Class: RPG::Sprite

Inherits:
Sprite show all
Defined in:
scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb,
scripts/01600 Alpha 25 Battle Engine/99999 Pokemon_Script_Project/00100 RPG__Sprite.rb

Direct Known Subclasses

Sprite_Character

Constant Summary collapse

SHADER =
<<~EOSHADER
  uniform sampler2D texture;
  uniform float hue;

  // Source: https://gist.github.com/mairod/a75e7b44f68110e1576d77419d608786
  vec3 hueShift( vec3 color, float hueAdjust ) {

    const vec3  kRGBToYPrime = vec3 (0.299, 0.587, 0.114);
    const vec3  kRGBToI      = vec3 (0.596, -0.275, -0.321);
    const vec3  kRGBToQ      = vec3 (0.212, -0.523, 0.311);

    const vec3  kYIQToR     = vec3 (1.0, 0.956, 0.621);
    const vec3  kYIQToG     = vec3 (1.0, -0.272, -0.647);
    const vec3  kYIQToB     = vec3 (1.0, -1.107, 1.704);

    float   YPrime  = dot (color, kRGBToYPrime);
    float   I       = dot (color, kRGBToI);
    float   Q       = dot (color, kRGBToQ);
    float   hue     = atan (Q, I);
    float   chroma  = sqrt (I * I + Q * Q);

    hue += hueAdjust;

    Q = chroma * sin (hue);
    I = chroma * cos (hue);

    vec3    yIQ   = vec3 (YPrime, I, Q);

    return vec3( dot (yIQ, kYIQToR), dot (yIQ, kYIQToG), dot (yIQ, kYIQToB) );
  }

  void main() {
    vec4 color = texture2D(texture, gl_TexCoord[0].xy);
    color.rgb = hueShift(color.rgb, hue);
    gl_FragColor = color * gl_Color;
  }
EOSHADER
TARGET_SHADER =
<<~EOSHADER
  uniform vec4 color;
  uniform sampler2D texture;

  void main() {
    vec4 frag = texture2D(texture, gl_TexCoord[0].xy);
    // Tone&Color process
    frag.rgb = mix(frag.rgb, color.rgb, color.a);
    frag.a *= gl_Color.a;
    // Result
    gl_FragColor = frag;
  }
EOSHADER
@@_animations =
[]
@@_reference_count =
{}

Instance Attribute Summary collapse

Attributes inherited from LiteRGSS::ShaderedSprite

#blendmode, #shader

Attributes inherited from LiteRGSS::Sprite

#__index__, #angle, #bitmap, #height, #mirror, #opacity, #ox, #oy, #src_rect, #viewport, #visible, #width, #x, #y, #z, #zoom, #zoom_x, #zoom_y

Instance Method Summary collapse

Methods inherited from Sprite

#load, #mouse_in?, #set_origin_div, #set_rect, #set_rect_div, #set_z, #simple_mouse_in?, #translate_mouse_coords

Methods inherited from LiteRGSS::Sprite

new, #set_origin, #set_position

Methods inherited from LiteRGSS::Disposable

#disposed?

Constructor Details

#initialize(viewport = nil) ⇒ Sprite

Returns a new instance of Sprite.



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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 201

def initialize(viewport = nil)
  super(viewport)
  @_whiten_duration = 0
  @_appear_duration = 0
  @_escape_duration = 0
  @_collapse_duration = 0
  @_damage_duration = 0
  @_animation_duration = 0
  @_blink = false
end

Instance Attribute Details

#blend_type

Returns the value of attribute blend_type.



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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 187

def blend_type
  @blend_type
end

#bush_depth

Returns the value of attribute bush_depth.



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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 188

def bush_depth
  @bush_depth
end

#color

Returns the value of attribute color.



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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 190

def color
  @color
end

#tone

Returns the value of attribute tone.



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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 189

def tone
  @tone
end

Instance Method Details

#animation(animation, hit, reverse = false)



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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 293

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.viewport)
      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)



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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 525

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.viewport != nil
        self.viewport.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)



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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 488

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.viewport != nil
        sprite.x = self.viewport.rect.width / 2
        sprite.y = self.viewport.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



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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 226

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:

  • (Boolean)


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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 396

def blink?
  @_blink
end


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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 390

def blink_off
  if @_blink
    @_blink = false
    self.color.set(0, 0, 0, 0)
  end
end


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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 384

def blink_on
  unless @_blink
    @_blink = true
    @_blink_count = 0
  end
end

#collapse



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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 244

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)



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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 253

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 = Texture.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.viewport)
  @_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



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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 211

def dispose
  dispose_damage
  dispose_animation
  dispose_loop_animation
  super
end

#dispose_animation



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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 352

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



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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 344

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



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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 368

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:

  • (Boolean)


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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 399

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



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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 235

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

#flash(color, duration)



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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 191

def flash(*args)
end

#handle_flash



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# File 'scripts/01600 Alpha 25 Battle Engine/99999 Pokemon_Script_Project/00100 RPG__Sprite.rb', line 218

def handle_flash
  return if @flash_duration == 0

  @flash_duration -= 1
  if @flash_color
    color.set(
      @flash_color.red,
      @flash_color.green,
      @flash_color.blue,
      @flash_color.alpha * @flash_duration / @flash_total_duration
    )
  else
    self.visible = @flash_duration <= 0
  end
end

#loop_animation(animation)



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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 321

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.viewport)
    sprite.bitmap = bitmap
    sprite.visible = false
    @_loop_animation_sprites.push(sprite)
  end
  update_loop_animation
end

#register_position



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# File 'scripts/01600 Alpha 25 Battle Engine/99999 Pokemon_Script_Project/00100 RPG__Sprite.rb', line 83

def register_position
  @_registered_x = x
  @_registered_ox = ox
  @_registered_y = y
  @_registered_oy = oy
end

#reset_position



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# File 'scripts/01600 Alpha 25 Battle Engine/99999 Pokemon_Script_Project/00100 RPG__Sprite.rb', line 90

def reset_position
  self.x = @_registered_x
  self.ox = @_registered_ox
  self.y = @_registered_y
  self.oy = @_registered_oy
end

#update



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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 407

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



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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 462

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



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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 477

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



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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 217

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)



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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 545

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)



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# File 'scripts/00000 Dependencies/00001 LiteRGSS2/99999 RMXP_DATA.rb', line 561

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