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https://github.com/infinitefusion/infinitefusion-e18.git
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322 lines
13 KiB
Ruby
322 lines
13 KiB
Ruby
# All weather particles are assumed to start at the top/right and move to the
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# bottom/left. Particles are only reset if they are off-screen to the left or
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# bottom.
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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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MAX_SPRITES = 60
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def initialize(viewport = nil)
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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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@type = 0
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@max = 0
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@ox = 0
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@oy = 0
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@tiles_wide = 0
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@tiles_tall = 0
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@sun = 0
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@sunValue = 0
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# [array of particle bitmaps, array of tile bitmaps,
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# +x per frame (particle), +y per frame (particle), +opacity per frame (particle),
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# +x per frame (tile), +y per frame (tile)]
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@weatherTypes = []
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@weatherTypes[PBFieldWeather::None] = nil
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@weatherTypes[PBFieldWeather::Rain] = [[], nil, -1200 / Graphics.frame_rate, 4800 / Graphics.frame_rate, 0]
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@weatherTypes[PBFieldWeather::HeavyRain] = [[], nil, -4800 / Graphics.frame_rate, 4800 / Graphics.frame_rate, 0]
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@weatherTypes[PBFieldWeather::Storm] = [[], nil, -4800 / Graphics.frame_rate, 4800 / Graphics.frame_rate, 0]
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@weatherTypes[PBFieldWeather::Snow] = [[], nil, -240 / Graphics.frame_rate, 240 / Graphics.frame_rate, 0]
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@weatherTypes[PBFieldWeather::Blizzard] = [[], [], -960 / Graphics.frame_rate, 64 / Graphics.frame_rate, 0,
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-1440 / Graphics.frame_rate, 720 / Graphics.frame_rate]
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@weatherTypes[PBFieldWeather::Sandstorm] = [[], [], -1200 / Graphics.frame_rate, 640 / Graphics.frame_rate, 0,
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-720 / Graphics.frame_rate, 360 / Graphics.frame_rate]
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@weatherTypes[PBFieldWeather::Sun] = nil
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@sprites = []
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@sprite_lifetimes = []
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@tiles = []
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end
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def dispose
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@sprites.each { |sprite| sprite.dispose if sprite }
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@tiles.each { |sprite| sprite.dispose if sprite }
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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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weather[1].each { |bitmap| bitmap.dispose if bitmap } if weather[1]
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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 { |sprite| sprite.dispose if sprite }
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@sprites.clear
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@tiles.each { |sprite| sprite.dispose if sprite }
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@tiles.clear
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@tiles_wide = @tiles_tall = 0
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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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if @weatherTypes[@type] && @weatherTypes[@type][1] && @weatherTypes[@type][1].length > 0
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w = @weatherTypes[@type][1][0].width
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h = @weatherTypes[@type][1][0].height
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@tiles_wide = (Graphics.width.to_f / w).ceil + 1
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@tiles_tall = (Graphics.height.to_f / h).ceil + 1
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end
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ensureSprites
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@sprites.each_with_index { |sprite, i| set_sprite_bitmap(sprite, i) }
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@tiles.each_with_index { |sprite, i| set_tile_bitmap(sprite, i) }
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end
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def set_sprite_bitmap(sprite, index)
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return if !sprite
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weatherBitmaps = (@weatherTypes[@type]) ? @weatherTypes[@type][0] : nil
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if !weatherBitmaps
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sprite.bitmap = nil
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return
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end
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case @type
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when PBFieldWeather::Rain, PBFieldWeather::HeavyRain, PBFieldWeather::Storm
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last_index = weatherBitmaps.length - 1 # Last sprite is splash
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if index % 2 == 0
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sprite.bitmap = weatherBitmaps[index % last_index]
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else
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sprite.bitmap = weatherBitmaps[last_index]
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end
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else
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sprite.bitmap = weatherBitmaps[index % weatherBitmaps.length]
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end
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end
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def set_tile_bitmap(sprite, index)
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return if !sprite
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weatherBitmaps = (@weatherTypes[@type]) ? @weatherTypes[@type][1] : nil
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if !weatherBitmaps || weatherBitmaps.length == 0
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sprite.bitmap = nil
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return
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end
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sprite.bitmap = weatherBitmaps[index % weatherBitmaps.length]
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reset_tile_position(sprite, index)
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end
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def max=(value)
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return if @max == value
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@max = value.clamp(0, MAX_SPRITES)
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if @max == 0
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@sprites.each { |sprite| sprite.dispose if sprite }
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@sprites.clear
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@tiles.each { |sprite| sprite.dispose if sprite }
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@tiles.clear
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else
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@sprites.each_with_index { |sprite, i| sprite.visible = (i <= @max) if sprite }
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end
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end
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def ox=(value)
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return if value == @ox
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@ox = value
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@sprites.each { |sprite| sprite.ox = @ox if sprite }
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@tiles.each { |sprite| sprite.ox = @ox if sprite }
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end
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def oy=(value)
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return if value == @oy
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@oy = value
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@sprites.each { |sprite| sprite.oy = @oy if sprite }
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@tiles.each { |sprite| sprite.oy = @oy if sprite }
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end
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def prepareRainBitmap
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rain1 = RPG::Cache.load_bitmap("Graphics/Weather/", "rain_1")
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rain2 = RPG::Cache.load_bitmap("Graphics/Weather/", "rain_2")
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rain3 = RPG::Cache.load_bitmap("Graphics/Weather/", "rain_3")
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rain4 = RPG::Cache.load_bitmap("Graphics/Weather/", "rain_4") # Splash
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@weatherTypes[PBFieldWeather::Rain][0] = [rain1, rain2, rain3, rain4]
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end
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def prepareStormBitmap
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storm1 = RPG::Cache.load_bitmap("Graphics/Weather/", "storm_1")
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storm2 = RPG::Cache.load_bitmap("Graphics/Weather/", "storm_2")
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storm3 = RPG::Cache.load_bitmap("Graphics/Weather/", "storm_3")
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storm4 = RPG::Cache.load_bitmap("Graphics/Weather/", "storm_4") # Splash
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@weatherTypes[PBFieldWeather::HeavyRain][0] = [storm1, storm2, storm3, storm4]
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@weatherTypes[PBFieldWeather::Storm][0] = [storm1, storm2, storm3, storm4]
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end
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def prepareSnowBitmaps
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hail1 = RPG::Cache.load_bitmap("Graphics/Weather/", "hail_1")
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hail2 = RPG::Cache.load_bitmap("Graphics/Weather/", "hail_2")
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hail3 = RPG::Cache.load_bitmap("Graphics/Weather/", "hail_3")
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@weatherTypes[PBFieldWeather::Snow][0] = [hail1, hail2, hail3]
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end
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def prepareBlizzardBitmaps
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blizzard1 = RPG::Cache.load_bitmap("Graphics/Weather/", "blizzard_1")
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blizzard2 = RPG::Cache.load_bitmap("Graphics/Weather/", "blizzard_2")
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blizzard3 = RPG::Cache.load_bitmap("Graphics/Weather/", "blizzard_3")
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blizzard4 = RPG::Cache.load_bitmap("Graphics/Weather/", "blizzard_4")
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@weatherTypes[PBFieldWeather::Blizzard][0] = [blizzard1, blizzard2, blizzard3, blizzard4]
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blizzard_tile = RPG::Cache.load_bitmap("Graphics/Weather/", "blizzard_tile")
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@weatherTypes[PBFieldWeather::Blizzard][1] = [blizzard_tile]
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end
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def prepareSandstormBitmaps
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sandstorm1 = RPG::Cache.load_bitmap("Graphics/Weather/", "sandstorm_1")
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sandstorm2 = RPG::Cache.load_bitmap("Graphics/Weather/", "sandstorm_2")
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sandstorm3 = RPG::Cache.load_bitmap("Graphics/Weather/", "sandstorm_3")
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sandstorm4 = RPG::Cache.load_bitmap("Graphics/Weather/", "sandstorm_4")
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@weatherTypes[PBFieldWeather::Sandstorm][0] = [sandstorm1, sandstorm2, sandstorm3, sandstorm4]
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sandstorm_tile = RPG::Cache.load_bitmap("Graphics/Weather/", "sandstorm_tile")
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@weatherTypes[PBFieldWeather::Sandstorm][1] = [sandstorm_tile]
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end
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def ensureSprites
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if @sprites.length < MAX_SPRITES
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for i in 0...MAX_SPRITES
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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[i] = sprite
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end
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@sprites[i].visible = (i <= @max)
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@sprite_lifetimes[i] = 0
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end
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end
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if @tiles.length < @tiles_wide * @tiles_tall
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for i in 0...(@tiles_wide * @tiles_tall)
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if !@tiles[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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@tiles[i] = sprite
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end
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@tiles[i].visible = true
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end
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end
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end
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def reset_sprite_position(sprite, index)
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if [PBFieldWeather::Rain, PBFieldWeather::HeavyRain, PBFieldWeather::Storm].include?(@type) && index % 2 != 0 # Splash
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sprite.x = @ox - sprite.bitmap.width + rand(Graphics.width + sprite.bitmap.width * 2)
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sprite.y = @oy - sprite.bitmap.height + rand(Graphics.height + sprite.bitmap.height * 2)
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@sprite_lifetimes[index] = Graphics.frame_rate * (30 + rand(20)) / 100
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else
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gradient = @weatherTypes[@type][2].to_f / @weatherTypes[@type][3]
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sprite.x = @ox - sprite.bitmap.width + rand(Graphics.width + sprite.bitmap.width * 2 - gradient * Graphics.height)
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sprite.y = @oy - sprite.bitmap.height - rand(Graphics.height)
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@sprite_lifetimes[index] = (@oy - sprite.y + rand(Graphics.height * 8 / 5)) / @weatherTypes[@type][3]
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end
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sprite.opacity = 255
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end
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def update_sprite_position(sprite, index)
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return if !sprite
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if @sprite_lifetimes[index] > 0
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@sprite_lifetimes[index] -= 1
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if @sprite_lifetimes[index] == 0
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reset_sprite_position(sprite, index)
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return
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end
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end
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if [PBFieldWeather::Rain, PBFieldWeather::HeavyRain, PBFieldWeather::Storm].include?(@type) && index % 2 != 0 # Splash
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sprite.visible = (@sprite_lifetimes[index] < Graphics.frame_rate * 2 / 10)
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else
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sprite.x += @weatherTypes[@type][2]
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sprite.y += @weatherTypes[@type][3]
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if @type == PBFieldWeather::Snow || @type == PBFieldWeather::Blizzard
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sprite.x -= (4 * (sprite.y - @oy)) / Graphics.height
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sprite.x -= [2, 1, 0, -1][rand(4)]
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sprite.y += index % 6
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end
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sprite.opacity += @weatherTypes[@type][4]
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end
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x = sprite.x - @ox
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y = sprite.y - @oy
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# Check if sprite is off-screen; if so, reset it
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if sprite.opacity < 64 || x < -sprite.bitmap.width || y > Graphics.height
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reset_sprite_position(sprite, index)
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end
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end
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def reset_tile_position(sprite, index)
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sprite.x = @ox + (index % @tiles_wide) * sprite.bitmap.width
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sprite.y = @oy + (index / @tiles_wide) * sprite.bitmap.height
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end
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def update_tile_position(sprite, index)
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return if !sprite || !sprite.bitmap
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if @tiles_wide > 0 && @tiles_tall > 0
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sprite.x += @weatherTypes[@type][5]
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sprite.y += @weatherTypes[@type][6]
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sprite.x += @tiles_wide * sprite.bitmap.width if sprite.x - @ox + sprite.bitmap.width < 0
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sprite.y -= @tiles_tall * sprite.bitmap.height if sprite.y - @oy > Graphics.height
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sprite.visible = true
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sprite.opacity = 255
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else
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sprite.visible = false
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end
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end
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# Set tone of viewport (general screen brightening/darkening)
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def update_screen_tone
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# @max is (power+1)*MAX_SPRITES/10, where power is between 1 and 9
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case @type
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when PBFieldWeather::None
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@viewport.tone.set(0, 0, 0, 0)
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when PBFieldWeather::Rain
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@viewport.tone.set(-@max * 3 / 4, -@max * 3 / 4, -@max * 3 / 4, 10)
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when PBFieldWeather::HeavyRain
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@viewport.tone.set(-@max * 6 / 4, -@max * 6 / 4, -@max * 6 / 4, 20)
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when PBFieldWeather::Storm
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@viewport.tone.set(-@max * 6 / 4, -@max * 6 / 4, -@max * 6 / 4, 20)
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when PBFieldWeather::Snow
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@viewport.tone.set( @max / 2, @max / 2, @max / 2, 0)
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when PBFieldWeather::Blizzard
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@viewport.tone.set( @max * 3 / 4, @max * 3 / 4, max * 3 / 4, 0)
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when PBFieldWeather::Sandstorm
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@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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end
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def update
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# @max is (power+1)*MAX_SPRITES/10, where power is between 1 and 9
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update_screen_tone
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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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# Update weather particles (raindrops, snowflakes, etc.)
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if @weatherTypes[@type]
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ensureSprites
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for i in 0...@max
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update_sprite_position(@sprites[i], i)
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end
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@tiles.each_with_index { |sprite, i| update_tile_position(sprite, i) }
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end
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end
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end
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end
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