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import { SaveFileService } from './../../savefile.service'; |
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export class SpriteData { |
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/** |
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* 0 arguments or false - Empty player character |
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* 1 argument true - Empty NPC character |
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* 2 arguments - Load data with savefile and index |
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*/ |
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constructor(savefile?: SaveFileService | boolean, index?: number) { |
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if ((typeof savefile === "object") && savefile !== null) |
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this.load(savefile as SaveFileService, index as number); |
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else if (savefile === true) { |
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this.rangeDirByte = 0; |
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this.textID = 0; |
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this.trainerClassOrItemID = 0; |
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this.trainerSetID = 0; |
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this.missableIndex = -1; |
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} |
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} |
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// Load data all sprites on the map have |
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public load(savefile: SaveFileService, index: number) { |
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// Grab sprite data 1 and 2 which applies to all sprites |
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this.grabSpriteData1(savefile, index); |
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this.grabSpriteData2(savefile, index); |
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// If this isn't the player sprite then load additional non-player data |
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// and check to see if it's missable |
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if (index > 0) { |
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this.grabSpriteDataNPC(savefile, index); |
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this.checkMissable(savefile, index); |
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} |
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} |
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// Don't correct index, this data starts at sprite 0 |
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grabSpriteData1(saveFile: SaveFileService, index: number) { |
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const it = saveFile.iterator.offsetTo((0x10 * index) + 0x2D2C); |
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this.pictureID = it.getByte(); |
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this.movementStatus = it.getByte(); |
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this.imageIndex = it.getByte(); |
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this.yStepVector = it.getByte(); |
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this.yPixels = it.getByte(); |
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this.xStepVector = it.getByte(); |
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this.xPixels = it.getByte(); |
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this.intraAnimationFrameCounter = it.getByte(); |
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this.animFrameCounter = it.getByte(); |
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this.faceDir = it.getByte(); |
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} |
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// Don't correct index, this data starts at sprite 0 |
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grabSpriteData2(saveFile: SaveFileService, index: number) { |
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const it = saveFile.iterator.offsetTo((0x10 * index) + 0x2E2C); |
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this.walkAnimationCounter = it.getByte(1); |
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this.yDisp = it.getByte(); |
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this.xDisp = it.getByte(); |
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this.mapY = it.getByte(); |
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this.mapX = it.getByte(); |
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this.movementByte = it.getByte(); |
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this.grassPriority = it.getByte(); |
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this.movementDelay = it.getByte(5); |
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this.imageBaseOffset = it.getByte(); |
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} |
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// Correct index, this data starts sprite 0 at sprite 1 |
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grabSpriteDataNPC(saveFile: SaveFileService, index: number) { |
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index--; |
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// Init missable index to non-player value |
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this.missableIndex = -1; |
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const it = saveFile.iterator.offsetTo((2 * index) + 0x2790); |
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this.rangeDirByte = it.getByte(); |
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this.textID = it.getByte(); |
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it.offsetTo((2 * index) + 0x27B0); |
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this.trainerClassOrItemID = it.getByte(); |
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this.trainerSetID = it.getByte(); |
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} |
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// Scan missable list to see if this sprite is in it |
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// If a match is found load missable data making this sprite a missable |
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// sprite and therefore have it's appearance controlled by the global |
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// missable flags |
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// Don't correct index, this data starts at sprite 1 |
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checkMissable(saveFile: SaveFileService, index: number) { |
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const it = saveFile.iterator; |
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for (let i = 0; i < 17; i++) { |
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it.offsetTo((0x2 * i) + 0x287A); |
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const mId = it.getByte(); |
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const mIndex = it.getByte(); |
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// Stop when reach list terminator |
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if (mId == 0xFF) |
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break; |
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// Skip if the id doesn't match this sprite |
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if (mId !== index) |
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continue; |
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// Save bit index this missable refers to and add to missable |
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// array for quick reference |
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this.missableIndex = mIndex; |
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break; |
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} |
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} |
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// Missables will have to be called seperate |
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public save(savefile: SaveFileService, index: number) { |
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// Grab sprite data 1 and 2 which applies to all sprites |
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this.saveSpriteData1(savefile, index); |
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this.saveSpriteData2(savefile, index); |
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// If this isn't the player sprite then save NPC data |
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if (index > 0) { |
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this.saveSpriteDataNPC(savefile, index); |
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} |
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} |
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saveSpriteData1(saveFile: SaveFileService, index: number) { |
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const it = saveFile.iterator.offsetTo((0x10 * index) + 0x2D2C); |
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it.setByte(this.pictureID) |
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it.setByte(this.movementStatus) |
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it.setByte(this.imageIndex) |
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it.setByte(this.yStepVector) |
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it.setByte(this.yPixels) |
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it.setByte(this.xStepVector) |
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it.setByte(this.xPixels) |
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it.setByte(this.intraAnimationFrameCounter) |
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it.setByte(this.animFrameCounter) |
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it.setByte(this.faceDir) |
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} |
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saveSpriteData2(saveFile: SaveFileService, index: number) { |
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const it = saveFile.iterator.offsetTo((0x10 * index) + 0x2E2C); |
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it.setByte(this.walkAnimationCounter, 1); |
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it.setByte(this.yDisp) |
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it.setByte(this.xDisp) |
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it.setByte(this.mapY) |
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it.setByte(this.mapX) |
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it.setByte(this.movementByte) |
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it.setByte(this.grassPriority) |
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it.setByte(this.movementDelay, 5); |
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it.setByte(this.imageBaseOffset) |
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} |
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saveSpriteDataNPC(saveFile: SaveFileService, index: number) { |
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// Correct index, this data starts sprite 0 at sprite 1 |
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index--; |
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const it = saveFile.iterator.offsetTo((2 * index) + 0x2790); |
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it.setByte(this.rangeDirByte as number); |
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it.setByte(this.textID as number); |
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it.offsetTo((2 * index) + 0x27B0); |
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it.setByte(this.trainerClassOrItemID as number); |
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it.setByte(this.trainerSetID as number); |
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} |
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// Because missables is somewhat tricky, it needs to be called seperately |
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static saveMissables(saveFile: SaveFileService, spriteData: SpriteData[]) { |
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const it = saveFile.iterator; |
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it.offsetTo(0x287A); |
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for (let i = 0; i < spriteData.length && i < 16; i++) { |
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const val = spriteData[i]; |
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// Skip all sprites that aren't missables |
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if (val.missableIndex === null || !(val.missableIndex >= 0)) |
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continue; |
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// Save sprite index that's missable |
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// Don't correct index, this data starts at sprite 1 |
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it.setByte(i); |
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// Save missable index this sprite connects to |
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it.setByte(val.missableIndex); |
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} |
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it.setByte(0xFF); |
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} |
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/** |
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* Sprite data that applies to all sprites |
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*/ |
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// Actual sprite image shown |
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public pictureID: number = 0; |
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// (0: uninitialized, 1: ready, 2: delayed, 3: moving) |
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public movementStatus: number = 0; |
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// Basically, in the sprite sheet strip, which "pane" or "tile" is it at |
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// 0xFF if not on the screen |
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public imageIndex: number = 0; |
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// When the sprite moves, exactly how far or how much is that? |
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//(-1, 0 or 1) |
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public yStepVector: number = 0; |
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// Screen position in pixels aligned to 4 pixels offset from the grid (To appear centered) |
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public yPixels: number = 0; |
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// When the sprite moves, exactly how far or how much is that? |
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//(-1, 0 or 1) |
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public xStepVector: number = 0; |
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// Screen position in pixels aligned to 4 pixels offset from the grid (To appear centered) |
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public xPixels: number = 0; |
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// Counter that helps delay between animation frames so things aren't so instant and fast |
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public intraAnimationFrameCounter: number = 0; |
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// Animation frame counter |
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public animFrameCounter: number = 0; |
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// (0: down, 4: up, 8: left, $c: right) |
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public faceDir: number = 0; |
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// Tracks movement & wandering, sprites are given 0x10 and it's decremented |
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public walkAnimationCounter: number = 0; |
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// Keep sprites from wandering too far however it's noted that it's bugged |
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// to begin with. Both are init to 0x8 |
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public yDisp: number = 0; |
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public xDisp: number = 0; |
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// Placement in 2x2 grid steps |
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// Origin (Top or Left) has a value of 4 |
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public mapY: number = 0; |
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public mapX: number = 0; |
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// (0xFF not moving, 0xFE random movements, others unknown) |
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public movementByte: number = 0; |
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// (0x80 in grass, 0x00 otherwise) - Prioritizing grass drawn around sprite |
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public grassPriority: number = 0; |
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// Delay until next movement, counts downward and flags movementStatus ready |
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// once reached |
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public movementDelay: number = 0; |
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// Used to help compute imageIndex based on vram |
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public imageBaseOffset: number = 0; |
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/** |
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* Sprite data that applies to all non-player sprites |
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* (All sprites that aren't sprite #0) |
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*/ |
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// How far a walking sprite can wander, or if still the facing direction |
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// A walking sprite having a value of 0 faces all directions |
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public rangeDirByte: number | null = null; |
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// Text id when this sprite is interacted with |
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public textID: number | null = null; |
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// If this is an item sprite, the item id, otherwise the trainer class |
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public trainerClassOrItemID: null | number = null; |
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// Trainer data id |
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public trainerSetID: null | number = null; |
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/** |
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* Sprite data that applies to all non-player missable sprites |
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* (All sprites that aren't sprite #0 and have an associated index in the |
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* global missable list which determine if it's rendered or not) |
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*/ |
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// If this is not null, then this sprite is a missable and it's appearance |
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// is determined by the flag in the global missable index this points to |
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public missableIndex: null | number = null; |
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} |
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