#=============================================================== # 本脚本来自www.66rpg.com # 功能:对于没有设置战斗背景的地图,直接用地图做战斗背景 #=============================================================== #============================================================================== # ■ Spriteset_Map #------------------------------------------------------------------------------ # 处理地图画面活动块和元件的类。本类在 # Scene_Map 类的内部使用。 #============================================================================== class Spriteset_Map #-------------------------------------------------------------------------- # ● 初始化对像 #-------------------------------------------------------------------------- def initialize(flag = false) # 生成显示端口 @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 # 生成元件地图 @tilemap = Tilemap.new(@viewport1) @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name) for i in 0..6 autotile_name = $game_map.autotile_names[i] @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name) end @tilemap.map_data = $game_map.data @tilemap.priorities = $game_map.priorities # 生成远景平面 @panorama = Plane.new(@viewport1) @panorama.z = -1000 # 生成雾平面 @fog = Plane.new(@viewport1) @fog.z = 3000 unless flag # 生成角色活动块 @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)) end # 生成天气 @weather = RPG::Weather.new(@viewport1) # 生成图片 @picture_sprites = [] for i in 1..50 @picture_sprites.push(Sprite_Picture.new(@viewport2, $game_screen.pictures[i])) end # 生成计时器块 @timer_sprite = Sprite_Timer.new # 刷新画面 update end #-------------------------------------------------------------------------- # ● 释放 #-------------------------------------------------------------------------- def dispose(flag = false) # 释放元件地图 @tilemap.tileset.dispose for i in 0..6 @tilemap.autotiles[i].dispose end @tilemap.dispose # 释放远景平面 @panorama.dispose # 释放雾平面 @fog.dispose unless flag # 释放角色活动块 for sprite in @character_sprites sprite.dispose end end # 释放天候 @weather.dispose # 释放图片 for sprite in @picture_sprites sprite.dispose end # 释放计时器块 @timer_sprite.dispose # 释放显示端口 @viewport1.dispose @viewport2.dispose @viewport3.dispose end #-------------------------------------------------------------------------- # ● 刷新画面 #-------------------------------------------------------------------------- def update # 远景与现在的情况有差异发情况下 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 # 雾与现在的情况有差异的情况下 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 # 刷新元件地图 @tilemap.ox = $game_map.display_x / 4 @tilemap.oy = $game_map.display_y / 4 @tilemap.update # 刷新远景平面 @panorama.ox = $game_map.display_x / 8 @panorama.oy = $game_map.display_y / 8 # 刷新雾平面 @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 if @character_sprites != nil # 刷新角色活动块 for sprite in @character_sprites sprite.update end end # 刷新天候图形 @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 # 刷新图片 for sprite in @picture_sprites sprite.update end # 刷新计时器块 @timer_sprite.update # 设置画面的色调与震动位置 @viewport1.tone = $game_screen.tone @viewport1.ox = $game_screen.shake # 设置画面的闪烁色 @viewport3.color = $game_screen.flash_color # 刷新显示端口 @viewport1.update @viewport3.update end end #=============================================================== class Scene_Battle alias battleback_map_main main def main @battleback_sprite = Spriteset_Map.new(true) battleback_map_main @battleback_sprite.dispose(true) end end #=============================================================== # 申请者:张永;脚本作者:bluefool 改进人:亿万星辰 完美化:IKKI #=============================================================== |