Project1
标题:
RGSS1实用"扩展库"
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作者:
沙漠点灰
时间:
2011-4-3 11:21
标题:
RGSS1实用"扩展库"
本帖最后由 沙漠点灰 于 2011-4-3 11:22 编辑
清单
1.[方便] 随机播放BGM
2.[扩展] 获取mp3文件时间长度 (有bug ←等于没说)
3.[扩展] Graphics块 模仿 RGSS2部分功能
4.[扩展] Bitmap类 模仿 RGSS2部分功能
5.[美化] 真 窗口移动
6.[美化] 伪 窗口移动
7.[扩展] 子选项窗口(
http://rpg.blue/thread-174280-1-1.html
)
脚本如下:
1+2 :
#==============================================================================
# ■ Audio
#------------------------------------------------------------------------------
# 随机播放BGM
# Audio/BGM/下的文件,RTP什么的不会读...因为涉及到注册表什么的
# 可以读取 C:/Program Files/RPG Maker XP/RGSS/Standard/ 的东西
# 我能做的只有这些了,高手来解决吧
#==============================================================================
def Audio.random_bgm_play
# 查找根目录下的BGM文件
list = Dir["Audio/BGM/*"]
list = list[rand(list.size)]
v = Game_System.method_defined?("bgm_v") ? $game_system.bgm_v : 80 rescue return
unless list
# 根目录下没有BGM时,试图找C:/Program Files/RPG Maker XP/RGSS/Standard/下的文件
old_dir = Dir.pwd
Dir.chdir("C:/Program Files/RPG Maker XP/RGSS/Standard/") rescue return Dir.chdir(old_dir)
list = Dir["Audio/BGM/*"]
list = list[rand(list.size)]
Dir.chdir(old_dir)
end
# 试图失败时,直接返回
return unless list
self.bgm_play(list, v, 100)
# $game_system 为空时,直接返回
return unless $game_system
# 获取文件名,省事,
$game_system.playing_bgm = RPG::AudioFile.new(File.basename(list),v,100)
end
class Game_System
def playing_bgm=(bgm)
@playing_bgm = bgm
end
end
#--------------------------------------------------------------------------
# ● 获取mp3文件时间长度
#--------------------------------------------------------------------------
def Audio.mp3_length(name)
@play ||= Win32API.new('winmm.dll', 'mciSendString',%(p p l l), 'l')
old_dir = Dir.pwd
Dir.chdir("Audio/BGM/")
name += ".mp3" if File.extname(name) == ""
length = " " * 10
File.rename(name, "temp.mp3")
@play.call("status temp.mp3 length", length, 512, 0)
File.rename("temp.mp3", name)
Dir.chdir(old_dir)
return length.to_i
end
复制代码
使用方法 脚本置顶
1.Audio.random_bgm_play
2.Audio.mp3_length(name) name = mp3文件名
3:
#==============================================================================
# ■ Graphics
#------------------------------------------------------------------------------
# 图像模块
#==============================================================================
#--------------------------------------------------------------------------
# ● 更待指定帧数
#--------------------------------------------------------------------------
def Graphics.wait(n)
n.times{self.update;yield if defined? yield}
end
#--------------------------------------------------------------------------
# ● 获取窗口宽
#--------------------------------------------------------------------------
def Graphics.width
@width ||= 640
end
#--------------------------------------------------------------------------
# ● 获取窗口高
#--------------------------------------------------------------------------
def Graphics.height
@height ||= 480
end
#--------------------------------------------------------------------------
# ● 更改窗口大小
#--------------------------------------------------------------------------
def Graphics.resize_screen(width, height)
@width ||= 640
@height ||= 480
游戏ini名=".\\Game.ini"
val = "\0"*256
gps = Win32API.new('kernel32', 'GetPrivateProfileString','pppplp', 'l')
gps.call("Game", "Title", "", val, 256, 游戏ini名)
val.delete!("\0")
title = val
fw = Win32API.new('user32', 'FindWindow', 'pp', 'i')
hWnd = fw.call("RGSS Player", title)
swp = Win32API.new('user32', 'SetWindowPos', 'lliiiii', 'i')
pointwds = [0,0,0,0].pack('llll')
pointcet = [0, 0].pack('ll')
wdsrect = Win32API.new('user32.dll', 'GetWindowRect', 'lp', 'l')
client_screen = Win32API.new("user32", "ClientToScreen", 'ip', 'i')
wdsrect.call(hWnd,pointwds)
client_screen.call(hWnd, pointcet)
wds = pointwds.unpack('llll')
cet = pointcet.unpack('ll')
addw = wds[2] - wds[0] - @width
addh = wds[3] - wds[1] - @height
x = wds[0] - (width - @width) / 2
y = wds[1] - (height - @height) / 2
@width = width
@height = height
swp.call(hWnd, 0, x, y, @width + addw, @height + addh, 0x20)
end
复制代码
模仿RGSS2清单:
1.等待指定帧数
Graphics.wait(n)
n = 帧数
加上了扩展(代码块)
Graphics.wait(n){...}
比如向左移动一窗口55像素
原来是:
55.times{Graphics.update;窗口.x -= 1}
现在
Graphics.wait(55){窗口.x -= 1}
(好像没区别...?)
2.更改窗口大小
Graphics.resize_screen(width, height)
width = 宽 height 高
3+4:获取窗口宽 高
Graphics.width Graphics.height
4:(原 ——by 猫哥哥 改 ——by 沙漠.灰(未经过原作者同意,请见谅))
#==============================================================================
# ■ Bitmap
#------------------------------------------------------------------------------
# 位图类 RGSS扩充
# 原 ——by 猫哥哥
# 改 ——by 沙漠.灰
#=============================================================================#
class Bitmap
#--------------------------------------------------------------------------
# ● 渐进色彩填充
# vertical : 横(竖)填充
#--------------------------------------------------------------------------
def gradient_fill_rect(x,y,width,height=false,color1=255,color2=nil,vertical=false,opacity=255)
# 矩形判断
if x.is_a?(Rect)
s1,s2,s3,s4=x.x,x.y,x.width,x.height
return self.gradient_fill_rect(s1,s2,s3,s4,y,width,height,color1)
end
# 渐进步长(step)判断
vertical == false ? step = width - x : step = height - y;color = color1;color.alpha = opacity
# 渐进_红
key_re = Math.sqrt(((color2.red - color1.red )/step)**2)
# 渐进_绿
key_gr = Math.sqrt(((color2.green - color1.green)/step)**2)
# 渐进_蓝
key_bl = Math.sqrt(((color2.blue - color1.blue )/step)**2)
# 反渐进方向判断
key_re *= -1 if color2.red < color1.red
key_gr *= -1 if color2.green< color1.green
key_bl *= -1 if color2.blue < color1.blue
# 横(竖)填充
if vertical
(height-y).times{
self.fill_rect(x, y, width, 1, color)
y=y+1;color.red =color.red + key_re
color.green =color.green + key_gr;color.blue =color.blue + key_bl
}
else
(width-x).times{
self.fill_rect(x, y, 1, height, color)
x=x+1;color.red =color.red + key_re
color.green =color.green + key_gr;color.blue =color.blue + key_bl
}
end
end
#--------------------------------------------------------------------------
# ● 清除位图指定地方
#--------------------------------------------------------------------------
def clear_rect(x, y=0,width=0,height=0)
# 矩形判断
if x.is_a?(Rect)
self.fill_rect(x,Color.new(0,0,0,0))
else
self.fill_rect(x, y, width, height, Color.new(0,0,0,0))
end
end
#--------------------------------------------------------------------------
# ● 位图重叠模糊(壳)
#--------------------------------------------------------------------------
def fragment_bluring(blur=4,during=3)
for i in 1..blur
self.fragment_blur(i)
self.blt(0, 0, self, self.rect)
during.times{Graphics.update}
end
end
#--------------------------------------------------------------------------
# ● 模糊算法(壳)
# times 重做模糊次数
# during 经历帧数
# blur 分散半径
#--------------------------------------------------------------------------
def blur(times=1,during =1,blur=1)
times.times{blur_r(blur);during.times{Graphics.update if during >1}}
end
#--------------------------------------------------------------------------
# ● 玻璃(半透明)渐进填充
# vertical 横(竖)渐进
#--------------------------------------------------------------------------
def glass_fill_rect(x, y=nil,width=nil,height=false,color1=nil,color2=nil,vertical=false)
# 矩形判断
if x.is_a?(Rect)
s1,s2,s3,s4=x.x,x.y,x.width,x.height
return self.glass_fill_rect(s1,s2,s3,s4,y,width,height)
end
# 生成临时位图
a1 = Bitmap.new(width, height);a2 = Bitmap.new(width, height)
# 并填充
a1.fill_rect(x, y, width, height, color1);a2.fill_rect(x, y, width, height, color2)
# 横(竖)渐进
unless vertical
key =[[255.0/(width - x),255.0].min,1.0].min
src_rect = Rect.new(x,y,1,height);k = x
for i in x..width
self.blt(x, y, a1, src_rect, (width-i)*key)
self.blt(x, y, a2, src_rect, (i-k)*key)
x += 1
end
else
key =[[255.0/(height - x),255.0].min,1.0].min
src_rect = Rect.new(x,y,width,1);k = y
for i in y..height
self.blt(x, y, a1, src_rect, (height-i)*key)
self.blt(x, y, a2, src_rect, (i-k)*key)
y += 1
end
end
# 释放临时位图
a1.dispose;a2.dispose
end
# 以下方法私有化
private
#--------------------------------------------------------------------------
# ● 位图重叠模糊(执行)
#--------------------------------------------------------------------------
def fragment_blur(radius=6)
src_bitmap = self;rect = self.rect;key = 255/7
self.blt(0,0,src_bitmap,rect,key*4)
self.blt(0,-radius,src_bitmap,rect,key*2)
self.blt(radius,0,src_bitmap,rect,key*2)
self.blt(-radius,0,src_bitmap,rect,key*2)
self.blt(0,radius,src_bitmap,rect,key*2)
self.blt(radius,-radius,src_bitmap,rect,key*1)
self.blt(-radius,radius,src_bitmap,rect,key*1)
self.blt(-radius,-radius,src_bitmap,rect,key*1)
self.blt(radius,radius,src_bitmap,rect,key*1)
end
#--------------------------------------------------------------------------
# ● 模糊算法(执行)
# radius 分散半径
# p.s. 写得好乱...和我有的一拼,不过好多废代码....
#--------------------------------------------------------------------------
def blur_r(radius = 2)
# 分散半径值修正
radius = [radius,1].max
src_bitmap = self
rect = self.rect
ta_l = 1+radius*2
ta = Table.new(ta_l,ta_l) #过滤器
ta_l.times{|i|ta_l.times{|j|ta[i,j] = 1}}
ta[((ta.xsize+1)/2)-1,((ta.xsize+1)/2)-1] = 2**(1+radius)
main = ta[((ta.xsize+1)/2)-1,((ta.xsize+1)/2)-1]#找到中心点
nn = 2;j = ((ta.xsize+1)/2)-1;line =[]#主干道
for i in 0..((ta.xsize+1)/2)-2
ta[i,j] = nn
ta[j,i] = nn
ta[ta.xsize-1-i,j] = nn
ta[j,ta.xsize-1-i] = nn
line.push ta[i,((ta.xsize+1)/2)-1]
nn *= 2
end
for j in 0...line.size
for i in 0..((ta.xsize+1)/2)-2
line[j] = line[j]/2
break if line[j] == 1
ta[((ta.xsize+1)/2)-2-i ,j ] = line[j]
ta[((ta.xsize+1)/2)+i ,j ] = line[j]
ta[((ta.xsize+1)/2)-2-i ,ta.xsize-1-j] = line[j]
ta[((ta.xsize+1)/2)+i ,ta.xsize-1-j] = line[j]
end
end
key_a = [];key_p = main
for i in 1..main
if key_p == 1
key_a << main
break
else
key_p /= 2
key_a << key_p
end
end
key_k = 0
for i in 0...key_a.size
key_k += key_a[i]
end
key = [255.0/key_k,1].max
for i in 0...ta.xsize
for j in 0...ta.ysize
# 值的修正
key_main = [[key*ta[i,j],255].min,1].max
self.blt(i-(((ta.xsize+1)/2)-1),j-(((ta.xsize+1)/2)-1),self,rect,key_main)
end
end
end
end
复制代码
清单 :
1.渐进色彩填充
参考RMVX Help
2.清除位图指定地方
同上
3.位图重叠模糊(不知道名字对不对...)
位图.fragment_bluring
参考 模糊算法
4.模糊算法
参考RMVX Help
5.玻璃(半透明)渐进填充
位图.glass_fill_rect(XXXXXXXXXXXXXXXX)
参考 渐进色彩填充
五.
#==============================================================================
# ■ Window
#------------------------------------------------------------------------------
# 游戏中全部窗口的超级类。
#==============================================================================
class Window
#--------------------------------------------------------------------------
# ● X 坐标
#--------------------------------------------------------------------------
alias isa_dust_x x
def x
@true_x ||= self.isa_dust_x.to_f
return @true_x
end
alias isa_dust_x= x=
def x=(new_x)
@true_x = new_x.to_f
self.isa_dust_x = @true_x
end
#--------------------------------------------------------------------------
# ● Y 坐标
#--------------------------------------------------------------------------
alias isa_dust_y y
def y
@true_y ||= self.isa_dust_y.to_f
return @true_y
end
alias isa_dust_y= y=
def y=(new_y)
@true_y = new_y.to_f
self.isa_dust_y = @true_y
end
end
复制代码
上面代码置顶
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
# 游戏中全部窗口的超级类。
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
alias isa_dust_initialize initialize
def initialize(*a)
isa_dust_initialize(*a)
@move_count = 0
@move_to_x = 0
@move_to_y = 0
end
#--------------------------------------------------------------------------
# ● 真 移动
#--------------------------------------------------------------------------
def move_to(x,y,count)
@move_to_x = x
@move_to_y = y
@move_count= count
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
alias isa_dust_update update
def update
isa_dust_update
# 移动完毕时,直接返回
return if @move_count <= 0
self.x += (@move_to_x - self.x)/@move_count.to_f
self.y += (@move_to_y - self.y)/@move_count.to_f
@move_count -= 1
end
end
复制代码
上面代码插到Main前Window_Base后
用法:
窗口.move_to(x坐标,y坐标,帧数)
注.必须调用update方法,帧数(默认)40帧1秒(不同于事件的图片移动)
例:(用上面的等待指定帧数)
窗口.move_to(600,0,100)
Graphics.wait(100){窗口.update}
100帧让叫窗口的窗口对象移动到 600,0 处
六.代码如下
class Window_Base < Window
#--------------------------------------------------------------------------
# ● 伪 移动
#--------------------------------------------------------------------------
def not_really_move(d="right")
d == "right" ? d = 1 : d = -1
self.x += d * 5
self.ox += d * 5
self.width -= d * 5
self.opacity += d * 15
self.contents_opacity += d * 15
end
end
复制代码
这个是纯美化功能,动态淡出淡入
一般先初始化(必须是17)
17.times{@folder_window.not_really_move("left ")}
Graphics.wait(17){@folder_window.not_really_move("right")}
场景最后释放前
Graphics.wait(17){@folder_window.not_really_move("left ")}
具体例子见:
http://rpg.blue/thread-174282-1-1.html
七.略
打字好辛苦~~
作者:
K。鬼人
时间:
2011-4-3 11:58
提示:
作者被禁止或删除 内容自动屏蔽
作者:
禾西
时间:
2011-4-3 13:55
其實用RGSS2來模仿RGSS1比相反更方便
作者:
忧雪の伤
时间:
2011-4-3 13:56
渐进色彩填充……
血槽有望了……
欢迎光临 Project1 (https://rpg.blue/)
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