Class: Sprite_Base
- Inherits:
-
Sprite
- Object
- Sprite
- Sprite_Base
- Defined in:
- lib/rgss3_default_scripts/Sprite_Base.rb
Overview
** Sprite_Base
A sprite class with animation display processing added.
Direct Known Subclasses
Constant Summary collapse
- @@ani_checker =
-
Class Variable
-
[]
- @@ani_spr_checker =
[]
- @@_reference_count =
{}
Instance Method Summary collapse
-
#animation? ⇒ Boolean
————————————————————————– * Determine if animation is being displayed ————————————————————————–.
-
#animation_process_timing(timing) ⇒ Object
————————————————————————– * SE and Flash Timing Processing timing : Timing data (RPG::Animation::Timing) ————————————————————————–.
-
#animation_set_sprites(frame) ⇒ Object
————————————————————————– * Set Animation Sprite frame : Frame data (RPG::Animation::Frame) ————————————————————————–.
-
#dispose ⇒ Object
————————————————————————– * Free ————————————————————————–.
-
#dispose_animation ⇒ Object
————————————————————————– * Free Animation ————————————————————————–.
-
#end_animation ⇒ Object
————————————————————————– * End Animation ————————————————————————–.
-
#initialize(viewport = nil) ⇒ Sprite_Base
constructor
————————————————————————– * Object Initialization ————————————————————————–.
-
#load_animation_bitmap ⇒ Object
————————————————————————– * Read (Load) Animation Graphics ————————————————————————–.
-
#make_animation_sprites ⇒ Object
————————————————————————– * Create Animation Spirtes ————————————————————————–.
-
#set_animation_origin ⇒ Object
————————————————————————– * Set Animation Origin ————————————————————————–.
-
#set_animation_rate ⇒ Object
————————————————————————– * Set Animation Speed ————————————————————————–.
-
#start_animation(animation, mirror = false) ⇒ Object
————————————————————————– * Start Animation ————————————————————————–.
-
#update ⇒ Object
————————————————————————– * Frame Update ————————————————————————–.
-
#update_animation ⇒ Object
————————————————————————– * Update Animation ————————————————————————–.
Constructor Details
#initialize(viewport = nil) ⇒ Sprite_Base
-
Object Initialization
17 18 19 20 21 |
# File 'lib/rgss3_default_scripts/Sprite_Base.rb', line 17 def initialize( = nil) super() @use_sprite = true # Sprite use flag @ani_duration = 0 # Remaining time of animation end |
Instance Method Details
#animation? ⇒ Boolean
-
Determine if animation is being displayed
41 42 43 |
# File 'lib/rgss3_default_scripts/Sprite_Base.rb', line 41 def animation? @animation != nil end |
#animation_process_timing(timing) ⇒ Object
-
SE and Flash Timing Processing
timing : Timing data (RPG::Animation::Timing)
219 220 221 222 223 224 225 226 227 228 229 230 231 |
# File 'lib/rgss3_default_scripts/Sprite_Base.rb', line 219 def animation_process_timing(timing) timing.se.play unless @ani_duplicated case timing.flash_scope when 1 self.flash(timing.flash_color, timing.flash_duration * @ani_rate) when 2 if && !@ani_duplicated .flash(timing.flash_color, timing.flash_duration * @ani_rate) end when 3 self.flash(nil, timing.flash_duration * @ani_rate) end end |
#animation_set_sprites(frame) ⇒ Object
-
Set Animation Sprite
frame : Frame data (RPG::Animation::Frame)
182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 |
# File 'lib/rgss3_default_scripts/Sprite_Base.rb', line 182 def animation_set_sprites(frame) cell_data = frame.cell_data @ani_sprites.each_with_index do |sprite, i| next unless sprite pattern = cell_data[i, 0] if !pattern || pattern < 0 sprite.visible = false next end sprite.bitmap = pattern < 100 ? @ani_bitmap1 : @ani_bitmap2 sprite.visible = true sprite.src_rect.set(pattern % 5 * 192, pattern % 100 / 5 * 192, 192, 192) if @ani_mirror sprite.x = @ani_ox - cell_data[i, 1] sprite.y = @ani_oy + cell_data[i, 2] sprite.angle = (360 - cell_data[i, 4]) sprite.mirror = (cell_data[i, 5] == 0) else sprite.x = @ani_ox + cell_data[i, 1] sprite.y = @ani_oy + cell_data[i, 2] sprite.angle = cell_data[i, 4] sprite.mirror = (cell_data[i, 5] == 1) end sprite.z = self.z + 300 + i 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.opacity = cell_data[i, 6] * self.opacity / 255.0 sprite.blend_type = cell_data[i, 7] end end |
#dispose ⇒ Object
-
Free
25 26 27 28 |
# File 'lib/rgss3_default_scripts/Sprite_Base.rb', line 25 def dispose super dispose_animation end |
#dispose_animation ⇒ Object
-
Free Animation
132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 |
# File 'lib/rgss3_default_scripts/Sprite_Base.rb', line 132 def dispose_animation if @ani_bitmap1 @@_reference_count[@ani_bitmap1] -= 1 if @@_reference_count[@ani_bitmap1] == 0 @ani_bitmap1.dispose end end if @ani_bitmap2 @@_reference_count[@ani_bitmap2] -= 1 if @@_reference_count[@ani_bitmap2] == 0 @ani_bitmap2.dispose end end if @ani_sprites @ani_sprites.each {|sprite| sprite.dispose } @ani_sprites = nil @animation = nil end @ani_bitmap1 = nil @ani_bitmap2 = nil end |
#end_animation ⇒ Object
-
End Animation
175 176 177 |
# File 'lib/rgss3_default_scripts/Sprite_Base.rb', line 175 def end_animation dispose_animation end |
#load_animation_bitmap ⇒ Object
-
Read (Load) Animation Graphics
68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 |
# File 'lib/rgss3_default_scripts/Sprite_Base.rb', line 68 def load_animation_bitmap animation1_name = @animation.animation1_name animation1_hue = @animation.animation1_hue animation2_name = @animation.animation2_name animation2_hue = @animation.animation2_hue @ani_bitmap1 = Cache.animation(animation1_name, animation1_hue) @ani_bitmap2 = Cache.animation(animation2_name, animation2_hue) if @@_reference_count.include?(@ani_bitmap1) @@_reference_count[@ani_bitmap1] += 1 else @@_reference_count[@ani_bitmap1] = 1 end if @@_reference_count.include?(@ani_bitmap2) @@_reference_count[@ani_bitmap2] += 1 else @@_reference_count[@ani_bitmap2] = 1 end Graphics.frame_reset end |
#make_animation_sprites ⇒ Object
-
Create Animation Spirtes
90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 |
# File 'lib/rgss3_default_scripts/Sprite_Base.rb', line 90 def make_animation_sprites @ani_sprites = [] if @use_sprite && !@@ani_spr_checker.include?(@animation) 16.times do sprite = ::Sprite.new() sprite.visible = false @ani_sprites.push(sprite) end if @animation.position == 3 @@ani_spr_checker.push(@animation) end end @ani_duplicated = @@ani_checker.include?(@animation) if !@ani_duplicated && @animation.position == 3 @@ani_checker.push(@animation) end end |
#set_animation_origin ⇒ Object
-
Set Animation Origin
110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 |
# File 'lib/rgss3_default_scripts/Sprite_Base.rb', line 110 def set_animation_origin if @animation.position == 3 if == nil @ani_ox = Graphics.width / 2 @ani_oy = Graphics.height / 2 else @ani_ox = .rect.width / 2 @ani_oy = .rect.height / 2 end else @ani_ox = x - ox + width / 2 @ani_oy = y - oy + height / 2 if @animation.position == 0 @ani_oy -= height / 2 elsif @animation.position == 2 @ani_oy += height / 2 end end end |
#set_animation_rate ⇒ Object
-
Set Animation Speed
62 63 64 |
# File 'lib/rgss3_default_scripts/Sprite_Base.rb', line 62 def set_animation_rate @ani_rate = 4 # Fixed value by default end |
#start_animation(animation, mirror = false) ⇒ Object
-
Start Animation
47 48 49 50 51 52 53 54 55 56 57 58 |
# File 'lib/rgss3_default_scripts/Sprite_Base.rb', line 47 def start_animation(animation, mirror = false) dispose_animation @animation = animation if @animation @ani_mirror = mirror set_animation_rate @ani_duration = @animation.frame_max * @ani_rate + 1 load_animation_bitmap make_animation_sprites set_animation_origin end end |
#update ⇒ Object
-
Frame Update
32 33 34 35 36 37 |
# File 'lib/rgss3_default_scripts/Sprite_Base.rb', line 32 def update super update_animation @@ani_checker.clear @@ani_spr_checker.clear end |
#update_animation ⇒ Object
-
Update Animation
156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 |
# File 'lib/rgss3_default_scripts/Sprite_Base.rb', line 156 def update_animation return unless animation? @ani_duration -= 1 if @ani_duration % @ani_rate == 0 if @ani_duration > 0 frame_index = @animation.frame_max frame_index -= (@ani_duration + @ani_rate - 1) / @ani_rate animation_set_sprites(@animation.frames[frame_index]) @animation.timings.each do |timing| animation_process_timing(timing) if timing.frame == frame_index end else end_animation end end end |