mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
171 lines
5.6 KiB
Ruby
171 lines
5.6 KiB
Ruby
class Sprite_Wearable < RPG::Sprite
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attr_accessor :filename
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attr_accessor :action
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attr_accessor :sprite
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def initialize(player_sprite, filename, action, viewport, relative_z=0)
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@player_sprite = player_sprite
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@viewport = viewport
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@sprite = Sprite.new(@viewport)
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@wearableBitmap = AnimatedBitmap.new(filename) if pbResolveBitmap(filename)
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@filename = filename
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@sprite.bitmap = @wearableBitmap.bitmap if @wearableBitmap
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@action = action
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@color = 0
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@frameWidth = 80 #@sprite.width
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@frameHeight = 80 #@sprite.height / 4
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@sprite.z = 0
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@relative_z=relative_z #relative to player
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echoln(_INTL("init had at z = {1}, player sprite at {2}",@sprite.z,@player_sprite.z))
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#Unused position offset
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# @x_pos_base_offset = 0
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# @y_pos_base_offset = 0
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end
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def apply_sprite_offset(offsets_array, current_frame)
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@sprite.x += offsets_array[current_frame][0]
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@sprite.y += offsets_array[current_frame][1]
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end
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def adjustPositionForScreenScrolling
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return if !$game_map.scrolling? && !@was_just_scrolling
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if $game_map.scrolling?
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@was_just_scrolling=true
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else
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@was_just_scrolling=false
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end
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offset_x = 0
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offset_y = 0
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case $game_map.scroll_direction
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when DIRECTION_RIGHT
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offset_x=-8
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when DIRECTION_LEFT
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offset_x=8
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when DIRECTION_UP
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offset_y=8
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@sprite.z+=50 #weird layering glitch for some reason otherwise. It's reset to the correct value in the next animation frame
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when DIRECTION_DOWN
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offset_y=-8
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end
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@sprite.x+=offset_x
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@sprite.y+=offset_y
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end
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def set_sprite_position(action, direction, current_frame)
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@sprite.x = @player_sprite.x - @player_sprite.ox
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@sprite.y = @player_sprite.y - @player_sprite.oy
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case action
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when "run"
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if direction == DIRECTION_DOWN
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apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_DOWN, current_frame)
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elsif direction == DIRECTION_LEFT
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apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_LEFT, current_frame)
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elsif direction == DIRECTION_RIGHT
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apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_RIGHT, current_frame)
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elsif direction == DIRECTION_UP
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apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_UP, current_frame)
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end
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when "surf"
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if direction == DIRECTION_DOWN
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apply_sprite_offset(Outfit_Offsets::SURF_OFFSETS_DOWN,current_frame)
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elsif direction == DIRECTION_LEFT
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apply_sprite_offset( Outfit_Offsets::SURF_OFFSETS_LEFT,current_frame)
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elsif direction == DIRECTION_RIGHT
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apply_sprite_offset( Outfit_Offsets::SURF_OFFSETS_RIGHT,current_frame)
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elsif direction == DIRECTION_UP
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apply_sprite_offset( Outfit_Offsets::SURF_OFFSETS_UP,current_frame)
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end
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when "dive"
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if direction == DIRECTION_DOWN
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apply_sprite_offset(Outfit_Offsets::DIVE_OFFSETS_DOWN,current_frame)
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elsif direction == DIRECTION_LEFT
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apply_sprite_offset( Outfit_Offsets::DIVE_OFFSETS_LEFT,current_frame)
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elsif direction == DIRECTION_RIGHT
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apply_sprite_offset( Outfit_Offsets::DIVE_OFFSETS_RIGHT,current_frame)
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elsif direction == DIRECTION_UP
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apply_sprite_offset( Outfit_Offsets::DIVE_OFFSETS_UP,current_frame)
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end
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when "bike"
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if direction == DIRECTION_DOWN
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apply_sprite_offset(Outfit_Offsets::BIKE_OFFSETS_DOWN,current_frame)
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elsif direction == DIRECTION_LEFT
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apply_sprite_offset( Outfit_Offsets::BIKE_OFFSETS_LEFT,current_frame)
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elsif direction == DIRECTION_RIGHT
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apply_sprite_offset( Outfit_Offsets::BIKE_OFFSETS_RIGHT,current_frame)
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elsif direction == DIRECTION_UP
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apply_sprite_offset( Outfit_Offsets::BIKE_OFFSETS_UP,current_frame)
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end
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when "fish"
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if direction == DIRECTION_DOWN
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apply_sprite_offset(Outfit_Offsets::FISH_OFFSETS_DOWN,current_frame)
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elsif direction == DIRECTION_LEFT
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apply_sprite_offset( Outfit_Offsets::FISH_OFFSETS_LEFT,current_frame)
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elsif direction == DIRECTION_RIGHT
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apply_sprite_offset( Outfit_Offsets::FISH_OFFSETS_RIGHT,current_frame)
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elsif direction == DIRECTION_UP
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apply_sprite_offset( Outfit_Offsets::FISH_OFFSETS_UP,current_frame)
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end
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else
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@sprite.x = @player_sprite.x - @player_sprite.ox
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@sprite.y = @player_sprite.y - @player_sprite.oy
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end
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adjustPositionForScreenScrolling()
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@sprite.y -= 2 if current_frame % 2 == 1
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end
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def animate(action, frame=nil)
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@action = action
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current_frame = @player_sprite.character.pattern if !frame
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direction = @player_sprite.character.direction
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crop_spritesheet(direction)
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adjust_layer()
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set_sprite_position(@action, direction, current_frame)
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end
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def update(action, filename,color)
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@sprite.opacity = @player_sprite.opacity if @wearableBitmap
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if filename != @filename || color != @color
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if pbResolveBitmap(filename)
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#echoln pbResolveBitmap(filename)
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@wearableBitmap = AnimatedBitmap.new(filename,color)
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@sprite.bitmap = @wearableBitmap.bitmap
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else
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@wearableBitmap = nil
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@sprite.bitmap = nil
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end
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@color =color
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@filename = filename
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end
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animate(action)
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end
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def adjust_layer()
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if @sprite.z != @player_sprite.z+@relative_z
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@sprite.z = @player_sprite.z+@relative_z
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end
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end
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def crop_spritesheet(direction)
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sprite_x = 0
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sprite_y = ((direction - 2) / 2) * @frameHeight
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@sprite.src_rect.set(sprite_x, sprite_y, @frameWidth, @frameHeight)
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end
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def dispose
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return if @disposed
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@sprite.dispose if @sprite
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@sprite = nil
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@disposed = true
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end
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def disposed?
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@disposed
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end
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end
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