mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
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196 lines
7.5 KiB
Ruby
196 lines
7.5 KiB
Ruby
#===============================================================================
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#
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#===============================================================================
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class Battle::Scene
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#-----------------------------------------------------------------------------
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# Create the battle scene and its elements.
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#-----------------------------------------------------------------------------
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def initialize
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@battle = nil
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@abortable = false
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@aborted = false
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@battleEnd = false
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@animations = []
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end
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# Called whenever the battle begins.
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def pbStartBattle(battle)
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@battle = battle
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@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
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@viewport.z = 99999
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@lastCmd = Array.new(@battle.battlers.length, 0)
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@lastMove = Array.new(@battle.battlers.length, 0)
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pbInitSprites
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pbBattleIntroAnimation
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end
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def pbInitSprites
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@sprites = {}
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# The background image and each side's base graphic
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pbCreateBackdropSprites
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# Create message box graphic
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messageBox = pbAddSprite("messageBox", 0, Graphics.height - 96,
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"Graphics/UI/Battle/overlay_message", @viewport)
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messageBox.z = 10195
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# Create message window (displays the message)
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msgWindow = Window_AdvancedTextPokemon.newWithSize(
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"", 16, Graphics.height - 96 + 2, Graphics.width - 32, 96, @viewport
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)
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msgWindow.z = 10200
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msgWindow.opacity = 0
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msgWindow.baseColor = MESSAGE_BASE_COLOR
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msgWindow.shadowColor = MESSAGE_SHADOW_COLOR
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msgWindow.letterbyletter = true
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@sprites["messageWindow"] = msgWindow
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# Create command window
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@sprites["commandWindow"] = CommandMenu.new(@viewport, 10200)
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# Create fight window
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@sprites["fightWindow"] = FightMenu.new(@viewport, 10200)
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# Create targeting window
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@sprites["targetWindow"] = TargetMenu.new(@viewport, 10200, @battle.sideSizes)
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pbShowWindow(MESSAGE_BOX)
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# The party lineup graphics (bar and balls) for both sides
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2.times do |side|
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partyBar = pbAddSprite("partyBar_#{side}", 0, 0,
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"Graphics/UI/Battle/overlay_lineup", @viewport)
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partyBar.z = 10120
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partyBar.mirror = true if side == 0 # Player's lineup bar only
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partyBar.visible = false
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NUM_BALLS.times do |i|
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ball = pbAddSprite("partyBall_#{side}_#{i}", 0, 0, nil, @viewport)
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ball.z = 10121
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ball.visible = false
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end
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# Ability splash bars
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if USE_ABILITY_SPLASH
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@sprites["abilityBar_#{side}"] = AbilitySplashBar.new(side, @viewport)
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end
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end
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# Player's and partner trainer's back sprite
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@battle.player.each_with_index do |p, i|
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pbCreateTrainerBackSprite(i, p.trainer_type, @battle.player.length)
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end
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# Opposing trainer(s) sprites
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if @battle.trainerBattle?
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@battle.opponent.each_with_index do |p, i|
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pbCreateTrainerFrontSprite(i, p.trainer_type, @battle.opponent.length)
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end
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end
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# Data boxes and Pokémon sprites
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@battle.battlers.each_with_index do |b, i|
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next if !b
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@sprites["dataBox_#{i}"] = PokemonDataBox.new(b, @battle.pbSideSize(i), @viewport)
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pbCreatePokemonSprite(i)
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end
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# Wild battle, so set up the Pokémon sprite(s) accordingly
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if @battle.wildBattle?
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@battle.pbParty(1).each_with_index do |pkmn, i|
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index = (i * 2) + 1
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pbChangePokemon(index, pkmn)
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pkmnSprite = @sprites["pokemon_#{index}"]
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pkmnSprite.tone = Tone.new(-80, -80, -80)
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pkmnSprite.visible = true
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end
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end
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end
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def pbCreateBackdropSprites
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case @battle.time
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when 1 then time = "eve"
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when 2 then time = "night"
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end
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# Put everything together into backdrop, bases and message bar filenames
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backdropFilename = @battle.backdrop
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baseFilename = @battle.backdrop
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baseFilename = sprintf("%s_%s", baseFilename, @battle.backdropBase) if @battle.backdropBase
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messageFilename = @battle.backdrop
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if time
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trialName = sprintf("%s_%s", backdropFilename, time)
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if pbResolveBitmap(sprintf("Graphics/Battlebacks/%s_bg", trialName))
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backdropFilename = trialName
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end
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trialName = sprintf("%s_%s", baseFilename, time)
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if pbResolveBitmap(sprintf("Graphics/Battlebacks/%s_base0", trialName))
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baseFilename = trialName
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end
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trialName = sprintf("%s_%s", messageFilename, time)
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if pbResolveBitmap(sprintf("Graphics/Battlebacks/%s_message", trialName))
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messageFilename = trialName
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end
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end
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if !pbResolveBitmap(sprintf("Graphics/Battlebacks/%s_base0", baseFilename)) &&
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@battle.backdropBase
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baseFilename = @battle.backdropBase
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if time
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trialName = sprintf("%s_%s", baseFilename, time)
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if pbResolveBitmap(sprintf("Graphics/Battlebacks/%s_base0", trialName))
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baseFilename = trialName
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end
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end
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end
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# Finalise filenames
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battleBG = "Graphics/Battlebacks/" + backdropFilename + "_bg"
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playerBase = "Graphics/Battlebacks/" + baseFilename + "_base0"
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enemyBase = "Graphics/Battlebacks/" + baseFilename + "_base1"
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messageBG = "Graphics/Battlebacks/" + messageFilename + "_message"
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# Apply graphics
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bg = pbAddSprite("battle_bg", 0, 0, battleBG, @viewport)
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bg.z = -200
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bg = pbAddSprite("battle_bg2", -Graphics.width, 0, battleBG, @viewport)
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bg.z = -200
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bg.mirror = true
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2.times do |side|
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baseX, baseY = Battle::Scene.pbBattlerPosition(side)
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base = pbAddSprite("base_#{side}", baseX, baseY,
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(side == 0) ? playerBase : enemyBase, @viewport)
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base.z = -199
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if base.bitmap
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base.ox = base.bitmap.width / 2
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base.oy = (side == 0) ? base.bitmap.height : base.bitmap.height / 2
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end
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end
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cmdBarBG = pbAddSprite("cmdBar_bg", 0, Graphics.height - 96, messageBG, @viewport)
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cmdBarBG.z = 10180
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end
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def pbCreateTrainerBackSprite(idxTrainer, trainerType, numTrainers = 1)
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if idxTrainer == 0 # Player's sprite
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trainerFile = GameData::TrainerType.player_back_sprite_filename(trainerType)
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else # Partner trainer's sprite
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trainerFile = GameData::TrainerType.back_sprite_filename(trainerType)
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end
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spriteX, spriteY = Battle::Scene.pbTrainerPosition(0, idxTrainer, numTrainers)
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trainer = pbAddSprite("player_#{idxTrainer + 1}", spriteX, spriteY, trainerFile, @viewport)
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return if !trainer.bitmap
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# Alter position of sprite
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trainer.z = 1500 + (idxTrainer * 100)
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if trainer.bitmap.width > trainer.bitmap.height * 2
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trainer.src_rect.x = 0
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trainer.src_rect.width = trainer.bitmap.width / 5
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end
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trainer.ox = trainer.src_rect.width / 2
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trainer.oy = trainer.bitmap.height
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end
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def pbCreateTrainerFrontSprite(idxTrainer, trainerType, numTrainers = 1)
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trainerFile = GameData::TrainerType.front_sprite_filename(trainerType)
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spriteX, spriteY = Battle::Scene.pbTrainerPosition(1, idxTrainer, numTrainers)
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trainer = pbAddSprite("trainer_#{idxTrainer + 1}", spriteX, spriteY, trainerFile, @viewport)
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return if !trainer.bitmap
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# Alter position of sprite
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trainer.z = 500 - (idxTrainer * 100)
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trainer.ox = trainer.src_rect.width / 2
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trainer.oy = trainer.bitmap.height
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end
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def pbCreatePokemonSprite(idxBattler)
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sideSize = @battle.pbSideSize(idxBattler)
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batSprite = BattlerSprite.new(@viewport, sideSize, idxBattler, @animations)
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@sprites["pokemon_#{idxBattler}"] = batSprite
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shaSprite = BattlerShadowSprite.new(@viewport, sideSize, idxBattler)
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shaSprite.visible = false
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@sprites["shadow_#{idxBattler}"] = shaSprite
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end
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end
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