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 Lv3.寻梦者 
	梦石0 星屑1556 在线时间626 小时注册时间2010-8-5帖子451 | 
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本帖最后由 jiahui5592986 于 2017-7-13 21:07 编辑
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 我游戏中地图系统用的双远景+切块
 更改了分辨率为800X600后。。。出现了问题。。
 第一张图是室内图片,貌似还是默认的640.480的大小显示。。。
 第二图片,因为这个场景是大场景,所以用了切块的处理方法,但之前的切块大小是240.240.改了分辨率后,出现了现在这种情况
 (或许按照400.300的大小再切块就没问题,但是,没有用到切块的小场景,如图1,也是会出现问题。请大佬门来解答疑问,最后附上双远景的脚本,可有偿)
 
 
   
 
 
   
 
 #==============================================================================# 本脚本来自www.66rpg.com,使用前请参考制作录像
 #==============================================================================
 # ■ 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
 attr_accessor :panorama
 attr_accessor :panorama2
 attr_accessor :plane
 attr_accessor :plane2
 Map_width = 320
 Map_height = 240
 #--------------------------------------------------------------------------
 # ● 初始化对像
 #--------------------------------------------------------------------------
 def file_exist?(dir)
 open("#{dir}\\nul", "rb").close
 true
 rescue
 false
 end
 
 
 
 def initialize
 # 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)
 @viewport111 = Viewport.new(0, 0, 640, 480)
 @viewport111.z = -9999
 #@viewport2.z = 200
 @viewport3.z = 5000
 # 生成元件地图
 @tilemap = Tilemap.new(@viewport111)
 @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
 for i in 0..6
 autotile_name = $game_map.autotile_names
 @tilemap.autotiles = RPG::Cache.autotile(autotile_name)
 end
 @tilemap.map_data = $game_map.data
 @tilemap.priorities = $game_map.priorities
 # 生成远景平面
 @path = "map/"#远景图所在路径
 @Panorama = []
 @panorama2 = []
 @plane = Plane.new(@viewport1)
 @plane.z = -1000
 @plane2 = Plane.new(@viewport1)
 @plane2.z = 3000
 @panorama_status = []
 # @type  = ($game_map.width + $game_map.height > 160 ) ? true : false
 @panorama_name = $game_map.panorama_name
 
 if file_exist?("Graphics/Panoramas/map/#{@panorama_name}")
 @type = true
 else
 @type = false
 end
 
 for i in 0..8
 @panorama = Sprite.new(@viewport1)
 @panorama.z = -1000
 @panorama2 = Sprite.new(@viewport1)
 @panorama2.z = 3000
 @panorama_status = i
 end
 #图像位置初始化
 update_xy
 # 生成雾平面
 @fog = Plane.new(@viewport1)
 @fog.z = 3000
 # 生成角色活动块
 unless $game_temp.in_battle
 @character_sprites = []
 @select_character = []
 for i in $game_map.events.keys.sort
 sprite = Sprite_Character.new(@viewport1, $game_map.events)
 @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))
 end
 # 生成计时器块
 @timer_sprite = Sprite_Timer.new
 # 刷新画面
 update
 end
 #--------------------------------------------------------------------------
 # ● 释放
 #--------------------------------------------------------------------------
 def dispose
 # 释放元件地图
 @tilemap.tileset.dispose
 for i in 0..6
 @tilemap.autotiles.dispose
 end
 @tilemap.dispose
 # 释放远景平面
 for i in 0..8
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 end
 if @panorama2.bitmap != nil
 @panorama2.bitmap.dispose
 end
 @panorama.dispose
 @panorama2.dispose
 end
 if @plane.bitmap != nil
 @plane.bitmap.dispose
 end
 if @plane2.bitmap != nil
 @plane2.bitmap.dispose
 end
 @plane.dispose
 @plane2.dispose
 # 释放雾平面
 @fog.dispose
 # 释放角色活动块
 unless @character_sprites.nil?
 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
 #--------------------------------------------------------------------------
 # ● 默认刷新画面
 #--------------------------------------------------------------------------
 def update_default
 # 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 @plane.bitmap != nil
 @plane.bitmap.dispose
 @plane2.bitmap.dispose
 @plane.bitmap = nil
 @plane2.bitmap = nil
 end
 if @panorama_name != ""
 @plane.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
 @plane2.bitmap = RPG::Cache.panorama(@panorama_name+"_2", @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
 
 @plane.ox = $game_map.display_x / 4
 @plane.oy = $game_map.display_y / 4
 @plane2.ox = @plane.ox
 @plane2.oy = @plane.oy
 # 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
 # 刷新角色活动块
 unless $game_temp.in_battle
 for sprite in @character_sprites
 if sprite.character.is_a?(Game_Event)
 if $data.in_range?(sprite.character) or [3,4].include?(sprite.character.trigger)
 sprite.update
 $data.in_select?(sprite, @select_character)
 end
 else
 sprite.update
 $data.in_select?(sprite, @select_character)
 end
 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
 #--------------------------------------------------------------------------
 # ● 刷新画面
 #--------------------------------------------------------------------------
 def update
 if @type == false
 update_default
 return
 end
 # 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
 # 修正display_x和display_y,避免出现黑底
 $game_map.display_x = $game_map.display_x-($game_map.display_x/4%Map_width)*4+Map_width/2*4
 $game_map.display_y = $game_map.display_y-($game_map.display_y/4%Map_height)*4+Map_height/2*4
 # 开始描绘远景图
 update_panorama
 # 记录旧坐标便于刷新ox和oy
 @old_x = $game_map.display_x
 @old_y = $game_map.display_y
 # 修正如果地图切换时,主角在地图边缘边缘时出现黑底的问题
 if ($game_map.display_x/4+@panorama[2].x) >= ($game_map.width*32)
 $game_map.display_x-=640
 end
 if ($game_map.display_y/4+@panorama[6].y) >= ($game_map.height*32)
 $game_map.display_y-=480
 end
 #防止进入地图时角色在最左边找不到人的BUG
 if $game_player.x <= 10
 $game_map.display_x = 0
 end
 #防止进入地图时角色在最上边找不到人的BUG
 if $game_player.y <= 10
 $game_map.display_y = 0
 #防止进入地图时角色在最下面时最后一个图片高度不为120的情况
 elsif ($game_map.height * 32)%240 != 0
 if ($game_map.height * 32)%240 < Map_height / 2
 $game_map.display_y -=Map_height
 end
 end
 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
 #如果水平移动
 if @old_x != $game_map.display_x
 v = @old_x / 4
 d = $game_map.display_x / 4
 for i in 0..8
 @panorama.ox -= v - d
 @panorama2.ox -= v - d
 end
 @old_x = $game_map.display_x
 end
 #如果竖直移动
 if @old_y != $game_map.display_y
 v = @old_y / 4
 d = $game_map.display_y / 4
 for i in 0..8
 @panorama.oy -= v-d
 @panorama2.oy -= v-d
 end
 @old_y = $game_map.display_y
 end
 #重新计算图像布局
 x = $game_map.display_x / 4
 a = x / Map_width + 1
 y = $game_map.display_y / 4
 b = y / Map_height + 1
 if @old_plx != a
 if @old_ply != b
 update_ab(x,y,a,b)
 else
 update_a(x,y,a,b)
 end
 end
 if @old_ply != b
 if @old_plx != a
 update_ab(x,y,a,b)
 else
 update_b(x,y,a,b)
 end
 end
 # 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
 # 刷新角色活动块
 unless $game_temp.in_battle
 for sprite in @character_sprites
 if sprite.character.is_a?(Game_Event)
 if $data.in_range?(sprite.character) or [3,4].include?(sprite.character.trigger)
 sprite.update
 $data.in_select?(sprite, @select_character)
 end
 else
 sprite.update
 $data.in_select?(sprite, @select_character)
 end
 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
 #==============================================================================
 # 精灵图像水平变更
 #==============================================================================
 def update_a(x,y,a,b)
 if a-1 >= 0
 c = a-1
 else
 c = false
 end
 wi = $game_map.width*32
 if a+1 <= (wi%Map_width == 0 ? wi / Map_width - 1 : wi / Map_width )
 d = a+1
 else
 d = false
 end
 if b-1 >= 0
 e = b-1
 else
 e = false
 end
 he = $game_map.height*32
 if b+1 <= (he%Map_height == 0 ? he / Map_height - 1 : he / Map_height)
 f = b+1
 else
 f = false
 end
 if a < @old_plx
 for i in 0..8
 case @panorama_status
 when 2
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 @panorama.bitmap = nil
 end
 if @panorama2.bitmap != nil
 @panorama2.bitmap.dispose
 @panorama2.bitmap = nil
 end
 @panorama.bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{e}", @panorama_hue) if c.is_a?(Fixnum) and e.is_a?(Fixnum)
 @panorama2.bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{e}", @panorama_hue) if c.is_a?(Fixnum) and e.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
 when 5
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 @panorama.bitmap = nil
 end
 if @panorama2.bitmap != nil
 @panorama2.bitmap.dispose
 @panorama2.bitmap = nil
 end
 @panorama.bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{b}", @panorama_hue) if c.is_a?(Fixnum) and b.is_a?(Fixnum)
 @panorama2.bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{b}", @panorama_hue) if c.is_a?(Fixnum) and b.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
 when 8
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 @panorama.bitmap = nil
 end
 if @panorama2.bitmap != nil
 @panorama2.bitmap.dispose
 @panorama2.bitmap = nil
 end
 @panorama.bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{f}", @panorama_hue) if c.is_a?(Fixnum) and f.is_a?(Fixnum)
 @panorama2.bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{f}", @panorama_hue) if c.is_a?(Fixnum) and f.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
 end
 end
 #将数组值迭代给@old_panorama_status,不可直接赋值
 @old_panorama_status = @panorama_status.dup
 @panorama_status[0] = @old_panorama_status[1]
 @panorama_status[1] = @old_panorama_status[2]
 @panorama_status[2] = @old_panorama_status[0]
 @panorama_status[3] = @old_panorama_status[4]
 @panorama_status[4] = @old_panorama_status[5]
 @panorama_status[5] = @old_panorama_status[3]
 @panorama_status[6] = @old_panorama_status[7]
 @panorama_status[7] = @old_panorama_status[8]
 @panorama_status[8] = @old_panorama_status[6]
 else
 for i in 0..8
 case @panorama_status
 when 0
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 @panorama.bitmap = nil
 end
 if @panorama2.bitmap != nil
 @panorama2.bitmap.dispose
 @panorama2.bitmap = nil
 end
 @panorama.bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{e}", @panorama_hue) if d.is_a?(Fixnum) and e.is_a?(Fixnum)
 @panorama2.bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{e}", @panorama_hue) if d.is_a?(Fixnum) and e.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
 when 3
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 @panorama.bitmap = nil
 end
 if @panorama2.bitmap != nil
 @panorama2.bitmap.dispose
 @panorama2.bitmap = nil
 end
 @panorama.bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{b}", @panorama_hue) if d.is_a?(Fixnum) and b.is_a?(Fixnum)
 @panorama2.bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{b}", @panorama_hue) if d.is_a?(Fixnum) and b.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
 when 6
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 @panorama.bitmap = nil
 end
 if @panorama2.bitmap != nil
 @panorama2.bitmap.dispose
 @panorama2.bitmap = nil
 end
 @panorama.bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{f}", @panorama_hue) if d.is_a?(Fixnum) and f.is_a?(Fixnum)
 @panorama2.bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{f}", @panorama_hue) if d.is_a?(Fixnum) and f.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
 end
 end
 @old_panorama_status = @panorama_status.dup
 @panorama_status[0] = @old_panorama_status[2]
 @panorama_status[1] = @old_panorama_status[0]
 @panorama_status[2] = @old_panorama_status[1]
 @panorama_status[3] = @old_panorama_status[5]
 @panorama_status[4] = @old_panorama_status[3]
 @panorama_status[5] = @old_panorama_status[4]
 @panorama_status[6] = @old_panorama_status[8]
 @panorama_status[7] = @old_panorama_status[6]
 @panorama_status[8] = @old_panorama_status[7]
 end
 #更新图像位置
 update_xy
 #图像传送坐标复位
 m = @panorama[0].ox
 if @panorama[0].ox < 0
 for i in 0..8
 @panorama.ox = Map_width+m
 @panorama2.ox = Map_width+m
 end
 else
 for i in 0..8
 @panorama.ox = -(Map_width)+m
 @panorama2.ox = -(Map_width)+m
 end
 end
 #更新横向旧标识
 @old_plx = a
 end
 #==============================================================================
 # 精灵图像竖直水平变更
 #==============================================================================
 def update_ab(x,y,a,b)
 if a < @old_plx and b < @old_ply
 if a-1 >= 0
 c = a-1
 else
 c = false
 end
 wi = $game_map.width*32
 if a+1 <= (wi%Map_width == 0 ? wi / Map_width - 1 : wi / Map_width)
 d = a+1
 else
 d = false
 end
 he = $game_map.height*32
 if b+2 <= (he%Map_height == 0 ? he / Map_height - 1 : he / Map_height)
 e = b+2
 else
 e = false
 end
 if b+1 <= (he%Map_height == 0 ? he / Map_height - 1 : he / Map_height)
 f = b+1
 else
 f = false
 end
 for i in 0..8
 case @panorama_status
 when 2
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 @panorama.bitmap = nil
 end
 if @panorama2.bitmap != nil
 @panorama2.bitmap.dispose
 @panorama2.bitmap = nil
 end
 @panorama.bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{b}", @panorama_hue) if c.is_a?(Fixnum) and e.is_a?(Fixnum)
 @panorama2.bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{b}", @panorama_hue) if c.is_a?(Fixnum) and e.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
 when 5
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 @panorama.bitmap = nil
 end
 if @panorama2.bitmap != nil
 @panorama2.bitmap.dispose
 @panorama2.bitmap = nil
 end
 @panorama.bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{f}", @panorama_hue) if c.is_a?(Fixnum) and b.is_a?(Fixnum)
 @panorama2.bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{f}", @panorama_hue) if c.is_a?(Fixnum) and b.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
 when 8
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 @panorama.bitmap = nil
 end
 if @panorama2.bitmap != nil
 @panorama2.bitmap.dispose
 @panorama2.bitmap = nil
 end
 @panorama.bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{e}", @panorama_hue) if c.is_a?(Fixnum) and f.is_a?(Fixnum)
 @panorama2.bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{e}", @panorama_hue) if c.is_a?(Fixnum) and f.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
 end
 end
 @old_panorama_status = @panorama_status.dup
 @panorama_status[0] = @old_panorama_status[1]
 @panorama_status[1] = @old_panorama_status[2]
 @panorama_status[2] = @old_panorama_status[0]
 @panorama_status[3] = @old_panorama_status[4]
 @panorama_status[4] = @old_panorama_status[5]
 @panorama_status[5] = @old_panorama_status[3]
 @panorama_status[6] = @old_panorama_status[7]
 @panorama_status[7] = @old_panorama_status[8]
 @panorama_status[8] = @old_panorama_status[6]
 elsif a < @old_plx and b > @old_ply
 if a-1 >= 0
 c = a-1
 else
 c = false
 end
 wi = $game_map.width*32
 if a+1 <= (wi%Map_width == 0 ? wi / Map_width - 1 : wi / Map_width)
 d = a+1
 else
 d = false
 end
 if b-2 >= 0
 e = b-2
 else
 e = false
 end
 if b-1 >= 0
 f = b-1
 else
 f = false
 end
 for i in 0..8
 case @panorama_status
 when 2
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 @panorama.bitmap = nil
 end
 if @panorama2.bitmap != nil
 @panorama2.bitmap.dispose
 @panorama2.bitmap = nil
 end
 @panorama.bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{e}", @panorama_hue) if c.is_a?(Fixnum) and e.is_a?(Fixnum)
 @panorama2.bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{e}", @panorama_hue) if c.is_a?(Fixnum) and e.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
 when 5
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 @panorama.bitmap = nil
 end
 if @panorama2.bitmap != nil
 @panorama2.bitmap.dispose
 @panorama2.bitmap = nil
 end
 @panorama.bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{f}", @panorama_hue) if c.is_a?(Fixnum) and b.is_a?(Fixnum)
 @panorama2.bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{f}", @panorama_hue) if c.is_a?(Fixnum) and b.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
 when 8
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 @panorama.bitmap = nil
 end
 if @panorama2.bitmap != nil
 @panorama2.bitmap.dispose
 @panorama2.bitmap = nil
 end
 @panorama.bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{b}", @panorama_hue) if c.is_a?(Fixnum) and f.is_a?(Fixnum)
 @panorama2.bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{b}", @panorama_hue) if c.is_a?(Fixnum) and f.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
 end
 end
 @old_panorama_status = @panorama_status.dup
 @panorama_status[0] = @old_panorama_status[1]
 @panorama_status[1] = @old_panorama_status[2]
 @panorama_status[2] = @old_panorama_status[0]
 @panorama_status[3] = @old_panorama_status[4]
 @panorama_status[4] = @old_panorama_status[5]
 @panorama_status[5] = @old_panorama_status[3]
 @panorama_status[6] = @old_panorama_status[7]
 @panorama_status[7] = @old_panorama_status[8]
 @panorama_status[8] = @old_panorama_status[6]
 elsif a > @old_plx and b < @old_ply
 if a-1 >= 0
 c = a-1
 else
 c = false
 end
 wi = $game_map.width*32
 if a+1 <= (wi%Map_width == 0 ? wi / Map_width - 1 : wi / Map_width)
 d = a+1
 else
 d = false
 end
 he = $game_map.height*32
 if b+2 <= (he%Map_height == 0 ? he / Map_height - 1 : he / Map_height)
 e = b+2
 else
 e = false
 end
 if b+1 <= (he%Map_height == 0 ? he / Map_height - 1 : he / Map_height)
 f = b+1
 else
 f = false
 end
 for i in 0..8
 case @panorama_status
 when 0
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 @panorama.bitmap = nil
 end
 if @panorama2.bitmap != nil
 @panorama2.bitmap.dispose
 @panorama2.bitmap = nil
 end
 @panorama.bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{b}", @panorama_hue) if d.is_a?(Fixnum) and e.is_a?(Fixnum)
 @panorama2.bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{b}", @panorama_hue) if d.is_a?(Fixnum) and e.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
 when 3
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 @panorama.bitmap = nil
 end
 if @panorama2.bitmap != nil
 @panorama2.bitmap.dispose
 @panorama2.bitmap = nil
 end
 @panorama.bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{f}", @panorama_hue) if d.is_a?(Fixnum) and b.is_a?(Fixnum)
 @panorama2.bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{f}", @panorama_hue) if d.is_a?(Fixnum) and b.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
 when 6
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 @panorama.bitmap = nil
 end
 if @panorama2.bitmap != nil
 @panorama2.bitmap.dispose
 @panorama2.bitmap = nil
 end
 @panorama.bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{e}", @panorama_hue) if d.is_a?(Fixnum) and f.is_a?(Fixnum)
 @panorama2.bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{e}", @panorama_hue) if d.is_a?(Fixnum) and f.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
 end
 end
 else
 if a-1 >= 0
 c = a-1
 else
 c = false
 end
 wi = $game_map.width*32
 if a+1 <= (wi%Map_width == 0 ? wi / Map_width - 1 : wi / Map_width)
 d = a+1
 else
 d = false
 end
 if b-2 >= 0
 e = b-2
 else
 e = false
 end
 if b-1 >= 0
 f = b-1
 else
 f = false
 end
 for i in 0..8
 case @panorama_status
 when 0
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 @panorama.bitmap = nil
 end
 if @panorama2.bitmap != nil
 @panorama2.bitmap.dispose
 @panorama2.bitmap = nil
 end
 @panorama.bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{e}", @panorama_hue) if d.is_a?(Fixnum) and e.is_a?(Fixnum)
 @panorama2.bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{e}", @panorama_hue) if d.is_a?(Fixnum) and e.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
 when 3
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 @panorama.bitmap = nil
 end
 if @panorama2.bitmap != nil
 @panorama2.bitmap.dispose
 @panorama2.bitmap = nil
 end
 @panorama.bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{f}", @panorama_hue) if d.is_a?(Fixnum) and b.is_a?(Fixnum)
 @panorama2.bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{f}", @panorama_hue) if d.is_a?(Fixnum) and b.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
 when 6
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 @panorama.bitmap = nil
 end
 if @panorama2.bitmap != nil
 @panorama2.bitmap.dispose
 @panorama2.bitmap = nil
 end
 @panorama.bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{b}", @panorama_hue) if d.is_a?(Fixnum) and f.is_a?(Fixnum)
 @panorama2.bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{b}", @panorama_hue) if d.is_a?(Fixnum) and f.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
 end
 end
 @old_panorama_status = @panorama_status.dup
 @panorama_status[0] = @old_panorama_status[2]
 @panorama_status[1] = @old_panorama_status[0]
 @panorama_status[2] = @old_panorama_status[1]
 @panorama_status[3] = @old_panorama_status[5]
 @panorama_status[4] = @old_panorama_status[3]
 @panorama_status[5] = @old_panorama_status[4]
 @panorama_status[6] = @old_panorama_status[8]
 @panorama_status[7] = @old_panorama_status[6]
 @panorama_status[8] = @old_panorama_status[7]
 end
 update_xy
 m = @panorama[0].ox
 if @panorama[0].ox < 0
 for i in 0..8
 @panorama.ox = Map_width+m
 @panorama2.ox = Map_width+m
 end
 else
 for i in 0..8
 @panorama.ox = -(Map_width)+m
 @panorama2.ox = -(Map_width)+m
 end
 end
 @old_plx = a
 end
 #==============================================================================
 # 精灵图像竖直变更
 #==============================================================================
 def update_b(x,y,a,b)
 if a-1 >= 0
 c = a-1
 else
 c = false
 end
 wi = $game_map.width*32
 if a+1 <= (wi%Map_width == 0 ? (wi / Map_width - 1) : wi / Map_width)
 d = a+1
 else
 d = false
 end
 if b-1 >= 0
 e = b-1
 else
 e = false
 end
 he = $game_map.height*32
 if b+1 <= (he%Map_height == 0 ? he / Map_height - 1 : he / Map_height)
 f = b+1
 else
 f = false
 end
 if b < @old_ply
 for i in 0..8
 case @panorama_status
 when 6
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 @panorama.bitmap = nil
 end
 if @panorama2.bitmap != nil
 @panorama2.bitmap.dispose
 @panorama2.bitmap = nil
 end
 @panorama.bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{e}", @panorama_hue) if c.is_a?(Fixnum) and e.is_a?(Fixnum)
 @panorama2.bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{e}", @panorama_hue) if c.is_a?(Fixnum) and e.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
 when 7
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 @panorama.bitmap = nil
 end
 if @panorama2.bitmap != nil
 @panorama2.bitmap.dispose
 @panorama2.bitmap = nil
 end
 @panorama.bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{a}-#{e}", @panorama_hue) if a.is_a?(Fixnum) and e.is_a?(Fixnum)
 @panorama2.bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{a}-#{e}", @panorama_hue) if a.is_a?(Fixnum) and e.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
 when 8
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 @panorama.bitmap = nil
 end
 if @panorama2.bitmap != nil
 @panorama2.bitmap.dispose
 @panorama2.bitmap = nil
 end
 @panorama.bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{e}", @panorama_hue) if d.is_a?(Fixnum) and e.is_a?(Fixnum)
 @panorama2.bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{e}", @panorama_hue) if d.is_a?(Fixnum) and e.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
 end
 end
 @old_panorama_status = @panorama_status.dup
 @panorama_status[0] = @old_panorama_status[3]
 @panorama_status[1] = @old_panorama_status[4]
 @panorama_status[2] = @old_panorama_status[5]
 @panorama_status[3] = @old_panorama_status[6]
 @panorama_status[4] = @old_panorama_status[7]
 @panorama_status[5] = @old_panorama_status[8]
 @panorama_status[6] = @old_panorama_status[0]
 @panorama_status[7] = @old_panorama_status[1]
 @panorama_status[8] = @old_panorama_status[2]
 else
 for i in 0..8
 case @panorama_status
 when 0
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 @panorama.bitmap = nil
 end
 if @panorama2.bitmap != nil
 @panorama2.bitmap.dispose
 @panorama2.bitmap = nil
 end
 @panorama.bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{f}", @panorama_hue) if c.is_a?(Fixnum) and f.is_a?(Fixnum)
 @panorama2.bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{f}", @panorama_hue) if c.is_a?(Fixnum) and f.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
 when 1
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 @panorama.bitmap = nil
 end
 if @panorama2.bitmap != nil
 @panorama2.bitmap.dispose
 @panorama2.bitmap = nil
 end
 @panorama.bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{a}-#{f}", @panorama_hue) if a.is_a?(Fixnum) and f.is_a?(Fixnum)
 @panorama2.bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{a}-#{f}", @panorama_hue) if a.is_a?(Fixnum) and f.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
 when 2
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 @panorama.bitmap = nil
 end
 if @panorama2.bitmap != nil
 @panorama2.bitmap.dispose
 @panorama2.bitmap = nil
 end
 @panorama.bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{f}", @panorama_hue) if d.is_a?(Fixnum) and f.is_a?(Fixnum)
 @panorama2.bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{f}", @panorama_hue) if d.is_a?(Fixnum) and f.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
 end
 end
 @old_panorama_status = @panorama_status.dup
 @panorama_status[0] = @old_panorama_status[6]
 @panorama_status[1] = @old_panorama_status[7]
 @panorama_status[2] = @old_panorama_status[8]
 @panorama_status[3] = @old_panorama_status[0]
 @panorama_status[4] = @old_panorama_status[1]
 @panorama_status[5] = @old_panorama_status[2]
 @panorama_status[6] = @old_panorama_status[3]
 @panorama_status[7] = @old_panorama_status[4]
 @panorama_status[8] = @old_panorama_status[5]
 end
 update_xy
 n = @panorama[0].oy
 if @panorama[0].oy < 0
 for i in 0..8
 @panorama.oy = Map_height+n
 @panorama2.oy = Map_height+n
 end
 else
 for i in 0..8
 @panorama.oy = -(Map_height)+n
 @panorama2.oy = -(Map_height)+n
 end
 end
 @old_ply = b
 end
 #==============================================================================
 # 设置远景图像
 #==============================================================================
 def update_panorama
 for i in 0..8
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 @panorama.bitmap = nil
 end
 end
 if @panorama_name != ""
 x = $game_map.display_x / 4
 a = x / Map_width + 1
 y = $game_map.display_y / 4
 b = y / Map_height + 1
 @old_plx = a
 @old_ply = b
 if a-1 >= 0
 c = a-1
 else
 c = false
 end
 wi = $game_map.width*32
 if a+1 <= (wi%Map_width == 0 ? wi / Map_width - 1 : wi / Map_width)and wi > 640
 d = a+1
 else
 d = false
 end
 if b-1 >= 0
 e = b-1
 else
 e = false
 end
 he = $game_map.height*32
 if b+1 <= (he%Map_height == 0 ? he / Map_height - 1 : he / Map_height) and he > 480
 f = b+1
 else
 f = false
 end
 
 @panorama2[0].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{e}", @panorama_hue) if c.is_a?(Fixnum) and e.is_a?(Fixnum)
 @panorama2[1].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{a}-#{e}", @panorama_hue) if a.is_a?(Fixnum) and e.is_a?(Fixnum)
 @panorama2[2].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{e}", @panorama_hue) if d.is_a?(Fixnum) and e.is_a?(Fixnum)
 @panorama2[3].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{b}", @panorama_hue) if c.is_a?(Fixnum) and b.is_a?(Fixnum)
 @panorama2[4].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{a}-#{b}", @panorama_hue) if a.is_a?(Fixnum) and b.is_a?(Fixnum)
 @panorama2[5].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{b}", @panorama_hue) if d.is_a?(Fixnum) and b.is_a?(Fixnum)
 @panorama2[6].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{f}", @panorama_hue) if c.is_a?(Fixnum) and f.is_a?(Fixnum)
 @panorama2[7].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{a}-#{f}", @panorama_hue) if a.is_a?(Fixnum) and f.is_a?(Fixnum)
 @panorama2[8].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{f}", @panorama_hue) if d.is_a?(Fixnum) and f.is_a?(Fixnum)
 @panorama[0].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{e}", @panorama_hue) if c.is_a?(Fixnum) and e.is_a?(Fixnum)
 @panorama[1].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{a}-#{e}", @panorama_hue) if a.is_a?(Fixnum) and e.is_a?(Fixnum)
 @panorama[2].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{e}", @panorama_hue) if d.is_a?(Fixnum) and e.is_a?(Fixnum)
 @panorama[3].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{b}", @panorama_hue) if c.is_a?(Fixnum) and b.is_a?(Fixnum)
 @panorama[4].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{a}-#{b}", @panorama_hue) if a.is_a?(Fixnum) and b.is_a?(Fixnum)
 @panorama[5].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{b}", @panorama_hue) if d.is_a?(Fixnum) and b.is_a?(Fixnum)
 @panorama[6].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{f}", @panorama_hue) if c.is_a?(Fixnum) and f.is_a?(Fixnum)
 @panorama[7].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{a}-#{f}", @panorama_hue) if a.is_a?(Fixnum) and f.is_a?(Fixnum)
 @panorama[8].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{f}", @panorama_hue) if d.is_a?(Fixnum) and f.is_a?(Fixnum)
 end
 Graphics.frame_reset
 end
 #==============================================================================
 # 设置精灵位置
 #==============================================================================
 def update_xy
 for i in 0..8
 case @panorama_status
 when 0
 @panorama.x = (640-Map_width)/2-Map_width
 @panorama.y = (480-Map_height)/2-Map_height
 @panorama2.x = (640-Map_width)/2-Map_width
 @panorama2.y = (480-Map_height)/2-Map_height
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