Weather Script - ccoa - 03-08-2008
Demo
http://pcis-studios.com/ccoa/Weather%20Script.exe (Link is down)
Weather Script.zip (Size: 928.88 KB / Downloads: 0)
(USE ATTACHED DEMO)
(If you experience lag with the one above, try Weather Lite) (Link is down)
The Script
Code: # ccoa's weather script
#
# Weather Types:
# 1 - rain
# 2 - storm
# 3 - snow
# 4 - hail
# 5 - rain with thunder and lightning
# 6 - falling leaves (autumn)
# 7 - blowing leaves (autumn)
# 8 - swirling leaves (autumn)
# 9 - falling leaves (green)
# 10 - cherry blossom (sakura) petals
# 11 - rose petals
# 12 - feathers
# 13 - blood rain
# 14 - sparkles
# 15 - user defined
# 16 - blowing snow
# 17 - meteor shower
# 18 - falling ash
# 19 - bubbles
# 20 - bubbles 2
# 21 - sparkles up
#
# Weather Power:
# An integer from 0-50. 0 = no weather, 50 = 500 sprites
#
# Transition:
# The number of frames to "transition" the weather in
#
# Usage:
# Create a call script with the following:
# $game_screen.weather(type, power, transition)
#
# Usage of user-defined weather:
# Look at the following globals:
$WEATHER_UPDATE = false # the $WEATHER_IMAGES array has changed, please update
$WEATHER_IMAGES = [] # the array of picture names to use
$WEATHER_X = 0 # the number of pixels the image should move horizontally (positive = right, negative = left)
$WEATHER_Y = 0 # the number of pizels the image should move vertically (positive = down, negative = up)
$WEATHER_FADE = 0 # how much the image should fade each update (0 = no fade, 255 = fade instantly)
$WEATHER_ANIMATED = false # whether or not the image should cycle through all the images
module RPG
class Weather
def initialize(viewport = nil)
@type = 0
@max = 0
@ox = 0
@oy = 0
@count = 0
@current_pose = []
@info = []
@countarray = []
make_bitmaps
# **** ccoa ****
for i in 1..500
sprite = Sprite.new(viewport)
sprite.z = 1000
sprite.visible = false
sprite.opacity = 0
@sprites.push(sprite)
@current_pose.push(0)
@info.push(rand(50))
@countarray.push(rand(15))
end
end
def dispose
for sprite in @sprites
sprite.dispose
end
@rain_bitmap.dispose
@storm_bitmap.dispose
@snow_bitmap.dispose
@hail_bitmap.dispose
@petal_bitmap.dispose
@blood_rain_bitmap.dispose
for image in @autumn_leaf_bitmaps
image.dispose
end
for image in @green_leaf_bitmaps
image.dispose
end
for image in @rose_bitmaps
image.dispose
end
for image in @feather_bitmaps
image.dispose
end
for image in @sparkle_bitmaps
image.dispose
end
for image in @user_bitmaps
image.dispose
end
$WEATHER_UPDATE = true
end
def type=(type)
return if @type == type
@type = type
case @type
when 1 # rain
bitmap = @rain_bitmap
when 2 # storm
bitmap = @storm_bitmap
when 3 # snow
bitmap = @snow_bitmap
when 4 # hail
bitmap = @hail_bitmap
when 5 # rain w/ thunder and lightning
bitmap = @rain_bitmap
@thunder = true
when 6 # falling autumn leaves
bitmap = @autumn_leaf_bitmaps[0]
when 7 # blowing autumn leaves
bitmap = @autumn_leaf_bitmaps[0]
when 8 # swirling autumn leaves
bitmap = @autumn_leaf_bitmaps[0]
when 9 # falling green leaves
bitmap = @green_leaf_bitmaps[0]
when 10 # sakura petals
bitmap = @petal_bitmap
when 11 # rose petals
bitmap = @rose_bitmaps[0]
when 12 # feathers
bitmap = @feather_bitmaps[0]
when 13 # blood rain
bitmap = @blood_rain_bitmap
when 14 # sparkles
bitmap = @sparkle_bitmaps[0]
when 15 # user-defined
bitmap = @user_bitmaps[rand(@user_bitmaps.size)]
when 16 # blowing snow
bitmap = @snow_bitmap
when 17 # meteors
bitmap = @meteor_bitmap
when 18 # falling ash
bitmap = @ash_bitmaps[rand(@ash_bitmaps.size)]
when 19 # bubbles
bitmap = @bubble_bitmaps[rand(@bubble_bitmaps.size)]
when 21 # sparkles up
bitmap = @sparkle_bitmaps[0]
else
bitmap = nil
end
if @type != 5
@thunder = false
end
# **** ccoa ****
for i in 1..500
sprite = @sprites[i]
if sprite != nil
sprite.visible = (i <= @max)
if @type == 19
sprite.bitmap = @bubble_bitmaps[rand(@bubble_bitmaps.size)]
elsif @type == 20
sprite.bitmap = @bubble2_bitmaps[rand(@bubble2_bitmaps.size)]
elsif @type == 3
r = rand(@snow_bitmaps.size)
@info[i] = r
sprite.bitmap = @snow_bitmaps[r]
else
sprite.bitmap = bitmap
end
end
end
end
def ox=(ox)
return if @ox == ox;
@ox = ox
for sprite in @sprites
sprite.ox = @ox
end
end
def oy=(oy)
return if @oy == oy;
@oy = oy
for sprite in @sprites
sprite.oy = @oy
end
end
def max=(max)
return if @max == max;
# **** ccoa ****
@max = [[max, 0].max, 500].min
for i in 1..500
sprite = @sprites[i]
if sprite != nil
sprite.visible = (i <= @max)
end
end
end
def update
return if @type == 0
for i in 1..@max
sprite = @sprites[i]
if sprite == nil
break
end
if @type == 1 or @type == 5 or @type == 13 # rain
if sprite.opacity <= 150
if @current_pose[i] == 0
sprite.y += @rain_bitmap.height
sprite.x -= @rain_bitmap.width
if @type == 1 or @type == 5
sprite.bitmap = @rain_splash
else
sprite.bitmap = @blood_rain_splash
end
@current_pose[i] = 1
end
else
if @current_pose[i] == 1
if @type == 1 or @type == 5
sprite.bitmap = @rain_bitmap
else
sprite.bitmap = @blood_rain_bitmap
end
@current_pose[i] = 0
end
sprite.x -= 2
sprite.y += 16
if @thunder and (rand(8000 - @max) == 0)
$game_screen.start_flash(Color.new(255, 255, 255, 255), 5)
Audio.se_play("Audio/SE/061-Thunderclap01")
end
end
sprite.opacity -= 8
end
if @type == 2 # storm
sprite.x -= 8
sprite.y += 16
sprite.opacity -= 12
end
if @type == 3 # snow
case @info[i]
when 0 # smallest flake, fall the slowest
sprite.y += 1
when 1
sprite.y += 3
when 2
sprite.y += 5
when 3
sprite.y += 7
end
sprite.opacity -= 3
end
if @type == 4 # hail
sprite.x -= 1
sprite.y += 18
sprite.opacity -= 15
end
if @type == 6 # falling autumn leaves
@count = rand(20)
if @count == 0
sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]
@current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size
end
sprite.x -= 1
sprite.y += 1
end
if @type == 7 # blowing autumn leaves
@count = rand(20)
if @count == 0
sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]
@current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size
end
sprite.x -= 10
sprite.y += (rand(4) - 2)
end
if @type == 8 # swirling autumn leaves
@count = rand(20)
if @count == 0
sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]
@current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size
end
if @info[i] != 0
if @info[i] >= 1 and @info[i] <= 10
sprite.x -= 3
sprite.y -= 1
elsif @info[i] >= 11 and @info[i] <= 16
sprite.x -= 1
sprite.y -= 2
elsif @info[i] >= 17 and @info[i] <= 20
sprite.y -= 3
elsif @info[i] >= 21 and @info[i] <= 30
sprite.y -= 2
sprite.x += 1
elsif @info[i] >= 31 and @info[i] <= 36
sprite.y -= 1
sprite.x += 3
elsif @info[i] >= 37 and @info[i] <= 40
sprite.x += 5
elsif @info[i] >= 41 and @info[i] <= 46
sprite.y += 1
sprite.x += 3
elsif @info[i] >= 47 and @info[i] <= 58
sprite.y += 2
sprite.x += 1
elsif @info[i] >= 59 and @info[i] <= 64
sprite.y += 3
elsif @info[i] >= 65 and @info[i] <= 70
sprite.x -= 1
sprite.y += 2
elsif @info[i] >= 71 and @info[i] <= 81
sprite.x -= 3
sprite.y += 1
elsif @info[i] >= 82 and @info[i] <= 87
sprite.x -= 5
end
@info[i] = (@info[i] + 1) % 88
else
if rand(200) == 0
@info[i] = 1
end
sprite.x -= 5
sprite.y += 1
end
end
if @type == 9 # falling green leaves
if @countarray[i] == 0
@current_pose[i] = (@current_pose[i] + 1) % @green_leaf_bitmaps.size
sprite.bitmap = @green_leaf_bitmaps[@current_pose[i]]
@countarray[i] = rand(15)
end
@countarray[i] = (@countarray[i] + 1) % 15
sprite.y += 1
end
if @type == 10 # sakura petals
if @info[i] < 25
sprite.x -= 1
else
sprite.x += 1
end
@info[i] = (@info[i] + 1) % 50
sprite.y += 1
end
if @type == 11 # rose petals
@count = rand(20)
if @count == 0
sprite.bitmap = @rose_bitmaps[@current_pose[i]]
@current_pose[i] = (@current_pose[i] + 1) % @rose_bitmaps.size
end
if @info[i] % 2 == 0
if @info[i] < 10
sprite.x -= 1
elsif
sprite.x += 1
end
end
sprite.y += 1
end
if @type == 12 # feathers
if @countarray[i] == 0
@current_pose[i] = (@current_pose[i] + 1) % @feather_bitmaps.size
sprite.bitmap = @feather_bitmaps[@current_pose[i]]
end
@countarray[i] = (@countarray[i] + 1) % 15
if rand(100) == 0
sprite.x -= 1
end
if rand(100) == 0
sprite.y -= 1
end
if @info[i] < 50
if rand(2) == 0
sprite.x -= 1
else
sprite.y -= 1
end
else
if rand(2) == 0
sprite.x += 1
else
sprite.y += 1
end
end
@info[i] = (@info[i] + 1) % 100
end
if @type == 14 # sparkles
if @countarray[i] == 0
@current_pose[i] = (@current_pose[i] + 1) % @sparkle_bitmaps.size
sprite.bitmap = @sparkle_bitmaps[@current_pose[i]]
end
@countarray[i] = (@countarray[i] + 1) % 15
sprite.y += 1
sprite.opacity -= 1
end
if @type == 15 # user-defined
if $WEATHER_UPDATE
update_user_defined
$WEATHER_UPDATE = false
end
if $WEATHER_ANIMATED and @countarray[i] == 0
@current_pose[i] = (@current_pose[i] + 1) % @user_bitmaps.size
sprite.bitmap = @user_bitmaps[@current_pose[i]]
end
sprite.x += $WEATHER_X
sprite.y += $WEATHER_Y
sprite.opacity -= $WEATHER_FADE
end
if @type == 16 # blowing snow
sprite.x -= 10
sprite.y += 6
sprite.opacity -= 4
end
if @type == 17 # meteors
if @countarray[i] > 0
if rand(20) == 0
sprite.bitmap = @impact_bitmap
@countarray[i] = -5
else
sprite.x -= 6
sprite.y += 10
end
else
@countarray[i] += 1
if @countarray[i] == 0
sprite.bitmap = @meteor_bitmap
sprite.opacity = 0
@count_array = 1
end
end
end
if @type == 18 # ash
sprite.y += 2
case @countarray[i] % 3
when 0
sprite.x -= 1
when 1
sprite.x += 1
end
end
if @type == 19 or @type == 20 # bubbles
switch = rand(75) + rand(75) + 1
if @info[i] < switch / 2
sprite.x -= 1
else
sprite.x += 1
end
@info[i] = (@info[i] + 1) % switch
sprite.y -= 1
if switch % 2 == 0
sprite.opacity -= 1
end
end
if @type == 21 # sparkles up
if @countarray[i] == 0
@current_pose[i] = (@current_pose[i] + 1) % @sparkle_bitmaps.size
sprite.bitmap = @sparkle_bitmaps[@current_pose[i]]
end
@countarray[i] = (@countarray[i] + 1) % 15
sprite.y -= 1
sprite.opacity -= 1
end
x = sprite.x - @ox
y = sprite.y - @oy
if sprite.opacity < 64 or x < -50 or x > 750 or y < -300 or y > 500
sprite.x = rand(800) - 50 + @ox
sprite.y = rand(800) - 200 + @oy
sprite.opacity = 255
end
end
end
def make_bitmaps
color1 = Color.new(255, 255, 255, 255)
color2 = Color.new(255, 255, 255, 128)
@rain_bitmap = Bitmap.new(7, 56)
for i in 0..6
@rain_bitmap.fill_rect(6-i, i*8, 1, 8, color1)
end
@rain_splash = Bitmap.new(8, 5)
@rain_splash.fill_rect(1, 0, 6, 1, color2)
@rain_splash.fill_rect(1, 4, 6, 1, color2)
@rain_splash.fill_rect(0, 1, 1, 3, color2)
@rain_splash.fill_rect(7, 1, 1, 3, color2)
@rain_splash.set_pixel(1, 0, color1)
@rain_splash.set_pixel(0, 1, color1)
@storm_bitmap = Bitmap.new(34, 64)
for i in 0..31
@storm_bitmap.fill_rect(33-i, i*2, 1, 2, color2)
@storm_bitmap.fill_rect(32-i, i*2, 1, 2, color1)
@storm_bitmap.fill_rect(31-i, i*2, 1, 2, color2)
end
@snow_bitmap = Bitmap.new(6, 6)
@snow_bitmap.fill_rect(0, 1, 6, 4, color2)
@snow_bitmap.fill_rect(1, 0, 4, 6, color2)
@snow_bitmap.fill_rect(1, 2, 4, 2, color1)
@snow_bitmap.fill_rect(2, 1, 2, 4, color1)
@sprites = []
@snow_bitmaps = []
color3 = Color.new(255, 255, 255, 204)
@snow_bitmaps[0] = Bitmap.new(3, 3)
@snow_bitmaps[0].fill_rect(0, 0, 3, 3, color2)
@snow_bitmaps[0].fill_rect(0, 1, 3, 1, color3)
@snow_bitmaps[0].fill_rect(1, 0, 1, 3, color3)
@snow_bitmaps[0].set_pixel(1, 1, color1)
@snow_bitmaps[1] = Bitmap.new(4, 4)
@snow_bitmaps[1].fill_rect(0, 1, 4, 2, color2)
@snow_bitmaps[1].fill_rect(1, 0, 2, 4, color2)
@snow_bitmaps[1].fill_rect(1, 1, 2, 2, color1)
@snow_bitmaps[2] = Bitmap.new(5, 5)
@snow_bitmaps[1].fill_rect(0, 1, 5, 3, color3)
@snow_bitmaps[1].fill_rect(1, 0, 3, 5, color3)
@snow_bitmaps[1].fill_rect(1, 1, 3, 3, color2)
@snow_bitmaps[1].fill_rect(2, 1, 3, 1, color1)
@snow_bitmaps[1].fill_rect(1, 2, 1, 3, color1)
@snow_bitmaps[3] = Bitmap.new(7, 7)
@snow_bitmaps[1].fill_rect(1, 1, 5, 5, color3)
@snow_bitmaps[1].fill_rect(2, 0, 7, 3, color3)
@snow_bitmaps[1].fill_rect(0, 2, 3, 7, color3)
@snow_bitmaps[1].fill_rect(2, 1, 5, 3, color2)
@snow_bitmaps[1].fill_rect(1, 2, 3, 5, color2)
@snow_bitmaps[1].fill_rect(2, 2, 3, 3, color1)
@snow_bitmaps[1].fill_rect(3, 1, 5, 1, color1)
@snow_bitmaps[1].fill_rect(1, 3, 1, 5, color1)
blueGrey = Color.new(215, 227, 227, 150)
grey = Color.new(214, 217, 217, 150)
lightGrey = Color.new(233, 233, 233, 250)
lightBlue = Color.new(222, 239, 243, 250)
@hail_bitmap = Bitmap.new(4, 4)
@hail_bitmap.fill_rect(1, 0, 2, 1, blueGrey)
@hail_bitmap.fill_rect(0, 1, 1, 2, blueGrey)
@hail_bitmap.fill_rect(3, 1, 1, 2, grey)
@hail_bitmap.fill_rect(1, 3, 2, 1, grey)
@hail_bitmap.fill_rect(1, 1, 2, 2, lightGrey)
@hail_bitmap.set_pixel(1, 1, lightBlue)
color3 = Color.new(255, 167, 192, 255) # light pink
color4 = Color.new(213, 106, 136, 255) # dark pink
@petal_bitmap = Bitmap.new(4, 4) #This creates a new bitmap that is 4 x 4 pixels
@petal_bitmap.fill_rect(0, 3, 1, 1, color3) # this makes a 1x1 pixel "rectangle" at the 0, 3 pixel of the image (upper left corner is 0, 0)
@petal_bitmap.fill_rect(1, 2, 1, 1, color3)
@petal_bitmap.fill_rect(2, 1, 1, 1, color3)
@petal_bitmap.fill_rect(3, 0, 1, 1, color3)
@petal_bitmap.fill_rect(1, 3, 1, 1, color4)
@petal_bitmap.fill_rect(2, 2, 1, 1, color4)
@petal_bitmap.fill_rect(3, 1, 1, 1, color4)
brightOrange = Color.new(248, 88, 0, 255)
orangeBrown = Color.new(144, 80, 56, 255)
burntRed = Color.new(152, 0, 0, 255)
paleOrange = Color.new(232, 160, 128, 255)
darkBrown = Color.new(72, 40, 0, 255)
@autumn_leaf_bitmaps = []
@autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
# draw the first of the leaf1 bitmaps
@autumn_leaf_bitmaps[0].set_pixel(5, 1, orangeBrown)
@autumn_leaf_bitmaps[0].set_pixel(6, 1, brightOrange)
@autumn_leaf_bitmaps[0].set_pixel(7, 1, paleOrange)
@autumn_leaf_bitmaps[0].set_pixel(3, 2, orangeBrown)
@autumn_leaf_bitmaps[0].fill_rect(4, 2, 2, 1, brightOrange)
@autumn_leaf_bitmaps[0].set_pixel(6, 2, paleOrange)
@autumn_leaf_bitmaps[0].set_pixel(2, 3, orangeBrown)
@autumn_leaf_bitmaps[0].set_pixel(3, 3, brightOrange)
@autumn_leaf_bitmaps[0].fill_rect(4, 3, 2, 1, paleOrange)
@autumn_leaf_bitmaps[0].set_pixel(1, 4, orangeBrown)
@autumn_leaf_bitmaps[0].set_pixel(2, 4, brightOrange)
@autumn_leaf_bitmaps[0].set_pixel(3, 4, paleOrange)
@autumn_leaf_bitmaps[0].set_pixel(1, 5, brightOrange)
@autumn_leaf_bitmaps[0].set_pixel(2, 5, paleOrange)
@autumn_leaf_bitmaps[0].set_pixel(0, 6, orangeBrown)
@autumn_leaf_bitmaps[0].set_pixel(1, 6, paleOrange)
@autumn_leaf_bitmaps[0].set_pixel(0, 7, paleOrange)
# draw the 2nd of the leaf1 bitmaps
@autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
@autumn_leaf_bitmaps[1].set_pixel(3, 0, brightOrange)
@autumn_leaf_bitmaps[1].set_pixel(7, 0, brightOrange)
@autumn_leaf_bitmaps[1].set_pixel(3, 1, orangeBrown)
@autumn_leaf_bitmaps[1].set_pixel(4, 1, burntRed)
@autumn_leaf_bitmaps[1].set_pixel(6, 1, brightOrange)
@autumn_leaf_bitmaps[1].set_pixel(0, 2, paleOrange)
@autumn_leaf_bitmaps[1].set_pixel(1, 2, brightOrange)
@autumn_leaf_bitmaps[1].set_pixel(2, 2, orangeBrown)
@autumn_leaf_bitmaps[1].set_pixel(3, 2, burntRed)
@autumn_leaf_bitmaps[1].set_pixel(4, 2, orangeBrown)
@autumn_leaf_bitmaps[1].set_pixel(5, 2, brightOrange)
@autumn_leaf_bitmaps[1].fill_rect(1, 3, 3, 1, orangeBrown)
@autumn_leaf_bitmaps[1].fill_rect(4, 3, 2, 1, brightOrange)
@autumn_leaf_bitmaps[1].set_pixel(6, 3, orangeBrown)
@autumn_leaf_bitmaps[1].set_pixel(2, 4, burntRed)
@autumn_leaf_bitmaps[1].fill_rect(3, 4, 3, 1, brightOrange)
@autumn_leaf_bitmaps[1].set_pixel(6, 4, burntRed)
@autumn_leaf_bitmaps[1].set_pixel(7, 4, darkBrown)
@autumn_leaf_bitmaps[1].set_pixel(1, 5, orangeBrown)
@autumn_leaf_bitmaps[1].fill_rect(2, 5, 2, 1, brightOrange)
@autumn_leaf_bitmaps[1].set_pixel(4, 5, orangeBrown)
@autumn_leaf_bitmaps[1].set_pixel(5, 5, burntRed)
@autumn_leaf_bitmaps[1].fill_rect(1, 6, 2, 1, brightOrange)
@autumn_leaf_bitmaps[1].fill_rect(4, 6, 2, 1, burntRed)
@autumn_leaf_bitmaps[1].set_pixel(0, 7, brightOrange)
@autumn_leaf_bitmaps[1].set_pixel(5, 7, darkBrown)
# draw the 3rd of the leaf1 bitmaps
@autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
@autumn_leaf_bitmaps[2].set_pixel(7, 1, paleOrange)
@autumn_leaf_bitmaps[2].set_pixel(6, 2, paleOrange)
@autumn_leaf_bitmaps[2].set_pixel(7, 2, orangeBrown)
@autumn_leaf_bitmaps[2].set_pixel(5, 3, paleOrange)
@autumn_leaf_bitmaps[2].set_pixel(6, 3, brightOrange)
@autumn_leaf_bitmaps[2].set_pixel(4, 4, paleOrange)
@autumn_leaf_bitmaps[2].set_pixel(5, 4, brightOrange)
@autumn_leaf_bitmaps[2].set_pixel(6, 4, orangeBrown)
@autumn_leaf_bitmaps[2].fill_rect(2, 5, 2, 1, paleOrange)
@autumn_leaf_bitmaps[2].set_pixel(4, 5, brightOrange)
@autumn_leaf_bitmaps[2].set_pixel(5, 5, orangeBrown)
@autumn_leaf_bitmaps[2].set_pixel(1, 6, paleOrange)
@autumn_leaf_bitmaps[2].fill_rect(2, 6, 2, 1, brightOrange)
@autumn_leaf_bitmaps[2].set_pixel(4, 6, orangeBrown)
@autumn_leaf_bitmaps[2].set_pixel(0, 7, paleOrange)
@autumn_leaf_bitmaps[2].set_pixel(1, 7, brightOrange)
@autumn_leaf_bitmaps[2].set_pixel(2, 7, orangeBrown)
# draw the 4th of the leaf1 bitmaps
@autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
@autumn_leaf_bitmaps[3].set_pixel(3, 0, brightOrange)
@autumn_leaf_bitmaps[3].set_pixel(7, 0, brightOrange)
@autumn_leaf_bitmaps[3].set_pixel(3, 1, orangeBrown)
@autumn_leaf_bitmaps[3].set_pixel(4, 1, burntRed)
@autumn_leaf_bitmaps[3].set_pixel(6, 1, brightOrange)
@autumn_leaf_bitmaps[3].set_pixel(0, 2, paleOrange)
@autumn_leaf_bitmaps[3].set_pixel(1, 2, brightOrange)
@autumn_leaf_bitmaps[3].set_pixel(2, 2, orangeBrown)
@autumn_leaf_bitmaps[3].set_pixel(3, 2, burntRed)
@autumn_leaf_bitmaps[3].set_pixel(4, 2, orangeBrown)
@autumn_leaf_bitmaps[3].set_pixel(5, 2, brightOrange)
@autumn_leaf_bitmaps[3].fill_rect(1, 3, 3, 1, orangeBrown)
@autumn_leaf_bitmaps[3].fill_rect(4, 3, 2, 1, brightOrange)
@autumn_leaf_bitmaps[3].set_pixel(6, 3, orangeBrown)
@autumn_leaf_bitmaps[3].set_pixel(2, 4, burntRed)
@autumn_leaf_bitmaps[3].fill_rect(3, 4, 3, 1, brightOrange)
@autumn_leaf_bitmaps[3].set_pixel(6, 4, burntRed)
@autumn_leaf_bitmaps[3].set_pixel(7, 4, darkBrown)
@autumn_leaf_bitmaps[3].set_pixel(1, 5, orangeBrown)
@autumn_leaf_bitmaps[3].fill_rect(2, 5, 2, 1, brightOrange)
@autumn_leaf_bitmaps[3].set_pixel(4, 5, orangeBrown)
@autumn_leaf_bitmaps[3].set_pixel(5, 5, burntRed)
@autumn_leaf_bitmaps[3].fill_rect(1, 6, 2, 1, brightOrange)
@autumn_leaf_bitmaps[3].fill_rect(4, 6, 2, 1, burntRed)
@autumn_leaf_bitmaps[3].set_pixel(0, 7, brightOrange)
@autumn_leaf_bitmaps[3].set_pixel(5, 7, darkBrown)
@green_leaf_bitmaps = []
darkGreen = Color.new(62, 76, 31, 255)
midGreen = Color.new(76, 91, 43, 255)
khaki = Color.new(105, 114, 66, 255)
lightGreen = Color.new(128, 136, 88, 255)
mint = Color.new(146, 154, 106, 255)
# 1st leaf bitmap
@green_leaf_bitmaps[0] = Bitmap.new(8, 8)
@green_leaf_bitmaps[0].set_pixel(1, 0, darkGreen)
@green_leaf_bitmaps[0].set_pixel(1, 1, midGreen)
@green_leaf_bitmaps[0].set_pixel(2, 1, darkGreen)
@green_leaf_bitmaps[0].set_pixel(2, 2, khaki)
@green_leaf_bitmaps[0].set_pixel(3, 2, darkGreen)
@green_leaf_bitmaps[0].set_pixel(4, 2, khaki)
@green_leaf_bitmaps[0].fill_rect(2, 3, 3, 1, midGreen)
@green_leaf_bitmaps[0].set_pixel(5, 3, khaki)
@green_leaf_bitmaps[0].fill_rect(2, 4, 2, 1, midGreen)
@green_leaf_bitmaps[0].set_pixel(4, 4, darkGreen)
@green_leaf_bitmaps[0].set_pixel(5, 4, lightGreen)
@green_leaf_bitmaps[0].set_pixel(6, 4, khaki)
@green_leaf_bitmaps[0].set_pixel(3, 5, midGreen)
@green_leaf_bitmaps[0].set_pixel(4, 5, darkGreen)
@green_leaf_bitmaps[0].set_pixel(5, 5, khaki)
@green_leaf_bitmaps[0].set_pixel(6, 5, lightGreen)
@green_leaf_bitmaps[0].set_pixel(4, 6, midGreen)
@green_leaf_bitmaps[0].set_pixel(5, 6, darkGreen)
@green_leaf_bitmaps[0].set_pixel(6, 6, lightGreen)
@green_leaf_bitmaps[0].set_pixel(6, 7, khaki)
# 2nd leaf bitmap
@green_leaf_bitmaps[1] = Bitmap.new(8, 8)
@green_leaf_bitmaps[1].fill_rect(1, 1, 1, 2, midGreen)
@green_leaf_bitmaps[1].fill_rect(2, 2, 2, 1, khaki)
@green_leaf_bitmaps[1].set_pixel(4, 2, lightGreen)
@green_leaf_bitmaps[1].fill_rect(2, 3, 2, 1, darkGreen)
@green_leaf_bitmaps[1].fill_rect(4, 3, 2, 1, lightGreen)
@green_leaf_bitmaps[1].set_pixel(2, 4, midGreen)
@green_leaf_bitmaps[1].set_pixel(3, 4, darkGreen)
@green_leaf_bitmaps[1].set_pixel(4, 4, khaki)
@green_leaf_bitmaps[1].fill_rect(5, 4, 2, 1, lightGreen)
@green_leaf_bitmaps[1].set_pixel(3, 5, midGreen)
@green_leaf_bitmaps[1].set_pixel(4, 5, darkGreen)
@green_leaf_bitmaps[1].set_pixel(5, 5, khaki)
@green_leaf_bitmaps[1].set_pixel(6, 5, lightGreen)
@green_leaf_bitmaps[1].set_pixel(5, 6, darkGreen)
@green_leaf_bitmaps[1].fill_rect(6, 6, 2, 1, khaki)
# 3rd leaf bitmap
@green_leaf_bitmaps[2] = Bitmap.new(8, 8)
@green_leaf_bitmaps[2].set_pixel(1, 1, darkGreen)
@green_leaf_bitmaps[2].fill_rect(1, 2, 2, 1, midGreen)
@green_leaf_bitmaps[2].set_pixel(2, 3, midGreen)
@green_leaf_bitmaps[2].set_pixel(3, 3, darkGreen)
@green_leaf_bitmaps[2].set_pixel(4, 3, midGreen)
@green_leaf_bitmaps[2].fill_rect(2, 4, 2, 1, midGreen)
@green_leaf_bitmaps[2].set_pixel(4, 4, darkGreen)
@green_leaf_bitmaps[2].set_pixel(5, 4, lightGreen)
@green_leaf_bitmaps[2].set_pixel(3, 5, midGreen)
@green_leaf_bitmaps[2].set_pixel(4, 5, darkGreen)
@green_leaf_bitmaps[2].fill_rect(5, 5, 2, 1, khaki)
@green_leaf_bitmaps[2].fill_rect(4, 6, 2, 1, midGreen)
@green_leaf_bitmaps[2].set_pixel(6, 6, lightGreen)
@green_leaf_bitmaps[2].set_pixel(6, 7, khaki)
# 4th leaf bitmap
@green_leaf_bitmaps[3] = Bitmap.new(8, 8)
@green_leaf_bitmaps[3].fill_rect(0, 3, 1, 2, darkGreen)
@green_leaf_bitmaps[3].set_pixel(1, 4, midGreen)
@green_leaf_bitmaps[3].set_pixel(2, 4, khaki)
@green_leaf_bitmaps[3].set_pixel(3, 4, lightGreen)
@green_leaf_bitmaps[3].set_pixel(4, 4, darkGreen)
@green_leaf_bitmaps[3].set_pixel(7, 4, midGreen)
@green_leaf_bitmaps[3].set_pixel(1, 5, darkGreen)
@green_leaf_bitmaps[3].set_pixel(2, 5, midGreen)
@green_leaf_bitmaps[3].set_pixel(3, 5, lightGreen)
@green_leaf_bitmaps[3].set_pixel(4, 5, mint)
@green_leaf_bitmaps[3].set_pixel(5, 5, lightGreen)
@green_leaf_bitmaps[3].set_pixel(6, 5, khaki)
@green_leaf_bitmaps[3].set_pixel(7, 5, midGreen)
@green_leaf_bitmaps[3].fill_rect(2, 6, 2, 1, midGreen)
@green_leaf_bitmaps[3].set_pixel(4, 6, lightGreen)
@green_leaf_bitmaps[3].set_pixel(5, 6, khaki)
@green_leaf_bitmaps[3].set_pixel(6, 6, midGreen)
# 5th leaf bitmap
@green_leaf_bitmaps[4] = Bitmap.new(8, 8)
@green_leaf_bitmaps[4].set_pixel(6, 2, midGreen)
@green_leaf_bitmaps[4].set_pixel(7, 2, darkGreen)
@green_leaf_bitmaps[4].fill_rect(4, 3, 2, 1, midGreen)
@green_leaf_bitmaps[4].set_pixel(6, 3, khaki)
@green_leaf_bitmaps[4].set_pixel(2, 4, darkGreen)
@green_leaf_bitmaps[4].fill_rect(3, 4, 2, 1, khaki)
@green_leaf_bitmaps[4].set_pixel(5, 4, lightGreen)
@green_leaf_bitmaps[4].set_pixel(6, 4, khaki)
@green_leaf_bitmaps[4].set_pixel(1, 5, midGreen)
@green_leaf_bitmaps[4].set_pixel(2, 5, khaki)
@green_leaf_bitmaps[4].set_pixel(3, 5, lightGreen)
@green_leaf_bitmaps[4].set_pixel(4, 5, mint)
@green_leaf_bitmaps[4].set_pixel(5, 5, midGreen)
@green_leaf_bitmaps[4].set_pixel(2, 6, darkGreen)
@green_leaf_bitmaps[4].fill_rect(3, 6, 2, 1, midGreen)
# 6th leaf bitmap
@green_leaf_bitmaps[5] = Bitmap.new(8, 8)
@green_leaf_bitmaps[5].fill_rect(6, 2, 2, 1, midGreen)
@green_leaf_bitmaps[5].fill_rect(4, 3, 2, 1, midGreen)
@green_leaf_bitmaps[5].set_pixel(6, 3, khaki)
@green_leaf_bitmaps[5].set_pixel(3, 4, midGreen)
@green_leaf_bitmaps[5].set_pixel(4, 4, khaki)
@green_leaf_bitmaps[5].set_pixel(5, 4, lightGreen)
@green_leaf_bitmaps[5].set_pixel(6, 4, mint)
@green_leaf_bitmaps[5].set_pixel(1, 5, midGreen)
@green_leaf_bitmaps[5].set_pixel(2, 5, khaki)
@green_leaf_bitmaps[5].fill_rect(3, 5, 2, 1, mint)
@green_leaf_bitmaps[5].set_pixel(5, 5, lightGreen)
@green_leaf_bitmaps[5].set_pixel(2, 6, midGreen)
@green_leaf_bitmaps[5].set_pixel(3, 6, khaki)
@green_leaf_bitmaps[5].set_pixel(4, 6, lightGreen)
# 7th leaf bitmap
@green_leaf_bitmaps[6] = Bitmap.new(8, 8)
@green_leaf_bitmaps[6].fill_rect(6, 1, 1, 2, midGreen)
@green_leaf_bitmaps[6].fill_rect(4, 2, 2, 1, midGreen)
@green_leaf_bitmaps[6].fill_rect(6, 2, 1, 2, darkGreen)
@green_leaf_bitmaps[6].fill_rect(3, 3, 2, 1, midGreen)
@green_leaf_bitmaps[6].set_pixel(5, 3, khaki)
@green_leaf_bitmaps[6].set_pixel(2, 4, midGreen)
@green_leaf_bitmaps[6].set_pixel(3, 4, khaki)
@green_leaf_bitmaps[6].set_pixel(4, 4, lightGreen)
@green_leaf_bitmaps[6].set_pixel(5, 4, midGreen)
@green_leaf_bitmaps[6].set_pixel(1, 5, midGreen)
@green_leaf_bitmaps[6].set_pixel(2, 5, khaki)
@green_leaf_bitmaps[6].fill_rect(3, 5, 2, 1, midGreen)
@green_leaf_bitmaps[6].set_pixel(1, 6, darkGreen)
@green_leaf_bitmaps[6].set_pixel(2, 6, midGreen)
# 8th leaf bitmap
@green_leaf_bitmaps[7] = Bitmap.new(8, 8)
@green_leaf_bitmaps[7].set_pixel(6, 1, midGreen)
@green_leaf_bitmaps[7].fill_rect(4, 2, 3, 2, midGreen)
@green_leaf_bitmaps[7].set_pixel(3, 3, darkGreen)
@green_leaf_bitmaps[7].set_pixel(2, 4, darkGreen)
@green_leaf_bitmaps[7].set_pixel(3, 4, midGreen)
@green_leaf_bitmaps[7].fill_rect(4, 4, 2, 1, khaki)
@green_leaf_bitmaps[7].set_pixel(1, 5, darkGreen)
@green_leaf_bitmaps[7].set_pixel(2, 5, midGreen)
@green_leaf_bitmaps[7].fill_rect(3, 5, 2, 1, lightGreen)
@green_leaf_bitmaps[7].set_pixel(2, 6, midGreen)
@green_leaf_bitmaps[7].set_pixel(3, 6, lightGreen)
# 9th leaf bitmap
@green_leaf_bitmaps[8] = Bitmap.new(8, 8)
@green_leaf_bitmaps[8].fill_rect(6, 1, 1, 2, midGreen)
@green_leaf_bitmaps[8].fill_rect(4, 2, 2, 1, midGreen)
@green_leaf_bitmaps[8].fill_rect(6, 2, 1, 2, darkGreen)
@green_leaf_bitmaps[8].fill_rect(3, 3, 2, 1, midGreen)
@green_leaf_bitmaps[8].set_pixel(5, 3, khaki)
@green_leaf_bitmaps[8].set_pixel(2, 4, midGreen)
@green_leaf_bitmaps[8].set_pixel(3, 4, khaki)
@green_leaf_bitmaps[8].set_pixel(4, 4, lightGreen)
@green_leaf_bitmaps[8].set_pixel(5, 4, midGreen)
@green_leaf_bitmaps[8].set_pixel(1, 5, midGreen)
@green_leaf_bitmaps[8].set_pixel(2, 5, khaki)
@green_leaf_bitmaps[8].fill_rect(3, 5, 2, 1, midGreen)
@green_leaf_bitmaps[8].set_pixel(1, 6, darkGreen)
@green_leaf_bitmaps[8].set_pixel(2, 6, midGreen)
# 10th leaf bitmap
@green_leaf_bitmaps[9] = Bitmap.new(8, 8)
@green_leaf_bitmaps[9].fill_rect(6, 2, 2, 1, midGreen)
@green_leaf_bitmaps[9].fill_rect(4, 3, 2, 1, midGreen)
@green_leaf_bitmaps[9].set_pixel(6, 3, khaki)
@green_leaf_bitmaps[9].set_pixel(3, 4, midGreen)
@green_leaf_bitmaps[9].set_pixel(4, 4, khaki)
@green_leaf_bitmaps[9].set_pixel(5, 4, lightGreen)
@green_leaf_bitmaps[9].set_pixel(6, 4, mint)
@green_leaf_bitmaps[9].set_pixel(1, 5, midGreen)
@green_leaf_bitmaps[9].set_pixel(2, 5, khaki)
@green_leaf_bitmaps[9].fill_rect(3, 5, 2, 1, mint)
@green_leaf_bitmaps[9].set_pixel(5, 5, lightGreen)
@green_leaf_bitmaps[9].set_pixel(2, 6, midGreen)
@green_leaf_bitmaps[9].set_pixel(3, 6, khaki)
@green_leaf_bitmaps[9].set_pixel(4, 6, lightGreen)
# 11th leaf bitmap
@green_leaf_bitmaps[10] = Bitmap.new(8, 8)
@green_leaf_bitmaps[10].set_pixel(6, 2, midGreen)
@green_leaf_bitmaps[10].set_pixel(7, 2, darkGreen)
@green_leaf_bitmaps[10].fill_rect(4, 3, 2, 1, midGreen)
@green_leaf_bitmaps[10].set_pixel(6, 3, khaki)
@green_leaf_bitmaps[10].set_pixel(2, 4, darkGreen)
@green_leaf_bitmaps[10].fill_rect(3, 4, 2, 1, khaki)
@green_leaf_bitmaps[10].set_pixel(5, 4, lightGreen)
@green_leaf_bitmaps[10].set_pixel(6, 4, khaki)
@green_leaf_bitmaps[10].set_pixel(1, 5, midGreen)
@green_leaf_bitmaps[10].set_pixel(2, 5, khaki)
@green_leaf_bitmaps[10].set_pixel(3, 5, lightGreen)
@green_leaf_bitmaps[10].set_pixel(4, 5, mint)
@green_leaf_bitmaps[10].set_pixel(5, 5, midGreen)
@green_leaf_bitmaps[10].set_pixel(2, 6, darkGreen)
@green_leaf_bitmaps[10].fill_rect(3, 6, 2, 1, midGreen)
# 12th leaf bitmap
@green_leaf_bitmaps[11] = Bitmap.new(8, 8)
@green_leaf_bitmaps[11].fill_rect(0, 3, 1, 2, darkGreen)
@green_leaf_bitmaps[11].set_pixel(1, 4, midGreen)
@green_leaf_bitmaps[11].set_pixel(2, 4, khaki)
@green_leaf_bitmaps[11].set_pixel(3, 4, lightGreen)
@green_leaf_bitmaps[11].set_pixel(4, 4, darkGreen)
@green_leaf_bitmaps[11].set_pixel(7, 4, midGreen)
@green_leaf_bitmaps[11].set_pixel(1, 5, darkGreen)
@green_leaf_bitmaps[11].set_pixel(2, 5, midGreen)
@green_leaf_bitmaps[11].set_pixel(3, 5, lightGreen)
@green_leaf_bitmaps[11].set_pixel(4, 5, mint)
@green_leaf_bitmaps[11].set_pixel(5, 5, lightGreen)
@green_leaf_bitmaps[11].set_pixel(6, 5, khaki)
@green_leaf_bitmaps[11].set_pixel(7, 5, midGreen)
@green_leaf_bitmaps[11].fill_rect(2, 6, 2, 1, midGreen)
@green_leaf_bitmaps[11].set_pixel(4, 6, lightGreen)
@green_leaf_bitmaps[11].set_pixel(5, 6, khaki)
@green_leaf_bitmaps[11].set_pixel(6, 6, midGreen)
# 13th leaf bitmap
@green_leaf_bitmaps[12] = Bitmap.new(8, 8)
@green_leaf_bitmaps[12].set_pixel(1, 1, darkGreen)
@green_leaf_bitmaps[12].fill_rect(1, 2, 2, 1, midGreen)
@green_leaf_bitmaps[12].set_pixel(2, 3, midGreen)
@green_leaf_bitmaps[12].set_pixel(3, 3, darkGreen)
@green_leaf_bitmaps[12].set_pixel(4, 3, midGreen)
@green_leaf_bitmaps[12].fill_rect(2, 4, 2, 1, midGreen)
@green_leaf_bitmaps[12].set_pixel(4, 4, darkGreen)
@green_leaf_bitmaps[12].set_pixel(5, 4, lightGreen)
@green_leaf_bitmaps[12].set_pixel(3, 5, midGreen)
@green_leaf_bitmaps[12].set_pixel(4, 5, darkGreen)
@green_leaf_bitmaps[12].fill_rect(5, 5, 2, 1, khaki)
@green_leaf_bitmaps[12].fill_rect(4, 6, 2, 1, midGreen)
@green_leaf_bitmaps[12].set_pixel(6, 6, lightGreen)
@green_leaf_bitmaps[12].set_pixel(6, 7, khaki)
@rose_bitmaps = []
brightRed = Color.new(255, 0, 0, 255)
midRed = Color.new(179, 17, 17, 255)
darkRed = Color.new(141, 9, 9, 255)
# 1st rose petal bitmap
@rose_bitmaps[0] = Bitmap.new(3, 3)
@rose_bitmaps[0].fill_rect(1, 0, 2, 1, brightRed)
@rose_bitmaps[0].fill_rect(0, 1, 1, 2, brightRed)
@rose_bitmaps[0].fill_rect(1, 1, 2, 2, midRed)
@rose_bitmaps[0].set_pixel(2, 2, darkRed)
# 2nd rose petal bitmap
@rose_bitmaps[1] = Bitmap.new(3, 3)
@rose_bitmaps[1].set_pixel(0, 1, midRed)
@rose_bitmaps[1].set_pixel(1, 1, brightRed)
@rose_bitmaps[1].fill_rect(1, 2, 1, 2, midRed)
@feather_bitmaps = []
white = Color.new(255, 255, 255, 255)
# 1st feather bitmap
@feather_bitmaps[0] = Bitmap.new(3, 3)
@feather_bitmaps[0].set_pixel(0, 2, white)
@feather_bitmaps[0].set_pixel(1, 2, grey)
@feather_bitmaps[0].set_pixel(2, 1, grey)
# 2nd feather bitmap
@feather_bitmaps[0] = Bitmap.new(3, 3)
@feather_bitmaps[0].set_pixel(0, 0, white)
@feather_bitmaps[0].set_pixel(0, 1, grey)
@feather_bitmaps[0].set_pixel(1, 2, grey)
# 3rd feather bitmap
@feather_bitmaps[0] = Bitmap.new(3, 3)
@feather_bitmaps[0].set_pixel(2, 0, white)
@feather_bitmaps[0].set_pixel(1, 0, grey)
@feather_bitmaps[0].set_pixel(0, 1, grey)
# 4th feather bitmap
@feather_bitmaps[0] = Bitmap.new(3, 3)
@feather_bitmaps[0].set_pixel(2, 2, white)
@feather_bitmaps[0].set_pixel(2, 1, grey)
@feather_bitmaps[0].set_pixel(1, 0, grey)
@blood_rain_bitmap = Bitmap.new(7, 56)
for i in 0..6
@blood_rain_bitmap.fill_rect(6-i, i*8, 1, 8, darkRed)
end
@blood_rain_splash = Bitmap.new(8, 5)
@blood_rain_splash.fill_rect(1, 0, 6, 1, darkRed)
@blood_rain_splash.fill_rect(1, 4, 6, 1, darkRed)
@blood_rain_splash.fill_rect(0, 1, 1, 3, darkRed)
@blood_rain_splash.fill_rect(7, 1, 1, 3, darkRed)
@sparkle_bitmaps = []
lightBlue = Color.new(181, 244, 255, 255)
midBlue = Color.new(126, 197, 235, 255)
darkBlue = Color.new(77, 136, 225, 255)
# 1st sparkle bitmap
@sparkle_bitmaps[0] = Bitmap.new(7, 7)
@sparkle_bitmaps[0].set_pixel(3, 3, darkBlue)
# 2nd sparkle bitmap
@sparkle_bitmaps[1] = Bitmap.new(7, 7)
@sparkle_bitmaps[1].fill_rect(3, 2, 1, 3, darkBlue)
@sparkle_bitmaps[1].fill_rect(2, 3, 3, 1, darkBlue)
@sparkle_bitmaps[1].set_pixel(3, 3, midBlue)
# 3rd sparkle bitmap
@sparkle_bitmaps[2] = Bitmap.new(7, 7)
@sparkle_bitmaps[2].set_pixel(1, 1, darkBlue)
@sparkle_bitmaps[2].set_pixel(5, 1, darkBlue)
@sparkle_bitmaps[2].set_pixel(2, 2, midBlue)
@sparkle_bitmaps[2].set_pixel(4, 2, midBlue)
@sparkle_bitmaps[2].set_pixel(3, 3, lightBlue)
@sparkle_bitmaps[2].set_pixel(2, 4, midBlue)
@sparkle_bitmaps[2].set_pixel(4, 4, midBlue)
@sparkle_bitmaps[2].set_pixel(1, 5, darkBlue)
@sparkle_bitmaps[2].set_pixel(5, 5, darkBlue)
# 4th sparkle bitmap
@sparkle_bitmaps[3] = Bitmap.new(7, 7)
@sparkle_bitmaps[3].fill_rect(3, 1, 1, 5, darkBlue)
@sparkle_bitmaps[3].fill_rect(1, 3, 5, 1, darkBlue)
@sparkle_bitmaps[3].fill_rect(3, 2, 1, 3, midBlue)
@sparkle_bitmaps[3].fill_rect(2, 3, 3, 1, midBlue)
@sparkle_bitmaps[3].set_pixel(3, 3, lightBlue)
# 5th sparkle bitmap
@sparkle_bitmaps[4] = Bitmap.new(7, 7)
@sparkle_bitmaps[4].fill_rect(2, 2, 3, 3, midBlue)
@sparkle_bitmaps[4].fill_rect(3, 2, 1, 3, darkBlue)
@sparkle_bitmaps[4].fill_rect(2, 3, 3, 1, darkBlue)
@sparkle_bitmaps[4].set_pixel(3, 3, lightBlue)
@sparkle_bitmaps[4].set_pixel(1, 1, darkBlue)
@sparkle_bitmaps[4].set_pixel(5, 1, darkBlue)
@sparkle_bitmaps[4].set_pixel(1, 5, darkBlue)
@sparkle_bitmaps[4].set_pixel(5, 1, darkBlue)
# 6th sparkle bitmap
@sparkle_bitmaps[5] = Bitmap.new(7, 7)
@sparkle_bitmaps[5].fill_rect(2, 1, 3, 5, darkBlue)
@sparkle_bitmaps[5].fill_rect(1, 2, 5, 3, darkBlue)
@sparkle_bitmaps[5].fill_rect(2, 2, 3, 3, midBlue)
@sparkle_bitmaps[5].fill_rect(3, 1, 1, 5, midBlue)
@sparkle_bitmaps[5].fill_rect(1, 3, 5, 1, midBlue)
@sparkle_bitmaps[5].fill_rect(3, 2, 1, 3, lightBlue)
@sparkle_bitmaps[5].fill_rect(2, 3, 3, 1, lightBlue)
@sparkle_bitmaps[5].set_pixel(3, 3, white)
# 7th sparkle bitmap
@sparkle_bitmaps[6] = Bitmap.new(7, 7)
@sparkle_bitmaps[6].fill_rect(2, 1, 3, 5, midBlue)
@sparkle_bitmaps[6].fill_rect(1, 2, 5, 3, midBlue)
@sparkle_bitmaps[6].fill_rect(3, 0, 1, 7, darkBlue)
@sparkle_bitmaps[6].fill_rect(0, 3, 7, 1, darkBlue)
@sparkle_bitmaps[6].fill_rect(2, 2, 3, 3, lightBlue)
@sparkle_bitmaps[6].fill_rect(3, 2, 1, 3, midBlue)
@sparkle_bitmaps[6].fill_rect(2, 3, 3, 1, midBlue)
@sparkle_bitmaps[6].set_pixel(3, 3, white)
# Meteor bitmap
@meteor_bitmap = Bitmap.new(14, 12)
@meteor_bitmap.fill_rect(0, 8, 5, 4, paleOrange)
@meteor_bitmap.fill_rect(1, 7, 6, 4, paleOrange)
@meteor_bitmap.set_pixel(7, 8, paleOrange)
@meteor_bitmap.fill_rect(1, 8, 2, 2, brightOrange)
@meteor_bitmap.set_pixel(2, 7, brightOrange)
@meteor_bitmap.fill_rect(3, 6, 2, 1, brightOrange)
@meteor_bitmap.set_pixel(3, 8, brightOrange)
@meteor_bitmap.set_pixel(3, 10, brightOrange)
@meteor_bitmap.set_pixel(4, 9, brightOrange)
@meteor_bitmap.fill_rect(5, 5, 1, 5, brightOrange)
@meteor_bitmap.fill_rect(6, 4, 1, 5, brightOrange)
@meteor_bitmap.fill_rect(7, 3, 1, 5, brightOrange)
@meteor_bitmap.fill_rect(8, 6, 1, 2, brightOrange)
@meteor_bitmap.set_pixel(9, 5, brightOrange)
@meteor_bitmap.set_pixel(3, 8, midRed)
@meteor_bitmap.fill_rect(4, 7, 1, 2, midRed)
@meteor_bitmap.set_pixel(4, 5, midRed)
@meteor_bitmap.set_pixel(5, 4, midRed)
@meteor_bitmap.set_pixel(5, 6, midRed)
@meteor_bitmap.set_pixel(6, 5, midRed)
@meteor_bitmap.set_pixel(6, 7, midRed)
@meteor_bitmap.fill_rect(7, 4, 1, 3, midRed)
@meteor_bitmap.fill_rect(8, 3, 1, 3, midRed)
@meteor_bitmap.fill_rect(9, 2, 1, 3, midRed)
@meteor_bitmap.fill_rect(10, 1, 1, 3, midRed)
@meteor_bitmap.fill_rect(11, 0, 1, 3, midRed)
@meteor_bitmap.fill_rect(12, 0, 1, 2, midRed)
@meteor_bitmap.set_pixel(13, 0, midRed)
# impact bitmap
@impact_bitmap = Bitmap.new(22, 11)
@impact_bitmap.fill_rect(0, 5, 1, 2, brightOrange)
@impact_bitmap.set_pixel(1, 4, brightOrange)
@impact_bitmap.set_pixel(1, 6, brightOrange)
@impact_bitmap.set_pixel(2, 3, brightOrange)
@impact_bitmap.set_pixel(2, 7, brightOrange)
@impact_bitmap.set_pixel(3, 2, midRed)
@impact_bitmap.set_pixel(3, 7, midRed)
@impact_bitmap.set_pixel(4, 2, brightOrange)
@impact_bitmap.set_pixel(4, 8, brightOrange)
@impact_bitmap.set_pixel(5, 2, midRed)
@impact_bitmap.fill_rect(5, 8, 3, 1, brightOrange)
@impact_bitmap.set_pixel(6, 1, midRed)
@impact_bitmap.fill_rect(7, 1, 8, 1, brightOrange)
@impact_bitmap.fill_rect(7, 9, 8, 1, midRed)
# Ash bitmaps
@ash_bitmaps = []
@ash_bitmaps[0] = Bitmap.new(3, 3)
@ash_bitmaps[0].fill_rect(0, 1, 1, 3, lightGrey)
@ash_bitmaps[0].fill_rect(1, 0, 3, 1, lightGrey)
@ash_bitmaps[0].set_pixel(1, 1, white)
@ash_bitmaps[1] = Bitmap.new(3, 3)
@ash_bitmaps[1].fill_rect(0, 1, 1, 3, grey)
@ash_bitmaps[1].fill_rect(1, 0, 3, 1, grey)
@ash_bitmaps[1].set_pixel(1, 1, lightGrey)
# Bubble bitmaps
@bubble_bitmaps = []
darkBlue = Color.new(77, 136, 225, 160)
aqua = Color.new(197, 253, 254, 160)
lavender = Color.new(225, 190, 244, 160)
# first bubble bitmap
@bubble_bitmaps[0] = Bitmap.new(24, 24)
@bubble_bitmaps[0].fill_rect(0, 9, 24, 5, darkBlue)
@bubble_bitmaps[0].fill_rect(1, 6, 22, 11, darkBlue)
@bubble_bitmaps[0].fill_rect(2, 5, 20, 13, darkBlue)
@bubble_bitmaps[0].fill_rect(3, 4, 18, 15, darkBlue)
@bubble_bitmaps[0].fill_rect(4, 3, 16, 17, darkBlue)
@bubble_bitmaps[0].fill_rect(5, 2, 14, 19, darkBlue)
@bubble_bitmaps[0].fill_rect(6, 1, 12, 21, darkBlue)
@bubble_bitmaps[0].fill_rect(9, 0, 5, 24, darkBlue)
@bubble_bitmaps[0].fill_rect(2, 11, 20, 4, aqua)
@bubble_bitmaps[0].fill_rect(3, 7, 18, 10, aqua)
@bubble_bitmaps[0].fill_rect(4, 6, 16, 12, aqua)
@bubble_bitmaps[0].fill_rect(5, 5, 14, 14, aqua)
@bubble_bitmaps[0].fill_rect(6, 4, 12, 16, aqua)
@bubble_bitmaps[0].fill_rect(9, 2, 4, 20, aqua)
@bubble_bitmaps[0].fill_rect(5, 10, 1, 7, lavender)
@bubble_bitmaps[0].fill_rect(6, 14, 1, 5, lavender)
@bubble_bitmaps[0].fill_rect(7, 15, 1, 4, lavender)
@bubble_bitmaps[0].fill_rect(8, 16, 1, 4, lavender)
@bubble_bitmaps[0].fill_rect(9, 17, 1, 3, lavender)
@bubble_bitmaps[0].fill_rect(10, 18, 4, 3, lavender)
@bubble_bitmaps[0].fill_rect(14, 18, 1, 2, lavender)
@bubble_bitmaps[0].fill_rect(13, 5, 4, 4, white)
@bubble_bitmaps[0].fill_rect(14, 4, 2, 1, white)
@bubble_bitmaps[0].set_pixel(17, 6, white)
# second bubble bitmap
@bubble_bitmaps[1] = Bitmap.new(14, 15)
@bubble_bitmaps[1].fill_rect(0, 4, 14, 7, darkBlue)
@bubble_bitmaps[1].fill_rect(1, 3, 12, 9, darkBlue)
@bubble_bitmaps[1].fill_rect(2, 2, 10, 11, darkBlue)
@bubble_bitmaps[1].fill_rect(3, 1, 8, 13, darkBlue)
@bubble_bitmaps[1].fill_rect(5, 0, 4, 15, darkBlue)
@bubble_bitmaps[1].fill_rect(1, 5, 12, 4, aqua)
@bubble_bitmaps[1].fill_rect(2, 4, 10, 6, aqua)
@bubble_bitmaps[1].fill_rect(3, 3, 8, 8, aqua)
@bubble_bitmaps[1].fill_rect(4, 2, 6, 10, aqua)
@bubble_bitmaps[1].fill_rect(1, 5, 12, 4, aqua)
@bubble_bitmaps[1].fill_rect(3, 9, 1, 2, lavender)
@bubble_bitmaps[1].fill_rect(4, 10, 1, 2, lavender)
@bubble_bitmaps[1].fill_rect(5, 11, 4, 1, lavender)
@bubble_bitmaps[1].fill_rect(6, 12, 2, 1, white)
@bubble_bitmaps[1].fill_rect(8, 3, 2, 2, white)
@bubble_bitmaps[1].set_pixel(7, 4, white)
@bubble_bitmaps[1].set_pixel(8, 5, white)
# Other option for bubbles
@bubble2_bitmaps = Array.new
darkSteelGray = Color.new(145, 150, 155, 160)
midSteelGray = Color.new(180, 180, 185, 160)
lightSteelGray = Color.new(225, 225, 235, 160)
steelBlue = Color.new(145, 145, 165, 160)
lightSteelBlue = Color.new(165, 170, 180, 160)
transparentWhite = Color.new(255, 255, 255, 160)
# first bubble 2 bitmap
@bubble2_bitmaps[0] = Bitmap.new(6, 6)
@bubble2_bitmaps[0].fill_rect(0, 0, 6, 6, darkSteelGray)
@bubble2_bitmaps[0].fill_rect(0, 2, 6, 2, midSteelGray)
@bubble2_bitmaps[0].fill_rect(2, 0, 2, 6, midSteelGray)
@bubble2_bitmaps[0].fill_rect(2, 2, 2, 2, lightSteelGray)
# second bubble 2 bitmap
@bubble2_bitmaps[1] = Bitmap.new(8, 8)
@bubble2_bitmaps[1].fill_rect(0, 2, 2, 4, steelBlue)
@bubble2_bitmaps[1].fill_rect(2, 0, 4, 2, darkSteelGray)
@bubble2_bitmaps[1].fill_rect(6, 2, 2, 2, darkSteelGray)
@bubble2_bitmaps[1].fill_rect(2, 6, 2, 2, darkSteelGray)
@bubble2_bitmaps[1].fill_rect(6, 4, 2, 2, midSteelGray)
@bubble2_bitmaps[1].fill_rect(4, 6, 2, 2, midSteelGray)
@bubble2_bitmaps[1].fill_rect(4, 4, 2, 2, lightSteelBlue)
@bubble2_bitmaps[1].fill_rect(2, 4, 2, 2, lightSteelGray)
@bubble2_bitmaps[1].fill_rect(4, 2, 2, 2, lightSteelGray)
@bubble2_bitmaps[1].fill_rect(2, 2, 2, 2, transparentWhite)
# third bubble 2 bitmap
@bubble2_bitmaps[2] = Bitmap.new(8, 10)
@bubble2_bitmaps[2].fill_rect(8, 2, 2, 4, steelBlue)
@bubble2_bitmaps[2].fill_rect(2, 0, 8, 2, darkSteelGray)
@bubble2_bitmaps[2].fill_rect(2, 6, 8, 2, darkSteelGray)
@bubble2_bitmaps[2].fill_rect(4, 0, 2, 2, midSteelGray)
@bubble2_bitmaps[2].fill_rect(4, 6, 2, 2, midSteelGray)
@bubble2_bitmaps[2].fill_rect(0, 2, 2, 2, midSteelGray)
@bubble2_bitmaps[2].fill_rect(0, 4, 2, 2, lightSteelBlue)
@bubble2_bitmaps[2].fill_rect(2, 2, 6, 4, lightSteelGray)
@bubble2_bitmaps[2].fill_rect(2, 2, 4, 2, transparentWhite)
@bubble2_bitmaps[2].fill_rect(4, 4, 2, 2, transparentWhite)
# fourth bubble 2 bitmap
@bubble2_bitmaps[3] = Bitmap.new(14, 14)
@bubble2_bitmaps[3].fill_rect(4, 0, 4, 2, steelBlue)
@bubble2_bitmaps[3].fill_rect(0, 4, 2, 4, steelBlue)
@bubble2_bitmaps[3].fill_rect(12, 4, 2, 4, steelBlue)
@bubble2_bitmaps[3].fill_rect(8, 0, 2, 2, darkSteelGray)
@bubble2_bitmaps[3].fill_rect(0, 6, 2, 2, darkSteelGray)
@bubble2_bitmaps[3].fill_rect(12, 6, 2, 2, darkSteelGray)
@bubble2_bitmaps[3].fill_rect(4, 12, 6, 2, darkSteelGray)
@bubble2_bitmaps[3].fill_rect(8, 0, 2, 2, darkSteelGray)
@bubble2_bitmaps[3].fill_rect(2, 2, 10, 10, midSteelGray)
@bubble2_bitmaps[3].fill_rect(6, 12, 2, 2, midSteelGray)
@bubble2_bitmaps[3].fill_rect(2, 4, 10, 6, lightSteelGray)
@bubble2_bitmaps[3].fill_rect(4, 2, 2, 2, lightSteelGray)
@bubble2_bitmaps[3].fill_rect(6, 10, 4, 2, lightSteelGray)
@bubble2_bitmaps[3].fill_rect(6, 4, 2, 2, transparentWhite)
@bubble2_bitmaps[3].fill_rect(4, 6, 2, 2, transparentWhite)
@user_bitmaps = []
update_user_defined
end
def update_user_defined
for image in @user_bitmaps
image.dispose
end
#user-defined bitmaps
for name in $WEATHER_IMAGES
@user_bitmaps.push(RPG::Cache.picture(name))
end
for sprite in @sprites
sprite.bitmap = @user_bitmaps[rand(@user_bitmaps.size)]
end
end
attr_reader :type
attr_reader :max
attr_reader :ox
attr_reader :oy
end
end
General:
Originally made for Scriptkitty, because the default weather effects are too sparse and uninteresting.
Weather Types:
# 1 - rain
# 2 - storm
# 3 - snow
# 4 - hail
# 5 - rain with thunder and lightning
# 6 - falling leaves (autumn)
# 7 - blowing leaves (autumn)
# 8 - swirling leaves (autumn)
# 9 - falling leaves (green)
# 10 - cherry blossom (sakura) petals
# 11 - rose petals
# 12 - feathers
# 13 - blood rain
# 14 - sparkles
# 15 - user defined
# 16 - blowing snow
# 17 - meteor shower
# 18 - falling ash
# 19 - bubbles
# 20 - bubbles 2
# 21 - sparkles up
Instructions:
You can start and stop weather using the original event commands, however, you can start stronger and more varied weather using:
Code: $game_screen.weather(type, strength, duration)
Where type is the type of weather (see above), strength is how strong it should be (a number between 1 and 50), and duration is how many frames it should take to transition in.
User-defined weather user images imported to the pictures folder. The controls are:
$WEATHER_UPDATE = false - change this one any time you're about to use user-defined weather
$WEATHER_IMAGES = [name, name, ...] - a list of the names of the images, separated by commas.
$WEATHER_X = 0 - the number of pixels the image should move horizontally (positive = right, negative = left)
$WEATHER_Y = 0 - the number of pizels the image should move vertically (positive = down, negative = up)
$WEATHER_FADE = 0 - how much the image should fade each update (0 = no fade, 255 = fade instantly)
$WEATHER_ANIMATED = true (or false) - whether or not each sprite in the weather should cycle between all the available images.
An explanation of user-defined weather:
$WEATHER_IMAGES - The names of the images you want to use as weather images, minus the file extensions. They should be imported as Pictures.
For example:
Code: $WEATHER_UPDATE = true
$WEATHER_IMAGES = ["rock1", "rock2", "rock3"]
The $WEATHER_UPDATE flag tells the script that the images array has changed. You only need to set it to true if you've changed this array.
$WEATHER_X and $WEATHER_Y - the number of pixels to move the image in the x & y directions each update. For example:
Will move the image fairly fast straight up.
Will move the image slowly to the right.
Code: $WEATHER_X = 2
$WEATHER_Y = -1
Will move the image to the lower left.
By default, both x and y movement are 0, or no movement.
$WEATHER_FADE - this is whether or not and how much you want the image to fade out. 0 is no fade, 255 is instant fade. You may need to play with this - what looks right depends on how fast your weather image is moving. By default, this is set to 0, or no fade.
$WEATHER_ANIMATED - this flag tells the script that each weather effect should cycle through all the images (see the sparkle effect for a demo of what this looks like). Just set it to true if you want to use it:
Code: $WEATHER_ANIMATED = true
Screeshots:
Blowing Autumn Leaves
Rose Petals
Sparkles
Weather Script - muffin1232 - 10-26-2009
Where might I find the VX version?
Weather Script - Alpha-Mad - 10-26-2009
muffin1232 Wrote:Where might I find the VX version? I don't believe CCOA made a VX version and seeing how she has been absent from the RM community for some months now, I doubt any will be made.
Weather Script - DerVVulfman - 10-26-2009
Actually, she did. It only required subtle changes to the original version to work with RPGMaker VX. They are nearly the same.
Weather Script - Alpha-Mad - 10-26-2009
DerVVulfman Wrote:Actually, she did. It only required subtle changes to the original version to work with RPGMaker VX. They are nearly the same. Whoops! I looked and couldn't find one. Any idea where it is?
Weather Script - DerVVulfman - 10-26-2009
Removed from RRR Revolution due to iEntry's vague legal terms for post content ownership.
Weather Script - muffin1232 - 10-27-2009
So there is no chance it will be posted here? :(
Weather Script - Alpha-Mad - 10-27-2009
I found it but stand-by for the link. I may have to re-upload it to a new file service.
Weather Script - DerVVulfman - 10-27-2009
Not here. Separate post for separate VX version with the other features (If I don't beat you first)
Weather Script - muffin1232 - 10-29-2009
Wow, i found it the vx version! But it isn't on this site, thanks for ure help anyway
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