Class: RPG::Sprite
Constant Summary collapse
- @@_animations =
[]
- @@_reference_count =
{}
Instance Attribute Summary
Attributes inherited from Sprite
#angle, #bitmap, #blend_type, #bush_depth, #color, #mirror, #opacity, #ox, #oy, #src_rect, #tone, #viewport, #visible, #x, #y, #z, #zoom_x, #zoom_y
Instance Method Summary collapse
-
#animation(animation, hit) ⇒ Object
Plays the animation specified in animation (Animation) on the indicated sprite.
- #animation_process_timing(timing, hit) ⇒ Object
- #animation_set_sprites(sprites, cell_data, position) ⇒ Object
-
#appear ⇒ Object
Smoothly transitions a sprite from transparent to opaque.
-
#blink? ⇒ Boolean
Returns TRUE when the blink effect is on.
-
#blink_off ⇒ Object
Turns the blink effect off.
-
#blink_on ⇒ Object
Turns the blink effect on.
-
#collapse ⇒ Object
Blends red with a sprite’s color information and smoothly transitions it to transparent.
-
#damage(value, critical) ⇒ Object
Displays the amount of damage or the word “Miss!”in a pop-up in front of the sprite.
- #dispose ⇒ Object
- #dispose_animation ⇒ Object
- #dispose_damage ⇒ Object
- #dispose_loop_animation ⇒ Object
-
#effect? ⇒ Boolean
Returns TRUE when whiten, appear, escape, collapse, damage, or animation is on.
-
#escape ⇒ Object
Smoothly transitions a sprite from opaque to transparent.
-
#initialize(viewport = nil) ⇒ Sprite
constructor
A new instance of Sprite.
-
#loop_animation(animation) ⇒ Object
Plays the animation specified in animation (Animation) in a loop on the indicated sprite.
-
#update ⇒ Object
Refreshes each effect.
- #update_animation ⇒ Object
- #update_loop_animation ⇒ Object
-
#whiten ⇒ Object
Makes sprite white for a weak flash effect.
- #x=(x) ⇒ Object
- #y=(y) ⇒ Object
Methods inherited from Sprite
Constructor Details
#initialize(viewport = nil) ⇒ Sprite
Returns a new instance of Sprite.
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# File 'lib/rpg/sprite.rb', line 9 def initialize( = nil) super() @_whiten_duration = 0 @_appear_duration = 0 @_escape_duration = 0 @_collapse_duration = 0 @_damage_duration = 0 @_animation_duration = 0 @_blink = false end |
Instance Method Details
#animation(animation, hit) ⇒ Object
Plays the animation specified in animation (Animation) on the indicated sprite.
If hit is TRUE, then it will be handled as a hit; if FALSE, as a miss. This is used as a condition in [SE and Flash Timing].
The animation sprite is displayed at a Z-coordinate of 2000.
If the animation has multiple targets, simply call this method for each sprite. The class will automatically make all decisions internally, thus avoiding any overlapping of animations whose positions are set to [Screen].
The animation graphic(s) to be displayed are retrieved from the Cache module and, to save memory, are freed as soon as the animation is done playing. Therefore, the class uses an internal reference count. Usually there is no need to be conscious of this fact, but care must be taken when using an Cache module animation graphic in an external context.
If animation is set to nil, the animation will stop.
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# File 'lib/rpg/sprite.rb', line 148 def animation(animation, hit) dispose_animation @_animation = animation return if @_animation == nil @_animation_hit = hit @_animation_duration = @_animation.frame_max animation_name = @_animation.animation_name animation_hue = @_animation.animation_hue bitmap = RPG::Cache.animation(animation_name, animation_hue) if @@_reference_count.include?(bitmap) @@_reference_count[bitmap] += 1 else @@_reference_count[bitmap] = 1 end @_animation_sprites = [] if @_animation.position != 3 or not @@_animations.include?(animation) for i in 0..15 sprite = ::Sprite.new(self.) sprite.bitmap = bitmap sprite.visible = false @_animation_sprites.push(sprite) end unless @@_animations.include?(animation) @@_animations.push(animation) end end update_animation end |
#animation_process_timing(timing, hit) ⇒ Object
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# File 'lib/rpg/sprite.rb', line 413 def animation_process_timing(timing, hit) if (timing.condition == 0) or (timing.condition == 1 and hit == true) or (timing.condition == 2 and hit == false) if timing.se.name != "" se = timing.se Audio.se_play("Audio/SE/" + se.name, se.volume, se.pitch) end case timing.flash_scope when 1 self.flash(timing.flash_color, timing.flash_duration * 2) when 2 if self. != nil self..flash(timing.flash_color, timing.flash_duration * 2) end when 3 self.flash(nil, timing.flash_duration * 2) end end end |
#animation_set_sprites(sprites, cell_data, position) ⇒ Object
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# File 'lib/rpg/sprite.rb', line 375 def animation_set_sprites(sprites, cell_data, position) for i in 0..15 sprite = sprites[i] pattern = cell_data[i, 0] if sprite == nil or pattern == nil or pattern == -1 sprite.visible = false if sprite != nil next end sprite.visible = true sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192) if position == 3 if self. != nil sprite.x = self..rect.width / 2 sprite.y = self..rect.height - 160 else sprite.x = 320 sprite.y = 240 end else sprite.x = self.x - self.ox + self.src_rect.width / 2 sprite.y = self.y - self.oy + self.src_rect.height / 2 sprite.y -= self.src_rect.height / 4 if position == 0 sprite.y += self.src_rect.height / 4 if position == 2 end sprite.x += cell_data[i, 1] sprite.y += cell_data[i, 2] sprite.z = 2000 sprite.ox = 96 sprite.oy = 96 sprite.zoom_x = cell_data[i, 3] / 100.0 sprite.zoom_y = cell_data[i, 3] / 100.0 sprite.angle = cell_data[i, 4] sprite.mirror = (cell_data[i, 5] == 1) sprite.opacity = cell_data[i, 6] * self.opacity / 255.0 sprite.blend_type = cell_data[i, 7] end end |
#appear ⇒ Object
Smoothly transitions a sprite from transparent to opaque. Used when a character is revived and when an enemy appears.
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# File 'lib/rpg/sprite.rb', line 39 def appear self.blend_type = 0 self.color.set(0, 0, 0, 0) self.opacity = 0 @_appear_duration = 16 @_whiten_duration = 0 @_escape_duration = 0 @_collapse_duration = 0 end |
#blink? ⇒ Boolean
Returns TRUE when the blink effect is on.
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# File 'lib/rpg/sprite.rb', line 273 def blink? @_blink end |
#blink_off ⇒ Object
Turns the blink effect off.
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# File 'lib/rpg/sprite.rb', line 265 def blink_off if @_blink @_blink = false self.color.set(0, 0, 0, 0) end end |
#blink_on ⇒ Object
Turns the blink effect on. Makes a sprite glow white, then repeats the effect at set intervals. Used on an actor while entering commands.
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# File 'lib/rpg/sprite.rb', line 257 def blink_on unless @_blink @_blink = true @_blink_count = 0 end end |
#collapse ⇒ Object
Blends red with a sprite’s color information and smoothly transitions it to transparent. Used when HP reaches 0 and the character collapses.
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# File 'lib/rpg/sprite.rb', line 64 def collapse self.blend_type = 1 self.color.set(255, 64, 64, 255) self.opacity = 255 @_collapse_duration = 48 @_whiten_duration = 0 @_appear_duration = 0 @_escape_duration = 0 end |
#damage(value, critical) ⇒ Object
Displays the amount of damage or the word “Miss!”in a pop-up in front of the sprite.
If value is a positive number, the amount of normal damage will be displayed in white. If it is a negative number, the amount of recovery will be displayed in green with no negative sign. If value is text, it will be displayed in white, as is.
If critical is set to TRUE, the word “CRITICAL” will be displayed above the damage amount.
The damage sprite is displayed at a Z-coordinate of 3000.
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# File 'lib/rpg/sprite.rb', line 86 def damage(value, critical) dispose_damage if value.is_a?(Numeric) damage_string = value.abs.to_s else damage_string = value.to_s end bitmap = Bitmap.new(160, 48) bitmap.font.name = "Arial Black" bitmap.font.size = 32 bitmap.font.color.set(0, 0, 0) bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1) bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1) bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1) bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1) if value.is_a?(Numeric) and value < 0 bitmap.font.color.set(176, 255, 144) else bitmap.font.color.set(255, 255, 255) end bitmap.draw_text(0, 12, 160, 36, damage_string, 1) if critical bitmap.font.size = 20 bitmap.font.color.set(0, 0, 0) bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1) bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1) bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1) bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1) bitmap.font.color.set(255, 255, 255) bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1) end @_damage_sprite = ::Sprite.new(self.) @_damage_sprite.bitmap = bitmap @_damage_sprite.ox = 80 @_damage_sprite.oy = 20 @_damage_sprite.x = self.x @_damage_sprite.y = self.y - self.oy / 2 @_damage_sprite.z = 3000 @_damage_duration = 40 end |
#dispose ⇒ Object
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# File 'lib/rpg/sprite.rb', line 19 def dispose dispose_damage dispose_animation dispose_loop_animation super end |
#dispose_animation ⇒ Object
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# File 'lib/rpg/sprite.rb', line 220 def dispose_animation if @_animation_sprites != nil sprite = @_animation_sprites[0] if sprite != nil @@_reference_count[sprite.bitmap] -= 1 if @@_reference_count[sprite.bitmap] == 0 sprite.bitmap.dispose end end for sprite in @_animation_sprites sprite.dispose end @_animation_sprites = nil @_animation = nil end end |
#dispose_damage ⇒ Object
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# File 'lib/rpg/sprite.rb', line 211 def dispose_damage if @_damage_sprite != nil @_damage_sprite.bitmap.dispose @_damage_sprite.dispose @_damage_sprite = nil @_damage_duration = 0 end end |
#dispose_loop_animation ⇒ Object
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# File 'lib/rpg/sprite.rb', line 237 def dispose_loop_animation if @_loop_animation_sprites != nil sprite = @_loop_animation_sprites[0] if sprite != nil @@_reference_count[sprite.bitmap] -= 1 if @@_reference_count[sprite.bitmap] == 0 sprite.bitmap.dispose end end for sprite in @_loop_animation_sprites sprite.dispose end @_loop_animation_sprites = nil @_loop_animation = nil end end |
#effect? ⇒ Boolean
Returns TRUE when whiten, appear, escape, collapse, damage, or animation is on.
Neither loop_animation nor blink have any effect,
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# File 'lib/rpg/sprite.rb', line 281 def effect? @_whiten_duration > 0 or @_appear_duration > 0 or @_escape_duration > 0 or @_collapse_duration > 0 or @_damage_duration > 0 or @_animation_duration > 0 end |
#escape ⇒ Object
Smoothly transitions a sprite from opaque to transparent. Used when an enemy runs away.
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# File 'lib/rpg/sprite.rb', line 51 def escape self.blend_type = 0 self.color.set(0, 0, 0, 0) self.opacity = 255 @_escape_duration = 32 @_whiten_duration = 0 @_appear_duration = 0 @_collapse_duration = 0 end |
#loop_animation(animation) ⇒ Object
Plays the animation specified in animation (Animation) in a loop on the indicated sprite.
Unlike normal animations, will loop back to the first frame after reaching the last frame, with no pause. Can be displayed at the same time as a normal animation. This method is used to display the animation specified in the status class (RPG::State).
If animation is set to nil, the animation will stop.
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# File 'lib/rpg/sprite.rb', line 186 def loop_animation(animation) return if animation == @_loop_animation dispose_loop_animation @_loop_animation = animation return if @_loop_animation == nil @_loop_animation_index = 0 animation_name = @_loop_animation.animation_name animation_hue = @_loop_animation.animation_hue bitmap = RPG::Cache.animation(animation_name, animation_hue) if @@_reference_count.include?(bitmap) @@_reference_count[bitmap] += 1 else @@_reference_count[bitmap] = 1 end @_loop_animation_sprites = [] for i in 0..15 sprite = ::Sprite.new(self.) sprite.bitmap = bitmap sprite.visible = false @_loop_animation_sprites.push(sprite) end update_loop_animation end |
#update ⇒ Object
Refreshes each effect. As a rule, this method is called once per frame.
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# File 'lib/rpg/sprite.rb', line 291 def update super if @_whiten_duration > 0 @_whiten_duration -= 1 self.color.alpha = 128 - (16 - @_whiten_duration) * 10 end if @_appear_duration > 0 @_appear_duration -= 1 self.opacity = (16 - @_appear_duration) * 16 end if @_escape_duration > 0 @_escape_duration -= 1 self.opacity = 256 - (32 - @_escape_duration) * 10 end if @_collapse_duration > 0 @_collapse_duration -= 1 self.opacity = 256 - (48 - @_collapse_duration) * 6 end if @_damage_duration > 0 @_damage_duration -= 1 case @_damage_duration when 38..39 @_damage_sprite.y -= 4 when 36..37 @_damage_sprite.y -= 2 when 34..35 @_damage_sprite.y += 2 when 28..33 @_damage_sprite.y += 4 end @_damage_sprite.opacity = 256 - (12 - @_damage_duration) * 32 if @_damage_duration == 0 dispose_damage end end if @_animation != nil and (Graphics.frame_count % 2 == 0) @_animation_duration -= 1 update_animation end if @_loop_animation != nil and (Graphics.frame_count % 2 == 0) update_loop_animation @_loop_animation_index += 1 @_loop_animation_index %= @_loop_animation.frame_max end if @_blink @_blink_count = (@_blink_count + 1) % 32 if @_blink_count < 16 alpha = (16 - @_blink_count) * 6 else alpha = (@_blink_count - 16) * 6 end self.color.set(255, 255, 255, alpha) end @@_animations.clear end |
#update_animation ⇒ Object
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# File 'lib/rpg/sprite.rb', line 347 def update_animation if @_animation_duration > 0 frame_index = @_animation.frame_max - @_animation_duration cell_data = @_animation.frames[frame_index].cell_data position = @_animation.position animation_set_sprites(@_animation_sprites, cell_data, position) for timing in @_animation.timings if timing.frame == frame_index animation_process_timing(timing, @_animation_hit) end end else dispose_animation end end |
#update_loop_animation ⇒ Object
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# File 'lib/rpg/sprite.rb', line 363 def update_loop_animation frame_index = @_loop_animation_index cell_data = @_loop_animation.frames[frame_index].cell_data position = @_loop_animation.position animation_set_sprites(@_loop_animation_sprites, cell_data, position) for timing in @_loop_animation.timings if timing.frame == frame_index animation_process_timing(timing, true) end end end |
#whiten ⇒ Object
Makes sprite white for a weak flash effect. Used when a battler is moving.
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# File 'lib/rpg/sprite.rb', line 27 def whiten self.blend_type = 0 self.color.set(255, 255, 255, 128) self.opacity = 255 @_whiten_duration = 16 @_appear_duration = 0 @_escape_duration = 0 @_collapse_duration = 0 end |
#x=(x) ⇒ Object
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# File 'lib/rpg/sprite.rb', line 434 def x=(x) sx = x - self.x if sx != 0 if @_animation_sprites != nil for i in 0..15 @_animation_sprites[i].x += sx end end if @_loop_animation_sprites != nil for i in 0..15 @_loop_animation_sprites[i].x += sx end end end super end |
#y=(y) ⇒ Object
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# File 'lib/rpg/sprite.rb', line 451 def y=(y) sy = y - self.y if sy != 0 if @_animation_sprites != nil for i in 0..15 @_animation_sprites[i].y += sy end end if @_loop_animation_sprites != nil for i in 0..15 @_loop_animation_sprites[i].y += sy end end end super end |