Project1

标题: 显示地图的脚本BUG [打印本页]

作者: 985064351    时间: 2011-5-1 10:31
标题: 显示地图的脚本BUG
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================

#第三重更新:紧急修正了某个错误(书写所致)
#初步修复远景同步问题
#精灵再度更新:支持地图的远景图显示(如果有的话)

#冬夜更新说明
#更改了小地图的位置,Q是开启小地图跟随开关

#更新了场所移动时地图的不同步,更新了战斗后的地图不同步
#小地图默认成为false,只在第一次登入时是,以后跟随开关的指示
#恩恩  
#最后更新,测试过


#修正了由于小地图变化引起的不能转换问题,修整了房间内的地图原先的那个羁押功能




#==============================================================================
# ■ 縮小地图的表示(ver 1.03)
# by ピニョン clum-sea
#==============================================================================
#==============================================================================
# □ 前期定义
#==============================================================================
module PLAN_Map_Window
  WIN_X       = 8         # 地图的 X 座標
  WIN_Y       = 8         # 地图的 Y 座標
  WIN_WIDTH   = 250     # 地图的宽度
  WIN_HEIGHT  = 200     # 地图的高度
  ZOOM        = 4.0     # 地图的放缩比例
  WINDOWSKIN  = ""        # 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      = 6       # 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 = true   # 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     = 255  # 窗口的透明度
  C_OPACITY   = 255   # 地图的透明度
  
  VISIBLE     = false      # 最初是否可见
  SWITCH_KEY  = Input::L  # Q键锁定/解锁小地图
  MAP_VISIBLE = 7         #地图显示开关状态
  MAP_SWITCH = 8          #地图锁定开关状态
  MAP_DIRECTION = 10       #地图方向变量
end
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
  attr_accessor  :map_visible     # 地图的表示状態
end
#==============================================================================
# ■ Scene_Map
#==============================================================================
class Scene_Map
  #--------------------------------------------------------------------------
  # ● 主处理
  #--------------------------------------------------------------------------
  alias plan_map_window_main main
  def main
  $minimap = false
  @map_window         = Window_Map.new
    @map_window.visible = $game_switches[PLAN_Map_Window::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
    if $game_switches[PLAN_Map_Window::SWITCH]      
      if @map_window.visible
      @map_window.visible = false
      $game_switches[PLAN_Map_Window::MAP_VISIBLE]= false
      $game_switches[PLAN_Map_Window::MAP_SWITCH] = false
      $game_variables[PLAN_Map_Window::MAP_DIRECTION] = $direction
      $map_close = true
      end  
    else
      if $map_close         
         @map_window.visible = true
         $game_switches[PLAN_Map_Window::MAP_VISIBLE]= true
         $map_close = false
      end
    if !$game_temp.in_battle
      if Input.trigger?(PLAN_Map_Window::ON_OFF_KEY)
        if @map_window.visible
          $game_system.se_play($data_system.cancel_se)
          @map_window.visible = false
          $game_switches[PLAN_Map_Window::MAP_VISIBLE]= false
          $game_switches[PLAN_Map_Window::MAP_SWITCH] = false
          $game_variables[PLAN_Map_Window::MAP_DIRECTION] = $direction
        else
          $game_system.se_play($data_system.decision_se)
          @map_window.visible = true
          $game_switches[PLAN_Map_Window::MAP_VISIBLE]= true
        end
      end
      if Input.trigger?(PLAN_Map_Window::SWITCH_KEY)
        if @map_window.visible
        if $game_switches[PLAN_Map_Window::MAP_SWITCH]
          $game_system.se_play($data_system.cancel_se)
          $game_switches[PLAN_Map_Window::MAP_SWITCH] = false
          $game_variables[PLAN_Map_Window::MAP_DIRECTION] = $direction
         else
          $game_system.se_play($data_system.decision_se)
          $game_switches[PLAN_Map_Window::MAP_SWITCH] = true
         end
       end
     end
   end
    end
      @map_window.update if @map_window.visible
  end
  #--------------------------------------------------------------------------
  # ● 场所移动的变化
  #--------------------------------------------------------------------------
  alias plan_map_window_transfer_player transfer_player
  def transfer_player
    @map_window.visible = false
    plan_map_window_transfer_player
    @map_window.dispose
    @map_window = Window_Map.new
  end
end
#==============================================================================
# ■ Window_Map
#==============================================================================
class Window_Map < Window_Base
  #--------------------------------------------------------------------------
  # ● 初始化
  #--------------------------------------------------------------------------
  def initialize
   $direction = $game_variables[PLAN_Map_Window::MAP_DIRECTION]
   if $win_x != nil
      x = $win_x
      y = $win_y
   else
   case $direction
     when 0
     x = 8
     y = 8
     $win_x = x
     $win_y = y
     when 1
     x = 382
     y = 8
     $win_x = x
     $win_y = y
     when 2
     x = 8
     y = 280 - 8
     $win_x = x
     $win_y = y
     when 3
     x = 382
     y = 280 - 8
     $win_x = x
     $win_y = y
     end
   end
    w = PLAN_Map_Window::WIN_WIDTH
    h = PLAN_Map_Window::WIN_HEIGHT
  $minimap = true
   super(x, y, w, h)
  $minimap = false
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = PLAN_Map_Window::OPACITY
    self.contents_opacity = PLAN_Map_Window::C_OPACITY
    self.z = 100
    @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
      @autotiles = RPG::Cache.autotile(autotile_name)
    end
    @old_real_x = $game_player.real_x
    @old_real_y = $game_player.real_y
  if $game_map.width > 70 or $game_map.height > 70
      $ZOOM = 2 * PLAN_Map_Window::ZOOM
  else
   
     if $game_map.width < 40 or $game_map.height < 40
      $ZOOM = PLAN_Map_Window::ZOOM / 2
    else
      $ZOOM = PLAN_Map_Window::ZOOM
      end
  end
    @panorama = make_panorama
    @all_map = make_all_map
    self.visible = $game_switches[PLAN_Map_Window::MAP_VISIBLE]
     unless PLAN_Map_Window::WINDOWSKIN.empty?
      self.windowskin = RPG::Cache.windowskin("")
    end
    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 / $ZOOM) * 32
    h = ($game_map.height / $ZOOM) * 32
    ret_bitmap = Bitmap.new(w, h)
    src_rect = Rect.new(0, 0, all_map.width, all_map.height)
    dest_rect = Rect.new(0, 0, ret_bitmap.width, ret_bitmap.height)
    ret_bitmap.stretch_blt(dest_rect, all_map, src_rect)
    all_map.dispose
    return ret_bitmap
  end
  #--------------------------------------------------------------------------
  # ● 远景图做成
  #--------------------------------------------------------------------------
  def make_panorama
    all_panorama = RPG::Cache.panorama($game_map.panorama_name,$game_map.panorama_hue)   
    cw = $game_map.width * 32
    ch = $game_map.height * 32
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(0 , 0, all_panorama, src_rect)
    w = ($game_map.width / $ZOOM) * 32
    h = ($game_map.height / $ZOOM) * 32
    ret_bitmap = Bitmap.new(w, h)
    src_rect = Rect.new(0, 0, all_panorama.width, all_panorama.height)
    dest_rect = Rect.new(0, 0, ret_bitmap.width, ret_bitmap.height)
    ret_bitmap.stretch_blt(dest_rect, all_panorama, src_rect)
    all_panorama.dispose
    return ret_bitmap
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear

    self.x = $win_x
    self.y = $win_y
    self.z = 100
  @small_map = false
  if $game_map.width < 80 or $game_map.height < 80
    #这个是当地图大小宽和高小于指定大小时才改变大小,限制小地图窗口大小
    if $game_map.width < 40 or $game_map.height < 40
      #这同时限制了变换小地图的大小,防止关卡和队长办公室因为地图宽长无法切换
      self.width = [@all_map.width,200].min
      self.height = [@all_map.height,200].min
      self.contents = Bitmap.new(width-32, height-32)
     #让改变的小地图X坐标紧贴边缘
    if self.x + self.width > 250
      self.x = 625 - self.width
    end
      #让改变的小地图Y左边紧贴边缘
    if self.y + self.height > 380
      self.y = 470 - self.height
    end
     @small_map = true
  end
end
   if self.windowskin == nil
   @windowskin_name = $game_system.windowskin_name
   self.windowskin = RPG::Cache.windowskin(@windowskin_name)
   end
    one_tile_size = 32 / $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
    px = x
    py = y
    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
    rev_px = 0
    if @panorama.width < self.contents.width
      rev_px = (half_width - $game_player.real_x * one_tile_size) / 128
      rev_px -= (self.contents.width - @all_map.width) / 2
      px += rev_px
    elsif half_width > $game_player.real_x * one_tile_size
      rev_px = (half_width - $game_player.real_x * one_tile_size) / 128
      px += rev_px
    elsif half_width > rest_width
      rev_px = -((half_width - rest_width) / 128)
      px += rev_px
    end
    half_height = self.contents.height * 128 / 2
    rest_height = ($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
    rev_py = 0
    if @panorama.height < self.contents.height
      rev_py = (half_height - $game_player.real_y * one_tile_size) / 128
      rev_py -= (self.contents.height - @all_map.height) / 2
      py += rev_py
    elsif half_height > $game_player.real_y * one_tile_size
      rev_py = (half_height - $game_player.real_y * one_tile_size) / 128
      py += rev_py
    elsif half_height > rest_height
      rev_py = -((half_height - rest_height) / 128)
      py += rev_py
    end
    px /= 2
    py /= 2
    src_rect1 = Rect.new(px, py, self.contents.width, self.contents.height)
    src_rect2 = Rect.new(x, y, self.contents.width, self.contents.height)
    self.contents.blt(0, 0, @panorama, src_rect1)
    self.contents.blt(0, 0, @all_map, src_rect2)
     if PLAN_Map_Window::WINDOW_MOVE == true
      w = self.x - 32 .. self.x + self.width + 32
      h = self.y - 64 .. self.y + self.height + 64
      if w === $game_player.screen_x and h === $game_player.screen_y
     if !@small_map
     case self.x
      when 8
         self.x = 382
      when 382
        self.x = 8
      end
     case self.y
    when 272
      self.y = 8
    when 8
      self.y = 272
    end
  else
    case self.x
    when  625 - self.width
      self.x = 8
    when 8
      self.x = 625 - self.width
    end
    case self.y
    when 470 - self.height
      self.y = 8
    when 8
      self.y = 470 - self.height
    end
    end
end
end
     #主角位置
    if $game_party.actors.size > 0
      actor = $game_party.actors[0]
      bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
      width = bitmap.width/ 4
      height = bitmap.height / 4
      sy = ($game_player.direction - 2) / 2 * height
      #原始行走图大小矩形
      src_rect = Rect.new(0, sy, width, height)
      if $ZOOM > 7
      w = width / 5
      h = height / 5
      else  
      w = width / $ZOOM
      h = height / $ZOOM
      end
      x = self.contents.width / 2 - w / 2 + one_tile_size / 2 - rev_x
      y = self.contents.height / 2 - h / 2 - rev_y
      #小地图上的行走图大小
      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
    @panorama.dispose
    @all_map.dispose
  end
end

#==============================================================================
# ■ Game_Player
#------------------------------------------------------------------------------
#  处理主角的类。事件启动的判定、以及地图的滚动等功能。
# 本类的实例请参考 $game_player。
#==============================================================================

class Game_Player < Game_Character
  alias old_update update
  def update
    old_update
    unless moving? or $game_system.map_interpreter.running? or
           @move_route_forcing or $game_temp.message_window_showing
      # 如果方向键被按下、主角就朝那个方向移动
     case Input.dir4
      when 2
      if $game_switches[PLAN_Map_Window::MAP_SWITCH]
       $win_x = 8
       $win_y = 8
       $direction = 0
       $game_variables[PLAN_Map_Window::MAP_DIRECTION] = $direction
      end
      when 4
      if $game_switches[PLAN_Map_Window::MAP_SWITCH]
       $win_x = 382
       $win_y = 8
       $direction = 1
       $game_variables[PLAN_Map_Window::MAP_DIRECTION] = $direction
      end
      when 6
      if $game_switches[PLAN_Map_Window::MAP_SWITCH]
       $win_x = 8
       $win_y = 280 - 8
       $direction = 2
       $game_variables[PLAN_Map_Window::MAP_DIRECTION] = $direction
      end
      when 8
       if $game_switches[PLAN_Map_Window::MAP_SWITCH]
       $win_x = 382
       $win_y = 280 - 8
       $direction = 3
       $game_variables[PLAN_Map_Window::MAP_DIRECTION] = $direction
      end
     end
    end
  end
end
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
#  游戏中全部窗口的超级类。
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # ● 初始化对像
  #     x      : 窗口的 X 坐标
  #     y      : 窗口的 Y 坐标
  #     width  : 窗口的宽
  #     height : 窗口的宽
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
    super()
    @windowskin_name = $game_system.windowskin_name
    if !$minimap
    self.windowskin = RPG::Cache.windowskin(@windowskin_name)
    end
    self.x = x
    self.y = y
    self.width = width
    self.height = height
    self.z = 100
  end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================


它在进入另个场景时会把远景变成黑色(等于没远景)要进入菜单在出来远景才出来(显示远景)希望有能人解决


985064351于2011-5-1 11:00补充以下内容:
求会脚本看看是什么回事




欢迎光临 Project1 (https://rpg.blue/) Powered by Discuz! X3.1