mirror of
https://github.com/Maruno17/pokemon-essentials.git
synced 2025-09-02 15:42:35 +02:00
Minor lag improvements to overworld animations
This commit is contained in:
@@ -1,262 +1,6 @@
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#===============================================================================
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#
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#===============================================================================
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class SpriteAnimation
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@@_animations = []
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@@_reference_count = {}
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def initialize(sprite)
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@sprite = sprite
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end
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def x(*arg); @sprite.x(*arg); end
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def y(*arg); @sprite.y(*arg); end
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def ox(*arg); @sprite.ox(*arg); end
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def oy(*arg); @sprite.oy(*arg); end
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def viewport(*arg); @sprite.viewport(*arg); end
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def flash(*arg); @sprite.flash(*arg); end
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def src_rect(*arg); @sprite.src_rect(*arg); end
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def opacity(*arg); @sprite.opacity(*arg); end
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def tone(*arg); @sprite.tone(*arg); end
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def self.clear
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@@_animations.clear
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end
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def dispose
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dispose_animation
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dispose_loop_animation
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end
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def animation(animation, hit, height = 3)
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dispose_animation
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@_animation = animation
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return if @_animation.nil?
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@_animation_hit = hit
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@_animation_height = height
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@_animation_duration = @_animation.frame_max
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@_animation_index = -1
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fr = 20
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if @_animation.name[/\[\s*(\d+?)\s*\]\s*$/]
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fr = $~[1].to_i
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end
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@_animation_time_per_frame = 1.0 / fr
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@_animation_timer_start = System.uptime
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animation_name = @_animation.animation_name
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animation_hue = @_animation.animation_hue
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bitmap = pbGetAnimation(animation_name, animation_hue)
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if @@_reference_count.include?(bitmap)
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@@_reference_count[bitmap] += 1
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else
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@@_reference_count[bitmap] = 1
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end
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@_animation_sprites = []
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if @_animation.position != 3 || !@@_animations.include?(animation)
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16.times do
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sprite = ::Sprite.new(self.viewport)
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sprite.bitmap = bitmap
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sprite.visible = false
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@_animation_sprites.push(sprite)
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end
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@@_animations.push(animation) unless @@_animations.include?(animation)
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end
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update_animation
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end
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def loop_animation(animation)
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return if animation == @_loop_animation
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dispose_loop_animation
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@_loop_animation = animation
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return if @_loop_animation.nil?
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@_loop_animation_duration = @_animation.frame_max
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@_loop_animation_index = -1
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fr = 20
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if @_animation.name[/\[\s*(\d+?)\s*\]\s*$/]
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fr = $~[1].to_i
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end
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@_loop_animation_time_per_frame = 1.0 / fr
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@_loop_animation_timer_start = System.uptime
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animation_name = @_loop_animation.animation_name
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animation_hue = @_loop_animation.animation_hue
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bitmap = pbGetAnimation(animation_name, animation_hue)
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if @@_reference_count.include?(bitmap)
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@@_reference_count[bitmap] += 1
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else
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@@_reference_count[bitmap] = 1
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end
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@_loop_animation_sprites = []
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16.times do
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sprite = ::Sprite.new(self.viewport)
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sprite.bitmap = bitmap
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sprite.visible = false
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@_loop_animation_sprites.push(sprite)
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end
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update_loop_animation
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end
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def dispose_animation
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return if @_animation_sprites.nil?
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sprite = @_animation_sprites[0]
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if sprite
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@@_reference_count[sprite.bitmap] -= 1
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sprite.bitmap.dispose if @@_reference_count[sprite.bitmap] == 0
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end
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@_animation_sprites.each { |s| s.dispose }
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@_animation_sprites = nil
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@_animation = nil
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@_animation_duration = 0
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end
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def dispose_loop_animation
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return if @_loop_animation_sprites.nil?
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sprite = @_loop_animation_sprites[0]
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if sprite
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@@_reference_count[sprite.bitmap] -= 1
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sprite.bitmap.dispose if @@_reference_count[sprite.bitmap] == 0
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end
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@_loop_animation_sprites.each { |s| s.dispose }
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@_loop_animation_sprites = nil
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@_loop_animation = nil
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end
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def active?
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return @_loop_animation_sprites || @_animation_sprites
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end
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def effect?
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return @_animation_duration > 0
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end
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def update
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update_animation if @_animation
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update_loop_animation if @_loop_animation
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end
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def update_animation
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new_index = ((System.uptime - @_animation_timer_start) / @_animation_time_per_frame).to_i
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if new_index >= @_animation_duration
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dispose_animation
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return
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end
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quick_update = (@_animation_index == new_index)
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@_animation_index = new_index
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frame_index = @_animation_index
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cell_data = @_animation.frames[frame_index].cell_data
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position = @_animation.position
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animation_set_sprites(@_animation_sprites, cell_data, position, quick_update)
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return if quick_update
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@_animation.timings.each do |timing|
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next if timing.frame != frame_index
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animation_process_timing(timing, @_animation_hit)
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end
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end
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def update_loop_animation
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new_index = ((System.uptime - @_loop_animation_timer_start) / @_loop_animation_time_per_frame).to_i
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new_index %= @_loop_animation_duration
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quick_update = (@_loop_animation_index == new_index)
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@_loop_animation_index = new_index
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frame_index = @_loop_animation_index
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cell_data = @_loop_animation.frames[frame_index].cell_data
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position = @_loop_animation.position
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animation_set_sprites(@_loop_animation_sprites, cell_data, position, quick_update)
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return if quick_update
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@_loop_animation.timings.each do |timing|
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next if timing.frame != frame_index
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animation_process_timing(timing, true)
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end
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end
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def animation_set_sprites(sprites, cell_data, position, quick_update = false)
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sprite_x = 320
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sprite_y = 240
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if position == 3 # Screen
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if self.viewport
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sprite_x = self.viewport.rect.width / 2
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sprite_y = self.viewport.rect.height - 160
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end
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else
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sprite_x = self.x - self.ox + (self.src_rect.width / 2)
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sprite_y = self.y - self.oy
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if self.src_rect.height > 1
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sprite_y += self.src_rect.height / 2 if position == 1 # Middle
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sprite_y += self.src_rect.height if position == 2 # Bottom
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end
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end
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16.times do |i|
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sprite = sprites[i]
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pattern = cell_data[i, 0]
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if sprite.nil? || pattern.nil? || pattern == -1
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sprite.visible = false if sprite
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next
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end
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sprite.x = sprite_x + cell_data[i, 1]
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sprite.y = sprite_y + cell_data[i, 2]
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next if quick_update
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sprite.visible = true
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sprite.src_rect.set((pattern % 5) * 192, (pattern / 5) * 192, 192, 192)
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case @_animation_height
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when 0 then sprite.z = 1
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when 1 then sprite.z = sprite.y + (Game_Map::TILE_HEIGHT * 3 / 2) + 1
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when 2 then sprite.z = sprite.y + (Game_Map::TILE_HEIGHT * 3) + 1
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else sprite.z = 2000
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end
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sprite.ox = 96
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sprite.oy = 96
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sprite.zoom_x = cell_data[i, 3] / 100.0
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sprite.zoom_y = cell_data[i, 3] / 100.0
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sprite.angle = cell_data[i, 4]
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sprite.mirror = (cell_data[i, 5] == 1)
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sprite.tone = self.tone
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sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
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sprite.blend_type = cell_data[i, 7]
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end
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end
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def animation_process_timing(timing, hit)
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if timing.condition == 0 ||
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(timing.condition == 1 && hit == true) ||
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(timing.condition == 2 && hit == false)
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if timing.se.name != ""
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se = timing.se
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pbSEPlay(se)
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end
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case timing.flash_scope
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when 1
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self.flash(timing.flash_color, timing.flash_duration * 2)
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when 2
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self.viewport.flash(timing.flash_color, timing.flash_duration * 2) if self.viewport
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when 3
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self.flash(nil, timing.flash_duration * 2)
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end
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end
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end
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def x=(x)
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sx = x - self.x
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return if sx == 0
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if @_animation_sprites
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16.times { |i| @_animation_sprites[i].x += sx }
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end
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if @_loop_animation_sprites
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16.times { |i| @_loop_animation_sprites[i].x += sx }
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end
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end
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def y=(y)
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sy = y - self.y
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return if sy == 0
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if @_animation_sprites
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16.times { |i| @_animation_sprites[i].y += sy }
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end
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if @_loop_animation_sprites
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16.times { |i| @_loop_animation_sprites[i].y += sy }
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end
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end
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end
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#===============================================================================
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#
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# Additions to class Sprite that allows class AnimationContainerSprite to attach
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# overworld animations to itself.
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#===============================================================================
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module RPG
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class Sprite < ::Sprite
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@@ -1,15 +1,270 @@
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#===============================================================================
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# A sprite whose sole purpose is to display an animation. This sprite can be
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# displayed anywhere on the map and is disposed automatically when its animation
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# is finished. Used for grass rustling and so forth.
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#
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#===============================================================================
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class AnimationSprite < RPG::Sprite
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class SpriteAnimation
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@@_animations = []
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@@_reference_count = {}
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def initialize(sprite)
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@sprite = sprite
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end
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def x(*arg); @sprite.x(*arg); end
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def y(*arg); @sprite.y(*arg); end
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def ox(*arg); @sprite.ox(*arg); end
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def oy(*arg); @sprite.oy(*arg); end
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def viewport(*arg); @sprite.viewport(*arg); end
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def flash(*arg); @sprite.flash(*arg); end
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def src_rect(*arg); @sprite.src_rect(*arg); end
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def opacity(*arg); @sprite.opacity(*arg); end
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def tone(*arg); @sprite.tone(*arg); end
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def self.clear
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@@_animations.clear
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end
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def dispose
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dispose_animation
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dispose_loop_animation
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end
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def animation(animation, hit, height = 3)
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dispose_animation
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@_animation = animation
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return if @_animation.nil?
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@_animation_hit = hit
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@_animation_height = height
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@_animation_duration = @_animation.frame_max
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@_animation_index = -1
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fr = 20
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if @_animation.name[/\[\s*(\d+?)\s*\]\s*$/]
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fr = $~[1].to_i
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end
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@_animation_time_per_frame = 1.0 / fr
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@_animation_timer_start = System.uptime
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animation_name = @_animation.animation_name
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animation_hue = @_animation.animation_hue
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bitmap = pbGetAnimation(animation_name, animation_hue)
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if @@_reference_count.include?(bitmap)
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@@_reference_count[bitmap] += 1
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else
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@@_reference_count[bitmap] = 1
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end
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@_animation_sprites = []
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if @_animation.position != 3 || !@@_animations.include?(animation)
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16.times do
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sprite = ::Sprite.new(self.viewport)
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sprite.bitmap = bitmap
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sprite.visible = false
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@_animation_sprites.push(sprite)
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end
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@@_animations.push(animation) unless @@_animations.include?(animation)
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end
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update_animation
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end
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def loop_animation(animation)
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return if animation == @_loop_animation
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dispose_loop_animation
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@_loop_animation = animation
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return if @_loop_animation.nil?
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@_loop_animation_duration = @_animation.frame_max
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@_loop_animation_index = -1
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fr = 20
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if @_animation.name[/\[\s*(\d+?)\s*\]\s*$/]
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fr = $~[1].to_i
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end
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@_loop_animation_time_per_frame = 1.0 / fr
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@_loop_animation_timer_start = System.uptime
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animation_name = @_loop_animation.animation_name
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animation_hue = @_loop_animation.animation_hue
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bitmap = pbGetAnimation(animation_name, animation_hue)
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if @@_reference_count.include?(bitmap)
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@@_reference_count[bitmap] += 1
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else
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@@_reference_count[bitmap] = 1
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end
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@_loop_animation_sprites = []
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16.times do
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sprite = ::Sprite.new(self.viewport)
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sprite.bitmap = bitmap
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sprite.visible = false
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@_loop_animation_sprites.push(sprite)
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end
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update_loop_animation
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end
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def dispose_animation
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return if @_animation_sprites.nil?
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sprite = @_animation_sprites[0]
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if sprite
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@@_reference_count[sprite.bitmap] -= 1
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sprite.bitmap.dispose if @@_reference_count[sprite.bitmap] == 0
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end
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@_animation_sprites.each { |s| s.dispose }
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@_animation_sprites = nil
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@_animation = nil
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@_animation_duration = 0
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end
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def dispose_loop_animation
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return if @_loop_animation_sprites.nil?
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sprite = @_loop_animation_sprites[0]
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if sprite
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@@_reference_count[sprite.bitmap] -= 1
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sprite.bitmap.dispose if @@_reference_count[sprite.bitmap] == 0
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end
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@_loop_animation_sprites.each { |s| s.dispose }
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@_loop_animation_sprites = nil
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@_loop_animation = nil
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end
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def active?
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return @_loop_animation_sprites || @_animation_sprites
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end
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def effect?
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return @_animation_duration > 0
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end
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def update
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update_animation if @_animation
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update_loop_animation if @_loop_animation
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end
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def update_animation
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new_index = ((System.uptime - @_animation_timer_start) / @_animation_time_per_frame).to_i
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if new_index >= @_animation_duration
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dispose_animation
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return
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end
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quick_update = (@_animation_index == new_index)
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@_animation_index = new_index
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frame_index = @_animation_index
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cell_data = @_animation.frames[frame_index].cell_data
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position = @_animation.position
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animation_set_sprites(@_animation_sprites, cell_data, position, quick_update)
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return if quick_update
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@_animation.timings.each do |timing|
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next if timing.frame != frame_index
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animation_process_timing(timing, @_animation_hit)
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end
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end
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def update_loop_animation
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new_index = ((System.uptime - @_loop_animation_timer_start) / @_loop_animation_time_per_frame).to_i
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new_index %= @_loop_animation_duration
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quick_update = (@_loop_animation_index == new_index)
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@_loop_animation_index = new_index
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frame_index = @_loop_animation_index
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cell_data = @_loop_animation.frames[frame_index].cell_data
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position = @_loop_animation.position
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animation_set_sprites(@_loop_animation_sprites, cell_data, position, quick_update)
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return if quick_update
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@_loop_animation.timings.each do |timing|
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next if timing.frame != frame_index
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animation_process_timing(timing, true)
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end
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end
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def animation_set_sprites(sprites, cell_data, position, quick_update = false)
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sprite_x = 320
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sprite_y = 240
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if position == 3 # Screen
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if self.viewport
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sprite_x = self.viewport.rect.width / 2
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sprite_y = self.viewport.rect.height - 160
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end
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else
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sprite_x = self.x - self.ox + (self.src_rect.width / 2)
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sprite_y = self.y - self.oy
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if self.src_rect.height > 1
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sprite_y += self.src_rect.height / 2 if position == 1 # Middle
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sprite_y += self.src_rect.height if position == 2 # Bottom
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end
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end
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16.times do |i|
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sprite = sprites[i]
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pattern = cell_data[i, 0]
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if sprite.nil? || pattern.nil? || pattern == -1
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sprite.visible = false if sprite
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next
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end
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sprite.x = sprite_x + cell_data[i, 1]
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sprite.y = sprite_y + cell_data[i, 2]
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next if quick_update
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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
|
||||
|
@@ -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)
|
||||
|
@@ -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)
|
||||
|
Reference in New Issue
Block a user