Files
infinitefusion-e18/Data/Scripts/011_Battle/006_Other battle code/007_BattleAnimationPlayer.rb

873 lines
28 KiB
Ruby

#===============================================================================
#
#===============================================================================
class AnimFrame
X = 0
Y = 1
ZOOMX = 2
ANGLE = 3
MIRROR = 4
BLENDTYPE = 5
VISIBLE = 6
PATTERN = 7
OPACITY = 8
ZOOMY = 11
COLORRED = 12
COLORGREEN = 13
COLORBLUE = 14
COLORALPHA = 15
TONERED = 16
TONEGREEN = 17
TONEBLUE = 18
TONEGRAY = 19
LOCKED = 20
FLASHRED = 21
FLASHGREEN = 22
FLASHBLUE = 23
FLASHALPHA = 24
PRIORITY = 25
FOCUS = 26
end
#===============================================================================
#
#===============================================================================
def yaxisIntersect(x1,y1,x2,y2,px,py)
dx = x2-x1
dy = y2-y1
x = (dx==0) ? 0.0 : (px-x1).to_f/dx
y = (dy==0) ? 0.0 : (py-y1).to_f/dy
return [x,y]
end
def repositionY(x1,y1,x2,y2,tx,ty)
dx = x2-x1
dy = y2-y1
x = x1+tx*dx.to_f
y = y1+ty*dy.to_f
return [x,y]
end
def transformPoint(x1,y1,x2,y2, # Source line
x3,y3,x4,y4, # Destination line
px,py) # Source point
ret = yaxisIntersect(x1,y1,x2,y2,px,py)
ret2 = repositionY(x3,y3,x4,y4,ret[0],ret[1])
return ret2
end
def getSpriteCenter(sprite)
return [0,0] if !sprite || sprite.disposed?
return [sprite.x,sprite.y] if !sprite.bitmap || sprite.bitmap.disposed?
centerX = sprite.src_rect.width/2
centerY = sprite.src_rect.height/2
offsetX = (centerX-sprite.ox)*sprite.zoom_x
offsetY = (centerY-sprite.oy)*sprite.zoom_y
return [sprite.x+offsetX,sprite.y+offsetY]
end
def isReversed(src0,src1,dst0,dst1)
return false if src0==src1
return (dst0>dst1) if src0<src1
return (dst0<dst1)
end
def pbCreateCel(x,y,pattern,focus=4)
frame = []
frame[AnimFrame::X] = x
frame[AnimFrame::Y] = y
frame[AnimFrame::PATTERN] = pattern
frame[AnimFrame::FOCUS] = focus # 1=target, 2=user, 3=user and target, 4=screen
frame[AnimFrame::LOCKED] = 0
pbResetCel(frame)
return frame
end
def pbResetCel(frame)
return if !frame
frame[AnimFrame::ZOOMX] = 100
frame[AnimFrame::ZOOMY] = 100
frame[AnimFrame::BLENDTYPE] = 0
frame[AnimFrame::VISIBLE] = 1
frame[AnimFrame::ANGLE] = 0
frame[AnimFrame::MIRROR] = 0
frame[AnimFrame::OPACITY] = 255
frame[AnimFrame::COLORRED] = 0
frame[AnimFrame::COLORGREEN] = 0
frame[AnimFrame::COLORBLUE] = 0
frame[AnimFrame::COLORALPHA] = 0
frame[AnimFrame::TONERED] = 0
frame[AnimFrame::TONEGREEN] = 0
frame[AnimFrame::TONEBLUE] = 0
frame[AnimFrame::TONEGRAY] = 0
frame[AnimFrame::FLASHRED] = 0
frame[AnimFrame::FLASHGREEN] = 0
frame[AnimFrame::FLASHBLUE] = 0
frame[AnimFrame::FLASHALPHA] = 0
frame[AnimFrame::PRIORITY] = 1 # 0=back, 1=front, 2=behind focus, 3=before focus
end
#===============================================================================
#
#===============================================================================
def pbConvertRPGAnimation(animation)
pbAnim = PBAnimation.new
pbAnim.id = animation.id
pbAnim.name = animation.name.clone
pbAnim.graphic = animation.animation_name
pbAnim.hue = animation.animation_hue
pbAnim.array.clear
yOffset = 0
pbAnim.position = animation.position
yOffset = -64 if animation.position==0
yOffset = 64 if animation.position==2
for i in 0...animation.frames.length
frame = pbAnim.addFrame
animFrame = animation.frames[i]
for j in 0...animFrame.cell_max
data = animFrame.cell_data
if data[j,0]==-1
frame.push(nil)
next
end
if animation.position==3 # Screen
point = transformPoint(
-160,80,160,-80,
Battle::Scene::FOCUSUSER_X,Battle::Scene::FOCUSUSER_Y,
Battle::Scene::FOCUSTARGET_X,Battle::Scene::FOCUSTARGET_Y,
data[j,1],data[j,2]
)
cel = pbCreateCel(point[0],point[1],data[j,0])
else
cel = pbCreateCel(data[j,1],data[j,2]+yOffset,data[j,0])
end
cel[AnimFrame::ZOOMX] = data[j,3]
cel[AnimFrame::ZOOMY] = data[j,3]
cel[AnimFrame::ANGLE] = data[j,4]
cel[AnimFrame::MIRROR] = data[j,5]
cel[AnimFrame::OPACITY] = data[j,6]
cel[AnimFrame::BLENDTYPE] = 0
frame.push(cel)
end
end
for i in 0...animation.timings.length
timing = animation.timings[i]
newTiming = PBAnimTiming.new
newTiming.frame = timing.frame
newTiming.name = timing.se.name
newTiming.volume = timing.se.volume
newTiming.pitch = timing.se.pitch
newTiming.flashScope = timing.flash_scope
newTiming.flashColor = timing.flash_color.clone
newTiming.flashDuration = timing.flash_duration
pbAnim.timing.push(newTiming)
end
return pbAnim
end
#===============================================================================
#
#===============================================================================
class RPG::Animation
def self.fromOther(otherAnim,id)
ret = RPG::Animation.new
ret.id = id
ret.name = otherAnim.name.clone
ret.animation_name = otherAnim.animation_name.clone
ret.animation_hue = otherAnim.animation_hue
ret.position = otherAnim.position
return ret
end
def addSound(frame,se)
timing = RPG::Animation::Timing.new
timing.frame = frame
timing.se = RPG::AudioFile.new(se,100)
self.timings.push(timing)
end
def addAnimation(otherAnim,frame,x,y) # frame is zero-based
if frame+otherAnim.frames.length>=self.frames.length
totalframes = frame+otherAnim.frames.length+1
for i in self.frames.length...totalframes
self.frames.push(RPG::Animation::Frame.new)
end
end
self.frame_max = self.frames.length
for i in 0...otherAnim.frame_max
thisframe = self.frames[frame+i]
otherframe = otherAnim.frames[i]
cellStart = thisframe.cell_max
thisframe.cell_max += otherframe.cell_max
thisframe.cell_data.resize(thisframe.cell_max,8)
for j in 0...otherframe.cell_max
thisframe.cell_data[cellStart+j,0] = otherframe.cell_data[j,0]
thisframe.cell_data[cellStart+j,1] = otherframe.cell_data[j,1]+x
thisframe.cell_data[cellStart+j,2] = otherframe.cell_data[j,2]+y
thisframe.cell_data[cellStart+j,3] = otherframe.cell_data[j,3]
thisframe.cell_data[cellStart+j,4] = otherframe.cell_data[j,4]
thisframe.cell_data[cellStart+j,5] = otherframe.cell_data[j,5]
thisframe.cell_data[cellStart+j,6] = otherframe.cell_data[j,6]
thisframe.cell_data[cellStart+j,7] = otherframe.cell_data[j,7]
end
end
for i in 0...otherAnim.timings.length
timing = RPG::Animation::Timing.new
othertiming = otherAnim.timings[i]
timing.frame = frame+othertiming.frame
timing.se = RPG::AudioFile.new(
othertiming.se.name.clone,
othertiming.se.volume,
othertiming.se.pitch)
timing.flash_scope = othertiming.flash_scope
timing.flash_color = othertiming.flash_color.clone
timing.flash_duration = othertiming.flash_duration
timing.condition = othertiming.condition
self.timings.push(timing)
end
self.timings.sort! { |a,b| a.frame<=>b.frame }
end
end
#===============================================================================
#
#===============================================================================
class PBAnimTiming
attr_accessor :frame
attr_writer :timingType # 0=play SE, 1=set bg, 2=bg mod
attr_accessor :name # Name of SE file or BG file
attr_accessor :volume
attr_accessor :pitch
attr_accessor :bgX # x coordinate of bg (or to move bg to)
attr_accessor :bgY # y coordinate of bg (or to move bg to)
attr_accessor :opacity # Opacity of bg (or to change bg to)
attr_accessor :colorRed # Color of bg (or to change bg to)
attr_accessor :colorGreen # Color of bg (or to change bg to)
attr_accessor :colorBlue # Color of bg (or to change bg to)
attr_accessor :colorAlpha # Color of bg (or to change bg to)
attr_writer :duration # How long to spend changing to the new bg coords/color
attr_accessor :flashScope
attr_accessor :flashColor
attr_accessor :flashDuration
def initialize(type=0)
@frame = 0
@timingType = type
@name = ""
@volume = 80
@pitch = 100
@bgX = nil
@bgY = nil
@opacity = nil
@colorRed = nil
@colorGreen = nil
@colorBlue = nil
@colorAlpha = nil
@duration = 5
@flashScope = 0
@flashColor = Color.new(255,255,255,255)
@flashDuration = 5
end
def timingType
return @timingType || 0
end
def duration
return @duration || 5
end
def to_s
case self.timingType
when 0
return "[#{@frame+1}] Play SE: #{name} (volume #{@volume}, pitch #{@pitch})"
when 1
text = sprintf("[%d] Set BG: \"%s\"",@frame+1,name)
text += sprintf(" (color=%s,%s,%s,%s)",
(@colorRed!=nil) ? @colorRed.to_i : "-",
(@colorGreen!=nil) ? @colorGreen.to_i : "-",
(@colorBlue!=nil) ? @colorBlue.to_i : "-",
(@colorAlpha!=nil) ? @colorAlpha.to_i : "-")
text += sprintf(" (opacity=%s)",@opacity.to_i)
text += sprintf(" (coords=%s,%s)",
(@bgX!=nil) ? @bgX : "-",
(@bgY!=nil) ? @bgY : "-")
return text
when 2
text = sprintf("[%d] Change BG: @%d",@frame+1,duration)
if @colorRed!=nil || @colorGreen!=nil || @colorBlue!=nil || @colorAlpha!=nil
text += sprintf(" (color=%s,%s,%s,%s)",
(@colorRed!=nil) ? @colorRed.to_i : "-",
(@colorGreen!=nil) ? @colorGreen.to_i : "-",
(@colorBlue!=nil) ? @colorBlue.to_i : "-",
(@colorAlpha!=nil) ? @colorAlpha.to_i : "-")
end
text += sprintf(" (opacity=%s)",@opacity.to_i) if @opacity!=nil
if @bgX!=nil || @bgY!=nil
text += sprintf(" (coords=%s,%s)",
(@bgX!=nil) ? @bgX : "-",
(@bgY!=nil) ? @bgY : "-")
end
return text
when 3
text = sprintf("[%d] Set FG: \"%s\"",@frame+1,name)
text += sprintf(" (color=%s,%s,%s,%s)",
(@colorRed!=nil) ? @colorRed.to_i : "-",
(@colorGreen!=nil) ? @colorGreen.to_i : "-",
(@colorBlue!=nil) ? @colorBlue.to_i : "-",
(@colorAlpha!=nil) ? @colorAlpha.to_i : "-")
text += sprintf(" (opacity=%s)",@opacity.to_i)
text += sprintf(" (coords=%s,%s)",
(@bgX!=nil) ? @bgX : "-",
(@bgY!=nil) ? @bgY : "-")
return text
when 4
text = sprintf("[%d] Change FG: @%d",@frame+1,duration)
if @colorRed!=nil || @colorGreen!=nil || @colorBlue!=nil || @colorAlpha!=nil
text += sprintf(" (color=%s,%s,%s,%s)",
(@colorRed!=nil) ? @colorRed.to_i : "-",
(@colorGreen!=nil) ? @colorGreen.to_i : "-",
(@colorBlue!=nil) ? @colorBlue.to_i : "-",
(@colorAlpha!=nil) ? @colorAlpha.to_i : "-")
end
text += sprintf(" (opacity=%s)",@opacity.to_i) if @opacity!=nil
if @bgX!=nil || @bgY!=nil
text += sprintf(" (coords=%s,%s)",
(@bgX!=nil) ? @bgX : "-",
(@bgY!=nil) ? @bgY : "-")
end
return text
end
return ""
end
end
#===============================================================================
#
#===============================================================================
class PBAnimations < Array
include Enumerable
attr_reader :array
attr_accessor :selected
def initialize(size=1)
@array = []
@selected = 0
size = 1 if size<1 # Always create at least one animation
size.times do
@array.push(PBAnimation.new)
end
end
def length
return @array.length
end
def each
@array.each { |i| yield i }
end
def [](i)
return @array[i]
end
def []=(i,value)
@array[i] = value
end
def compact
@array.compact!
end
def insert(index,val)
@array.insert(index,val)
end
def delete_at(index)
@array.delete_at(index)
end
def resize(len)
idxStart = @array.length
idxEnd = len
if idxStart>idxEnd
for i in idxEnd...idxStart
@array.pop
end
else
for i in idxStart...idxEnd
@array.push(PBAnimation.new)
end
end
self.selected = len if self.selected>=len
end
end
#===============================================================================
#
#===============================================================================
class PBAnimation < Array
include Enumerable
attr_accessor :id
attr_accessor :name
attr_accessor :graphic
attr_accessor :hue
attr_accessor :position
attr_writer :speed
attr_reader :array
attr_reader :timing
MAX_SPRITES = 60
def speed
return @speed || 20
end
def initialize(size=1)
@id = -1
@name = ""
@graphic = ""
@hue = 0
@position = 4 # 1=target, 2=user, 3=user and target, 4=screen
@array = []
size = 1 if size<1 # Always create at least one frame
size.times { addFrame }
@timing = []
@scope = 0
end
def length
return @array.length
end
def each
@array.each { |i| yield i }
end
def [](i)
return @array[i]
end
def []=(i,value)
@array[i] = value
end
def insert(*arg)
return @array.insert(*arg)
end
def delete_at(*arg)
return @array.delete_at(*arg)
end
def resize(len)
if len<@array.length
@array[len,@array.length-len] = []
elsif len>@array.length
(len-@array.length).times do
addFrame
end
end
end
def addFrame
pos = @array.length
@array[pos] = []
# Move's user
@array[pos][0] = pbCreateCel(Battle::Scene::FOCUSUSER_X, Battle::Scene::FOCUSUSER_Y,-1)
@array[pos][0][AnimFrame::FOCUS] = 2
@array[pos][0][AnimFrame::LOCKED] = 1
# Move's target
@array[pos][1] = pbCreateCel(Battle::Scene::FOCUSTARGET_X, Battle::Scene::FOCUSTARGET_Y,-2)
@array[pos][1][AnimFrame::FOCUS] = 1
@array[pos][1][AnimFrame::LOCKED] = 1
return @array[pos]
end
def playTiming(frame,bgGraphic,bgColor,foGraphic,foColor,oldbg=[],oldfo=[],user=nil)
for i in @timing
next if i.frame!=frame
case i.timingType
when 0 # Play SE
if i.name && i.name!=""
pbSEPlay("Anim/"+i.name,i.volume,i.pitch)
elsif user && user.pokemon
name = GameData::Species.cry_filename_from_pokemon(user.pokemon)
pbSEPlay(name,i.volume,i.pitch) if name
end
# if sprite
# sprite.flash(i.flashColor,i.flashDuration*2) if i.flashScope==1
# sprite.flash(nil,i.flashDuration*2) if i.flashScope==3
# end
when 1 # Set background graphic (immediate)
if i.name && i.name!=""
bgGraphic.setBitmap("Graphics/Animations/"+i.name)
bgGraphic.ox = -i.bgX || 0
bgGraphic.oy = -i.bgY || 0
bgGraphic.color = Color.new(i.colorRed || 0,i.colorGreen || 0,i.colorBlue || 0,i.colorAlpha || 0)
bgGraphic.opacity = i.opacity || 0
bgColor.opacity = 0
else
bgGraphic.setBitmap(nil)
bgGraphic.opacity = 0
bgColor.color = Color.new(i.colorRed || 0,i.colorGreen || 0,i.colorBlue || 0,i.colorAlpha || 0)
bgColor.opacity = i.opacity || 0
end
when 2 # Move/recolour background graphic
if bgGraphic.bitmap!=nil
oldbg[0] = bgGraphic.ox || 0
oldbg[1] = bgGraphic.oy || 0
oldbg[2] = bgGraphic.opacity || 0
oldbg[3] = bgGraphic.color.clone || Color.new(0,0,0,0)
else
oldbg[0] = 0
oldbg[1] = 0
oldbg[2] = bgColor.opacity || 0
oldbg[3] = bgColor.color.clone || Color.new(0,0,0,0)
end
when 3 # Set foreground graphic (immediate)
if i.name && i.name!=""
foGraphic.setBitmap("Graphics/Animations/"+i.name)
foGraphic.ox = -i.bgX || 0
foGraphic.oy = -i.bgY || 0
foGraphic.color = Color.new(i.colorRed || 0,i.colorGreen || 0,i.colorBlue || 0,i.colorAlpha || 0)
foGraphic.opacity = i.opacity || 0
foColor.opacity = 0
else
foGraphic.setBitmap(nil)
foGraphic.opacity = 0
foColor.color = Color.new(i.colorRed || 0,i.colorGreen || 0,i.colorBlue || 0,i.colorAlpha || 0)
foColor.opacity = i.opacity || 0
end
when 4 # Move/recolour foreground graphic
if foGraphic.bitmap!=nil
oldfo[0] = foGraphic.ox || 0
oldfo[1] = foGraphic.oy || 0
oldfo[2] = foGraphic.opacity || 0
oldfo[3] = foGraphic.color.clone || Color.new(0,0,0,0)
else
oldfo[0] = 0
oldfo[1] = 0
oldfo[2] = foColor.opacity || 0
oldfo[3] = foColor.color.clone || Color.new(0,0,0,0)
end
end
end
for i in @timing
case i.timingType
when 2
next if !i.duration || i.duration<=0
next if frame<i.frame || frame>i.frame+i.duration
fraction = (frame-i.frame).to_f/i.duration
if bgGraphic.bitmap!=nil
bgGraphic.ox = oldbg[0]-(i.bgX-oldbg[0])*fraction if i.bgX!=nil
bgGraphic.oy = oldbg[1]-(i.bgY-oldbg[1])*fraction if i.bgY!=nil
bgGraphic.opacity = oldbg[2]+(i.opacity-oldbg[2])*fraction if i.opacity!=nil
cr = (i.colorRed!=nil) ? oldbg[3].red+(i.colorRed-oldbg[3].red)*fraction : oldbg[3].red
cg = (i.colorGreen!=nil) ? oldbg[3].green+(i.colorGreen-oldbg[3].green)*fraction : oldbg[3].green
cb = (i.colorBlue!=nil) ? oldbg[3].blue+(i.colorBlue-oldbg[3].blue)*fraction : oldbg[3].blue
ca = (i.colorAlpha!=nil) ? oldbg[3].alpha+(i.colorAlpha-oldbg[3].alpha)*fraction : oldbg[3].alpha
bgGraphic.color = Color.new(cr,cg,cb,ca)
else
bgColor.opacity = oldbg[2]+(i.opacity-oldbg[2])*fraction if i.opacity!=nil
cr = (i.colorRed!=nil) ? oldbg[3].red+(i.colorRed-oldbg[3].red)*fraction : oldbg[3].red
cg = (i.colorGreen!=nil) ? oldbg[3].green+(i.colorGreen-oldbg[3].green)*fraction : oldbg[3].green
cb = (i.colorBlue!=nil) ? oldbg[3].blue+(i.colorBlue-oldbg[3].blue)*fraction : oldbg[3].blue
ca = (i.colorAlpha!=nil) ? oldbg[3].alpha+(i.colorAlpha-oldbg[3].alpha)*fraction : oldbg[3].alpha
bgColor.color = Color.new(cr,cg,cb,ca)
end
when 4
next if !i.duration || i.duration<=0
next if frame<i.frame || frame>i.frame+i.duration
fraction = (frame-i.frame).to_f/i.duration
if foGraphic.bitmap!=nil
foGraphic.ox = oldfo[0]-(i.bgX-oldfo[0])*fraction if i.bgX!=nil
foGraphic.oy = oldfo[1]-(i.bgY-oldfo[1])*fraction if i.bgY!=nil
foGraphic.opacity = oldfo[2]+(i.opacity-oldfo[2])*fraction if i.opacity!=nil
cr = (i.colorRed!=nil) ? oldfo[3].red+(i.colorRed-oldfo[3].red)*fraction : oldfo[3].red
cg = (i.colorGreen!=nil) ? oldfo[3].green+(i.colorGreen-oldfo[3].green)*fraction : oldfo[3].green
cb = (i.colorBlue!=nil) ? oldfo[3].blue+(i.colorBlue-oldfo[3].blue)*fraction : oldfo[3].blue
ca = (i.colorAlpha!=nil) ? oldfo[3].alpha+(i.colorAlpha-oldfo[3].alpha)*fraction : oldfo[3].alpha
foGraphic.color = Color.new(cr,cg,cb,ca)
else
foColor.opacity = oldfo[2]+(i.opacity-oldfo[2])*fraction if i.opacity!=nil
cr = (i.colorRed!=nil) ? oldfo[3].red+(i.colorRed-oldfo[3].red)*fraction : oldfo[3].red
cg = (i.colorGreen!=nil) ? oldfo[3].green+(i.colorGreen-oldfo[3].green)*fraction : oldfo[3].green
cb = (i.colorBlue!=nil) ? oldfo[3].blue+(i.colorBlue-oldfo[3].blue)*fraction : oldfo[3].blue
ca = (i.colorAlpha!=nil) ? oldfo[3].alpha+(i.colorAlpha-oldfo[3].alpha)*fraction : oldfo[3].alpha
foColor.color = Color.new(cr,cg,cb,ca)
end
end
end
end
end
#===============================================================================
#
#===============================================================================
def pbSpriteSetAnimFrame(sprite,frame,user=nil,target=nil,inEditor=false)
return if !sprite
if !frame
sprite.visible = false
sprite.src_rect = Rect.new(0,0,1,1)
return
end
sprite.blend_type = frame[AnimFrame::BLENDTYPE]
sprite.angle = frame[AnimFrame::ANGLE]
sprite.mirror = (frame[AnimFrame::MIRROR]>0)
sprite.opacity = frame[AnimFrame::OPACITY]
sprite.visible = true
if !frame[AnimFrame::VISIBLE]==1 && inEditor
sprite.opacity /= 2
else
sprite.visible = (frame[AnimFrame::VISIBLE]==1)
end
pattern = frame[AnimFrame::PATTERN]
if pattern>=0
animwidth = 192
sprite.src_rect.set((pattern%5)*animwidth,(pattern/5)*animwidth,
animwidth,animwidth)
else
sprite.src_rect.set(0,0,
(sprite.bitmap) ? sprite.bitmap.width : 128,
(sprite.bitmap) ? sprite.bitmap.height : 128)
end
sprite.zoom_x = frame[AnimFrame::ZOOMX]/100.0
sprite.zoom_y = frame[AnimFrame::ZOOMY]/100.0
sprite.color.set(
frame[AnimFrame::COLORRED],
frame[AnimFrame::COLORGREEN],
frame[AnimFrame::COLORBLUE],
frame[AnimFrame::COLORALPHA]
)
sprite.tone.set(
frame[AnimFrame::TONERED],
frame[AnimFrame::TONEGREEN],
frame[AnimFrame::TONEBLUE],
frame[AnimFrame::TONEGRAY]
)
sprite.ox = sprite.src_rect.width/2
sprite.oy = sprite.src_rect.height/2
sprite.x = frame[AnimFrame::X]
sprite.y = frame[AnimFrame::Y]
if sprite!=user && sprite!=target
case frame[AnimFrame::PRIORITY]
when 0 # Behind everything
sprite.z = 10
when 1 # In front of everything
sprite.z = 80
when 2 # Just behind focus
case frame[AnimFrame::FOCUS]
when 1 # Focused on target
sprite.z = (target) ? target.z-1 : 20
when 2 # Focused on user
sprite.z = (user) ? user.z-1 : 20
else # Focused on user and target, or screen
sprite.z = 20
end
when 3 # Just in front of focus
case frame[AnimFrame::FOCUS]
when 1 # Focused on target
sprite.z = (target) ? target.z+1 : 80
when 2 # Focused on user
sprite.z = (user) ? user.z+1 : 80
else # Focused on user and target, or screen
sprite.z = 80
end
else
sprite.z = 80
end
end
end
#===============================================================================
# Animation player
#===============================================================================
class PBAnimationPlayerX
attr_accessor :looping
MAX_SPRITES = 60
def initialize(animation,user,target,scene=nil,oppMove=false,inEditor=false)
@animation = animation
@user = (oppMove) ? target : user # Just used for playing user's cry
@usersprite = (user) ? scene.sprites["pokemon_#{user.index}"] : nil
@targetsprite = (target) ? scene.sprites["pokemon_#{target.index}"] : nil
@userbitmap = (@usersprite && @usersprite.bitmap) ? @usersprite.bitmap : nil # not to be disposed
@targetbitmap = (@targetsprite && @targetsprite.bitmap) ? @targetsprite.bitmap : nil # not to be disposed
@scene = scene
@viewport = (scene) ? scene.viewport : nil
@inEditor = inEditor
@looping = false
@animbitmap = nil # Animation sheet graphic
@frame = -1
@framesPerTick = [Graphics.frame_rate/20,1].max # 20 ticks per second
@srcLine = nil
@dstLine = nil
@userOrig = getSpriteCenter(@usersprite)
@targetOrig = getSpriteCenter(@targetsprite)
@oldbg = []
@oldfo = []
initializeSprites
end
def initializeSprites
# Create animation sprites (0=user's sprite, 1=target's sprite)
@animsprites = []
@animsprites[0] = @usersprite
@animsprites[1] = @targetsprite
for i in 2...MAX_SPRITES
@animsprites[i] = Sprite.new(@viewport)
@animsprites[i].bitmap = nil
@animsprites[i].visible = false
end
# Create background colour sprite
@bgColor = ColoredPlane.new(Color.new(0,0,0),@viewport)
@bgColor.borderX = 64 if @inEditor
@bgColor.borderY = 64 if @inEditor
@bgColor.z = 5
@bgColor.opacity = 0
@bgColor.refresh
# Create background graphic sprite
@bgGraphic = AnimatedPlane.new(@viewport)
@bgGraphic.setBitmap(nil)
@bgGraphic.borderX = 64 if @inEditor
@bgGraphic.borderY = 64 if @inEditor
@bgGraphic.z = 5
@bgGraphic.opacity = 0
@bgGraphic.refresh
# Create foreground colour sprite
@foColor = ColoredPlane.new(Color.new(0,0,0),@viewport)
@foColor.borderX = 64 if @inEditor
@foColor.borderY = 64 if @inEditor
@foColor.z = 85
@foColor.opacity = 0
@foColor.refresh
# Create foreground graphic sprite
@foGraphic = AnimatedPlane.new(@viewport)
@foGraphic.setBitmap(nil)
@foGraphic.borderX = 64 if @inEditor
@foGraphic.borderY = 64 if @inEditor
@foGraphic.z = 85
@foGraphic.opacity = 0
@foGraphic.refresh
end
def dispose
@animbitmap.dispose if @animbitmap
for i in 2...MAX_SPRITES
@animsprites[i].dispose if @animsprites[i]
end
@bgGraphic.dispose
@bgColor.dispose
@foGraphic.dispose
@foColor.dispose
end
def start
@frame = 0
end
def animDone?
return @frame<0
end
def setLineTransform(x1,y1,x2,y2,x3,y3,x4,y4)
@srcLine = [x1,y1,x2,y2]
@dstLine = [x3,y3,x4,y4]
end
def update
return if @frame<0
animFrame = @frame/@framesPerTick
# Loop or end the animation if the animation has reached the end
if animFrame >= @animation.length
@frame = (@looping) ? 0 : -1
if @frame<0
@animbitmap.dispose if @animbitmap
@animbitmap = nil
return
end
end
# Load the animation's spritesheet and assign it to all the sprites.
if !@animbitmap || @animbitmap.disposed?
@animbitmap = AnimatedBitmap.new("Graphics/Animations/"+@animation.graphic,
@animation.hue).deanimate
for i in 0...MAX_SPRITES
@animsprites[i].bitmap = @animbitmap if @animsprites[i]
end
end
# Update background and foreground graphics
@bgGraphic.update
@bgColor.update
@foGraphic.update
@foColor.update
# Update all the sprites to depict the animation's next frame
if @framesPerTick==1 || (@frame%@framesPerTick)==0
thisframe = @animation[animFrame]
# Make all cel sprites invisible
for i in 0...MAX_SPRITES
@animsprites[i].visible = false if @animsprites[i]
end
# Set each cel sprite acoordingly
for i in 0...thisframe.length
cel = thisframe[i]
next if !cel
sprite = @animsprites[i]
next if !sprite
# Set cel sprite's graphic
case cel[AnimFrame::PATTERN]
when -1
sprite.bitmap = @userbitmap
when -2
sprite.bitmap = @targetbitmap
else
sprite.bitmap = @animbitmap
end
# Apply settings to the cel sprite
pbSpriteSetAnimFrame(sprite,cel,@usersprite,@targetsprite)
case cel[AnimFrame::FOCUS]
when 1 # Focused on target
sprite.x = cel[AnimFrame::X] + @targetOrig[0] - Battle::Scene::FOCUSTARGET_X
sprite.y = cel[AnimFrame::Y] + @targetOrig[1] - Battle::Scene::FOCUSTARGET_Y
when 2 # Focused on user
sprite.x = cel[AnimFrame::X] + @userOrig[0] - Battle::Scene::FOCUSUSER_X
sprite.y = cel[AnimFrame::Y] + @userOrig[1] - Battle::Scene::FOCUSUSER_Y
when 3 # Focused on user and target
next if !@srcLine || !@dstLine
point = transformPoint(
@srcLine[0],@srcLine[1],@srcLine[2],@srcLine[3],
@dstLine[0],@dstLine[1],@dstLine[2],@dstLine[3],
sprite.x,sprite.y)
sprite.x = point[0]
sprite.y = point[1]
if isReversed(@srcLine[0],@srcLine[2],@dstLine[0],@dstLine[2]) &&
cel[AnimFrame::PATTERN]>=0
# Reverse direction
sprite.mirror = !sprite.mirror
end
end
sprite.x += 64 if @inEditor
sprite.y += 64 if @inEditor
end
# Play timings
@animation.playTiming(animFrame,@bgGraphic,@bgColor,@foGraphic,@foColor,@oldbg,@oldfo,@user)
end
@frame += 1
end
end