Files
infinitefusion-e18/Data/Scripts/016b_UI redesign/012_UIRedesign_TrainerCard.rb

127 lines
5.0 KiB
Ruby

#===============================================================================
#
#===============================================================================
class UI::TrainerCardVisuals < UI::BaseUIVisuals
GRAPHICS_FOLDER = "Graphics/UI/Trainer Card/"
BADGE_SIZE = [32, 32] # [width, height] of a Gym Badge
BADGE_SPACING = 16 # Size of gap between adjacent Gym Badges
FIRST_BADGE_X = 72 # Left edge of the first Gym Badge
FIRST_BADGE_Y = 310 # Top edge of the first Gym Badge
BADGE_COUNT = 8 # Number of Gym Badges to show
def initialize_sprites
# Trainer card
add_icon_sprite(:card, 0, 0, GRAPHICS_FOLDER + gendered_filename(_INTL("trainer_card")))
# Player sprite (coordinates are the bottom middle of the sprite)
add_icon_sprite(:player, 400, 240, GameData::TrainerType.player_front_sprite_filename($player.trainer_type))
if !@sprites[:player].bitmap
raise _INTL("No trainer front sprite exists for the player character, expected a file at {1}.",
"Graphics/Trainers/" + $player.trainer_type.to_s + ".png")
end
@sprites[:player].x -= @sprites[:player].bitmap.width / 2
@sprites[:player].y -= @sprites[:player].bitmap.height
@sprites[:player].z = 10
end
#-----------------------------------------------------------------------------
def refresh_overlay
super
overlay = @sprites[:overlay].bitmap
draw_ID(overlay)
draw_stats(overlay)
draw_badges(overlay)
end
# Draws the player's name and ID number onto the overlay.
def draw_ID(overlay)
pbDrawTextPositions(overlay, [
[_INTL("Name"), 34, 70, :left, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
[$player.name, 302, 70, :right, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
[_INTL("ID No."), 332, 70, :left, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
[sprintf("%05d", $player.public_ID), 468, 70, :right, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR]
])
end
# Draws the player's money, Pokédex numbers, play time and start date onto the
# overlay.
def draw_stats(overlay)
# Create money text
money_text = _INTL("${1}", $player.money.to_s_formatted)
# Create Pokédex stats text
pokedex_text = sprintf("%d/%d", $player.pokedex.owned_count, $player.pokedex.seen_count)
# Create play time text
total_secs = $stats.play_time.to_i
hour = (total_secs / 60) / 60
min = (total_secs / 60) % 60
play_time = (hour > 0) ? _INTL("{1}h {2}m", hour, min) : _INTL("{1}m", min)
# Create start date text
$PokemonGlobal.startTime = Time.now if !$PokemonGlobal.startTime
# TODO: Put this date the proper way round for non-United States of Americans.
start_date = _INTL("{1} {2}, {3}",
pbGetAbbrevMonthName($PokemonGlobal.startTime.mon),
$PokemonGlobal.startTime.day,
$PokemonGlobal.startTime.year)
# Draw text
pbDrawTextPositions(overlay, [
[_INTL("Money"), 34, 118, :left, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
[money_text, 302, 118, :right, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
[_INTL("Pokédex"), 34, 166, :left, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
[pokedex_text, 302, 166, :right, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
[_INTL("Time"), 34, 214, :left, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
[play_time, 302, 214, :right, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
[_INTL("Started"), 34, 262, :left, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR],
[start_date, 302, 262, :right, BLACK_TEXT_COLOR, BLACK_TEXT_SHADOW_COLOR]
])
end
# Draws the player's owned Gym Badges onto the overlay.
def draw_badges(overlay)
x = FIRST_BADGE_X
region = pbGetCurrentRegion(0) # Get the current region
BADGE_COUNT.times do |i|
if $player.badges[i + (region * BADGE_COUNT)]
pbDrawImagePositions(overlay, [
[GRAPHICS_FOLDER + "icon_badges", x, FIRST_BADGE_Y, i * BADGE_SIZE[0], region * BADGE_SIZE[1], *BADGE_SIZE]
])
end
x += BADGE_SIZE[0] + BADGE_SPACING
end
end
end
#===============================================================================
#
#===============================================================================
class UI::TrainerCardScreen < UI::BaseUIScreen
def initialize_visuals
@visuals = UI::TrainerCardVisuals.new
end
def start_screen
super
pbSEPlay("GUI trainer card open")
end
def end_screen
pbPlayCloseMenuSE
super
end
end
#===============================================================================
#
#===============================================================================
MenuHandlers.add(:pause_menu, :new_trainer_card, {
"name" => proc { next "New Trainer Card" },
"order" => 55,
"effect" => proc { |menu|
pbPlayDecisionSE
pbFadeOutIn do
UI::TrainerCardScreen.new
menu.pbRefresh
end
next false
}
})