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rpgskeleton/Scripts/RPG/Spriteset_Battle.rb
2014-04-23 21:59:50 -07:00

391 lines
15 KiB
Ruby

# -*- coding: utf-8 -*-
#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
# This class brings together battle screen sprites. It's used within the
# Scene_Battle class.
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
create_viewports
create_battleback1
create_battleback2
create_enemies
create_actors
create_pictures
create_timer
update
end
#--------------------------------------------------------------------------
# * Create Viewport
#--------------------------------------------------------------------------
def create_viewports
@viewport1 = Viewport.new
@viewport2 = Viewport.new
@viewport3 = Viewport.new
@viewport2.z = 50
@viewport3.z = 100
end
#--------------------------------------------------------------------------
# * Create Battle Background (Floor) Sprite
#--------------------------------------------------------------------------
def create_battleback1
@back1_sprite = Sprite.new(@viewport1)
@back1_sprite.bitmap = battleback1_bitmap
@back1_sprite.z = 0
center_sprite(@back1_sprite)
end
#--------------------------------------------------------------------------
# * Create Battle Background (Wall) Sprite
#--------------------------------------------------------------------------
def create_battleback2
@back2_sprite = Sprite.new(@viewport1)
@back2_sprite.bitmap = battleback2_bitmap
@back2_sprite.z = 1
center_sprite(@back2_sprite)
end
#--------------------------------------------------------------------------
# * Get Battle Background (Floor) Bitmap
#--------------------------------------------------------------------------
def battleback1_bitmap
if battleback1_name
Cache.battleback1(battleback1_name)
else
create_blurry_background_bitmap
end
end
#--------------------------------------------------------------------------
# * Get Battle Background (Wall) Bitmap
#--------------------------------------------------------------------------
def battleback2_bitmap
if battleback2_name
Cache.battleback2(battleback2_name)
else
Bitmap.new(1, 1)
end
end
#--------------------------------------------------------------------------
# * Create Battle Background Bitmap from Processed Map Screen
#--------------------------------------------------------------------------
def create_blurry_background_bitmap
source = SceneManager.background_bitmap
bitmap = Bitmap.new(640, 480)
bitmap.stretch_blt(bitmap.rect, source, source.rect)
bitmap.radial_blur(120, 16)
bitmap
end
#--------------------------------------------------------------------------
# * Get Filename of Battle Background (Floor)
#--------------------------------------------------------------------------
def battleback1_name
if $BTEST
$data_system.battleback1_name
elsif $game_map.battleback1_name
$game_map.battleback1_name
elsif $game_map.overworld?
overworld_battleback1_name
end
end
#--------------------------------------------------------------------------
# * Get Filename of Battle Background (Wall)
#--------------------------------------------------------------------------
def battleback2_name
if $BTEST
$data_system.battleback2_name
elsif $game_map.battleback2_name
$game_map.battleback2_name
elsif $game_map.overworld?
overworld_battleback2_name
end
end
#--------------------------------------------------------------------------
# * Get Filename of Field Battle Background (Floor)
#--------------------------------------------------------------------------
def overworld_battleback1_name
$game_player.vehicle ? ship_battleback1_name : normal_battleback1_name
end
#--------------------------------------------------------------------------
# * Get Filename of Field Battle Background (Wall)
#--------------------------------------------------------------------------
def overworld_battleback2_name
$game_player.vehicle ? ship_battleback2_name : normal_battleback2_name
end
#--------------------------------------------------------------------------
# * Get Filename of Normal Battle Background (Floor)
#--------------------------------------------------------------------------
def normal_battleback1_name
terrain_battleback1_name(autotile_type(1)) ||
terrain_battleback1_name(autotile_type(0)) ||
default_battleback1_name
end
#--------------------------------------------------------------------------
# * Get Filename of Normal Battle Background (Wall)
#--------------------------------------------------------------------------
def normal_battleback2_name
terrain_battleback2_name(autotile_type(1)) ||
terrain_battleback2_name(autotile_type(0)) ||
default_battleback2_name
end
#--------------------------------------------------------------------------
# * Get Filename of Battle Background (Floor) Corresponding to Terrain
#--------------------------------------------------------------------------
def terrain_battleback1_name(type)
case type
when 24,25 # Wasteland
"Wasteland"
when 26,27 # Dirt field
"DirtField"
when 32,33 # Desert
"Desert"
when 34 # Rocks
"Lava1"
when 35 # Rocks (lava)
"Lava2"
when 40,41 # Snowfield
"Snowfield"
when 42 # Clouds
"Clouds"
when 4,5 # Poisonous swamp
"PoisonSwamp"
end
end
#--------------------------------------------------------------------------
# * Get Filename of Battle Background (Wall) Corresponding to Terrain
#--------------------------------------------------------------------------
def terrain_battleback2_name(type)
case type
when 20,21 # Forest
"Forest1"
when 22,30,38 # Low hill
"Cliff"
when 24,25,26,27 # Wasteland, dirt field
"Wasteland"
when 32,33 # Desert
"Desert"
when 34,35 # Rocks
"Lava"
when 40,41 # Snowfield
"Snowfield"
when 42 # Clouds
"Clouds"
when 4,5 # Poisonous swamp
"PoisonSwamp"
end
end
#--------------------------------------------------------------------------
# * Get Filename of Default Battle Background (Floor)
#--------------------------------------------------------------------------
def default_battleback1_name
"Grassland"
end
#--------------------------------------------------------------------------
# * Get Filename of Default Battle Background (Wall)
#--------------------------------------------------------------------------
def default_battleback2_name
"Grassland"
end
#--------------------------------------------------------------------------
# * Get Filename of Battle Background (Floor) When on Ship
#--------------------------------------------------------------------------
def ship_battleback1_name
"Ship"
end
#--------------------------------------------------------------------------
# * Get Filename of Battle Background (Wall) When on Ship
#--------------------------------------------------------------------------
def ship_battleback2_name
"Ship"
end
#--------------------------------------------------------------------------
# * Get Type of Auto Tile at Player's Feet
#--------------------------------------------------------------------------
def autotile_type(z)
$game_map.autotile_type($game_player.x, $game_player.y, z)
end
#--------------------------------------------------------------------------
# * Move Sprite to Screen Center
#--------------------------------------------------------------------------
def center_sprite(sprite)
sprite.ox = sprite.bitmap.width / 2
sprite.oy = sprite.bitmap.height / 2
sprite.x = Graphics.width / 2
sprite.y = Graphics.height / 2
end
#--------------------------------------------------------------------------
# * Create Enemy Sprite
#--------------------------------------------------------------------------
def create_enemies
@enemy_sprites = $game_troop.members.reverse.collect do |enemy|
Sprite_Battler.new(@viewport1, enemy)
end
end
#--------------------------------------------------------------------------
# * Create Actor Sprite
# By default, the actor image is not displayed, but for convenience
# a dummy sprite is created for treating enemies and allies the same.
#--------------------------------------------------------------------------
def create_actors
@actor_sprites = Array.new(4) { Sprite_Battler.new(@viewport1) }
end
#--------------------------------------------------------------------------
# * Create Picture Sprite
# Create an empty array in the initial state and then add to it as
# necessary.
#--------------------------------------------------------------------------
def create_pictures
@picture_sprites = []
end
#--------------------------------------------------------------------------
# * Create Timer Sprite
#--------------------------------------------------------------------------
def create_timer
@timer_sprite = Sprite_Timer.new(@viewport2)
end
#--------------------------------------------------------------------------
# * Free
#--------------------------------------------------------------------------
def dispose
dispose_battleback1
dispose_battleback2
dispose_enemies
dispose_actors
dispose_pictures
dispose_timer
dispose_viewports
end
#--------------------------------------------------------------------------
# * Free Battle Background (Floor) Sprite
#--------------------------------------------------------------------------
def dispose_battleback1
@back1_sprite.bitmap.dispose
@back1_sprite.dispose
end
#--------------------------------------------------------------------------
# * Free Battle Background (Wall) Sprite
#--------------------------------------------------------------------------
def dispose_battleback2
@back2_sprite.bitmap.dispose
@back2_sprite.dispose
end
#--------------------------------------------------------------------------
# * Free Enemy Sprite
#--------------------------------------------------------------------------
def dispose_enemies
@enemy_sprites.each {|sprite| sprite.dispose }
end
#--------------------------------------------------------------------------
# * Free Actor Sprite
#--------------------------------------------------------------------------
def dispose_actors
@actor_sprites.each {|sprite| sprite.dispose }
end
#--------------------------------------------------------------------------
# * Free Picture Sprite
#--------------------------------------------------------------------------
def dispose_pictures
@picture_sprites.compact.each {|sprite| sprite.dispose }
end
#--------------------------------------------------------------------------
# * Free Timer Sprite
#--------------------------------------------------------------------------
def dispose_timer
@timer_sprite.dispose
end
#--------------------------------------------------------------------------
# * Free Viewport
#--------------------------------------------------------------------------
def dispose_viewports
@viewport1.dispose
@viewport2.dispose
@viewport3.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
update_battleback1
update_battleback2
update_enemies
update_actors
update_pictures
update_timer
update_viewports
end
#--------------------------------------------------------------------------
# * Update Battle Background (Floor) Sprite
#--------------------------------------------------------------------------
def update_battleback1
@back1_sprite.update
end
#--------------------------------------------------------------------------
# * Update Battle Background (Wall) Sprite
#--------------------------------------------------------------------------
def update_battleback2
@back2_sprite.update
end
#--------------------------------------------------------------------------
# * Update Enemy Sprite
#--------------------------------------------------------------------------
def update_enemies
@enemy_sprites.each {|sprite| sprite.update }
end
#--------------------------------------------------------------------------
# * Update Actor Sprite
#--------------------------------------------------------------------------
def update_actors
@actor_sprites.each_with_index do |sprite, i|
sprite.battler = $game_party.members[i]
sprite.update
end
end
#--------------------------------------------------------------------------
# *Update Picture Sprite
#--------------------------------------------------------------------------
def update_pictures
$game_troop.screen.pictures.each do |pic|
@picture_sprites[pic.number] ||= Sprite_Picture.new(@viewport2, pic)
@picture_sprites[pic.number].update
end
end
#--------------------------------------------------------------------------
# * Update Timer Sprite
#--------------------------------------------------------------------------
def update_timer
@timer_sprite.update
end
#--------------------------------------------------------------------------
# * Update Viewport
#--------------------------------------------------------------------------
def update_viewports
@viewport1.tone.set($game_troop.screen.tone)
@viewport1.ox = $game_troop.screen.shake
@viewport2.color.set($game_troop.screen.flash_color)
@viewport3.color.set(0, 0, 0, 255 - $game_troop.screen.brightness)
@viewport1.update
@viewport2.update
@viewport3.update
end
#--------------------------------------------------------------------------
# * Get Enemy and Actor Sprites
#--------------------------------------------------------------------------
def battler_sprites
@enemy_sprites + @actor_sprites
end
#--------------------------------------------------------------------------
# * Determine if Animation is Being Displayed
#--------------------------------------------------------------------------
def animation?
battler_sprites.any? {|sprite| sprite.animation? }
end
#--------------------------------------------------------------------------
# * Determine if Effect Is Executing
#--------------------------------------------------------------------------
def effect?
battler_sprites.any? {|sprite| sprite.effect? }
end
end