RPG::Sprite

Class for sprites added to various effect handling used within RPGXP.

Superclass

Methods

whiten

Makes sprite white for a weak flash effect. Used when a battler is moving.

appear

Smoothly transitions a sprite from transparent to opaque. Used when a character is revived and when an enemy appears.

escape

Smoothly transitions a sprite from opaque to transparent. Used when an enemy runs away.

collapse

Blends red with a sprite's color information and smoothly transitions it to transparent. Used when HP reaches 0 and the character collapses.

damage(value, critical)

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.

animation(animation, hit)

Plays the animation specified in animation (RPG::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 RPG::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 RPG::Cache module animation graphic in an external context.

If animation is set to nil, the animation will stop.

loop_animation(animation)

Plays the animation specified in animation (RPG::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.

blink_on

Turns the blink effect on. Makes a sprite glow white, then repeats the effect at set intervals. Used on an actor while entering commands.

blink_off

Turns the blink effect off.

blink?

Returns TRUE when the blink effect is on.

effect?

Returns TRUE when whiten, appear, escape, collapse, damage, or animation is on.

Neither loop_animation nor blink have any effect,

update

Refreshes each effect. As a rule, this method is called once per frame.

Definition

module RPG
  class Sprite < ::Sprite
    @@_animations = []
    @@_reference_count = {}
    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
    def dispose
      dispose_damage
      dispose_animation
      dispose_loop_animation
      super
    end
    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
    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
    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
    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
    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.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
    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
    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
    def dispose_damage
      if @_damage_sprite != nil
        @_damage_sprite.bitmap.dispose
        @_damage_sprite.dispose
        @_damage_sprite = nil
        @_damage_duration = 0
      end
    end
    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
    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
    def blink_on
      unless @_blink
        @_blink = true
        @_blink_count = 0
      end
    end
    def blink_off
      if @_blink
        @_blink = false
        self.color.set(0, 0, 0, 0)
      end
    end
    def blink?
      @_blink
    end
    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
    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
    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
    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
    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
    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
    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
    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
  end
end
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