Project1
标题:
有没有办法让背景循环出现?
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作者:
应宗振
时间:
2011-8-21 10:21
标题:
有没有办法让背景循环出现?
就比如那种在火车上的,背景一直往后飞的那种 dsu_plus_rewardpost_czw
作者:
fux2
时间:
2011-8-21 10:31
远景图啊雾图形不解释.
作者:
shoed
时间:
2011-8-21 11:35
用事件和脚本都行
我这里是用事件的方式
图像 9.jpg
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2011-8-21 11:35 上传
作者:
钢铁列兵
时间:
2011-8-21 11:41
用这个就可以了;按说明设置好要让背景运动的地图,然后在该地图就可以实现你说的效果。
这个效果我最早见于魔神大人的《时空王者》,第二章boss战那里。
# ————————————————————————————————————
# ▼▲▼ XRXS34. パノラマスクロール ▼▲▼
# by ぷのくー
#——————————————————————————————————————
# 这是一个非常简单的脚本,只要自定义自动滚动的地图编号和绝对不滚动的地图编号
# 即可实现对远景的操作。
#——————————————————————————————————————
#在事件脚本里使用$PANORAMA_SX =A $PANORAMA_SY=B 就能自由控制了,目前所在地图无法变换。
#==============================================================================
# 初始化的一些常量
#==============================================================================
class Game_Map
# 远景横向飘移速度速度
$PANORAMA_SX = 350
# 远景纵向飘移速度速度
$PANORAMA_SY = 0
# 自动滚动远景的地图编号(编号为1、4、7、5的地图远景会自动移动)
AUTO_SCROLL_PANORAMA_IDS = [82,106]
end
class Spriteset_Map
# 锁定远景的地图编号(编号为2、8、10的地图远景会锁定)
SCROLL_FREEZE_PANORAMA_IDS = [231,299]
#——说明:如果自动滚动和锁定都包括了某张地图,则该地图不滚动。
#——如果自动滚动和锁定都没有包括某图,则还是会使用默认效果。
end
#==============================================================================
# ■ Game_Map
#==============================================================================
class Game_Map
attr_accessor :panorama_sx
attr_accessor :panorama_sy
attr_reader :panorama_ox
attr_reader :panorama_oy
def setup(map_id)
@map_id = map_id
@map = load_data(sprintf("Data/Map%03d.rxdata", @map_id))
tileset = $data_tilesets[@map.tileset_id]
@tileset_name = tileset.tileset_name
@autotile_names = tileset.autotile_names
@panorama_name = tileset.panorama_name
@panorama_hue = tileset.panorama_hue
@fog_name = tileset.fog_name
@fog_hue = tileset.fog_hue
@fog_opacity = tileset.fog_opacity
@fog_blend_type = tileset.fog_blend_type
@fog_zoom = tileset.fog_zoom
@fog_sx = tileset.fog_sx
@fog_sy = tileset.fog_sy
# ===================================
if AUTO_SCROLL_PANORAMA_IDS.include?(map_id)
@panorama_sx = $PANORAMA_SX
@panorama_sy = $PANORAMA_SY
else
@panorama_sx = 0
@panorama_sy = 0
end
# ===================================
@battleback_name = tileset.battleback_name
@passages = tileset.passages
@priorities = tileset.priorities
@terrain_tags = tileset.terrain_tags
@display_x = 0
@display_y = 0
@need_refresh = false
@events = {}
for i in @map.events.keys
@events[i] = Game_Event.new(@map_id, @map.events[i])
end
@common_events = {}
for i in 1...$data_common_events.size
@common_events[i] = Game_CommonEvent.new(i)
end
@fog_ox = 0
@fog_oy = 0
@panorama_ox = 0
@panorama_oy = 0
@fog_tone = Tone.new(0, 0, 0, 0)
@fog_tone_target = Tone.new(0, 0, 0, 0)
@fog_tone_duration = 0
@fog_opacity_duration = 0
@fog_opacity_target = 0
@scroll_direction = 2
@scroll_rest = 0
@scroll_speed = 4
end
def update
if $game_map.need_refresh
refresh
end
if @scroll_rest > 0
distance = 2 ** @scroll_speed
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
@scroll_rest -= distance
end
for event in @events.values
event.update
end
for common_event in @common_events.values
common_event.update
end
@fog_ox -= @fog_sx / 8.0
@fog_oy -= @fog_sy / 8.0
# ===================================
@panorama_ox -= @panorama_sx / 8.0
@panorama_oy -= @panorama_sy / 8.0
# ===================================
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
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
end
#==============================================================================
# ■ Spriteset_Map
#==============================================================================
class Spriteset_Map
def update
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
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
@tilemap.ox = $game_map.display_x / 4
@tilemap.oy = $game_map.display_y / 4
@tilemap.update
# ===================================
if SCROLL_FREEZE_PANORAMA_IDS.include?($game_map.map_id)
@panorama.ox = 0
@panorama.oy = 0
else
@panorama.ox = $game_map.display_x / 8 +$game_map.panorama_ox
@panorama.oy = $game_map.display_y / 8 +$game_map.panorama_oy
end
# ===================================
@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
for sprite in @character_sprites
sprite.update
end
@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
for sprite in @picture_sprites
sprite.update
end
@timer_sprite.update
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
@viewport3.color = $game_screen.flash_color
@viewport1.update
@viewport3.update
end
end
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