Files
infinitefusion-e18/Data/Scripts/904_Anim Editor/Anim Editor elements/001_Canvas.rb
2024-04-04 21:33:08 +01:00

746 lines
27 KiB
Ruby

#===============================================================================
# NOTE: z values:
# -200 = backdrop.
# -199 = side bases
# -198 = battler shadows.
# 0 +/-50 = background focus, foe side background.
# 900, 800, 700... +/-50 = foe battlers.
# 1000 +/-50 = foe side foreground, player side background.
# 1100, 1200, 1300... +/-50 = player battlers.
# 2000 +/-50 = player side foreground, foreground focus.
# 9999+ = UI
#===============================================================================
class AnimationEditor::Canvas < Sprite
attr_reader :values
def initialize(viewport, anim, settings)
super(viewport)
@anim = anim
@settings = settings
@keyframe = 0
@selected_particle = -2
@captured = nil
@user_coords = []
@target_coords = []
@playing = false # TODO: What should this affect? Is it needed?
initialize_background
initialize_battlers
initialize_particle_sprites
initialize_particle_frames
refresh
end
def initialize_background
self.z = -200
# NOTE: The background graphic is self.bitmap.
# TODO: Add second (flipped) background graphic, for screen shake commands.
player_base_pos = Battle::Scene.pbBattlerPosition(0)
@player_base = IconSprite.new(*player_base_pos, viewport)
@player_base.z = -199
foe_base_pos = Battle::Scene.pbBattlerPosition(1)
@foe_base = IconSprite.new(*foe_base_pos, viewport)
@foe_base.z = -199
@message_bar_sprite = Sprite.new(viewport)
@message_bar_sprite.z = 9999
end
def initialize_battlers
@battler_sprites = []
end
def initialize_particle_sprites
@particle_sprites = []
end
def initialize_particle_frames
# Frame for selected particle
@sel_frame_bitmap = Bitmap.new(64, 64)
@sel_frame_bitmap.outline_rect(0, 0, @sel_frame_bitmap.width, @sel_frame_bitmap.height, Color.new(0, 0, 0, 64))
@sel_frame_bitmap.outline_rect(2, 2, @sel_frame_bitmap.width - 4, @sel_frame_bitmap.height - 4, Color.new(0, 0, 0, 64))
@sel_frame_sprite = Sprite.new(viewport)
@sel_frame_sprite.bitmap = @sel_frame_bitmap
@sel_frame_sprite.z = 99999
@sel_frame_sprite.ox = @sel_frame_bitmap.width / 2
@sel_frame_sprite.oy = @sel_frame_bitmap.height / 2
# Frame for other particles
@frame_bitmap = Bitmap.new(64, 64)
@frame_bitmap.outline_rect(1, 1, @frame_bitmap.width - 2, @frame_bitmap.height - 2, Color.new(0, 0, 0, 64))
@battler_frame_sprites = []
@frame_sprites = []
end
def dispose
@user_bitmap_front&.dispose
@user_bitmap_back&.dispose
@target_bitmap_front&.dispose
@target_bitmap_back&.dispose
@sel_frame_bitmap&.dispose
@frame_bitmap&.dispose
@player_base.dispose
@foe_base.dispose
@message_bar_sprite.dispose
@battler_sprites.each { |s| s.dispose if s && !s.disposed? }
@battler_sprites.clear
@particle_sprites.each do |s|
if s.is_a?(Array)
s.each { |s2| s2.dispose if s2 && !s2.disposed? }
else
s.dispose if s && !s.disposed?
end
end
@particle_sprites.clear
@battler_frame_sprites.each { |s| s.dispose if s && !s.disposed? }
@battler_frame_sprites.clear
@frame_sprites.each do |s|
if s.is_a?(Array)
s.each { |s2| s2.dispose if s2 && !s2.disposed? }
else
s.dispose if s && !s.disposed?
end
end
@frame_sprites.clear
@sel_frame_sprite&.dispose
super
end
#-----------------------------------------------------------------------------
# Returns whether the user is on the foe's (non-player's) side.
def sides_swapped?
return @settings[:user_opposes] || [:opp_move, :opp_common].include?(@anim[:type])
end
# index is a battler index (even for player's side, odd for foe's side)
def side_size(index)
side = index % 2
side = (side + 1) % 2 if sides_swapped?
return @settings[:side_sizes][side]
end
def user_index
ret = @settings[:user_index]
ret += 1 if sides_swapped?
return ret
end
def target_indices
ret = @settings[:target_indices].clone
if sides_swapped?
ret.length.times do |i|
ret[i] += (ret[i].even?) ? 1 : -1
end
end
return ret
end
def first_target_index
return target_indices.compact[0]
end
def position_empty?(index)
return false if !@anim[:no_user] && user_index == index
return false if !@anim[:no_target] && target_indices.include?(index)
return true
end
def selected_particle=(val)
return if @selected_particle == val
@selected_particle = val
refresh_particle_frame
end
def keyframe=(val)
return if @keyframe == val || val < 0
@keyframe = val
refresh
end
def mouse_pos
mouse_coords = Mouse.getMousePos
return nil, nil if !mouse_coords
ret_x = mouse_coords[0] - self.viewport.rect.x - self.x
ret_y = mouse_coords[1] - self.viewport.rect.y - self.y
return nil, nil if ret_x < 0 || ret_x >= self.viewport.rect.width ||
ret_y < 0 || ret_y >= self.viewport.rect.height
return ret_x, ret_y
end
#-----------------------------------------------------------------------------
def busy?
return !@captured.nil?
end
def changed?
return !@values.nil?
end
def clear_changed
@values = nil
end
#-----------------------------------------------------------------------------
def prepare_to_play_animation
# TODO: Hide particle sprites, set battler sprites to starting positions so
# that the animation can play properly. Also need a way to end this
# override after the animation finishes playing. This method does not
# literally play the animation; the main editor screen or playback
# control does that.
@playing = true
end
def end_playing_animation
@playing = false
refresh
end
#-----------------------------------------------------------------------------
def refresh_bg_graphics
return if @bg_name && @bg_name == @settings[:canvas_bg]
@bg_name = @settings[:canvas_bg]
# TODO: Make the choice of background graphics match the in-battle one in
# def pbCreateBackdropSprites. Ideally make that method a class method
# so the canvas can use it rather than duplicate it.
self.bitmap = RPG::Cache.load_bitmap("Graphics/Battlebacks/", @bg_name + "_bg")
@player_base.setBitmap("Graphics/Battlebacks/" + @bg_name + "_base0")
@player_base.ox = @player_base.bitmap.width / 2
@player_base.oy = @player_base.bitmap.height
@foe_base.setBitmap("Graphics/Battlebacks/" + @bg_name + "_base1")
@foe_base.ox = @foe_base.bitmap.width / 2
@foe_base.oy = @foe_base.bitmap.height / 2
@message_bar_sprite.bitmap = RPG::Cache.load_bitmap("Graphics/Battlebacks/", @bg_name + "_message")
@message_bar_sprite.y = Settings::SCREEN_HEIGHT - @message_bar_sprite.height
end
def create_frame_sprite(index, sub_index = -1)
if sub_index >= 0
if @frame_sprites[index].is_a?(Array)
return if @frame_sprites[index][sub_index] && !@frame_sprites[index][sub_index].disposed?
else
@frame_sprites[index].dispose if @frame_sprites[index] && !@frame_sprites[index].disposed?
@frame_sprites[index] = []
end
else
if @frame_sprites[index].is_a?(Array)
@frame_sprites[index].each { |s| s.dispose if s && !s.disposed? }
@frame_sprites[index] = nil
else
return if @frame_sprites[index] && !@frame_sprites[index].disposed?
end
end
sprite = Sprite.new(viewport)
sprite.bitmap = @frame_bitmap
sprite.z = 99998
sprite.ox = @frame_bitmap.width / 2
sprite.oy = @frame_bitmap.height / 2
if sub_index >= 0
@frame_sprites[index] ||= []
@frame_sprites[index][sub_index] = sprite
else
@frame_sprites[index] = sprite
end
end
# TODO: Create shadow sprites?
# TODO: Make this also refresh if the layout of the battle changes (i.e. which
# battlers are the user/target).
def ensure_battler_sprites
if @sides_swapped.nil? || @sides_swapped != sides_swapped? ||
!@side_size0 || @side_size0 != side_size(0)
@battler_sprites.each_with_index { |s, i| s.dispose if i.even? && s && !s.disposed? }
@battler_frame_sprites.each_with_index { |s, i| s.dispose if i.even? && s && !s.disposed? }
@side_size0 = side_size(0)
@side_size0.times do |i|
next if user_index != i * 2 && !target_indices.include?(i * 2)
@battler_sprites[i * 2] = Sprite.new(self.viewport)
frame_sprite = Sprite.new(viewport)
frame_sprite.bitmap = @frame_bitmap
frame_sprite.z = 99998
frame_sprite.ox = @frame_bitmap.width / 2
frame_sprite.oy = @frame_bitmap.height / 2
@battler_frame_sprites[i * 2] = frame_sprite
end
end
if @sides_swapped.nil? || @sides_swapped != sides_swapped? ||
!@side_size1 || @side_size1 != side_size(1)
@battler_sprites.each_with_index { |s, i| s.dispose if i.odd? && s && !s.disposed? }
@battler_frame_sprites.each_with_index { |s, i| s.dispose if i.odd? && s && !s.disposed? }
@side_size1 = side_size(1)
@side_size1.times do |i|
next if user_index != (i * 2) + 1 && !target_indices.include?((i * 2) + 1)
@battler_sprites[(i * 2) + 1] = Sprite.new(self.viewport)
frame_sprite = Sprite.new(viewport)
frame_sprite.bitmap = @frame_bitmap
frame_sprite.z = 99998
frame_sprite.ox = @frame_bitmap.width / 2
frame_sprite.oy = @frame_bitmap.height / 2
@battler_frame_sprites[(i * 2) + 1] = frame_sprite
end
end
@sides_swapped = sides_swapped?
end
def refresh_battler_graphics
if !@user_sprite_name || !@user_sprite_name || @user_sprite_name != @settings[:user_sprite_name]
@user_sprite_name = @settings[:user_sprite_name]
@user_bitmap_front&.dispose
@user_bitmap_back&.dispose
@user_bitmap_front = RPG::Cache.load_bitmap("Graphics/Pokemon/Front/", @user_sprite_name)
@user_bitmap_back = RPG::Cache.load_bitmap("Graphics/Pokemon/Back/", @user_sprite_name)
end
if !@target_bitmap_front || !@target_sprite_name || @target_sprite_name != @settings[:target_sprite_name]
@target_sprite_name = @settings[:target_sprite_name]
@target_bitmap_front&.dispose
@target_bitmap_back&.dispose
@target_bitmap_front = RPG::Cache.load_bitmap("Graphics/Pokemon/Front/", @target_sprite_name)
@target_bitmap_back = RPG::Cache.load_bitmap("Graphics/Pokemon/Back/", @target_sprite_name)
end
end
def refresh_battler_positions
user_idx = user_index
@user_coords = recalculate_battler_position(
user_idx, side_size(user_idx), @user_sprite_name,
(user_idx.even?) ? @user_bitmap_back : @user_bitmap_front
)
target_indices.each do |target_idx|
@target_coords[target_idx] = recalculate_battler_position(
target_idx, side_size(target_idx), @target_sprite_name,
(target_idx.even?) ? @target_bitmap_back : @target_bitmap_front
)
end
end
def recalculate_battler_position(index, size, sprite_name, btmp)
spr = Sprite.new(self.viewport)
spr.x, spr.y = Battle::Scene.pbBattlerPosition(index, size)
data = GameData::Species.get_species_form(sprite_name, 0) # Form 0
data.apply_metrics_to_sprite(spr, index) if data
return [spr.x, spr.y - (btmp.height / 2)]
end
def create_particle_sprite(index, target_idx = -1)
if target_idx >= 0
if @particle_sprites[index].is_a?(Array)
return if @particle_sprites[index][target_idx] && !@particle_sprites[index][target_idx].disposed?
else
@particle_sprites[index].dispose if @particle_sprites[index] && !@particle_sprites[index].disposed?
@particle_sprites[index] = []
end
@particle_sprites[index][target_idx] = Sprite.new(self.viewport)
create_frame_sprite(index, target_idx)
else
if @particle_sprites[index].is_a?(Array)
@particle_sprites[index].each { |s| s.dispose if s && !s.disposed? }
@particle_sprites[index] = nil
else
return if @particle_sprites[index] && !@particle_sprites[index].disposed?
end
@particle_sprites[index] = Sprite.new(self.viewport)
create_frame_sprite(index)
end
end
def get_sprite_and_frame(index, target_idx = -1)
spr = nil
frame = nil
particle = @anim[:particles][index]
case particle[:name]
when "SE"
return
when "User"
spr = @battler_sprites[user_index]
raise _INTL("Sprite for particle {1} not found somehow (battler index {2}).",
particle[:name], user_index) if !spr
frame = @battler_frame_sprites[user_index]
when "Target"
spr = @battler_sprites[target_idx]
raise _INTL("Sprite for particle {1} not found somehow (battler index {2}).",
particle[:name], target_idx) if !spr
frame = @battler_frame_sprites[target_idx]
else
create_particle_sprite(index, target_idx)
if target_idx >= 0
spr = @particle_sprites[index][target_idx]
frame = @frame_sprites[index][target_idx]
else
spr = @particle_sprites[index]
frame = @frame_sprites[index]
end
end
return spr, frame
end
def refresh_sprite(index, target_idx = -1)
particle = @anim[:particles][index]
return if !particle || particle[:name] == "SE"
# Get sprite
spr, frame = get_sprite_and_frame(index, target_idx)
# Calculate all values of particle at the current keyframe
values = AnimationEditor::ParticleDataHelper.get_all_keyframe_particle_values(particle, @keyframe)
values.each_pair do |property, val|
values[property] = val[0]
end
# Set visibility
spr.visible = values[:visible]
frame.visible = spr.visible
return if !spr.visible
# Set opacity
spr.opacity = values[:opacity]
# Set coordinates
spr.x = values[:x]
spr.y = values[:y]
case particle[:focus]
when :foreground, :midground, :background
when :user
spr.x += @user_coords[0]
spr.y += @user_coords[1]
when :target
spr.x += @target_coords[target_idx][0]
spr.y += @target_coords[target_idx][1]
when :user_and_target
user_pos = @user_coords
target_pos = @target_coords[target_idx]
distance = GameData::Animation::USER_AND_TARGET_SEPARATION
spr.x = user_pos[0] + ((values[:x].to_f / distance[0]) * (target_pos[0] - user_pos[0])).to_i
spr.y = user_pos[1] + ((values[:y].to_f / distance[1]) * (target_pos[1] - user_pos[1])).to_i
when :user_side_foreground, :user_side_background
base_coords = Battle::Scene.pbBattlerPosition(user_index)
spr.x += base_coords[0]
spr.y += base_coords[1]
when :target_side_foreground, :target_side_background
base_coords = Battle::Scene.pbBattlerPosition(target_idx)
spr.x += base_coords[0]
spr.y += base_coords[1]
end
# Set graphic and ox/oy (may also alter y coordinate)
case particle[:graphic]
when "USER", "USER_OPP", "USER_FRONT", "USER_BACK",
"TARGET", "TARGET_OPP", "TARGET_FRONT", "TARGET_BACK"
case particle[:graphic]
when "USER"
spr.bitmap = (user_index.even?) ? @user_bitmap_back : @user_bitmap_front
when "USER_OPP"
spr.bitmap = (user_index.even?) ? @user_bitmap_front : @user_bitmap_back
when "USER_FRONT"
spr.bitmap = @user_bitmap_front
when "USER_BACK"
spr.bitmap = @user_bitmap_back
when "TARGET"
if target_idx < 0
raise _INTL("Particle \"{1}\" was given a graphic of \"TARGET\" but its focus doesn't include a target.",
particle[:name])
end
spr.bitmap = (target_idx.even?) ? @target_bitmap_back : @target_bitmap_front
when "TARGET_OPP"
if target_idx < 0
raise _INTL("Particle \"{1}\" was given a graphic of \"TARGET_OPP\" but its focus doesn't include a target.",
particle[:name])
end
spr.bitmap = (target_idx.even?) ? @target_bitmap_front : @target_bitmap_back
when "TARGET_FRONT"
if target_idx < 0
raise _INTL("Particle \"{1}\" was given a graphic of \"TARGET_FRONT\" but its focus doesn't include a target.",
particle[:name])
end
spr.bitmap = @target_bitmap_front
when "TARGET_BACK"
if target_idx < 0
raise _INTL("Particle \"{1}\" was given a graphic of \"TARGET_BACK\" but its focus doesn't include a target.",
particle[:name])
end
spr.bitmap = @target_bitmap_back
end
spr.ox = spr.bitmap.width / 2
spr.oy = spr.bitmap.height
spr.y += spr.bitmap.height / 2
else
spr.bitmap = RPG::Cache.load_bitmap("Graphics/Battle animations/", particle[:graphic])
if [:foreground, :midground, :background].include?(particle[:focus]) &&
spr.bitmap.width == AnimationEditor::CANVAS_WIDTH &&
spr.bitmap.height >= AnimationEditor::CANVAS_HEIGHT - @message_bar_sprite.y
spr.ox = 0
spr.oy = 0
elsif spr.bitmap.width > spr.bitmap.height * 2
spr.src_rect.set(values[:frame] * spr.bitmap.height, 0, spr.bitmap.height, spr.bitmap.height)
spr.ox = spr.bitmap.height / 2
spr.oy = spr.bitmap.height / 2
else
spr.src_rect.set(0, 0, spr.bitmap.width, spr.bitmap.height)
spr.ox = spr.bitmap.width / 2
spr.oy = spr.bitmap.height / 2
end
if particle[:graphic][/\[\s*bottom\s*\]\s*$/i] # [bottom] at end of filename
spr.oy = spr.bitmap.height
end
end
# Set z (priority)
spr.z = values[:z]
case particle[:focus]
when :foreground
spr.z += 2000
when :midground
spr.z += 1000
when :background
# NOTE: No change.
when :user
spr.z += 1000 + ((100 * ((user_index / 2) + 1)) * (user_index.even? ? 1 : -1))
when :target
spr.z += 1000 + ((100 * ((target_idx / 2) + 1)) * (target_idx.even? ? 1 : -1))
when :user_and_target
user_pos = 1000 + ((100 * ((user_index / 2) + 1)) * (user_index.even? ? 1 : -1))
target_pos = 1000 + ((100 * ((target_idx / 2) + 1)) * (target_idx.even? ? 1 : -1))
distance = GameData::Animation::USER_AND_TARGET_SEPARATION[2]
if values[:z] >= 0
spr.z += user_pos
elsif values[:z] <= distance
spr.z += target_pos
else
spr.z = user_pos + ((values[:z].to_f / distance) * (target_pos - user_pos)).to_i
end
when :user_side_foreground, :target_side_foreground
this_idx = (particle[:focus] == :user_side_foreground) ? user_index : target_idx
spr.z += 1000
spr.z += 1000 if this_idx.even? # On player's side
when :user_side_background, :target_side_background
this_idx = (particle[:focus] == :user_side_background) ? user_index : target_idx
spr.z += 1000 if this_idx.even? # On player's side
end
# Set various other properties
spr.zoom_x = values[:zoom_x] / 100.0
spr.zoom_y = values[:zoom_y] / 100.0
spr.angle = values[:angle]
spr.mirror = values[:flip]
spr.blend_type = values[:blending]
# Set color and tone
spr.color.set(values[:color_red], values[:color_green], values[:color_blue], values[:color_alpha])
spr.tone.set(values[:tone_red], values[:tone_green], values[:tone_blue], values[:tone_gray])
# Position frame over spr
frame.x = spr.x
frame.y = spr.y
case @anim[:particles][index][:graphic]
when "USER", "USER_OPP", "USER_FRONT", "USER_BACK",
"TARGET", "TARGET_OPP", "TARGET_FRONT", "TARGET_BACK"
frame.y -= spr.bitmap.height / 2
end
end
def refresh_particle(index)
one_per_side = [:target_side_foreground, :target_side_background].include?(@anim[:particles][index][:focus])
sides_covered = []
target_indices.each do |target_idx|
next if one_per_side && sides_covered.include?(target_idx % 2)
refresh_sprite(index, target_idx)
sides_covered.push(target_idx % 2)
end
end
def refresh_particle_frame
return if @selected_particle < 0 || @selected_particle >= @anim[:particles].length - 1
focus = @anim[:particles][@selected_particle][:focus]
frame_color = AnimationEditor::ParticleList::CONTROL_BG_COLORS[focus] || Color.magenta
@sel_frame_bitmap.outline_rect(1, 1, @sel_frame_bitmap.width - 2, @sel_frame_bitmap.height - 2, frame_color)
update_selected_particle_frame
end
def refresh
refresh_bg_graphics
ensure_battler_sprites
refresh_battler_graphics
refresh_battler_positions
@battler_sprites.each { |s| s.visible = false if s && !s.disposed? }
@particle_sprites.each do |s|
if s.is_a?(Array)
s.each { |s2| s2.visible = false if s2 && !s2.disposed? }
else
s.visible = false if s && !s.disposed?
end
end
@anim[:particles].each_with_index do |particle, i|
if GameData::Animation::FOCUS_TYPES_WITH_TARGET.include?(particle[:focus])
refresh_particle(i) # Because there can be multiple targets
else
refresh_sprite(i) if particle[:name] != "SE"
end
end
refresh_particle_frame # Intentionally after refreshing particles
end
#-----------------------------------------------------------------------------
def mouse_in_sprite?(sprite, mouse_x, mouse_y)
return false if mouse_x < sprite.x - sprite.ox
return false if mouse_x >= sprite.x - sprite.ox + sprite.width
return false if mouse_y < sprite.y - sprite.oy
return false if mouse_y >= sprite.y - sprite.oy + sprite.height
return true
end
def on_mouse_press
mouse_x, mouse_y = mouse_pos
return if !mouse_x || !mouse_y
# Check if mouse is over particle frame
if @sel_frame_sprite.visible &&
mouse_x >= @sel_frame_sprite.x - @sel_frame_sprite.ox &&
mouse_x < @sel_frame_sprite.x - @sel_frame_sprite.ox + @sel_frame_sprite.width &&
mouse_y >= @sel_frame_sprite.y - @sel_frame_sprite.oy &&
mouse_y < @sel_frame_sprite.y - @sel_frame_sprite.oy + @sel_frame_sprite.height
@captured = [@sel_frame_sprite.x, @sel_frame_sprite.y,
@sel_frame_sprite.x - mouse_x, @sel_frame_sprite.y - mouse_y]
return
end
# Find closest particle to mouse
nearest_index = -1
nearest_distance = -1
@battler_frame_sprites.each_with_index do |sprite, index|
next if !sprite || !sprite.visible
next if !mouse_in_sprite?(sprite, mouse_x, mouse_y)
dist = (sprite.x - mouse_x) ** 2 + (sprite.y - mouse_y) ** 2
next if nearest_distance >= 0 && nearest_distance < dist
if index == user_index
nearest_index = @anim[:particles].index { |particle| particle[:name] == "User" }
else
nearest_index = @anim[:particles].index { |particle| particle[:name] == "Target" }
end
nearest_distance = dist
end
@frame_sprites.each_with_index do |sprite, index|
sprites = (sprite.is_a?(Array)) ? sprite : [sprite]
sprites.each do |spr|
next if !spr || !spr.visible
next if !mouse_in_sprite?(spr, mouse_x, mouse_y)
dist = (spr.x - mouse_x) ** 2 + (spr.y - mouse_y) ** 2
next if nearest_distance >= 0 && nearest_distance < dist
nearest_index = index
nearest_distance = dist
end
end
return if nearest_index < 0
@values = { :particle_index => nearest_index }
end
def on_mouse_release
@captured = nil
end
def update_input
if Input.trigger?(Input::MOUSELEFT)
on_mouse_press
elsif busy? && Input.release?(Input::MOUSELEFT)
on_mouse_release
end
end
def update_particle_moved
return if !busy?
mouse_x, mouse_y = mouse_pos
return if !mouse_x || !mouse_y
new_canvas_x = mouse_x + @captured[2]
new_canvas_y = mouse_y + @captured[3]
return if @captured[0] == new_canvas_x && @captured[1] == new_canvas_y
particle = @anim[:particles][@selected_particle]
if GameData::Animation::FOCUS_TYPES_WITH_TARGET.include?(particle[:focus])
sprite, frame = get_sprite_and_frame(@selected_particle, first_target_index)
else
sprite, frame = get_sprite_and_frame(@selected_particle)
end
# Check if moved horizontally
if @captured[0] != new_canvas_x
new_canvas_pos = mouse_x + @captured[2]
new_pos = new_canvas_x
case particle[:focus]
when :foreground, :midground, :background
when :user
new_pos -= @user_coords[0]
when :target
new_pos -= @target_coords[first_target_index][0]
when :user_and_target
user_pos = @user_coords
target_pos = @target_coords[first_target_index]
distance = GameData::Animation::USER_AND_TARGET_SEPARATION
new_pos -= user_pos[0]
new_pos *= distance[0]
new_pos /= target_pos[0] - user_pos[0]
when :user_side_foreground, :user_side_background
base_coords = Battle::Scene.pbBattlerPosition(user_index)
new_pos -= base_coords[0]
when :target_side_foreground, :target_side_background
base_coords = Battle::Scene.pbBattlerPosition(first_target_index)
new_pos -= base_coords[0]
end
@values ||= {}
@values[:x] = new_pos
@captured[0] = new_canvas_x
sprite.x = new_canvas_x
end
# Check if moved vertically
if @captured[1] != new_canvas_y
new_pos = new_canvas_y
case particle[:focus]
when :foreground, :midground, :background
when :user
new_pos -= @user_coords[1]
when :target
new_pos -= @target_coords[first_target_index][1]
when :user_and_target
user_pos = @user_coords
target_pos = @target_coords[first_target_index]
distance = GameData::Animation::USER_AND_TARGET_SEPARATION
new_pos -= user_pos[1]
new_pos *= distance[1]
new_pos /= target_pos[1] - user_pos[1]
when :user_side_foreground, :user_side_background
base_coords = Battle::Scene.pbBattlerPosition(user_index)
new_pos -= base_coords[1]
when :target_side_foreground, :target_side_background
base_coords = Battle::Scene.pbBattlerPosition(first_target_index)
new_pos -= base_coords[1]
end
@values ||= {}
@values[:y] = new_pos
@captured[1] = new_canvas_y
sprite.y = new_canvas_y
end
end
def update_selected_particle_frame
if @selected_particle < 0 || @selected_particle >= @anim[:particles].length - 1
@sel_frame_sprite.visible = false
return
end
case @anim[:particles][@selected_particle][:name]
when "User"
target = @battler_sprites[user_index]
raise _INTL("Sprite for particle \"{1}\" not found somehow.",
@anim[:particles][@selected_particle][:name]) if !target
when "Target"
target = @battler_sprites[target_indices[0]]
raise _INTL("Sprite for particle \"{1}\" not found somehow.",
@anim[:particles][@selected_particle][:name]) if !target
else
target = @particle_sprites[@selected_particle]
target = target[target_indices[0]] if target&.is_a?(Array)
end
if !target || !target.visible
@sel_frame_sprite.visible = false
return
end
@sel_frame_sprite.visible = true
@sel_frame_sprite.x = target.x
@sel_frame_sprite.y = target.y
case @anim[:particles][@selected_particle][:graphic]
when "USER", "USER_OPP", "USER_FRONT", "USER_BACK",
"TARGET", "TARGET_OPP", "TARGET_FRONT", "TARGET_BACK"
@sel_frame_sprite.y -= target.bitmap.height / 2
end
end
def update
update_input
update_particle_moved
update_selected_particle_frame
end
end