# 设置烛光种类数
CANDLE_NUMBER = 2
# 设置控制开关,不用的话设0
CANDLE_SWITCH = 4
#--------------------------------------------------------------------------
# ● 开启或关闭烛光
#--------------------------------------------------------------------------
def candlelight(on=true)
$candlelight_on = $game_switches[CANDLE_SWITCH] = on
if on
# 生成黑色画面
$black_rect = Sprite.new
$black_rect.bitmap = Bitmap.new(544, 416)
$black_rect.bitmap.fill_rect(0, 0, 544, 416, Color.new(200, 200, 200))
$black_rect.blend_type = 2
# 黑色透明度,决定黑暗的程度
$black_rect.opacity = 180
# 生成烛光
$candle_rect = Array.new(CANDLE_NUMBER+1).map{|sprite| sprite=Sprite.new}
#===============================================================================]
# 烛光在此设置
#===============================================================================
# 指定第一种烛光
$candle_rect[1].bitmap = Cache.picture("write1")
# 指定第二种烛光
$candle_rect[2].bitmap = Cache.picture("write2")
#===============================================================================
#===============================================================================
$candle_rect.each {|sprite|
if sprite.bitmap
sprite.visible = false
sprite.ox, sprite.oy = sprite.bitmap.width/2, sprite.bitmap.height/2
end}
else
# 释放黑色画面和所有烛光
$black_rect.dispose
$candle_rect.each {|sprite| sprite.dispose}
$game_lighterlist.clear
end
end
#--------------------------------------------------------------------------
# ● 设置有烛光的角色
# candle_index : 烛光编号
# object : 角色编号,可以为数字或是数字数组
#--------------------------------------------------------------------------
def candles(candle_index, object)
$game_lighterlist ||= []
$game_lighterlist[candle_index] ||= []
if object.is_a?(Integer)
$game_lighterlist[candle_index] << object
elsif object.is_a?(Array)
$game_lighterlist[candle_index] += object
end
# 移除重复的角色
$game_lighterlist[candle_index].uniq!
# 开启烛光功能
candlelight unless $candlelight_on
end
#--------------------------------------------------------------------------
# ● 初始化烛光
#--------------------------------------------------------------------------
def initialize_candle
for k in 1...$candle_rect.size
next unless $game_lighterlist[k]
for j in $game_lighterlist[k]
ch = j == 0 ? $game_player : $game_map.events[j]
$candle_rect[k].x = ch.screen_x
$candle_rect[k].y = ch.screen_y - 16
lsx = $candle_rect[k].x - $candle_rect[k].bitmap.width / 2
lsy = $candle_rect[k].y - $candle_rect[k].bitmap.height / 2
$black_rect.bitmap.blt(lsx, lsy, $candle_rect[k].bitmap, $black_rect.bitmap.rect)
end
end
end
#--------------------------------------------------------------------------
# ● 更新烛光
#--------------------------------------------------------------------------
def update_candle
if $game_lighterlist != []
light = []
$game_lighterlist.each{|i| light+=i if i}
light.each do |i|
ch = i == 0 ? $game_player : $game_map.events[i]
unless ch.moving_judge?
$black_rect.bitmap.fill_rect(0, 0, 544, 416, Color.new(200, 200, 200))
initialize_candle
end
break
end
end
end
class Game_Character
#--------------------------------------------------------------------------
# ● 判断移动
#--------------------------------------------------------------------------
def moving_judge?
return (!stopping? or (@pattern != @original_pattern))
end
end
class Game_Map
#--------------------------------------------------------------------------
# ● 刷新烛光
#--------------------------------------------------------------------------
alias update_candle_system update
def update
if $candlelight_on
update_candle
$candlelight_on = false unless $game_switches[CANDLE_SWITCH]
candlelight(false) unless $candlelight_on
end
update_candle_system
end
end
class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# ● 生成烛光
#--------------------------------------------------------------------------
alias candle_system_start start
def start
candle_system_start
candlelight if $candlelight_on
initialize_candle if $candlelight_on
end
end