Files
infinitefusion-e18/Data/Scripts/001_Technical/004_RPG__Sprite.rb

535 lines
14 KiB
Ruby

class SpriteAnimation
@@_animations = []
@@_reference_count = {}
def initialize(sprite)
@sprite = sprite
end
%w[
x y ox oy viewport flash src_rect opacity tone
].each_with_index do |s, _i|
eval <<-__END__
def #{s}(*arg)
@sprite.#{s}(*arg)
end
__END__
end
def self.clear
@@_animations.clear
end
def dispose
dispose_animation
dispose_loop_animation
end
def animation(animation, hit, height = 3)
dispose_animation
@_animation = animation
return if @_animation == nil
@_animation_hit = hit
@_animation_height = height
@_animation_duration = @_animation.frame_max
fr = 20
if @_animation.name[/\[\s*(\d+?)\s*\]\s*$/]
fr = $~[1].to_i
end
@_animation_frame_skip = Graphics.frame_rate / fr
animation_name = @_animation.animation_name
animation_hue = @_animation.animation_hue
bitmap = pbGetAnimation(animation_name, animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
@_animation_sprites = []
if @_animation.position != 3 or not @@_animations.include?(animation)
16.times do
sprite = ::Sprite.new(self.viewport)
sprite.bitmap = bitmap
sprite.visible = false
@_animation_sprites.push(sprite)
end
unless @@_animations.include?(animation)
@@_animations.push(animation)
end
end
update_animation
end
def loop_animation(animation)
return if animation == @_loop_animation
dispose_loop_animation
@_loop_animation = animation
return if @_loop_animation == nil
@_loop_animation_index = 0
fr = 20
if @_animation.name[/\[\s*(\d+?)\s*\]\s*$/]
fr = $~[1].to_i
end
@_loop_animation_frame_skip = Graphics.frame_rate / fr
animation_name = @_loop_animation.animation_name
animation_hue = @_loop_animation.animation_hue
bitmap = pbGetAnimation(animation_name, animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
@_loop_animation_sprites = []
16.times do
sprite = ::Sprite.new(self.viewport)
sprite.bitmap = bitmap
sprite.visible = false
@_loop_animation_sprites.push(sprite)
end
update_loop_animation
end
def dispose_animation
return if @_animation_sprites == nil
sprite = @_animation_sprites[0]
if sprite != nil
@@_reference_count[sprite.bitmap] -= 1
if @@_reference_count[sprite.bitmap] == 0
sprite.bitmap.dispose
end
end
for sprite in @_animation_sprites
sprite.dispose
end
@_animation_sprites = nil
@_animation = nil
end
def dispose_loop_animation
return if @_loop_animation_sprites == nil
sprite = @_loop_animation_sprites[0]
if sprite != nil
@@_reference_count[sprite.bitmap] -= 1
if @@_reference_count[sprite.bitmap] == 0
sprite.bitmap.dispose
end
end
for sprite in @_loop_animation_sprites
sprite.dispose
end
@_loop_animation_sprites = nil
@_loop_animation = nil
end
def active?
return @_loop_animation_sprites != nil || @_animation_sprites != nil
end
def effect?
return @_animation_duration > 0
end
def update
if @_animation != nil
quick_update = true
if Graphics.frame_count % @_animation_frame_skip == 0
@_animation_duration -= 1
quick_update = false
end
update_animation(quick_update)
end
if @_loop_animation != nil
quick_update = (Graphics.frame_count % @_loop_animation_frame_skip != 0)
update_loop_animation(quick_update)
if !quick_update
@_loop_animation_index += 1
@_loop_animation_index %= @_loop_animation.frame_max
end
end
end
def update_animation(quick_update = false)
if @_animation_duration <= 0
dispose_animation
return
end
frame_index = @_animation.frame_max - @_animation_duration
cell_data = @_animation.frames[frame_index].cell_data
position = @_animation.position
animation_set_sprites(@_animation_sprites, cell_data, position, quick_update)
return if quick_update
for timing in @_animation.timings
next if timing.frame != frame_index
animation_process_timing(timing, @_animation_hit)
end
end
def update_loop_animation(quick_update = false)
frame_index = @_loop_animation_index
cell_data = @_loop_animation.frames[frame_index].cell_data
position = @_loop_animation.position
animation_set_sprites(@_loop_animation_sprites, cell_data, position, quick_update)
return if quick_update
for timing in @_loop_animation.timings
next if timing.frame != frame_index
animation_process_timing(timing, true)
end
end
def animation_set_sprites(sprites, cell_data, position, quick_update = false)
sprite_x = 320
sprite_y = 240
if position == 3
if self.viewport != nil
sprite_x = self.viewport.rect.width / 2
sprite_y = self.viewport.rect.height - 160
end
else
sprite_x = self.x - self.ox + self.src_rect.width / 2
sprite_y = self.y - self.oy + self.src_rect.height / 2
sprite_y -= self.src_rect.height / 4 if position == 0
sprite_y += self.src_rect.height / 4 if position == 2
end
for i in 0..15
sprite = sprites[i]
pattern = cell_data[i, 0]
if sprite == nil or pattern == nil or pattern == -1
sprite.visible = false if sprite != nil
next
end
sprite.x = sprite_x + cell_data[i, 1]
sprite.y = sprite_y + cell_data[i, 2]
next if quick_update
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
case @_animation_height
when 0 then sprite.z = 1
when 1 then sprite.z = sprite.y+32+15
when 2 then sprite.z = sprite.y+32+32+17
else sprite.z = 2000
end
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] / 100.0
sprite.zoom_y = cell_data[i, 3] / 100.0
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
sprite.tone = self.tone
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
end
def animation_process_timing(timing, hit)
if (timing.condition == 0) or
(timing.condition == 1 and hit == true) or
(timing.condition == 2 and hit == false)
if timing.se.name != ""
se = timing.se
pbSEPlay(se)
end
case timing.flash_scope
when 1
self.flash(timing.flash_color, timing.flash_duration * 2)
when 2
if self.viewport != nil
self.viewport.flash(timing.flash_color, timing.flash_duration * 2)
end
when 3
self.flash(nil, timing.flash_duration * 2)
end
end
end
def x=(x)
sx = x - self.x
return if sx == 0
if @_animation_sprites != nil
for i in 0..15
@_animation_sprites[i].x += sx
end
end
if @_loop_animation_sprites != nil
for i in 0..15
@_loop_animation_sprites[i].x += sx
end
end
end
def y=(y)
sy = y - self.y
return if sy == 0
if @_animation_sprites != nil
for i in 0..15
@_animation_sprites[i].y += sy
end
end
if @_loop_animation_sprites != nil
for i in 0..15
@_loop_animation_sprites[i].y += sy
end
end
end
end
module RPG
class Sprite < ::Sprite
def initialize(viewport = nil)
super(viewport)
@_whiten_duration = 0
@_appear_duration = 0
@_escape_duration = 0
@_collapse_duration = 0
@_damage_duration = 0
@_animation_duration = 0
@_blink = false
@animations = []
@loopAnimations = []
end
def dispose
dispose_damage
dispose_animation
dispose_loop_animation
super
end
def whiten
self.blend_type = 0
self.color.set(255, 255, 255, 128)
self.opacity = 255
@_whiten_duration = 16
@_appear_duration = 0
@_escape_duration = 0
@_collapse_duration = 0
end
def appear
self.blend_type = 0
self.color.set(0, 0, 0, 0)
self.opacity = 0
@_appear_duration = 16
@_whiten_duration = 0
@_escape_duration = 0
@_collapse_duration = 0
end
def escape
self.blend_type = 0
self.color.set(0, 0, 0, 0)
self.opacity = 255
@_escape_duration = 32
@_whiten_duration = 0
@_appear_duration = 0
@_collapse_duration = 0
end
def collapse
self.blend_type = 1
self.color.set(255, 64, 64, 255)
self.opacity = 255
@_collapse_duration = 48
@_whiten_duration = 0
@_appear_duration = 0
@_escape_duration = 0
end
def damage(value, critical)
dispose_damage
damage_string = (value.is_a?(Numeric)) ? value.abs.to_s : value.to_s
bitmap = Bitmap.new(160, 48)
bitmap.font.name = "Arial Black"
bitmap.font.size = 32
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
if value.is_a?(Numeric) and value < 0
bitmap.font.color.set(176, 255, 144)
else
bitmap.font.color.set(255, 255, 255)
end
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
if critical
bitmap.font.size = 20
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
bitmap.font.color.set(255, 255, 255)
bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
end
@_damage_sprite = ::Sprite.new(self.viewport)
@_damage_sprite.bitmap = bitmap
@_damage_sprite.ox = 80
@_damage_sprite.oy = 20
@_damage_sprite.x = self.x
@_damage_sprite.y = self.y - self.oy / 2
@_damage_sprite.z = 3000
@_damage_duration = 40
end
def pushAnimation(array, anim)
for i in 0...array.length
next if array[i] && array[i].active?
array[i] = anim
return
end
array.push(anim)
end
def animation(animation, hit, height = 3)
anim = SpriteAnimation.new(self)
anim.animation(animation,hit,height)
pushAnimation(@animations,anim)
end
def loop_animation(animation)
anim = SpriteAnimation.new(self)
anim.loop_animation(animation)
pushAnimation(@loopAnimations,anim)
end
def dispose_damage
return if @_damage_sprite == nil
@_damage_sprite.bitmap.dispose
@_damage_sprite.dispose
@_damage_sprite = nil
@_damage_duration = 0
end
def dispose_animation
for a in @animations
a.dispose_animation if a
end
@animations.clear
end
def dispose_loop_animation
for a in @loopAnimations
a.dispose_loop_animation if a
end
@loopAnimations.clear
end
def blink_on
return if @_blink
@_blink = true
@_blink_count = 0
end
def blink_off
return unless @_blink
@_blink = false
self.color.set(0, 0, 0, 0)
end
def blink?
return @_blink
end
def effect?
return true if @_whiten_duration > 0
return true if @_appear_duration > 0
return true if @_escape_duration > 0
return true if @_collapse_duration > 0
return true if @_damage_duration > 0
for a in @animations
return true if a.effect?
end
return false
end
def update
super
if @_whiten_duration > 0
@_whiten_duration -= 1
self.color.alpha = 128 - (16 - @_whiten_duration) * 10
end
if @_appear_duration > 0
@_appear_duration -= 1
self.opacity = (16 - @_appear_duration) * 16
end
if @_escape_duration > 0
@_escape_duration -= 1
self.opacity = 256 - (32 - @_escape_duration) * 10
end
if @_collapse_duration > 0
@_collapse_duration -= 1
self.opacity = 256 - (48 - @_collapse_duration) * 6
end
if @_damage_duration > 0
@_damage_duration -= 1
case @_damage_duration
when 38..39
@_damage_sprite.y -= 4
when 36..37
@_damage_sprite.y -= 2
when 34..35
@_damage_sprite.y += 2
when 28..33
@_damage_sprite.y += 4
end
@_damage_sprite.opacity = 256 - (12 - @_damage_duration) * 32
if @_damage_duration == 0
dispose_damage
end
end
for a in @animations
a.update
end
for a in @loopAnimations
a.update
end
if @_blink
@_blink_count = (@_blink_count + 1) % 32
if @_blink_count < 16
alpha = (16 - @_blink_count) * 6
else
alpha = (@_blink_count - 16) * 6
end
self.color.set(255, 255, 255, alpha)
end
SpriteAnimation.clear
end
def update_animation
for a in @animations
a.update_animation if a && a.active?
end
end
def update_loop_animation
for a in @loopAnimations
a.update_loop_animation if a && a.active?
end
end
def x=(x)
for a in @animations
a.x = x if a
end
for a in @loopAnimations
a.x = x if a
end
super
end
def y=(y)
for a in @animations
a.y = y if a
end
for a in @loopAnimations
a.y = y if a
end
super
end
end
end