Files
infinitefusion-e18/Data/Scripts/005_Sprites/013_Sprite_Wearable.rb
2025-09-28 15:53:01 -04:00

173 lines
5.6 KiB
Ruby

class Sprite_Wearable < RPG::Sprite
attr_accessor :filename
attr_accessor :action
attr_accessor :sprite
def initialize(player_sprite, filename, action, viewport, relative_z=0)
@player_sprite = player_sprite
@viewport = viewport
@sprite = Sprite.new(@viewport)
@wearableBitmap = AnimatedBitmap.new(filename) if pbResolveBitmap(filename)
@filename = filename
@sprite.bitmap = @wearableBitmap.bitmap if @wearableBitmap
@action = action
@color = 0
@frameWidth = 80 #@sprite.width
@frameHeight = 80 #@sprite.height / 4
@sprite.z = 0
@relative_z=relative_z #relative to player
echoln(_INTL("init had at z = {1}, player sprite at {2}",@sprite.z,@player_sprite.z))
#Unused position offset
# @x_pos_base_offset = 0
# @y_pos_base_offset = 0
end
def apply_sprite_offset(offsets_array, current_frame)
@sprite.x += offsets_array[current_frame][0]
@sprite.y += offsets_array[current_frame][1]
end
def adjustPositionForScreenScrolling
return if !$game_map.scrolling? && !@was_just_scrolling
if $game_map.scrolling?
@was_just_scrolling=true
else
@was_just_scrolling=false
end
offset_x = 0
offset_y = 0
case $game_map.scroll_direction
when DIRECTION_RIGHT
offset_x=-8
when DIRECTION_LEFT
offset_x=8
when DIRECTION_UP
offset_y=8
@sprite.z+=50 #weird layering glitch for some reason otherwise. It's reset to the correct value in the next animation frame
when DIRECTION_DOWN
offset_y=-8
end
@sprite.x+=offset_x
@sprite.y+=offset_y
end
def set_sprite_position(action, direction, current_frame)
@sprite.x = @player_sprite.x - @player_sprite.ox
@sprite.y = @player_sprite.y - @player_sprite.oy
case action
when "run"
if direction == DIRECTION_DOWN
apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_DOWN, current_frame)
elsif direction == DIRECTION_LEFT
apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_LEFT, current_frame)
elsif direction == DIRECTION_RIGHT
apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_RIGHT, current_frame)
elsif direction == DIRECTION_UP
apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_UP, current_frame)
end
when "surf"
if direction == DIRECTION_DOWN
apply_sprite_offset(Outfit_Offsets::SURF_OFFSETS_DOWN,current_frame)
elsif direction == DIRECTION_LEFT
apply_sprite_offset( Outfit_Offsets::SURF_OFFSETS_LEFT,current_frame)
elsif direction == DIRECTION_RIGHT
apply_sprite_offset( Outfit_Offsets::SURF_OFFSETS_RIGHT,current_frame)
elsif direction == DIRECTION_UP
apply_sprite_offset( Outfit_Offsets::SURF_OFFSETS_UP,current_frame)
end
when "dive"
if direction == DIRECTION_DOWN
apply_sprite_offset(Outfit_Offsets::DIVE_OFFSETS_DOWN,current_frame)
elsif direction == DIRECTION_LEFT
apply_sprite_offset( Outfit_Offsets::DIVE_OFFSETS_LEFT,current_frame)
elsif direction == DIRECTION_RIGHT
apply_sprite_offset( Outfit_Offsets::DIVE_OFFSETS_RIGHT,current_frame)
elsif direction == DIRECTION_UP
apply_sprite_offset( Outfit_Offsets::DIVE_OFFSETS_UP,current_frame)
end
when "bike"
if direction == DIRECTION_DOWN
apply_sprite_offset(Outfit_Offsets::BIKE_OFFSETS_DOWN,current_frame)
elsif direction == DIRECTION_LEFT
apply_sprite_offset( Outfit_Offsets::BIKE_OFFSETS_LEFT,current_frame)
elsif direction == DIRECTION_RIGHT
apply_sprite_offset( Outfit_Offsets::BIKE_OFFSETS_RIGHT,current_frame)
elsif direction == DIRECTION_UP
apply_sprite_offset( Outfit_Offsets::BIKE_OFFSETS_UP,current_frame)
end
when "fish"
if direction == DIRECTION_DOWN
apply_sprite_offset(Outfit_Offsets::FISH_OFFSETS_DOWN,current_frame)
elsif direction == DIRECTION_LEFT
apply_sprite_offset( Outfit_Offsets::FISH_OFFSETS_LEFT,current_frame)
elsif direction == DIRECTION_RIGHT
apply_sprite_offset( Outfit_Offsets::FISH_OFFSETS_RIGHT,current_frame)
elsif direction == DIRECTION_UP
apply_sprite_offset( Outfit_Offsets::FISH_OFFSETS_UP,current_frame)
end
else
@sprite.x = @player_sprite.x - @player_sprite.ox
@sprite.y = @player_sprite.y - @player_sprite.oy
end
adjustPositionForScreenScrolling()
@sprite.y -= 2 if current_frame % 2 == 1
end
def animate(action, frame=nil)
@action = action
current_frame = @player_sprite.character.pattern if !frame
direction = @player_sprite.character.direction
crop_spritesheet(direction)
adjust_layer()
set_sprite_position(@action, direction, current_frame)
end
def update(action, filename,color)
@sprite.opacity = @player_sprite.opacity if @wearableBitmap
@sprite.opacity=0 if $game_player.hasGraphicsOverride?
if filename != @filename || color != @color
if pbResolveBitmap(filename)
#echoln pbResolveBitmap(filename)
@wearableBitmap = AnimatedBitmap.new(filename,color)
@sprite.bitmap = @wearableBitmap.bitmap
else
@wearableBitmap = nil
@sprite.bitmap = nil
end
@color =color
@filename = filename
end
animate(action)
end
def adjust_layer()
if @sprite.z != @player_sprite.z+@relative_z
@sprite.z = @player_sprite.z+@relative_z
end
end
def crop_spritesheet(direction)
sprite_x = 0
sprite_y = ((direction - 2) / 2) * @frameHeight
@sprite.src_rect.set(sprite_x, sprite_y, @frameWidth, @frameHeight)
end
def dispose
return if @disposed
@sprite.dispose if @sprite
@sprite = nil
@disposed = true
end
def disposed?
@disposed
end
end