Class: Battle::Visual3D
Overview
Class that manage all the things that are visually seen on the screen used only when BATTLECAMERA is true
Defined Under Namespace
Classes: CameraPositionner
Constant Summary collapse
- CAMERA_TRANSLATION =
Default Margin_X : 64 (32px on each side), Margin_Y : 60 (30px on each side) This constant handles the camera coordinates and all info related It is composed by Array made like that :
- start_x, final_x, start_y, final_y, start_z, final_z, duration_of_the_movement, wait_after_the_movement
-
-9 20 1 => is when the camera is centered on your creature (but it’s not the real center of the screen, 0 0 1 is the real one) at default zoom (z = 1)
[[0, -21, 0, 29, 1, 0.9, 2, 1], [-21, 15, 29, -19, 0.9, 1, 3, 1.25], [15, -44, -19, 6, 1, 1, 2.5, 1.5], [-44, 0, 6, 0, 1, 1, 1.4, 2]]
- CAMERA_CENTER =
coordinates of the camera centered
[-9, 20, 1, 0.5]
Constants inherited from Visual
Battle::Visual::ABILITY_SOUND_EFFECT, Battle::Visual::BAG_PARTY_POSITIONS, Battle::Visual::ITEM_SOUND_EFFECT
Instance Attribute Summary collapse
-
#camera ⇒ Fake3D::Camera
Camera of the battle.
-
#camera_positionner ⇒ Fake3D::Camera
Camera Positionner of the camera.
Attributes inherited from Visual
#animations, #parallel_animations, #to_dispose, #viewport, #viewport_sub
Instance Method Summary collapse
-
#initialize(scene) ⇒ Visual3D
constructor
Create a new visual instance.
-
#no_movement_duration
Time without moving at the beginning of start_camera_animation.
-
#start_actor_animation
Define the translation to zoom on the Pokemon.
-
#start_camera_animation
Define the camera animation across the Battle Scene.
-
#start_center_animation
Define the translation to the center of the Screen.
-
#stop_camera
delete all cameras.
-
#update
Update the visuals.
-
#update_camera
Update the position of the camera.
Methods inherited from Visual
#battler_sprite, #dispose, #hide_ability, #hide_info_bar, #hide_info_bars, #hide_team_info, #lock, #locking?, #refresh_info_bar, register_transition_resource, #scene_update_proc, #set_info_state, #show_ability, #show_catch_animation, #show_exp_distribution, #show_hp_animations, #show_info_bar, #show_info_bars, #show_item, #show_item_choice, #show_kos, #show_move_animation, #show_player_choice, #show_pokemon_choice, #show_pre_transition, #show_rmxp_animation, #show_skill_choice, #show_switch_form_animation, #show_target_choice, #show_team_info, #show_transition, #show_transition_battle_end, #snap_to_bitmaps, #spc_show_message, #store_battler_sprite, #to_s, transition_resource_type_for, #unlock, #wait_for_animation
Constructor Details
#initialize(scene) ⇒ Visual3D
Create a new visual instance
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# File 'docs/5_Battle_02_Visual.rb', line 1265 def initialize(scene) end |
Instance Attribute Details
#camera ⇒ Fake3D::Camera
Camera of the battle
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# File 'docs/5_Battle_02_Visual.rb', line 1259 def camera @camera end |
#camera_positionner ⇒ Fake3D::Camera
Camera Positionner of the camera
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# File 'docs/5_Battle_02_Visual.rb', line 1262 def camera_positionner @camera_positionner end |
Instance Method Details
#no_movement_duration
Time without moving at the beginning of start_camera_animation
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# File 'docs/5_Battle_02_Visual.rb', line 1331 def no_movement_duration end |
#start_actor_animation
Define the translation to zoom on the Pokemon
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# File 'docs/5_Battle_02_Visual.rb', line 1325 def start_actor_animation end |
#start_camera_animation
Define the camera animation across the Battle Scene
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# File 'docs/5_Battle_02_Visual.rb', line 1322 def start_camera_animation end |
#start_center_animation
Define the translation to the center of the Screen
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# File 'docs/5_Battle_02_Visual.rb', line 1328 def start_center_animation end |
#stop_camera
delete all cameras
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# File 'docs/5_Battle_02_Visual.rb', line 1334 def stop_camera end |
#update
Update the visuals
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# File 'docs/5_Battle_02_Visual.rb', line 1268 def update end |
#update_camera
Update the position of the camera
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# File 'docs/5_Battle_02_Visual.rb', line 1319 def update_camera end |