forked from SilverStudioGames/WTS
240 lines
8.4 KiB
Plaintext
240 lines
8.4 KiB
Plaintext
init 5 python:
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# def pairwise(iterable):
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# a = iter(iterable)
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# return zip(a, a)
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class DollChibi(renpy.Displayable):
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def __init__(self, name, doll, pose="stand", layer="screens", zorder=12, zoom=0.28, *args, **properties):
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super(DollChibi, self).__init__(**properties)
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self.name = name
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self.doll = doll
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self.pose = pose
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self.layer = layer
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self.zorder = zorder
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self.zoom = zoom
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self.pos = (0,0)
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self.xzoom = 1
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# Animation
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self.anim_speed = 1.0
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self.anim_fps = 8.0
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self.anim_trans = None
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self.anim_interval = None
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self.anim_interval_total = None
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self.anim_path = None
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self.anim_constructor()
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# ATL
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self.atl_time = 0
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self.atl_time_total = 0
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self.atl_partial = None
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def anim_constructor(self):
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"""This function is responsible for creating an animation out of raw image files."""
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path = "characters/{}/chibi/{}/".format(self.name, self.pose)
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images = []
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# Base model
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for fn in renpy.list_files():
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if not fn.startswith(path):
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continue
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basename = os.path.basename(fn)
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base, ext = os.path.splitext(basename)
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if not ext.lower() in [ ".jpg", ".jpeg", ".png", ".webp" ]:
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continue
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images.append(renpy.displayable(fn))
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if not images:
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raise IndexError("Animation Constructor could not find any images inside directory:\n\n\"{}\"".format(path))
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# For singular images it's optimal to halt the animation,
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# instead of replaying the same frame over and over again.
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frames = len(images)
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if frames > 1:
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interval = self.anim_speed / self.anim_fps
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else:
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interval = (365.25 * 86400.0) # About one year
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self.anim_path = path
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self.anim_frames = frames
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self.anim_interval = interval
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self.anim_interval_total = (frames * interval)
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self.anim_images = images
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self.anim_prev_images = [ images[-1] ] + images[:-1]
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def render(self, width, height, st, at):
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# Animation Renderer
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t = st % self.anim_interval_total
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trans = self.anim_trans
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interval = self.anim_interval
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# Trigger event after animation time elapses
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if st > self.atl_time_total:
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renpy.timeout(0)
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for image, prev in zip(self.anim_images, self.anim_prev_images):
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if t < interval:
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if not renpy.game.less_updates:
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renpy.redraw(self, interval - t)
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if trans and st >= interval:
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image = trans(old_widget=prev, new_widget=image)
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im = renpy.render(image, width, height, t, at)
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width, height = im.get_size()
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rv = renpy.Render(width, height)
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rv.blit(im, (0, 0))
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return rv
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else:
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t = t - interval
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def event(self, ev, x, y, st):
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# Determine pose change if show time exceeds animation time.
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# Looping animations ignore this check because they are rebuilt every loop.
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if st > self.atl_time_total:
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self.set_pose("stand")
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def set_pose(self, pose):
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if self.pose == pose:
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return
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self.pose = pose
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self.anim_constructor()
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def move(self, path, speed=1.0, pause=False, loop=False, warper="linear", at_list=[], pose="walk"):
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"""Makes chibi move"""
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if isinstance(path, tuple):
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path = [path]
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# If 'A' position is not supplied for A -> B movement, use last known position instead.
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if len(path) < 2:
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path = [self.pos] + path
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self.set_pose(pose)
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# Note: Warper names and their count can change over time,
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# so it's easier to just evaluate the input.
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# List of available warpers:
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# https://www.renpy.org/doc/html/atl.html?#warpers
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warper = eval("_warper.{}".format(warper))
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distances = []
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times = []
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if loop:
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# Append first position as last to create a looped path.
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path.append(path[0])
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# Calculate distances and timings using euclidean distance algorithm.
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for xy1, xy2 in zip(path, path[1:]):
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x1, y1 = xy1
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x2, y2 = xy2
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distance = math.hypot(x2 - x1, y2 - y1)
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time = distance / (100.0 * speed)
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distances.append(distance)
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times.append(time)
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# Calculate total ATL time required to reach the destination
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total_time = sum(times)
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self.atl_time_total = total_time
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# Recalculate animation intervals when necessary, including speed factors.
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frames = self.anim_frames
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if frames > 1:
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interval = (self.anim_speed / self.anim_fps) / speed
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interval_total = (frames * interval)
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self.anim_interval = interval
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self.anim_interval_total = interval_total
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# renpy.partial allows us to pass arguments into a transform function.
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partial = renpy.partial(self.move_atl, path, times, loop, warper)
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self.atl_partial = partial
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self.restart_atl()
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if pause:
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renpy.pause(total_time)
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return (distances, times)
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def move_atl(self, path, times, loop, warper, trans, st, at):
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"""Animations are time based, so each segment will happen at a specific frame time."""
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if loop:
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timer = st % self.atl_time_total
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else:
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timer = st
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if timer > self.atl_time_total:
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return None
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internal_time = 0
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current_segment = 0
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# TODO: This loop feels unnecessary, need to find a better way.
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for i, t in enumerate(times):
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if (internal_time + t) > timer:
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current_segment = i
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break
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internal_time += t
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segment_time = (timer - internal_time) / times[current_segment]
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next_segment = current_segment + 1
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# Adjust XY position
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trans.pos = renpy.atl.interpolate(warper(segment_time), path[current_segment], path[next_segment], renpy.atl.PROPERTIES["pos"])
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self.pos = trans.pos
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# Adjust X zoom based on target X position
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# 1 = Facing Right, -1 = Facing Left
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trans.xzoom = -1 if (path[current_segment][0] > path[next_segment][0]) else 1
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self.xzoom = trans.xzoom
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# Adjust zoom
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trans.zoom = self.zoom
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# Adjust Z position based on Y axis
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# TODO: Add room support with bottom, middle, and top vanishing points.
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# room_scale = 0.5
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# zpos1 = ((path[current_segment][1] / 600.0) * 1000.0) * room_scale
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# zpos2 = ((path[next_segment][1] / 600.0) * 1000.0) * room_scale
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# trans.zpos = renpy.atl.interpolate(warper(segment_time), zpos1, zpos2, renpy.atl.PROPERTIES["zpos"])
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# self.zpos = trans.zpos
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# TODO: Using zorders is suboptimal and expensive, using 3D staging would be preferable.
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zpos = self.zorder + self.pos[1] / config.screen_height
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renpy.change_zorder(self.layer, self.name, zpos)
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return 0
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def restart_atl(self):
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# The safest way to restart the transform is to rebuild it.
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# Other methods proved to be too finicky...
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transform = Transform(function=self.atl_partial, anchor=(0.5, 1.0))
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image = At(self, transform) # IMPORTANT: Enable perspective and gl_depth for 3D staging
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if not renpy.is_init_phase():
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renpy.show(self.name, at_list=[], layer=self.layer, what=image, zorder=self.zorder)
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# def dynamic(self, st, at):
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# return self.image, None
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init offset = 5
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default hooch_chibi = DollChibi(name="hooch", doll=hooch)
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