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https://github.com/infinitefusion/infinitefusion-e18.git
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448 lines
16 KiB
Ruby
448 lines
16 KiB
Ruby
#===============================================================================
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# NOTE: z values:
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# -200 = backdrop.
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# -199 = side bases
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# -198 = battler shadows.
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# 0 +/-50 = background focus, foe side background.
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# 900, 800, 700... +/-50 = foe battlers.
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# 1000 +/-50 = foe side foreground, player side background.
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# 1100, 1200, 1300... +/-50 = player battlers.
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# 2000 +/-50 = player side foreground, foreground focus.
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# 9999+ = UI
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# TODO: Should the canvas be able to show boxes/faded sprites of particles from
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# the previous keyframe? I suppose ideally, but don't worry about it.
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# TODO: Show a focus-dependent coloured frame around just the currently selected
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# particle. Only show one frame even if the focus involves a target and
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# there are multiple targets.
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# TODO: Ideally refresh the canvas while editing a particle's property in the
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# :commands_pane component (e.g. moving a number slider but not finalising
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# it). Refresh a single particle. I don't think any other side pane needs
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# to refresh the canvas in the middle of changing a value. The new value
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# of a control in the middle of being changed isn't part of the particle's
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# data, so it'll need to be input manually somehow.
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#===============================================================================
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class AnimationEditor::Canvas < Sprite
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def initialize(viewport, anim, settings)
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super(viewport)
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@anim = anim
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@settings = settings
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@keyframe = 0
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@user_coords = []
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@target_coords = []
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@playing = false # TODO: What should this affect? Is it needed?
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initialize_background
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initialize_battlers
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initialize_particle_sprites
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refresh
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end
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def initialize_background
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self.z = -200
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# NOTE: The background graphic is self.bitmap.
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# TODO: Add second (flipped) background graphic, for screen shake commands.
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player_base_pos = Battle::Scene.pbBattlerPosition(0)
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@player_base = IconSprite.new(*player_base_pos, viewport)
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@player_base.z = -199
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foe_base_pos = Battle::Scene.pbBattlerPosition(1)
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@foe_base = IconSprite.new(*foe_base_pos, viewport)
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@foe_base.z = -199
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@message_bar_sprite = Sprite.new(viewport)
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@message_bar_sprite.z = 9999
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end
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def initialize_battlers
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@battler_sprites = []
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end
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def initialize_particle_sprites
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@particle_sprites = []
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end
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def dispose
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@user_bitmap_front&.dispose
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@user_bitmap_back&.dispose
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@target_bitmap_front&.dispose
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@target_bitmap_back&.dispose
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@player_base.dispose
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@foe_base.dispose
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@message_bar_sprite.dispose
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@battler_sprites.each { |s| s.dispose if s && !s.disposed? }
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@battler_sprites.clear
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@particle_sprites.each do |s|
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if s.is_a?(Array)
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s.each { |s2| s2.dispose if s2 && !s2.disposed? }
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else
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s.dispose if s && !s.disposed?
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end
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end
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@particle_sprites.clear
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super
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end
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#-----------------------------------------------------------------------------
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# Returns whether the user is on the foe's (non-player's) side.
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def sides_swapped?
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return @settings[:user_opposes] || [:opp_move, :opp_common].include?(@anim[:type])
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end
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# index is a battler index (even for player's side, odd for foe's side)
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def side_size(index)
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side = index % 2
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side = (side + 1) % 2 if sides_swapped?
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return @settings[:side_sizes][side]
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end
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def user_index
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ret = @settings[:user_index]
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ret += 1 if sides_swapped?
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return ret
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end
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def target_indices
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ret = @settings[:target_indices].clone
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if sides_swapped?
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ret.length.times do |i|
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ret[i] += (ret[i].even?) ? 1 : -1
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end
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end
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return ret
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end
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def position_empty?(index)
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return user_index != index && !target_indices.include?(index)
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end
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def keyframe=(val)
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return if @keyframe == val || val < 0
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@keyframe = val
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refresh
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end
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#-----------------------------------------------------------------------------
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def busy?
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return false
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end
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def changed?
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return false
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end
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#-----------------------------------------------------------------------------
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def prepare_to_play_animation
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# TODO: Hide particle sprites, set battler sprites to starting positions so
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# that the animation can play properly. Also need a way to end this
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# override after the animation finishes playing. This method does not
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# literally play the animation; the main editor screen or playback
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# control does that.
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@playing = true
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end
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def end_playing_animation
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@playing = false
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refresh
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end
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#-----------------------------------------------------------------------------
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def refresh_bg_graphics
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return if @bg_name && @bg_name == @settings[:canvas_bg]
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@bg_name = @settings[:canvas_bg]
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# TODO: Make the choice of background graphics match the in-battle one in
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# def pbCreateBackdropSprites. Ideally make that method a class method
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# so the canvas can use it rather than duplicate it.
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self.bitmap = RPG::Cache.load_bitmap("Graphics/Battlebacks/", @bg_name + "_bg")
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@player_base.setBitmap("Graphics/Battlebacks/" + @bg_name + "_base0")
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@player_base.ox = @player_base.bitmap.width / 2
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@player_base.oy = @player_base.bitmap.height
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@foe_base.setBitmap("Graphics/Battlebacks/" + @bg_name + "_base1")
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@foe_base.ox = @foe_base.bitmap.width / 2
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@foe_base.oy = @foe_base.bitmap.height / 2
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@message_bar_sprite.bitmap = RPG::Cache.load_bitmap("Graphics/Battlebacks/", @bg_name + "_message")
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@message_bar_sprite.y = Settings::SCREEN_HEIGHT - @message_bar_sprite.height
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end
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# TODO: def refresh_box_display which checks @settings for whether boxes
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# should be drawn around sprites.
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# TODO: Create shadow sprites?
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def ensure_battler_sprites
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if !@side_size0 || @side_size0 != side_size(0)
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@battler_sprites.each_with_index { |s, i| s.dispose if i.even? && s && !s.disposed? }
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@side_size0 = side_size(0)
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@side_size0.times do |i|
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next if position_empty?(i * 2)
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@battler_sprites[i * 2] = Sprite.new(self.viewport)
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end
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end
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if !@side_size1 || @side_size1 != side_size(1)
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@battler_sprites.each_with_index { |s, i| s.dispose if i.odd? && s && !s.disposed? }
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@side_size1 = side_size(1)
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@side_size1.times do |i|
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next if position_empty?((i * 2) + 1)
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@battler_sprites[(i * 2) + 1] = Sprite.new(self.viewport)
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end
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end
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end
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def refresh_battler_graphics
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if !@user_sprite_name || !@user_sprite_name || @user_sprite_name != @settings[:user_sprite_name]
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@user_sprite_name = @settings[:user_sprite_name]
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@user_bitmap_front&.dispose
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@user_bitmap_back&.dispose
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@user_bitmap_front = RPG::Cache.load_bitmap("Graphics/Pokemon/Front/", @user_sprite_name)
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@user_bitmap_back = RPG::Cache.load_bitmap("Graphics/Pokemon/Back/", @user_sprite_name)
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end
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if !@target_bitmap_front || !@target_sprite_name || @target_sprite_name != @settings[:target_sprite_name]
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@target_sprite_name = @settings[:target_sprite_name]
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@target_bitmap_front&.dispose
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@target_bitmap_back&.dispose
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@target_bitmap_front = RPG::Cache.load_bitmap("Graphics/Pokemon/Front/", @target_sprite_name)
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@target_bitmap_back = RPG::Cache.load_bitmap("Graphics/Pokemon/Back/", @target_sprite_name)
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end
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end
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def refresh_battler_positions
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user_idx = user_index
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@user_coords = recalculate_battler_position(
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user_idx, side_size(user_idx), @user_sprite_name,
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(user_idx.even?) ? @user_bitmap_back : @user_bitmap_front
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)
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target_indices.each do |target_idx|
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@target_coords[target_idx] = recalculate_battler_position(
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target_idx, side_size(target_idx), @target_sprite_name,
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(target_idx.even?) ? @target_bitmap_back : @target_bitmap_front
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)
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end
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end
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def recalculate_battler_position(index, size, sprite_name, btmp)
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spr = Sprite.new(self.viewport)
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spr.x, spr.y = Battle::Scene.pbBattlerPosition(index, size)
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data = GameData::Species.get_species_form(sprite_name, 0) # Form 0
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data.apply_metrics_to_sprite(spr, index) if data
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return [spr.x, spr.y - (btmp.height / 2)]
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end
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def create_particle_sprite(index, target_idx = -1)
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if target_idx >= 0
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if @particle_sprites[index].is_a?(Array)
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return if @particle_sprites[index][target_idx] && !@particle_sprites[index][target_idx].disposed?
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else
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@particle_sprites[index].dispose if @particle_sprites[index] && !@particle_sprites[index].disposed?
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@particle_sprites[index] = []
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end
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@particle_sprites[index][target_idx] = Sprite.new(self.viewport)
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else
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if @particle_sprites[index].is_a?(Array)
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@particle_sprites[index].each { |s| s.dispose if s && !s.disposed? }
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@particle_sprites[index] = nil
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else
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return if @particle_sprites[index] && !@particle_sprites[index].disposed?
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end
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@particle_sprites[index] = Sprite.new(self.viewport)
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end
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end
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def refresh_sprite(index, target_idx = -1)
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particle = @anim[:particles][index]
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return if !particle
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# Get sprite
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case particle[:name]
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when "SE"
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return
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when "User"
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spr = @battler_sprites[user_index]
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raise _INTL("Sprite for particle {1} not found somehow (battler index {2}).",
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particle[:name], user_index) if !spr
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when "Target"
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spr = @battler_sprites[target_idx]
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raise _INTL("Sprite for particle {1} not found somehow (battler index {2}).",
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particle[:name], target_idx) if !spr
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else
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create_particle_sprite(index, target_idx)
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if target_idx >= 0
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spr = @particle_sprites[index][target_idx]
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else
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spr = @particle_sprites[index]
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end
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end
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# Calculate all values of particle at the current keyframe
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values = AnimationEditor::ParticleDataHelper.get_all_keyframe_particle_values(particle, @keyframe)
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values.each_pair do |property, val|
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values[property] = val[0]
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end
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# Set visibility
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spr.visible = values[:visible]
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return if !spr.visible
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# Set opacity
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spr.opacity = values[:opacity]
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# Set coordinates
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spr.x = values[:x]
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spr.y = values[:y]
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case particle[:focus]
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when :foreground, :midground, :background
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when :user
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spr.x += @user_coords[0]
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spr.y += @user_coords[1]
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when :target
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spr.x += @target_coords[target_idx][0]
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spr.y += @target_coords[target_idx][1]
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when :user_and_target
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user_pos = @user_coords
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target_pos = @target_coords[target_idx]
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distance = GameData::Animation::USER_AND_TARGET_SEPARATION
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spr.x = user_pos[0] + ((values[:x].to_f / distance[0]) * (target_pos[0] - user_pos[0])).to_i
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spr.y = user_pos[1] + ((values[:y].to_f / distance[1]) * (target_pos[1] - user_pos[1])).to_i
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when :user_side_foreground, :user_side_background
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base_coords = Battle::Scene.pbBattlerPosition(user_index)
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spr.x += base_coords[0]
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spr.y += base_coords[1]
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when :target_side_foreground, :target_side_background
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base_coords = Battle::Scene.pbBattlerPosition(target_idx)
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spr.x += base_coords[0]
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spr.y += base_coords[1]
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end
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# Set graphic and ox/oy (may also alter y coordinate)
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case particle[:graphic]
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when "USER", "USER_OPP", "USER_FRONT", "USER_BACK",
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"TARGET", "TARGET_OPP", "TARGET_FRONT", "TARGET_BACK"
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case particle[:graphic]
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when "USER"
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spr.bitmap = (user_index.even?) ? @user_bitmap_back : @user_bitmap_front
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when "USER_OPP"
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spr.bitmap = (user_index.even?) ? @user_bitmap_front : @user_bitmap_back
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when "USER_FRONT"
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spr.bitmap = @user_bitmap_front
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when "USER_BACK"
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spr.bitmap = @user_bitmap_back
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when "TARGET"
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if target_idx < 0
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raise _INTL("Particle {1} was given a graphic of \"TARGET\" but its focus doesn't include a target.",
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particle[:name])
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end
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spr.bitmap = (target_idx.even?) ? @target_bitmap_back : @target_bitmap_front
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when "TARGET_OPP"
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if target_idx < 0
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raise _INTL("Particle {1} was given a graphic of \"TARGET_OPP\" but its focus doesn't include a target.",
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particle[:name])
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end
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spr.bitmap = (target_idx.even?) ? @target_bitmap_front : @target_bitmap_back
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when "TARGET_FRONT"
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if target_idx < 0
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raise _INTL("Particle {1} was given a graphic of \"TARGET_FRONT\" but its focus doesn't include a target.",
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particle[:name])
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end
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spr.bitmap = @target_bitmap_front
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when "TARGET_BACK"
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if target_idx < 0
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raise _INTL("Particle {1} was given a graphic of \"TARGET_BACK\" but its focus doesn't include a target.",
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particle[:name])
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end
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spr.bitmap = @target_bitmap_back
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end
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spr.ox = spr.bitmap.width / 2
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spr.oy = spr.bitmap.height
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spr.y += spr.bitmap.height / 2
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else
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spr.bitmap = RPG::Cache.load_bitmap("Graphics/Battle animations/", particle[:graphic])
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if [:foreground, :midground, :background].include?(particle[:focus]) &&
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spr.bitmap.width == AnimationEditor::CANVAS_WIDTH &&
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spr.bitmap.height >= AnimationEditor::CANVAS_HEIGHT - @message_bar_sprite.y
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spr.ox = 0
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spr.oy = 0
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elsif spr.bitmap.width > spr.bitmap.height * 2
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spr.src_rect.set(values[:frame] * spr.bitmap.height, 0, spr.bitmap.height, spr.bitmap.height)
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spr.ox = spr.bitmap.height / 2
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spr.oy = spr.bitmap.height / 2
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else
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spr.src_rect.set(0, 0, spr.bitmap.width, spr.bitmap.height)
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spr.ox = spr.bitmap.width / 2
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spr.oy = spr.bitmap.height / 2
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end
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if particle[:graphic][/\[\s*bottom\s*\]\s*$/i] # [bottom] at end of filename
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spr.oy = spr.bitmap.height
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end
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end
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# Set z (priority)
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spr.z = values[:z]
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case particle[:focus]
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when :foreground
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spr.z += 2000
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when :midground
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spr.z += 1000
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when :background
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# NOTE: No change.
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when :user
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spr.z += 1000 + ((100 * ((user_index / 2) + 1)) * (user_index.even? ? 1 : -1))
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when :target
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spr.z += 1000 + ((100 * ((target_idx / 2) + 1)) * (target_idx.even? ? 1 : -1))
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when :user_and_target
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user_pos = 1000 + ((100 * ((user_index / 2) + 1)) * (user_index.even? ? 1 : -1))
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target_pos = 1000 + ((100 * ((target_idx / 2) + 1)) * (target_idx.even? ? 1 : -1))
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distance = GameData::Animation::USER_AND_TARGET_SEPARATION[2]
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if values[:z] >= 0
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spr.z += user_pos
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elsif values[:z] <= distance
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spr.z += target_pos
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else
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spr.z = user_pos + ((values[:z].to_f / distance) * (target_pos - user_pos)).to_i
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end
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when :user_side_foreground, :target_side_foreground
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this_idx = (particle[:focus] == :user_side_foreground) ? user_index : target_idx
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spr.z += 1000
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spr.z += 1000 if this_idx.even? # On player's side
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when :user_side_background, :target_side_background
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this_idx = (particle[:focus] == :user_side_background) ? user_index : target_idx
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spr.z += 1000 if this_idx.even? # On player's side
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end
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# Set various other properties
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spr.zoom_x = values[:zoom_x] / 100.0
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spr.zoom_y = values[:zoom_y] / 100.0
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spr.angle = values[:angle]
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spr.mirror = values[:flip]
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spr.blend_type = values[:blending]
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# Set color and tone
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spr.color.set(values[:color_red], values[:color_green], values[:color_blue], values[:color_alpha])
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spr.tone.set(values[:tone_red], values[:tone_green], values[:tone_blue], values[:tone_gray])
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end
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def refresh_particle(index)
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target_indices.each { |target_idx| refresh_sprite(index, target_idx) }
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end
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def refresh
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refresh_bg_graphics
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ensure_battler_sprites
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refresh_battler_graphics
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refresh_battler_positions
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@battler_sprites.each { |s| s.visible = false if s && !s.disposed? }
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@particle_sprites.each do |s|
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if s.is_a?(Array)
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s.each { |s2| s2.visible = false if s2 && !s2.disposed? }
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else
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s.visible = false if s && !s.disposed?
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end
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end
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@anim[:particles].each_with_index do |particle, i|
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if GameData::Animation::FOCUS_TYPES_WITH_TARGET.include?(particle[:focus])
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refresh_particle(i) # Because there can be multiple targets
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else
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refresh_sprite(i) if particle[:name] != "SE"
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end
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end
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end
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#-----------------------------------------------------------------------------
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# TODO: def update_input. Includes def pbSpriteHitTest equivalent.
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def update
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# TODO: Update input (mouse clicks, dragging particles).
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# TODO: Keyboard shortcuts?
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end
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end
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