mirror of
https://github.com/P3D-Legacy/P3D-Legacy.git
synced 2025-07-28 00:04:33 +02:00
Added camera battleanims & earthquake anim &...
...fixed the timing system to be consistent
This commit is contained in:
parent
eccda481b9
commit
b66be1637c
@ -36,8 +36,8 @@
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Me.DoTile = DoTile
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Me.DoTile = DoTile
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Me.AnimationWidth = CInt(Texture.Width / AnimationLength)
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Me.AnimationWidth = CInt(Texture.Width / AnimationLength)
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Me.AnimationLength = AnimationLength
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Me.AnimationLength = AnimationLength
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DurationWhole = CSng(Math.Truncate(CDbl(Duration)))
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DurationWhole = CSng(Math.Truncate(CDbl(Duration / 6.0F)))
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DurationFraction = CSng((Duration - DurationWhole) * 1000)
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DurationFraction = CSng((Duration / 6.0F - DurationWhole) * 1000)
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Me.TextureScale = TextureScale
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Me.TextureScale = TextureScale
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If Me.AnimationWidth <> -1 OrElse Me.AnimationWidth <> Nothing Then
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If Me.AnimationWidth <> -1 OrElse Me.AnimationWidth <> Nothing Then
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34
P3D/Battle/BattleAnimations/BACameraChangeAngle.vb
Normal file
34
P3D/Battle/BattleAnimations/BACameraChangeAngle.vb
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@ -0,0 +1,34 @@
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Imports P3D.Screen
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Public Class BACameraChangeAngle
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Inherits BattleAnimation3D
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Public CameraAngleID As Integer
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Public BV2Screen As BattleSystem.BattleScreen
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Public Sub New(ByRef Battlescreen As BattleSystem.BattleScreen, ByVal CameraAngleID As Integer, ByVal startDelay As Single, ByVal endDelay As Single)
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MyBase.New(New Vector3(0.0F), TextureManager.DefaultTexture, New Vector3(1.0F), startDelay, endDelay)
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Me.BV2Screen = Battlescreen
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Me.CameraAngleID = CameraAngleID
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Me.Visible = False
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Me.AnimationType = AnimationTypes.Camera
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End Sub
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Public Overrides Sub DoActionActive()
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Select Case CameraAngleID
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Case 0
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Me.BV2Screen.Battle.ChangeCameraAngle(0, True, Me.BV2Screen)
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Case 1
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Me.BV2Screen.Battle.ChangeCameraAngle(1, True, Me.BV2Screen)
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Case 2
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Me.BV2Screen.Battle.ChangeCameraAngle(2, True, Me.BV2Screen)
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End Select
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Me.Ready = True
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End Sub
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End Class
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314
P3D/Battle/BattleAnimations/BACameraOscillateMove.vb
Normal file
314
P3D/Battle/BattleAnimations/BACameraOscillateMove.vb
Normal file
@ -0,0 +1,314 @@
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Public Class BACameraOscillateMove
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Inherits BattleAnimation3D
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Public StartPosition As Vector3
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Public ReturnToStart As Vector3
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Public HalfDistance As New Vector3(0.0F)
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Public DestinationDistance As New Vector3(0.0F)
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Public CurrentDistance As New Vector3(0.0F)
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Public MoveSpeed As Single
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Public MoveBothWays As Boolean = True
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Public MovementCurve As Integer = 0
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Public RemoveEntityAfter As Boolean
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Public Duration As TimeSpan
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Public ReadyTime As Date
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Public ReadyAxis As New Vector3(0)
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Public InterpolationSpeed As Vector3
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Public InterpolationDirection As Boolean = True
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Public Enum Curves As Integer
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Linear
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Smooth
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End Enum
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Public Sub New(ByVal Distance As Vector3, ByVal Speed As Single, ByVal BothWays As Boolean, ByVal Duration As TimeSpan, ByVal startDelay As Single, ByVal endDelay As Single, Optional MovementCurve As Integer = 0, Optional ReturnToStart As Vector3 = Nothing)
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MyBase.New(New Vector3(0.0F), TextureManager.DefaultTexture, New Vector3(1.0F), startDelay, endDelay)
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Me.HalfDistance = Distance
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Me.DestinationDistance = Me.HalfDistance
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Me.MoveSpeed = Speed
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Me.MoveBothWays = BothWays
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Me.Duration = Duration
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Me.MovementCurve = CType(MovementCurve, Curves)
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Me.Visible = False
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Select Case MovementCurve
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Case Curves.Linear
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InterpolationSpeed = New Vector3(MoveSpeed)
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Case Curves.Smooth
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InterpolationSpeed = New Vector3(0.0F)
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End Select
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If ReturnToStart <> Nothing Then
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Me.ReturnToStart = ReturnToStart
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End If
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Me.AnimationType = AnimationTypes.Move
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End Sub
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Public Overrides Sub DoActionActive()
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Move()
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End Sub
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Private Sub Move()
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If StartPosition = Nothing Then
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StartPosition = Screen.Camera.Position
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End If
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If ReadyTime = Nothing Then
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ReadyTime = Date.Now + Duration
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End If
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If MovementCurve = Curves.Smooth Then
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If InterpolationDirection = True Then
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If InterpolationSpeed.X < MoveSpeed Then
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InterpolationSpeed.X += MoveSpeed / 10
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Else
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InterpolationSpeed.X = MoveSpeed
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End If
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If InterpolationSpeed.Y < MoveSpeed Then
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InterpolationSpeed.Y += MoveSpeed / 10
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Else
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InterpolationSpeed.Y = MoveSpeed
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End If
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If InterpolationSpeed.Z < MoveSpeed Then
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InterpolationSpeed.Z += MoveSpeed / 10
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Else
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InterpolationSpeed.Z = MoveSpeed
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End If
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Else
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If Date.Now < ReadyTime Then
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If InterpolationSpeed.X > 0 Then
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InterpolationSpeed.X -= MoveSpeed / 10
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Else
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InterpolationSpeed.X = 0
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End If
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If InterpolationSpeed.Y > 0 Then
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InterpolationSpeed.Y -= MoveSpeed / 10
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Else
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InterpolationSpeed.Y = 0
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End If
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If InterpolationSpeed.Z > 0 Then
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InterpolationSpeed.Z -= MoveSpeed / 10
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Else
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InterpolationSpeed.Z = 0
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End If
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Else
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If InterpolationSpeed.X > MoveSpeed / 10 * 3 Then
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InterpolationSpeed.X -= MoveSpeed / 10
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Else
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InterpolationSpeed.X = MoveSpeed / 10 * 3
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End If
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If InterpolationSpeed.Y > MoveSpeed / 10 * 3 Then
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InterpolationSpeed.Y -= MoveSpeed / 10
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Else
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InterpolationSpeed.Y = MoveSpeed / 10 * 3
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End If
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If InterpolationSpeed.Z > MoveSpeed / 10 * 3 Then
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InterpolationSpeed.Z -= MoveSpeed / 10
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Else
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InterpolationSpeed.Z = MoveSpeed / 10 * 3
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End If
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End If
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End If
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End If
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If CurrentDistance.X <> DestinationDistance.X Then
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If CurrentDistance.X < DestinationDistance.X Then
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CurrentDistance.X += InterpolationSpeed.X
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Else
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CurrentDistance.X -= InterpolationSpeed.X
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End If
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If Math.Abs(CurrentDistance.X) / Math.Abs(HalfDistance.X) > 0.75F Then
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InterpolationDirection = False
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End If
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If DestinationDistance.X > 0.0F Then
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If CurrentDistance.X >= DestinationDistance.X Then
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CurrentDistance.X = DestinationDistance.X
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End If
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ElseIf DestinationDistance.X < 0.0F Then
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If CurrentDistance.X <= DestinationDistance.X Then
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CurrentDistance.X = DestinationDistance.X
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End If
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Else
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If CurrentDistance.X > DestinationDistance.X Then
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If CurrentDistance.X - InterpolationSpeed.X <= DestinationDistance.X Then
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CurrentDistance.X = DestinationDistance.X
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End If
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Else
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If CurrentDistance.X + InterpolationSpeed.X >= DestinationDistance.X Then
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CurrentDistance.X = DestinationDistance.X
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End If
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End If
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End If
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Else
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If Date.Now < ReadyTime Then
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If MoveBothWays = True Then
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If DestinationDistance.X > 0.0F Then
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DestinationDistance.X = 0.0F - Math.Abs(HalfDistance.X) * 2
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Else
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DestinationDistance.X = 0.0F + Math.Abs(HalfDistance.X) * 2
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End If
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Else
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If DestinationDistance.X > 0.0F Then
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DestinationDistance.X = 0.0F
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Else
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DestinationDistance.X = HalfDistance.X
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End If
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End If
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InterpolationDirection = True
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Else
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If ReturnToStart.X = 0.0F Then
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ReadyAxis.X = 1.0F
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Else
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If DestinationDistance.X <> 0.0F Then
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DestinationDistance.X = 0.0F
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InterpolationDirection = True
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End If
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If CurrentDistance.X = 0.0F Then
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ReadyAxis.X = 1.0F
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End If
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End If
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End If
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End If
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If CurrentDistance.Y <> DestinationDistance.Y Then
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If CurrentDistance.Y < DestinationDistance.Y Then
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CurrentDistance.Y += InterpolationSpeed.Y
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Else
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CurrentDistance.Y -= InterpolationSpeed.Y
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End If
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If Math.Abs(CurrentDistance.Y) / Math.Abs(HalfDistance.Y) > 0.75F Then
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InterpolationDirection = False
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End If
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If DestinationDistance.Y > 0.0F Then
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If CurrentDistance.Y >= DestinationDistance.Y Then
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CurrentDistance.Y = DestinationDistance.Y
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End If
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ElseIf DestinationDistance.Y < 0.0F Then
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If CurrentDistance.Y <= DestinationDistance.Y Then
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CurrentDistance.Y = DestinationDistance.Y
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End If
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Else
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If CurrentDistance.Y > DestinationDistance.Y Then
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If CurrentDistance.Y - InterpolationSpeed.Y <= DestinationDistance.Y Then
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CurrentDistance.Y = DestinationDistance.Y
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End If
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Else
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If CurrentDistance.Y + InterpolationSpeed.Y >= DestinationDistance.Y Then
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CurrentDistance.Y = DestinationDistance.Y
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End If
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End If
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End If
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Else
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If Date.Now < ReadyTime Then
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If MoveBothWays = True Then
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If DestinationDistance.Y > 0.0F Then
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DestinationDistance.Y = 0.0F - Math.Abs(HalfDistance.Y) * 2
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Else
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DestinationDistance.Y = 0.0F + Math.Abs(HalfDistance.Y) * 2
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End If
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Else
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If DestinationDistance.Y > 0.0F Then
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DestinationDistance.Y = 0.0F
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Else
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DestinationDistance.Y = HalfDistance.Y
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End If
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End If
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InterpolationDirection = True
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Else
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If ReturnToStart.Y = 0.0F Then
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ReadyAxis.Y = 1.0F
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Else
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If DestinationDistance.Y <> 0.0F Then
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DestinationDistance.Y = 0.0F
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InterpolationDirection = True
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End If
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If CurrentDistance.Y = 0.0F Then
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ReadyAxis.Y = 1.0F
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End If
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End If
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End If
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End If
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If CurrentDistance.Z <> DestinationDistance.Z Then
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If CurrentDistance.Z < DestinationDistance.Z Then
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CurrentDistance.Z += InterpolationSpeed.Z
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Else
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CurrentDistance.Z -= InterpolationSpeed.Z
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End If
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If Math.Abs(CurrentDistance.Y) / Math.Abs(HalfDistance.Y) > 0.75F Then
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InterpolationDirection = False
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End If
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If DestinationDistance.Z > 0.0F Then
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If CurrentDistance.Z >= DestinationDistance.Z Then
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CurrentDistance.Z = DestinationDistance.Z
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End If
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ElseIf DestinationDistance.Z < 0.0F Then
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If CurrentDistance.Z <= DestinationDistance.Z Then
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CurrentDistance.Z = DestinationDistance.Z
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End If
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Else
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If CurrentDistance.Z > DestinationDistance.Z Then
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If CurrentDistance.Z - InterpolationSpeed.Z <= DestinationDistance.Z Then
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CurrentDistance.Z = DestinationDistance.Z
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End If
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Else
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If CurrentDistance.Z + InterpolationSpeed.Z >= DestinationDistance.Z Then
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CurrentDistance.Z = DestinationDistance.Z
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End If
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End If
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End If
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Else
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If Date.Now < ReadyTime Then
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If MoveBothWays = True Then
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If DestinationDistance.Z > 0.0F Then
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DestinationDistance.Z = 0.0F - Math.Abs(HalfDistance.Z) * 2
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Else
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DestinationDistance.Z = 0.0F + Math.Abs(HalfDistance.Z) * 2
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End If
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Else
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If DestinationDistance.Z > 0.0F Then
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DestinationDistance.Z = 0.0F
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Else
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DestinationDistance.Z = HalfDistance.Z
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End If
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End If
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InterpolationDirection = True
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Else
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If ReturnToStart.Z = 0.0F Then
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ReadyAxis.Z = 1.0F
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Else
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If DestinationDistance.Z <> 0.0F Then
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DestinationDistance.Z = 0.0F
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InterpolationDirection = True
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End If
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If CurrentDistance.Z = 0.0F Then
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ReadyAxis.Z = 1.0F
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End If
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End If
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End If
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End If
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If HalfDistance.X <> 0.0F Then
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Screen.Camera.Position.X = StartPosition.X + Me.CurrentDistance.X
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Else
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ReadyAxis.X = 1.0F
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End If
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If HalfDistance.Y <> 0.0F Then
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Screen.Camera.Position.Y = StartPosition.Y + Me.CurrentDistance.Y
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Else
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ReadyAxis.Y = 1.0F
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End If
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If HalfDistance.Z <> 0.0F Then
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Screen.Camera.Position.Z = StartPosition.Z + Me.CurrentDistance.Z
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Else
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ReadyAxis.Z = 1.0F
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End If
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If Date.Now > ReadyTime AndAlso ReadyAxis.X = 1.0F AndAlso ReadyAxis.Y = 1.0F AndAlso ReadyAxis.Z = 1.0F Then
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Me.Ready = True
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End If
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End Sub
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End Class
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@ -14,10 +14,9 @@
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Size
|
Size
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Rotation
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Rotation
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Texture
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Texture
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Wait
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ViewPokeBill
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Sound
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Sound
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Background
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Background
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Camera
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End Enum
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End Enum
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Public AnimationType As AnimationTypes = AnimationTypes.Nothing
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Public AnimationType As AnimationTypes = AnimationTypes.Nothing
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@ -205,8 +205,8 @@ Namespace BattleSystem
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End If
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End If
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End If
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End If
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|
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Dim DurationWhole = CSng(Math.Truncate(CDbl(Duration)))
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Dim DurationWhole = CSng(Math.Truncate(CDbl(Duration / 6.0F)))
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Dim DurationFraction = CSng((Duration - DurationWhole) * 1000)
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Dim DurationFraction = CSng((Duration / 6.0F - DurationWhole) * 1000)
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Dim DurationTime As TimeSpan = New TimeSpan(0, 0, 0, CInt(DurationWhole), CInt(DurationFraction))
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Dim DurationTime As TimeSpan = New TimeSpan(0, 0, 0, CInt(DurationWhole), CInt(DurationFraction))
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Dim baEntityOscillateMove As BAEntityOscillateMove = New BAEntityOscillateMove(MoveEntity, RemoveEntityAfter, Distance, Speed, BothWays, DurationTime, startDelay, endDelay, MovementCurve, ReturnToStart)
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Dim baEntityOscillateMove As BAEntityOscillateMove = New BAEntityOscillateMove(MoveEntity, RemoveEntityAfter, Distance, Speed, BothWays, DurationTime, startDelay, endDelay, MovementCurve, ReturnToStart)
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AnimationSequence.Add(baEntityOscillateMove)
|
AnimationSequence.Add(baEntityOscillateMove)
|
||||||
@ -331,5 +331,27 @@ Namespace BattleSystem
|
|||||||
AnimationSequence.Add(baBackground)
|
AnimationSequence.Add(baBackground)
|
||||||
End Sub
|
End Sub
|
||||||
|
|
||||||
|
Public Sub AnimationCameraChangeAngle(ByRef Battlescreen As BattleScreen, ByVal CameraAngleID As Integer, ByVal startDelay As Single, ByVal endDelay As Single)
|
||||||
|
Dim baCameraChangeAngle As BACameraChangeAngle = New BACameraChangeAngle(Battlescreen, CameraAngleID, startDelay, endDelay)
|
||||||
|
AnimationSequence.Add(baCameraChangeAngle)
|
||||||
|
End Sub
|
||||||
|
|
||||||
|
Public Sub AnimationCameraOscillateMove(ByVal Distance As Vector3, ByVal Speed As Single, ByVal BothWays As Boolean, ByVal Duration As Single, ByVal startDelay As Single, ByVal endDelay As Single, Optional MovementCurve As Integer = 0, Optional ReturnToStart As Vector3 = Nothing)
|
||||||
|
Dim ReturnPosition As New Vector3(0)
|
||||||
|
|
||||||
|
If Not BattleFlipped = Nothing Then
|
||||||
|
If BattleFlipped = True Then
|
||||||
|
Distance.Z *= -1.0F
|
||||||
|
End If
|
||||||
|
End If
|
||||||
|
|
||||||
|
Dim DurationWhole = CSng(Math.Truncate(CDbl(Duration / 6.0F)))
|
||||||
|
Dim DurationFraction = CSng((Duration / 6.0F - DurationWhole) * 1000)
|
||||||
|
Dim DurationTime As TimeSpan = New TimeSpan(0, 0, 0, CInt(DurationWhole), CInt(DurationFraction))
|
||||||
|
Dim baCameraOscillateMove As BACameraOscillateMove = New BACameraOscillateMove(Distance, Speed, BothWays, DurationTime, startDelay, endDelay, MovementCurve, ReturnToStart)
|
||||||
|
AnimationSequence.Add(baCameraOscillateMove)
|
||||||
|
|
||||||
|
End Sub
|
||||||
|
|
||||||
End Class
|
End Class
|
||||||
End Namespace
|
End Namespace
|
BIN
P3D/Content/Sounds/Battle/Attacks/Ground/Earthquake.wav
Normal file
BIN
P3D/Content/Sounds/Battle/Attacks/Ground/Earthquake.wav
Normal file
Binary file not shown.
@ -18311,6 +18311,9 @@
|
|||||||
<Content Include="Content\Sounds\Battle\Attacks\Grass\VineWhip_Start.wav">
|
<Content Include="Content\Sounds\Battle\Attacks\Grass\VineWhip_Start.wav">
|
||||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||||
</Content>
|
</Content>
|
||||||
|
<Content Include="Content\Sounds\Battle\Attacks\Ground\Earthquake.wav">
|
||||||
|
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||||
|
</Content>
|
||||||
<Content Include="Content\Sounds\Battle\Attacks\Ice\IcePunch_Crystals.wav">
|
<Content Include="Content\Sounds\Battle\Attacks\Ice\IcePunch_Crystals.wav">
|
||||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||||
</Content>
|
</Content>
|
||||||
@ -28737,7 +28740,9 @@
|
|||||||
<Compile Include="Battle\BattleAnimations\BAEntityColor.vb" />
|
<Compile Include="Battle\BattleAnimations\BAEntityColor.vb" />
|
||||||
<Compile Include="Battle\BattleAnimations\BABackground.vb" />
|
<Compile Include="Battle\BattleAnimations\BABackground.vb" />
|
||||||
<Compile Include="Battle\BattleAnimations\BAEntityFaceRotate.vb" />
|
<Compile Include="Battle\BattleAnimations\BAEntityFaceRotate.vb" />
|
||||||
|
<Compile Include="Battle\BattleAnimations\BACameraOscillateMove.vb" />
|
||||||
<Compile Include="Battle\BattleAnimations\BAEntityOscillateMove.vb" />
|
<Compile Include="Battle\BattleAnimations\BAEntityOscillateMove.vb" />
|
||||||
|
<Compile Include="Battle\BattleAnimations\BACameraChangeAngle.vb" />
|
||||||
<Compile Include="Battle\BattleAnimations\BAEntitySetPosition.vb" />
|
<Compile Include="Battle\BattleAnimations\BAEntitySetPosition.vb" />
|
||||||
<Compile Include="Battle\BattleAnimations\BAEntityRotate.vb" />
|
<Compile Include="Battle\BattleAnimations\BAEntityRotate.vb" />
|
||||||
<Compile Include="Battle\BattleAnimations\BAEntityMove.vb" />
|
<Compile Include="Battle\BattleAnimations\BAEntityMove.vb" />
|
||||||
|
@ -60,7 +60,7 @@
|
|||||||
Public Overrides Sub InternalOpponentPokemonMoveAnimation(ByVal BattleScreen As BattleScreen, ByVal BattleFlip As Boolean, ByVal CurrentPokemon As Pokemon, ByVal CurrentEntity As NPC)
|
Public Overrides Sub InternalOpponentPokemonMoveAnimation(ByVal BattleScreen As BattleScreen, ByVal BattleFlip As Boolean, ByVal CurrentPokemon As Pokemon, ByVal CurrentEntity As NPC)
|
||||||
Dim MoveAnimation As AnimationQueryObject = New AnimationQueryObject(CurrentEntity, BattleFlip, True)
|
Dim MoveAnimation As AnimationQueryObject = New AnimationQueryObject(CurrentEntity, BattleFlip, True)
|
||||||
MoveAnimation.AnimationPlaySound("Battle\Attacks\Electric\Flash", 0.0F, 0)
|
MoveAnimation.AnimationPlaySound("Battle\Attacks\Electric\Flash", 0.0F, 0)
|
||||||
MoveAnimation.AnimationBackground(TextureManager.GetTexture("Textures\Battle\Electric\FlashBackground"), 0, 0, 0.25F, 0.9F, 0.2F, 0.025F, True, 1, 0, 6)
|
MoveAnimation.AnimationBackground(TextureManager.GetTexture("Textures\Battle\Electric\FlashBackground"), 0, 0, 1.5F, 0.9F, 0.2F, 0.025F, True, 1, 0, 6)
|
||||||
MoveAnimation.AnimationColor(CurrentEntity, False, 0.2F, True, 0, 0, New Vector3(0.1), Nothing, 0.025F)
|
MoveAnimation.AnimationColor(CurrentEntity, False, 0.2F, True, 0, 0, New Vector3(0.1), Nothing, 0.025F)
|
||||||
|
|
||||||
BattleScreen.BattleQuery.Add(MoveAnimation)
|
BattleScreen.BattleQuery.Add(MoveAnimation)
|
||||||
|
@ -69,7 +69,7 @@
|
|||||||
Dim RayEntity = MoveAnimation.SpawnEntity(CurrentEntity.Position, TextureManager.GetTexture("Textures\Battle\Ghost\ConfuseRay", New Rectangle(0, 0, 16, 16), ""), New Vector3(0.5F), 0.0F)
|
Dim RayEntity = MoveAnimation.SpawnEntity(CurrentEntity.Position, TextureManager.GetTexture("Textures\Battle\Ghost\ConfuseRay", New Rectangle(0, 0, 16, 16), ""), New Vector3(0.5F), 0.0F)
|
||||||
MoveAnimation.AnimationFade(RayEntity, False, 0.025F, True, 1.0F, 0, 0)
|
MoveAnimation.AnimationFade(RayEntity, False, 0.025F, True, 1.0F, 0, 0)
|
||||||
MoveAnimation.AnimationMove(RayEntity, False, 1.5, 0, 0, 0.025, False, False, 0, 0,,, 0.0125)
|
MoveAnimation.AnimationMove(RayEntity, False, 1.5, 0, 0, 0.025, False, False, 0, 0,,, 0.0125)
|
||||||
MoveAnimation.AnimationOscillateMove(RayEntity, True, New Vector3(0, 0.075, 0), 0.02, True, 1, 0, 0, 1)
|
MoveAnimation.AnimationOscillateMove(RayEntity, True, New Vector3(0, 0.075, 0), 0.02, True, 6, 0, 0, 1)
|
||||||
|
|
||||||
MoveAnimation.AnimationChangeTexture(RayEntity, False, TextureManager.GetTexture("Textures\Battle\Ghost\ConfuseRay", New Rectangle(16, 0, 16, 16), ""), 0.5, 0)
|
MoveAnimation.AnimationChangeTexture(RayEntity, False, TextureManager.GetTexture("Textures\Battle\Ghost\ConfuseRay", New Rectangle(16, 0, 16, 16), ""), 0.5, 0)
|
||||||
MoveAnimation.AnimationChangeTexture(RayEntity, False, TextureManager.GetTexture("Textures\Battle\Ghost\ConfuseRay", New Rectangle(0, 0, 16, 16), ""), 1.0, 0)
|
MoveAnimation.AnimationChangeTexture(RayEntity, False, TextureManager.GetTexture("Textures\Battle\Ghost\ConfuseRay", New Rectangle(0, 0, 16, 16), ""), 1.0, 0)
|
||||||
@ -93,8 +93,8 @@
|
|||||||
|
|
||||||
Dim RayEntity = MoveAnimation.SpawnEntity(SpawnPosition, TextureManager.GetTexture("Textures\Battle\Ghost\ConfuseRay", New Rectangle(0, 0, 16, 16), ""), New Vector3(0.5F), 1.0F)
|
Dim RayEntity = MoveAnimation.SpawnEntity(SpawnPosition, TextureManager.GetTexture("Textures\Battle\Ghost\ConfuseRay", New Rectangle(0, 0, 16, 16), ""), New Vector3(0.5F), 1.0F)
|
||||||
MoveAnimation.AnimationMove(RayEntity, False, 1.5, 0, 0, 0.025, False, False, 0, 0,,, 0.0125)
|
MoveAnimation.AnimationMove(RayEntity, False, 1.5, 0, 0, 0.025, False, False, 0, 0,,, 0.0125)
|
||||||
MoveAnimation.AnimationOscillateMove(RayEntity, False, New Vector3(0, 0.075, 0), 0.02, True, 1, 0, 0, 1)
|
MoveAnimation.AnimationOscillateMove(RayEntity, False, New Vector3(0, 0.075, 0), 0.02, True, 6, 0, 0, 1)
|
||||||
MoveAnimation.AnimationOscillateMove(RayEntity, False, New Vector3(0, 0, 0.2), 0.075, True, 1.5, 4, 0, 1)
|
MoveAnimation.AnimationOscillateMove(RayEntity, False, New Vector3(0, 0, 0.2), 0.075, True, 7.5, 4, 0, 1)
|
||||||
|
|
||||||
MoveAnimation.AnimationChangeTexture(RayEntity, False, TextureManager.GetTexture("Textures\Battle\Ghost\ConfuseRay", New Rectangle(16, 0, 16, 16), ""), 0.5, 0)
|
MoveAnimation.AnimationChangeTexture(RayEntity, False, TextureManager.GetTexture("Textures\Battle\Ghost\ConfuseRay", New Rectangle(16, 0, 16, 16), ""), 0.5, 0)
|
||||||
MoveAnimation.AnimationChangeTexture(RayEntity, False, TextureManager.GetTexture("Textures\Battle\Ghost\ConfuseRay", New Rectangle(0, 0, 16, 16), ""), 1.0, 0)
|
MoveAnimation.AnimationChangeTexture(RayEntity, False, TextureManager.GetTexture("Textures\Battle\Ghost\ConfuseRay", New Rectangle(0, 0, 16, 16), ""), 1.0, 0)
|
||||||
|
@ -66,6 +66,18 @@
|
|||||||
End If
|
End If
|
||||||
End Function
|
End Function
|
||||||
|
|
||||||
|
Public Overrides Sub InternalOpponentPokemonMoveAnimation(ByVal BattleScreen As BattleScreen, ByVal BattleFlip As Boolean, ByVal CurrentPokemon As Pokemon, ByVal CurrentEntity As NPC)
|
||||||
|
Dim MoveAnimation As AnimationQueryObject = New AnimationQueryObject(CurrentEntity, BattleFlip, False)
|
||||||
|
MoveAnimation.AnimationPlaySound("Battle\Attacks\Ground\Earthquake", 0.0F, 0)
|
||||||
|
MoveAnimation.AnimationCameraOscillateMove(New Vector3(0, 0, 0.075), 0.045, True, 16, 0, 0, 0, New Vector3(0, 0, 1))
|
||||||
|
|
||||||
|
MoveAnimation.AnimationCameraOscillateMove(New Vector3(0, 0.06, 0), 0.03, True, 4, 0, 0, 0, New Vector3(0, 0, 1))
|
||||||
|
MoveAnimation.AnimationCameraOscillateMove(New Vector3(0, -0.06, 0), 0.03, True, 4, 4, 0, 0, New Vector3(0, 0, 1))
|
||||||
|
MoveAnimation.AnimationCameraOscillateMove(New Vector3(0, 0.06, 0), 0.03, True, 4, 8, 0, 0, New Vector3(0, 0, 1))
|
||||||
|
MoveAnimation.AnimationCameraOscillateMove(New Vector3(0, -0.06, 0), 0.03, True, 4, 12, 0, 0, New Vector3(0, 0, 1))
|
||||||
|
|
||||||
|
BattleScreen.BattleQuery.Add(MoveAnimation)
|
||||||
|
End Sub
|
||||||
End Class
|
End Class
|
||||||
|
|
||||||
End Namespace
|
End Namespace
|
@ -76,7 +76,7 @@
|
|||||||
End Sub
|
End Sub
|
||||||
Public Overrides Sub InternalOpponentPokemonMoveAnimation(ByVal BattleScreen As BattleScreen, ByVal BattleFlip As Boolean, ByVal CurrentPokemon As Pokemon, ByVal CurrentEntity As NPC)
|
Public Overrides Sub InternalOpponentPokemonMoveAnimation(ByVal BattleScreen As BattleScreen, ByVal BattleFlip As Boolean, ByVal CurrentPokemon As Pokemon, ByVal CurrentEntity As NPC)
|
||||||
Dim MoveAnimation As AnimationQueryObject = New AnimationQueryObject(CurrentEntity, BattleFlip)
|
Dim MoveAnimation As AnimationQueryObject = New AnimationQueryObject(CurrentEntity, BattleFlip)
|
||||||
MoveAnimation.AnimationOscillateMove(Nothing, False, New Vector3(0, 0, 0.05), 0.035, True, 0.5, 0, 0.5, 0, New Vector3(0, 0, 1))
|
MoveAnimation.AnimationOscillateMove(Nothing, False, New Vector3(0, 0, 0.05), 0.035, True, 3, 0, 0.5, 0, New Vector3(0, 0, 1))
|
||||||
BattleScreen.BattleQuery.Add(MoveAnimation)
|
BattleScreen.BattleQuery.Add(MoveAnimation)
|
||||||
End Sub
|
End Sub
|
||||||
End Class
|
End Class
|
||||||
|
@ -66,7 +66,7 @@
|
|||||||
Dim MoveAnimation As AnimationQueryObject = New AnimationQueryObject(CurrentEntity, BattleFlip)
|
Dim MoveAnimation As AnimationQueryObject = New AnimationQueryObject(CurrentEntity, BattleFlip)
|
||||||
MoveAnimation.AnimationTurnNPC(2, 0, 0, 1, -1, 0.35)
|
MoveAnimation.AnimationTurnNPC(2, 0, 0, 1, -1, 0.35)
|
||||||
MoveAnimation.AnimationPlaySound("Battle\Attacks\Normal\TailWhip", 1, 0)
|
MoveAnimation.AnimationPlaySound("Battle\Attacks\Normal\TailWhip", 1, 0)
|
||||||
MoveAnimation.AnimationOscillateMove(Nothing, False, New Vector3(0, 0, -0.075), 0.035, True, 0.5, 1, 0, 0, New Vector3(0, 0, 1))
|
MoveAnimation.AnimationOscillateMove(Nothing, False, New Vector3(0, 0, -0.075), 0.035, True, 3, 1, 0, 0, New Vector3(0, 0, 1))
|
||||||
MoveAnimation.AnimationTurnNPC(2, 5, 0.5, 3, 1, 0.35)
|
MoveAnimation.AnimationTurnNPC(2, 5, 0.5, 3, 1, 0.35)
|
||||||
BattleScreen.BattleQuery.Add(MoveAnimation)
|
BattleScreen.BattleQuery.Add(MoveAnimation)
|
||||||
End Sub
|
End Sub
|
||||||
|
@ -74,9 +74,9 @@
|
|||||||
Public Overrides Sub InternalOpponentPokemonMoveAnimation(ByVal BattleScreen As BattleScreen, ByVal BattleFlip As Boolean, ByVal CurrentPokemon As Pokemon, ByVal CurrentEntity As NPC)
|
Public Overrides Sub InternalOpponentPokemonMoveAnimation(ByVal BattleScreen As BattleScreen, ByVal BattleFlip As Boolean, ByVal CurrentPokemon As Pokemon, ByVal CurrentEntity As NPC)
|
||||||
Dim MoveAnimation As AnimationQueryObject = New AnimationQueryObject(CurrentEntity, BattleFlip, True)
|
Dim MoveAnimation As AnimationQueryObject = New AnimationQueryObject(CurrentEntity, BattleFlip, True)
|
||||||
MoveAnimation.AnimationPlaySound("Battle\Attacks\Psychic\Psychic", 0.0F, 0)
|
MoveAnimation.AnimationPlaySound("Battle\Attacks\Psychic\Psychic", 0.0F, 0)
|
||||||
MoveAnimation.AnimationBackground(TextureManager.GetTexture("Textures\Battle\Psychic\PsychicBackground"), 0, 0, 1.5F, 0.6F, 0.075F, 0.075F, True, 11, 2, 6)
|
MoveAnimation.AnimationBackground(TextureManager.GetTexture("Textures\Battle\Psychic\PsychicBackground"), 0, 0, 9.0F, 0.6F, 0.075F, 0.075F, True, 11, 2, 6)
|
||||||
|
|
||||||
MoveAnimation.AnimationOscillateMove(Nothing, False, New Vector3(0, 0, 0.05), 0.035, True, 0.75, 1, 0.5, 0, New Vector3(0, 0, 1))
|
MoveAnimation.AnimationOscillateMove(Nothing, False, New Vector3(0, 0, 0.05), 0.035, True, 4.5, 1, 0.5, 0, New Vector3(0, 0, 1))
|
||||||
|
|
||||||
BattleScreen.BattleQuery.Add(MoveAnimation)
|
BattleScreen.BattleQuery.Add(MoveAnimation)
|
||||||
End Sub
|
End Sub
|
||||||
|
Loading…
x
Reference in New Issue
Block a user