Project1
标题:
如何解决抢线程脚本与双远景图商业素材冲突?
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作者:
二胡游
时间:
2011-4-3 18:37
标题:
如何解决抢线程脚本与双远景图商业素材冲突?
如何解决抢线程脚本与双远景图商业素材冲突?
#===============================================================================
# ** CPU speed Script
#
# by Goldencolor V1.0
# 2009.10.19
#前言:今天刚学了Java线程。然后就有个想法。RGSS如果加入线程速度可能会更快。事件也加速#的
#用这个脚本可以提速。如果在用提帧数差不多可以到。邪恶 -_-!可以到150帧左右
#找啊找啊找= =b找到了。由于最近比较忙~没有时间发。
#注意:不要乱该。。这个关系RPGXP抢CPU的速度(线程)
#===============================================================================
# Class Antilag Settings
#-------------------------------------------------------------------------------
# 设置CPU线程
#===============================================================================
class Antilag_Settings
attr_accessor :event
attr_accessor :max_cpu_utilization
attr_accessor :cpu_tolerance
#-----------------------------------------------------------------------------
# 初始化对象
#-----------------------------------------------------------------------------
def initialize
@event = true
@high_priority = true
@max_cpu_utilization = 70
#这个是控制优先级。
@cpu_tolerance = 20
@SetPriorityClass = Win32API.new('kernel32', 'SetPriorityClass',
['p', 'i'], 'i')
@GetProcessTimes = Win32API.new('kernel32', 'GetProcessTimes',
['i','p','p','p','p'], 'i')
end
#-----------------------------------------------------------------------------
# 更改优先级 on(true)/off(false)
#-----------------------------------------------------------------------------
def high_priority=(value)
@high_priority = value
if @high_priority
@SetPriorityClass.call(-1, 0x00000080) # 高质量
# 设置CPU优先级80为高。110为实时。20为标准。
else
@SetPriorityClass.call(-1, 0x00000020) # 标准优先
end
end
#-----------------------------------------------------------------------------
# 返回现在的CPU使用率
#-----------------------------------------------------------------------------
def get_cpu_utilization
# 使用API获取内核用户调用时间
creation_time = '0' * 10
exit_time = '0' * 10
kernel_time = '0' * 10
user_time = '0' * 10
@GetProcessTimes.call(-1, creation_time, exit_time, kernel_time, user_time)
kernel_time = kernel_time.unpack('l2')
user_time = user_time.unpack('l2')
kernel_time = kernel_time[0] + kernel_time[1]
user_time = user_time[0] + user_time[1]
# 计算不同的CPU使用率
if @old_time != nil
timer_difference = Time.new - @old_timer
time_difference = kernel_time + user_time - @old_time
result = time_difference / timer_difference / 100000
else
result = $antilag.max_cpu_utilization
end
# 节约CPU使用(还是计算)
@old_timer = Time.new
@old_time = kernel_time + user_time
return result
end
end
$antilag = Antilag_Settings.new
#==============================================================================
# ■ Scene_Map
#------------------------------------------------------------------------------
# 处理地图画面的类。
#==============================================================================
class Scene_Map
#-----------------------------------------------------------------------------
# 刷新模块, 增加平滑帧数
#-----------------------------------------------------------------------------
alias f0tzis_anti_lag_scene_map_update update
def update
f0tzis_anti_lag_scene_map_update
if Graphics.frame_count % 20 == 0 and $antilag.max_cpu_utilization <= 100
# 计算CPU最大限度利用和当前的利用率
abs = $antilag.max_cpu_utilization - $antilag.get_cpu_utilization
# 如果改变帧速率的差异
if abs.abs >= $antilag.max_cpu_utilization * $antilag.cpu_tolerance/100.0
Graphics.frame_rate = [[10, Graphics.frame_rate + abs / 2].max, 40].min
end
end
end
end
#==============================================================================
# Game_Event Class
# 处理事件
#===============================================================================
class Game_Event
# 这里不需要理会
def in_range?
# 如果TRUE 返回一个虚拟的事件
# 自动启动/并行处理事件或者一个空的事件
if not $antilag.event or (@trigger == 3 or @trigger == 4 or
(@list != nil and @list[0].code == 108 and @list[0].parameters == ['']))
return true
end
screne_x = $game_map.display_x
screne_x -= 256
screne_y = $game_map.display_y
screne_y -= 256
screne_width = $game_map.display_x
screne_width += 2816
screne_height = $game_map.display_y
screne_height += 2176
return false if @real_x <= screne_x
return false if @real_x >= screne_width
return false if @real_y <= screne_y
return false if @real_y >= screne_height
return true
end
#-----------------------------------------------------------------------------
# ● 更新画面
#-----------------------------------------------------------------------------
alias f0tzis_anti_lag_game_event_update update
def update
return if not self.in_range?
f0tzis_anti_lag_game_event_update
end
end
#==============================================================================
# ■ Sprite_Character
#------------------------------------------------------------------------------
# 角色显示用脚本。监视 Game_Character 类的实例、
# 自动变化脚本状态。
#==============================================================================
class Sprite_Character < RPG::Sprite
#-----------------------------------------------------------------------------
# ● 更新画面
#-----------------------------------------------------------------------------
alias f0tzis_anti_lag_sprite_char_update update
def update
return if @character.is_a?(Game_Event) and not @character.in_range?
f0tzis_anti_lag_sprite_char_update
end
end
#===============================================================================
# ■ Game_Map
#
# 处理地图的类。包含卷动以及可以通行的判断功能。
#===============================================================================
class Game_Map
def update
# 还原必要的地图
if $game_map.need_refresh
refresh
end
# 滚动中的情况下
if @scroll_rest > 0
# 滚动速度变化为地图坐标系的距离
distance = 2 ** @scroll_speed
# 执行滚动
case @scroll_direction
when 2 # 下
scroll_down(distance)
when 4 # 左
scroll_left(distance)
when 6 # 右
scroll_right(distance)
when 8 # 上
scroll_up(distance)
end
# 滚动距离的减法运算
@scroll_rest -= distance
end
# 更新地图事件
for event in @events.values
if in_range?(event) or event.trigger == 3 or event.trigger == 4
event.update
end
end
# 更新公共事件
for common_event in @common_events.values
common_event.update
end
# 处理雾的滚动
@fog_ox -= @fog_sx / 8.0
@fog_oy -= @fog_sy / 8.0
# 处理雾的色调变更
if @fog_tone_duration >= 1
d = @fog_tone_duration
target = @fog_tone_target
@fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d
@fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d
@fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d
@fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d
@fog_tone_duration -= 1
end
# 处理雾的不透明度变更
if @fog_opacity_duration >= 1
d = @fog_opacity_duration
@fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d
@fog_opacity_duration -= 1
end
end
def in_range?(object)
diff_x = ($game_map.display_x - object.real_x).abs # 绝对值
diff_y = ($game_map.display_x - object.real_x).abs # 绝对值
width = 128 * 24 # size * tiles
height = 128 * 19 # size * tiles
return !((diff_x > width) or (diff_y > height))
end
end
#===============================================================================
# ■ Spriteset_Map
#
# 处理地图画面活动块和元件的类。
#===============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 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 @panorama.bitmap != nil
@panorama.bitmap.dispose
@panorama.bitmap = nil
end
if @panorama_name != ""
@panorama.bitmap = RPG::Cache.panorama(@panorama_name, @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
@panorama.ox = $game_map.display_x / 8
@panorama.oy = $game_map.display_y / 8
# 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
for sprite in @character_sprites
if in_range?(sprite.character)
sprite.update
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 = $game_screen.flash_color
# 刷新显示端口
@viewport1.update
@viewport3.update
end
def in_range?(object)
diff_x = ($game_player.real_x - object.real_x).abs # 绝对值
diff_y = ($game_player.real_y - object.real_y).abs # 绝对值
width = 128 * 24 # size * tiles
height = 128 * 19 # size * tiles
return !((diff_x > width) or (diff_y > height))
end
end
#===============================================================================
# ■ Interpreter
#
# 执行事件命令的解释器
#===============================================================================
class Interpreter
#-----------------------------------------------------------------------------
# * 脚本
#-----------------------------------------------------------------------------
def command_355
# script 设置第一行
script = @list[@index].parameters[0] + "\n"
# 循环
loop do
# 下一个事件指令在脚本 2 行以上的情况下
if @list[@index+1].code == 655
# 添加到 script 2 行以后
script += @list[@index+1].parameters[0] + "\n"
# 事件指令不在脚本 2 行以上的情况下
else
# 中断循环
break
end
# 推进索引
@index += 1
end
# 评价
result = eval(script)
#---------------------------------------------------------------------------
# 返回值为 false 的情况下
# NEW: the last word of the code mustnt be false!
#---------------------------------------------------------------------------
if result == false and script[script.length-6..script.length-2] != 'false'
# 结束
return false
end
# 继续
return true
end
end
#咳咳少了几行代码
$antilag.max_cpu_utilization = 75
$antilag.cpu_tolerance = 20
$antilag.high_priority = true
$antilag.event = true
#自动回滚标准
if $antilag.max_cpu_utilization>=100
$antilag.max_cpu_utilization=70
end # 分歧结束。
复制代码
如上是抢线程脚本,使用抢线程后,角色行走时远景图就会跟着一起移动……求教,应该如何修改抢线程脚本内的Spriteset_Map或是其他部分,才能兼容双远景图和抢线程? dsu_plus_rewardpost_czw
作者:
Wind2010
时间:
2011-4-3 22:10
把抢线程的163-215行删掉看看
作者:
Goku
时间:
2011-4-3 23:32
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