatherTypes[@type] && @weatherTypes[@type][1].length > 0
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for i in 0...MAX_SPRITES
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if !@sprites[i]
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sprite = Sprite.new(@origViewport)
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sprite.z = 1000
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sprite.ox = @ox
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sprite.oy = @oy
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sprite.opacity = 0
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@sprites[i] = sprite
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end
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@sprites[i].visible = (i < @max)
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@sprite_lifetimes[i] = 0
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end
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end
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if @fading && @new_sprites.length < MAX_SPRITES && @weatherTypes[@target_type] &&
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@weatherTypes[@target_type][1].length > 0
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for i in 0...MAX_SPRITES
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if !@new_sprites[i]
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sprite = Sprite.new(@origViewport)
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sprite.z = 1000
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sprite.ox = @ox
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sprite.oy = @oy
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sprite.opacity = 0
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@new_sprites[i] = sprite
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end
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@new_sprites[i].visible = (i < @new_max)
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@new_sprite_lifetimes[i] = 0
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end
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end
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end
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def ensureTiles
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return if @tiles.length >= @tiles_wide * @tiles_tall
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for i in 0...(@tiles_wide * @tiles_tall)
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if !@tiles[i]
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sprite = Sprite.new(@origViewport)
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sprite.z = 1000
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sprite.ox = @ox
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sprite.oy = @oy
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sprite.opacity = 0
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@tiles[i] = sprite
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end
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@tiles[i].visible = true
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end
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end
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def set_sprite_bitmap(sprite, index, weather_type)
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return if !sprite
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weatherBitmaps = (@weatherTypes[weather_type]) ? @weatherTypes[weather_type][1] : nil
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if !weatherBitmaps || weatherBitmaps.length == 0
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sprite.bitmap = nil
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return
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end
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if @weatherTypes[weather_type][0].category == :Rain
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last_index = weatherBitmaps.length - 1 # Last sprite is a splash
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if (index % 2) == 0
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sprite.bitmap = weatherBitmaps[index % last_index]
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else
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sprite.bitmap = weatherBitmaps[last_index]
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end
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else
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sprite.bitmap = weatherBitmaps[index % weatherBitmaps.length]
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end
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end
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def set_tile_bitmap(sprite, index, weather_type)
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return if !sprite || !weather_type
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weatherBitmaps = (@weatherTypes[weather_type]) ? @weatherTypes[weather_type][2] : nil
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if weatherBitmaps && weatherBitmaps.length > 0
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sprite.bitmap = weatherBitmaps[index % weatherBitmaps.length]
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else
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sprite.bitmap = nil
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end
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end
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def reset_sprite_position(sprite, index, is_new_sprite = false)
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weather_type = (is_new_sprite) ? @target_type : @type
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lifetimes = (is_new_sprite) ? @new_sprite_lifetimes : @sprite_lifetimes
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if index < (is_new_sprite ? @new_max : @max)
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sprite.visible = true
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else
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sprite.visible = false
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lifetimes[index] = 0
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return
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end
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if @weatherTypes[weather_type][0].category == :Rain && (index % 2) != 0 # Splash
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sprite.x = @ox - sprite.bitmap.width + rand(Graphics.width + sprite.bitmap.width * 2)
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sprite.y = @oy - sprite.bitmap.height + rand(Graphics.height + sprite.bitmap.height * 2)
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lifetimes[index] = (30 + rand(20)) * 0.01 # 0.3-0.5 seconds
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else
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x_speed = @weatherTypes[weather_type][0].particle_delta_x
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y_speed = @weatherTypes[weather_type][0].particle_delta_y
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gradient = x_speed.to_f / y_speed
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if gradient.abs >= 1
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# Position sprite to the right of the screen
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sprite.x = @ox + Graphics.width + rand(Graphics.width)
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sprite.y = @oy + Graphics.height - rand(Graphics.height + sprite.bitmap.height - Graphics.width / gradient)
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distance_to_cover = sprite.x - @ox - Graphics.width / 2 + sprite.bitmap.width + rand(Graphics.width * 8 / 5)
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lifetimes[index] = (distance_to_cover.to_f / x_speed).abs
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else
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# Position sprite to the top of the screen
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sprite.x = @ox - sprite.bitmap.width + rand(Graphics.width + sprite.bitmap.width - gradient * Graphics.height)
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sprite.y = @oy - sprite.bitmap.height - rand(Graphics.height)
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distance_to_cover = @oy - sprite.y + Graphics.height / 2 + rand(Graphics.height * 8 / 5)
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lifetimes[index] = (distance_to_cover.to_f / y_speed).abs
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end
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end
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sprite.opacity = 255
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end
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def update_sprite_position(sprite, index, is_new_sprite = false)
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return if !sprite || !sprite.bitmap || !sprite.visible
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delta_t = Graphics.delta_s
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lifetimes = (is_new_sprite) ? @new_sprite_lifetimes : @sprite_lifetimes
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if lifetimes[index] >= 0
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lifetimes[index] -= delta_t
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if lifetimes[index] <= 0
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reset_sprite_position(sprite, index, is_new_sprite)
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return
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end
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end
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# Determine which weather type this sprite is representing
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weather_type = (is_new_sprite) ? @target_type : @type
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# Update visibility/position/opacity of sprite
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if @weatherTypes[weather_type][0].category == :Rain && (index % 2) != 0 # Splash
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sprite.opacity = (lifetimes[index] < 0.2) ? 255 : 0 # 0.2 seconds
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else
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dist_x = @weatherTypes[weather_type][0].particle_delta_x * delta_t
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dist_y = @weatherTypes[weather_type][0].particle_delta_y * delta_t
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sprite.x += dist_x
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sprite.y += dist_y
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if weather_type == :Snow
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sprite.x += dist_x * (sprite.y - @oy) / (Graphics.height * 3) # Faster when further down screen
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sprite.x += [2, 1, 0, -1][rand(4)] * dist_x / 8 # Random movement
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sprite.y += [2, 1, 1, 0, 0, -1][index % 6] * dist_y / 10 # Variety
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end
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sprite.opacity += @weatherTypes[weather_type][0].particle_delta_opacity * delta_t
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x = sprite.x - @ox
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y = sprite.y - @oy
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# Check if sprite is off-screen; if so, reset it
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if sprite.opacity < 64 || x < -sprite.bitmap.width || y > Graphics.height
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reset_sprite_position(sprite, index, is_new_sprite)
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end
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end
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end
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def recalculate_tile_positions
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delta_t = Graphics.delta_s
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weather_type = @type
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if @fading && @fade_time >= [FADE_OLD_TONE_END - @time_shift, 0].max
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weather_type = @target_type
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end
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@tile_x += @weatherTypes[weather_type][0].tile_delta_x * delta_t
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@tile_y += @weatherTypes[weather_type][0].tile_delta_y * delta_t
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if @tile_x < -@tiles_wide * @weatherTypes[weather_type][2][0].width
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@tile_x += @tiles_wide * @weatherTypes[weather_type][2][0].width
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end
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if @tile_y > @tiles_tall * @weatherTypes[weather_type][2][0].height
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@tile_y -= @tiles_tall * @weatherTypes[weather_type][2][0].height
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end
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end
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def update_tile_position(sprite, index)
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return if !sprite || !sprite.bitmap || !sprite.visible
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weather_type = @type
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if @fading && @fade_time >= [FADE_OLD_TONE_END - @time_shift, 0].max
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weather_type = @target_type
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end
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sprite.x = @ox + @tile_x + (index % @tiles_wide) * sprite.bitmap.width
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sprite.y = @oy + @tile_y + (index / @tiles_wide) * sprite.bitmap.height
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sprite.x += @tiles_wide * sprite.bitmap.width if sprite.x - @ox < -sprite.bitmap.width
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sprite.y -= @tiles_tall * sprite.bitmap.height if sprite.y - @oy > Graphics.height
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sprite.visible = true
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if @fading && @type != @target_type
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if @fade_time >= FADE_OLD_TILES_START && @fade_time < FADE_OLD_TILES_END
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if @time_shift == 0 # There were old tiles to fade out
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fraction = (@fade_time - [FADE_OLD_TILES_START - @time_shift, 0].max) / (FADE_OLD_TILES_END - FADE_OLD_TILES_START)
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sprite.opacity = 255 * (1 - fraction)
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end
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elsif @fade_time >= [FADE_NEW_TILES_START - @time_shift, 0].max &&
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@fade_time < [FADE_NEW_TILES_END - @time_shift, 0].max
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fraction = (@fade_time - [FADE_NEW_TILES_START - @time_shift, 0].max) / (FADE_NEW_TILES_END - FADE_NEW_TILES_START)
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sprite.opacity = 255 * fraction
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else
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sprite.opacity = 0
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end
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else
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sprite.opacity = (@max > 0) ? 255 : 0
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end
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end
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# Set tone of viewport (general screen brightening/darkening)
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def update_screen_tone
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weather_type = @type
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weather_max = @max
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fraction = 1
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tone_red = 0
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tone_green = 0
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tone_blue = 0
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tone_gray = 0
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# Get base tone
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if @fading
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if @type == @target_type # Just changing max
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if @fade_time >= [FADE_NEW_TONE_START - @time_shift, 0].max &&
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@fade_time < [FADE_NEW_TONE_END - @time_shift, 0].max
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weather_max = @target_max
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fract = (@fade_time - [FADE_NEW_TONE_START - @time_shift, 0].max) / (FADE_NEW_TONE_END - FADE_NEW_TONE_START)
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tone_red = @target_tone.red + (1 - fract) * (@old_tone.red - @target_tone.red)
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tone_green = @target_tone.green + (1 - fract) * (@old_tone.green - @target_tone.green)
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tone_blue = @target_tone.blue + (1 - fract) * (@old_tone.blue - @target_tone.blue)
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tone_gray = @target_tone.gray + (1 - fract) * (@old_tone.gray - @target_tone.gray)
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else
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tone_red = @viewport.tone.red
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tone_green = @viewport.tone.green
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tone_blue = @viewport.tone.blue
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tone_gray = @viewport.tone.gray
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end
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elsif @time_shift < 2 && @fade_time >= FADE_OLD_TONE_START && @fade_time < FADE_OLD_TONE_END
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weather_max = @old_max
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fraction = ((@fade_time - FADE_OLD_TONE_START) / (FADE_OLD_TONE_END - FADE_OLD_TONE_START)).clamp(0, 1)
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fraction = 1 - fraction
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tone_red = @old_tone.red
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tone_green = @old_tone.green
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tone_blue = @old_tone.blue
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tone_gray = @old_tone.gray
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elsif @fade_time >= [FADE_NEW_TONE_START - @time_shift, 0].max
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weather_type = @target_type
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weather_max = @target_max
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fraction = ((@fade_time - [FADE_NEW_TONE_START - @time_shift, 0].max) / (FADE_NEW_TONE_END - FADE_NEW_TONE_START)).clamp(0, 1)
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tone_red = @target_tone.red
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tone_green = @target_tone.green
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tone_blue = @target_tone.blue
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tone_gray = @target_tone.gray
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end
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else
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base_tone = get_weather_tone(weather_type, weather_max)
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tone_red = base_tone.red
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tone_green = base_tone.green
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tone_blue = base_tone.blue
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tone_gray = base_tone.gray
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end
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# Modify base tone
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if weather_type == :Sun
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@sun_magnitude = weather_max if @sun_magnitude != weather_max && @sun_magnitude != -weather_max
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@sun_magnitude *= -1 if (@sun_magnitude > 0 && @sun_strength > @sun_magnitude) ||
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(@sun_magnitude < 0 && @sun_strength < 0)
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@sun_strength += @sun_magnitude.to_f * Graphics.delta_s / 0.4 # 0.4 seconds per half flash
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tone_red += @sun_strength
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tone_green += @sun_strength
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tone_blue += @sun_strength / 2
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end
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# Apply screen tone
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@viewport.tone.set(tone_red * fraction, tone_green * fraction,
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tone_blue * fraction, tone_gray * fraction)
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end
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def update_fading
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return if !@fading
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old_fade_time = @fade_time
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@fade_time += Graphics.delta_s
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# Change tile bitmaps
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if @type != @target_type
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tile_change_threshold = [FADE_OLD_TONE_END - @time_shift, 0].max
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if old_fade_time <= tile_change_threshold && @fade_time > tile_change_threshold
|
|
@tile_x = @tile_y = 0.0
|
|
if @weatherTypes[@target_type] && @weatherTypes[@target_type][2].length > 0
|
|
w = @weatherTypes[@target_type][2][0].width
|
|
h = @weatherTypes[@target_type][2][0].height
|
|
@tiles_wide = (Graphics.width.to_f / w).ceil + 1
|
|
@tiles_tall = (Graphics.height.to_f / h).ceil + 1
|
|
ensureTiles
|
|
@tiles.each_with_index { |sprite, i| set_tile_bitmap(sprite, i, @target_type) }
|
|
else
|
|
@tiles_wide = @tiles_tall = 0
|
|
end
|
|
end
|
|
end
|
|
# Reduce the number of old weather particles
|
|
if @max > 0 && @fade_time >= [FADE_OLD_PARTICLES_START - @time_shift, 0].max
|
|
fraction = (@fade_time - [FADE_OLD_PARTICLES_START - @time_shift, 0].max) / (FADE_OLD_PARTICLES_END - FADE_OLD_PARTICLES_START)
|
|
@max = @old_max * (1 - fraction)
|
|
# NOTE: Sprite visibilities aren't updated here; a sprite is allowed to
|
|
# die off naturally in def reset_sprite_position.
|
|
end
|
|
# Increase the number of new weather particles
|
|
if @new_max < @target_max && @fade_time >= [FADE_NEW_PARTICLES_START - @time_shift, 0].max
|
|
fraction = (@fade_time - [FADE_NEW_PARTICLES_START - @time_shift, 0].max) / (FADE_NEW_PARTICLES_END - FADE_NEW_PARTICLES_START)
|
|
@new_max = (@target_max * fraction).floor
|
|
@new_sprites.each_with_index { |sprite, i| sprite.visible = (i < @new_max) if sprite }
|
|
end
|
|
# End fading
|
|
if @fade_time >= ((@target_type == :None) ? FADE_OLD_PARTICLES_END : FADE_NEW_TILES_END) - @time_shift
|
|
if !@sprites.any? { |sprite| sprite.visible }
|
|
@type = @target_type
|
|
@max = @target_max
|
|
@target_type = nil
|
|
@target_max = nil
|
|
@old_max = nil
|
|
@new_max = nil
|
|
@old_tone = nil
|
|
@target_tone = nil
|
|
@fade_time = 0.0
|
|
@time_shift = 0
|
|
@sprites.each { |sprite| sprite.dispose if sprite }
|
|
@sprites = @new_sprites
|
|
@new_sprites = []
|
|
@sprite_lifetimes = @new_sprite_lifetimes
|
|
@new_sprite_lifetimes = []
|
|
@fading = false
|
|
end
|
|
end
|
|
end
|
|
|
|
def update
|
|
update_fading
|
|
update_screen_tone
|
|
# Storm flashes
|
|
if @type == :Storm && !@fading
|
|
if @time_until_flash > 0
|
|
@time_until_flash -= Graphics.delta_s
|
|
if @time_until_flash <= 0
|
|
@viewport.flash(Color.new(255, 255, 255, 230), (2 + rand(3)) * 20)
|
|
end
|
|
end
|
|
if @time_until_flash <= 0
|
|
@time_until_flash = (1 + rand(12)) * 0.5 # 0.5-6 seconds
|
|
end
|
|
end
|
|
@viewport.update
|
|
# Update weather particles (raindrops, snowflakes, etc.)
|
|
if @weatherTypes[@type] && @weatherTypes[@type][1].length > 0
|
|
ensureSprites
|
|
for i in 0...MAX_SPRITES
|
|
update_sprite_position(@sprites[i], i, false)
|
|
end
|
|
elsif @sprites.length > 0
|
|
@sprites.each { |sprite| sprite.dispose if sprite }
|
|
@sprites.clear
|
|
end
|
|
# Update new weather particles (while fading in only)
|
|
if @fading && @weatherTypes[@target_type] && @weatherTypes[@target_type][1].length > 0
|
|
ensureSprites
|
|
for i in 0...MAX_SPRITES
|
|
update_sprite_position(@new_sprites[i], i, true)
|
|
end
|
|
elsif @new_sprites.length > 0
|
|
@new_sprites.each { |sprite| sprite.dispose if sprite }
|
|
@new_sprites.clear
|
|
end
|
|
# Update weather tiles (sandstorm/blizzard tiled overlay)
|
|
if @tiles_wide > 0 && @tiles_tall > 0
|
|
ensureTiles
|
|
recalculate_tile_positions
|
|
@tiles.each_with_index { |sprite, i| update_tile_position(sprite, i) }
|
|
elsif @tiles.length > 0
|
|
@tiles.each { |sprite| sprite.dispose if sprite }
|
|
@tiles.clear
|
|
end
|
|
end
|
|
end
|
|
end
|