Files
infinitefusion-e18/Data/Scripts/004_Game classes/007_Game_Character.rb

923 lines
27 KiB
Ruby

class Game_Character
attr_reader :id
attr_reader :original_x
attr_reader :original_y
attr_reader :x
attr_reader :y
attr_reader :real_x
attr_reader :real_y
attr_accessor :width
attr_accessor :height
attr_accessor :sprite_size
attr_reader :tile_id
attr_accessor :character_name
attr_accessor :character_hue
attr_reader :opacity
attr_reader :blend_type
attr_accessor :direction
attr_accessor :pattern
attr_accessor :pattern_surf
attr_accessor :lock_pattern
attr_reader :move_route_forcing
attr_accessor :through
attr_accessor :animation_id
attr_accessor :transparent
attr_reader :move_speed
attr_accessor :walk_anime
attr_writer :bob_height
def initialize(map=nil)
@map = map
@id = 0
@original_x = 0
@original_y = 0
@x = 0
@y = 0
@real_x = 0
@real_y = 0
@width = 1
@height = 1
@sprite_size = [Game_Map::TILE_WIDTH, Game_Map::TILE_HEIGHT]
@tile_id = 0
@character_name = ""
@character_hue = 0
@opacity = 255
@blend_type = 0
@direction = 2
@pattern = 0
@pattern_surf = 0
@lock_pattern = false
@move_route_forcing = false
@through = false
@animation_id = 0
@transparent = false
@original_direction = 2
@original_pattern = 0
@move_type = 0
self.move_speed = 3
self.move_frequency = 6
@move_route = nil
@move_route_index = 0
@original_move_route = nil
@original_move_route_index = 0
@walk_anime = true # Whether character should animate while moving
@step_anime = false # Whether character should animate while still
@direction_fix = false
@always_on_top = false
@anime_count = 0
@stop_count = 0
@jump_peak = 0 # Max height while jumping
@jump_distance = 0 # Total distance of jump
@jump_distance_left = 0 # Distance left to travel
@jump_count = 0 # Frames left in a stationary jump
@bob_height = 0
@wait_count = 0
@moved_this_frame = false
@locked = false
@prelock_direction = 0
end
def at_coordinate?(check_x, check_y)
return check_x >= @x && check_x < @x + @width &&
check_y > @y - @height && check_y <= @y
end
def in_line_with_coordinate?(check_x, check_y)
return (check_x >= @x && check_x < @x + @width) ||
(check_y > @y - @height && check_y <= @y)
end
def each_occupied_tile
for i in @x...(@x + @width)
for j in (@y - @height + 1)..@y
yield i, j
end
end
end
def move_speed=(val)
return if val==@move_speed
@move_speed = val
# @move_speed_real is the number of quarter-pixels to move each frame. There
# are 128 quarter-pixels per tile. By default, it is calculated from
# @move_speed and has these values (assuming 40 fps):
# 1 => 3.2 # 40 frames per tile
# 2 => 6.4 # 20 frames per tile
# 3 => 12.8 # 10 frames per tile - walking speed
# 4 => 25.6 # 5 frames per tile - running speed (2x walking speed)
# 5 => 32 # 4 frames per tile - cycling speed (1.25x running speed)
# 6 => 64 # 2 frames per tile
self.move_speed_real = (val == 6) ? 64 : (val == 5) ? 32 : (2 ** (val + 1)) * 0.8
end
def move_speed_real
self.move_speed = @move_speed if !@move_speed_real
return @move_speed_real
end
def move_speed_real=(val)
@move_speed_real = val * 40.0 / Graphics.frame_rate
end
def jump_speed_real
self.jump_speed_real = (2 ** (3 + 1)) * 0.8 if !@jump_speed_real # 3 is walking speed
return @jump_speed_real
end
def jump_speed_real=(val)
@jump_speed_real = val * 40.0 / Graphics.frame_rate
end
def move_frequency=(val)
return if val==@move_frequency
@move_frequency = val
# @move_frequency_real is the number of frames to wait between each action
# in a move route (not forced). Specifically, this is the number of frames
# to wait after the character stops moving because of the previous action.
# By default, it is calculated from @move_frequency and has these values
# (assuming 40 fps):
# 1 => 190 # 4.75 seconds
# 2 => 144 # 3.6 seconds
# 3 => 102 # 2.55 seconds
# 4 => 64 # 1.6 seconds
# 5 => 30 # 0.75 seconds
# 6 => 0 # 0 seconds, i.e. continuous movement
self.move_frequency_real = (40 - val * 2) * (6 - val)
end
def move_frequency_real
self.move_frequency = @move_frequency if !@move_frequency_real
return @move_frequency_real
end
def move_frequency_real=(val)
@move_frequency_real = val * Graphics.frame_rate / 40.0
end
def bob_height
@bob_height = 0 if !@bob_height
return @bob_height
end
def lock
return if @locked
@prelock_direction = 0 # Was @direction but disabled
turn_toward_player
@locked = true
end
def minilock
@prelock_direction = 0 # Was @direction but disabled
@locked = true
end
def lock?
return @locked
end
def unlock
return unless @locked
@locked = false
@direction = @prelock_direction if !@direction_fix && @prelock_direction != 0
end
#=============================================================================
# Information from map data
#=============================================================================
def map
return (@map) ? @map : $game_map
end
def terrain_tag
return self.map.terrain_tag(@x, @y)
end
def bush_depth
return 0 if @tile_id > 0 || @always_on_top || jumping?
xbehind = @x + (@direction==4 ? 1 : @direction==6 ? -1 : 0)
ybehind = @y + (@direction==8 ? 1 : @direction==2 ? -1 : 0)
return Game_Map::TILE_HEIGHT if self.map.deepBush?(@x, @y) && self.map.deepBush?(xbehind, ybehind)
return 12 if !moving? && self.map.bush?(@x, @y)
return 0
end
#=============================================================================
# Passability
#=============================================================================
def passable?(x, y, d, strict = false)
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
return false unless self.map.valid?(new_x, new_y)
return true if @through
if strict
return false unless self.map.passableStrict?(x, y, d, self)
return false unless self.map.passableStrict?(new_x, new_y, 10 - d, self)
else
return false unless self.map.passable?(x, y, d, self)
return false unless self.map.passable?(new_x, new_y, 10 - d, self)
end
for event in self.map.events.values
next if self == event || !event.at_coordinate?(new_x, new_y) || event.through
return false if self != $game_player || event.character_name != ""
end
if $game_player.x == new_x && $game_player.y == new_y
return false if !$game_player.through && @character_name != ""
end
return true
end
def can_move_from_coordinate?(start_x, start_y, dir, strict = false)
case dir
when 2, 8 # Down, up
y_diff = (dir == 8) ? @height - 1 : 0
for i in start_x...(start_x + @width)
return false if !passable?(i, start_y - y_diff, dir, strict)
end
return true
when 4, 6 # Left, right
x_diff = (dir == 6) ? @width - 1 : 0
for i in (start_y - @height + 1)..start_y
return false if !passable?(start_x + x_diff, i, dir, strict)
end
return true
when 1, 3 # Down diagonals
# Treated as moving down first and then horizontally, because that
# describes which tiles the character's feet touch
for i in start_x...(start_x + @width)
return false if !passable?(i, start_y, 2, strict)
end
x_diff = (dir == 3) ? @width - 1 : 0
for i in (start_y - @height + 1)..start_y
return false if !passable?(start_x + x_diff, i + 1, dir + 3, strict)
end
return true
when 7, 9 # Up diagonals
# Treated as moving horizontally first and then up, because that describes
# which tiles the character's feet touch
x_diff = (dir == 9) ? @width - 1 : 0
for i in (start_y - @height + 1)..start_y
return false if !passable?(start_x + x_diff, i, dir - 3, strict)
end
x_offset = (dir == 9) ? 1 : -1
for i in start_x...(start_x + @width)
return false if !passable?(i + x_offset, start_y - @height + 1, 8, strict)
end
return true
end
return false
end
def can_move_in_direction?(dir, strict = false)
return can_move_from_coordinate?(@x, @y, dir, strict)
end
#=============================================================================
# Screen position of the character
#=============================================================================
def screen_x
ret = ((@real_x - self.map.display_x) / Game_Map::X_SUBPIXELS).round
ret += @width * Game_Map::TILE_WIDTH / 2
return ret
end
def screen_y_ground
ret = ((@real_y - self.map.display_y) / Game_Map::Y_SUBPIXELS).round
ret += Game_Map::TILE_HEIGHT
return ret
end
def screen_y
ret = screen_y_ground
if jumping?
if @jump_count > 0
jump_fraction = ((@jump_count * jump_speed_real / Game_Map::REAL_RES_X) - 0.5).abs # 0.5 to 0 to 0.5
else
jump_fraction = ((@jump_distance_left / @jump_distance) - 0.5).abs # 0.5 to 0 to 0.5
end
ret += @jump_peak * (4 * jump_fraction**2 - 1)
end
return ret
end
def screen_z(height = 0)
return 999 if @always_on_top
z = screen_y_ground
if @tile_id > 0
begin
return z + self.map.priorities[@tile_id] * 32
rescue
raise "Event's graphic is an out-of-range tile (event #{@id}, map #{self.map.map_id})"
end
end
# Add z if height exceeds 32
return z + ((height > Game_Map::TILE_HEIGHT) ? Game_Map::TILE_HEIGHT - 1 : 0)
end
#=============================================================================
# Movement
#=============================================================================
def moving?
return @real_x != @x * Game_Map::REAL_RES_X ||
@real_y != @y * Game_Map::REAL_RES_Y
end
def jumping?
return (@jump_distance_left || 0) > 0 || @jump_count > 0
end
def straighten
@pattern = 0 if @walk_anime || @step_anime
@anime_count = 0
@prelock_direction = 0
end
def force_move_route(move_route)
if @original_move_route == nil
@original_move_route = @move_route
@original_move_route_index = @move_route_index
end
@move_route = move_route
@move_route_index = 0
@move_route_forcing = true
@prelock_direction = 0
@wait_count = 0
move_type_custom
end
def moveto(x, y)
@x = x % self.map.width
@y = y % self.map.height
@real_x = @x * Game_Map::REAL_RES_X
@real_y = @y * Game_Map::REAL_RES_Y
@prelock_direction = 0
triggerLeaveTile
end
def triggerLeaveTile
if @oldX && @oldY && @oldMap &&
(@oldX!=self.x || @oldY!=self.y || @oldMap!=self.map.map_id)
Events.onLeaveTile.trigger(self,self,@oldMap,@oldX,@oldY)
end
@oldX = self.x
@oldY = self.y
@oldMap = self.map.map_id
end
def increase_steps
@stop_count = 0
triggerLeaveTile
end
#=============================================================================
# Movement commands
#=============================================================================
def move_type_random
case rand(6)
when 0..3 then move_random
when 4 then move_forward
when 5 then @stop_count = 0
end
end
def move_type_toward_player
sx = @x + @width / 2.0 - ($game_player.x + $game_player.width / 2.0)
sy = @y - @height / 2.0 - ($game_player.y - $game_player.height / 2.0)
if sx.abs + sy.abs >= 20
move_random
return
end
case rand(6)
when 0..3 then move_toward_player
when 4 then move_random
when 5 then move_forward
end
end
def move_type_custom
return if jumping? || moving?
while @move_route_index < @move_route.list.size
command = @move_route.list[@move_route_index]
if command.code == 0
if @move_route.repeat
@move_route_index = 0
else
if @move_route_forcing
@move_route_forcing = false
@move_route = @original_move_route
@move_route_index = @original_move_route_index
@original_move_route = nil
end
@stop_count = 0
end
return
end
if command.code <= 14
case command.code
when 1 then move_down
when 2 then move_left
when 3 then move_right
when 4 then move_up
when 5 then move_lower_left
when 6 then move_lower_right
when 7 then move_upper_left
when 8 then move_upper_right
when 9 then move_random
when 10 then move_toward_player
when 11 then move_away_from_player
when 12 then move_forward
when 13 then move_backward
when 14 then jump(command.parameters[0], command.parameters[1])
end
@move_route_index += 1 if @move_route.skippable || moving? || jumping?
return
end
if command.code == 15 # Wait
@wait_count = (command.parameters[0] * Graphics.frame_rate / 20) - 1
@move_route_index += 1
return
end
if command.code >= 16 && command.code <= 26
case command.code
when 16 then turn_down
when 17 then turn_left
when 18 then turn_right
when 19 then turn_up
when 20 then turn_right_90
when 21 then turn_left_90
when 22 then turn_180
when 23 then turn_right_or_left_90
when 24 then turn_random
when 25 then turn_toward_player
when 26 then turn_away_from_player
end
@move_route_index += 1
return
end
if command.code >= 27
case command.code
when 27
$game_switches[command.parameters[0]] = true
self.map.need_refresh = true
when 28
$game_switches[command.parameters[0]] = false
self.map.need_refresh = true
when 29 then self.move_speed = command.parameters[0]
when 30 then self.move_frequency = command.parameters[0]
when 31 then @walk_anime = true
when 32 then @walk_anime = false
when 33 then @step_anime = true
when 34 then @step_anime = false
when 35 then @direction_fix = true
when 36 then @direction_fix = false
when 37 then @through = true
when 38 then @through = false
when 39 then @always_on_top = true
when 40 then @always_on_top = false
when 41
@tile_id = 0
@character_name = command.parameters[0]
@character_hue = command.parameters[1]
if @original_direction != command.parameters[2]
@direction = command.parameters[2]
@original_direction = @direction
@prelock_direction = 0
end
if @original_pattern != command.parameters[3]
@pattern = command.parameters[3]
@original_pattern = @pattern
end
when 42 then @opacity = command.parameters[0]
when 43 then @blend_type = command.parameters[0]
when 44 then pbSEPlay(command.parameters[0])
when 45 then eval(command.parameters[0])
end
@move_route_index += 1
end
end
end
def move_generic(dir, turn_enabled = true)
turn_generic(dir) if turn_enabled
if can_move_in_direction?(dir)
turn_generic(dir)
@x += (dir == 4) ? -1 : (dir == 6) ? 1 : 0
@y += (dir == 8) ? -1 : (dir == 2) ? 1 : 0
increase_steps
else
check_event_trigger_touch(dir)
end
end
def move_down(turn_enabled = true)
move_generic(2, turn_enabled)
end
def move_left(turn_enabled = true)
move_generic(4, turn_enabled)
end
def move_right(turn_enabled = true)
move_generic(6, turn_enabled)
end
def move_up(turn_enabled = true)
move_generic(8, turn_enabled)
end
def move_upper_left
unless @direction_fix
@direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
end
if can_move_in_direction?(7)
@x -= 1
@y -= 1
increase_steps
end
end
def move_upper_right
unless @direction_fix
@direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
end
if can_move_in_direction?(9)
@x += 1
@y -= 1
increase_steps
end
end
def move_lower_left
unless @direction_fix
@direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
end
if can_move_in_direction?(1)
@x -= 1
@y += 1
increase_steps
end
end
def move_lower_right
unless @direction_fix
@direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
end
if can_move_in_direction?(3)
@x += 1
@y += 1
increase_steps
end
end
def moveLeft90 # anticlockwise
case self.direction
when 2 then move_right # down
when 4 then move_down # left
when 6 then move_up # right
when 8 then move_left # up
end
end
def moveRight90 # clockwise
case self.direction
when 2 then move_left # down
when 4 then move_up # left
when 6 then move_down # right
when 8 then move_right # up
end
end
def move_random
case rand(4)
when 0 then move_down(false)
when 1 then move_left(false)
when 2 then move_right(false)
when 3 then move_up(false)
end
end
def move_random_range(xrange=-1,yrange=-1)
dirs = [] # 0=down, 1=left, 2=right, 3=up
if xrange<0
dirs.push(1); dirs.push(2)
elsif xrange>0
dirs.push(1) if @x > @original_x - xrange
dirs.push(2) if @x < @original_x + xrange
end
if yrange<0
dirs.push(0); dirs.push(3)
elsif yrange>0
dirs.push(0) if @y < @original_y + yrange
dirs.push(3) if @y > @original_y - yrange
end
return if dirs.length==0
case dirs[rand(dirs.length)]
when 0 then move_down(false)
when 1 then move_left(false)
when 2 then move_right(false)
when 3 then move_up(false)
end
end
def move_random_UD(range=-1)
move_random_range(0,range)
end
def move_random_LR(range=-1)
move_random_range(range,0)
end
def move_toward_player
sx = @x + @width / 2.0 - ($game_player.x + $game_player.width / 2.0)
sy = @y - @height / 2.0 - ($game_player.y - $game_player.height / 2.0)
return if sx == 0 && sy == 0
abs_sx = sx.abs
abs_sy = sy.abs
if abs_sx == abs_sy
(rand(2) == 0) ? abs_sx += 1 : abs_sy += 1
end
if abs_sx > abs_sy
(sx > 0) ? move_left : move_right
if !moving? && sy != 0
(sy > 0) ? move_up : move_down
end
else
(sy > 0) ? move_up : move_down
if !moving? && sx != 0
(sx > 0) ? move_left : move_right
end
end
end
def move_away_from_player
sx = @x + @width / 2.0 - ($game_player.x + $game_player.width / 2.0)
sy = @y - @height / 2.0 - ($game_player.y - $game_player.height / 2.0)
return if sx == 0 && sy == 0
abs_sx = sx.abs
abs_sy = sy.abs
if abs_sx == abs_sy
(rand(2) == 0) ? abs_sx += 1 : abs_sy += 1
end
if abs_sx > abs_sy
(sx > 0) ? move_right : move_left
if !moving? && sy != 0
(sy > 0) ? move_down : move_up
end
else
(sy > 0) ? move_down : move_up
if !moving? && sx != 0
(sx > 0) ? move_right : move_left
end
end
end
def move_forward
case @direction
when 2 then move_down(false)
when 4 then move_left(false)
when 6 then move_right(false)
when 8 then move_up(false)
end
end
def move_backward
last_direction_fix = @direction_fix
@direction_fix = true
case @direction
when 2 then move_up(false)
when 4 then move_right(false)
when 6 then move_left(false)
when 8 then move_down(false)
end
@direction_fix = last_direction_fix
end
def jump(x_plus, y_plus)
if x_plus != 0 || y_plus != 0
if x_plus.abs > y_plus.abs
(x_plus < 0) ? turn_left : turn_right
else
(y_plus < 0) ? turn_up : turn_down
end
each_occupied_tile { |i, j| return if !passable?(i + x_plus, j + y_plus, 0) }
end
@x = @x + x_plus
@y = @y + y_plus
real_distance = Math::sqrt(x_plus * x_plus + y_plus * y_plus)
distance = [1, real_distance].max
@jump_peak = distance * Game_Map::TILE_HEIGHT * 3 / 8 # 3/4 of tile for ledge jumping
@jump_distance = [x_plus.abs * Game_Map::REAL_RES_X, y_plus.abs * Game_Map::REAL_RES_Y].max
@jump_distance_left = 1 # Just needs to be non-zero
if real_distance > 0 # Jumping to somewhere else
@jump_count = 0
else # Jumping on the spot
@jump_speed_real = nil # Reset jump speed
@jump_count = Game_Map::REAL_RES_X / jump_speed_real # Number of frames to jump one tile
end
@stop_count = 0
if self.is_a?(Game_Player)
$PokemonTemp.dependentEvents.pbMoveDependentEvents
end
triggerLeaveTile
end
def jumpForward
case self.direction
when 2 then jump(0,1) # down
when 4 then jump(-1,0) # left
when 6 then jump(1,0) # right
when 8 then jump(0,-1) # up
end
end
def jumpBackward
case self.direction
when 2 then jump(0,-1) # down
when 4 then jump(1,0) # left
when 6 then jump(-1,0) # right
when 8 then jump(0,1) # up
end
end
def turn_generic(dir)
return if @direction_fix
oldDirection = @direction
@direction = dir
@stop_count = 0
pbCheckEventTriggerAfterTurning if dir != oldDirection
end
def turn_down; turn_generic(2); end
def turn_left; turn_generic(4); end
def turn_right; turn_generic(6); end
def turn_up; turn_generic(8); end
def turn_right_90
case @direction
when 2 then turn_left
when 4 then turn_up
when 6 then turn_down
when 8 then turn_right
end
end
def turn_left_90
case @direction
when 2 then turn_right
when 4 then turn_down
when 6 then turn_up
when 8 then turn_left
end
end
def turn_180
case @direction
when 2 then turn_up
when 4 then turn_right
when 6 then turn_left
when 8 then turn_down
end
end
def turn_right_or_left_90
(rand(2) == 0) ? turn_right_90 : turn_left_90
end
def turn_random
case rand(4)
when 0 then turn_up
when 1 then turn_right
when 2 then turn_left
when 3 then turn_down
end
end
def turn_toward_player
sx = @x + @width / 2.0 - ($game_player.x + $game_player.width / 2.0)
sy = @y - @height / 2.0 - ($game_player.y - $game_player.height / 2.0)
return if sx == 0 && sy == 0
if sx.abs > sy.abs
(sx > 0) ? turn_left : turn_right
else
(sy > 0) ? turn_up : turn_down
end
end
def turn_away_from_player
sx = @x + @width / 2.0 - ($game_player.x + $game_player.width / 2.0)
sy = @y - @height / 2.0 - ($game_player.y - $game_player.height / 2.0)
return if sx == 0 && sy == 0
if sx.abs > sy.abs
(sx > 0) ? turn_right : turn_left
else
(sy > 0) ? turn_down : turn_up
end
end
#=============================================================================
# Updating
#=============================================================================
def update
@moved_last_frame = @moved_this_frame
if !$game_temp.in_menu
# Update command
update_command
# Update movement
(moving? || jumping?) ? update_move : update_stop
end
# Update animation
update_pattern
end
def update_command
if @wait_count > 0
@wait_count -= 1
elsif @move_route_forcing
move_type_custom
elsif !@starting && !lock? && !moving? && !jumping?
update_command_new
end
end
def update_command_new
# @stop_count is the number of frames since the last movement finished.
# @move_frequency has these values:
# 1 => @stop_count > 190 # 4.75 seconds
# 2 => @stop_count > 144 # 3.6 seconds
# 3 => @stop_count > 102 # 2.55 seconds
# 4 => @stop_count > 64 # 1.6 seconds
# 5 => @stop_count > 30 # 0.75 seconds
# 6 => @stop_count > 0 # 0 seconds
if @stop_count >= self.move_frequency_real
case @move_type
when 1 then move_type_random
when 2 then move_type_toward_player
when 3 then move_type_custom
end
end
end
def update_move
# Move the character (the 0.1 catches rounding errors)
distance = (jumping?) ? jump_speed_real : move_speed_real
dest_x = @x * Game_Map::REAL_RES_X
dest_y = @y * Game_Map::REAL_RES_Y
if @real_x < dest_x
@real_x += distance
@real_x = dest_x if @real_x > dest_x - 0.1
else
@real_x -= distance
@real_x = dest_x if @real_x < dest_x + 0.1
end
if @real_y < dest_y
@real_y += distance
@real_y = dest_y if @real_y > dest_y - 0.1
else
@real_y -= distance
@real_y = dest_y if @real_y < dest_y + 0.1
end
# Refresh how far is left to travel in a jump
if jumping?
@jump_count -= 1 if @jump_count > 0 # For stationary jumps only
@jump_distance_left = [(dest_x - @real_x).abs, (dest_y - @real_y).abs].max
end
# End of a step, so perform events that happen at this time
Events.onStepTakenFieldMovement.trigger(self, self) if !jumping? && !moving?
# Increment animation counter
@anime_count += 1 if @walk_anime || @step_anime
@moved_this_frame = true
end
def update_stop
@anime_count += 1 if @step_anime
@stop_count += 1 if !@starting && !lock?
@moved_this_frame = false
end
def update_pattern
return if @lock_pattern
# return if @jump_count > 0 # Don't animate if jumping on the spot
# Character has stopped moving, return to original pattern
if @moved_last_frame && !@moved_this_frame && !@step_anime
@pattern = @original_pattern
@anime_count = 0
return
end
# Character has started to move, change pattern immediately
if !@moved_last_frame && @moved_this_frame && !@step_anime
@pattern = (@pattern + 1) % 4 if @walk_anime
@anime_count = 0
return
end
# Calculate how many frames each pattern should display for, i.e. the time
# it takes to move half a tile (or a whole tile if cycling). We assume the
# game uses square tiles.
real_speed = (jumping?) ? jump_speed_real : move_speed_real
frames_per_pattern = Game_Map::REAL_RES_X / (real_speed * 2.0)
frames_per_pattern *= 2 if move_speed == 6 # Cycling/fastest speed
return if @anime_count < frames_per_pattern
# Advance to the next animation frame
@pattern = (@pattern + 1) % 4
@anime_count -= frames_per_pattern
end
end