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GUIAnimation.asc
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GUIAnimation.asc
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BlockingStyle GUIAnimation_BlockingStyle[]; // whether the GUI animation blocks other scripts
RepeatStyle GUIAnimation_RepeatStyle[]; // whether the GUI animation repeats
Direction GUIAnimation_Direction[]; // the direction of the GUI animation
int GUIAnimation_Delay[]; // the delay passed to GUI.Animate
int GUIAnimation_DelayTimer[]; // timer between frames in GUI animation (only used by non-blocking)
int GUIAnimation_Frame[]; // the current GUI animation frame
int GUIAnimation_Loop[]; // the current GUI animation loop
int GUIAnimation_View[]; // the current GUI animation view
int GUIAnimation_NormalGraphic[]; // the background graphic prior to GUI animation
bool GUIAnimation_Animating[]; // whether the GUI is actively animating
DynamicSprite *GUIAnimation_Sprite[]; // provides flipped sprite support for GUI animation
int GUIAnimation_Graphic[]; // the sprite number of the current frame used for GUI animation (helper for flipped sprites)
void UnlockView(this GUI*, bool restoreGraphic) { // stop animation and (optionally) restore the normal background graphic to the GUI
GUIAnimation_BlockingStyle[this.ID] = eNoBlock; // reset our variables to the defaults
GUIAnimation_Delay[this.ID] = 0;
GUIAnimation_DelayTimer[this.ID] = 0;
GUIAnimation_Direction[this.ID] = eForwards;
GUIAnimation_Frame[this.ID] = 0;
GUIAnimation_Loop[this.ID] = 0;
GUIAnimation_RepeatStyle[this.ID] = eOnce;
GUIAnimation_View[this.ID] = 0;
GUIAnimation_Animating[this.ID] = false;
GUIAnimation_Graphic[this.ID] = 0;
if (restoreGraphic) { // if restoring the previous graphic
this.BackgroundGraphic = GUIAnimation_NormalGraphic[this.ID]; // restore the normal background graphic
if (GUIAnimation_Sprite[this.ID] != null) GUIAnimation_Sprite[this.ID].Delete(); // clean out unused sprites
GUIAnimation_Sprite[this.ID] = null; // clear the pointer
// if we aren't restoring the graphic this DynamicSprite may still be in use!
}
GUIAnimation_NormalGraphic[this.ID] = 0;
}
function game_start() {
// initialize our arrays
GUIAnimation_BlockingStyle = new BlockingStyle[Game.GUICount];
GUIAnimation_Delay = new int[Game.GUICount];
GUIAnimation_DelayTimer = new int[Game.GUICount];
GUIAnimation_Direction = new Direction[Game.GUICount];
GUIAnimation_Frame = new int[Game.GUICount];
GUIAnimation_Loop = new int[Game.GUICount];
GUIAnimation_NormalGraphic = new int[Game.GUICount];
GUIAnimation_RepeatStyle = new RepeatStyle[Game.GUICount];
GUIAnimation_View = new int[Game.GUICount];
GUIAnimation_Animating = new bool[Game.GUICount];
GUIAnimation_Sprite = new DynamicSprite[Game.GUICount];
GUIAnimation_Graphic = new int[Game.GUICount];
int i = 0;
while (i < Game.GUICount) {
gui[i].UnlockView(false); // initialize our variables
i++;
}
}
void LockView(this GUI*, int view) {
if ((view <= 0) || (view > Game.ViewCount)) return;
this.UnlockView(false); // reset all settings first
GUIAnimation_View[this.ID] = view; // set the view
GUIAnimation_NormalGraphic[this.ID] = this.BackgroundGraphic; // and store the normal graphic
}
bool IsAnimating(this GUI*) { // check whether the GUI is actively animating
return (GUIAnimation_Animating[this.ID] != false);
}
void DoAnimation(this GUI*) { // this function will perform the actual work of switching the frames
if (!this.IsAnimating()) return; // if this GUI isn't animating, return
int i = this.ID;
int view = GUIAnimation_View[i], loop = GUIAnimation_Loop[i], frame = GUIAnimation_Frame[i];
int frameCount = Game.GetFrameCountForLoop(view, loop);
if (GUIAnimation_BlockingStyle[i] == eBlock) { // if this GUI is animating and blocking
bool doOnce = true; // loop here at least once
while ((GUIAnimation_RepeatStyle[i] == eRepeat) || (doOnce)) {
doOnce = false; // entered loop once, we only continue looping if repeating the animation
ViewFrame *vframe = Game.GetViewFrame(view, loop, frame);
int delay = (GUIAnimation_Delay[i] + vframe.Speed); // get the current delay
if (delay) Wait(delay); // using Wait provides the "blocking" functionality
else Wait(1); // delay will probably be at least 1, but we need to be sure
if (GUIAnimation_Direction[i] == eForwards) { // if animating forwards
while (frame < frameCount) { // loop through all the frames
if (GUIAnimation_Sprite[this.ID] != null) { // if there is a dynamic sprite alloted, release it
this.BackgroundGraphic = 0; // make sure to change this before deleting the sprite!
GUIAnimation_Sprite[this.ID].Delete();
GUIAnimation_Sprite[this.ID] = null;
}
GUIAnimation_Frame[this.ID] = frame;
GUIAnimation_Graphic[this.ID] = vframe.Graphic; // store this frame's sprite slot
if (vframe.Flipped) { // if the sprite is flipped, we need to use a dynamic sprite
GUIAnimation_Sprite[this.ID] = DynamicSprite.CreateFromExistingSprite(vframe.Graphic);
GUIAnimation_Sprite[this.ID].Flip(eFlipLeftToRight);
GUIAnimation_Graphic[this.ID] = GUIAnimation_Sprite[this.ID].Graphic;
}
this.BackgroundGraphic = GUIAnimation_Graphic[this.ID]; // update the GUI's graphic with the new frame
#ifver 3.2 // if there is an associated sound, play it
if (vframe.LinkedAudio != null) vframe.LinkedAudio.Play();
#endif
#ifnver 3.2
if (vframe.Sound) PlaySound(vframe.Sound);
#endif
frame++;
if (frame < frameCount) { // if we haven't reached the end of the loop yet, update our variables
vframe = Game.GetViewFrame(view, loop, frame);
delay = (GUIAnimation_Delay[i] + vframe.Speed);
if (delay) Wait(delay);
}
}
frame = 0;
if (GUIAnimation_RepeatStyle[this.ID] == eRepeat) { // if the animation is repeating, do it over
vframe = Game.GetViewFrame(view, loop, frame);
if (GUIAnimation_Sprite[this.ID] != null) {
this.BackgroundGraphic = 0;
GUIAnimation_Sprite[this.ID].Delete();
GUIAnimation_Sprite[this.ID] = null;
}
GUIAnimation_Frame[this.ID] = frame;
GUIAnimation_Graphic[this.ID] = vframe.Graphic;
if (vframe.Flipped) {
GUIAnimation_Sprite[this.ID] = DynamicSprite.CreateFromExistingSprite(vframe.Graphic);
GUIAnimation_Sprite[this.ID].Flip(eFlipLeftToRight);
GUIAnimation_Graphic[this.ID] = GUIAnimation_Sprite[this.ID].Graphic;
}
this.BackgroundGraphic = GUIAnimation_Graphic[this.ID];
#ifver 3.2
if (vframe.LinkedAudio != null) vframe.LinkedAudio.Play();
#endif
#ifnver 3.2
if (vframe.Sound) PlaySound(vframe.Sound);
#endif
}
}
else { // if we're animating backwards
while (frame >= 0) {
if (GUIAnimation_Sprite[this.ID] != null) {
this.BackgroundGraphic = 0;
GUIAnimation_Sprite[this.ID].Delete();
GUIAnimation_Sprite[this.ID] = null;
}
GUIAnimation_Frame[this.ID] = frame;
GUIAnimation_Graphic[this.ID] = vframe.Graphic;
if (vframe.Flipped) {
GUIAnimation_Sprite[this.ID] = DynamicSprite.CreateFromExistingSprite(vframe.Graphic);
GUIAnimation_Sprite[this.ID].Flip(eFlipLeftToRight);
GUIAnimation_Graphic[this.ID] = GUIAnimation_Sprite[this.ID].Graphic;
}
this.BackgroundGraphic = GUIAnimation_Graphic[this.ID];
#ifver 3.2
if (vframe.LinkedAudio != null) vframe.LinkedAudio.Play();
#endif
#ifnver 3.2
if (vframe.Sound) PlaySound(vframe.Sound);
#endif
frame--;
if (frame >= 0) {
vframe = Game.GetViewFrame(view, loop, frame);
delay = (GUIAnimation_Delay[i] + vframe.Speed);
if (delay) Wait(delay);
}
}
frame = (frameCount - 1);
if (GUIAnimation_RepeatStyle[this.ID] == eRepeat) {
vframe = Game.GetViewFrame(view, loop, frame);
if (GUIAnimation_Sprite[this.ID] != null) {
this.BackgroundGraphic = 0;
GUIAnimation_Sprite[this.ID].Delete();
GUIAnimation_Sprite[this.ID] = null;
}
GUIAnimation_Frame[this.ID] = frame;
GUIAnimation_Graphic[this.ID] = vframe.Graphic;
if (vframe.Flipped) {
GUIAnimation_Sprite[this.ID] = DynamicSprite.CreateFromExistingSprite(vframe.Graphic);
GUIAnimation_Sprite[this.ID].Flip(eFlipLeftToRight);
GUIAnimation_Graphic[this.ID] = GUIAnimation_Sprite[this.ID].Graphic;
}
this.BackgroundGraphic = GUIAnimation_Graphic[this.ID];
#ifver 3.2
if (vframe.LinkedAudio != null) vframe.LinkedAudio.Play();
#endif
#ifnver 3.2
if (vframe.Sound) PlaySound(vframe.Sound);
#endif
}
}
}
GUIAnimation_Animating[this.ID] = false;
return;
} // end blocking
if (GUIAnimation_DelayTimer[i]) { // if our timer hasn't expired, decrease it
GUIAnimation_DelayTimer[i]--;
return; // wait for the timer to expire before we continue animating this GUI
}
if ((GUIAnimation_Direction[i] == eForwards) && (frame < frameCount)) { // animating forward
frame++;
if ((frame == frameCount) && (GUIAnimation_RepeatStyle[i] == eRepeat)) frame = 0;
if (frame < frameCount) {
ViewFrame *vframe = Game.GetViewFrame(view, loop, frame);
GUIAnimation_DelayTimer[i] = (GUIAnimation_Delay[i] + vframe.Speed);
if (GUIAnimation_Sprite[this.ID] != null) {
this.BackgroundGraphic = 0;
GUIAnimation_Sprite[this.ID].Delete();
GUIAnimation_Sprite[this.ID] = null;
}
GUIAnimation_Frame[this.ID] = frame;
GUIAnimation_Graphic[this.ID] = vframe.Graphic;
if (vframe.Flipped) {
GUIAnimation_Sprite[this.ID] = DynamicSprite.CreateFromExistingSprite(vframe.Graphic);
GUIAnimation_Sprite[this.ID].Flip(eFlipLeftToRight);
GUIAnimation_Graphic[this.ID] = GUIAnimation_Sprite[this.ID].Graphic;
}
this.BackgroundGraphic = GUIAnimation_Graphic[this.ID];
#ifver 3.2
if (vframe.LinkedAudio != null) vframe.LinkedAudio.Play();
#endif
#ifnver 3.2
if (vframe.Sound) PlaySound(vframe.Sound);
#endif
}
else GUIAnimation_Animating[this.ID] = false;
GUIAnimation_Frame[i] = frame;
}
else if ((GUIAnimation_Direction[i] == eBackwards) && (frame >= 0)) { // animating backwards
frame--;
if ((frame == -1) && (GUIAnimation_RepeatStyle[i] == eRepeat)) frame = (frameCount - 1);
if (frame >= 0) {
ViewFrame *vframe = Game.GetViewFrame(view, loop, frame);
GUIAnimation_DelayTimer[i] = (GUIAnimation_Delay[i] + vframe.Speed);
if (GUIAnimation_Sprite[this.ID] != null) {
this.BackgroundGraphic = 0;
GUIAnimation_Sprite[this.ID].Delete();
GUIAnimation_Sprite[this.ID] = null;
}
GUIAnimation_Frame[this.ID] = frame;
GUIAnimation_Graphic[this.ID] = vframe.Graphic;
if (vframe.Flipped) {
GUIAnimation_Sprite[this.ID] = DynamicSprite.CreateFromExistingSprite(vframe.Graphic);
GUIAnimation_Sprite[this.ID].Flip(eFlipLeftToRight);
GUIAnimation_Graphic[this.ID] = GUIAnimation_Sprite[this.ID].Graphic;
}
this.BackgroundGraphic = GUIAnimation_Graphic[this.ID];
#ifver 3.2
if (vframe.LinkedAudio != null) vframe.LinkedAudio.Play();
#endif
#ifnver 3.2
if (vframe.Sound) PlaySound(vframe.Sound);
#endif
}
else GUIAnimation_Animating[this.ID] = false;
GUIAnimation_Frame[i] = frame;
}
}
void Animate(this GUI*, int loop, int delay, RepeatStyle repeat, BlockingStyle block, Direction direction) { // animate the GUI just like Character.Animate
if (!GUIAnimation_View[this.ID]) { // no view set
// error handling...?
return;
}
if ((loop < 0) || (loop >= Game.GetLoopCountForView(GUIAnimation_View[this.ID]))) loop = 0;
if ((delay < 0) || (delay > 150000)) delay = 0;
GUIAnimation_Loop[this.ID] = loop;
GUIAnimation_Frame[this.ID] = 0;
if (direction == eBackwards) GUIAnimation_Frame[this.ID] = (Game.GetFrameCountForLoop(GUIAnimation_View[this.ID], loop) - 1);
ViewFrame *vframe = Game.GetViewFrame(GUIAnimation_View[this.ID], loop, 0);
GUIAnimation_Delay[this.ID] = delay;
GUIAnimation_DelayTimer[this.ID] = (delay + vframe.Speed);
GUIAnimation_RepeatStyle[this.ID] = repeat;
GUIAnimation_Direction[this.ID] = direction;
GUIAnimation_NormalGraphic[this.ID] = this.BackgroundGraphic;
GUIAnimation_BlockingStyle[this.ID] = block;
GUIAnimation_Animating[this.ID] = true;
if (block == eBlock) {
this.DoAnimation();
return;
}
if (GUIAnimation_Sprite[this.ID] != null) {
this.BackgroundGraphic = 0;
GUIAnimation_Sprite[this.ID].Delete();
GUIAnimation_Sprite[this.ID] = null;
}
GUIAnimation_Graphic[this.ID] = vframe.Graphic;
if (vframe.Flipped) {
GUIAnimation_Sprite[this.ID] = DynamicSprite.CreateFromExistingSprite(vframe.Graphic);
GUIAnimation_Sprite[this.ID].Flip(eFlipLeftToRight);
GUIAnimation_Graphic[this.ID] = GUIAnimation_Sprite[this.ID].Graphic;
}
this.BackgroundGraphic = GUIAnimation_Graphic[this.ID];
#ifver 3.2
if (vframe.LinkedAudio != null) vframe.LinkedAudio.Play();
#endif
#ifnver 3.2
if (vframe.Sound) PlaySound(vframe.Sound);
#endif
}
int GetView(this GUI*) { // returns the view this GUI is locked to
return GUIAnimation_View[this.ID];
}
int GetLoop(this GUI*) { // returns the loop this GUI is animating in
if (!this.IsAnimating()) return -1;
return GUIAnimation_Loop[this.ID];
}
int GetFrame(this GUI*) { // returns the currently displayed frame of the GUI animation
if (!this.IsAnimating()) return -1;
return GUIAnimation_Frame[this.ID];
}
ViewFrame* GetViewFrame(this GUI*) { // returns the ViewFrame object for the GUI's current view, loop, and frame
int view = GUIAnimation_View[this.ID], loop = GUIAnimation_Loop[this.ID], frame = GUIAnimation_Frame[this.ID];
if ((view <= 0) || (view > Game.ViewCount) || (loop < 0) || (loop >= Game.GetLoopCountForView(view)) ||
(frame < 0) || (frame >= Game.GetFrameCountForLoop(view, loop)) || (!this.IsAnimating())) return null;
return Game.GetViewFrame(view, loop, frame);
}
function repeatedly_execute_always() {
int i = 0;
while (i < Game.GUICount) {
if (GUIAnimation_BlockingStyle[i] == eNoBlock) gui[i].DoAnimation(); // update our non-blocking animations
i++;
}
}