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[综合信息] 【防卡】【效率优化】局部刷新地图

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Lv1.梦旅人

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发表于 2012-7-9 10:40:20 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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本帖最后由 c248611 于 2012-7-9 10:46 编辑

XP:
  1. #======================================
  2. # ■ Anti Event Lag Script
  3. #======================================
  4. #  By: Near Fantastica
  5. #   Date: 12.06.05
  6. #   Version: 3
  7. #======================================
  8. #======================================
  9. # ■ Game_Map
  10. #======================================

  11. class Game_Map
  12. #--------------------------------------------------------------------------
  13. def in_range?(object)
  14. screne_x = $game_map.display_x
  15. screne_x -= 256
  16. screne_y = $game_map.display_y
  17. screne_y -= 256
  18. screne_width = $game_map.display_x
  19. screne_width += 2816
  20. screne_height = $game_map.display_y
  21. screne_height += 2176
  22. return false if object.real_x <= screne_x - 128
  23. return false if object.real_x >= screne_width + 128
  24. return false if object.real_y <= screne_y - 128
  25. return false if object.real_y >= screne_height + 128
  26. return true
  27. end
  28. #--------------------------------------------------------------------------
  29. def update
  30. if $game_map.need_refresh
  31.   refresh
  32. end
  33. if @scroll_rest > 0
  34.   distance = 2 ** @scroll_speed
  35.   case @scroll_direction
  36.   when 2
  37.     scroll_down(distance)
  38.   when 4
  39.     scroll_left(distance)
  40.   when 6  
  41.     scroll_right(distance)
  42.   when 8  
  43.     scroll_up(distance)
  44.   end
  45.   @scroll_rest -= distance
  46. end
  47. for event in @events.values
  48.   if in_range?(event) or event.trigger == 3 or event.trigger == 4
  49.     event.update
  50.   end
  51. end
  52. for common_event in @common_events.values
  53.   common_event.update
  54. end
  55. @fog_ox -= @fog_sx / 8.0
  56. @fog_oy -= @fog_sy / 8.0
  57. if @fog_tone_duration >= 1
  58.   d = @fog_tone_duration
  59.   target = @fog_tone_target
  60.   @fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d
  61.   @fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d
  62.   @fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d
  63.   @fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d
  64.   @fog_tone_duration -= 1
  65. end
  66. if @fog_opacity_duration >= 1
  67.   d = @fog_opacity_duration
  68.   @fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d
  69.   @fog_opacity_duration -= 1
  70. end
  71. end
  72. end

  73. #======================================
  74. # ■ Spriteset_Map
  75. #======================================

  76. class Spriteset_Map
  77. #--------------------------------------------------------------------------
  78. def in_range?(object)
  79. screne_x = $game_map.display_x
  80. screne_x -= 256
  81. screne_y = $game_map.display_y
  82. screne_y -= 256
  83. screne_width = $game_map.display_x
  84. screne_width += 2816
  85. screne_height = $game_map.display_y
  86. screne_height += 2176
  87. return false if object.real_x <= screne_x - 128
  88. return false if object.real_x >= screne_width + 128
  89. return false if object.real_y <= screne_y - 128
  90. return false if object.real_y >= screne_height + 128
  91. return true
  92. end
  93. #--------------------------------------------------------------------------
  94. def update
  95. if @panorama_name != $game_map.panorama_name or
  96.    @panorama_hue != $game_map.panorama_hue
  97.   @panorama_name = $game_map.panorama_name
  98.   @panorama_hue = $game_map.panorama_hue
  99.   if @panorama.bitmap != nil
  100.     @panorama.bitmap.dispose
  101.     @panorama.bitmap = nil
  102.   end
  103.   if @panorama_name != ""
  104.     @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
  105.   end
  106.   Graphics.frame_reset
  107. end
  108. if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
  109.   @fog_name = $game_map.fog_name
  110.   @fog_hue = $game_map.fog_hue
  111.   if @fog.bitmap != nil
  112.     @fog.bitmap.dispose
  113.     @fog.bitmap = nil
  114.   end
  115.   if @fog_name != ""
  116.     @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
  117.   end
  118.   Graphics.frame_reset
  119. end
  120. @tilemap.ox = $game_map.display_x / 4
  121. @tilemap.oy = $game_map.display_y / 4
  122. @tilemap.update
  123. @panorama.ox = $game_map.display_x / 8
  124. @panorama.oy = $game_map.display_y / 8
  125. @fog.zoom_x = $game_map.fog_zoom / 100.0
  126. @fog.zoom_y = $game_map.fog_zoom / 100.0
  127. @fog.opacity = $game_map.fog_opacity
  128. @fog.blend_type = $game_map.fog_blend_type
  129. @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
  130. @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
  131. @fog.tone = $game_map.fog_tone
  132. i=0
  133. for sprite in @character_sprites
  134.   if sprite.character.is_a?(Game_Event)
  135.     if in_range?(sprite.character) or sprite.character.trigger == 3 or sprite.character.trigger == 4
  136.       sprite.update
  137.       i+=1
  138.     end
  139.   else
  140.     sprite.update
  141.     i+=1
  142.   end
  143. end
  144. #p i
  145. @weather.type = $game_screen.weather_type
  146. @weather.max = $game_screen.weather_max
  147. @weather.ox = $game_map.display_x / 4
  148. @weather.oy = $game_map.display_y / 4
  149. @weather.update
  150. for sprite in @picture_sprites
  151.   sprite.update
  152. end
  153. @timer_sprite.update
  154. @viewport1.tone = $game_screen.tone
  155. @viewport1.ox = $game_screen.shake
  156. @viewport3.color = $game_screen.flash_color
  157. @viewport1.update
  158. @viewport3.update
  159. end
  160. end
复制代码
VA:
  1. module Fux2
  2.   HACK_X = -11
  3.   HACK_Y = -8
  4.   HACK_WIDTH = 12
  5.   HACK_HEIGHT = 9
  6. end

  7. class Game_Map

  8.   def setup(map_id)
  9.     $speclist = []
  10.     @map_id = map_id
  11.     @map = load_data(sprintf("Data/Map%03d.rvdata", @map_id))
  12.     @display_x = 0
  13.     @display_y = 0
  14.     @passages = $data_system.passages
  15.     referesh_vehicles
  16.     setup_events
  17.     setup_scroll
  18.     setup_parallax
  19.     @need_refresh = false
  20.   end

  21.   def update_events
  22.     ($splist+$autolist+$speclist).uniq.sort.each{|i| $game_map.events[i].update if $game_map.events[i]}
  23.     for common_event in @common_events.values
  24.       common_event.update
  25.     end
  26.   end

  27. end

  28. class Spriteset_Map

  29.   def create_characters
  30.     $splist = []
  31.     $autolist = []
  32.     @character_sprites = []
  33.     for i in $game_map.events.keys.sort
  34.       next if $speclist.include?(i)
  35.       if $game_map.events[i].trigger >= 3
  36.         $autolist << i
  37.       end
  38.       if ($game_map.events[i].x-$game_map.display_x/256+Fux2::HACK_X).abs < Fux2::HACK_WIDTH+1 && ($game_map.events[i].y-$game_map.display_y/256+Fux2::HACK_Y).abs < Fux2::HACK_HEIGHT+1
  39.         sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
  40.         @character_sprites.push(sprite)
  41.         $splist << i
  42.       end
  43.     end
  44.     for vehicle in $game_map.vehicles
  45.       sprite = Sprite_Character.new(@viewport1, vehicle)
  46.       @character_sprites.push(sprite)
  47.     end
  48.     @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
  49.   end

  50.   def add_character(i)
  51.     return if $speclist.include?(i)
  52.     sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
  53.     @character_sprites.insert($splist.size,sprite)
  54.     $speclist << i
  55.   end

  56.   def update_characters
  57.     if @scx != $game_map.display_x/256+Fux2::HACK_X || @scy != $game_map.display_y/256+Fux2::HACK_Y
  58.       @scx = $game_map.display_x/256+Fux2::HACK_X
  59.       @scy = $game_map.display_y/256+Fux2::HACK_Y
  60.       $splist.each_with_index do |i,j|
  61.         if ($game_map.events[i].x-$game_map.display_x/256+Fux2::HACK_X).abs > Fux2::HACK_WIDTH || ($game_map.events[i].y-$game_map.display_y/256+Fux2::HACK_Y).abs > Fux2::HACK_HEIGHT
  62.           @character_sprites[j].dispose
  63.           @character_sprites.delete_at(j)
  64.           $splist.delete_at(j)
  65.         end
  66.       end
  67.       for i in $game_map.events.keys.sort
  68.         next if $splist.include?(i)
  69.         if ($game_map.events[i].x-$game_map.display_x/256+Fux2::HACK_X).abs < Fux2::HACK_WIDTH+1 && ($game_map.events[i].y-$game_map.display_y/256+Fux2::HACK_Y).abs < Fux2::HACK_HEIGHT+1
  70.           sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
  71.           @character_sprites.insert(0,sprite)
  72.           $splist.insert(0,i)
  73.         end
  74.       end
  75.     end
  76.     @character_sprites.each{|i| i.update}
  77.   end

  78. end

  79. class Scene_Map < Scene_Base
  80.   attr_accessor :spriteset
  81. end

  82. class Game_Interpreter

  83.   def command_205
  84.     if $game_map.need_refresh
  85.       $game_map.refresh
  86.     end
  87.     character = get_character(@params[0])
  88.     if @params[0] > 0
  89.       if $scene.is_a?(Scene_Map)
  90.         $scene.spriteset.add_character(@params[0])
  91.       end
  92.     end
  93.     if character != nil
  94.       character.force_move_route(@params[1])
  95.       @moving_character = character if @params[1].wait
  96.     end
  97.     return true
  98.   end

  99. end
复制代码

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Lv2.观梦者


  • 更新完成啦

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发表于 2012-7-9 17:13:41 | 只看该作者
看版规,没源地址24小时以后删帖

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我勒个去  发表于 2012-11-25 01:08
发表于 2012-11-24 15:15
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发表于 2013-8-5 22:19:44 | 只看该作者
LZ这个明明是XP和VX的,写VA干嘛,害我白高兴

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的确,为什么你要把这帖子挖上来呢?  发表于 2013-8-7 12:31
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