Class: Sprite_Character

Inherits:
Sprite_Base show all
Defined in:
Sprite_Character.rb

Overview

** Sprite_Character


This sprite is used to display characters. It observes an instance of the

Game_Character class and automatically changes sprite state.

Instance Attribute Summary (collapse)

Instance Method Summary (collapse)

Methods inherited from Sprite_Base

#animation?, #animation_process_timing, #animation_set_sprites, #dispose_animation, #load_animation_bitmap, #make_animation_sprites, #set_animation_origin, #set_animation_rate, #start_animation, #update_animation

Constructor Details

- (Sprite_Character) initialize(viewport, character = nil)


  • Object Initialization

    character : Game_Character



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# File 'Sprite_Character.rb', line 17

def initialize(viewport, character = nil)
  super(viewport)
  @character = character
  @balloon_duration = 0
  update
end

Instance Attribute Details

- (Object) character


  • Public Instance Variables




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# File 'Sprite_Character.rb', line 12

def character
  @character
end

Instance Method Details

- (Object) balloon_frame_index


  • Frame Number of Balloon Icon




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# File 'Sprite_Character.rb', line 223

def balloon_frame_index
  return 7 - [(@balloon_duration - balloon_wait) / balloon_speed, 0].max
end

- (Object) balloon_speed


  • Balloon Icon Display Speed




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# File 'Sprite_Character.rb', line 211

def balloon_speed
  return 8
end

- (Object) balloon_wait


  • Wait Time for Last Frame of Balloon




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# File 'Sprite_Character.rb', line 217

def balloon_wait
  return 12
end

- (Object) dispose


  • Free




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# File 'Sprite_Character.rb', line 26

def dispose
  end_animation
  end_balloon
  super
end

- (Object) dispose_balloon


  • Free Balloon Icon




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# File 'Sprite_Character.rb', line 177

def dispose_balloon
  if @balloon_sprite
    @balloon_sprite.dispose
    @balloon_sprite = nil
  end
end

- (Object) end_animation


  • End Animation




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# File 'Sprite_Character.rb', line 158

def end_animation
  super
  @character.animation_id = 0
end

- (Object) end_balloon


  • End Balloon Icon




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# File 'Sprite_Character.rb', line 204

def end_balloon
  dispose_balloon
  @character.balloon_id = 0
end

- (Boolean) graphic_changed?


  • Determine if Graphic Changed


Returns:

  • (Boolean)


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# File 'Sprite_Character.rb', line 67

def graphic_changed?
  @tile_id != @character.tile_id ||
  @character_name != @character.character_name ||
  @character_index != @character.character_index
end

- (Object) move_animation(dx, dy)


  • Move Animation




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# File 'Sprite_Character.rb', line 145

def move_animation(dx, dy)
  if @animation && @animation.position != 3
    @ani_ox += dx
    @ani_oy += dy
    @ani_sprites.each do |sprite|
      sprite.x += dx
      sprite.y += dy
    end
  end
end

- (Object) set_character_bitmap


  • Set Character Bitmap




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# File 'Sprite_Character.rb', line 86

def set_character_bitmap
  self.bitmap = Cache.character(@character_name)
  sign = @character_name[/^[\!\$]./]
  if sign && sign.include?('$')
    @cw = bitmap.width / 3
    @ch = bitmap.height / 4
  else
    @cw = bitmap.width / 12
    @ch = bitmap.height / 8
  end
  self.ox = @cw / 2
  self.oy = @ch
end

- (Object) set_tile_bitmap


  • Set Tile Bitmap




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# File 'Sprite_Character.rb', line 75

def set_tile_bitmap
  sx = (@tile_id / 128 % 2 * 8 + @tile_id % 8) * 32;
  sy = @tile_id % 256 / 8 % 16 * 32;
  self.bitmap = tileset_bitmap(@tile_id)
  self.src_rect.set(sx, sy, 32, 32)
  self.ox = 16
  self.oy = 32
end

- (Object) setup_new_effect


  • Set New Effect




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# File 'Sprite_Character.rb', line 132

def setup_new_effect
  if !animation? && @character.animation_id > 0
    animation = $data_animations[@character.animation_id]
    start_animation(animation)
  end
  if !@balloon_sprite && @character.balloon_id > 0
    @balloon_id = @character.balloon_id
    start_balloon
  end
end

- (Object) start_balloon


  • Start Balloon Icon Display




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# File 'Sprite_Character.rb', line 165

def start_balloon
  dispose_balloon
  @balloon_duration = 8 * balloon_speed + balloon_wait
  @balloon_sprite = ::Sprite.new(viewport)
  @balloon_sprite.bitmap = Cache.system("Balloon")
  @balloon_sprite.ox = 16
  @balloon_sprite.oy = 32
  update_balloon
end

- (Object) tileset_bitmap(tile_id)


  • Get Tileset Image That Includes the Designated Tile




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# File 'Sprite_Character.rb', line 46

def tileset_bitmap(tile_id)
  Cache.tileset($game_map.tileset.tileset_names[5 + tile_id / 256])
end

- (Object) update


  • Frame Update




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# File 'Sprite_Character.rb', line 34

def update
  super
  update_bitmap
  update_src_rect
  update_position
  update_other
  update_balloon
  setup_new_effect
end

- (Object) update_balloon


  • Update Balloon Icon




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# File 'Sprite_Character.rb', line 186

def update_balloon
  if @balloon_duration > 0
    @balloon_duration -= 1
    if @balloon_duration > 0
      @balloon_sprite.x = x
      @balloon_sprite.y = y - height
      @balloon_sprite.z = z + 200
      sx = balloon_frame_index * 32
      sy = (@balloon_id - 1) * 32
      @balloon_sprite.src_rect.set(sx, sy, 32, 32)
    else
      end_balloon
    end
  end
end

- (Object) update_bitmap


  • Update Transfer Origin Bitmap




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# File 'Sprite_Character.rb', line 52

def update_bitmap
  if graphic_changed?
    @tile_id = @character.tile_id
    @character_name = @character.character_name
    @character_index = @character.character_index
    if @tile_id > 0
      set_tile_bitmap
    else
      set_character_bitmap
    end
  end
end

- (Object) update_other


  • Update Other




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# File 'Sprite_Character.rb', line 123

def update_other
  self.opacity = @character.opacity
  self.blend_type = @character.blend_type
  self.bush_depth = @character.bush_depth
  self.visible = !@character.transparent
end

- (Object) update_position


  • Update Position




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# File 'Sprite_Character.rb', line 114

def update_position
  move_animation(@character.screen_x - x, @character.screen_y - y)
  self.x = @character.screen_x
  self.y = @character.screen_y
  self.z = @character.screen_z
end

- (Object) update_src_rect


  • Update Transfer Origin Rectangle




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# File 'Sprite_Character.rb', line 102

def update_src_rect
  if @tile_id == 0
    index = @character.character_index
    pattern = @character.pattern < 3 ? @character.pattern : 1
    sx = (index % 4 * 3 + pattern) * @cw
    sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
    self.src_rect.set(sx, sy, @cw, @ch)
  end
end