Files
infinitefusion-e18/Data/Scripts/005_Sprites/003_Sprite_Character.rb

176 lines
5.5 KiB
Ruby

class BushBitmap
def initialize(bitmap, isTile, depth)
@bitmaps = []
@bitmap = bitmap
@isTile = isTile
@isBitmap = @bitmap.is_a?(Bitmap)
@depth = depth
end
def dispose
@bitmaps.each { |b| b&.dispose }
end
def bitmap
thisBitmap = (@isBitmap) ? @bitmap : @bitmap.bitmap
current = (@isBitmap) ? 0 : @bitmap.currentIndex
if !@bitmaps[current]
if @isTile
@bitmaps[current] = pbBushDepthTile(thisBitmap, @depth)
else
@bitmaps[current] = pbBushDepthBitmap(thisBitmap, @depth)
end
end
return @bitmaps[current]
end
def pbBushDepthBitmap(bitmap, depth)
ret = Bitmap.new(bitmap.width, bitmap.height)
charheight = ret.height / 4
cy = charheight - depth - 2
4.times do |i|
y = i * charheight
if cy >= 0
ret.blt(0, y, bitmap, Rect.new(0, y, ret.width, cy))
ret.blt(0, y + cy, bitmap, Rect.new(0, y + cy, ret.width, 2), 170)
end
ret.blt(0, y + cy + 2, bitmap, Rect.new(0, y + cy + 2, ret.width, 2), 85) if cy + 2 >= 0
end
return ret
end
def pbBushDepthTile(bitmap, depth)
ret = Bitmap.new(bitmap.width, bitmap.height)
charheight = ret.height
cy = charheight - depth - 2
y = charheight
if cy >= 0
ret.blt(0, y, bitmap, Rect.new(0, y, ret.width, cy))
ret.blt(0, y + cy, bitmap, Rect.new(0, y + cy, ret.width, 2), 170)
end
ret.blt(0, y + cy + 2, bitmap, Rect.new(0, y + cy + 2, ret.width, 2), 85) if cy + 2 >= 0
return ret
end
end
class Sprite_Character < RPG::Sprite
attr_accessor :character
def initialize(viewport, character = nil)
super(viewport)
@character = character
@oldbushdepth = 0
@spriteoffset = false
if !character || character == $game_player || (character.name[/reflection/i] rescue false)
@reflection = Sprite_Reflection.new(self, character, viewport)
end
@surfbase = Sprite_SurfBase.new(self, character, viewport) if character == $game_player
self.zoom_x = TilemapRenderer::ZOOM_X
self.zoom_y = TilemapRenderer::ZOOM_Y
update
end
def groundY
return @character.screen_y_ground
end
def visible=(value)
super(value)
@reflection.visible = value if @reflection
end
def dispose
@bushbitmap&.dispose
@bushbitmap = nil
@charbitmap&.dispose
@charbitmap = nil
@reflection&.dispose
@reflection = nil
@surfbase&.dispose
@surfbase = nil
super
end
def update
return if @character.is_a?(Game_Event) && !@character.should_update?
super
if @tile_id != @character.tile_id ||
@character_name != @character.character_name ||
@character_hue != @character.character_hue ||
@oldbushdepth != @character.bush_depth
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
@oldbushdepth = @character.bush_depth
@charbitmap&.dispose
if @tile_id >= 384
@charbitmap = pbGetTileBitmap(@character.map.tileset_name, @tile_id,
@character_hue, @character.width, @character.height)
@charbitmapAnimated = false
@bushbitmap&.dispose
@bushbitmap = nil
@spriteoffset = false
@cw = Game_Map::TILE_WIDTH * @character.width
@ch = Game_Map::TILE_HEIGHT * @character.height
self.src_rect.set(0, 0, @cw, @ch)
self.ox = @cw / 2
self.oy = @ch
else
@charbitmap = AnimatedBitmap.new(
"Graphics/Characters/" + @character_name, @character_hue
)
RPG::Cache.retain("Graphics/Characters/", @character_name, @character_hue) if @character == $game_player
@charbitmapAnimated = true
@bushbitmap&.dispose
@bushbitmap = nil
@spriteoffset = @character_name[/offset/i]
@cw = @charbitmap.width / 4
@ch = @charbitmap.height / 4
self.ox = @cw / 2
end
@character.sprite_size = [@cw, @ch]
end
@charbitmap.update if @charbitmapAnimated
bushdepth = @character.bush_depth
if bushdepth == 0
self.bitmap = (@charbitmapAnimated) ? @charbitmap.bitmap : @charbitmap
else
@bushbitmap = BushBitmap.new(@charbitmap, (@tile_id >= 384), bushdepth) if !@bushbitmap
self.bitmap = @bushbitmap.bitmap
end
self.visible = !@character.transparent
if @tile_id == 0
sx = @character.pattern * @cw
sy = ((@character.direction - 2) / 2) * @ch
self.src_rect.set(sx, sy, @cw, @ch)
self.oy = (@spriteoffset rescue false) ? @ch - 16 : @ch
self.oy -= @character.bob_height
end
if self.visible
if @character.is_a?(Game_Event) && @character.name[/regulartone/i]
self.tone.set(0, 0, 0, 0)
else
pbDayNightTint(self)
end
end
this_x = @character.screen_x
this_x = ((this_x - (Graphics.width / 2)) * TilemapRenderer::ZOOM_X) + (Graphics.width / 2) if TilemapRenderer::ZOOM_X != 1
self.x = this_x
this_y = @character.screen_y
this_y = ((this_y - (Graphics.height / 2)) * TilemapRenderer::ZOOM_Y) + (Graphics.height / 2) if TilemapRenderer::ZOOM_Y != 1
self.y = this_y
self.z = @character.screen_z(@ch)
self.opacity = @character.opacity
self.blend_type = @character.blend_type
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
@reflection&.update
@surfbase&.update
end
end