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本帖最后由 situkei 于 2014-7-4 21:45 编辑
范例和素材
Project1.rar
(1.53 MB, 下载次数: 69)
做个事件就行
呼叫方法
main上面加入脚本
module Light_Core Effects = { # <= DON'T change this! #------------------------------------------------------------------------------- # PUT YOUR EFFECTS HERE! #------------------------------------------------------------------------------- 0 => ["light",255,0,true], 1 => ["torch",200,20,true], 2 => ["torch_m",180,30,true], 3 => ["light_s",255,0,true], 4 => ["diannao",255,0,true], #------------------------------------------------------------------------------- # End of effecs configuration #------------------------------------------------------------------------------- } # <= DON'T change this! # Z coordinate of the Effect's Surface Surface_Z = 180 # Enable Effect's Surface control by "Screen Tone" command? Surface_UE = true # Roof behavior tag Roof_Tag = 5 # Wall behavior tag Wall_Tag = 6 # Block behavior tag Block_Tag = 7 # Don't change this! ACC = Math.tan(Math::PI/26) end #------------------------------------------------------------------------------- # Script #------------------------------------------------------------------------------- module Cache def self.light(filename) load_bitmap("Graphics/Lights/", filename) end end module Light_Bitcore include Light_Core def self.initialize @@buffer = {} Effects.values.each { |effect| Light_Bitcore.push(effect[0])} end def self::[](key) return @@buffer[key] end def self.push(key) return if @@buffer.keys.include?(key) @@buffer[key] = Cache.light(key) end end Light_Bitcore.initialize class Light_SSource attr_reader :real_x attr_reader :real_y attr_reader :range attr_accessor :bitmap attr_reader :w attr_reader :h attr_reader :hs def initialize(char,bitmap,opacity,plus,hs) sync(char) [url=home.php?mod=space&uid=20462]@KEY[/url] = bitmap @bitmap = Light_Bitcore[@key].clone [url=home.php?mod=space&uid=2614270]@range[/url] = @bitmap.width/2 [url=home.php?mod=space&uid=133944]@w[/url] = @bitmap.width @h = @bitmap.height @mr = @range - 16 @opacity = opacity [url=home.php?mod=space&uid=304334]@plus[/url] = plus @hs = hs render if @hs end def render tx = x ty = y tsx = x + @range tsy = y + @range dr = @range*2 for s in $game_map.surfaces next if !s.visible?(tsx,tsy) || !s.within?(tx,tx+dr,ty,ty+dr) s.render_shadow(tx,ty,tsx,tsy,@range,@bitmap) end end def restore return unless @bitmap.nil? @bitmap = Light_Bitcore[@key].clone render if @hs end def opacity [url=home.php?mod=space&uid=304334]@plus[/url] == 0 ? @opacity : (@opacity + rand(@plus)) end def sx return $game_map.adjust_x(@real_x)*32-@mr end def sy return $game_map.adjust_y(@real_y)*32-@mr end def sync(char) @real_x = char.real_x @real_y = char.real_y end def x return (@real_x*32 - @mr).to_f end def y return (@real_y*32 - @mr).to_f end def dispose return if @bitmap.nil? @bitmap.dispose @bitmap = nil end end class Light_DSource < Light_SSource attr_reader :bitmap attr_reader :visible def initialize [url=home.php?mod=space&uid=20462]@KEY[/url] = nil @bitmap = nil @opacity = 255 [url=home.php?mod=space&uid=304334]@plus[/url] = 0 [url=home.php?mod=space&uid=9567]@CHAR[/url] = $game_player @visible = false end def set_opacity(o,p) @opacity = o [url=home.php?mod=space&uid=304334]@plus[/url] = p end def set_graphic(sb) dispose [url=home.php?mod=space&uid=20462]@KEY[/url] = {2=>sb,4=>sb,6=>sb,8=>sb} Light_Bitcore.push(sb) @bitmap = {2=>Light_Bitcore[@key[2]].clone,4=>Light_Bitcore[@key[4]].clone,6=>Light_Bitcore[@key[6]].clone,8=>Light_Bitcore[@key[8]].clone} @range = @bitmap[2].width/2 [url=home.php?mod=space&uid=133944]@w[/url] = @bitmap[2].width @h = @bitmap[2].height @mr = @range - 16 end def set_multiple_graphics(ba) dispose [url=home.php?mod=space&uid=20462]@KEY[/url] = ba @key.values.each {|key| Light_Bitcore.push(key)} @bitmap = {2=>Light_Bitcore[@key[2]].clone,4=>Light_Bitcore[@key[4]].clone,6=>Light_Bitcore[@key[6]].clone,8=>Light_Bitcore[@key[8]].clone} @range = @bitmap[2].width/2 [url=home.php?mod=space&uid=133944]@w[/url] = @bitmap[2].width @h = @bitmap[2].height @mr = @range - 16 end def get_graphic return @bitmap[@char.direction].clone end def show return if @bitmap.nil? @visible = true end def hide @visible = false end def restore return if @key.nil? @key.values.each {|key| Light_Bitcore.push(key)} @bitmap = {2=>Light_Bitcore[@key[2]].clone,4=>Light_Bitcore[@key[4]].clone,6=>Light_Bitcore[@key[6]].clone,8=>Light_Bitcore[@key[8]].clone} end def dispose return if @bitmap.nil? @bitmap.values.each { |b| b.dispose } @bitmap = nil end def change_owner(char) @char = char end def render end def sx return $game_map.adjust_x(@char.real_x)*32-@mr end def sy return $game_map.adjust_y(@char.real_y)*32-@mr end def x return (@char.real_x*32 - @mr).to_f end def y return (@char.real_y*32 - @mr).to_f end end class Light_Surface def initialize @ta = @a = 0 @tr = [url=home.php?mod=space&uid=186386]@r[/url] = 255 @tg = @g = 255 @tb = @b = 255 @va = @vr = @vg = @vb = 0.0 @timer = 0 end def refresh return if @timer == 0 @a += @va [url=home.php?mod=space&uid=186386]@r[/url] += @vr @g += @vg @b += @vb $game_map.light_surface.opacity = @a @timer -= 1 end def change_color(time,r,g,b,a=nil) r = 0 if r < 0; r = 255 if r > 255 g = 0 if g < 0; g = 255 if g > 255 b = 0 if b < 0; b = 255 if b > 255 unless a.nil? a = 0 if a < 0; a = 255 if a > 255 end @timer = time @tr = 255-r @tg = 255-g @tb = 255-b @va = (a.nil? ? 0 : (a-@a).to_f/@timer) @vr = (@tr - @r).to_f/@timer @vg = (@tg - @g).to_f/@timer @vb = (@tb - @b).to_f/@timer end def change_alpha(time,a) a = 0 if a < 0; a = 255 if a > 255 @timer = time @ta = a @vr = @vg = @vb = 0.0 @va = (a-@a).to_f/@timer end def set_color(r,g,b) r = 0 if r < 0; r = 255 if r > 255 g = 0 if g < 0; g = 255 if g > 255 b = 0 if b < 0; b = 255 if b > 255 @tr = [url=home.php?mod=space&uid=186386]@r[/url] = 255-r @tg = @g = 255-g @tb = @b = 255-b @va = @vr = @vg = @vb = 0.0 @timer = 0 end def set_alpha(a) a = 0 if a < 0; a = 255 if a > 255 @ta = @a = a $game_map.light_surface.opacity = @a @va = @vr = @vg = @vb = 0.0 @timer = 0 end def alpha return @a end def color return Color.new(@r,@g,@b) end end class Game_Map include Light_Core attr_accessor :light_surface attr_accessor :light_sources attr_accessor :surfaces attr_accessor :effect_surface attr_accessor :lantern alias kbl_setup_events setup_events alias kbl_initialize initialize alias kbl_update update def initialize kbl_initialize @effect_surface = Light_Surface.new @lantern = Light_DSource.new end def update(arg) @effect_surface.refresh if arg kbl_update(arg) end def first_tag(x,y) tag = tileset.flags[tile_id(x,y,0)] >> 12 return tag > 0 ? tag : 0 end def setup_events @light_sources.nil? ? @light_sources = [] : @light_sources.clear setup_surfaces merge_surfaces kbl_setup_events end def setup_surfaces @surfaces = [] for x in 0..(width-1) for y in 0..(height-1) tag = first_tag(x,y) if tag == Wall_Tag i = tile_id(x,y,0) if i & 0x02 == 0x02 @surfaces << Block_SD.new(x*32,y*32,x*32+32,y*32) end if i & 0x04 == 0x04 @surfaces << Block_WR.new(x*32+31,y*32,x*32+31,y*32+32) @surfaces << Block_IL.new(x*32+32,y*32,x*32+32,y*32+32) end if i & 0x01 == 0x01 @surfaces << Block_IR.new(x*32-1,y*32,x*32-1,y*32+32) @surfaces << Block_WL.new(x*32,y*32,x*32,y*32+32) end elsif tag == Roof_Tag i = tile_id(x,y,0) @surfaces << Block_SU.new(x*32,y*32,x*32+32,y*32) if i & 0x02 == 0x02 @surfaces << Block_SR.new(x*32+31,y*32,x*32+31,y*32+32) if i & 0x04 == 0x04 @surfaces << Block_SL.new(x*32,y*32,x*32,y*32+32) if i & 0x01 == 0x01 elsif tag == Block_Tag f = tileset.flags[tile_id(x,y,0)] @surfaces << Block_SL.new(x*32,y*32,x*32,y*32+32) if f & 0x02 == 0x02 @surfaces << Block_SR.new(x*32+31,y*32,x*32+31,y*32+32) if f & 0x04 == 0x04 @surfaces << Block_SU.new(x*32,y*32,x*32+32,y*32) if f & 0x08 == 0x08 end end end end def merge_surfaces new_surfaces = [] hs = []; vs = [] ws = []; is = [] for surface in @surfaces if surface.type & 0x05 == 0 hs << surface else if surface.type & 0x010 == 0 vs << surface else if surface.type & 0x08 == 0 ws << surface else is << surface end end end end for surface in hs surface.ready ? next : surface.ready = true for s in hs next if s.ready || s.y1 != surface.y1 || surface.type != s.type if s.x2 == surface.x1 surface.x1 = s.x1 s.trash = true s.ready = true surface.ready = false elsif s.x1 == surface.x2 surface.x2 = s.x2 s.trash = true s.ready = true surface.ready = false end end end hs.each { |s| @surfaces.delete(s) if s.trash} for surface in vs surface.ready ? next : surface.ready for s in vs next if s.ready || s.x1 != surface.x1 if s.y2 == surface.y1 surface.y1 = s.y1 s.trash = true s.ready = true surface.ready = false elsif s.y1 == surface.y2 surface.y2 = s.y2 s.trash = true s.ready = true surface.ready = false end end end vs.each { |s| @surfaces.delete(s) if s.trash} for surface in ws surface.ready ? next : surface.ready for s in ws next if s.ready || s.x1 != surface.x1 if s.y2 == surface.y1 surface.y1 = s.y1 s.trash = true s.ready = true surface.ready = false elsif s.y1 == surface.y2 surface.y2 = s.y2 s.trash = true s.ready = true surface.ready = false end end end ws.each { |s| @surfaces.delete(s) if s.trash} for surface in is surface.ready ? next : surface.ready for s in is next if s.ready || s.x1 != surface.x1 if s.y2 == surface.y1 surface.y1 = s.y1 s.trash = true s.ready = true surface.ready = false elsif s.y1 == surface.y2 surface.y2 = s.y2 s.trash = true s.ready = true surface.ready = false end end end is.each { |s| @surfaces.delete(s) if s.trash} end end class Game_Event < Game_Character alias kbl_initialize initialize alias kbl_setup_page setup_page def initialize(m,e) [url=home.php?mod=space&uid=22469]@light[/url] = nil kbl_initialize(m,e) end def setup_page(np) kbl_setup_page(np) setup_light(np.nil?) end def setup_light(dispose) unless @light.nil? $game_map.light_sources.delete(self) @light.dispose [url=home.php?mod=space&uid=22469]@light[/url] = nil end unless dispose && @list.nil? for command in @list if command.code == 108 && command.parameters[0].include?("[light") command.parameters[0].scan(/\[light ([0.0-9.9]+)\]/) effect = Light_Core::Effects[$1.to_i] [url=home.php?mod=space&uid=22469]@light[/url] = Light_SSource.new(self,effect[0],effect[1],effect[2],effect[3]) $game_map.light_sources << self return end end end end def draw_light sx = @light.sx sy = @light.sy w = @light.w h = @light.h return if sx > 544 && sy > 416 && sx + w < 0 && sy + h < 0 $game_map.light_surface.bitmap.blt(sx,sy,@light.bitmap,Rect.new(0,0,w,h),@light.opacity) end def dispose_light @light.dispose end def restore_light @light.restore end end if Light_Core::Surface_UE class Game_Interpreter def command_223 $game_map.effect_surface.change_color(@params[1],@params[0].red,@params[0].green,@params[0].blue,@params[0].gray) wait(@params[1]) if @params[2] end end end class Game_Interpreter def self_event return $game_map.events[@event_id] end end class Block_Surface include Light_Core attr_accessor :x1 attr_accessor :y1 attr_accessor :x2 attr_accessor :y2 attr_accessor :ready attr_accessor :trash def initialize(x1,y1,x2,y2) @x1 = x1 @y1 = y1 @x2 = x2 @y2 = y2 @ready = false @trash = false end def within?(min_x,max_x,min_y,max_y) return @x2 > min_x && @x1 < max_x && @y2 > min_y && @y1 < max_y end end class Block_SL < Block_Surface attr_reader :type def initialize(x1,y1,x2,y2) super(x1,y1,x2,y2) @type = 0x01 end def visible?(sx,sy) return sx < @x1 end def render_shadow(phx,phy,sx,sy,range,bitmap) @m1 = (@y1-sy)/(@x1-sx) @n1 = sy - @m1*sx @m2 = (@y2-sy)/(@x2-sx) @n2 = sy - @m2*sx for x in @x1..(sx+range) init = shadow_iy(x) bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+3) end end def shadow_iy(x) return @m1*x+@n1 end def shadow_fy(x) return @m2*x+@n2 end end class Block_SR < Block_Surface attr_reader :type def initialize(x1,y1,x2,y2) super(x1,y1,x2,y2) @type = 0x04 end def visible?(sx,sy) return sx > @x1 end def render_shadow(phx,phy,sx,sy,range,bitmap) @m1 = (@y1-sy)/(@x1-sx) @n1 = sy - @m1*sx @m2 = (@y2-sy)/(@x2-sx) @n2 = sy - @m2*sx for x in (sx-range).to_i..@x1 init = shadow_iy(x) bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+3) end end def shadow_iy(x) return @m1*x+@n1 end def shadow_fy(x) return @m2*x+@n2 end end class Block_IL < Block_Surface attr_reader :type def initialize(x1,y1,x2,y2) super(x1,y1,x2,y2) @type = 0x019 end def visible?(sx,sy) return sx < @x1 && sy > @y1 end def render_shadow(phx,phy,sx,sy,range,bitmap) @m1 = (@y1-sy)/(@x1-sx) @n1 = @y1 - @m1*@x1 @m2 = (@y2-sy)/(@x2-sx) @m2 = 0 if @m2 > 0 @n2 = @y2 - @m2*@x2 for x in @x1..(sx+range) init = shadow_iy(x).floor bitmap.clear_rect(x-phx,init-3-phy,1,shadow_fy(x)-init+3) end end def shadow_iy(x) return @m1*x+@n1 end def shadow_fy(x) return @m2*x+@n2 end end class Block_IR < Block_Surface attr_reader :type def initialize(x1,y1,x2,y2) super(x1,y1,x2,y2) @type = 0x01c end def visible?(sx,sy) return sx > @x1 && sy > @y1 end def render_shadow(phx,phy,sx,sy,range,bitmap) @m1 = (@y1-sy)/(@x1-sx) @n1 = @y1 - @m1*@x1 @m2 = (@y2-sy)/(@x2-sx) @m2 = 0 if @m2 < 0 @n2 = @y2 - @m2*@x2 for x in (sx-range).to_i..@x1 init = shadow_iy(x).floor bitmap.clear_rect(x-phx,init-3-phy,1,shadow_fy(x)-init+3) end end def shadow_iy(x) return @m1*x+@n1 end def shadow_fy(x) return @m2*x+@n2 end end class Block_WL < Block_Surface attr_reader :type def initialize(x1,y1,x2,y2) super(x1,y1,x2,y2) @type = 0x011 end def visible?(sx,sy) return sx < @x1 && sy < @y2 end def render_shadow(phx,phy,sx,sy,range,bitmap) @m1 = (@y1-sy)/(@x1-sx) @n1 = sy - @m1*sx @m2 = (@y2-sy)/(@x2-sx) @n2 = sy - @m2*sx for x in @x1..(sx+range) init = shadow_iy(x) bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+2) end end def shadow_iy(x) return @m1*x+@n1 end def shadow_fy(x) return @m2*x+@n2 end end class Block_WR < Block_Surface attr_reader :type def initialize(x1,y1,x2,y2) super(x1,y1,x2,y2) @type = 0x014 end def visible?(sx,sy) return sx > @x1 && sy < @y2 end def render_shadow(phx,phy,sx,sy,range,bitmap) @m1 = (@y1-sy)/(@x1-sx) @n1 = sy - @m1*sx @m2 = (@y2-sy)/(@x2-sx) @n2 = sy - @m2*sx for x in (sx-range).to_i..@x1 init = shadow_iy(x) bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+2) end end def shadow_iy(x) return @m1*x+@n1 end def shadow_fy(x) return @m2*x+@n2 end end class Block_SU < Block_Surface attr_reader :type def initialize(x1,y1,x2,y2) super(x1,y1,x2,y2) @type = 0x02 end def visible?(sx,sy) return sy < @y1 end def render_shadow(phx,phy,sx,sy,range,bitmap) if @x1 == sx @m1 = nil else @m1 = (@y1-sy)/(@x1-sx) @m1 += ACC if @m1 < -ACC @n1 = @y1 - @m1*@x1 end if @x2 == sx @m2 = nil else @m2 = (@y2-sy)/(@x2-sx) @n2 = sy - @m2*sx end for y in @y1..(sy+range) init = shadow_ix(y) bitmap.clear_rect(init-phx,y-phy,shadow_fx(y)-init+1,1) end end def shadow_ix(y) return @m1.nil? ? @x1 : (y-@n1)/@m1 end def shadow_fx(y) return @m2.nil? ? @x2 : (y-@n2)/@m2 end end class Block_SD < Block_Surface attr_reader :type def initialize(x1,y1,x2,y2) super(x1,y1,x2,y2) @type = 0x08 end def visible?(sx,sy) return sy > @y1 end def render_shadow(phx,phy,sx,sy,range,bitmap) if @x1 == sx @m1 = nil else @m1 = (@y1-sy)/(@x1-sx) @m1 -= ACC if @m1 > ACC @n1 = sy - @m1*sx end if x2 == sx @m2 = nil else @m2 = (@y2-sy)/(@x2-sx) @n2 = sy - @m2*sx end for y in (sy-range).to_i..@y1 init = shadow_ix(y) bitmap.clear_rect(init-phx,y-phy,shadow_fx(y)-init+1,1) end end def shadow_ix(y) return @m1.nil? ? @x1 : (y-@n1)/@m1 end def shadow_fx(y) return @m2.nil? ? @x2 : (y-@n2)/@m2 end end class Spriteset_Map include Light_Core alias kbl_initialize initialize alias kbl_update update alias kbl_dispose dispose def initialize setup_lights kbl_initialize end def update kbl_update update_lights end def dispose kbl_dispose dispose_lights end def dispose_lights $game_map.lantern.dispose $game_map.light_sources.each { |source| source.dispose_light } $game_map.light_surface.bitmap.dispose $game_map.light_surface.dispose $game_map.light_surface = nil end def update_lights $game_map.light_surface.bitmap.clear $game_map.light_surface.bitmap.fill_rect(0,0,800,600,$game_map.effect_surface.color) $game_map.light_sources.each { |source| source.draw_light } return unless $game_map.lantern.visible @btr = $game_map.lantern.get_graphic x = $game_map.lantern.x y = $game_map.lantern.y r = $game_map.lantern.range sx = x + r sy = y + r dr = r*2 $game_map.surfaces.each { |s| s.render_shadow(x,y,sx,sy,r,@btr) if s.visible?(sx,sy) && s.within?(x,x+dr,y,y+dr) } $game_map.light_surface.bitmap.blt($game_map.lantern.sx,$game_map.lantern.sy,@btr,Rect.new(0,0,dr,dr),$game_map.lantern.opacity) end def setup_lights @btr = nil $game_map.lantern.restore $game_map.light_sources.each { |source| source.restore_light } $game_map.light_surface = Sprite.new $game_map.light_surface.bitmap = Bitmap.new(800,600) $game_map.light_surface.bitmap.fill_rect(0,0,544,416,$game_map.effect_surface.color) $game_map.light_surface.blend_type = 2 $game_map.light_surface.opacity = $game_map.effect_surface.alpha $game_map.light_surface.z = Surface_Z end end
module Light_Core
Effects = { # <= DON'T change this!
#-------------------------------------------------------------------------------
# PUT YOUR EFFECTS HERE!
#-------------------------------------------------------------------------------
0 => ["light",255,0,true],
1 => ["torch",200,20,true],
2 => ["torch_m",180,30,true],
3 => ["light_s",255,0,true],
4 => ["diannao",255,0,true],
#-------------------------------------------------------------------------------
# End of effecs configuration
#-------------------------------------------------------------------------------
} # <= DON'T change this!
# Z coordinate of the Effect's Surface
Surface_Z = 180
# Enable Effect's Surface control by "Screen Tone" command?
Surface_UE = true
# Roof behavior tag
Roof_Tag = 5
# Wall behavior tag
Wall_Tag = 6
# Block behavior tag
Block_Tag = 7
# Don't change this!
ACC = Math.tan(Math::PI/26)
end
#-------------------------------------------------------------------------------
# Script
#-------------------------------------------------------------------------------
module Cache
def self.light(filename)
load_bitmap("Graphics/Lights/", filename)
end
end
module Light_Bitcore
include Light_Core
def self.initialize
@@buffer = {}
Effects.values.each { |effect| Light_Bitcore.push(effect[0])}
end
def self::[](key)
return @@buffer[key]
end
def self.push(key)
return if @@buffer.keys.include?(key)
@@buffer[key] = Cache.light(key)
end
end
Light_Bitcore.initialize
class Light_SSource
attr_reader :real_x
attr_reader :real_y
attr_reader :range
attr_accessor :bitmap
attr_reader :w
attr_reader :h
attr_reader :hs
def initialize(char,bitmap,opacity,plus,hs)
sync(char)
[url=home.php?mod=space&uid=20462]@KEY[/url] = bitmap
@bitmap = Light_Bitcore[@key].clone
[url=home.php?mod=space&uid=2614270]@range[/url] = @bitmap.width/2
[url=home.php?mod=space&uid=133944]@w[/url] = @bitmap.width
@h = @bitmap.height
@mr = @range - 16
@opacity = opacity
[url=home.php?mod=space&uid=304334]@plus[/url] = plus
@hs = hs
render if @hs
end
def render
tx = x
ty = y
tsx = x + @range
tsy = y + @range
dr = @range*2
for s in $game_map.surfaces
next if !s.visible?(tsx,tsy) || !s.within?(tx,tx+dr,ty,ty+dr)
s.render_shadow(tx,ty,tsx,tsy,@range,@bitmap)
end
end
def restore
return unless @bitmap.nil?
@bitmap = Light_Bitcore[@key].clone
render if @hs
end
def opacity
[url=home.php?mod=space&uid=304334]@plus[/url] == 0 ? @opacity : (@opacity + rand(@plus))
end
def sx
return $game_map.adjust_x(@real_x)*32-@mr
end
def sy
return $game_map.adjust_y(@real_y)*32-@mr
end
def sync(char)
@real_x = char.real_x
@real_y = char.real_y
end
def x
return (@real_x*32 - @mr).to_f
end
def y
return (@real_y*32 - @mr).to_f
end
def dispose
return if @bitmap.nil?
@bitmap.dispose
@bitmap = nil
end
end
class Light_DSource < Light_SSource
attr_reader :bitmap
attr_reader :visible
def initialize
[url=home.php?mod=space&uid=20462]@KEY[/url] = nil
@bitmap = nil
@opacity = 255
[url=home.php?mod=space&uid=304334]@plus[/url] = 0
[url=home.php?mod=space&uid=9567]@CHAR[/url] = $game_player
@visible = false
end
def set_opacity(o,p)
@opacity = o
[url=home.php?mod=space&uid=304334]@plus[/url] = p
end
def set_graphic(sb)
dispose
[url=home.php?mod=space&uid=20462]@KEY[/url] = {2=>sb,4=>sb,6=>sb,8=>sb}
Light_Bitcore.push(sb)
@bitmap = {2=>Light_Bitcore[@key[2]].clone,4=>Light_Bitcore[@key[4]].clone,6=>Light_Bitcore[@key[6]].clone,8=>Light_Bitcore[@key[8]].clone}
@range = @bitmap[2].width/2
[url=home.php?mod=space&uid=133944]@w[/url] = @bitmap[2].width
@h = @bitmap[2].height
@mr = @range - 16
end
def set_multiple_graphics(ba)
dispose
[url=home.php?mod=space&uid=20462]@KEY[/url] = ba
@key.values.each {|key| Light_Bitcore.push(key)}
@bitmap = {2=>Light_Bitcore[@key[2]].clone,4=>Light_Bitcore[@key[4]].clone,6=>Light_Bitcore[@key[6]].clone,8=>Light_Bitcore[@key[8]].clone}
@range = @bitmap[2].width/2
[url=home.php?mod=space&uid=133944]@w[/url] = @bitmap[2].width
@h = @bitmap[2].height
@mr = @range - 16
end
def get_graphic
return @bitmap[@char.direction].clone
end
def show
return if @bitmap.nil?
@visible = true
end
def hide
@visible = false
end
def restore
return if @key.nil?
@key.values.each {|key| Light_Bitcore.push(key)}
@bitmap = {2=>Light_Bitcore[@key[2]].clone,4=>Light_Bitcore[@key[4]].clone,6=>Light_Bitcore[@key[6]].clone,8=>Light_Bitcore[@key[8]].clone}
end
def dispose
return if @bitmap.nil?
@bitmap.values.each { |b| b.dispose }
@bitmap = nil
end
def change_owner(char)
@char = char
end
def render
end
def sx
return $game_map.adjust_x(@char.real_x)*32-@mr
end
def sy
return $game_map.adjust_y(@char.real_y)*32-@mr
end
def x
return (@char.real_x*32 - @mr).to_f
end
def y
return (@char.real_y*32 - @mr).to_f
end
end
class Light_Surface
def initialize
@ta = @a = 0
@tr = [url=home.php?mod=space&uid=186386]@r[/url] = 255
@tg = @g = 255
@tb = @b = 255
@va = @vr = @vg = @vb = 0.0
@timer = 0
end
def refresh
return if @timer == 0
@a += @va
[url=home.php?mod=space&uid=186386]@r[/url] += @vr
@g += @vg
@b += @vb
$game_map.light_surface.opacity = @a
@timer -= 1
end
def change_color(time,r,g,b,a=nil)
r = 0 if r < 0; r = 255 if r > 255
g = 0 if g < 0; g = 255 if g > 255
b = 0 if b < 0; b = 255 if b > 255
unless a.nil?
a = 0 if a < 0; a = 255 if a > 255
end
@timer = time
@tr = 255-r
@tg = 255-g
@tb = 255-b
@va = (a.nil? ? 0 : (a-@a).to_f/@timer)
@vr = (@tr - @r).to_f/@timer
@vg = (@tg - @g).to_f/@timer
@vb = (@tb - @b).to_f/@timer
end
def change_alpha(time,a)
a = 0 if a < 0; a = 255 if a > 255
@timer = time
@ta = a
@vr = @vg = @vb = 0.0
@va = (a-@a).to_f/@timer
end
def set_color(r,g,b)
r = 0 if r < 0; r = 255 if r > 255
g = 0 if g < 0; g = 255 if g > 255
b = 0 if b < 0; b = 255 if b > 255
@tr = [url=home.php?mod=space&uid=186386]@r[/url] = 255-r
@tg = @g = 255-g
@tb = @b = 255-b
@va = @vr = @vg = @vb = 0.0
@timer = 0
end
def set_alpha(a)
a = 0 if a < 0; a = 255 if a > 255
@ta = @a = a
$game_map.light_surface.opacity = @a
@va = @vr = @vg = @vb = 0.0
@timer = 0
end
def alpha
return @a
end
def color
return Color.new(@r,@g,@b)
end
end
class Game_Map
include Light_Core
attr_accessor :light_surface
attr_accessor :light_sources
attr_accessor :surfaces
attr_accessor :effect_surface
attr_accessor :lantern
alias kbl_setup_events setup_events
alias kbl_initialize initialize
alias kbl_update update
def initialize
kbl_initialize
@effect_surface = Light_Surface.new
@lantern = Light_DSource.new
end
def update(arg)
@effect_surface.refresh if arg
kbl_update(arg)
end
def first_tag(x,y)
tag = tileset.flags[tile_id(x,y,0)] >> 12
return tag > 0 ? tag : 0
end
def setup_events
@light_sources.nil? ? @light_sources = [] : @light_sources.clear
setup_surfaces
merge_surfaces
kbl_setup_events
end
def setup_surfaces
@surfaces = []
for x in 0..(width-1)
for y in 0..(height-1)
tag = first_tag(x,y)
if tag == Wall_Tag
i = tile_id(x,y,0)
if i & 0x02 == 0x02
@surfaces << Block_SD.new(x*32,y*32,x*32+32,y*32)
end
if i & 0x04 == 0x04
@surfaces << Block_WR.new(x*32+31,y*32,x*32+31,y*32+32)
@surfaces << Block_IL.new(x*32+32,y*32,x*32+32,y*32+32)
end
if i & 0x01 == 0x01
@surfaces << Block_IR.new(x*32-1,y*32,x*32-1,y*32+32)
@surfaces << Block_WL.new(x*32,y*32,x*32,y*32+32)
end
elsif tag == Roof_Tag
i = tile_id(x,y,0)
@surfaces << Block_SU.new(x*32,y*32,x*32+32,y*32) if i & 0x02 == 0x02
@surfaces << Block_SR.new(x*32+31,y*32,x*32+31,y*32+32) if i & 0x04 == 0x04
@surfaces << Block_SL.new(x*32,y*32,x*32,y*32+32) if i & 0x01 == 0x01
elsif tag == Block_Tag
f = tileset.flags[tile_id(x,y,0)]
@surfaces << Block_SL.new(x*32,y*32,x*32,y*32+32) if f & 0x02 == 0x02
@surfaces << Block_SR.new(x*32+31,y*32,x*32+31,y*32+32) if f & 0x04 == 0x04
@surfaces << Block_SU.new(x*32,y*32,x*32+32,y*32) if f & 0x08 == 0x08
end
end
end
end
def merge_surfaces
new_surfaces = []
hs = []; vs = []
ws = []; is = []
for surface in @surfaces
if surface.type & 0x05 == 0
hs << surface
else
if surface.type & 0x010 == 0
vs << surface
else
if surface.type & 0x08 == 0
ws << surface
else
is << surface
end
end
end
end
for surface in hs
surface.ready ? next : surface.ready = true
for s in hs
next if s.ready || s.y1 != surface.y1 || surface.type != s.type
if s.x2 == surface.x1
surface.x1 = s.x1
s.trash = true
s.ready = true
surface.ready = false
elsif s.x1 == surface.x2
surface.x2 = s.x2
s.trash = true
s.ready = true
surface.ready = false
end
end
end
hs.each { |s| @surfaces.delete(s) if s.trash}
for surface in vs
surface.ready ? next : surface.ready
for s in vs
next if s.ready || s.x1 != surface.x1
if s.y2 == surface.y1
surface.y1 = s.y1
s.trash = true
s.ready = true
surface.ready = false
elsif s.y1 == surface.y2
surface.y2 = s.y2
s.trash = true
s.ready = true
surface.ready = false
end
end
end
vs.each { |s| @surfaces.delete(s) if s.trash}
for surface in ws
surface.ready ? next : surface.ready
for s in ws
next if s.ready || s.x1 != surface.x1
if s.y2 == surface.y1
surface.y1 = s.y1
s.trash = true
s.ready = true
surface.ready = false
elsif s.y1 == surface.y2
surface.y2 = s.y2
s.trash = true
s.ready = true
surface.ready = false
end
end
end
ws.each { |s| @surfaces.delete(s) if s.trash}
for surface in is
surface.ready ? next : surface.ready
for s in is
next if s.ready || s.x1 != surface.x1
if s.y2 == surface.y1
surface.y1 = s.y1
s.trash = true
s.ready = true
surface.ready = false
elsif s.y1 == surface.y2
surface.y2 = s.y2
s.trash = true
s.ready = true
surface.ready = false
end
end
end
is.each { |s| @surfaces.delete(s) if s.trash}
end
end
class Game_Event < Game_Character
alias kbl_initialize initialize
alias kbl_setup_page setup_page
def initialize(m,e)
[url=home.php?mod=space&uid=22469]@light[/url] = nil
kbl_initialize(m,e)
end
def setup_page(np)
kbl_setup_page(np)
setup_light(np.nil?)
end
def setup_light(dispose)
unless @light.nil?
$game_map.light_sources.delete(self)
@light.dispose
[url=home.php?mod=space&uid=22469]@light[/url] = nil
end
unless dispose && @list.nil?
for command in @list
if command.code == 108 && command.parameters[0].include?("[light")
command.parameters[0].scan(/\[light ([0.0-9.9]+)\]/)
effect = Light_Core::Effects[$1.to_i]
[url=home.php?mod=space&uid=22469]@light[/url] = Light_SSource.new(self,effect[0],effect[1],effect[2],effect[3])
$game_map.light_sources << self
return
end
end
end
end
def draw_light
sx = @light.sx
sy = @light.sy
w = @light.w
h = @light.h
return if sx > 544 && sy > 416 && sx + w < 0 && sy + h < 0
$game_map.light_surface.bitmap.blt(sx,sy,@light.bitmap,Rect.new(0,0,w,h),@light.opacity)
end
def dispose_light
@light.dispose
end
def restore_light
@light.restore
end
end
if Light_Core::Surface_UE
class Game_Interpreter
def command_223
$game_map.effect_surface.change_color(@params[1],@params[0].red,@params[0].green,@params[0].blue,@params[0].gray)
wait(@params[1]) if @params[2]
end
end
end
class Game_Interpreter
def self_event
return $game_map.events[@event_id]
end
end
class Block_Surface
include Light_Core
attr_accessor :x1
attr_accessor :y1
attr_accessor :x2
attr_accessor :y2
attr_accessor :ready
attr_accessor :trash
def initialize(x1,y1,x2,y2)
@x1 = x1
@y1 = y1
@x2 = x2
@y2 = y2
@ready = false
@trash = false
end
def within?(min_x,max_x,min_y,max_y)
return @x2 > min_x && @x1 < max_x && @y2 > min_y && @y1 < max_y
end
end
class Block_SL < Block_Surface
attr_reader :type
def initialize(x1,y1,x2,y2)
super(x1,y1,x2,y2)
@type = 0x01
end
def visible?(sx,sy)
return sx < @x1
end
def render_shadow(phx,phy,sx,sy,range,bitmap)
@m1 = (@y1-sy)/(@x1-sx)
@n1 = sy - @m1*sx
@m2 = (@y2-sy)/(@x2-sx)
@n2 = sy - @m2*sx
for x in @x1..(sx+range)
init = shadow_iy(x)
bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+3)
end
end
def shadow_iy(x)
return @m1*x+@n1
end
def shadow_fy(x)
return @m2*x+@n2
end
end
class Block_SR < Block_Surface
attr_reader :type
def initialize(x1,y1,x2,y2)
super(x1,y1,x2,y2)
@type = 0x04
end
def visible?(sx,sy)
return sx > @x1
end
def render_shadow(phx,phy,sx,sy,range,bitmap)
@m1 = (@y1-sy)/(@x1-sx)
@n1 = sy - @m1*sx
@m2 = (@y2-sy)/(@x2-sx)
@n2 = sy - @m2*sx
for x in (sx-range).to_i..@x1
init = shadow_iy(x)
bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+3)
end
end
def shadow_iy(x)
return @m1*x+@n1
end
def shadow_fy(x)
return @m2*x+@n2
end
end
class Block_IL < Block_Surface
attr_reader :type
def initialize(x1,y1,x2,y2)
super(x1,y1,x2,y2)
@type = 0x019
end
def visible?(sx,sy)
return sx < @x1 && sy > @y1
end
def render_shadow(phx,phy,sx,sy,range,bitmap)
@m1 = (@y1-sy)/(@x1-sx)
@n1 = @y1 - @m1*@x1
@m2 = (@y2-sy)/(@x2-sx)
@m2 = 0 if @m2 > 0
@n2 = @y2 - @m2*@x2
for x in @x1..(sx+range)
init = shadow_iy(x).floor
bitmap.clear_rect(x-phx,init-3-phy,1,shadow_fy(x)-init+3)
end
end
def shadow_iy(x)
return @m1*x+@n1
end
def shadow_fy(x)
return @m2*x+@n2
end
end
class Block_IR < Block_Surface
attr_reader :type
def initialize(x1,y1,x2,y2)
super(x1,y1,x2,y2)
@type = 0x01c
end
def visible?(sx,sy)
return sx > @x1 && sy > @y1
end
def render_shadow(phx,phy,sx,sy,range,bitmap)
@m1 = (@y1-sy)/(@x1-sx)
@n1 = @y1 - @m1*@x1
@m2 = (@y2-sy)/(@x2-sx)
@m2 = 0 if @m2 < 0
@n2 = @y2 - @m2*@x2
for x in (sx-range).to_i..@x1
init = shadow_iy(x).floor
bitmap.clear_rect(x-phx,init-3-phy,1,shadow_fy(x)-init+3)
end
end
def shadow_iy(x)
return @m1*x+@n1
end
def shadow_fy(x)
return @m2*x+@n2
end
end
class Block_WL < Block_Surface
attr_reader :type
def initialize(x1,y1,x2,y2)
super(x1,y1,x2,y2)
@type = 0x011
end
def visible?(sx,sy)
return sx < @x1 && sy < @y2
end
def render_shadow(phx,phy,sx,sy,range,bitmap)
@m1 = (@y1-sy)/(@x1-sx)
@n1 = sy - @m1*sx
@m2 = (@y2-sy)/(@x2-sx)
@n2 = sy - @m2*sx
for x in @x1..(sx+range)
init = shadow_iy(x)
bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+2)
end
end
def shadow_iy(x)
return @m1*x+@n1
end
def shadow_fy(x)
return @m2*x+@n2
end
end
class Block_WR < Block_Surface
attr_reader :type
def initialize(x1,y1,x2,y2)
super(x1,y1,x2,y2)
@type = 0x014
end
def visible?(sx,sy)
return sx > @x1 && sy < @y2
end
def render_shadow(phx,phy,sx,sy,range,bitmap)
@m1 = (@y1-sy)/(@x1-sx)
@n1 = sy - @m1*sx
@m2 = (@y2-sy)/(@x2-sx)
@n2 = sy - @m2*sx
for x in (sx-range).to_i..@x1
init = shadow_iy(x)
bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+2)
end
end
def shadow_iy(x)
return @m1*x+@n1
end
def shadow_fy(x)
return @m2*x+@n2
end
end
class Block_SU < Block_Surface
attr_reader :type
def initialize(x1,y1,x2,y2)
super(x1,y1,x2,y2)
@type = 0x02
end
def visible?(sx,sy)
return sy < @y1
end
def render_shadow(phx,phy,sx,sy,range,bitmap)
if @x1 == sx
@m1 = nil
else
@m1 = (@y1-sy)/(@x1-sx)
@m1 += ACC if @m1 < -ACC
@n1 = @y1 - @m1*@x1
end
if @x2 == sx
@m2 = nil
else
@m2 = (@y2-sy)/(@x2-sx)
@n2 = sy - @m2*sx
end
for y in @y1..(sy+range)
init = shadow_ix(y)
bitmap.clear_rect(init-phx,y-phy,shadow_fx(y)-init+1,1)
end
end
def shadow_ix(y)
return @m1.nil? ? @x1 : (y-@n1)/@m1
end
def shadow_fx(y)
return @m2.nil? ? @x2 : (y-@n2)/@m2
end
end
class Block_SD < Block_Surface
attr_reader :type
def initialize(x1,y1,x2,y2)
super(x1,y1,x2,y2)
@type = 0x08
end
def visible?(sx,sy)
return sy > @y1
end
def render_shadow(phx,phy,sx,sy,range,bitmap)
if @x1 == sx
@m1 = nil
else
@m1 = (@y1-sy)/(@x1-sx)
@m1 -= ACC if @m1 > ACC
@n1 = sy - @m1*sx
end
if x2 == sx
@m2 = nil
else
@m2 = (@y2-sy)/(@x2-sx)
@n2 = sy - @m2*sx
end
for y in (sy-range).to_i..@y1
init = shadow_ix(y)
bitmap.clear_rect(init-phx,y-phy,shadow_fx(y)-init+1,1)
end
end
def shadow_ix(y)
return @m1.nil? ? @x1 : (y-@n1)/@m1
end
def shadow_fx(y)
return @m2.nil? ? @x2 : (y-@n2)/@m2
end
end
class Spriteset_Map
include Light_Core
alias kbl_initialize initialize
alias kbl_update update
alias kbl_dispose dispose
def initialize
setup_lights
kbl_initialize
end
def update
kbl_update
update_lights
end
def dispose
kbl_dispose
dispose_lights
end
def dispose_lights
$game_map.lantern.dispose
$game_map.light_sources.each { |source| source.dispose_light }
$game_map.light_surface.bitmap.dispose
$game_map.light_surface.dispose
$game_map.light_surface = nil
end
def update_lights
$game_map.light_surface.bitmap.clear
$game_map.light_surface.bitmap.fill_rect(0,0,800,600,$game_map.effect_surface.color)
$game_map.light_sources.each { |source| source.draw_light }
return unless $game_map.lantern.visible
@btr = $game_map.lantern.get_graphic
x = $game_map.lantern.x
y = $game_map.lantern.y
r = $game_map.lantern.range
sx = x + r
sy = y + r
dr = r*2
$game_map.surfaces.each { |s| s.render_shadow(x,y,sx,sy,r,@btr) if s.visible?(sx,sy) && s.within?(x,x+dr,y,y+dr) }
$game_map.light_surface.bitmap.blt($game_map.lantern.sx,$game_map.lantern.sy,@btr,Rect.new(0,0,dr,dr),$game_map.lantern.opacity)
end
def setup_lights
@btr = nil
$game_map.lantern.restore
$game_map.light_sources.each { |source| source.restore_light }
$game_map.light_surface = Sprite.new
$game_map.light_surface.bitmap = Bitmap.new(800,600)
$game_map.light_surface.bitmap.fill_rect(0,0,544,416,$game_map.effect_surface.color)
$game_map.light_surface.blend_type = 2
$game_map.light_surface.opacity = $game_map.effect_surface.alpha
$game_map.light_surface.z = Surface_Z
end
end
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