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Motto: Wer anderen eine Bratwurst brät, der hat ein Bratwurstbratgerät.
Du lädst dir ein Mode 7-Skript runter und fügst es in dein Projekt ein :o
Hi,
dazu gibts neuere Scripte...
ich post dir den den ich gerade verwende:
Mach einfach drei neue Scripte über main, in der Reihenfolge wie da. Hoffe dir ist die Benutzung klar? Ist eh auf englisch erklärt.
Edit:
Da ist auch der Bug von Terralord-93 weg.
Edit2:
Alles diese drei Scripte gehören zu einem Script, deshalb müssen auch alle über main. wollt das nur anfügen falls das wer missversteht.
dazu gibts neuere Scripte...
ich post dir den den ich gerade verwende:
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#============================================================================
# This script adds a kind of depth for the maps.
# Written by MGCaladtogel
# English version (24/04/08)
#----------------------------------------------------------------------------
# Instructions :
# You must add to the map's name :
#- [M7] : to activate Mode7
#- [#XX] : XX is the slant angle (in degree). Default value is 0 (normal maps)
#- [Y] : Y-map looping
#- [X] : X-map looping. This option needs resources (lower fps).
#- [A] : animated autotiles (with 4 patterns). This option increases
# significantly the loading time, so it may crash for large maps
# (SystemStackError)
#- [C] : to center the map on the hero (even for small maps)
#- [P] : to have a fixed panorama
#- [H] : to have a white horizon
#- [OV] : Overworld Sprite Resize (a Mewsterus's script feature)
#
# OR :
# see the "$mode7_maps_settings" below (l.48) to prapare your settings
#----------------------------------------------------------------------------
# Other commands (for events) :
#- $scene.spriteset.tilemap.mode7_set(new_angle)
# To redraw the map with the new_angle
#- $scene.spriteset.tilemap.mode7_set_p(new_angle)
# To redraw progressively the map from the current angle to the new
#- $scene.spriteset.tilemap.mode7_redraw
# To redraw the map (useful with the following commands)
#- $game_system.map_opacity = value
# To define the opacity for Mode7 maps (it needs to redraw)
#- $game_system.map_gradual_opacity = value
# To define a gradual opacity for Mode7 maps (it needs to redraw)
# (it bugs with horizontal looping)
#- $game_system.map_tone = Color.new(Red, Green, Blue)
# To define the tone for Mode7 maps (it needs to redraw)
#- $game_system.map_gradual_tone = Tone.new(Red, Green, Blue, Gray)
# To define a gradual tone for Mode7 maps (it needs to redraw)
#- $game_system.horizon = value
# To define the view's distance (default : 960) (it needs to redraw)
#- $game_system.reset
# To initialize the previous options
#
#- To obtain flat events :
# just add a comment in the event's commands list with : "Flat"
#
#- To handle the height of a vertical event :
# add a comment in the event's commands list with : "Heigth X", where X is the
# height value ("Heigth 2" will draw the event 64 pixels above its original
# position - you can use floats)
#============================================================================
# The map is drawn from all the tiles of the three layers that do not have a
# terrain_tag's value of 1 or 2.
# The other tiles (terrain_tag = 1 or 2) form elements that are drawn vertically,
# like the 3rd-layer elements in the old version.
# The 2 terrains ID used to form vertical elements
$terrain_tags_vertical_tiles = [1,2] # You can modify these values
# To access maps names
$data_maps = load_data("Data/MapInfos.rxdata")
$mode7_maps_settings = {}
# Prepare your own settings for mode7 maps
# Just put the first parameter in a map's name
# For example :
$mode7_maps_settings["Smallslant"] = ["#20", "A", "S"]
# Add any number of settings you want
$mode7_maps_settings["Welt"] = ["#59", "A", "X" , "Y", "P"]
$mode7_maps_settings["Kontinent"] = ["#59", "H", "X" , "A", "Y", "P"]
$mode7_maps_settings["Eis"] = ["#55", "C", "H", "A" , "P"]
$mode7_maps_settings["Bergwelt"] = ["#35", "A" ,"H", "P"]
# Add any number of settings you want
# enable/disable mode7 for mode7 maps (not on the fly, just when the map is loaded), enabled by default
$enable_mode7_number = 6 # switch number : change this value !
#============================================================================
# ■ Game_System
#----------------------------------------------------------------------------
# Add attributes to this class
#============================================================================
class Game_System
attr_accessor :mode7 # false : normal map / true : mode 7
attr_accessor :loop_x # true : horizontal-looping map
attr_accessor :loop_y # true : vertical-looping map
attr_accessor :always_scroll # true : to center the camera around the hero
attr_accessor :map_tone # mode7 map's tone (Color)
attr_accessor :map_opacity # mode7 map's opacity (0..255)
attr_accessor :animated # true : animated autotiles for mode7 maps
attr_accessor :white_horizon # true : white line horizon for mode7 maps
attr_accessor :angle # mode7 map's slant angle (in degree)
attr_accessor :horizon # horizon's distance
attr_accessor :fixed_panorama # true : to fix the panorama (no scrolling any more)
attr_accessor :ov # true : Overworld Sprite Resize (smaller hero's sprite)
attr_accessor :ov_zoom # resize's value with ov
attr_accessor :map_gradual_opacity # mode7 map's gradual opacity (0..255)
attr_accessor :map_gradual_tone # mode7 map's gradual tone (Color)
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias initialize_mode7_game_system initialize
def initialize
initialize_mode7_game_system
self.mode7 = false
self.loop_x = false
self.loop_y = false
self.always_scroll = false
self.animated = false
self.white_horizon = false
self.angle = 0
self.fixed_panorama = false
self.ov = false
self.ov_zoom = 0.6
reset
end
#--------------------------------------------------------------------------
# * Reset the values for opacity, tone and horizon's distance
#--------------------------------------------------------------------------
def reset
self.map_opacity = 255
self.map_tone = Color.new(0,0,0,0)
self.horizon = 960 # default value, equivalent to 30 tiles
self.map_gradual_opacity = 0
self.map_gradual_tone = Tone.new(0,0,0,0)
end
end
#============================================================================
# ■ Tilemap_mode7
#----------------------------------------------------------------------------
# This new Tilemap class handles the drawing of a mode7 map
#============================================================================
class Tilemap_mode7
attr_accessor :maps_list # contains map's graphics
attr_accessor :map_ground # original map's graphic to handle flat events
attr_accessor :tone_values # tone values for each line (Hash)
attr_accessor :opacity_values # opacity values for each line (Hash)
attr_reader :spriteset
#--------------------------------------------------------------------------
# * Object Initialization
# viewport : viewport
#--------------------------------------------------------------------------
def initialize(viewport, spriteset)
@spriteset = spriteset
@id = $game_map.map_id # map's ID : to load or save the map in Cache
@maps_list = [] # contains map's drawings (Bitmap)
@disp_y = $game_map.display_y # @disp_y : tilemap's display_y
@disp_x = $game_map.display_x # @disp_x : tilemap's display_x
@height = 32 * $game_map.height # @height : map's height (in pixel)
@width = 32 * $game_map.width # @width : map's width (in pixel)
$game_temp.height = @height
# map's drawings are loaded if already in Cache
if RPG::Cache_Carte.in_cache(@id)
@map = RPG::Cache_Carte.load(@id)
@maps_list.push(@map)
@map_ground = RPG::Cache_Carte.load(@id, 4) # to handle flat events
if $game_system.animated
@map_2 = RPG::Cache_Carte.load(@id, 1)
@map_3 = RPG::Cache_Carte.load(@id, 2)
@map_4 = RPG::Cache_Carte.load(@id, 3)
@maps_list.push(@map_2)
@maps_list.push(@map_3)
@maps_list.push(@map_4)
end
else # draw the map and save it in the Cache
draw_map
end
# create vertical elements from tiles
data_V = Data_Vertical_Sprites.new(viewport)
# @sprites_V : list of vertical sprites (Sprite_V)
@sprites_V = data_V.list_sprites_V
# @sprites_V_animated : list of animated vertical sprites (Sprite_V)
@sprites_V_animated = data_V.list_sprites_V_animated
@angle = $game_system.angle # map's slant angle (in degree)
@distance_h = 480 # distance between the map's center and the vanishing point
@pivot = 256 # screenline's number of the slant's pivot
@index_animated = 0 # 0..3 : index of animated tiles pattern
@viewport = viewport
@tone_values = {} # list of the tone values for each line
@opacity_values = {} # list of the opacity values for each line
init_sprites(@angle) # initialize screenlines sprites
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
# dispose of @sprites (scanlines), @sprites_V (vertical_sprites), and
# @sprites_loop_x (additional scanlines for horizontal looping)
for sprite in @sprites + @sprites_V + @sprites_loop_x
sprite.dispose
end
@sprites.clear
@sprites_loop_x.clear
@sprites_V.clear
@sprites_V_animated.clear
@maps_list.clear
$game_system.angle = @angle
end
#--------------------------------------------------------------------------
# * Increase slant's angle
#--------------------------------------------------------------------------
def increase_angle
return if @angle == 88
@angle = [@angle + 2, 88].min # angle's value between 0 and 88 degrees
@sprites.clear
@sprites_loop_x.clear
init_sprites(@angle) # reinitialize screenlines sprites
end
#--------------------------------------------------------------------------
# * Decrease slant's angle
#--------------------------------------------------------------------------
def decrease_angle
return if @angle == 0
@angle = [@angle - 2, 0].max # angle's value between 0 and 88 degrees
@sprites.clear
@sprites_loop_x.clear
init_sprites(@angle) # reinitialize screenlines sprites
end
#--------------------------------------------------------------------------
# * Slide from the current angle into the target value
# value : target angle's value (in degree)
#--------------------------------------------------------------------------
def mode7_set_p(value)
while value > @angle
increase_angle
spriteset.update
Graphics.update
end
while value < @angle
decrease_angle
spriteset.update
Graphics.update
end
end
#--------------------------------------------------------------------------
# * Redraw the map instantaneously with the new slant angle's value
# value : target angle's value (in degree)
#--------------------------------------------------------------------------
def mode7_set(value)
@angle = [[value, 0].max, 89].min
@sprites.clear
@sprites_loop_x.clear
init_sprites(@angle) # reinitialize screenlines sprites
update
Graphics.update
end
#--------------------------------------------------------------------------
# * Reinitialize screenlines sprites
#--------------------------------------------------------------------------
def mode7_redraw
@sprites.clear
@sprites_loop_x.clear
init_sprites(@angle) # reinitialize scanlines
update
Graphics.update
end
#--------------------------------------------------------------------------
# * Create sprites equivalent to scanlines
# value : target angle's value (in degree)
#--------------------------------------------------------------------------
def init_sprites(angle)
@horizon = $game_system.horizon
angle_rad = (Math::PI * angle) / 180 # angle in radian
@sprites = [] # list of the scanlines sprites (Sprite)
@sprites_loop_x = [] # list of the additionnal sprites (for X-looping)
cos_angle = Math.cos(angle_rad)
sin_angle = Math.sin(angle_rad)
# save values in $game_temp
$game_temp.distance_h = @distance_h
$game_temp.pivot = @pivot
$game_temp.cos_angle = cos_angle
$game_temp.sin_angle = sin_angle
# h0, z0 : intermediate values
h0 = (- @distance_h * @pivot * cos_angle).to_f /
(@distance_h + @pivot * sin_angle) + @pivot
z0 = @distance_h.to_f / (@distance_h + @pivot * sin_angle)
$game_temp.slope_value = (1.0 - z0) / (@pivot - h0)
$game_temp.corrective_value = 1.0 - @pivot * $game_temp.slope_value
last_line = - @pivot - @horizon # last_line : the highest line that is drawn
height_limit = (@distance_h * last_line * cos_angle).to_f /
(@distance_h - last_line * sin_angle) + @pivot # the line corresponding to
# the last_line in the warped reference = horizon's line
$game_temp.height_limit = height_limit
# constant to handle gradual opacity
k2lim = ((@distance_h * last_line).to_f /
(@distance_h * cos_angle + last_line * sin_angle)).to_i
# one sprite is created for each screenline
for j in 0..479
next if j < height_limit # if the line is further than the horizon's line,
# no sprite is created
i = j - @pivot # y-reference is the pivot's line
sprite = Sprite.new(@viewport)
sprite.x = 320 # x-reference is the vertical line in the middle of the screen
sprite.y = j
sprite.z = - 99999 # map must not mask vertical elements
sprite.y_origin_bitmap = (@distance_h * i).to_f /
(@distance_h * cos_angle + i * sin_angle) + @pivot
sprite.y_origin_bitmap_i = (sprite.y_origin_bitmap + 0.5).to_i
sprite.y_origin_bitmap_i %= @height if $game_system.loop_y
sprite.zoom_x = $game_temp.slope_value * j + $game_temp.corrective_value
sprite.length = 2 + (640.to_f / sprite.zoom_x).to_i
sprite.x_origin_bitmap_i = ((642 - sprite.length) / 2)
sprite.x_origin_bitmap_i %= @width if $game_system.loop_x
sprite.x_origin_bitmap = (sprite.x_origin_bitmap_i).to_f
sprite.ox = sprite.length / 2
sprite.bitmap = @map
# horizontal translation to center around the hero
if @disp_x != 0
sprite.x_origin_bitmap += @disp_x / 4
sprite.x_origin_bitmap_i = (sprite.x_origin_bitmap).to_i
sprite.x_origin_bitmap_i %= @width if $game_system.loop_x
end
# vertical translation to center around the hero
if @disp_y != 0
sprite.y_origin_bitmap += @disp_y / 4
sprite.y_origin_bitmap_i = (sprite.y_origin_bitmap + 0.5).to_i
sprite.y_origin_bitmap_i %= @height if $game_system.loop_y
end
# handle opacity and tone
k2 = ((@distance_h * i).to_f /
(@distance_h * cos_angle + i * sin_angle)).to_i
k2 = 0 if k2 > 0
k_red = (- k2.to_f/k2lim * $game_system.map_gradual_tone.red).to_i
k_green = (- k2.to_f/k2lim * $game_system.map_gradual_tone.green).to_i
k_blue = (- k2.to_f/k2lim * $game_system.map_gradual_tone.blue).to_i
k_gray = (- k2.to_f/k2lim * $game_system.map_gradual_tone.gray).to_i
k2 = (- k2.to_f/k2lim * $game_system.map_gradual_opacity).to_i
sprite.tone = Tone.new(k_red, k_green, k_blue, k_gray)
sprite.opacity = 255 - k2
sprite.opacity *= ($game_system.map_opacity).to_f / 255
sprite.color = $game_system.map_tone
# white horizon's line
k = j - height_limit
k = 500 / k
if $game_system.white_horizon
tone_red = sprite.tone.red + k
tone_green = sprite.tone.green + k
tone_blue = sprite.tone.blue + k
tone_gray = sprite.tone.gray + k
sprite.tone = Tone.new(tone_red, tone_green, tone_blue, tone_gray)
end
@tone_values[j] = sprite.tone
@opacity_values[j] = sprite.opacity
# set sprite's graphics
sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
sprite.length, 1)
@sprites.push(sprite)
if $game_system.loop_x and j < @pivot
# additional sprite to handle horizontal looping
sprite2 = Sprite.new(@viewport)
sprite2.x = 320
sprite2.y = j
sprite2.z = - 99999
sprite2.y_origin_bitmap = sprite.y_origin_bitmap
sprite2.y_origin_bitmap_i = sprite.y_origin_bitmap_i
sprite2.zoom_x = sprite.zoom_x
sprite2.length = sprite.length
sprite2.x_origin_bitmap_i = sprite.x_origin_bitmap_i - @width
sprite2.x_origin_bitmap = sprite.x_origin_bitmap_i - @width
sprite2.ox = sprite.ox
sprite2.bitmap = @map
sprite2.opacity = sprite.opacity
sprite2.color = sprite.color
sprite2.tone = sprite.tone
sprite2.src_rect.set(sprite2.x_origin_bitmap_i, sprite2.y_origin_bitmap_i,
sprite2.length, 1)
@sprites_loop_x.push(sprite2)
end
end
end
#--------------------------------------------------------------------------
# * Update the screenlines sprites and the vertical sprites
# compare tilemap's display with map's display
#--------------------------------------------------------------------------
def update
# update screenlines sprites
if @disp_y < $game_map.display_y
difference = $game_map.display_y - @disp_y
@disp_y += difference
for sprite in @sprites + @sprites_loop_x
sprite.y_origin_bitmap += difference.to_f / 4
sprite.y_origin_bitmap_i = (sprite.y_origin_bitmap+0.5).to_i
sprite.y_origin_bitmap_i %= @height if $game_system.loop_y
sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
sprite.length, 1)
end
end
if @disp_y > $game_map.display_y
difference = @disp_y - $game_map.display_y
@disp_y -= difference
for sprite in @sprites + @sprites_loop_x
sprite.y_origin_bitmap -= difference.to_f / 4
sprite.y_origin_bitmap_i = (sprite.y_origin_bitmap+0.5).to_i
sprite.y_origin_bitmap_i %= @height if $game_system.loop_y
sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
sprite.length, 1)
end
end
if @disp_x < $game_map.display_x
difference = $game_map.display_x - @disp_x
@disp_x += difference
for sprite in @sprites
sprite.x_origin_bitmap += difference.to_f / 4
sprite.x_origin_bitmap_i = (sprite.x_origin_bitmap).to_i
sprite.x_origin_bitmap_i %= @width if $game_system.loop_x
sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
sprite.length, 1)
end
for sprite in @sprites_loop_x
sprite.x_origin_bitmap += difference.to_f / 4
sprite.x_origin_bitmap_i = (sprite.x_origin_bitmap).to_i
sprite.x_origin_bitmap_i %= @width
sprite.x_origin_bitmap_i -= @width
sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
sprite.length, 1)
end
end
if @disp_x > $game_map.display_x
difference = @disp_x - $game_map.display_x
@disp_x -= difference
for sprite in @sprites
sprite.x_origin_bitmap -= difference.to_f / 4
sprite.x_origin_bitmap_i = (sprite.x_origin_bitmap).to_i
sprite.x_origin_bitmap_i %= @width if $game_system.loop_x
sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
sprite.length, 1)
end
for sprite in @sprites_loop_x
sprite.x_origin_bitmap -= difference.to_f / 4
sprite.x_origin_bitmap_i = (sprite.x_origin_bitmap).to_i
sprite.x_origin_bitmap_i %= @width
sprite.x_origin_bitmap_i -= @width
sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
sprite.length, 1)
end
end
# update vertical sprites
for sprite in @sprites_V
sprite.update
end
end
#--------------------------------------------------------------------------
# * Update animation for animated tiles
#--------------------------------------------------------------------------
def update_animated
@index_animated += 1
@index_animated %= 4
map = @maps_list[@index_animated]
# update screenlines sprites
for sprite in @sprites + @sprites_loop_x
sprite.bitmap = map
sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
sprite.length, 1)
end
# update vertical sprites
for sprite in @sprites_V_animated
sprite.update_animated(@index_animated)
end
end
#--------------------------------------------------------------------------
# * Create bitmaps representing the map
#--------------------------------------------------------------------------
def draw_map
data = $game_map.data
# Table where animated tiles are flagged
data_animated = Table.new($game_map.width, $game_map.height)
# bigger maps to handle horizontal looping
offset = ($game_system.loop_x ? 640 : 0)
@map = Bitmap.new(@width + offset, @height)
@maps_list.push(@map)
rect = Rect.new(0, 0, 32, 32)
# create autotiles graphics
RPG::Cache.clear
@autotiles = []
for i in 0..6
autotile_name = $game_map.autotile_names[i]
fichier = RPG::Cache.autotile(autotile_name)
for l in 0..3
data_autotile = Data_Autotiles.new(fichier,l)
data_autotile.number = 4*i + l
RPG::Cache.save_autotile(data_autotile, data_autotile.number)
@autotiles.push(data_autotile)
end
end
# scan map's data to draw it
for i in 0...$game_map.height
for j in 0...$game_map.width
data_animated[j, i] = 0
# tile's ID for the first layer
value1 = data[j, i, 0].to_i
# prevent from drawing a vertical tile
value1 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value1]) ?
0 : value1)
# value1 != 0
if value1 != 0
# tile's ID for the second layer
value2 = data[j, i, 1].to_i
# prevent from drawing a vertical tile
value2 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value2]) ?
0 : value2)
# tile's ID for the third layer
value3 = data[j, i, 2].to_i
# prevent from drawing a vertical tile
value3 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value3]) ?
0 : value3)
# value1 != 0, value2 = 0
if value2 == 0
# value1 != 0, value2 = 0, value3 = 0
if value3 == 0
# value1 associated with a normal autotile
if value1 > 383
bitmap = RPG::Cache.tile($game_map.tileset_name, value1, 0)
@map.blt(32*j, 32*i, bitmap, rect)
if $game_system.loop_x and j.between?(0, 19)
@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
end
# value1 associated with an autotile
else
num = 4*((value1 / 48) - 1)
bitmap = RPG::Cache.autotile_base(num, value1)
if @autotiles[num].animated
data_animated[j, i] = 1
end
@map.blt(32*j, 32*i, bitmap, rect)
if $game_system.loop_x and j.between?(0, 19)
@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
end
end
# value1 != 0, value2 = 0, value3 != 0
else
bitmap = RPG::Cache_Tile.load(value1, value3)
# value1 associated with an autotile
if value1 < 384
num = 4*((value1 / 48) - 1)
data_animated[j, i] = 1 if @autotiles[num].animated
end
# value3 associated with an autotile
if value3 < 384
num = 4*((value3 / 48) - 1)
data_animated[j, i] = 1 if @autotiles[num].animated
end
@map.blt(32*j, 32*i, bitmap, rect)
if $game_system.loop_x and j.between?(0, 19)
@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
end
end
# value1 != 0, value2 != 0
else
# value1 != 0, value2 != 0, value3 = 0
if value3 == 0
bitmap = RPG::Cache_Tile.load(value1, value2)
# value1 associated with an autotile
if value1 < 384
num = 4*((value1 / 48) - 1)
data_animated[j, i] = 1 if @autotiles[num].animated
end
# value2 associated with an autotile
if value2 < 384
num = 4*((value2 / 48) - 1)
data_animated[j, i] = 1 if @autotiles[num].animated
end
@map.blt(32*j, 32*i, bitmap, rect)
if $game_system.loop_x and j.between?(0, 19)
@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
end
# value1 != 0, value2 != 0, value3 != 0
else
bitmap = RPG::Cache_Tile.load2(value1, value2, value3)
# value1 associated with an autotile
if value1 < 384
num = 4*((value1 / 48) - 1)
data_animated[j, i] = 1 if @autotiles[num].animated
end
# value2 associated with an autotile
if value2 < 384
num = 4*((value2 / 48) - 1)
data_animated[j, i] = 1 if @autotiles[num].animated
end
# value3 associated with an autotile
if value3 < 384
num = 4*((value3 / 48) - 1)
data_animated[j, i] = 1 if @autotiles[num].animated
end
@map.blt(32*j, 32*i, bitmap, rect)
if $game_system.loop_x and j.between?(0, 19)
@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
end
end
end
# value1 = 0
else
value2 = data[j, i, 1].to_i
value2 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value2]) ?
0 : value2)
value3 = data[j, i, 2].to_i
value3 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value3]) ?
0 : value3)
# value1 = 0, value2 = 0
if value2 == 0
# value1 = 0, value2 = 0, value3 != 0
if value3 != 0
# value3 associated with a normal tile
if value3 > 383
bitmap = RPG::Cache.tile($game_map.tileset_name, value3, 0)
@map.blt(32*j, 32*i, bitmap, rect)
if $game_system.loop_x and j.between?(0, 19)
@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
end
# value3 associated with an autotile
else
num = 4*((value3 / 48) - 1)
bitmap = RPG::Cache.autotile_base(num, value3)
if @autotiles[num].animated
data_animated[j, i] = 1
end
@map.blt(32*j, 32*i, bitmap, rect)
if $game_system.loop_x and j.between?(0, 19)
@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
end
end
end
# value1 = 0, value2 != 0
else
# value1 = 0, value2 != 0, value3 = 0
if value3 == 0
# value2 associated with a normal tile
if value2 > 383
bitmap = RPG::Cache.tile($game_map.tileset_name, value2, 0)
@map.blt(32*j, 32*i, bitmap, rect)
if $game_system.loop_x and j.between?(0, 19)
@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
end
# value2 associated with an autotile
else
num = 4*((value2 / 48) - 1)
bitmap = RPG::Cache.autotile_base(num, value2)
if @autotiles[num].animated
data_animated[j, i] = 1
end
@map.blt(32*j, 32*i, bitmap, rect)
if $game_system.loop_x and j.between?(0, 19)
@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
end
end
# value1 = 0, value2 != 0, value3 != 0
else
bitmap = RPG::Cache_Tile.load(value2, value3)
# value2 associated with an autotile
if value2 < 384
num = 4*((value2 / 48) - 1)
data_animated[j, i] = 1 if @autotiles[num].animated
end
# value3 associated with an autotile
if value3 < 384
num = 4*((value3 / 48) - 1)
data_animated[j, i] = 1 if @autotiles[num].animated
end
@map.blt(32*j, 32*i, bitmap, rect)
if $game_system.loop_x and j.between?(0, 19)
@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
end
end
end
end
end
end
# save the map's drawing in the Cache
RPG::Cache_Carte.save(@id, @map)
@map_ground = @map.clone
# save a copy of the map to handle flat events
RPG::Cache_Carte.save(@id, @map_ground, 4)
return if !$game_system.animated
# create 3 other maps in case of animated tiles
@map_2 = @map.clone
@map_3 = @map.clone
@map_4 = @map.clone
@maps_list.push(@map_2)
@maps_list.push(@map_3)
@maps_list.push(@map_4)
for i in 0...$game_map.height
for j in 0...$game_map.width
next if data_animated[j, i].to_i == 0
# modify the tile if it is flagged as animated
value1 = data[j, i, 0].to_i
value2 = data[j, i, 1].to_i
value3 = data[j, i, 2].to_i
# prevent from drawing a vertical tile
value1 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value1]) ?
0 : value1)
value2 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value2]) ?
0 : value2)
value3 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value3]) ?
0 : value3)
if value1 != 0
if value2 == 0
if value3 == 0
num = 4*((value1 / 48) - 1)
bitmap_2 = RPG::Cache.autotile_base(num+1, value1)
bitmap_3 = RPG::Cache.autotile_base(num+2, value1)
bitmap_4 = RPG::Cache.autotile_base(num+3, value1)
@map_2.blt(32*j, 32*i, bitmap_2, rect)
@map_3.blt(32*j, 32*i, bitmap_3, rect)
@map_4.blt(32*j, 32*i, bitmap_4, rect)
if $game_system.loop_x and j.between?(0, 19)
@map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
@map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
@map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
end
else
bitmap_2 = RPG::Cache_Tile.load(value1, value3, 1)
bitmap_3 = RPG::Cache_Tile.load(value1, value3, 2)
bitmap_4 = RPG::Cache_Tile.load(value1, value3, 3)
@map_2.blt(32*j, 32*i, bitmap_2, rect)
@map_3.blt(32*j, 32*i, bitmap_3, rect)
@map_4.blt(32*j, 32*i, bitmap_4, rect)
if $game_system.loop_x and j.between?(0, 19)
@map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
@map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
@map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
end
end
else
if value3 == 0
bitmap_2 = RPG::Cache_Tile.load(value1, value2, 1)
bitmap_3 = RPG::Cache_Tile.load(value1, value2, 2)
bitmap_4 = RPG::Cache_Tile.load(value1, value2, 3)
@map_2.blt(32*j, 32*i, bitmap_2, rect)
@map_3.blt(32*j, 32*i, bitmap_3, rect)
@map_4.blt(32*j, 32*i, bitmap_4, rect)
if $game_system.loop_x and j.between?(0, 19)
@map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
@map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
@map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
end
else
bitmap_2 = RPG::Cache_Tile.load2(value1, value2, value3, 1)
bitmap_3 = RPG::Cache_Tile.load2(value1, value2, value3, 2)
bitmap_4 = RPG::Cache_Tile.load2(value1, value2, value3, 3)
@map_2.blt(32*j, 32*i, bitmap_2, rect)
@map_3.blt(32*j, 32*i, bitmap_3, rect)
@map_4.blt(32*j, 32*i, bitmap_4, rect)
if $game_system.loop_x and j.between?(0, 19)
@map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
@map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
@map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
end
end
end
else
if value2 != 0
if value3 == 0
num = 4*((value2 / 48) - 1)
bitmap_2 = RPG::Cache.autotile_base(num+1, value2)
bitmap_3 = RPG::Cache.autotile_base(num+2, value2)
bitmap_4 = RPG::Cache.autotile_base(num+3, value2)
@map_2.blt(32*j, 32*i, bitmap_2, rect)
@map_3.blt(32*j, 32*i, bitmap_3, rect)
@map_4.blt(32*j, 32*i, bitmap_4, rect)
if $game_system.loop_x and j.between?(0, 19)
@map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
@map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
@map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
end
else
bitmap_2 = RPG::Cache_Tile.load(value2, value3, 1)
bitmap_3 = RPG::Cache_Tile.load(value2, value3, 2)
bitmap_4 = RPG::Cache_Tile.load(value2, value3, 3)
@map_2.blt(32*j, 32*i, bitmap_2, rect)
@map_3.blt(32*j, 32*i, bitmap_3, rect)
@map_4.blt(32*j, 32*i, bitmap_4, rect)
if $game_system.loop_x and j.between?(0, 19)
@map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
@map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
@map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
end
end
else
if value3 != 0
num = 4*((value3 / 48) - 1)
bitmap_2 = RPG::Cache.autotile_base(num+1, value3)
bitmap_3 = RPG::Cache.autotile_base(num+2, value3)
bitmap_4 = RPG::Cache.autotile_base(num+3, value3)
@map_2.blt(32*j, 32*i, bitmap_2, rect)
@map_3.blt(32*j, 32*i, bitmap_3, rect)
@map_4.blt(32*j, 32*i, bitmap_4, rect)
if $game_system.loop_x and j.between?(0, 19)
@map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
@map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
@map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
end
end
end
end
end
end
# save the three additional maps in the Cache
RPG::Cache_Carte.save(@id, @map_2, 1)
RPG::Cache_Carte.save(@id, @map_3, 2)
RPG::Cache_Carte.save(@id, @map_4, 3)
end
#--------------------------------------------------------------------------
# * no tileset for mode7 maps
#--------------------------------------------------------------------------
def tileset
return nil
end
end |
zum Lesen den Text mit der Maus markieren
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#============================================================================
# This script adds a kind of depth for the maps.
# Written by MGCaladtogel
# English version (24/04/08)
#============================================================================
# ■ Game_Map
#----------------------------------------------------------------------------
# Methods modifications to handle map looping
#============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * Scroll Down
# distance : scroll distance
#--------------------------------------------------------------------------
alias scroll_down_mode7_game_map scroll_down
def scroll_down(distance)
if !$game_system.mode7
scroll_down_mode7_game_map(distance)
return
end
if $game_system.loop_y or $game_system.always_scroll
@display_y = @display_y + distance # always scroll
else
@display_y = [@display_y + distance, (self.height - 15) * 128].min
end
end
#--------------------------------------------------------------------------
# * Scroll Left
# distance : scroll distance
#--------------------------------------------------------------------------
alias scroll_left_mode7_game_map scroll_left
def scroll_left(distance)
if !$game_system.mode7
scroll_left_mode7_game_map(distance)
return
end
if $game_system.loop_x or $game_system.always_scroll
@display_x = @display_x - distance # always scroll
else
@display_x = [@display_x - distance, 0].max
end
end
#--------------------------------------------------------------------------
# * Scroll Right
# distance : scroll distance
#--------------------------------------------------------------------------
alias scroll_right_mode7_game_map scroll_right
def scroll_right(distance)
if !$game_system.mode7
scroll_right_mode7_game_map(distance)
return
end
if $game_system.loop_x or $game_system.always_scroll
@display_x = @display_x + distance # always scroll
else
@display_x = [@display_x + distance, (self.width - 20) * 128].min
end
end
#--------------------------------------------------------------------------
# * Scroll Up
# distance : scroll distance
#--------------------------------------------------------------------------
alias scroll_up_mode7_game_map scroll_up
def scroll_up(distance)
if !$game_system.mode7
scroll_up_mode7_game_map(distance)
return
end
if $game_system.loop_y or $game_system.always_scroll
@display_y = @display_y - distance # always scroll
else
@display_y = [@display_y - distance, 0].max
end
end
#--------------------------------------------------------------------------
# * Determine Valid Coordinates
# x : x-coordinate
# y : y-coordinate
# Allow the hero to go out of the map when map looping
#--------------------------------------------------------------------------
alias valid_mode7_game_map? valid?
def valid?(x, y)
if !$game_system.mode7
return (valid_mode7_game_map?(x, y))
end
if $game_system.loop_x
if $game_system.loop_y
return true
else
return (y >= 0 and y < height)
end
elsif $game_system.loop_y
return (x >= 0 and x < width)
end
return (x >= 0 and x < width and y >= 0 and y < height)
end
#--------------------------------------------------------------------------
# * Determine if Passable
# x : x-coordinate
# y : y-coordinate
# d : direction (0,2,4,6,8,10)
# * 0,10 = determine if all directions are impassable
# self_event : Self (If event is determined passable)
#--------------------------------------------------------------------------
alias passable_mode7_game_map? passable?
def passable?(x, y, d, self_event = nil)
if !$game_system.mode7
passable_mode7_game_map?(x, y, d, self_event)
return(passable_mode7_game_map?(x, y, d, self_event))
end
unless valid?(x, y)
return false
end
bit = (1 << (d / 2 - 1)) & 0x0f
for event in events.values
if event.tile_id >= 0 and event != self_event and
event.x == x and event.y == y and not event.through
if @passages[event.tile_id] & bit != 0
return false
elsif @passages[event.tile_id] & 0x0f == 0x0f
return false
elsif @priorities[event.tile_id] == 0
return true
end
end
end
for i in [2, 1, 0]
tile_id = data[x % width, y % height, i] # handle map looping
if tile_id == nil
return false
elsif @passages[tile_id] & bit != 0
return false
elsif @passages[tile_id] & 0x0f == 0x0f
return false
elsif @priorities[tile_id] == 0
return true
end
end
return true
end
#--------------------------------------------------------------------------
# * Setup
# map_id : map ID
#--------------------------------------------------------------------------
alias old_setup_mode7 setup
def setup(map_id)
old_setup_mode7(map_id)
if !$game_switches[$enable_mode7_number]
$game_system.mode7 = false
$game_system.mode7 = false
$game_system.loop_x = false
$game_system.loop_y = false
$game_system.always_scroll = false
$game_system.animated = false
$game_system.white_horizon = false
$game_system.angle = 0
$game_system.fixed_panorama = false
$game_system.ov = false
$game_system.ov_zoom = 0.6
$game_system.reset
return
end
map_data = $data_maps[$game_map.map_id]
for keyword in $mode7_maps_settings.keys
if map_data.name2.include?(keyword)
command_list = $mode7_maps_settings[keyword]
$game_system.mode7 = true
$game_system.loop_x = command_list.include?("X")
$game_system.loop_y = command_list.include?("Y")
$game_system.always_scroll = command_list.include?("C")
$game_system.animated = command_list.include?("A")
$game_system.white_horizon = command_list.include?("H")
$game_system.fixed_panorama = command_list.include?("P")
$game_system.ov = command_list.include?("OV")
for command in command_list
if command.include?("#")
$game_system.angle = (command.slice(1, 2)).to_i
$game_system.angle = [[$game_system.angle, 0].max, 89].min
break
end
end
return
end
end
$game_system.mode7 = map_data.name2.include?("[M7]")
$game_system.loop_x = map_data.name2.include?("[X]")
$game_system.loop_y = map_data.name2.include?("[Y]")
$game_system.always_scroll = map_data.name2.include?("[C]")
$game_system.animated = map_data.name2.include?("[A]")
$game_system.white_horizon = map_data.name2.include?("[H]")
$game_system.fixed_panorama = map_data.name2.include?("[P]")
$game_system.ov = map_data.name2.include?("[OV]")
if $game_system.mode7
map_data.name2 =~ /\[#[ ]*([00-99]+)\]/i
$game_system.angle = $1.to_i
$game_system.angle = [[$game_system.angle, 0].max, 89].min
end
end
end
#============================================================================
# ■ Game_Character
#----------------------------------------------------------------------------
# "update" method modifications to handle map looping
#============================================================================
class Game_Character
attr_accessor :x
attr_accessor :y
attr_accessor :real_x
attr_accessor :real_y
attr_reader :flat
attr_reader :height
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias initialize_mode7_game_character initialize
def initialize
initialize_mode7_game_character
@flat = false
@height = 0.0
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias update_mode7_game_character update
def update
if !$game_system.mode7
update_mode7_game_character
return
end
# if x-coordinate is out of the map
if !(x.between?(0, $game_map.width - 1))
difference = 128 * x - real_x
if self.is_a?(Game_Player)
# increase or decrease map's number
self.map_number_x += difference / (difference.abs)
end
# x-coordinate is equal to its equivalent in the map
self.x %= $game_map.width
self.real_x = 128 * x - difference
end
# if y-coordinate is out of the map
if !(y.between?(0, $game_map.height - 1))
difference = 128 * y - real_y
if self.is_a?(Game_Player)
# increase or decrease map's number
self.map_number_y += difference / (difference.abs)
end
# y-coordinate is equal to its equivalent in the map
self.y %= $game_map.height
self.real_y = 128 * y - difference
end
update_mode7_game_character
end
end
#==============================================================================
# ■ Game_Event
#----------------------------------------------------------------------------
# Add methods to handle flat events and altitude for vertical event
#============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# * scan the event's commands list
# page : the scanned page (RPG::Event::Page)
#--------------------------------------------------------------------------
def check_commands(page)
@height = 0.0
command_list = page.list
for k in 0..command_list.length - 2
command = command_list[k]
if (command.parameters[0].to_s).include?("Height")
@height = (command.parameters[0][7,command.parameters[0].length-1]).to_f
end
@flat = (command.parameters[0].to_s).include?("Flat")
end
end
#--------------------------------------------------------------------------
# * scan the event's commands list of the current page when refreshed
#--------------------------------------------------------------------------
alias refresh_mode7_game_character refresh
def refresh
refresh_mode7_game_character
check_commands(@page) if @page != nil
end
end
#============================================================================
# ■ Game_Player
#----------------------------------------------------------------------------
# Add attributes to have a well-working panorama's scrolling
#============================================================================
class Game_Player < Game_Character
attr_accessor :map_number_x # map's number with X-looping
attr_accessor :map_number_y # map's number with Y-looping
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias initialize_mode7_game_player initialize
def initialize
initialize_mode7_game_player
self.map_number_x = 0
self.map_number_y = 0
end
#--------------------------------------------------------------------------
# * Handle the option : center around the hero
#--------------------------------------------------------------------------
alias center_mode7_game_player center
def center(x, y)
if !$game_system.loop_y and !$game_system.always_scroll#!$game_system.mode7
center_mode7_game_player(x, y)
return
end
$game_map.display_x = x * 128 - CENTER_X
$game_map.display_y = y * 128 - CENTER_Y
end
end
#============================================================================
# ■ Sprite
#----------------------------------------------------------------------------
# Add attributes to work efficiently with scanlines sprites
#============================================================================
class Sprite
attr_accessor :y_origin_bitmap # bitmap's y-coordinate for the "src_rect.set"
#method (float)
attr_accessor :x_origin_bitmap # bitmap's x-coordinate for the "src_rect.set"
#method (float)
attr_accessor :y_origin_bitmap_i # bitmap's y-coordinate for the
#"src_rect.set" method (integer)
attr_accessor :x_origin_bitmap_i # bitmap's x-coordinate for the
#"src_rect.set" method (integer)
attr_accessor :length # sprite's width
end
#============================================================================
# ■ Sprite_Character
#----------------------------------------------------------------------------
# Calculate x-coordinate and y-coordinate for a mode7 map
#============================================================================
class Sprite_Character < RPG::Sprite
attr_reader :flat_indicator # true if the event is flat-drawn
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias initialize_mode7_sprite_character initialize
def initialize(viewport, character = nil)
@flat_indicator = false
initialize_mode7_sprite_character(viewport, character)
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias update_mode7_sprite_character update
def update
if !$game_system.mode7
update_mode7_sprite_character
return
end
if @flat_indicator
if (!@character.flat or @character.moving? or
@tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue)
@flat_indicator = @character.flat
# redraw the original ground
maps_list = $scene.spriteset.tilemap.maps_list
map_ground = $scene.spriteset.tilemap.map_ground
rect = Rect.new(@flat_x_map, @flat_y_map, @flat_width, @flat_height)
for map in maps_list
map.blt(@flat_x_map, @flat_y_map, map_ground, rect)
if $game_system.loop_x and @flat_x_map.between?(0, 19 * 32)
map.blt(@flat_x_map + 32 * $game_map.width, @flat_y_map, map_ground,
rect)
end
end
else
return
end
end
super
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
if @tile_id >= 384
self.bitmap = RPG::Cache.tile($game_map.tileset_name,
@tile_id, @character.character_hue)
self.src_rect.set(0, 0, 32, 32)
self.ox = 16
self.oy = 32
else
self.bitmap = RPG::Cache.character(@character.character_name,
@character.character_hue)
@cw = bitmap.width / 4
@ch = bitmap.height / 4
self.ox = @cw / 2
self.oy = @ch
# pivot correction (intersection between the map and this sprite)
self.oy -= 4
end
end
self.visible = (not @character.transparent)
if @tile_id == 0
sx = @character.pattern * @cw
sy = (@character.direction - 2) / 2 * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
if @character.flat # event must be flat drawn
return if $scene.spriteset == nil
if @tile_id == 0
@flat_x_map = @character.real_x / 4 - (@cw - 32) / 2
@flat_y_map = @character.real_y / 4 - @ch + 32
@flat_x0 = sx
@flat_y0 = sy
@flat_width = @cw
@flat_height = @ch
else
@flat_x_map = @character.real_x / 4
@flat_y_map = @character.real_y / 4
@flat_x0 = 0
@flat_y0 = 0
@flat_width = 32
@flat_height = 32
end
# modify the maps graphics
maps_list = $scene.spriteset.tilemap.maps_list
rect = Rect.new(@flat_x0, @flat_y0, @flat_width, @flat_height)
for map in maps_list
map.blt(@flat_x_map, @flat_y_map, bitmap, rect, @character.opacity)
if $game_system.loop_x and @flat_x_map.between?(0, 19 * 32)
map.blt(@flat_x_map + 32 * $game_map.width, @flat_y_map, bitmap, rect,
@character.opacity)
end
end
@flat_indicator = true
self.opacity = 0
return
end
x_intermediate = @character.screen_x
y_intermediate = @character.screen_y
y_intermediate -= $game_temp.pivot + 4 if $game_system.mode7
# if vertical looping
if $game_system.loop_y
h = 32 * $game_map.height
y_intermediate = (y_intermediate + h / 2) % h - h / 2
end
# coordinates in a mode7 map
self.y = (($game_temp.distance_h * y_intermediate *
$game_temp.cos_angle).to_f / ($game_temp.distance_h - y_intermediate *
$game_temp.sin_angle) + $game_temp.pivot)
self.zoom_x = $game_temp.slope_value * y + $game_temp.corrective_value
self.zoom_y = zoom_x
self.x = 320 + zoom_x * (x_intermediate - 320)
# if horizontal looping
if $game_system.loop_x
offset = ($game_map.width >= 24 ? 64 * zoom_x : 0)
l = 32 * $game_map.width * zoom_x
self.x = (x + offset) % l - offset
end
if @character.is_a?(Game_Player)
# Overworld Sprite Resize
if $game_system.ov
self.zoom_x *= $game_system.ov_zoom
self.zoom_y *= $game_system.ov_zoom
end
end
self.z = @character.screen_z(@ch)
# hide the sprite if it is beyond the horizon's line
self.opacity = (y < $game_temp.height_limit ? 0 : @character.opacity)
self.y -= 32 * @character.height * zoom_y # height correction
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
end
end
#============================================================================
# ■ Sprite_V (Vertical Sprites)
#----------------------------------------------------------------------------
# Sprites corresponding to the vertical elements formed by tiles
#============================================================================
class Sprite_V < Sprite
attr_accessor :x_map # sprite's x_coordinates (in squares) (Float)
attr_accessor :y_map # sprite's y_coordinates (in squares) (Float)
attr_accessor :square_y # sprite's y_coordinates (in squares) (Integer)
attr_accessor :priority # sprite's priority
attr_accessor :animated # True if animated
attr_accessor :list_bitmap # list of sprite's bitmaps (Bitmap)
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
square_y_corrected = square_y
y_intermediate = 32 * y_map - $game_temp.pivot - $game_map.display_y / 4
y_intermediate_reference = y_intermediate
# if vertical looping
if $game_system.loop_y
y_intermediate = (y_intermediate + $game_temp.height / 2) %
$game_temp.height - $game_temp.height / 2
if y_intermediate_reference < y_intermediate
square_y_corrected = square_y + $game_map.height
elsif y_intermediate_reference > y_intermediate
square_y_corrected = square_y - $game_map.height
end
end
self.y = ($game_temp.distance_h * y_intermediate *
$game_temp.cos_angle).to_f / ($game_temp.distance_h - y_intermediate *
$game_temp.sin_angle) + $game_temp.pivot
if y < $game_temp.height_limit
# hide the sprite if it is beyond the horizon's line
self.opacity = 0
return
end
self.opacity = 255
if $scene.spriteset != nil and $scene.spriteset.tilemap.is_a?(Tilemap_mode7)
opacity_values = $scene.spriteset.tilemap.opacity_values
tone_values = $scene.spriteset.tilemap.tone_values
if opacity_values.has_key?(y)
self.opacity = opacity_values[y]
self.tone = tone_values[y]
end
end
self.zoom_x = $game_temp.slope_value * y + $game_temp.corrective_value
self.zoom_y = zoom_x
x_intermediate = 32 * x_map - $game_map.display_x / 4
self.x = 320 + (zoom_x * (x_intermediate - 320))
# if horizontal looping
if $game_system.loop_x
offset = ($game_map.width >= 24 ? 64 * zoom_x : 0)
l = 32 * $game_map.width * self.zoom_x
self.x = (self.x + offset) % l - offset
end
self.z = (128 * square_y_corrected - $game_map.display_y + 3) / 4 +
32 + 32 * priority
return
end
#--------------------------------------------------------------------------
# * Update bitmap for animation
# index : 0..3 : animation's index
#--------------------------------------------------------------------------
def update_animated(index)
self.bitmap = @list_bitmap[index]
end
end
#============================================================================
# ■ Spriteset_Map
#----------------------------------------------------------------------------
# Modifications to call a mode7 map
#============================================================================
class Spriteset_Map
attr_accessor :tilemap # just to be able to access the tilemap
#--------------------------------------------------------------------------
# * Initialize Object
# Rewritten to call a map with mode7
#--------------------------------------------------------------------------
alias initialize_mode7_spriteset_map initialize
def initialize
if !$game_system.mode7
initialize_mode7_spriteset_map
return
end
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 200
@viewport3.z = 5000
# mode7 map
@tilemap = Tilemap_mode7.new(@viewport1, self)
@panorama = Plane.new(@viewport1)
# sprites drawn at the horizon's level have a negative z, and with a z value
# of -100000 the panorama is still below
@panorama.z = ($game_system.mode7 ? -100000 : -1000)
@fog = Plane.new(@viewport1)
@fog.z = 3000
@character_sprites = []
for i in $game_map.events.keys.sort
sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
@character_sprites.push(sprite)
end
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
@weather = RPG::Weather.new(@viewport1)
@picture_sprites = []
for i in 1..50
@picture_sprites.push(Sprite_Picture.new(@viewport2,
$game_screen.pictures[i]))
end
@timer_sprite = Sprite_Timer.new
update
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
if @tilemap.tileset != nil
@tilemap.tileset.dispose
for i in 0..6
@tilemap.autotiles[i].dispose
end
end
@tilemap.dispose
@panorama.dispose
@fog.dispose
for sprite in @character_sprites
sprite.dispose
end
@weather.dispose
for sprite in @picture_sprites
sprite.dispose
end
@timer_sprite.dispose
@viewport1.dispose
@viewport2.dispose
@viewport3.dispose
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias update_mode7_spriteset_map update
def update
if !$game_system.mode7
update_mode7_spriteset_map
return
end
if @panorama_name != $game_map.panorama_name or
@panorama_hue != $game_map.panorama_hue
@panorama_name = $game_map.panorama_name
@panorama_hue = $game_map.panorama_hue
if @panorama.bitmap != nil
@panorama.bitmap.dispose
@panorama.bitmap = nil
end
if @panorama_name != ""
@panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
end
Graphics.frame_reset
end
if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
@fog_name = $game_map.fog_name
@fog_hue = $game_map.fog_hue
if @fog.bitmap != nil
@fog.bitmap.dispose
@fog.bitmap = nil
end
if @fog_name != ""
@fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
end
Graphics.frame_reset
end
# update animated tiles each 20 frames
if Graphics.frame_count % 20 == 0 and $game_system.animated
@tilemap.update_animated
end
@tilemap.update
# if the panorama is fixed
if $game_system.fixed_panorama
@panorama.ox = 0
@panorama.oy = 0
# if it is a mode7 map
else
# to have a fluent panorama scrolling
@panorama.ox = (128 * $game_map.width * $game_player.map_number_x +
$game_player.real_x) / 8
@panorama.oy = - (128 * $game_map.height * $game_player.map_number_y +
$game_player.real_y) / 32
end
@fog.zoom_x = $game_map.fog_zoom / 100.0
@fog.zoom_y = $game_map.fog_zoom / 100.0
@fog.opacity = $game_map.fog_opacity
@fog.blend_type = $game_map.fog_blend_type
@fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
@fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
@fog.tone = $game_map.fog_tone
for sprite in @character_sprites
sprite.update
end
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.ox = $game_map.display_x / 4
@weather.oy = $game_map.display_y / 4
@weather.update
for sprite in @picture_sprites
sprite.update
end
@timer_sprite.update
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
@viewport3.color = $game_screen.flash_color
@viewport1.update
@viewport3.update
end
end |
zum Lesen den Text mit der Maus markieren
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Quellcode |
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#============================================================================
# This script adds a kind of depth for the maps.
# Written by MGCaladtogel
# English version (24/04/08)
#==============================================================================
# ■ Game_Switches
#==============================================================================
class Game_Switches
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias initialize_mode7_game_player initialize
def initialize
initialize_mode7_game_player
self[$enable_mode7_number] = true
end
end
#============================================================================
# ■ Scene_Map
#============================================================================
class Scene_Map
attr_accessor :spriteset # just need to access the spriteset
end
#============================================================================
# ■ Data_Autotiles
#----------------------------------------------------------------------------
# Creates the set of tiles from an autotile's file
#============================================================================
class Data_Autotiles < Bitmap
# data list to form tiles from an atotiles file
Data_creation = [[27,28,33,34],[5,28,33,34],[27,6,33,34],[5,6,33,34],
[27,28,33,12],[5,28,33,12],[27,6,33,12],[5,6,33,12],[27,28,11,34],
[5,28,11,34],[27,6,11,34],[5,6,11,34],[27,28,11,12],[5,28,11,12],
[27,6,11,12],[5,6,11,12],[25,26,31,32],[25,6,31,32],[25,26,31,12],
[25,6,31,12],[15,16,21,22],[15,16,21,12],[15,16,11,22],[15,16,11,12],
[29,30,35,36],[29,30,11,36],[5,30,35,36],[5,30,11,36],[39,40,45,46],
[5,40,45,46],[39,6,45,46],[5,6,45,46],[25,30,31,36],[15,16,45,46],
[13,14,19,20],[13,14,19,12],[17,18,23,24],[17,18,11,24],[41,42,47,48],
[5,42,47,48],[37,38,43,44],[37,6,43,44],[13,18,19,24],[13,14,43,44],
[37,42,43,48],[17,18,47,48],[13,18,43,48],[13,18,43,48]]
attr_accessor :number # autotile's number to identify it
attr_accessor :animated # TRUE if the autotile is animated
#--------------------------------------------------------------------------
# * Initialize Object
# file : autotiles file's bitmap (Bitmap)
# l : 0..3 : pattern's number for animated autotiles
#--------------------------------------------------------------------------
def initialize(file, l)
super(8*32, 6*32)
create(file, l)
end
#--------------------------------------------------------------------------
# * Create the tiles set
# file : autotiles file's bitmap (Bitmap)
# l : 0..3 : pattern's number for animated autotiles
#--------------------------------------------------------------------------
def create(file, l)
l = (file.width > 96 ? l : 0)
self.animated = (file.width > 96)
for i in 0..5
for j in 0..7
data = Data_creation[8 * i + j]
for number in data
number -= 1
m = 16 * (number % 6)
n = 16 * (number / 6)
blt(32 * j + m % 32, 32 * i + n % 32, file,
Rect.new(m + 96 * l, n, 16, 16))
end
end
end
end
end
#============================================================================
# ■ Data_Vertical_Sprites
#----------------------------------------------------------------------------
# Create a list of vertical sprites for the three layers of a map
# "V" for "Vertical" in the script
# "num" for "number"
#============================================================================
class Data_Vertical_Sprites
attr_accessor :list_sprites_V # list of vertical sprites
attr_accessor :list_sprites_V_animated # list of animated vertical sprites
#--------------------------------------------------------------------------
# * A little method to compare terrain_tags
# value : tile's ID
# num : reference terrain_tag's value
#--------------------------------------------------------------------------
def suitable?(value, num)
return ($game_map.terrain_tags[value] == num)
end
#--------------------------------------------------------------------------
# * This algorithm scans each layer and create a sprites formed by tiles
# in contact
# viewport : Viewport
#--------------------------------------------------------------------------
def initialize(viewport)
@viewport = viewport
# lists initialization
self.list_sprites_V = []
self.list_sprites_V_animated = []
# @num_tiles : list of tiles coordinates that form a vertical sprite
@num_tiles = []
# create copy of map's data
@dataV = ($game_map.data).clone
# scan each layer
for h in 0..2
# scan each row
for i in 0..$game_map.height
# scan each column
for j in 0..$game_map.width
value = @dataV[j, i, h].to_i
# if tile's terrain tag is declared to give vertical sprites
if $terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value])
@reference_terrain_tag = $game_map.terrain_tags[value]
@num_tiles.push([j, i])
# the following algorithm is so complex that I really don't know how
# it works exactly
list_end = 0
length = 0
while j + length + 1 < $game_map.width and
suitable?(@dataV[j +length+ 1, i, h].to_i, @reference_terrain_tag)
@num_tiles.push([j + length+ 1,i])
length += 1
end
list_start = j
list_end = length + j
indicator = true
row = 0
j2 = j
while indicator
row += 1
break if (i + row) == $game_map.height
list_start2 = j2
length2 = 0
indicator = false
if length >= 2
for k in (j2 + 1)..(j2 + length -1)
if suitable?(@dataV[k, i + row, h].to_i,
@reference_terrain_tag)
if !indicator
list_start2 = k
else
length2 = k - list_start2
end
indicator = true
@num_tiles.push([k, i + row])
elsif !indicator
length2 -= 1
end
end
end
if suitable?(@dataV[j2 + length, i + row, h].to_i,
@reference_terrain_tag)
length2 = j2 + length - list_start2
indicator = true
@num_tiles.push([j2 + length, i + row])
length3 = 1
while j2 + length + length3 < $game_map.width and
suitable?(@dataV[j2 + length + length3, i + row, h].to_i,
@reference_terrain_tag)
@num_tiles.push([j2 + length + length3, i + row])
length3 += 1
length2 += 1
if j2 + length + length3 > list_end
list_end = j2 + length + length3
end
end
end
if suitable?(@dataV[j2, i + row, h].to_i, @reference_terrain_tag)
list_start3 = list_start2 - j2
length2 = length2 + list_start3
list_start2 = j2
indicator = true
@num_tiles.push([j2, i + row])
length3 = 1
while j2 - length3 >= 0 and
suitable?(@dataV[j2 - length3, i + row, h].to_i,
@reference_terrain_tag)
@num_tiles.push([j2 - length3, i + row])
length3 += 1
length2 += 1
list_start2 -= 1
if list_start2 < list_start
list_start = list_start2
end
end
end
length = length2
j2 = list_start2
end
row -= 1
# create a bitmap and a sprite from the tiles listed in @num_tiles
create_bitmap(i, list_start, row, list_end - list_start, h)
# clear the used tiles
clear_data(h)
# reinitialize the list of tiles
@num_tiles = []
end
end
end
end
end
#--------------------------------------------------------------------------
# * Clear the used data to prevent from reusing them
# layer : current scanned layer
#--------------------------------------------------------------------------
def clear_data(layer)
for num in @num_tiles
@dataV[num[0], num[1], layer] = 0
end
end
#--------------------------------------------------------------------------
# * Create a Bitmap from the listed tiles in @num_tiles and its associated
# sprite (Sprite_V)
# row : start row's value
# column : start column's value
# height : sprite's height (in tiles)
# width : sprite's width (in tiles)
# layer : current scanned layer
#--------------------------------------------------------------------------
def create_bitmap(row, column, height, width, layer)
bmp = Bitmap.new(32*(1+width), 32*(1+height))
rect = Rect.new(0, 0, 32, 32)
@num_tiles.sort! {|a, b| -(a[1] - b[1])}
sprite = Sprite_V.new(@viewport)
# initialize sprite's attributes
sprite.animated = false
sprite.list_bitmap = []
# draw the bitmap
for tile_coordinates in @num_tiles
value = @dataV[tile_coordinates[0], tile_coordinates[1], layer].to_i
# if tile is a normal tile
if value > 383
bitmap = RPG::Cache.tile($game_map.tileset_name, value, 0)
else # tile is an autotile
file = (value / 48) - 1
num_file = 4 * file
if !sprite.animated
autotile_name = $game_map.autotile_names[file]
fichier = RPG::Cache.autotile(autotile_name)
sprite.animated = (fichier.width > 96 ? true : false)
end
bitmap = RPG::Cache.autotile_base(num_file, value)
end
bmp.blt(32 * (tile_coordinates[0] - column),
32 * (tile_coordinates[1] - row), bitmap, rect)
end
sprite.list_bitmap.push(bmp)
# create 3 additionnal bitmaps for animated sprites
if sprite.animated
for j in 1..3
bmp = Bitmap.new(32 * (1 + width), 32 * (1 + height))
for tile_coordinates in @num_tiles
value = @dataV[tile_coordinates[0], tile_coordinates[1], layer].to_i
if value > 383
bitmap = RPG::Cache.tile($game_map.tileset_name, value, 0)
else
num_file = 4 * ((value / 48) - 1)
bitmap = RPG::Cache.autotile_base(num_file + j, value)
end
bmp.blt(32 * (tile_coordinates[0] - column),
32 * (tile_coordinates[1] - row), bitmap, rect)
end
sprite.list_bitmap.push(bmp)
end
end
value = @dataV[@num_tiles[0][0], @num_tiles[0][1], layer].to_i
# set sprite's priority
sprite.priority = $game_map.priorities[value]
# set sprite's coordinates (in squares (32 * 32 pixels))
sprite.x_map = (column.to_f) + bmp.width / 64
sprite.x_map += 0.5 if width % 2 == 0
sprite.y_map = (row + height).to_f + 0.5
sprite.square_y = sprite.y_map.to_i # Integer
# set the y_pivot (intersection between the map and the sprite)
sprite.oy = bmp.height - 16
sprite.ox = bmp.width / 2
sprite.bitmap = sprite.list_bitmap[0]
self.list_sprites_V.push(sprite)
self.list_sprites_V_animated.push(sprite) if sprite.animated
end
end
#============================================================================
# ■ RPG::Cache_Tile
#----------------------------------------------------------------------------
# The tiles resulting in a superimposing of several tiles are kept in memory
# for a faster call
# valueX : tile's ID
#============================================================================
module RPG
module Cache_Tile
@cache = {}
#------------------------------------------------------------------------
# * Superimposing of two tiles, offset = pattern's number for animated
# autotiles
#------------------------------------------------------------------------
def self.load(value1, value2, offset=0)
if not @cache.include?([value1, value2, offset])
bitmap = Bitmap.new(32, 32)
rect = Rect.new(0, 0, 32, 32)
if value1 > 383 # normal tile
bitmap.blt(0, 0, RPG::Cache.tile($game_map.tileset_name, value1, 0),
rect)
else # autotile
num = 4*((value1 / 48) - 1) + offset
bitmap.blt(0, 0, RPG::Cache.autotile_base(num, value1), rect)
end
if value2 > 383 # normal tile
bitmap.blt(0, 0, RPG::Cache.tile($game_map.tileset_name, value2, 0),
rect)
else # autotile
num = 4*((value2 / 48) - 1) + offset
bitmap.blt(0, 0, RPG::Cache.autotile_base(num, value2), rect)
end
@cache[[value1, value2, offset]] = bitmap
end
@cache[[value1, value2, offset]]
end
#------------------------------------------------------------------------
# * Superimposing of three tiles
#------------------------------------------------------------------------
def self.load2(value1, value2, value3, offset = 0)
if not @cache.include?([value1, value2, value3, offset])
bitmap = Bitmap.new(32, 32)
rect = Rect.new(0, 0, 32, 32)
if value1 > 383 # normal tile
bitmap.blt(0, 0, RPG::Cache.tile($game_map.tileset_name, value1, 0),
rect)
else # autotile
num = 4*((value1 / 48) - 1) + offset
bitmap.blt(0, 0, RPG::Cache.autotile_base(num, value1), rect)
end
if value2 > 383 # normal tile
bitmap.blt(0, 0, RPG::Cache.tile($game_map.tileset_name, value2, 0),
rect)
else # autotile
num = 4*((value2 / 48) - 1) + offset
bitmap.blt(0, 0, RPG::Cache.autotile_base(num, value2), rect)
end
if value3 > 383 # normal tile
bitmap.blt(0, 0, RPG::Cache.tile($game_map.tileset_name, value3, 0),
rect)
else # autotile
num = 4*((value3 / 48) - 1) + offset
bitmap.blt(0, 0, RPG::Cache.autotile_base(num, value3), rect)
end
@cache[[value1, value2, value3, offset]] = bitmap
end
@cache[[value1, value2, value3, offset]]
end
#------------------------------------------------------------------------
# * Clear the Cache
#------------------------------------------------------------------------
def self.clear
@cache = {}
GC.start
end
end
end
#============================================================================
# ■ RPG::Cache_Carte
#----------------------------------------------------------------------------
# Maps drawn with mode7 are kept in memory to have a faster call the next
# times they need to be drawn
#============================================================================
module RPG
module Cache_Carte
@cache = {}
#------------------------------------------------------------------------
# * Check if the map is in the Cache
# map_id : map's ID
#------------------------------------------------------------------------
def self.in_cache(map_id)
return @cache.include?(map_id)
end
#------------------------------------------------------------------------
# * Return the map's drawing (Bitmap)
# map_id : map's ID
# num : pattern's number for animated autotiles
#------------------------------------------------------------------------
def self.load(map_id, num = 0)
return @cache[map_id][num]
end
#------------------------------------------------------------------------
# * Save the map's drawing in the Cache
# map_id : map's ID
# bitmap : map's drawing (Bitmap)
# num : pattern's number for animated autotiles
#------------------------------------------------------------------------
def self.save(map_id, bitmap, num = 0)
@cache[map_id] = [] if !self.in_cache(map_id)
@cache[map_id][num] = bitmap
end
#------------------------------------------------------------------------
# * Clear the Cache
#------------------------------------------------------------------------
def self.clear
@cache = {}
GC.start
end
end
end
#============================================================================
# ■ RPG::Cache
#----------------------------------------------------------------------------
# The tiles from autotiles files are kept in memory for a faster call
#============================================================================
module RPG
module Cache
#------------------------------------------------------------------------
# * Check if the map is in the Cache
# num : autotiles file's ID
# value : tile's ID
#------------------------------------------------------------------------
def self.autotile_base(num, value)
key = [num, value]
if not @cache.include?(key) or @cache[key].disposed?
@cache[key] = Bitmap.new(32, 32)
num_tile = value % 48
sx = 32 * (num_tile % 8)
sy = 32 * (num_tile / 8)
rect = Rect.new(sx, sy, 32, 32)
@cache[key].blt(0, 0, self.load_autotile(num), rect)
end
@cache[key]
end
#------------------------------------------------------------------------
# * Save the tile's drawing in the Cache
# bitmap : tile's drawing (Bitmap)
# key : tile's ID
#------------------------------------------------------------------------
def self.save_autotile(bitmap, key)
@cache[key] = bitmap
end
#------------------------------------------------------------------------
# * Return the tile's drawing (Bitmap)
# key : tile's ID
#------------------------------------------------------------------------
def self.load_autotile(key)
@cache[key]
end
end
end
#============================================================================
# ■ RPG::MapInfo
#============================================================================
class RPG::MapInfo
# defines the map's name as the name without anything within brackets,
# including brackets
def name
return @name.gsub(/\[.*\]/) {""}
end
#--------------------------------------------------------------------------
# the original name with the codes
def name2
return @name
end
end
#============================================================================
# ■ Game_Temp
#----------------------------------------------------------------------------
# Add attributes to this class / Avoid using too many global variables
#============================================================================
class Game_Temp
attr_accessor :pivot # screenline's number of the slant's pivot
attr_accessor :cos_angle # cosinus of the slant's angle
attr_accessor :sin_angle # sinus of the slant's angle
attr_accessor :height_limit # horizon's line
attr_accessor :distance_h # distance between the map's center and the vanishing point
attr_accessor :slope_value # intermediate value
attr_accessor :corrective_value # intermediate value
attr_accessor :height # map's height (in pixel)
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias initialize_mode7_game_temp initialize
def initialize
initialize_mode7_game_temp
self.pivot = 0
self.cos_angle = 0.0
self.sin_angle = 0.0
self.height_limit = 0
self.distance_h = 0
self.slope_value = 0.0
self.corrective_value = 0.0
self.height = 0
end
end |
zum Lesen den Text mit der Maus markieren
Mach einfach drei neue Scripte über main, in der Reihenfolge wie da. Hoffe dir ist die Benutzung klar? Ist eh auf englisch erklärt.
Edit:
Da ist auch der Bug von Terralord-93 weg.
Edit2:
Alles diese drei Scripte gehören zu einem Script, deshalb müssen auch alle über main. wollt das nur anfügen falls das wer missversteht.
Terranigma 2 - Episode I - Open Beta out now!
RPC - Rpg-Maker Community Platform - Spielübergreifende Erfolge und mehr!
RPC - Rpg-Maker Community Platform - Spielübergreifende Erfolge und mehr!
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »The King« (15. Mai 2009, 19:24)
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...
...hat der Typ die Map wie ien Schachbrett wie bekommt man das hin?