Files
infinitefusion-e18/Data/Scripts/011_Battle/006_Other battle code/007_BattleAnimationPlayer.rb

846 lines
28 KiB
Ruby

#===============================================================================
#
#===============================================================================
class AnimFrame
X = 0
Y = 1
ZOOMX = 2
ANGLE = 3
MIRROR = 4
BLENDTYPE = 5
VISIBLE = 6
PATTERN = 7
OPACITY = 8
ZOOMY = 11
COLORRED = 12
COLORGREEN = 13
COLORBLUE = 14
COLORALPHA = 15
TONERED = 16
TONEGREEN = 17
TONEBLUE = 18
TONEGRAY = 19
LOCKED = 20
FLASHRED = 21
FLASHGREEN = 22
FLASHBLUE = 23
FLASHALPHA = 24
PRIORITY = 25
FOCUS = 26
end
#===============================================================================
#
#===============================================================================
def yaxisIntersect(x1, y1, x2, y2, px, py)
dx = x2 - x1
dy = y2 - y1
x = (dx == 0) ? 0.0 : (px - x1).to_f / dx
y = (dy == 0) ? 0.0 : (py - y1).to_f / dy
return [x, y]
end
def repositionY(x1, y1, x2, y2, tx, ty)
dx = x2 - x1
dy = y2 - y1
x = x1 + (tx * dx.to_f)
y = y1 + (ty * dy.to_f)
return [x, y]
end
def transformPoint(x1, y1, x2, y2, # Source line
x3, y3, x4, y4, # Destination line
px, py) # Source point
ret = yaxisIntersect(x1, y1, x2, y2, px, py)
ret2 = repositionY(x3, y3, x4, y4, ret[0], ret[1])
return ret2
end
def getSpriteCenter(sprite)
return [0, 0] if !sprite || sprite.disposed?
return [sprite.x, sprite.y] if !sprite.bitmap || sprite.bitmap.disposed?
centerX = sprite.src_rect.width / 2
centerY = sprite.src_rect.height / 2
offsetX = (centerX - sprite.ox) * sprite.zoom_x
offsetY = (centerY - sprite.oy) * sprite.zoom_y
return [sprite.x + offsetX, sprite.y + offsetY]
end
def isReversed(src0, src1, dst0, dst1)
return false if src0 == src1
return (dst0 > dst1) if src0 < src1
return (dst0 < dst1)
end
def pbCreateCel(x, y, pattern, focus = 4)
frame = []
frame[AnimFrame::X] = x
frame[AnimFrame::Y] = y
frame[AnimFrame::PATTERN] = pattern
frame[AnimFrame::FOCUS] = focus # 1=target, 2=user, 3=user and target, 4=screen
frame[AnimFrame::LOCKED] = 0
pbResetCel(frame)
return frame
end
def pbResetCel(frame)
return if !frame
frame[AnimFrame::ZOOMX] = 100
frame[AnimFrame::ZOOMY] = 100
frame[AnimFrame::BLENDTYPE] = 0
frame[AnimFrame::VISIBLE] = 1
frame[AnimFrame::ANGLE] = 0
frame[AnimFrame::MIRROR] = 0
frame[AnimFrame::OPACITY] = 255
frame[AnimFrame::COLORRED] = 0
frame[AnimFrame::COLORGREEN] = 0
frame[AnimFrame::COLORBLUE] = 0
frame[AnimFrame::COLORALPHA] = 0
frame[AnimFrame::TONERED] = 0
frame[AnimFrame::TONEGREEN] = 0
frame[AnimFrame::TONEBLUE] = 0
frame[AnimFrame::TONEGRAY] = 0
frame[AnimFrame::FLASHRED] = 0
frame[AnimFrame::FLASHGREEN] = 0
frame[AnimFrame::FLASHBLUE] = 0
frame[AnimFrame::FLASHALPHA] = 0
frame[AnimFrame::PRIORITY] = 1 # 0=back, 1=front, 2=behind focus, 3=before focus
end
#===============================================================================
#
#===============================================================================
def pbConvertRPGAnimation(animation)
pbAnim = PBAnimation.new
pbAnim.id = animation.id
pbAnim.name = animation.name.clone
pbAnim.graphic = animation.animation_name
pbAnim.hue = animation.animation_hue
pbAnim.array.clear
yOffset = 0
pbAnim.position = animation.position
yOffset = -64 if animation.position == 0
yOffset = 64 if animation.position == 2
animation.frames.length.times do |i|
frame = pbAnim.addFrame
animFrame = animation.frames[i]
animFrame.cell_max.times do |j|
data = animFrame.cell_data
if data[j, 0] == -1
frame.push(nil)
next
end
if animation.position == 3 # Screen
point = transformPoint(
-160, 80, 160, -80,
Battle::Scene::FOCUSUSER_X, Battle::Scene::FOCUSUSER_Y,
Battle::Scene::FOCUSTARGET_X, Battle::Scene::FOCUSTARGET_Y,
data[j, 1], data[j, 2]
)
cel = pbCreateCel(point[0], point[1], data[j, 0])
else
cel = pbCreateCel(data[j, 1], data[j, 2] + yOffset, data[j, 0])
end
cel[AnimFrame::ZOOMX] = data[j, 3]
cel[AnimFrame::ZOOMY] = data[j, 3]
cel[AnimFrame::ANGLE] = data[j, 4]
cel[AnimFrame::MIRROR] = data[j, 5]
cel[AnimFrame::OPACITY] = data[j, 6]
cel[AnimFrame::BLENDTYPE] = 0
frame.push(cel)
end
end
animation.timings.each do |timing|
newTiming = PBAnimTiming.new
newTiming.frame = timing.frame
newTiming.name = timing.se.name
newTiming.volume = timing.se.volume
newTiming.pitch = timing.se.pitch
newTiming.flashScope = timing.flash_scope
newTiming.flashColor = timing.flash_color.clone
newTiming.flashDuration = timing.flash_duration
pbAnim.timing.push(newTiming)
end
return pbAnim
end
#===============================================================================
#
#===============================================================================
class RPG::Animation
def self.fromOther(otherAnim, id)
ret = RPG::Animation.new
ret.id = id
ret.name = otherAnim.name.clone
ret.animation_name = otherAnim.animation_name.clone
ret.animation_hue = otherAnim.animation_hue
ret.position = otherAnim.position
return ret
end
def addSound(frame, se)
timing = RPG::Animation::Timing.new
timing.frame = frame
timing.se = RPG::AudioFile.new(se, 100)
self.timings.push(timing)
end
def addAnimation(otherAnim, frame, x, y) # frame is zero-based
if frame + otherAnim.frames.length >= self.frames.length
totalframes = frame + otherAnim.frames.length + 1
(totalframes - self.frames.length).times do
self.frames.push(RPG::Animation::Frame.new)
end
end
self.frame_max = self.frames.length
otherAnim.frame_max.times do |i|
thisframe = self.frames[frame + i]
otherframe = otherAnim.frames[i]
cellStart = thisframe.cell_max
thisframe.cell_max += otherframe.cell_max
thisframe.cell_data.resize(thisframe.cell_max, 8)
otherframe.cell_max.times do |j|
thisframe.cell_data[cellStart + j, 0] = otherframe.cell_data[j, 0]
thisframe.cell_data[cellStart + j, 1] = otherframe.cell_data[j, 1] + x
thisframe.cell_data[cellStart + j, 2] = otherframe.cell_data[j, 2] + y
thisframe.cell_data[cellStart + j, 3] = otherframe.cell_data[j, 3]
thisframe.cell_data[cellStart + j, 4] = otherframe.cell_data[j, 4]
thisframe.cell_data[cellStart + j, 5] = otherframe.cell_data[j, 5]
thisframe.cell_data[cellStart + j, 6] = otherframe.cell_data[j, 6]
thisframe.cell_data[cellStart + j, 7] = otherframe.cell_data[j, 7]
end
end
otherAnim.timings.each do |othertiming|
timing = RPG::Animation::Timing.new
timing.frame = frame + othertiming.frame
timing.se = RPG::AudioFile.new(othertiming.se.name.clone,
othertiming.se.volume,
othertiming.se.pitch)
timing.flash_scope = othertiming.flash_scope
timing.flash_color = othertiming.flash_color.clone
timing.flash_duration = othertiming.flash_duration
timing.condition = othertiming.condition
self.timings.push(timing)
end
self.timings.sort! { |a, b| a.frame <=> b.frame }
end
end
#===============================================================================
#
#===============================================================================
class PBAnimTiming
attr_accessor :frame
attr_writer :timingType # 0=play SE, 1=set bg, 2=bg mod
attr_accessor :name # Name of SE file or BG file
attr_accessor :volume
attr_accessor :pitch
attr_accessor :bgX # x coordinate of bg (or to move bg to)
attr_accessor :bgY # y coordinate of bg (or to move bg to)
attr_accessor :opacity # Opacity of bg (or to change bg to)
attr_accessor :colorRed # Color of bg (or to change bg to)
attr_accessor :colorGreen # Color of bg (or to change bg to)
attr_accessor :colorBlue # Color of bg (or to change bg to)
attr_accessor :colorAlpha # Color of bg (or to change bg to)
attr_writer :duration # How long to spend changing to the new bg coords/color
attr_accessor :flashScope
attr_accessor :flashColor
attr_accessor :flashDuration
def initialize(type = 0)
@frame = 0
@timingType = type
@name = ""
@volume = 80
@pitch = 100
@bgX = nil
@bgY = nil
@opacity = nil
@colorRed = nil
@colorGreen = nil
@colorBlue = nil
@colorAlpha = nil
@duration = 5
@flashScope = 0
@flashColor = Color.white
@flashDuration = 5
end
def timingType
return @timingType || 0
end
def duration
return @duration || 5
end
def to_s
case self.timingType
when 0
return "[#{@frame + 1}] Play SE: #{name} (volume #{@volume}, pitch #{@pitch})"
when 1
text = sprintf("[%d] Set BG: \"%s\"", @frame + 1, name)
text += sprintf(" (color=%s,%s,%s,%s)",
@colorRed || "-",
@colorGreen || "-",
@colorBlue || "-",
@colorAlpha || "-")
text += sprintf(" (opacity=%d)", @opacity)
text += sprintf(" (coords=%s,%s)", @bgX || "-", @bgY || "-")
return text
when 2
text = sprintf("[%d] Change BG: @%d", @frame + 1, duration)
if @colorRed || @colorGreen || @colorBlue || @colorAlpha
text += sprintf(" (color=%s,%s,%s,%s)",
@colorRed || "-",
@colorGreen || "-",
@colorBlue || "-",
@colorAlpha || "-")
end
text += sprintf(" (opacity=%d)", @opacity) if @opacity
text += sprintf(" (coords=%s,%s)", @bgX || "-", @bgY || "-") if @bgX || @bgY
return text
when 3
text = sprintf("[%d] Set FG: \"%s\"", @frame + 1, name)
text += sprintf(" (color=%s,%s,%s,%s)",
@colorRed || "-",
@colorGreen || "-",
@colorBlue || "-",
@colorAlpha || "-")
text += sprintf(" (opacity=%d)", @opacity)
text += sprintf(" (coords=%s,%s)", @bgX || "-", @bgY || "-")
return text
when 4
text = sprintf("[%d] Change FG: @%d", @frame + 1, duration)
if @colorRed || @colorGreen || @colorBlue || @colorAlpha
text += sprintf(" (color=%s,%s,%s,%s)",
@colorRed || "-",
@colorGreen || "-",
@colorBlue || "-",
@colorAlpha || "-")
end
text += sprintf(" (opacity=%d)", @opacity) if @opacity
text += sprintf(" (coords=%s,%s)", @bgX || "-", @bgY || "-") if @bgX || @bgY
return text
end
return ""
end
end
#===============================================================================
#
#===============================================================================
class PBAnimations < Array
include Enumerable
attr_reader :array
attr_accessor :selected
def initialize(size = 1)
@array = []
@selected = 0
size = 1 if size < 1 # Always create at least one animation
size.times do
@array.push(PBAnimation.new)
end
end
def length
return @array.length
end
def each
@array.each { |i| yield i }
end
def [](i)
return @array[i]
end
def []=(i, value)
@array[i] = value
end
def get_from_name(name)
@array.each { |i| return i if i&.name == name }
return nil
end
def compact
@array.compact!
end
def insert(index, val)
@array.insert(index, val)
end
def delete_at(index)
@array.delete_at(index)
end
def resize(len)
idxStart = @array.length
idxEnd = len
if idxStart > idxEnd
(idxStart - idxEnd).times { @array.pop }
else
(idxEnd - idxStart).times { @array.push(PBAnimation.new) }
end
self.selected = len if self.selected >= len
end
end
#===============================================================================
#
#===============================================================================
class PBAnimation < Array
include Enumerable
attr_accessor :id
attr_accessor :name
attr_accessor :graphic
attr_accessor :hue
attr_accessor :position
attr_writer :speed
attr_reader :array
attr_reader :timing
MAX_SPRITES = 60
def speed
return @speed || 20
end
def initialize(size = 1)
@id = -1
@name = ""
@graphic = ""
@hue = 0
@position = 4 # 1=target, 2=user, 3=user and target, 4=screen
@array = []
size = 1 if size < 1 # Always create at least one frame
size.times { addFrame }
@timing = []
@scope = 0
end
def length
return @array.length
end
def each
@array.each { |i| yield i }
end
def [](i)
return @array[i]
end
def []=(i, value)
@array[i] = value
end
def insert(*arg)
return @array.insert(*arg)
end
def delete_at(*arg)
return @array.delete_at(*arg)
end
def resize(len)
if len < @array.length
@array[len, @array.length - len] = []
elsif len > @array.length
(len - @array.length).times do
addFrame
end
end
end
def addFrame
pos = @array.length
@array[pos] = []
# Move's user
@array[pos][0] = pbCreateCel(Battle::Scene::FOCUSUSER_X, Battle::Scene::FOCUSUSER_Y, -1)
@array[pos][0][AnimFrame::FOCUS] = 2
@array[pos][0][AnimFrame::LOCKED] = 1
# Move's target
@array[pos][1] = pbCreateCel(Battle::Scene::FOCUSTARGET_X, Battle::Scene::FOCUSTARGET_Y, -2)
@array[pos][1][AnimFrame::FOCUS] = 1
@array[pos][1][AnimFrame::LOCKED] = 1
return @array[pos]
end
def playTiming(frame, bgGraphic, bgColor, foGraphic, foColor, oldbg = [], oldfo = [], user = nil)
@timing.each do |i|
next if !i.duration || i.duration <= 0
next if i.frame + i.duration < frame || i.frame >= frame
fraction = (frame - i.frame).to_f / i.duration
case i.timingType
when 2
if bgGraphic.bitmap.nil?
bgColor.opacity = oldbg[2] + ((i.opacity - oldbg[2]) * fraction) if i.opacity
cr = (i.colorRed) ? oldbg[3].red + ((i.colorRed - oldbg[3].red) * fraction) : oldbg[3].red
cg = (i.colorGreen) ? oldbg[3].green + ((i.colorGreen - oldbg[3].green) * fraction) : oldbg[3].green
cb = (i.colorBlue) ? oldbg[3].blue + ((i.colorBlue - oldbg[3].blue) * fraction) : oldbg[3].blue
ca = (i.colorAlpha) ? oldbg[3].alpha + ((i.colorAlpha - oldbg[3].alpha) * fraction) : oldbg[3].alpha
bgColor.color = Color.new(cr, cg, cb, ca)
else
bgGraphic.ox = oldbg[0] - ((i.bgX - oldbg[0]) * fraction) if i.bgX
bgGraphic.oy = oldbg[1] - ((i.bgY - oldbg[1]) * fraction) if i.bgY
bgGraphic.opacity = oldbg[2] + ((i.opacity - oldbg[2]) * fraction) if i.opacity
cr = (i.colorRed) ? oldbg[3].red + ((i.colorRed - oldbg[3].red) * fraction) : oldbg[3].red
cg = (i.colorGreen) ? oldbg[3].green + ((i.colorGreen - oldbg[3].green) * fraction) : oldbg[3].green
cb = (i.colorBlue) ? oldbg[3].blue + ((i.colorBlue - oldbg[3].blue) * fraction) : oldbg[3].blue
ca = (i.colorAlpha) ? oldbg[3].alpha + ((i.colorAlpha - oldbg[3].alpha) * fraction) : oldbg[3].alpha
bgGraphic.color = Color.new(cr, cg, cb, ca)
end
when 4
if foGraphic.bitmap.nil?
foColor.opacity = oldfo[2] + ((i.opacity - oldfo[2]) * fraction) if i.opacity
cr = (i.colorRed) ? oldfo[3].red + ((i.colorRed - oldfo[3].red) * fraction) : oldfo[3].red
cg = (i.colorGreen) ? oldfo[3].green + ((i.colorGreen - oldfo[3].green) * fraction) : oldfo[3].green
cb = (i.colorBlue) ? oldfo[3].blue + ((i.colorBlue - oldfo[3].blue) * fraction) : oldfo[3].blue
ca = (i.colorAlpha) ? oldfo[3].alpha + ((i.colorAlpha - oldfo[3].alpha) * fraction) : oldfo[3].alpha
foColor.color = Color.new(cr, cg, cb, ca)
else
foGraphic.ox = oldfo[0] - ((i.bgX - oldfo[0]) * fraction) if i.bgX
foGraphic.oy = oldfo[1] - ((i.bgY - oldfo[1]) * fraction) if i.bgY
foGraphic.opacity = oldfo[2] + ((i.opacity - oldfo[2]) * fraction) if i.opacity
cr = (i.colorRed) ? oldfo[3].red + ((i.colorRed - oldfo[3].red) * fraction) : oldfo[3].red
cg = (i.colorGreen) ? oldfo[3].green + ((i.colorGreen - oldfo[3].green) * fraction) : oldfo[3].green
cb = (i.colorBlue) ? oldfo[3].blue + ((i.colorBlue - oldfo[3].blue) * fraction) : oldfo[3].blue
ca = (i.colorAlpha) ? oldfo[3].alpha + ((i.colorAlpha - oldfo[3].alpha) * fraction) : oldfo[3].alpha
foGraphic.color = Color.new(cr, cg, cb, ca)
end
end
end
@timing.each do |i|
next if i.frame != frame
case i.timingType
when 0 # Play SE
if i.name && i.name != ""
pbSEPlay("Anim/" + i.name, i.volume, i.pitch)
elsif user&.pokemon
name = GameData::Species.cry_filename_from_pokemon(user.pokemon)
pbSEPlay(name, i.volume, i.pitch) if name
end
# if sprite
# sprite.flash(i.flashColor, i.flashDuration * 2) if i.flashScope == 1
# sprite.flash(nil, i.flashDuration * 2) if i.flashScope == 3
# end
when 1 # Set background graphic (immediate)
if i.name && i.name != ""
bgGraphic.setBitmap("Graphics/Animations/" + i.name)
bgGraphic.ox = -i.bgX || 0
bgGraphic.oy = -i.bgY || 0
bgGraphic.color = Color.new(i.colorRed || 0, i.colorGreen || 0, i.colorBlue || 0, i.colorAlpha || 0)
bgGraphic.opacity = i.opacity || 0
bgColor.opacity = 0
else
bgGraphic.setBitmap(nil)
bgGraphic.opacity = 0
bgColor.color = Color.new(i.colorRed || 0, i.colorGreen || 0, i.colorBlue || 0, i.colorAlpha || 0)
bgColor.opacity = i.opacity || 0
end
when 2 # Move/recolour background graphic
if bgGraphic.bitmap.nil?
oldbg[0] = 0
oldbg[1] = 0
oldbg[2] = bgColor.opacity || 0
oldbg[3] = bgColor.color.clone || Color.new(0, 0, 0, 0)
else
oldbg[0] = bgGraphic.ox || 0
oldbg[1] = bgGraphic.oy || 0
oldbg[2] = bgGraphic.opacity || 0
oldbg[3] = bgGraphic.color.clone || Color.new(0, 0, 0, 0)
end
when 3 # Set foreground graphic (immediate)
if i.name && i.name != ""
foGraphic.setBitmap("Graphics/Animations/" + i.name)
foGraphic.ox = -i.bgX || 0
foGraphic.oy = -i.bgY || 0
foGraphic.color = Color.new(i.colorRed || 0, i.colorGreen || 0, i.colorBlue || 0, i.colorAlpha || 0)
foGraphic.opacity = i.opacity || 0
foColor.opacity = 0
else
foGraphic.setBitmap(nil)
foGraphic.opacity = 0
foColor.color = Color.new(i.colorRed || 0, i.colorGreen || 0, i.colorBlue || 0, i.colorAlpha || 0)
foColor.opacity = i.opacity || 0
end
when 4 # Move/recolour foreground graphic
if foGraphic.bitmap.nil?
oldfo[0] = 0
oldfo[1] = 0
oldfo[2] = foColor.opacity || 0
oldfo[3] = foColor.color.clone || Color.new(0, 0, 0, 0)
else
oldfo[0] = foGraphic.ox || 0
oldfo[1] = foGraphic.oy || 0
oldfo[2] = foGraphic.opacity || 0
oldfo[3] = foGraphic.color.clone || Color.new(0, 0, 0, 0)
end
end
end
end
end
#===============================================================================
#
#===============================================================================
def pbSpriteSetAnimFrame(sprite, frame, user = nil, target = nil, inEditor = false)
return if !sprite
if !frame
sprite.visible = false
sprite.src_rect = Rect.new(0, 0, 1, 1)
return
end
sprite.blend_type = frame[AnimFrame::BLENDTYPE]
sprite.angle = frame[AnimFrame::ANGLE]
sprite.mirror = (frame[AnimFrame::MIRROR] > 0)
sprite.opacity = frame[AnimFrame::OPACITY]
sprite.visible = true
if !frame[AnimFrame::VISIBLE] == 1 && inEditor
sprite.opacity /= 2
else
sprite.visible = (frame[AnimFrame::VISIBLE] == 1)
end
pattern = frame[AnimFrame::PATTERN]
if pattern >= 0
animwidth = 192
sprite.src_rect.set((pattern % 5) * animwidth, (pattern / 5) * animwidth,
animwidth, animwidth)
else
sprite.src_rect.set(0, 0,
(sprite.bitmap) ? sprite.bitmap.width : 128,
(sprite.bitmap) ? sprite.bitmap.height : 128)
end
sprite.zoom_x = frame[AnimFrame::ZOOMX] / 100.0
sprite.zoom_y = frame[AnimFrame::ZOOMY] / 100.0
sprite.color.set(
frame[AnimFrame::COLORRED],
frame[AnimFrame::COLORGREEN],
frame[AnimFrame::COLORBLUE],
frame[AnimFrame::COLORALPHA]
)
sprite.tone.set(
frame[AnimFrame::TONERED],
frame[AnimFrame::TONEGREEN],
frame[AnimFrame::TONEBLUE],
frame[AnimFrame::TONEGRAY]
)
sprite.ox = sprite.src_rect.width / 2
sprite.oy = sprite.src_rect.height / 2
sprite.x = frame[AnimFrame::X]
sprite.y = frame[AnimFrame::Y]
if sprite != user && sprite != target
case frame[AnimFrame::PRIORITY]
when 0 # Behind everything
sprite.z = 10
when 1 # In front of everything
sprite.z = 80
when 2 # Just behind focus
case frame[AnimFrame::FOCUS]
when 1 # Focused on target
sprite.z = (target) ? target.z - 1 : 20
when 2 # Focused on user
sprite.z = (user) ? user.z - 1 : 20
else # Focused on user and target, or screen
sprite.z = 20
end
when 3 # Just in front of focus
case frame[AnimFrame::FOCUS]
when 1 # Focused on target
sprite.z = (target) ? target.z + 1 : 80
when 2 # Focused on user
sprite.z = (user) ? user.z + 1 : 80
else # Focused on user and target, or screen
sprite.z = 80
end
else
sprite.z = 80
end
end
end
#===============================================================================
# Animation player
#===============================================================================
class PBAnimationPlayerX
attr_accessor :looping
MAX_SPRITES = 60
def initialize(animation, user, target, scene = nil, oppMove = false, inEditor = false)
@animation = animation
@user = (oppMove) ? target : user # Just used for playing user's cry
@usersprite = (user) ? scene.sprites["pokemon_#{user.index}"] : nil
@targetsprite = (target) ? scene.sprites["pokemon_#{target.index}"] : nil
@userbitmap = @usersprite&.bitmap # not to be disposed
@targetbitmap = @targetsprite&.bitmap # not to be disposed
@scene = scene
@viewport = scene&.viewport
@inEditor = inEditor
@looping = false
@animbitmap = nil # Animation sheet graphic
@frame = -1
@framesPerTick = [Graphics.frame_rate / 20, 1].max # 20 ticks per second
@srcLine = nil
@dstLine = nil
@userOrig = getSpriteCenter(@usersprite)
@targetOrig = getSpriteCenter(@targetsprite)
@oldbg = []
@oldfo = []
initializeSprites
end
def initializeSprites
# Create animation sprites (0=user's sprite, 1=target's sprite)
@animsprites = []
@animsprites[0] = @usersprite
@animsprites[1] = @targetsprite
(2...MAX_SPRITES).each do |i|
@animsprites[i] = Sprite.new(@viewport)
@animsprites[i].bitmap = nil
@animsprites[i].visible = false
end
# Create background colour sprite
@bgColor = ColoredPlane.new(Color.black, @viewport)
@bgColor.z = 5
@bgColor.opacity = 0
@bgColor.refresh
# Create background graphic sprite
@bgGraphic = AnimatedPlane.new(@viewport)
@bgGraphic.setBitmap(nil)
@bgGraphic.z = 5
@bgGraphic.opacity = 0
@bgGraphic.refresh
# Create foreground colour sprite
@foColor = ColoredPlane.new(Color.black, @viewport)
@foColor.z = 85
@foColor.opacity = 0
@foColor.refresh
# Create foreground graphic sprite
@foGraphic = AnimatedPlane.new(@viewport)
@foGraphic.setBitmap(nil)
@foGraphic.z = 85
@foGraphic.opacity = 0
@foGraphic.refresh
end
def dispose
@animbitmap&.dispose
(2...MAX_SPRITES).each do |i|
@animsprites[i]&.dispose
end
@bgGraphic.dispose
@bgColor.dispose
@foGraphic.dispose
@foColor.dispose
end
# Makes the original user and target sprites be uninvolved with the animation.
# The animation shows just its particles.
def discard_user_and_target_sprites
@animsprites[0] = nil
@animsprites[1] = nil
end
def set_target_origin(x, y)
@targetOrig = [x, y]
end
def start
@frame = 0
end
def animDone?
return @frame < 0
end
def setLineTransform(x1, y1, x2, y2, x3, y3, x4, y4)
@srcLine = [x1, y1, x2, y2]
@dstLine = [x3, y3, x4, y4]
end
def update
return if @frame < 0
animFrame = @frame / @framesPerTick
# Loop or end the animation if the animation has reached the end
if animFrame >= @animation.length
@frame = (@looping) ? 0 : -1
if @frame < 0
@animbitmap&.dispose
@animbitmap = nil
return
end
end
# Load the animation's spritesheet and assign it to all the sprites.
if !@animbitmap || @animbitmap.disposed?
@animbitmap = AnimatedBitmap.new("Graphics/Animations/" + @animation.graphic,
@animation.hue).deanimate
MAX_SPRITES.times do |i|
@animsprites[i].bitmap = @animbitmap if @animsprites[i]
end
end
# Update background and foreground graphics
@bgGraphic.update
@bgColor.update
@foGraphic.update
@foColor.update
# Update all the sprites to depict the animation's next frame
if @framesPerTick == 1 || (@frame % @framesPerTick) == 0
thisframe = @animation[animFrame]
# Make all cel sprites invisible
MAX_SPRITES.times do |i|
@animsprites[i].visible = false if @animsprites[i]
end
# Set each cel sprite acoordingly
thisframe.length.times do |i|
cel = thisframe[i]
next if !cel
sprite = @animsprites[i]
next if !sprite
# Set cel sprite's graphic
case cel[AnimFrame::PATTERN]
when -1
sprite.bitmap = @userbitmap
when -2
sprite.bitmap = @targetbitmap
else
sprite.bitmap = @animbitmap
end
# Apply settings to the cel sprite
pbSpriteSetAnimFrame(sprite, cel, @usersprite, @targetsprite)
case cel[AnimFrame::FOCUS]
when 1 # Focused on target
sprite.x = cel[AnimFrame::X] + @targetOrig[0] - Battle::Scene::FOCUSTARGET_X
sprite.y = cel[AnimFrame::Y] + @targetOrig[1] - Battle::Scene::FOCUSTARGET_Y
when 2 # Focused on user
sprite.x = cel[AnimFrame::X] + @userOrig[0] - Battle::Scene::FOCUSUSER_X
sprite.y = cel[AnimFrame::Y] + @userOrig[1] - Battle::Scene::FOCUSUSER_Y
when 3 # Focused on user and target
next if !@srcLine || !@dstLine
point = transformPoint(@srcLine[0], @srcLine[1], @srcLine[2], @srcLine[3],
@dstLine[0], @dstLine[1], @dstLine[2], @dstLine[3],
sprite.x, sprite.y)
sprite.x = point[0]
sprite.y = point[1]
if isReversed(@srcLine[0], @srcLine[2], @dstLine[0], @dstLine[2]) &&
cel[AnimFrame::PATTERN] >= 0
# Reverse direction
sprite.mirror = !sprite.mirror
end
end
sprite.x += 64 if @inEditor
sprite.y += 64 if @inEditor
end
# Play timings
@animation.playTiming(animFrame, @bgGraphic, @bgColor, @foGraphic, @foColor, @oldbg, @oldfo, @user)
end
@frame += 1
end
end