class Sprite_Base < Sprite #-------------------------------------------------------------------------- # * Start Animation #-------------------------------------------------------------------------- def start_animation(animation, mirror = false) dispose_animation @animation = animation if @animation @ani_mirror = mirror set_animation_rate @ani_duration = @animation.frame_max * @ani_rate + 1 load_animation_bitmap make_animation_sprites set_animation_origin end end #-------------------------------------------------------------------------- # * Set Animation Sprite # frame : Frame data (RPG::Animation::Frame) #-------------------------------------------------------------------------- def animation_set_sprites(frame) cell_data = frame.cell_data @ani_sprites.each_with_index do |sprite, i| next unless sprite pattern = cell_data[i, 0] if !pattern || pattern < 0 sprite.visible = false next end sprite.bitmap = pattern < 100 ? @ani_bitmap1 : @ani_bitmap2 sprite.visible = true sprite.src_rect.set(pattern % 5 * 192, pattern % 100 / 5 * 192, 192, 192) if @ani_mirror sprite.x = @ani_ox - cell_data[i, 1] sprite.y = @ani_oy + cell_data[i, 2] sprite.angle = (360 - cell_data[i, 4]) sprite.mirror = (cell_data[i, 5] == 0) else sprite.x = @ani_ox + cell_data[i, 1] sprite.y = @ani_oy + cell_data[i, 2] sprite.angle = cell_data[i, 4] sprite.mirror = (cell_data[i, 5] == 1) end sprite.z = self.z + 300 + i 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.opacity = cell_data[i, 6] * self.opacity / 255.0 sprite.blend_type = cell_data[i, 7] end end