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美观的小地图脚本(mini map with out bitmap file)

2005-11-29 00:00| 发布者: 柳柳| 查看: 17888| 评论: 0|原作者: 66RPG

摘要:    作者 Fanha99 (越南)  版本与更新  2005年11月29日  相关网址 点此进入讨论贴  范例工程 点击下载 脚本功能 地图效果,方便美观改良之后的小地图,并且对地
 

 作者

Fanha99 (越南)

 版本与更新

 2005年11月29日

 相关网址

点此进入讨论贴

 范例工程

点击下载



脚本功能

地图效果,方便美观改良之后的小地图,并且对地图上的各种事件进行了区分。

使用方法

用法: 将脚本复制后插入到Main前面,然后修改数据库设定

事件设定:
让一个 事件 变成在小地图上的 Enemy,将事件添加一个注释,内容为 "enemy"
让一个 事件 变成在小地图上的 Event,将事件添加一个注释,内容为 "event"
让一个 事件 变成在小地图上的 allied (or NPC),将事件添加一个注释,内容为 "allied"
让一个 事件 变成在小地图上的 SavePoint,将事件添加一个注释,内容为 "savepoint"
让一个 事件 变成在小地图上的 Teleport,将事件添加一个注释,内容为 "teleport"
让一个 事件 变成在小地图上的 Chest,将事件添加一个注释,内容为 "chest"

相关截图


 

 脚本内容

自己改这些

#--------------------------------------------------------------------------
class Game_System
 attr_accessor :minimap_visible  
 attr_accessor :minimap_corner
 alias initialize_minimap initialize
 def initialize
   @minimap_visible = true   # 一开始就显示小地图
   @minimap_corner = 1       # 小地图的位置 (1,2,3,4)
   initialize_minimap
 end
end

在运行时改变小地图
显示小地图
$game_system.minimap_visible = true

不显示小地图
$game_system.minimap_visible = false

换位置
$game_system.minimap_corner = 1 # 2, 3, 4

使用自己的 border, 必须改变一些 (在 Spriteset_MiniMap 内)

bt = 25  # the border size at the top
bl = 5  # the border size at the left
br = 5  # the border size at the right
bb= 5    # the border size at the bottom

第一步:为了安全,请大家先试用在新的 project
第二步:下载这个图片到 "Graphics\Characters"。(大家可以自己造一个) 给它个名字叫
"point.png"

 

第三步:下载这个图片到 "Graphics\Pictures"。给它个名字叫 "border.png"。大家可以自己造一个,使用自己的 border 必须改变一些变量 (看上方的说明)

 

#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================

#==============================================================================
# * Spriteset_MiniMap ver 1.5
#------------------------------------------------------------------------------
# Fanha Giang, 2005/11/18
#==============================================================================

class Spriteset_MiniMap
 def initialize()
   @zoom = 0.25
   @size = 32
   @dsize = @size * @zoom
   @coner = $game_system.minimap_corner
   
   # the viewport for the mini map and the blips
   @viewport = Viewport.new(0, 0, 640, 480)
   @viewport.z = 6000

   # sprite of minimap
   @minimap = Sprite_MiniMap.new(@viewport, @dsize)    

   # bitmap of the minimap
   @bitmap = Bitmap.new($game_map.width * @dsize, $game_map.height * @dsize)  
   
   # drawer object
   @draw_minimap = Draw_MiniBitmap.new(0, @bitmap, 28, 23)
   @draw_minimap.map_data = $game_map.data
   @draw_minimap.priorities = $game_map.priorities
   @draw_minimap.tileset = RPG::Cache.tileset($game_map.tileset_name)
   for i in 0..6
     @draw_minimap.autotiles[i] = RPG::Cache.autotile($game_map.autotile_names[i])
   end

   # the blips in the map
   @mini_sprites = []
   for event in $game_map.events.values
     @mini_sprites.push(Sprite_Mini_Character.new(@viewport, @zoom, 1 , event))
   end        
   @mini_sprites.push(Sprite_Mini_Character.new(@viewport, @zoom, 0, $game_player))

   # viewport of the border and something else addon
   @bviewport = Viewport.new(0, 0, 640, 480)
   @bviewport.z = 6001
   
   # init the border
   @border = Sprite.new(@bviewport)
   @border.bitmap = RPG::Cache.picture("border")

   # init the map name
   @mapname = Sprite.new(@bviewport)
   @mapname.x = 30
   @mapname.y = 3
   @mapname.bitmap = Bitmap.new(200,25)
   @mapname.bitmap.font.name = "Tahoma"
   @mapname.bitmap.font.size = 21
   @mapname.bitmap.font.color = Color.new(255, 0, 0, 255)
   @mapname.bitmap.draw_text(@mapname.bitmap.rect, $game_map.name.to_s, 1)

   update_viewport    
   update
 end
 #--------------------------------------------------------------------------
 # - Release
 #--------------------------------------------------------------------------
 def dispose
   # dispose the bitmap
   ([email protected]?) ? @bitmap.dispose : nil
   # dispose the mini map sprite
   @minimap.dispose
   # dispose the blips
   for sprite in @mini_sprites
     sprite.dispose
   end
   # dispose the map name
   @mapname.bitmap.dispose
   @mapname.dispose
   #dispose the border
   @border.bitmap.dispose
   @border.dispose    
   # dispose the viewport
   @viewport.dispose
   @bviewport.dispose
 end
 #--------------------------------------------------------------------------
 # - Frame renewal
 #--------------------------------------------------------------------------
 def update
   # draw the map
   x1 = (($game_map.display_x - 64) / 128 - 4).to_i
   y1 = ($game_map.display_y / 128 - 4).to_i
   @draw_minimap.draw(x1,y1)
   
   # update the sprites
   @minimap.update(@bitmap)
   for sprite in @mini_sprites
     sprite.update
   end

   if  @coner != $game_system.minimap_corner
     @coner = $game_system.minimap_corner
     update_viewport
   end    
     
   @viewport.visible = $game_system.minimap_visible
   @bviewport.visible = $game_system.minimap_visible
 end
#--------------------------------------------------------------------------
 def update_viewport
   width = (640 + @size * 4) * @zoom
   height = (480 + @size * 4) * @zoom
   bt = 25
   bl = 39
   br = 39
   bb= 5
   case $game_system.minimap_corner
     when 1
       @viewport.rect.set(0 + bl, 0 + bt, width, height)
       @bviewport.rect.set(0 , 0 , width + bl + br, height + bt + bb)
     when 2
       @viewport.rect.set(640 - width - br, 0 + bt, width, height)
       @bviewport.rect.set(640 - width - br - bl, 0 , width + bl + br, height + bt + bb)
     when 3
       @viewport.rect.set(0 + bl, 480 - height - bb, width, height)
       @bviewport.rect.set(0 , 480 - height - bb - bt , width + bl + br, height + bt + bb)
     when 4
       @viewport.rect.set(640 - width  - br, 480 - height - bb, width, height)        
       @bviewport.rect.set(640 - width - br - bl , 480 - height - bb - bt , width + bl + br, height + bt + bb)
   end
 end  
#---------------------------------------------------------------------------------------
end

#--------------------------------------------------------------------------
#--------------------------------------------------------------------------  
class Game_System
 attr_accessor :minimap_visible      # to set the minimap visible or not
 attr_accessor :minimap_corner      # to set the corner of the minimap 1, 2, 3, 4
 alias initialize_minimap initialize
 def initialize
   @minimap_visible = false
   @minimap_corner = 1
   initialize_minimap
 end
end
#--------------------------------------------------------------------------  
#--------------------------------------------------------------------------  
class Game_Map
 # add by the script mini map of Fanha Giang
 def name
   text = $map_infos[@map_id].clone
   text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
     $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
   end
   return text
 end
 # end of the add by Fanha Giang
end
#--------------------------------------------------------------------------  
#--------------------------------------------------------------------------  
class Scene_Title
 # add by the script mini map of Fanha Giang
 def load_map_infos
   $map_infos = load_data("Data/MapInfos.rxdata")
   for key in $map_infos.keys
     $map_infos[key] = $map_infos[key].name
   end    
 end  
 # end add
end
#--------------------------------------------------------------------------  
#--------------------------------------------------------------------------

 

#==============================================================================
# * Draw_MiniBitmap ver 1.0
#------------------------------------------------------------------------------
# Fanha Giang, 2005/11/18
#==============================================================================

class Draw_MiniBitmap
 attr_accessor :tileset
 attr_accessor :autotiles
 attr_accessor :map_data
 attr_accessor :priorities
 INDEX  =
 [
   26, 27, 32, 33,    4 , 27, 32, 33,    26,   5, 32, 33,      4,   5, 32, 33,    
   26, 27, 32, 11,    4 , 27, 32, 11,    26,   5, 32, 11,      4,   5, 32, 11,    
   26, 27, 10, 33,     4 , 27, 10, 33,    26,   5, 10, 33,    4,   5, 10, 33,
   26, 27, 10, 11,    4 , 27, 10, 11,    26,   5, 10, 11,      4,   5, 10, 11,  
   24, 25, 30, 31,    24,  5, 30, 31,    24, 25, 30, 11,     24,  5, 30, 11,  
   14, 15, 20, 21,     14, 15, 20, 11,   14, 15, 10, 21,     14, 15, 10, 11,
   28, 29, 34, 35,    28, 29, 10, 35,    4, 29, 34, 35,     4, 29, 10, 35,
   38, 39, 44, 45,     4, 39, 44, 45,     38, 5, 44, 45,      4, 5, 44, 45,
   24, 29, 30, 35,    14, 15, 44, 45,    12, 13, 18 ,19,    12, 13, 18, 11,
   16, 17, 22, 23,     16, 17, 10, 23,   40, 41, 46, 47,    4, 41, 46, 47,
   36, 37, 42, 43,     36,  5, 42, 43,    12, 17, 18, 23,    12, 13, 42, 43,
   36, 41, 42, 47,     16, 17, 46, 47,   12, 17, 42, 47,    0, 1, 6, 7
 ]
 X = [0, 1, 0, 1]
 Y = [0, 0, 1, 1]
 #--------------------------------------------------------------------------
 # ●
 # type:  
 #   0 : the bitmap size = map.size_X *  map.size_Y
 #   1 : the bitmap size = w * h
 #   2 : the bitmap size = w * h, and have all the event inside (not in this version)
 # when you choice type = 0, zoom will fix with 25%
 # w : width  
 # h : height
 # zoom : 1 = 25%, 2 = 50%,
 #--------------------------------------------------------------------------  
 def initialize(type, bitmap, xsize = 20, ysize = 15, zoom = 1)
   @type = type
   @zoom = 0.25
   @xsize = xsize
   @ysize = ysize
   @zoom *= zoom if type != 0
   @bitmap = bitmap
   @size = 32
   @dsize = @size * @zoom
   
   @tileset = nil
   @autotiles = []
   @map_data = nil
   @priorities = nil
   
   @map_draw = Table.new(500, 500)
 end
 #--------------------------------------------------------------------------
 # ●
 #--------------------------------------------------------------------------    
 def draw(ox, oy)
   x1 = (ox < 0) ? 0 : ox
   y1 = (oy < 0) ? 0 : oy
   x2 = (x1 + @xsize > @map_data.xsize) ? @map_data.xsize : x1 + @xsize
   y2 = (y1 + @ysize > @map_data.ysize) ? @map_data.ysize : y1 + @ysize

   for x in x1...x2
     for y in y1...y2
       if @map_draw[x,y] == 0
         pri_data = check_priorities(x,y)
         draw_position(x, y, pri_data, 0, 60)
         @map_draw[x,y] = 1
       end
     end # end for y
   end  # end for x      
 end  
#---------------------------------------------------------------------------------------
# check to be sure that the low priorities Tile is draw frist
#---------------------------------------------------------------------------------------
 def check_priorities(x,y)
   # hash { priorities--> tile_pos }
   myhash = {}
   for i in [0,1,2]
     # position of the tile in Tiles
     tile_pos = @map_data[x,y,i]
     # get the priorities for the tile
     priorities  = @priorities[tile_pos]        
     myhash[priorities * 10 + i] = tile_pos
   end
   return myhash.sort
 end
 #--------------------------------------------------------------------------
 # ●
 #--------------------------------------------------------------------------    
 def draw_position(x, y, pri_data, low, high)
   for layer in [0,1,2]          
     priorities = pri_data[layer][0]
     if priorities< low or priorities >= high
       next layer
     end
     pos = pri_data[layer][1]
     #if it is tile
     if pos >= 384          
       pos  -= 384    
       yy = pos / 8    
       xx = pos % 8    
       src_rect = Rect.new(xx * @size, yy * @size , @size, @size )
       des_rect = Rect.new(x * @dsize, y * @dsize, @dsize , @dsize )
       @bitmap.stretch_blt(des_rect , @tileset, src_rect)
       next layer            
     end
     # if it is autotile
     if pos >= 48 and pos < 384
       # get  autotiles position
       id = pos / 48 - 1
       pos = pos % 48
       for corner in [0,1,2,3]
         h = 4 * pos + corner
         yy = INDEX[h] / 6
         xx = INDEX[h] % 6
         src_rect = Rect.new(xx * @size / 2 , yy * @size / 2  , @size / 2 , @size / 2  )
         des_rect = Rect.new(x * @dsize + X[corner] * @dsize / 2, y * @dsize  + Y[corner] * @dsize / 2 , @dsize / 2, @dsize / 2 )
         @bitmap.stretch_blt(des_rect , @autotiles[id], src_rect)
       end  # end for corner    
     end    # end of if pos >= 48 and pos < 384              
   end  # end for i
 end
#--------------------------------------------------------------------------  
end

 

#==============================================================================
# * Sprite_MiniMap ver 1.0
#------------------------------------------------------------------------------
#  Written by Fanha Giang, [email protected]
#  ==> You can delete all my comments except the copyright and creator info. Thanks.
#==============================================================================
#==============================================================================

class Sprite_MiniMap < Sprite
 #--------------------------------------------------------------------------
 # - Object initialization
 #--------------------------------------------------------------------------
 def initialize(viewport, dsize)
   super(viewport)
   self.x = 0
   self.y = 0
   self.z = 0    
   self.opacity = 255
   @dsize = dsize
 end
 #--------------------------------------------------------------------------
 # - Update view
 #--------------------------------------------------------------------------
 def update(bitmap)
   self.bitmap = bitmap
   sy = $game_map.display_y  * @dsize  / 128
   sx = $game_map.display_x  * @dsize / 128    
   self.src_rect.set(sx - @dsize * 2 , sy - @dsize * 2, (20 + 4) * @dsize, (480 + 4) * @dsize )      
   #self.src_rect.set(sx , sy , 640 * @dsize, 480 * @dsize)        
 end
#---------------------------------------------------------------------------------------
end

 

#==============================================================================
# * Sprite_Mini_Character ver 1.0
#------------------------------------------------------------------------------
# Develop from Sprite_Characterby Fanha Giang, [email protected]
#  ==> You can delete all my comments except the copyright and creator info. Thanks.
#==============================================================================

class Sprite_Mini_Character < RPG::Sprite
 #--------------------------------------------------------------------------
 # - Open instance variable
 #--------------------------------------------------------------------------
 attr_accessor :character                # Character
 #--------------------------------------------------------------------------
 # - Object initialization
 #     viewport  : View port
 #     zoom : zoom of the mini map
 #     type : type of event.   0 = enemy, 1 = allied, 2 = player, 3 = events point
 #     character : Character (Game_Character)
 #--------------------------------------------------------------------------
 def initialize(viewport, zoom, type ,character = nil)
   super(viewport)
   @character = character
   @zoom = zoom
   @type = type

   self.bitmap = RPG::Cache.character("point", 0)
   @cw = self.bitmap.width / 4
   @ch = self.bitmap.height / 4
   self.ox = @cw / 2
   self.oy = @ch
   update
 end
 #--------------------------------------------------------------------------
 # - Frame renewal
 #--------------------------------------------------------------------------
 def update
   super
   if @type > 0
     if (@character.list == nil) or (@character.character_name == "")
       self.visible = false
       return
     end        

     @type = -1
     for i in [email protected]
       if @character.list[i].parameters[0].is_a?(String)
         if @character.list[i].parameters[0] == "event"
           @type = 4
           break
         elsif @character.list[i].parameters[0] == "savepoint"
           @type = 5
           break
         elsif @character.list[i].parameters[0] == "teleport"
           @type = 6
           break
         elsif @character.list[i].parameters[0] == "chest"
           @type = 7
           break
         elsif @character.list[i].parameters[0] == "enemy"
           @type = 1
           break
         elsif @character.list[i].parameters[0] == "allied"
           @type = 2
           break
         end
       end
     end      
   end
   
   # Setting visible state
   self.visible = (not @character.transparent)
   # When graphics is not the character
   if @type >= 4
     sx = 3 * @cw
     sy = (@type % 4) * @ch
   else      
     sx = @type * @cw
     sy = (@character.direction - 2) / 2 * @ch
   end
   self.src_rect.set(sx, sy, @cw, @ch)
   # Setting the coordinate of sprite
   #sy = $game_map.display_y  * 32  / 128
   #sx = $game_map.display_x  * 32 / 128
   sx = 0
   sy = 0
   #self.x = (sx + @character.screen_x) * @zoom
   #self.y = (sy + @character.screen_y) * @zoom
   self.x = (sx + @character.screen_x + 32 * 2) * @zoom
   self.y = (sy + @character.screen_y + 32 * 2) * @zoom
   self.z = 10 - @type
 end
end

#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================

第四步:在 Scene_Title
在 main 里面, 在 $data_system = load_data("Data/System.rxdata") 下面添加

# load the map infos need for the mini map script by Fanha Giang
 load_map_infos

第五步:在 Scene_Map
在 main 里面, 在 @spriteset = Spriteset_Map.new 下面 +++++

#draw the mini map    
@mini_zoom = 25.0/100.0    
@minimap = Spriteset_MiniMap.new(@mini_zoom)



在 main 里面, 在 @spriteset.dispose 下面 +++++

# Releasing Mini Map
@minimap.dispose



在 update 里面,在 @spriteset.update 下面 +++++

# Renewing mini map sprite set    
@minimap.update


在 transfer_player 里面, 在 @spriteset = Spriteset_Map.new 下面添加

@minimap.dispose    
@minimap = Spriteset_MiniMap.new(@mini_zoom)


 

脚本使用的通用说明

1

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