Project1
标题:
地图略缩图手动显示
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作者:
恐惧剑刃
时间:
2010-7-30 18:00
标题:
地图略缩图手动显示
本帖最后由 恋′挂机 于 2010-8-2 14:55 编辑
我用了一个地图略缩图在左上角显示的脚本 让我简单修改想改成游戏地图但是怎么才能让那个地图略缩图不会主动显示而是玩家手动显示?
脚本:
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#游戏中,按下shift键可以开关地图,这点最好和玩家说明。
#==============================================================================
# ■ 縮小地图的表示(ver 0.999)
# by ピニョン clum-sea
#==============================================================================
#==============================================================================
# □ 前期定义
#==============================================================================
module PLAN_Map_Window
WIN_X = 7 # 地图的 X 座標
WIN_Y = 7 # 地图的 Y 座標
WIN_WIDTH = 20*31 # 地图的宽度
WIN_HEIGHT = 10*46 # 地图的高度
ZOOM = 2.0 # 地图的放缩比例
WINDOWSKIN = "窗口外观 (212).png" # 自定义地图窗口素材,如果留空则是默认的
ON_OFF_KEY = Input::A # 打开地图的按钮,A就是键盘的Z键
SWITCH = 100 # 禁用地图功能的开关,默认这个就是打开100号开关则禁止
# 使用地图功能,关闭则可以使用地图功能
WINDOW_MOVE = false # 窗口中的地图跟随移动,(true:跟随, false:固定)
OVER_X = 632 - WIN_WIDTH # 移動后的 X 座標(初期位置と往復します)
OVER_Y = 8 # 移動后的 Y 座標(初期位置と往復します)
OPACITY = 192 # 窗口的透明度
C_OPACITY = 192 # 地图的透明度
VISIBLE = true # 最初是否可见
end
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
attr_accessor :map_visible # 地图的表示状態
alias plan_map_window_initialize initialize
def initialize
plan_map_window_initialize
@map_visible = true
end
end
#==============================================================================
# ■ Scene_Map
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
alias plan_map_window_main main
def main
@map_window = Window_Map.new
@map_window.visible = $game_temp.map_visible
plan_map_window_main
@map_window.dispose
end
#--------------------------------------------------------------------------
# ● 更新
#--------------------------------------------------------------------------
alias plan_map_window_update update
def update
$game_temp.map_visible = @map_window.visible
plan_map_window_update
unless $game_switches[PLAN_Map_Window::SWITCH]
if Input.trigger?(PLAN_Map_Window::ON_OFF_KEY)
if @map_window.visible
@map_window.visible = false
else
@map_window.visible = true
end
end
else
if @map_window.visible
@map_window.visible = false
end
end
if @map_window.visible
@map_window.update
end
end
#--------------------------------------------------------------------------
# ● 场所移动的变化
#--------------------------------------------------------------------------
alias plan_map_window_transfer_player transfer_player
def transfer_player
visible = @map_window.visible
@map_window.visible = false
plan_map_window_transfer_player
@map_window.dispose
@map_window = Window_Map.new
@map_window.visible = visible
end
end
#==============================================================================
# ■ Window_Map
#==============================================================================
class Window_Map < Window_Base
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
def initialize
x = PLAN_Map_Window::WIN_X
y = PLAN_Map_Window::WIN_Y
w = PLAN_Map_Window::WIN_WIDTH
h = PLAN_Map_Window::WIN_HEIGHT
super(x, y, w, h)
unless PLAN_Map_Window::WINDOWSKIN.empty?
self.windowskin = RPG::Cache.windowskin(PLAN_Map_Window::WINDOWSKIN)
end
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = PLAN_Map_Window::OPACITY
self.contents_opacity = PLAN_Map_Window::C_OPACITY
@map_data = $game_map.data
@tileset = RPG::Cache.tileset($game_map.tileset_name)
@autotiles = []
for i in 0..6
autotile_name = $game_map.autotile_names[i]
@autotiles[i] = RPG::Cache.autotile(autotile_name)
end
@old_real_x = $game_player.real_x
@old_real_y = $game_player.real_y
@all_map = make_all_map
self.visible = PLAN_Map_Window::VISIBLE
refresh
end
#--------------------------------------------------------------------------
# ● 缩小图做成
#--------------------------------------------------------------------------
def make_all_map
all_map = Bitmap.new($game_map.width * 32, $game_map.height * 32)
for y in 0...$game_map.height
for x in 0...$game_map.width
for z in 0...3
tile_num = @map_data[x, y, z]
next if tile_num == nil
if tile_num < 384
if tile_num >= 48
tile_num -= 48
src_rect = Rect.new(32, 2 * 32, 32, 32)
all_map.blt(x * 32, y * 32, @autotiles[tile_num / 48], src_rect)
end
else
tile_num -= 384
src_rect = Rect.new(tile_num % 8 * 32, tile_num / 8 * 32, 32, 32)
all_map.blt(x * 32, y * 32, @tileset, src_rect)
end
end
end
end
w = ($game_map.width / PLAN_Map_Window::ZOOM) * 32
h = ($game_map.height / PLAN_Map_Window::ZOOM) * 32
ret_bitmap = Bitmap.new(w, h)
src_rect = Rect.new(0, 0, all_map.width, all_map.height)
dest_rect = Rect.new(0, 0, ret_bitmap.width, ret_bitmap.height)
ret_bitmap.stretch_blt(dest_rect, all_map, src_rect)
all_map.dispose
return ret_bitmap
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
one_tile_size = 32 / PLAN_Map_Window::ZOOM
x = $game_player.real_x - 128 * (self.contents.width / one_tile_size) / 2
y = $game_player.real_y - 128 * (self.contents.height / one_tile_size) / 2
x = x * one_tile_size / 128
y = y * one_tile_size / 128
half_width = self.contents.width * 128 / 2
rest_width = ($game_map.width * 128 - $game_player.real_x) * one_tile_size
rev_x = 0
if @all_map.width < self.contents.width
rev_x = (half_width - $game_player.real_x * one_tile_size) / 128
rev_x -= (self.contents.width - @all_map.width) / 2
x += rev_x
elsif half_width > $game_player.real_x * one_tile_size
rev_x = (half_width - $game_player.real_x * one_tile_size) / 128
x += rev_x
elsif half_width > rest_width
rev_x = -((half_width - rest_width) / 128)
x += rev_x
end
half_height = self.contents.height * 128 / 2
rest_height = ($game_map.height * 128 - $game_player.real_y) * one_tile_size
rev_y = 0
if @all_map.height < self.contents.height
rev_y = (half_height - $game_player.real_y * one_tile_size) / 128
rev_y -= (self.contents.height - @all_map.height) / 2
y += rev_y
elsif half_height > $game_player.real_y * one_tile_size
rev_y = (half_height - $game_player.real_y * one_tile_size) / 128
y += rev_y
elsif half_height > rest_height
rev_y = -((half_height - rest_height) / 128)
y += rev_y
end
src_rect = Rect.new(x, y, self.contents.width, self.contents.height)
self.contents.blt(0, 0, @all_map, src_rect)
if PLAN_Map_Window::WINDOW_MOVE == true
w = self.x..self.x + self.width
h = self.y..self.y + self.height
if w === $game_player.screen_x and h === $game_player.screen_y
if self.x == PLAN_Map_Window::WIN_X and self.y == PLAN_Map_Window::WIN_Y
self.x = PLAN_Map_Window::OVER_X
self.y = PLAN_Map_Window::OVER_Y
else
self.x = PLAN_Map_Window::WIN_X
self.y = PLAN_Map_Window::WIN_Y
end
end
end
if $game_party.actors.size > 0
for i in [2, 1, 0]
tile = @map_data[$game_player.x, $game_player.y, i]
next if tile == 0
return if $game_map.priorities[tile] > 0
end
actor = $game_party.actors[0]
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
width = bitmap.width / 4
height = bitmap.height / 4
src_rect = Rect.new(0, 0, width, height)
w = width / PLAN_Map_Window::ZOOM
h = height / PLAN_Map_Window::ZOOM
x = self.contents.width / 2 - w / 2 + one_tile_size / 2 - rev_x
y = self.contents.height / 2 - h / 2 - rev_y
dest_rect = Rect.new(x, y, w, h)
self.contents.stretch_blt(dest_rect, bitmap, src_rect)
end
end
#--------------------------------------------------------------------------
# ● 更新
#--------------------------------------------------------------------------
def update
super
if @old_real_x != $game_player.real_x or @old_real_y != $game_player.real_y
@old_real_x = $game_player.real_x
@old_real_y = $game_player.real_y
refresh
end
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
super
@all_map.dispose
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
复制代码
先谢谢了。
作者:
moy
时间:
2010-7-30 18:04
本帖最后由 moy 于 2010-7-30 18:07 编辑
22行 ON_OFF_KEY = Input::A # 打开地图的按钮,A就是键盘的Z键
34行 VISIBLE = true # 最初是否可见
他已经写的很清楚了......................
还有这句
SWITCH = 100 # 禁用地图功能的开关,默认这个就是打开100号开关则禁止
# 使用地图功能,关闭则可以使用地图功能
作者:
恐惧剑刃
时间:
2010-7-30 18:11
本帖最后由 恋′挂机 于 2010-7-30 18:21 编辑
不行啊,测试还是那样子
-----------------
那么就是打开100号开关,能否用脚本直接打开而不需要用事件?
如果用事件 并行处理 100号开关 打开 地图先是打开的 过 一两秒就没了 。
作者:
zhangbanxian
时间:
2010-7-30 18:14
100号开关打开
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