Project1
标题:
【防卡】【效率优化】局部刷新地图
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作者:
c248611
时间:
2012-7-9 10:40
标题:
【防卡】【效率优化】局部刷新地图
本帖最后由 c248611 于 2012-7-9 10:46 编辑
XP:
#======================================
# ■ Anti Event Lag Script
#======================================
# By: Near Fantastica
# Date: 12.06.05
# Version: 3
#======================================
#======================================
# ■ Game_Map
#======================================
class Game_Map
#--------------------------------------------------------------------------
def in_range?(object)
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 object.real_x <= screne_x - 128
return false if object.real_x >= screne_width + 128
return false if object.real_y <= screne_y - 128
return false if object.real_y >= screne_height + 128
return true
end
#--------------------------------------------------------------------------
def update
if $game_map.need_refresh
refresh
end
if @scroll_rest > 0
distance = 2 ** @scroll_speed
case @scroll_direction
when 2
scroll_down(distance)
when 4
scroll_left(distance)
when 6
scroll_right(distance)
when 8
scroll_up(distance)
end
@scroll_rest -= distance
end
for event in @events.values
if in_range?(event) or event.trigger == 3 or event.trigger == 4
event.update
end
end
for common_event in @common_events.values
common_event.update
end
@fog_ox -= @fog_sx / 8.0
@fog_oy -= @fog_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 in_range?(object)
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 object.real_x <= screne_x - 128
return false if object.real_x >= screne_width + 128
return false if object.real_y <= screne_y - 128
return false if object.real_y >= screne_height + 128
return true
end
#--------------------------------------------------------------------------
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
@panorama.ox = $game_map.display_x / 8
@panorama.oy = $game_map.display_y / 8
@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
i=0
for sprite in @character_sprites
if sprite.character.is_a?(Game_Event)
if in_range?(sprite.character) or sprite.character.trigger == 3 or sprite.character.trigger == 4
sprite.update
i+=1
end
else
sprite.update
i+=1
end
end
#p i
@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
复制代码
VA:
module Fux2
HACK_X = -11
HACK_Y = -8
HACK_WIDTH = 12
HACK_HEIGHT = 9
end
class Game_Map
def setup(map_id)
$speclist = []
@map_id = map_id
@map = load_data(sprintf("Data/Map%03d.rvdata", @map_id))
@display_x = 0
@display_y = 0
@passages = $data_system.passages
referesh_vehicles
setup_events
setup_scroll
setup_parallax
@need_refresh = false
end
def update_events
($splist+$autolist+$speclist).uniq.sort.each{|i| $game_map.events[i].update if $game_map.events[i]}
for common_event in @common_events.values
common_event.update
end
end
end
class Spriteset_Map
def create_characters
$splist = []
$autolist = []
@character_sprites = []
for i in $game_map.events.keys.sort
next if $speclist.include?(i)
if $game_map.events[i].trigger >= 3
$autolist << i
end
if ($game_map.events[i].x-$game_map.display_x/256+Fux2::HACK_X).abs < Fux2::HACK_WIDTH+1 && ($game_map.events[i].y-$game_map.display_y/256+Fux2::HACK_Y).abs < Fux2::HACK_HEIGHT+1
sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
@character_sprites.push(sprite)
$splist << i
end
end
for vehicle in $game_map.vehicles
sprite = Sprite_Character.new(@viewport1, vehicle)
@character_sprites.push(sprite)
end
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
end
def add_character(i)
return if $speclist.include?(i)
sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
@character_sprites.insert($splist.size,sprite)
$speclist << i
end
def update_characters
if @scx != $game_map.display_x/256+Fux2::HACK_X || @scy != $game_map.display_y/256+Fux2::HACK_Y
@scx = $game_map.display_x/256+Fux2::HACK_X
@scy = $game_map.display_y/256+Fux2::HACK_Y
$splist.each_with_index do |i,j|
if ($game_map.events[i].x-$game_map.display_x/256+Fux2::HACK_X).abs > Fux2::HACK_WIDTH || ($game_map.events[i].y-$game_map.display_y/256+Fux2::HACK_Y).abs > Fux2::HACK_HEIGHT
@character_sprites[j].dispose
@character_sprites.delete_at(j)
$splist.delete_at(j)
end
end
for i in $game_map.events.keys.sort
next if $splist.include?(i)
if ($game_map.events[i].x-$game_map.display_x/256+Fux2::HACK_X).abs < Fux2::HACK_WIDTH+1 && ($game_map.events[i].y-$game_map.display_y/256+Fux2::HACK_Y).abs < Fux2::HACK_HEIGHT+1
sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
@character_sprites.insert(0,sprite)
$splist.insert(0,i)
end
end
end
@character_sprites.each{|i| i.update}
end
end
class Scene_Map < Scene_Base
attr_accessor :spriteset
end
class Game_Interpreter
def command_205
if $game_map.need_refresh
$game_map.refresh
end
character = get_character(@params[0])
if @params[0] > 0
if $scene.is_a?(Scene_Map)
$scene.spriteset.add_character(@params[0])
end
end
if character != nil
character.force_move_route(@params[1])
@moving_character = character if @params[1].wait
end
return true
end
end
复制代码
作者:
小传子
时间:
2012-7-9 17:13
看版规,没源地址24小时以后删帖
作者:
神秘影子
时间:
2013-8-5 22:19
LZ这个明明是XP和VX的,写VA干嘛,害我白高兴
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