Minor lag improvements to overworld animations

This commit is contained in:
Maruno17
2023-11-05 16:15:41 +00:00
parent 156a6fca74
commit f07b44d826
4 changed files with 271 additions and 276 deletions

View File

@@ -1,262 +1,6 @@
#===============================================================================
#
#===============================================================================
class SpriteAnimation
@@_animations = []
@@_reference_count = {}
def initialize(sprite)
@sprite = sprite
end
def x(*arg); @sprite.x(*arg); end
def y(*arg); @sprite.y(*arg); end
def ox(*arg); @sprite.ox(*arg); end
def oy(*arg); @sprite.oy(*arg); end
def viewport(*arg); @sprite.viewport(*arg); end
def flash(*arg); @sprite.flash(*arg); end
def src_rect(*arg); @sprite.src_rect(*arg); end
def opacity(*arg); @sprite.opacity(*arg); end
def tone(*arg); @sprite.tone(*arg); end
def self.clear
@@_animations.clear
end
def dispose
dispose_animation
dispose_loop_animation
end
def animation(animation, hit, height = 3)
dispose_animation
@_animation = animation
return if @_animation.nil?
@_animation_hit = hit
@_animation_height = height
@_animation_duration = @_animation.frame_max
@_animation_index = -1
fr = 20
if @_animation.name[/\[\s*(\d+?)\s*\]\s*$/]
fr = $~[1].to_i
end
@_animation_time_per_frame = 1.0 / fr
@_animation_timer_start = System.uptime
animation_name = @_animation.animation_name
animation_hue = @_animation.animation_hue
bitmap = pbGetAnimation(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 || !@@_animations.include?(animation)
16.times do
sprite = ::Sprite.new(self.viewport)
sprite.bitmap = bitmap
sprite.visible = false
@_animation_sprites.push(sprite)
end
@@_animations.push(animation) unless @@_animations.include?(animation)
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_duration = @_animation.frame_max
@_loop_animation_index = -1
fr = 20
if @_animation.name[/\[\s*(\d+?)\s*\]\s*$/]
fr = $~[1].to_i
end
@_loop_animation_time_per_frame = 1.0 / fr
@_loop_animation_timer_start = System.uptime
animation_name = @_loop_animation.animation_name
animation_hue = @_loop_animation.animation_hue
bitmap = pbGetAnimation(animation_name, animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
@_loop_animation_sprites = []
16.times do
sprite = ::Sprite.new(self.viewport)
sprite.bitmap = bitmap
sprite.visible = false
@_loop_animation_sprites.push(sprite)
end
update_loop_animation
end
def dispose_animation
return if @_animation_sprites.nil?
sprite = @_animation_sprites[0]
if sprite
@@_reference_count[sprite.bitmap] -= 1
sprite.bitmap.dispose if @@_reference_count[sprite.bitmap] == 0
end
@_animation_sprites.each { |s| s.dispose }
@_animation_sprites = nil
@_animation = nil
@_animation_duration = 0
end
def dispose_loop_animation
return if @_loop_animation_sprites.nil?
sprite = @_loop_animation_sprites[0]
if sprite
@@_reference_count[sprite.bitmap] -= 1
sprite.bitmap.dispose if @@_reference_count[sprite.bitmap] == 0
end
@_loop_animation_sprites.each { |s| s.dispose }
@_loop_animation_sprites = nil
@_loop_animation = nil
end
def active?
return @_loop_animation_sprites || @_animation_sprites
end
def effect?
return @_animation_duration > 0
end
def update
update_animation if @_animation
update_loop_animation if @_loop_animation
end
def update_animation
new_index = ((System.uptime - @_animation_timer_start) / @_animation_time_per_frame).to_i
if new_index >= @_animation_duration
dispose_animation
return
end
quick_update = (@_animation_index == new_index)
@_animation_index = new_index
frame_index = @_animation_index
cell_data = @_animation.frames[frame_index].cell_data
position = @_animation.position
animation_set_sprites(@_animation_sprites, cell_data, position, quick_update)
return if quick_update
@_animation.timings.each do |timing|
next if timing.frame != frame_index
animation_process_timing(timing, @_animation_hit)
end
end
def update_loop_animation
new_index = ((System.uptime - @_loop_animation_timer_start) / @_loop_animation_time_per_frame).to_i
new_index %= @_loop_animation_duration
quick_update = (@_loop_animation_index == new_index)
@_loop_animation_index = new_index
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, quick_update)
return if quick_update
@_loop_animation.timings.each do |timing|
next if timing.frame != frame_index
animation_process_timing(timing, true)
end
end
def animation_set_sprites(sprites, cell_data, position, quick_update = false)
sprite_x = 320
sprite_y = 240
if position == 3 # Screen
if self.viewport
sprite_x = self.viewport.rect.width / 2
sprite_y = self.viewport.rect.height - 160
end
else
sprite_x = self.x - self.ox + (self.src_rect.width / 2)
sprite_y = self.y - self.oy
if self.src_rect.height > 1
sprite_y += self.src_rect.height / 2 if position == 1 # Middle
sprite_y += self.src_rect.height if position == 2 # Bottom
end
end
16.times do |i|
sprite = sprites[i]
pattern = cell_data[i, 0]
if sprite.nil? || pattern.nil? || pattern == -1
sprite.visible = false if sprite
next
end
sprite.x = sprite_x + cell_data[i, 1]
sprite.y = sprite_y + cell_data[i, 2]
next if quick_update
sprite.visible = true
sprite.src_rect.set((pattern % 5) * 192, (pattern / 5) * 192, 192, 192)
case @_animation_height
when 0 then sprite.z = 1
when 1 then sprite.z = sprite.y + (Game_Map::TILE_HEIGHT * 3 / 2) + 1
when 2 then sprite.z = sprite.y + (Game_Map::TILE_HEIGHT * 3) + 1
else sprite.z = 2000
end
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.tone = self.tone
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 ||
(timing.condition == 1 && hit == true) ||
(timing.condition == 2 && hit == false)
if timing.se.name != ""
se = timing.se
pbSEPlay(se)
end
case timing.flash_scope
when 1
self.flash(timing.flash_color, timing.flash_duration * 2)
when 2
self.viewport.flash(timing.flash_color, timing.flash_duration * 2) if self.viewport
when 3
self.flash(nil, timing.flash_duration * 2)
end
end
end
def x=(x)
sx = x - self.x
return if sx == 0
if @_animation_sprites
16.times { |i| @_animation_sprites[i].x += sx }
end
if @_loop_animation_sprites
16.times { |i| @_loop_animation_sprites[i].x += sx }
end
end
def y=(y)
sy = y - self.y
return if sy == 0
if @_animation_sprites
16.times { |i| @_animation_sprites[i].y += sy }
end
if @_loop_animation_sprites
16.times { |i| @_loop_animation_sprites[i].y += sy }
end
end
end
#===============================================================================
#
# Additions to class Sprite that allows class AnimationContainerSprite to attach
# overworld animations to itself.
#===============================================================================
module RPG
class Sprite < ::Sprite

View File

@@ -1,15 +1,270 @@
#===============================================================================
# A sprite whose sole purpose is to display an animation. This sprite can be
# displayed anywhere on the map and is disposed automatically when its animation
# is finished. Used for grass rustling and so forth.
#
#===============================================================================
class AnimationSprite < RPG::Sprite
class SpriteAnimation
@@_animations = []
@@_reference_count = {}
def initialize(sprite)
@sprite = sprite
end
def x(*arg); @sprite.x(*arg); end
def y(*arg); @sprite.y(*arg); end
def ox(*arg); @sprite.ox(*arg); end
def oy(*arg); @sprite.oy(*arg); end
def viewport(*arg); @sprite.viewport(*arg); end
def flash(*arg); @sprite.flash(*arg); end
def src_rect(*arg); @sprite.src_rect(*arg); end
def opacity(*arg); @sprite.opacity(*arg); end
def tone(*arg); @sprite.tone(*arg); end
def self.clear
@@_animations.clear
end
def dispose
dispose_animation
dispose_loop_animation
end
def animation(animation, hit, height = 3)
dispose_animation
@_animation = animation
return if @_animation.nil?
@_animation_hit = hit
@_animation_height = height
@_animation_duration = @_animation.frame_max
@_animation_index = -1
fr = 20
if @_animation.name[/\[\s*(\d+?)\s*\]\s*$/]
fr = $~[1].to_i
end
@_animation_time_per_frame = 1.0 / fr
@_animation_timer_start = System.uptime
animation_name = @_animation.animation_name
animation_hue = @_animation.animation_hue
bitmap = pbGetAnimation(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 || !@@_animations.include?(animation)
16.times do
sprite = ::Sprite.new(self.viewport)
sprite.bitmap = bitmap
sprite.visible = false
@_animation_sprites.push(sprite)
end
@@_animations.push(animation) unless @@_animations.include?(animation)
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_duration = @_animation.frame_max
@_loop_animation_index = -1
fr = 20
if @_animation.name[/\[\s*(\d+?)\s*\]\s*$/]
fr = $~[1].to_i
end
@_loop_animation_time_per_frame = 1.0 / fr
@_loop_animation_timer_start = System.uptime
animation_name = @_loop_animation.animation_name
animation_hue = @_loop_animation.animation_hue
bitmap = pbGetAnimation(animation_name, animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
@_loop_animation_sprites = []
16.times do
sprite = ::Sprite.new(self.viewport)
sprite.bitmap = bitmap
sprite.visible = false
@_loop_animation_sprites.push(sprite)
end
update_loop_animation
end
def dispose_animation
return if @_animation_sprites.nil?
sprite = @_animation_sprites[0]
if sprite
@@_reference_count[sprite.bitmap] -= 1
sprite.bitmap.dispose if @@_reference_count[sprite.bitmap] == 0
end
@_animation_sprites.each { |s| s.dispose }
@_animation_sprites = nil
@_animation = nil
@_animation_duration = 0
end
def dispose_loop_animation
return if @_loop_animation_sprites.nil?
sprite = @_loop_animation_sprites[0]
if sprite
@@_reference_count[sprite.bitmap] -= 1
sprite.bitmap.dispose if @@_reference_count[sprite.bitmap] == 0
end
@_loop_animation_sprites.each { |s| s.dispose }
@_loop_animation_sprites = nil
@_loop_animation = nil
end
def active?
return @_loop_animation_sprites || @_animation_sprites
end
def effect?
return @_animation_duration > 0
end
def update
update_animation if @_animation
update_loop_animation if @_loop_animation
end
def update_animation
new_index = ((System.uptime - @_animation_timer_start) / @_animation_time_per_frame).to_i
if new_index >= @_animation_duration
dispose_animation
return
end
quick_update = (@_animation_index == new_index)
@_animation_index = new_index
frame_index = @_animation_index
cell_data = @_animation.frames[frame_index].cell_data
position = @_animation.position
animation_set_sprites(@_animation_sprites, cell_data, position, quick_update)
return if quick_update
@_animation.timings.each do |timing|
next if timing.frame != frame_index
animation_process_timing(timing, @_animation_hit)
end
end
def update_loop_animation
new_index = ((System.uptime - @_loop_animation_timer_start) / @_loop_animation_time_per_frame).to_i
new_index %= @_loop_animation_duration
quick_update = (@_loop_animation_index == new_index)
@_loop_animation_index = new_index
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, quick_update)
return if quick_update
@_loop_animation.timings.each do |timing|
next if timing.frame != frame_index
animation_process_timing(timing, true)
end
end
def animation_set_sprites(sprites, cell_data, position, quick_update = false)
sprite_x = 320
sprite_y = 240
if position == 3 # Screen
if self.viewport
sprite_x = self.viewport.rect.width / 2
sprite_y = self.viewport.rect.height - 160
end
else
sprite_x = self.x - self.ox + (self.src_rect.width / 2)
sprite_y = self.y - self.oy
if self.src_rect.height > 1
sprite_y += self.src_rect.height / 2 if position == 1 # Middle
sprite_y += self.src_rect.height if position == 2 # Bottom
end
end
16.times do |i|
sprite = sprites[i]
pattern = cell_data[i, 0]
if sprite.nil? || pattern.nil? || pattern == -1
sprite.visible = false if sprite
next
end
sprite.x = sprite_x + cell_data[i, 1]
sprite.y = sprite_y + cell_data[i, 2]
next if quick_update
sprite.visible = true
sprite.src_rect.set((pattern % 5) * 192, (pattern / 5) * 192, 192, 192)
case @_animation_height
when 0 then sprite.z = 1
when 1 then sprite.z = sprite.y + (Game_Map::TILE_HEIGHT * 3 / 2) + 1
when 2 then sprite.z = sprite.y + (Game_Map::TILE_HEIGHT * 3) + 1
else sprite.z = 2000
end
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.tone = self.tone
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 ||
(timing.condition == 1 && hit == true) ||
(timing.condition == 2 && hit == false)
if timing.se.name != ""
se = timing.se
pbSEPlay(se)
end
case timing.flash_scope
when 1
self.flash(timing.flash_color, timing.flash_duration * 2)
when 2
self.viewport.flash(timing.flash_color, timing.flash_duration * 2) if self.viewport
when 3
self.flash(nil, timing.flash_duration * 2)
end
end
end
def x=(x)
sx = x - self.x
return if sx == 0
if @_animation_sprites
16.times { |i| @_animation_sprites[i].x += sx }
end
if @_loop_animation_sprites
16.times { |i| @_loop_animation_sprites[i].x += sx }
end
end
def y=(y)
sy = y - self.y
return if sy == 0
if @_animation_sprites
16.times { |i| @_animation_sprites[i].y += sy }
end
if @_loop_animation_sprites
16.times { |i| @_loop_animation_sprites[i].y += sy }
end
end
end
#===============================================================================
# A sprite whose sole purpose is to display an animation (a SpriteAnimation).
# This sprite can be displayed anywhere on the map and is disposed automatically
# when its animation is finished. Used for grass rustling and so forth.
#===============================================================================
class AnimationContainerSprite < RPG::Sprite
def initialize(animID, map, tileX, tileY, viewport = nil, tinting = false, height = 3)
super(viewport)
@tileX = tileX
@tileY = tileY
self.bitmap = Bitmap.new(1, 1)
self.bitmap.clear
@map = map
setCoords
pbDayNightTint(self) if tinting
@@ -23,17 +278,11 @@ class AnimationSprite < RPG::Sprite
self.y += Game_Map::TILE_HEIGHT
end
def dispose
self.bitmap.dispose
super
end
def update
if !self.disposed?
setCoords
super
self.dispose if !self.effect?
end
return if disposed?
setCoords
super
dispose if !effect?
end
end
@@ -53,7 +302,7 @@ class Spriteset_Map
end
def addUserAnimation(animID, x, y, tinting = false, height = 3)
sprite = AnimationSprite.new(animID, self.map, x, y, @@viewport1, tinting, height)
sprite = AnimationContainerSprite.new(animID, self.map, x, y, @@viewport1, tinting, height)
addUserSprite(sprite)
return sprite
end
@@ -77,5 +326,6 @@ class Spriteset_Map
@@viewport3.tone.set(0, 0, 0, 0)
_animationSprite_update
@usersprites.each { |sprite| sprite.update if !sprite.disposed? }
@usersprites.delete_if { |sprite| sprite.disposed? }
end
end

View File

@@ -59,7 +59,7 @@ class AnimatedSprite < Sprite
self.frame = 0
end
# Shorter version of AnimationSprite. All frames are placed on a single row
# Shorter version of AnimatedSprite. All frames are placed on a single row
# of the bitmap, so that the width and height need not be defined beforehand.
# frameskip is in 1/20ths of a second, and is the time between frame changes.
def initializeShort(animname, framecount, frameskip)

View File

@@ -162,6 +162,7 @@ class EventScene
next if !sprite || sprite.disposed? || !sprite.is_a?(Sprite)
sprite.update
end
@usersprites.delete_if { |sprite| sprite.disposed? }
@onUpdate.trigger(self)
if Input.trigger?(Input::BACK)
@onBTrigger.trigger(self)