Files
infinitefusion-e18/Data/Scripts/011_Battle/004_Scene/002_Scene_Initialize.rb

196 lines
7.5 KiB
Ruby

#===============================================================================
#
#===============================================================================
class Battle::Scene
#-----------------------------------------------------------------------------
# Create the battle scene and its elements.
#-----------------------------------------------------------------------------
def initialize
@battle = nil
@abortable = false
@aborted = false
@battleEnd = false
@animations = []
end
# Called whenever the battle begins.
def pbStartBattle(battle)
@battle = battle
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport.z = 99999
@lastCmd = Array.new(@battle.battlers.length, 0)
@lastMove = Array.new(@battle.battlers.length, 0)
pbInitSprites
pbBattleIntroAnimation
end
def pbInitSprites
@sprites = {}
# The background image and each side's base graphic
pbCreateBackdropSprites
# Create message box graphic
messageBox = pbAddSprite("messageBox", 0, Graphics.height - 96,
"Graphics/UI/Battle/overlay_message", @viewport)
messageBox.z = 195
# Create message window (displays the message)
msgWindow = Window_AdvancedTextPokemon.newWithSize(
"", 16, Graphics.height - 96 + 2, Graphics.width - 32, 96, @viewport
)
msgWindow.z = 200
msgWindow.opacity = 0
msgWindow.baseColor = MESSAGE_BASE_COLOR
msgWindow.shadowColor = MESSAGE_SHADOW_COLOR
msgWindow.letterbyletter = true
@sprites["messageWindow"] = msgWindow
# Create command window
@sprites["commandWindow"] = CommandMenu.new(@viewport, 200)
# Create fight window
@sprites["fightWindow"] = FightMenu.new(@viewport, 200)
# Create targeting window
@sprites["targetWindow"] = TargetMenu.new(@viewport, 200, @battle.sideSizes)
pbShowWindow(MESSAGE_BOX)
# The party lineup graphics (bar and balls) for both sides
2.times do |side|
partyBar = pbAddSprite("partyBar_#{side}", 0, 0,
"Graphics/UI/Battle/overlay_lineup", @viewport)
partyBar.z = 120
partyBar.mirror = true if side == 0 # Player's lineup bar only
partyBar.visible = false
NUM_BALLS.times do |i|
ball = pbAddSprite("partyBall_#{side}_#{i}", 0, 0, nil, @viewport)
ball.z = 121
ball.visible = false
end
# Ability splash bars
if USE_ABILITY_SPLASH
@sprites["abilityBar_#{side}"] = AbilitySplashBar.new(side, @viewport)
end
end
# Player's and partner trainer's back sprite
@battle.player.each_with_index do |p, i|
pbCreateTrainerBackSprite(i, p.trainer_type, @battle.player.length)
end
# Opposing trainer(s) sprites
if @battle.trainerBattle?
@battle.opponent.each_with_index do |p, i|
pbCreateTrainerFrontSprite(i, p.trainer_type, @battle.opponent.length)
end
end
# Data boxes and Pokémon sprites
@battle.battlers.each_with_index do |b, i|
next if !b
@sprites["dataBox_#{i}"] = PokemonDataBox.new(b, @battle.pbSideSize(i), @viewport)
pbCreatePokemonSprite(i)
end
# Wild battle, so set up the Pokémon sprite(s) accordingly
if @battle.wildBattle?
@battle.pbParty(1).each_with_index do |pkmn, i|
index = (i * 2) + 1
pbChangePokemon(index, pkmn)
pkmnSprite = @sprites["pokemon_#{index}"]
pkmnSprite.tone = Tone.new(-80, -80, -80)
pkmnSprite.visible = true
end
end
end
def pbCreateBackdropSprites
case @battle.time
when 1 then time = "eve"
when 2 then time = "night"
end
# Put everything together into backdrop, bases and message bar filenames
backdropFilename = @battle.backdrop
baseFilename = @battle.backdrop
baseFilename = sprintf("%s_%s", baseFilename, @battle.backdropBase) if @battle.backdropBase
messageFilename = @battle.backdrop
if time
trialName = sprintf("%s_%s", backdropFilename, time)
if pbResolveBitmap(sprintf("Graphics/Battlebacks/%s_bg", trialName))
backdropFilename = trialName
end
trialName = sprintf("%s_%s", baseFilename, time)
if pbResolveBitmap(sprintf("Graphics/Battlebacks/%s_base0", trialName))
baseFilename = trialName
end
trialName = sprintf("%s_%s", messageFilename, time)
if pbResolveBitmap(sprintf("Graphics/Battlebacks/%s_message", trialName))
messageFilename = trialName
end
end
if !pbResolveBitmap(sprintf("Graphics/Battlebacks/%s_base0", baseFilename)) &&
@battle.backdropBase
baseFilename = @battle.backdropBase
if time
trialName = sprintf("%s_%s", baseFilename, time)
if pbResolveBitmap(sprintf("Graphics/Battlebacks/%s_base0", trialName))
baseFilename = trialName
end
end
end
# Finalise filenames
battleBG = "Graphics/Battlebacks/" + backdropFilename + "_bg"
playerBase = "Graphics/Battlebacks/" + baseFilename + "_base0"
enemyBase = "Graphics/Battlebacks/" + baseFilename + "_base1"
messageBG = "Graphics/Battlebacks/" + messageFilename + "_message"
# Apply graphics
bg = pbAddSprite("battle_bg", 0, 0, battleBG, @viewport)
bg.z = 0
bg = pbAddSprite("battle_bg2", -Graphics.width, 0, battleBG, @viewport)
bg.z = 0
bg.mirror = true
2.times do |side|
baseX, baseY = Battle::Scene.pbBattlerPosition(side)
base = pbAddSprite("base_#{side}", baseX, baseY,
(side == 0) ? playerBase : enemyBase, @viewport)
base.z = 1
if base.bitmap
base.ox = base.bitmap.width / 2
base.oy = (side == 0) ? base.bitmap.height : base.bitmap.height / 2
end
end
cmdBarBG = pbAddSprite("cmdBar_bg", 0, Graphics.height - 96, messageBG, @viewport)
cmdBarBG.z = 180
end
def pbCreateTrainerBackSprite(idxTrainer, trainerType, numTrainers = 1)
if idxTrainer == 0 # Player's sprite
trainerFile = GameData::TrainerType.player_back_sprite_filename(trainerType)
else # Partner trainer's sprite
trainerFile = GameData::TrainerType.back_sprite_filename(trainerType)
end
spriteX, spriteY = Battle::Scene.pbTrainerPosition(0, idxTrainer, numTrainers)
trainer = pbAddSprite("player_#{idxTrainer + 1}", spriteX, spriteY, trainerFile, @viewport)
return if !trainer.bitmap
# Alter position of sprite
trainer.z = 80 + idxTrainer
if trainer.bitmap.width > trainer.bitmap.height * 2
trainer.src_rect.x = 0
trainer.src_rect.width = trainer.bitmap.width / 5
end
trainer.ox = trainer.src_rect.width / 2
trainer.oy = trainer.bitmap.height
end
def pbCreateTrainerFrontSprite(idxTrainer, trainerType, numTrainers = 1)
trainerFile = GameData::TrainerType.front_sprite_filename(trainerType)
spriteX, spriteY = Battle::Scene.pbTrainerPosition(1, idxTrainer, numTrainers)
trainer = pbAddSprite("trainer_#{idxTrainer + 1}", spriteX, spriteY, trainerFile, @viewport)
return if !trainer.bitmap
# Alter position of sprite
trainer.z = 7 + idxTrainer
trainer.ox = trainer.src_rect.width / 2
trainer.oy = trainer.bitmap.height
end
def pbCreatePokemonSprite(idxBattler)
sideSize = @battle.pbSideSize(idxBattler)
batSprite = BattlerSprite.new(@viewport, sideSize, idxBattler, @animations)
@sprites["pokemon_#{idxBattler}"] = batSprite
shaSprite = BattlerShadowSprite.new(@viewport, sideSize, idxBattler)
shaSprite.visible = false
@sprites["shadow_#{idxBattler}"] = shaSprite
end
end