mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
259 lines
7.9 KiB
Ruby
259 lines
7.9 KiB
Ruby
#===============================================================================
|
|
# Sprite_Shadow (Sprite_Ombre )
|
|
# Based on Genzai Kawakami's shadows, dynamisme & features by Rataime, extra
|
|
# features Boushy
|
|
# Modified by Peter O. to be compatible with Pokémon Essentials
|
|
#===============================================================================
|
|
class Sprite_Shadow < RPG::Sprite
|
|
attr_accessor :character
|
|
|
|
def initialize(viewport, character = nil,params=[])
|
|
super(viewport)
|
|
@source = params[0]
|
|
@anglemin = (params.size>1) ? params[1] : 0
|
|
@anglemax = (params.size>2) ? params[2] : 0
|
|
@self_opacity = (params.size>4) ? params[4] : 100
|
|
@distancemax = (params.size>3) ? params[3] : 350
|
|
@character = character
|
|
update
|
|
end
|
|
|
|
def dispose
|
|
@chbitmap.dispose if @chbitmap
|
|
super
|
|
end
|
|
|
|
def update
|
|
if !in_range?(@character, @source, @distancemax)
|
|
self.opacity = 0
|
|
return
|
|
end
|
|
super
|
|
if @tile_id != @character.tile_id ||
|
|
@character_name != @character.character_name ||
|
|
@character_hue != @character.character_hue
|
|
@tile_id = @character.tile_id
|
|
@character_name = @character.character_name
|
|
@character_hue = @character.character_hue
|
|
if @tile_id >= 384
|
|
@chbitmap.dispose if @chbitmap
|
|
@chbitmap = pbGetTileBitmap(@character.map.tileset_name,
|
|
@tile_id, @character.character_hue)
|
|
self.src_rect.set(0, 0, 32, 32)
|
|
@ch = 32
|
|
@cw = 32
|
|
self.ox = 16
|
|
self.oy = 32
|
|
else
|
|
@chbitmap.dispose if @chbitmap
|
|
@chbitmap = AnimatedBitmap.new(
|
|
'Graphics/Characters/'+@character.character_name,@character.character_hue)
|
|
@cw = @chbitmap.width / 4
|
|
@ch = @chbitmap.height / 4
|
|
self.ox = @cw / 2
|
|
self.oy = @ch
|
|
end
|
|
end
|
|
if @chbitmap.is_a?(AnimatedBitmap)
|
|
@chbitmap.update
|
|
self.bitmap = @chbitmap.bitmap
|
|
else
|
|
self.bitmap = @chbitmap
|
|
end
|
|
self.visible = !@character.transparent
|
|
if @tile_id == 0
|
|
sx = @character.pattern * @cw
|
|
sy = (@character.direction - 2) / 2 * @ch
|
|
if self.angle > 90 || angle < -90
|
|
case @character.direction
|
|
when 2 then sy = (8- 2) / 2 * @ch
|
|
when 4 then sy = (6- 2) / 2 * @ch
|
|
when 6 then sy = (4- 2) / 2 * @ch
|
|
when 8 then sy = (2- 2) / 2 * @ch
|
|
end
|
|
end
|
|
self.src_rect.set(sx, sy, @cw, @ch)
|
|
end
|
|
self.x = ScreenPosHelper.pbScreenX(@character)
|
|
self.y = ScreenPosHelper.pbScreenY(@character)-5
|
|
self.z = ScreenPosHelper.pbScreenZ(@character,@ch)-1
|
|
self.zoom_x = ScreenPosHelper.pbScreenZoomX(@character)
|
|
self.zoom_y = ScreenPosHelper.pbScreenZoomY(@character)
|
|
self.blend_type = @character.blend_type
|
|
self.bush_depth = @character.bush_depth
|
|
if @character.animation_id != 0
|
|
animation = $data_animations[@character.animation_id]
|
|
animation(animation, true)
|
|
@character.animation_id = 0
|
|
end
|
|
@deltax = ScreenPosHelper.pbScreenX(@source) - self.x
|
|
@deltay = ScreenPosHelper.pbScreenY(@source) - self.y
|
|
self.color = Color.new(0, 0, 0)
|
|
@distance = ((@deltax ** 2) + (@deltay ** 2))
|
|
self.opacity = @self_opacity * 13000 / ((@distance * 370 / @distancemax) + 6000)
|
|
self.angle = 57.3 * Math.atan2(@deltax, @deltay)
|
|
@angle_trigo = self.angle+90
|
|
@angle_trigo += 360 if @angle_trigo < 0
|
|
if @anglemin != 0 || @anglemax != 0
|
|
if (@angle_trigo < @anglemin || @angle_trigo > @anglemax) && @anglemin < @anglemax
|
|
self.opacity = 0
|
|
return
|
|
end
|
|
if @angle_trigo < @anglemin && @angle_trigo > @anglemax && @anglemin > @anglemax
|
|
self.opacity = 0
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
def in_range?(element, object, range) # From Near's Anti Lag Script, edited
|
|
elemScreenX = ScreenPosHelper.pbScreenX(element)
|
|
elemScreenY = ScreenPosHelper.pbScreenY(element)
|
|
objScreenX = ScreenPosHelper.pbScreenX(object)
|
|
objScreenY = ScreenPosHelper.pbScreenY(object)
|
|
x = (elemScreenX - objScreenX) * (elemScreenX - objScreenX)
|
|
y = (elemScreenY - objScreenY) * (elemScreenY - objScreenY)
|
|
r = x + y
|
|
return r <= range * range
|
|
end
|
|
end
|
|
|
|
|
|
|
|
#===================================================
|
|
# ? CLASS Sprite_Character edit
|
|
#===================================================
|
|
class Sprite_Character < RPG::Sprite
|
|
alias :shadow_initialize :initialize
|
|
|
|
def initialize(viewport, character = nil)
|
|
@ombrelist = []
|
|
@character = character
|
|
shadow_initialize(viewport, @character)
|
|
end
|
|
|
|
def setShadows(map,shadows)
|
|
if character.is_a?(Game_Event) && shadows.length > 0
|
|
params = XPML_read(map,"Shadow",@character,4)
|
|
if params != nil
|
|
for i in 0...shadows.size
|
|
@ombrelist.push(Sprite_Shadow.new(viewport, @character, shadows[i]))
|
|
end
|
|
end
|
|
end
|
|
if character.is_a?(Game_Player) && shadows.length > 0
|
|
for i in 0...shadows.size
|
|
@ombrelist.push(Sprite_Shadow.new(viewport, $game_player, shadows[i]))
|
|
end
|
|
end
|
|
update
|
|
end
|
|
|
|
def clearShadows
|
|
@ombrelist.each { |s| s.dispose if s }
|
|
@ombrelist.clear
|
|
end
|
|
|
|
alias shadow_update update
|
|
|
|
def update
|
|
shadow_update
|
|
if @ombrelist.length>0
|
|
for i in 0...@ombrelist.size
|
|
@ombrelist[i].update
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
|
|
#===================================================
|
|
# ? CLASS Game_Event edit
|
|
#===================================================
|
|
class Game_Event
|
|
attr_accessor :id
|
|
end
|
|
|
|
|
|
|
|
#===================================================
|
|
# ? CLASS Spriteset_Map edit
|
|
#===================================================
|
|
class Spriteset_Map
|
|
attr_accessor :shadows
|
|
|
|
alias shadow_initialize initialize
|
|
def initialize(map=nil)
|
|
@shadows = []
|
|
warn = false
|
|
map = $game_map if !map
|
|
for k in map.events.keys.sort
|
|
ev = map.events[k]
|
|
warn = true if (ev.list != nil && ev.list.length > 0 &&
|
|
ev.list[0].code == 108 &&
|
|
(ev.list[0].parameters == ["s"] || ev.list[0].parameters == ["o"]))
|
|
params = XPML_read(map,"Shadow Source", ev, 4)
|
|
@shadows.push([ev] + params) if params != nil
|
|
end
|
|
if warn == true
|
|
p "Warning : At least one event on this map uses the obsolete way to add shadows"
|
|
end
|
|
shadow_initialize(map)
|
|
for sprite in @character_sprites
|
|
sprite.setShadows(map, @shadows)
|
|
end
|
|
$scene.spritesetGlobal.playersprite.setShadows(map, @shadows)
|
|
end
|
|
end
|
|
|
|
|
|
|
|
#===================================================
|
|
# ? XPML Definition, by Rataime, using ideas from Near Fantastica
|
|
#
|
|
# Returns nil if the markup wasn't present at all,
|
|
# returns [] if there wasn't any parameters, else
|
|
# returns a parameters list with "int" converted as int
|
|
# eg :
|
|
# begin first
|
|
# begin second
|
|
# param1 1
|
|
# param2 two
|
|
# begin third
|
|
# anything 3
|
|
#
|
|
# p XPML_read("first", event_id) -> []
|
|
# p XPML_read("second", event_id) -> [1, "two"]
|
|
# p XPML_read("third", event_id) -> [3]
|
|
# p XPML_read("forth", event_id) -> nil
|
|
#===================================================
|
|
def XPML_read(map,markup,event,max_param_number=0)
|
|
parameter_list = nil
|
|
return nil if !event || event.list == nil
|
|
for i in 0...event.list.size
|
|
if event.list[i].code == 108 &&
|
|
event.list[i].parameters[0].downcase == "begin " + markup.downcase
|
|
parameter_list = [] if parameter_list == nil
|
|
for j in i+1...event.list.size
|
|
if event.list[j].code == 108
|
|
parts = event.list[j].parameters[0].split
|
|
if parts.size != 1 && parts[0].downcase != "begin"
|
|
if parts[1].to_i != 0 || parts[1] == "0"
|
|
parameter_list.push(parts[1].to_i)
|
|
else
|
|
parameter_list.push(parts[1])
|
|
end
|
|
else
|
|
return parameter_list
|
|
end
|
|
else
|
|
return parameter_list
|
|
end
|
|
return parameter_list if max_param_number != 0 && j == i + max_param_number
|
|
end
|
|
end
|
|
end
|
|
return parameter_list
|
|
end
|