Project1
标题:
[RGSS2脚本]KGC样的小地图
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作者:
qiji19980124
时间:
2010-10-4 17:33
标题:
[RGSS2脚本]KGC样的小地图
本帖最后由 qiji19980124 于 2010-10-4 17:36 编辑
【不知道我有没有煋……】
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/ ◆ ミニマップ - KGC_MiniMap ◆ VX ◆
#_/ ◇ Last update : 2009/09/13 ◇
#_/----------------------------------------------------------------------------
#_/ ミニマップ表示機能を追加します。
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#==============================================================================
# ★ カスタマイズ項目 - Customize ★
#==============================================================================
module KGC
module MiniMap
# ◆ ミニマップ表示 ON/OFF を切り替えるスイッチ ID
MINIMAP_SWITCH_ID = 3
# ◆ ミニマップ表示位置・サイズ (X, Y, 幅, 高さ)
MAP_RECT = Rect.new(364, 20, 160, 120)
# ◆ ミニマップの Z 座標
# 大きくしすぎると色々なものに被ります。
MAP_Z = 0
# ◆ 1マスのサイズ
# 3 以上を推奨。
GRID_SIZE = 5
# ◆ ミニマップ前景色(通行可)
FOREGROUND_COLOR = Color.new(224, 224, 255, 160)
# ◆ ミニマップ背景色(通行不可)
BACKGROUND_COLOR = Color.new(0, 0, 160, 160)
# ◆ 現在位置アイコンの色
POSITION_COLOR = Color.new(255, 0, 0, 192)
# ◆ マップ移動イベント [MOVE] の色
MOVE_EVENT_COLOR = Color.new(255, 160, 0, 192)
# ◆ オブジェクトの色
# 要素の先頭から順に [OBJ1], [OBJ2], ... に対応。
OBJECT_COLOR = [
Color.new( 0, 160, 0, 192), # [OBJ 1]
Color.new( 0, 160, 160, 192), # [OBJ 2]
Color.new(160, 0, 160, 192), # [OBJ 3]
] # ← この ] は消さないこと!
# ◆ アイコンの点滅の強さ
# 5 ~ 8 あたりを推奨。
BLINK_LEVEL = 7
# ◆ マップのキャッシュ数
# この数を超えると、長期間参照していないものから削除。
CACHE_NUM = 10
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
$imported = {} if $imported == nil
$imported["MiniMap"] = true
if $data_mapinfos == nil
$data_mapinfos = load_data("Data/MapInfos.rvdata")
end
module KGC::MiniMap
module Regexp
# ミニマップ非表示
NO_MINIMAP = /\[NOMAP\]/i
# 障害物
WALL_EVENT = /\[WALL\]/i
# 移動イベント
MOVE_EVENT = /\[MOVE\]/i
# オブジェクト
OBJECT = /\[OBJ(?:ECT)?\s*(\d)\]/i
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ KGC::Commands
#==============================================================================
module KGC
module Commands
module_function
#--------------------------------------------------------------------------
# ○ ミニマップを表示
#--------------------------------------------------------------------------
def show_minimap
$game_system.minimap_show = true
end
#--------------------------------------------------------------------------
# ○ ミニマップを隠す
#--------------------------------------------------------------------------
def hide_minimap
$game_system.minimap_show = false
end
#--------------------------------------------------------------------------
# ○ ミニマップをリフレッシュ
#--------------------------------------------------------------------------
def refresh_minimap
return unless $scene.is_a?(Scene_Map)
$game_map.refresh if $game_map.need_refresh
$scene.refresh_minimap
end
#--------------------------------------------------------------------------
# ○ ミニマップのオブジェクトを更新
#--------------------------------------------------------------------------
def update_minimap_object
return unless $scene.is_a?(Scene_Map)
$game_map.refresh if $game_map.need_refresh
$scene.update_minimap_object
end
end
end
class Game_Interpreter
include KGC::Commands
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ RPG::MapInfo
#==============================================================================
class RPG::MapInfo
#--------------------------------------------------------------------------
# ● マップ名取得
#--------------------------------------------------------------------------
def name
return @name.gsub(/\[.*\]/) { "" }
end
#--------------------------------------------------------------------------
# ○ オリジナルマップ名取得
#--------------------------------------------------------------------------
def original_name
return @name
end
#--------------------------------------------------------------------------
# ○ ミニマップのキャッシュ生成
#--------------------------------------------------------------------------
def create_minimap_cache
@__minimap_show = !(@name =~ KGC::MiniMap::Regexp::NO_MINIMAP)
end
#--------------------------------------------------------------------------
# ○ ミニマップ表示
#--------------------------------------------------------------------------
def minimap_show?
create_minimap_cache if @__minimap_show == nil
return @__minimap_show
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Game_System
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# ○ ミニマップ表示フラグ取得
#--------------------------------------------------------------------------
def minimap_show
return $game_switches[KGC::MiniMap::MINIMAP_SWITCH_ID]
end
#--------------------------------------------------------------------------
# ○ ミニマップ表示フラグ変更
#--------------------------------------------------------------------------
def minimap_show=(value)
$game_switches[KGC::MiniMap::MINIMAP_SWITCH_ID] = value
$game_map.need_refresh = true
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Game_Map
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# ○ ミニマップを表示するか
#--------------------------------------------------------------------------
def minimap_show?
return $data_mapinfos[map_id].minimap_show?
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Game_Event
#==============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# ○ グラフィックがあるか
#--------------------------------------------------------------------------
def graphic_exist?
return (character_name != "" || tile_id > 0)
end
#--------------------------------------------------------------------------
# ○ 障害物か
#--------------------------------------------------------------------------
def is_minimap_wall_event?
return (@event.name =~ KGC::MiniMap::Regexp::WALL_EVENT)
end
#--------------------------------------------------------------------------
# ○ 移動イベントか
#--------------------------------------------------------------------------
def is_minimap_move_event?
return (@event.name =~ KGC::MiniMap::Regexp::MOVE_EVENT)
end
#--------------------------------------------------------------------------
# ○ ミニマップオブジェクトか
#--------------------------------------------------------------------------
def is_minimap_object?
return (@event.name =~ KGC::MiniMap::Regexp::OBJECT)
end
#--------------------------------------------------------------------------
# ○ ミニマップオブジェクトタイプ
#--------------------------------------------------------------------------
def minimap_object_type
if @event.name =~ KGC::MiniMap::Regexp::OBJECT
return $1.to_i
else
return 0
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ Game_MiniMap
#------------------------------------------------------------------------------
# ミニマップを扱うクラスです。
#==============================================================================
class Game_MiniMap
#--------------------------------------------------------------------------
# ○ 構造体
#--------------------------------------------------------------------------
Point = Struct.new(:x, :y)
Size = Struct.new(:width, :height)
PassageCache = Struct.new(:map_id, :table, :scan_table)
#--------------------------------------------------------------------------
# ○ クラス変数
#--------------------------------------------------------------------------
@@passage_cache = [] # 通行フラグテーブルキャッシュ
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(tilemap)
@map_rect = KGC::MiniMap::MAP_RECT
@grid_size = [KGC::MiniMap::GRID_SIZE, 1].max
@x = 0
@y = 0
@grid_num = Point.new(
(@map_rect.width + @grid_size - 1) / @grid_size,
(@map_rect.height + @grid_size - 1) / @grid_size
)
@draw_grid_num = Point.new(@grid_num.x + 2, @grid_num.y + 2)
@draw_range_begin = Point.new(0, 0)
@draw_range_end = Point.new(0, 0)
@tilemap = tilemap
@last_x = $game_player.x
@last_y = $game_player.y
create_sprites
refresh
end
#--------------------------------------------------------------------------
# ○ スプライト作成
#--------------------------------------------------------------------------
def create_sprites
@viewport = Viewport.new(@map_rect)
@viewport.z = KGC::MiniMap::MAP_Z
# ビットマップサイズ計算
@bmp_size = Size.new(
(@grid_num.x + 2) * @grid_size,
(@grid_num.y + 2) * @grid_size
)
@buf_bitmap = Bitmap.new(@bmp_size.width, @bmp_size.height)
# マップ用スプライト作成
@map_sprite = Sprite.new(@viewport)
@map_sprite.x = -@grid_size
@map_sprite.y = -@grid_size
@map_sprite.z = 0
@map_sprite.bitmap = Bitmap.new(@bmp_size.width, @bmp_size.height)
# オブジェクト用スプライト作成
@object_sprite = Sprite_MiniMapIcon.new(@viewport)
@object_sprite.x = -@grid_size
@object_sprite.y = -@grid_size
@object_sprite.z = 1
@object_sprite.bitmap = Bitmap.new(@bmp_size.width, @bmp_size.height)
# 現在位置スプライト作成
@position_sprite = Sprite_MiniMapIcon.new
@position_sprite.x = @map_rect.x + @grid_num.x / 2 * @grid_size
@position_sprite.y = @map_rect.y + @grid_num.y / 2 * @grid_size
@position_sprite.z = @viewport.z + 2
bitmap = Bitmap.new(@grid_size, @grid_size)
bitmap.fill_rect(bitmap.rect, KGC::MiniMap::POSITION_COLOR)
@position_sprite.bitmap = bitmap
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
@buf_bitmap.dispose
@map_sprite.bitmap.dispose
@map_sprite.dispose
@object_sprite.bitmap.dispose
@object_sprite.dispose
@position_sprite.bitmap.dispose
@position_sprite.dispose
@viewport.dispose
end
#--------------------------------------------------------------------------
# ○ 可視状態取得
#--------------------------------------------------------------------------
def visible
return @map_sprite.visible
end
#--------------------------------------------------------------------------
# ○ 可視状態設定
#--------------------------------------------------------------------------
def visible=(value)
@viewport.visible = value
@map_sprite.visible = value
@object_sprite.visible = value
@position_sprite.visible = value
end
#--------------------------------------------------------------------------
# ○ リフレッシュ
#--------------------------------------------------------------------------
def refresh
update_draw_range
update_passage_table
update_object_list
update_position
draw_map
draw_object
Graphics.frame_reset
end
#--------------------------------------------------------------------------
# ○ 描画範囲更新
#--------------------------------------------------------------------------
def update_draw_range
range = []
(2).times { |i| range[i] = @draw_grid_num[i] / 2 }
@draw_range_begin.x = $game_player.x - range[0]
@draw_range_begin.y = $game_player.y - range[1]
@draw_range_end.x = $game_player.x + range[0]
@draw_range_end.y = $game_player.y + range[1]
end
#--------------------------------------------------------------------------
# ○ 通行可否テーブル更新
#--------------------------------------------------------------------------
def update_passage_table
cache = get_passage_table_cache
@passage_table = cache.table
@passage_scan_table = cache.scan_table
update_around_passage
end
#--------------------------------------------------------------------------
# ○ 通行可否テーブルのキャッシュを取得
#--------------------------------------------------------------------------
def get_passage_table_cache
map_id = $game_map.map_id
cache = @@passage_cache.find { |c| c.map_id == map_id }
if cache == nil
# キャッシュミス
cache = PassageCache.new(map_id)
cache.table = Table.new($game_map.width, $game_map.height)
cache.scan_table = Table.new(
($game_map.width + @draw_grid_num.x - 1) / @draw_grid_num.x,
($game_map.height + @draw_grid_num.y - 1) / @draw_grid_num.y
)
end
# 直近のキャッシュは先頭、古いキャッシュは削除
@@passage_cache.unshift(cache)
@@passage_cache.delete_at(KGC::MiniMap::CACHE_NUM)
return cache
end
#--------------------------------------------------------------------------
# ○ 通行可否テーブルのキャッシュをクリア
#--------------------------------------------------------------------------
def clear_passage_table_cache
return if @passage_scan_table == nil
table = @passage_scan_table
@passage_scan_table = Table.new(table.xsize, table.ysize)
end
#--------------------------------------------------------------------------
# ○ 通行可否テーブルの探索
# x, y : 探索位置
#--------------------------------------------------------------------------
def scan_passage(x, y)
dx = x / @draw_grid_num.x
dy = y / @draw_grid_num.y
return if @passage_scan_table[dx, dy] == 1
return unless dx.between?(0, @passage_scan_table.xsize - 1)
return unless dy.between?(0, @passage_scan_table.ysize - 1)
rx = (dx * @draw_grid_num.x)...((dx + 1) * @draw_grid_num.x)
ry = (dy * @draw_grid_num.y)...((dy + 1) * @draw_grid_num.y)
mw = $game_map.width - 1
mh = $game_map.height - 1
rx.each { |x|
next unless x.between?(0, mw)
ry.each { |y|
next unless y.between?(0, mh)
@passage_table[x, y] = ($game_map.passable?(x, y) ? 1 : 0)
}
}
@passage_scan_table[dx, dy] = 1
end
#--------------------------------------------------------------------------
# ○ 周辺の通行可否テーブル更新
#--------------------------------------------------------------------------
def update_around_passage
gx = @draw_grid_num.x
gy = @draw_grid_num.y
dx = $game_player.x - gx / 2
dy = $game_player.y - gy / 2
scan_passage(dx, dy)
scan_passage(dx + gx, dy)
scan_passage(dx, dy + gy)
scan_passage(dx + gx, dy + gy)
end
#--------------------------------------------------------------------------
# ○ オブジェクト一覧更新
#--------------------------------------------------------------------------
def update_object_list
events = $game_map.events.values
# WALL
@wall_events = events.find_all { |e|
e.graphic_exist? && e.is_minimap_wall_event?
}
# MOVE
@move_events = events.find_all { |e|
e.graphic_exist? && e.is_minimap_move_event?
}
# OBJ
@object_list = []
events.each { |e|
next unless e.graphic_exist?
next unless e.is_minimap_object?
type = e.minimap_object_type
if @object_list[type] == nil
@object_list[type] = []
end
@object_list[type] << e
}
end
#--------------------------------------------------------------------------
# ○ 位置更新
#--------------------------------------------------------------------------
def update_position
pt = Point.new($game_player.x, $game_player.y)
dx = ($game_player.real_x - pt.x * 256) * @grid_size / 256
dy = ($game_player.real_y - pt.y * 256) * @grid_size / 256
ox = dx % @grid_size
oy = dy % @grid_size
ox = -(@grid_size - ox) if dx < 0
oy = -(@grid_size - oy) if dy < 0
@viewport.ox = ox
@viewport.oy = oy
if pt.x != @last_x || pt.y != @last_y
draw_map
@last_x = pt.x
@last_y = pt.y
end
end
#--------------------------------------------------------------------------
# ○ 描画範囲内判定
#--------------------------------------------------------------------------
def in_draw_range?(x, y)
rb = @draw_range_begin
re = @draw_range_end
return (x.between?(rb.x, re.x) && y.between?(rb.y, re.y))
end
#--------------------------------------------------------------------------
# ○ マップ範囲内判定
#--------------------------------------------------------------------------
def in_map_range?(x, y)
mw = $game_map.width
mh = $game_map.height
return (x.between?(0, mw - 1) && y.between?(0, mh - 1))
end
#--------------------------------------------------------------------------
# ○ マップ描画
# dir : 追加位置 (0 で全体)
#--------------------------------------------------------------------------
def draw_map(dir = 0)
bitmap = @map_sprite.bitmap
bitmap.fill_rect(bitmap.rect, KGC::MiniMap::BACKGROUND_COLOR)
rect = Rect.new(0, 0, @grid_size, @grid_size)
range_x = (@draw_range_begin.x)..(@draw_range_end.x)
range_y = (@draw_range_begin.y)..(@draw_range_end.y)
mw = $game_map.width - 1
mh = $game_map.height - 1
update_around_passage
# 通行可能領域描画
range_x.each { |x|
next unless x.between?(0, mw)
range_y.each { |y|
next unless y.between?(0, mh)
next if @passage_table[x, y] == 0
next if @wall_events.find { |e| e.x == x && e.y == y } # 壁
rect.x = (x - @draw_range_begin.x) * @grid_size
rect.y = (y - @draw_range_begin.y) * @grid_size
bitmap.fill_rect(rect, KGC::MiniMap::FOREGROUND_COLOR)
}
}
# MOVE
@move_events.each { |e|
rect.x = (e.x - @draw_range_begin.x) * @grid_size
rect.y = (e.y - @draw_range_begin.y) * @grid_size
bitmap.fill_rect(rect, KGC::MiniMap::MOVE_EVENT_COLOR)
}
end
#--------------------------------------------------------------------------
# ○ オブジェクト描画
#--------------------------------------------------------------------------
def draw_object
# 下準備
bitmap = @object_sprite.bitmap
bitmap.clear
rect = Rect.new(0, 0, @grid_size, @grid_size)
# オブジェクト描画
@object_list.each_with_index { |list, i|
color = KGC::MiniMap::OBJECT_COLOR[i - 1]
next if list.nil? || color.nil?
list.each { |obj|
next unless in_draw_range?(obj.x, obj.y)
rect.x = (obj.real_x - @draw_range_begin.x * 256) * @grid_size / 256
rect.y = (obj.real_y - @draw_range_begin.y * 256) * @grid_size / 256
bitmap.fill_rect(rect, color)
}
}
end
#--------------------------------------------------------------------------
# ○ 更新
#--------------------------------------------------------------------------
def update
return unless @map_sprite.visible
update_draw_range
update_position
draw_object
@map_sprite.update
@object_sprite.update
@position_sprite.update
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ Sprite_MiniMapIcon
#------------------------------------------------------------------------------
# ミニマップ用アイコンのクラスです。
#==============================================================================
class Sprite_MiniMapIcon < Sprite
DURATION_MAX = 60
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# viewport : ビューポート
#--------------------------------------------------------------------------
def initialize(viewport = nil)
super(viewport)
@duration = DURATION_MAX / 2
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
@duration += 1
if @duration == DURATION_MAX
@duration = 0
end
update_effect
end
#--------------------------------------------------------------------------
# ○ エフェクトの更新
#--------------------------------------------------------------------------
def update_effect
self.color.set(255, 255, 255,
(@duration - DURATION_MAX / 2).abs * KGC::MiniMap::BLINK_LEVEL
)
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Spriteset_Map
#==============================================================================
class Spriteset_Map
attr_reader :minimap
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias initialize_KGC_MiniMap initialize
def initialize
initialize_KGC_MiniMap
create_minimap
end
#--------------------------------------------------------------------------
# ○ ミニマップ作成
#--------------------------------------------------------------------------
def create_minimap
return unless $game_map.minimap_show?
@minimap = Game_MiniMap.new(@tilemap)
@minimap.visible = $game_system.minimap_show
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
alias dispose_KGC_MiniMap dispose
def dispose
dispose_KGC_MiniMap
dispose_minimap
end
#--------------------------------------------------------------------------
# ○ ミニマップ解放
#--------------------------------------------------------------------------
def dispose_minimap
@minimap.dispose unless @minimap.nil?
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias update_KGC_MiniMap update
def update
update_KGC_MiniMap
update_minimap
end
#--------------------------------------------------------------------------
# ○ ミニマップ更新
#--------------------------------------------------------------------------
def update_minimap
return if @minimap.nil?
if $game_system.minimap_show
@minimap.visible = true
@minimap.update
else
@minimap.visible = false
end
end
#--------------------------------------------------------------------------
# ○ ミニマップ全体をリフレッシュ
#--------------------------------------------------------------------------
def refresh_minimap
return if @minimap.nil?
@minimap.clear_passage_table_cache
@minimap.refresh
end
#--------------------------------------------------------------------------
# ○ ミニマップのオブジェクトを更新
#--------------------------------------------------------------------------
def update_minimap_object
@minimap.update_object_list unless @minimap.nil?
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Scene_Map
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# ○ ミニマップ全体をリフレッシュ
#--------------------------------------------------------------------------
def refresh_minimap
@spriteset.refresh_minimap
end
#--------------------------------------------------------------------------
# ○ ミニマップのオブジェクトを更新
#--------------------------------------------------------------------------
def update_minimap_object
@spriteset.update_minimap_object
end
end
复制代码
这个……可以在地图右上角显示小地图
# ◆ ミニマップ表示 ON/OFF を切り替えるスイッチ ID
MINIMAP_SWITCH_ID = 3
这里是要设定一下的,是显示/不显示小地图的开关的ID(就是编辑事件那里的)
开关On时就是开小地图,Off时是不开
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