mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
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253 lines
9.6 KiB
Ruby
253 lines
9.6 KiB
Ruby
module RPG
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class Weather
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attr_reader :type
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attr_reader :max
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attr_reader :ox
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attr_reader :oy
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def initialize(viewport = nil)
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@type = 0
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@max = 0
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@ox = 0
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@oy = 0
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@sunValue = 0
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@sun = 0
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@viewport = Viewport.new(0,0,Graphics.width,Graphics.height)
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@viewport.z = viewport.z+1
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@origViewport = viewport
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# [array of bitmaps, +x per frame, +y per frame, +opacity per frame]
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@weatherTypes = []
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@weatherTypes[PBFieldWeather::None] = nil
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@weatherTypes[PBFieldWeather::Rain] = [[], -6, 24, -8]
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@weatherTypes[PBFieldWeather::HeavyRain] = [[], -24, 24, -4]
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@weatherTypes[PBFieldWeather::Storm] = [[], -24, 24, -4]
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@weatherTypes[PBFieldWeather::Snow] = [[], -4, 8, 0]
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@weatherTypes[PBFieldWeather::Blizzard] = [[], -16, 16, -4]
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@weatherTypes[PBFieldWeather::Sandstorm] = [[], -12, 4, -2]
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@weatherTypes[PBFieldWeather::Sun] = nil
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@sprites = []
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end
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def dispose
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@sprites.each { |s| s.dispose }
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@viewport.dispose
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@weatherTypes.each do |weather|
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next if !weather
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weather[0].each { |bitmap| bitmap.dispose if bitmap }
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end
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end
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def ox=(ox)
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return if @ox==ox
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@ox = ox
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@sprites.each { |s| s.ox = @ox }
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end
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def oy=(oy)
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return if @oy==oy
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@oy = oy
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@sprites.each { |s| s.oy = @oy }
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end
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def prepareRainBitmap
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rainColor = Color.new(255,255,255,255)
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@rain_bitmap = Bitmap.new(32,128)
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for i in 0...16
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@rain_bitmap.fill_rect(30-(i*2),i*8,2,8,rainColor)
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end
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@weatherTypes[PBFieldWeather::Rain][0][0] = @rain_bitmap
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end
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def prepareStormBitmap
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rainColor = Color.new(255,255,255,255)
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@storm_bitmap = Bitmap.new(192,192)
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for i in 0...96
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@storm_bitmap.fill_rect(190-(i*2),i*2,2,2,rainColor)
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end
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@weatherTypes[PBFieldWeather::HeavyRain][0][0] = @storm_bitmap
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@weatherTypes[PBFieldWeather::Storm][0][0] = @storm_bitmap
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end
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def prepareSnowBitmaps
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return if @snowBitmap1
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bmWidth = 10
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bmHeight = 10
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@snowBitmap1 = Bitmap.new(bmWidth,bmHeight)
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@snowBitmap2 = Bitmap.new(bmWidth,bmHeight)
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@snowBitmap3 = Bitmap.new(bmWidth,bmHeight)
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snowColor = Color.new(224, 232, 240)
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# Small + shape
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@snowBitmap1.fill_rect(4,2,2,2,snowColor)
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@snowBitmap1.fill_rect(2,4,6,2,snowColor)
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@snowBitmap1.fill_rect(4,6,2,2,snowColor)
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# Fatter + shape
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@snowBitmap2.fill_rect(2,0,4,2,snowColor)
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@snowBitmap2.fill_rect(0,2,8,4,snowColor)
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@snowBitmap2.fill_rect(2,6,4,2,snowColor)
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# Diamond shape
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@snowBitmap3.fill_rect(4,0,2,2,snowColor)
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@snowBitmap3.fill_rect(2,2,6,2,snowColor)
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@snowBitmap3.fill_rect(0,4,10,2,snowColor)
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@snowBitmap3.fill_rect(2,6,6,2,snowColor)
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@snowBitmap3.fill_rect(4,8,2,2,snowColor)
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@weatherTypes[PBFieldWeather::Snow][0] = [@snowBitmap1,@snowBitmap2,@snowBitmap3]
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end
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def prepareBlizzardBitmaps
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return if @blizzardBitmap1
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bmWidth = 10; bmHeight = 10
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@blizzardBitmap1 = Bitmap.new(bmWidth,bmHeight)
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@blizzardBitmap2 = Bitmap.new(bmWidth,bmHeight)
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bmWidth = 200; bmHeight = 200
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@blizzardBitmap3 = Bitmap.new(bmWidth,bmHeight)
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@blizzardBitmap4 = Bitmap.new(bmWidth,bmHeight)
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snowColor = Color.new(224,232,240,255)
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# Fatter + shape
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@blizzardBitmap1.fill_rect(2,0,4,2,snowColor)
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@blizzardBitmap1.fill_rect(0,2,8,4,snowColor)
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@blizzardBitmap1.fill_rect(2,6,4,2,snowColor)
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# Diamond shape
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@blizzardBitmap2.fill_rect(4,0,2,2,snowColor)
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@blizzardBitmap2.fill_rect(2,2,6,2,snowColor)
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@blizzardBitmap2.fill_rect(0,4,10,2,snowColor)
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@blizzardBitmap2.fill_rect(2,6,6,2,snowColor)
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@blizzardBitmap2.fill_rect(4,8,2,2,snowColor)
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540.times do
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@blizzardBitmap3.fill_rect(rand(bmWidth/2)*2,rand(bmHeight/2)*2,2,2,snowColor)
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@blizzardBitmap4.fill_rect(rand(bmWidth/2)*2,rand(bmHeight/2)*2,2,2,snowColor)
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end
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@weatherTypes[PBFieldWeather::Blizzard][0][0] = @blizzardBitmap1
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@weatherTypes[PBFieldWeather::Blizzard][0][1] = @blizzardBitmap2
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@weatherTypes[PBFieldWeather::Blizzard][0][2] = @blizzardBitmap3 # Tripled to make them 3x as common
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@weatherTypes[PBFieldWeather::Blizzard][0][3] = @blizzardBitmap3
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@weatherTypes[PBFieldWeather::Blizzard][0][4] = @blizzardBitmap3
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@weatherTypes[PBFieldWeather::Blizzard][0][5] = @blizzardBitmap4 # Tripled to make them 3x as common
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@weatherTypes[PBFieldWeather::Blizzard][0][6] = @blizzardBitmap4
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@weatherTypes[PBFieldWeather::Blizzard][0][7] = @blizzardBitmap4
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end
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def prepareSandstormBitmaps
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return if @sandstormBitmap1
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sandstormColors = [
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Color.new(31*8, 28*8, 17*8),
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Color.new(23*8, 16*8, 9*8),
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Color.new(29*8, 24*8, 15*8),
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Color.new(26*8, 20*8, 12*8),
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Color.new(20*8, 13*8, 6*8),
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Color.new(31*8, 30*8, 20*8),
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Color.new(27*8, 25*8, 20*8)
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]
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bmWidth = 200
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bmHeight = 200
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@sandstormBitmap1 = Bitmap.new(bmWidth,bmHeight)
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@sandstormBitmap2 = Bitmap.new(bmWidth,bmHeight)
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540.times do
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@sandstormBitmap1.fill_rect(rand(bmWidth/2)*2,rand(bmHeight/2)*2,2,2,
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sandstormColors[rand(sandstormColors.length)])
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@sandstormBitmap2.fill_rect(rand(bmWidth/2)*2,rand(bmHeight/2)*2,2,2,
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sandstormColors[rand(sandstormColors.length)])
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end
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@weatherTypes[PBFieldWeather::Sandstorm][0] = [@sandstormBitmap1,@sandstormBitmap2]
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end
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def ensureSprites
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return if @sprites.length>=40
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for i in 0...40
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if !@sprites[i]
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sprite = Sprite.new(@origViewport)
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sprite.z = 1000
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sprite.ox = @ox
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sprite.oy = @oy
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sprite.opacity = 0
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@sprites.push(sprite)
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end
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@sprites[i].visible = (i<=@max)
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end
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end
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def max=(max)
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return if @max==max
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@max = [[max,0].max,40].min
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if @max==0
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@sprites.each { |s| s.dispose }
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@sprites.clear
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else
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@sprites.each_with_index { |s,i| s.visible = (i<=@max) if s }
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end
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end
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def type=(type)
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return if @type==type
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@type = type
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case @type
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when PBFieldWeather::None
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@sprites.each { |s| s.dispose }
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@sprites.clear
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return
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when PBFieldWeather::Rain then prepareRainBitmap
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when PBFieldWeather::HeavyRain, PBFieldWeather::Storm then prepareStormBitmap
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when PBFieldWeather::Snow then prepareSnowBitmaps
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when PBFieldWeather::Blizzard then prepareBlizzardBitmaps
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when PBFieldWeather::Sandstorm then prepareSandstormBitmaps
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end
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weatherBitmaps = (@type==PBFieldWeather::None || @type==PBFieldWeather::Sun) ? nil : @weatherTypes[@type][0]
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ensureSprites
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@sprites.each_with_index do |s,i|
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next if !s
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s.mirror = false
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s.mirror = (rand(2)==0) if @type==PBFieldWeather::Blizzard || @type==PBFieldWeather::Sandstorm
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s.bitmap = (weatherBitmaps) ? weatherBitmaps[i%weatherBitmaps.length]: nil
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end
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end
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def update
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# @max is (power+1)*4, where power is between 1 and 9
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# Set tone of viewport (general screen brightening/darkening)
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case @type
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when PBFieldWeather::None then @viewport.tone.set(0, 0, 0, 0)
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when PBFieldWeather::Rain then @viewport.tone.set(-@max * 3 / 4, -@max * 3 / 4, -@max * 3 / 4, 10)
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when PBFieldWeather::HeavyRain then @viewport.tone.set(-@max * 6 / 4, -@max * 6 / 4, -@max * 6 / 4, 20)
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when PBFieldWeather::Storm then @viewport.tone.set(-@max * 6 / 4, -@max * 6 / 4, -@max * 6 / 4, 20)
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when PBFieldWeather::Snow then @viewport.tone.set( @max / 2, @max / 2, @max / 2, 0)
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when PBFieldWeather::Blizzard then @viewport.tone.set( @max * 3 / 4, @max * 3 / 4, max * 3 / 4, 0)
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when PBFieldWeather::Sandstorm then @viewport.tone.set( @max / 2, 0, -@max / 2, 0)
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when PBFieldWeather::Sun
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@sun = @max if @sun!=@max && @sun!=-@max
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@sun = -@sun if @sunValue>@max || @sunValue<0
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@sunValue = @sunValue+@sun/32
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@viewport.tone.set(@sunValue+63,@sunValue+63,@sunValue/2+31,0)
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end
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# Storm flashes
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if @type==PBFieldWeather::Storm
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rnd = rand(300)
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@viewport.flash(Color.new(255,255,255,230),rnd*20) if rnd<4
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end
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@viewport.update
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return if @type==PBFieldWeather::None || @type==PBFieldWeather::Sun
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# Update weather particles (raindrops, snowflakes, etc.)
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ensureSprites
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for i in 1..@max
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sprite = @sprites[i]
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break if sprite==nil
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sprite.x += @weatherTypes[@type][1]
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sprite.x += [2,0,0,-2][rand(4)] if @type==PBFieldWeather::Snow || @type==PBFieldWeather::Blizzard
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sprite.y += @weatherTypes[@type][2]
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sprite.opacity += @weatherTypes[@type][3]
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# Check if sprite is off-screen; if so, reset it
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x = sprite.x-@ox
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y = sprite.y-@oy
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nomWidth = Graphics.width
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nomHeight = Graphics.height
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if sprite.opacity<64 || x<-50 || x>nomWidth+128 || y<-300 || y>nomHeight+20
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sprite.x = rand(nomWidth+150)-50+@ox
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sprite.y = rand(nomHeight+150)-200+@oy
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sprite.opacity = 255
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sprite.mirror = false
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sprite.mirror = (rand(2)==0) if @type==PBFieldWeather::Blizzard || @type==PBFieldWeather::Sandstorm
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end
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pbDayNightTint(sprite)
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end
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end
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end
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end
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