Initial import
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233
Scripts/RPG/Sprite_Base.rb
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233
Scripts/RPG/Sprite_Base.rb
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# -*- coding: utf-8 -*-
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#==============================================================================
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# ** Sprite_Base
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#------------------------------------------------------------------------------
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# A sprite class with animation display processing added.
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#==============================================================================
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class Sprite_Base < Sprite
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#--------------------------------------------------------------------------
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# * Class Variable
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#--------------------------------------------------------------------------
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@@ani_checker = []
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@@ani_spr_checker = []
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@@_reference_count = {}
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#--------------------------------------------------------------------------
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# * Object Initialization
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#--------------------------------------------------------------------------
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def initialize(viewport = nil)
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super(viewport)
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@use_sprite = true # Sprite use flag
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@ani_duration = 0 # Remaining time of animation
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end
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#--------------------------------------------------------------------------
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# * Free
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#--------------------------------------------------------------------------
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def dispose
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super
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dispose_animation
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end
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#--------------------------------------------------------------------------
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# * Frame Update
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#--------------------------------------------------------------------------
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def update
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super
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update_animation
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@@ani_checker.clear
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@@ani_spr_checker.clear
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end
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#--------------------------------------------------------------------------
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# * Determine if animation is being displayed
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#--------------------------------------------------------------------------
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def animation?
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@animation != nil
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end
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#--------------------------------------------------------------------------
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# * Start Animation
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#--------------------------------------------------------------------------
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def start_animation(animation, mirror = false)
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dispose_animation
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@animation = animation
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if @animation
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@ani_mirror = mirror
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set_animation_rate
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@ani_duration = @animation.frame_max * @ani_rate + 1
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load_animation_bitmap
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make_animation_sprites
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set_animation_origin
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end
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end
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#--------------------------------------------------------------------------
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# * Set Animation Speed
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#--------------------------------------------------------------------------
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def set_animation_rate
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@ani_rate = 4 # Fixed value by default
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end
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#--------------------------------------------------------------------------
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# * Read (Load) Animation Graphics
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#--------------------------------------------------------------------------
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def load_animation_bitmap
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animation1_name = @animation.animation1_name
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animation1_hue = @animation.animation1_hue
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animation2_name = @animation.animation2_name
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animation2_hue = @animation.animation2_hue
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@ani_bitmap1 = Cache.animation(animation1_name, animation1_hue)
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@ani_bitmap2 = Cache.animation(animation2_name, animation2_hue)
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if @@_reference_count.include?(@ani_bitmap1)
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@@_reference_count[@ani_bitmap1] += 1
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else
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@@_reference_count[@ani_bitmap1] = 1
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end
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if @@_reference_count.include?(@ani_bitmap2)
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@@_reference_count[@ani_bitmap2] += 1
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else
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@@_reference_count[@ani_bitmap2] = 1
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end
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Graphics.frame_reset
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end
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#--------------------------------------------------------------------------
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# * Create Animation Spirtes
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#--------------------------------------------------------------------------
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def make_animation_sprites
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@ani_sprites = []
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if @use_sprite && !@@ani_spr_checker.include?(@animation)
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16.times do
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sprite = ::Sprite.new(viewport)
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sprite.visible = false
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@ani_sprites.push(sprite)
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end
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if @animation.position == 3
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@@ani_spr_checker.push(@animation)
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end
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end
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@ani_duplicated = @@ani_checker.include?(@animation)
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if !@ani_duplicated && @animation.position == 3
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@@ani_checker.push(@animation)
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end
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end
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#--------------------------------------------------------------------------
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# * Set Animation Origin
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#--------------------------------------------------------------------------
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def set_animation_origin
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if @animation.position == 3
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if viewport == nil
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@ani_ox = Graphics.width / 2
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@ani_oy = Graphics.height / 2
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else
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@ani_ox = viewport.rect.width / 2
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@ani_oy = viewport.rect.height / 2
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end
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else
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@ani_ox = x - ox + width / 2
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@ani_oy = y - oy + height / 2
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if @animation.position == 0
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@ani_oy -= height / 2
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elsif @animation.position == 2
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@ani_oy += height / 2
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end
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end
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end
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#--------------------------------------------------------------------------
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# * Free Animation
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#--------------------------------------------------------------------------
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def dispose_animation
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if @ani_bitmap1
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@@_reference_count[@ani_bitmap1] -= 1
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if @@_reference_count[@ani_bitmap1] == 0
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@ani_bitmap1.dispose
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end
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end
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if @ani_bitmap2
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@@_reference_count[@ani_bitmap2] -= 1
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if @@_reference_count[@ani_bitmap2] == 0
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@ani_bitmap2.dispose
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end
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end
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if @ani_sprites
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@ani_sprites.each {|sprite| sprite.dispose }
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@ani_sprites = nil
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@animation = nil
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end
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@ani_bitmap1 = nil
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@ani_bitmap2 = nil
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end
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#--------------------------------------------------------------------------
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# * Update Animation
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#--------------------------------------------------------------------------
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def update_animation
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return unless animation?
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@ani_duration -= 1
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if @ani_duration % @ani_rate == 0
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if @ani_duration > 0
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frame_index = @animation.frame_max
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frame_index -= (@ani_duration + @ani_rate - 1) / @ani_rate
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animation_set_sprites(@animation.frames[frame_index])
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@animation.timings.each do |timing|
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animation_process_timing(timing) if timing.frame == frame_index
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end
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else
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end_animation
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end
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end
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end
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#--------------------------------------------------------------------------
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# * End Animation
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#--------------------------------------------------------------------------
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def end_animation
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dispose_animation
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end
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#--------------------------------------------------------------------------
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# * Set Animation Sprite
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# frame : Frame data (RPG::Animation::Frame)
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#--------------------------------------------------------------------------
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def animation_set_sprites(frame)
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cell_data = frame.cell_data
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@ani_sprites.each_with_index do |sprite, i|
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next unless sprite
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pattern = cell_data[i, 0]
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if !pattern || pattern < 0
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sprite.visible = false
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next
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end
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sprite.bitmap = pattern < 100 ? @ani_bitmap1 : @ani_bitmap2
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sprite.visible = true
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sprite.src_rect.set(pattern % 5 * 192,
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pattern % 100 / 5 * 192, 192, 192)
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if @ani_mirror
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sprite.x = @ani_ox - cell_data[i, 1]
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sprite.y = @ani_oy + cell_data[i, 2]
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sprite.angle = (360 - cell_data[i, 4])
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sprite.mirror = (cell_data[i, 5] == 0)
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else
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sprite.x = @ani_ox + cell_data[i, 1]
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sprite.y = @ani_oy + cell_data[i, 2]
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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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end
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sprite.z = self.z + 300 + i
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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.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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#--------------------------------------------------------------------------
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# * SE and Flash Timing Processing
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# timing : Timing data (RPG::Animation::Timing)
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#--------------------------------------------------------------------------
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def animation_process_timing(timing)
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timing.se.play unless @ani_duplicated
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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 * @ani_rate)
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when 2
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if viewport && !@ani_duplicated
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viewport.flash(timing.flash_color, timing.flash_duration * @ani_rate)
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end
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when 3
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self.flash(nil, timing.flash_duration * @ani_rate)
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end
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end
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end
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