mkxp/scripts/Sprite_Character.rb

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2015-11-17 20:35:51 +00:00
#==============================================================================
# ** Sprite_Character
#------------------------------------------------------------------------------
# This sprite is used to display the character.It observes the Game_Character
# class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Character
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#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :character # character
#--------------------------------------------------------------------------
# * Object Initialization
# viewport : viewport
# light_viewport : light viewport
# character : character (Game_Character)
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#--------------------------------------------------------------------------
def initialize(viewport, light_viewport, character = nil)
@sprite = Sprite.new(viewport)
@light_sprite = Sprite.new(light_viewport)
@light_sprite.blend_type = 1
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@character = character
update
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update sprites
@sprite.update
@light_sprite.update
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# If tile ID, file name, or hue are different from current ones
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue
# Remember tile ID, file name, and hue
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
# If tile ID value is valid
if @tile_id >= 384
@sprite.bitmap = RPG::Cache.tile($game_map.tileset_name,
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@tile_id, @character.character_hue)
@light_sprite.visible = false
@sprite.src_rect.set(0, 0, 32, 32)
@light_sprite.src_rect.set(0, 0, 32, 32)
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self.ox = 16
self.oy = 32
# If tile ID value is invalid
else
@sprite.bitmap = RPG::Cache.character(@character.character_name,
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@character.character_hue)
begin
@light_sprite.bitmap = RPG::Cache.lightmap(@character.character_name)
@light_sprite.visible = true
rescue
@light_sprite.bitmap = nil
@light_sprite.visible = false
end
@cw = @sprite.bitmap.width / 4
@ch = @sprite.bitmap.height / 4
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self.ox = @cw / 2
self.oy = @ch
end
end
# Set visible situation
self.visible = (not @character.transparent)
# If graphic is character
if @tile_id == 0
# Set rectangular transfer
sx = @character.pattern * @cw
sy = (@character.direction - 2) / 2 * @ch
@sprite.src_rect.set(sx, sy, @cw, @ch)
@light_sprite.src_rect.set(sx, sy, @cw, @ch)
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end
# Set sprite coordinates
self.x = @character.screen_x
self.y = @character.screen_y
self.z = @character.screen_z(@ch)
# Set opacity level, blend method, and bush depth
self.opacity = @character.opacity
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
# Animation
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
end
#--------------------------------------------------------------------------
# * Sprite attribute wrapper
#--------------------------------------------------------------------------
def self.sprite_attr(*args)
args.each do |arg|
class_eval("def #{arg};@sprite.#{arg};end")
class_eval("def #{arg}=(val);@sprite.#{arg}=val;@light_sprite.#{arg}=val;end")
end
end
#--------------------------------------------------------------------------
# * RPG::Sprite methods
#--------------------------------------------------------------------------
def whiten
@sprite.whiten
@light_sprite.whiten
end
def appear
@sprite.appear
@light_sprite.appear
end
def escape
@sprite.escape
@light_sprite.escape
end
def collapse
@sprite.collapse
@light_sprite.collapse
end
def damage(value, critical)
@sprite.damage(value, critical)
end
def animation(animation, hit)
@sprite.animation(animation, hit)
end
def loop_animation(animation, hit)
@sprite.loop_animation(animation)
end
def blink_on
@sprite.blink_on
@light_sprite.blink_on
end
def blink_off
@sprite.blink_off
@light_sprite.blink_off
end
def blink?
@sprite.blink?
end
def effect?
@sprite.effect?
end
#--------------------------------------------------------------------------
# * Sprite methods
#--------------------------------------------------------------------------
def dispose
@sprite.dispose
@light_sprite.dispose
@sprite = nil
@light_sprite = nil
end
def disposed?
@sprite == nil
end
def flash(color, duration)
@sprite.flash(color, duration)
@light_sprite.flash(color, duration)
end
#--------------------------------------------------------------------------
# * Sprite properties
#--------------------------------------------------------------------------
sprite_attr :src_rect
sprite_attr :visible
sprite_attr :x, :y, :z
sprite_attr :ox, :oy
sprite_attr :zoom_x, :zoom_y
sprite_attr :angle
sprite_attr :mirror
sprite_attr :bush_depth
sprite_attr :opacity
sprite_attr :color
sprite_attr :tone
def blend_type
@sprite.blend_type
end
def blend_type=(val)
@sprite.blend_type = val
end
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end