Files
infinitefusion-e18/Data/Scripts/904_Anim Editor/Anim Editor elements/001_Canvas.rb

448 lines
16 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
# TODO: Should the canvas be able to show boxes/faded sprites of particles from
# the previous keyframe? I suppose ideally, but don't worry about it.
# TODO: Show a focus-dependent coloured frame around just the currently selected
# particle. Only show one frame even if the focus involves a target and
# there are multiple targets.
# TODO: Ideally refresh the canvas while editing a particle's property in the
# :commands_pane component (e.g. moving a number slider but not finalising
# it). Refresh a single particle. I don't think any other side pane needs
# to refresh the canvas in the middle of changing a value. The new value
# of a control in the middle of being changed isn't part of the particle's
# data, so it'll need to be input manually somehow.
#===============================================================================
class AnimationEditor::Canvas < Sprite
def initialize(viewport, anim, settings)
super(viewport)
@anim = anim
@settings = settings
@keyframe = 0
@user_coords = []
@target_coords = []
@playing = false # TODO: What should this affect? Is it needed?
initialize_background
initialize_battlers
initialize_particle_sprites
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 dispose
@user_bitmap_front&.dispose
@user_bitmap_back&.dispose
@target_bitmap_front&.dispose
@target_bitmap_back&.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
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 position_empty?(index)
return user_index != index && !target_indices.include?(index)
end
def keyframe=(val)
return if @keyframe == val || val < 0
@keyframe = val
refresh
end
#-----------------------------------------------------------------------------
def busy?
return false
end
def changed?
return false
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
# TODO: def refresh_box_display which checks @settings for whether boxes
# should be drawn around sprites.
# TODO: Create shadow sprites?
def ensure_battler_sprites
if !@side_size0 || @side_size0 != side_size(0)
@battler_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 position_empty?(i * 2)
@battler_sprites[i * 2] = Sprite.new(self.viewport)
end
end
if !@side_size1 || @side_size1 != side_size(1)
@battler_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 position_empty?((i * 2) + 1)
@battler_sprites[(i * 2) + 1] = Sprite.new(self.viewport)
end
end
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)
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)
end
end
def refresh_sprite(index, target_idx = -1)
particle = @anim[:particles][index]
return if !particle
# Get sprite
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
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
else
create_particle_sprite(index, target_idx)
if target_idx >= 0
spr = @particle_sprites[index][target_idx]
else
spr = @particle_sprites[index]
end
end
# 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]
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])
end
def refresh_particle(index)
target_indices.each { |target_idx| refresh_sprite(index, target_idx) }
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
end
#-----------------------------------------------------------------------------
# TODO: def update_input. Includes def pbSpriteHitTest equivalent.
def update
# TODO: Update input (mouse clicks, dragging particles).
# TODO: Keyboard shortcuts?
end
end