mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-07 13:15:01 +00:00
341 lines
9.6 KiB
Ruby
341 lines
9.6 KiB
Ruby
#===============================================================================
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#
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#===============================================================================
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class SpriteAnimation
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@@_animations = []
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@@_reference_count = {}
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def initialize(sprite)
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@sprite = sprite
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end
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["x", "y", "ox", "oy", "viewport", "flash", "src_rect", "opacity", "tone"].each do |def_name|
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eval <<-__END__
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def #{def_name}(*arg) # def x(*arg)
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@sprite.#{def_name}(*arg) # @sprite.x(*arg)
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end # end
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__END__
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end
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def self.clear
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@@_animations.clear
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end
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def dispose
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dispose_animation
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dispose_loop_animation
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end
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def animation(animation, hit, height = 3)
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dispose_animation
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@_animation = animation
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return if @_animation.nil?
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@_animation_hit = hit
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@_animation_height = height
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@_animation_duration = @_animation.frame_max
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@_animation_index = 0
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fr = 20
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if @_animation.name[/\[\s*(\d+?)\s*\]\s*$/]
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fr = $~[1].to_i
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end
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@_animation_time_per_frame = 1.0 / fr
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@_animation_timer_start = System.uptime
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animation_name = @_animation.animation_name
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animation_hue = @_animation.animation_hue
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bitmap = pbGetAnimation(animation_name, animation_hue)
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if @@_reference_count.include?(bitmap)
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@@_reference_count[bitmap] += 1
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else
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@@_reference_count[bitmap] = 1
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end
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@_animation_sprites = []
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if @_animation.position != 3 || !@@_animations.include?(animation)
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16.times do
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sprite = ::Sprite.new(self.viewport)
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sprite.bitmap = bitmap
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sprite.visible = false
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@_animation_sprites.push(sprite)
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end
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@@_animations.push(animation) unless @@_animations.include?(animation)
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end
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update_animation
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end
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def loop_animation(animation)
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return if animation == @_loop_animation
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dispose_loop_animation
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@_loop_animation = animation
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return if @_loop_animation.nil?
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@_loop_animation_duration = @_animation.frame_max
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@_loop_animation_index = 0
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fr = 20
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if @_animation.name[/\[\s*(\d+?)\s*\]\s*$/]
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fr = $~[1].to_i
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end
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@_loop_animation_time_per_frame = 1.0 / fr
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@_loop_animation_timer_start = System.uptime
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animation_name = @_loop_animation.animation_name
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animation_hue = @_loop_animation.animation_hue
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bitmap = pbGetAnimation(animation_name, animation_hue)
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if @@_reference_count.include?(bitmap)
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@@_reference_count[bitmap] += 1
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else
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@@_reference_count[bitmap] = 1
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end
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@_loop_animation_sprites = []
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16.times do
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sprite = ::Sprite.new(self.viewport)
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sprite.bitmap = bitmap
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sprite.visible = false
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@_loop_animation_sprites.push(sprite)
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end
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update_loop_animation
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end
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def dispose_animation
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return if @_animation_sprites.nil?
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sprite = @_animation_sprites[0]
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if sprite
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@@_reference_count[sprite.bitmap] -= 1
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sprite.bitmap.dispose if @@_reference_count[sprite.bitmap] == 0
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end
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@_animation_sprites.each { |s| s.dispose }
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@_animation_sprites = nil
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@_animation = nil
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@_animation_duration = 0
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end
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def dispose_loop_animation
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return if @_loop_animation_sprites.nil?
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sprite = @_loop_animation_sprites[0]
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if sprite
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@@_reference_count[sprite.bitmap] -= 1
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sprite.bitmap.dispose if @@_reference_count[sprite.bitmap] == 0
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end
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@_loop_animation_sprites.each { |s| s.dispose }
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@_loop_animation_sprites = nil
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@_loop_animation = nil
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end
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def active?
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return @_loop_animation_sprites || @_animation_sprites
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end
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def effect?
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return @_animation_duration > 0
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end
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def update
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update_animation if @_animation
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update_loop_animation if @_loop_animation
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end
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def update_animation
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new_index = ((System.uptime - @_animation_timer_start) / @_animation_time_per_frame).to_i
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if new_index >= @_animation_duration
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dispose_animation
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return
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end
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quick_update = (@_animation_index == new_index)
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@_animation_index = new_index
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frame_index = @_animation_index
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cell_data = @_animation.frames[frame_index].cell_data
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position = @_animation.position
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animation_set_sprites(@_animation_sprites, cell_data, position, quick_update)
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return if quick_update
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@_animation.timings.each do |timing|
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next if timing.frame != frame_index
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animation_process_timing(timing, @_animation_hit)
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end
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end
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def update_loop_animation(quick_update = false)
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new_index = ((System.uptime - @_loop_animation_timer_start) / @_loop_animation_time_per_frame).to_i
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new_index %= @_loop_animation_duration
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quick_update = (@_loop_animation_index == new_index)
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@_loop_animation_index = new_index
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frame_index = @_loop_animation_index
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cell_data = @_loop_animation.frames[frame_index].cell_data
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position = @_loop_animation.position
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animation_set_sprites(@_loop_animation_sprites, cell_data, position, quick_update)
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return if quick_update
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@_loop_animation.timings.each do |timing|
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next if timing.frame != frame_index
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animation_process_timing(timing, true)
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end
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end
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def animation_set_sprites(sprites, cell_data, position, quick_update = false)
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sprite_x = 320
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sprite_y = 240
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if position == 3 # Screen
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if self.viewport
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sprite_x = self.viewport.rect.width / 2
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sprite_y = self.viewport.rect.height - 160
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end
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else
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sprite_x = self.x - self.ox + (self.src_rect.width / 2)
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sprite_y = self.y - self.oy
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if self.src_rect.height > 1
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sprite_y += self.src_rect.height / 2 if position == 1 # Middle
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sprite_y += self.src_rect.height if position == 2 # Bottom
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end
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end
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16.times do |i|
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sprite = sprites[i]
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pattern = cell_data[i, 0]
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if sprite.nil? || pattern.nil? || pattern == -1
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sprite.visible = false if sprite
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next
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end
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sprite.x = sprite_x + cell_data[i, 1]
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sprite.y = sprite_y + cell_data[i, 2]
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next if quick_update
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sprite.visible = true
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sprite.src_rect.set((pattern % 5) * 192, (pattern / 5) * 192, 192, 192)
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case @_animation_height
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when 0 then sprite.z = 1
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when 1 then sprite.z = sprite.y + (Game_Map::TILE_HEIGHT * 3 / 2) + 1
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when 2 then sprite.z = sprite.y + (Game_Map::TILE_HEIGHT * 3) + 1
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else sprite.z = 2000
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end
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sprite.ox = 96
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sprite.oy = 96
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sprite.zoom_x = cell_data[i, 3] / 100.0
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sprite.zoom_y = cell_data[i, 3] / 100.0
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sprite.angle = cell_data[i, 4]
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sprite.mirror = (cell_data[i, 5] == 1)
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sprite.tone = self.tone
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sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
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sprite.blend_type = cell_data[i, 7]
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end
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end
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def animation_process_timing(timing, hit)
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if timing.condition == 0 ||
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(timing.condition == 1 && hit == true) ||
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(timing.condition == 2 && hit == false)
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if timing.se.name != ""
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se = timing.se
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pbSEPlay(se)
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end
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case timing.flash_scope
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when 1
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self.flash(timing.flash_color, timing.flash_duration * 2)
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when 2
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self.viewport.flash(timing.flash_color, timing.flash_duration * 2) if self.viewport
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when 3
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self.flash(nil, timing.flash_duration * 2)
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end
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end
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end
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def x=(x)
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sx = x - self.x
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return if sx == 0
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if @_animation_sprites
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16.times { |i| @_animation_sprites[i].x += sx }
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end
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if @_loop_animation_sprites
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16.times { |i| @_loop_animation_sprites[i].x += sx }
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end
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end
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def y=(y)
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sy = y - self.y
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return if sy == 0
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if @_animation_sprites
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16.times { |i| @_animation_sprites[i].y += sy }
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end
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if @_loop_animation_sprites
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16.times { |i| @_loop_animation_sprites[i].y += sy }
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end
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end
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end
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#===============================================================================
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#
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#===============================================================================
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module RPG
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class Sprite < ::Sprite
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def initialize(viewport = nil)
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super(viewport)
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@_animation_duration = 0
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@_animation_frame = 0
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@animations = []
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@loopAnimations = []
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end
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def dispose
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dispose_animation
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dispose_loop_animation
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super
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end
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def dispose_animation
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@animations.each { |a| a&.dispose_animation }
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@animations.clear
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end
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def dispose_loop_animation
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@loopAnimations.each { |a| a&.dispose_loop_animation }
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@loopAnimations.clear
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end
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def x=(x)
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@animations.each { |a| a.x = x if a }
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@loopAnimations.each { |a| a.x = x if a }
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super
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end
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def y=(y)
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@animations.each { |a| a.y = y if a }
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@loopAnimations.each { |a| a.y = y if a }
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super
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end
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def pushAnimation(array, anim)
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array.length.times do |i|
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next if array[i]&.active?
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array[i] = anim
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return
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end
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array.push(anim)
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end
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def animation(animation, hit, height = 3)
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anim = SpriteAnimation.new(self)
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anim.animation(animation, hit, height)
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pushAnimation(@animations, anim)
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end
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def loop_animation(animation)
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anim = SpriteAnimation.new(self)
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anim.loop_animation(animation)
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pushAnimation(@loopAnimations, anim)
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end
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def effect?
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@animations.each { |a| return true if a.effect? }
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return false
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end
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def update_animation
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@animations.each { |a| a.update_animation if a&.active? }
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end
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def update_loop_animation
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@loopAnimations.each { |a| a.update_loop_animation if a&.active? }
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end
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def update
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super
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@animations.each { |a| a.update }
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@loopAnimations.each { |a| a.update }
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SpriteAnimation.clear
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end
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end
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end
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