#============================================================================== # ■ Spriteset_Map #------------------------------------------------------------------------------ # 处理地图画面活动块和元件的类。本类在 # Scene_Map 类的内部使用。 #============================================================================== class Spriteset_Map #-------------------------------------------------------------------------- # ● 初始化对象 #-------------------------------------------------------------------------- def initialize create_viewports create_tilemap create_parallax create_characters create_shadow create_weather create_pictures create_timer update end #-------------------------------------------------------------------------- # ● 生成视区 #-------------------------------------------------------------------------- def create_viewports @viewport1 = Viewport.new(0, 0, 544, 416) @viewport2 = Viewport.new(0, 0, 544, 416) @viewport3 = Viewport.new(0, 0, 544, 416) @viewport4 = Viewport.new(0, 0, 544, 416) @viewport2.z = 200 @viewport3.z = 5000 @viewport4.z = 10 end #-------------------------------------------------------------------------- # ● 生成元件图 #-------------------------------------------------------------------------- def create_tilemap @tilemap = Tilemap.new(@viewport1) @tilemap.bitmaps[0] = Cache.system("TileA1") @tilemap.bitmaps[1] = Cache.system("TileA2") @tilemap.bitmaps[2] = Cache.system("TileA3") @tilemap.bitmaps[3] = Cache.system("TileA4") @tilemap.bitmaps[4] = Cache.system("TileA5") @tilemap.bitmaps[5] = Cache.system("TileB") @tilemap.bitmaps[6] = Cache.system("TileC") @tilemap.bitmaps[7] = Cache.system("TileD") @tilemap.bitmaps[8] = Cache.system("TileE") @tilemap.map_data = $game_map.data @tilemap.passages = $game_map.passages end #-------------------------------------------------------------------------- # ● 生成远景 #-------------------------------------------------------------------------- def create_parallax @parallax = Plane.new(@viewport1) @parallax.z = -1000 @parallax2 = Plane.new(@viewport1) @parallax2.z = 3000 @parallax3 = Plane.new(@viewport1) @parallax3.z = -2000 end #-------------------------------------------------------------------------- # ● 生成角色活动块 #-------------------------------------------------------------------------- def create_characters @character_sprites = [] for i in $game_map.events.keys.sort sprite = Sprite_Character.new(@viewport1, $game_map.events[i]) @character_sprites.push(sprite) 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 #-------------------------------------------------------------------------- # ● 生成飞行船阴影活动块 #-------------------------------------------------------------------------- def create_shadow @shadow_sprite = Sprite.new(@viewport1) @shadow_sprite.bitmap = Cache.system("Shadow") @shadow_sprite.ox = @shadow_sprite.bitmap.width / 2 @shadow_sprite.oy = @shadow_sprite.bitmap.height @shadow_sprite.z = 180 end #-------------------------------------------------------------------------- # ● 生成天气 #-------------------------------------------------------------------------- def create_weather @weather = Spriteset_Weather.new(@viewport2) end #-------------------------------------------------------------------------- # ● 生成位图活动块 #-------------------------------------------------------------------------- def create_pictures @picture_sprites = [] for i in 1..20 @picture_sprites.push(Sprite_Picture.new(@viewport2, $game_map.screen.pictures[i])) end end #-------------------------------------------------------------------------- # ● 生成计时器活动块 #-------------------------------------------------------------------------- def create_timer @timer_sprite = Sprite_Timer.new(@viewport2) end #-------------------------------------------------------------------------- # ● 释放 #-------------------------------------------------------------------------- def dispose dispose_tilemap dispose_parallax dispose_characters dispose_shadow dispose_weather dispose_pictures dispose_timer dispose_viewports end #-------------------------------------------------------------------------- # ● 释放元件图 #-------------------------------------------------------------------------- def dispose_tilemap @tilemap.dispose end #-------------------------------------------------------------------------- # ● 释放远景 #-------------------------------------------------------------------------- def dispose_parallax @parallax.dispose @parallax2.dispose @parallax3.dispose end #-------------------------------------------------------------------------- # ● 释放角色活动块 #-------------------------------------------------------------------------- def dispose_characters for sprite in @character_sprites sprite.dispose end end #-------------------------------------------------------------------------- # ● 释放飞行船阴影活动块 #-------------------------------------------------------------------------- def dispose_shadow @shadow_sprite.dispose end #-------------------------------------------------------------------------- # ● 释放天气 #-------------------------------------------------------------------------- def dispose_weather @weather.dispose end #-------------------------------------------------------------------------- # ● 释放位图活动块 #-------------------------------------------------------------------------- def dispose_pictures for sprite in @picture_sprites sprite.dispose end end #-------------------------------------------------------------------------- # ● 释放计时器活动块 #-------------------------------------------------------------------------- def dispose_timer @timer_sprite.dispose end #-------------------------------------------------------------------------- # ● 释放视区 #-------------------------------------------------------------------------- def dispose_viewports @viewport1.dispose @viewport2.dispose @viewport3.dispose end #-------------------------------------------------------------------------- # ● 刷新画面 #-------------------------------------------------------------------------- def update update_tilemap update_parallax update_characters update_shadow update_weather update_pictures update_timer update_viewports end #-------------------------------------------------------------------------- # ● 刷新元件图 #-------------------------------------------------------------------------- def update_tilemap @tilemap.ox = $game_map.display_x / 8 @tilemap.oy = $game_map.display_y / 8 @tilemap.update end #-------------------------------------------------------------------------- # ● 刷新远景 #-------------------------------------------------------------------------- def update_parallax if @parallax_name != $game_map.parallax_name @parallax_name = $game_map.parallax_name if @parallax.bitmap != nil @parallax.bitmap.dispose @parallax2.bitmap.dispose @parallax3.bitmap.dispose @parallax2.bitmap = nil @parallax.bitmap = nil @parallax3.bitmap = nil end if @parallax_name != "" @parallax.bitmap = Cache.parallax(@parallax_name) @parallax2.bitmap = Cache.parallax(@parallax_name+"_2") @parallax3.bitmap = Cache.parallax(@parallax_name+"_3") end Graphics.frame_reset end @parallax.ox = $game_map.display_x / 8 @parallax.oy = $game_map.display_y / 8 @parallax2.ox = @parallax.ox @parallax2.oy = @parallax.oy @parallax3.ox = $game_map.display_x / 16 @parallax3.oy = $game_map.display_y / 16 end #-------------------------------------------------------------------------- # ● 刷新角色活动块 #-------------------------------------------------------------------------- def update_characters for sprite in @character_sprites sprite.update end end #-------------------------------------------------------------------------- # ● 刷新飞行船阴影活动块 #-------------------------------------------------------------------------- def update_shadow airship = $game_map.airship @shadow_sprite.x = airship.screen_x @shadow_sprite.y = airship.screen_y + airship.altitude @shadow_sprite.opacity = airship.altitude * 8 @shadow_sprite.update end #-------------------------------------------------------------------------- # ● 刷新天气 #-------------------------------------------------------------------------- def update_weather @weather.type = $game_map.screen.weather_type @weather.max = $game_map.screen.weather_max @weather.ox = $game_map.display_x / 8 @weather.oy = $game_map.display_y / 8 @weather.update end #-------------------------------------------------------------------------- # ● 刷新活动块位图 #-------------------------------------------------------------------------- def update_pictures for sprite in @picture_sprites sprite.update end end #-------------------------------------------------------------------------- # ● 刷新计时器位图 #-------------------------------------------------------------------------- def update_timer @timer_sprite.update end #-------------------------------------------------------------------------- # ● 刷新视区 #-------------------------------------------------------------------------- def update_viewports @viewport1.tone = $game_map.screen.tone @viewport1.ox = $game_map.screen.shake @viewport2.color = $game_map.screen.flash_color @viewport3.color.set(0, 0, 0, 255 - $game_map.screen.brightness) @viewport1.update @viewport2.update @viewport3.update end end
#============================================================================== # ■ Spriteset_ActionMap #============================================================================== class Spriteset_ActionMap < Spriteset_Map #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize @act_sprites = [] @act_sprites.push(Sprite_MiniGauge.new) create_viewports create_tilemap create_parallax create_characters create_weather create_pictures create_timer update for i in 0...16 @act_sprites.push(Sprite_MiniMessage.new(nil, $game_action_map.messages[i])) end for i in 0...ACT::PL_BULLET_MAX @act_sprites.push(Sprite_Bullet.new(@viewport2, $game_action_map.pl_bullets[i])) end for i in 0...ACT::EN_BULLET_MAX @act_sprites.push(Sprite_Bullet.new(@viewport2, $game_action_map.en_bullets[i])) end for i in 0...ACT::EFFECT_MAX @act_sprites.push(Sprite_Effect.new(@viewport2, $game_action_map.effects[i])) end end #-------------------------------------------------------------------------- # ● タイルマップの作成 #-------------------------------------------------------------------------- def create_tilemap @tilemap = Tilemap.new(@viewport1) @tilemap.bitmaps[0] = Cache.system("TileA1") @tilemap.bitmaps[1] = Cache.system("TileA2") @tilemap.bitmaps[2] = Cache.system("TileA3") @tilemap.bitmaps[3] = Cache.system("TileA4") @tilemap.bitmaps[4] = Cache.system("TileA5") @tilemap.bitmaps[5] = Cache.system("TileB") @tilemap.bitmaps[6] = Cache.system("TileC") @tilemap.bitmaps[7] = Cache.system("TileD") @tilemap.bitmaps[8] = Cache.system("TileE") @tilemap.map_data = $game_action_map.data @tilemap.passages = $game_action_map.passages end #-------------------------------------------------------------------------- # ● キャラクタースプライトの作成 #-------------------------------------------------------------------------- def create_characters @character_sprites = [] for i in $game_action_map.events.keys.sort sprite = Sprite_Character.new(@viewport1, $game_action_map.events[i]) @character_sprites.push(sprite) end @character_sprites.push(Sprite_Character.new(@viewport1, $game_action_player)) end #-------------------------------------------------------------------------- # ● ピクチャスプライトの作成 #-------------------------------------------------------------------------- def create_pictures @picture_sprites = [] for i in 1..20 @picture_sprites.push(Sprite_Picture.new(@viewport2, $game_action_map.screen.pictures[i])) end end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- def dispose dispose_tilemap dispose_parallax dispose_characters dispose_weather dispose_pictures dispose_timer dispose_viewports for sprite in @act_sprites do sprite.dispose end end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update update_tilemap update_parallax update_characters update_weather update_pictures update_timer update_viewports if @act_sprites != nil for sprite in @act_sprites do sprite.update end end end #-------------------------------------------------------------------------- # ● タイルマップの更新 #-------------------------------------------------------------------------- def update_tilemap @tilemap.ox = $game_action_map.display_x / 8 @tilemap.oy = $game_action_map.display_y / 8 @tilemap.update end #-------------------------------------------------------------------------- # ● 遠景の更新 #-------------------------------------------------------------------------- def update_parallax if @parallax_name != $game_action_map.parallax_name @parallax_name = $game_action_map.parallax_name if @parallax.bitmap != nil @parallax.bitmap.dispose @parallax.bitmap = nil end if @parallax_name != "" @parallax.bitmap = Cache.parallax(@parallax_name) end Graphics.frame_reset end @parallax.ox = $game_action_map.calc_parallax_x(@parallax.bitmap) @parallax.oy = $game_action_map.calc_parallax_y(@parallax.bitmap) end #-------------------------------------------------------------------------- # ● キャラクタースプライトの更新 #-------------------------------------------------------------------------- def update_characters for sprite in @character_sprites sprite.update if sprite.character.update_flag end end #-------------------------------------------------------------------------- # ● 天候の更新 #-------------------------------------------------------------------------- def update_weather @weather.type = $game_action_map.screen.weather_type @weather.max = $game_action_map.screen.weather_max @weather.ox = $game_action_map.display_x / 8 @weather.oy = $game_action_map.display_y / 8 @weather.update end #-------------------------------------------------------------------------- # ● ビューポートの更新 #-------------------------------------------------------------------------- def update_viewports @viewport1.tone = $game_action_map.screen.tone @viewport1.ox = $game_action_map.screen.shake @viewport2.color = $game_action_map.screen.flash_color @viewport3.color.set(0, 0, 0, 255 - $game_action_map.screen.brightness) @viewport1.update @viewport2.update @viewport3.update end end
#============================================================================== # ■ Spriteset_ActionMap #============================================================================== class Spriteset_ActionMap < Spriteset_Map #-------------------------------------------------------------------------- # ● 对象初始化 #-------------------------------------------------------------------------- def initialize @act_sprites = [] @act_sprites.push(Sprite_MiniGauge.new) create_viewports create_tilemap create_parallax create_characters create_weather create_pictures create_timer update for i in 0...16 @act_sprites.push(Sprite_MiniMessage.new(nil, $game_action_map.messages[i])) end for i in 0...ACT::PL_BULLET_MAX @act_sprites.push(Sprite_Bullet.new(@viewport2, $game_action_map.pl_bullets[i])) end for i in 0...ACT::EN_BULLET_MAX @act_sprites.push(Sprite_Bullet.new(@viewport2, $game_action_map.en_bullets[i])) end for i in 0...ACT::EFFECT_MAX @act_sprites.push(Sprite_Effect.new(@viewport2, $game_action_map.effects[i])) end end #-------------------------------------------------------------------------- # ● 生成视区 #-------------------------------------------------------------------------- def create_viewports @viewport1 = Viewport.new(0, 0, 544, 416) @viewport2 = Viewport.new(0, 0, 544, 416) @viewport3 = Viewport.new(0, 0, 544, 416) @viewport4 = Viewport.new(0, 0, 544, 416) @viewport2.z = 200 @viewport3.z = 5000 @viewport4.z = 10 end #-------------------------------------------------------------------------- # ● 生成图块地图 #-------------------------------------------------------------------------- def create_tilemap @tilemap = Tilemap.new(@viewport1) @tilemap.bitmaps[0] = Cache.system("TileA1") @tilemap.bitmaps[1] = Cache.system("TileA2") @tilemap.bitmaps[2] = Cache.system("TileA3") @tilemap.bitmaps[3] = Cache.system("TileA4") @tilemap.bitmaps[4] = Cache.system("TileA5") @tilemap.bitmaps[5] = Cache.system("TileB") @tilemap.bitmaps[6] = Cache.system("TileC") @tilemap.bitmaps[7] = Cache.system("TileD") @tilemap.bitmaps[8] = Cache.system("TileE") @tilemap.map_data = $game_action_map.data @tilemap.passages = $game_action_map.passages end #-------------------------------------------------------------------------- # ● 生成远景 #-------------------------------------------------------------------------- def create_parallax @parallax = Plane.new(@viewport1) @parallax.z = -1000 @parallax2 = Plane.new(@viewport1) @parallax2.z = 3000 @parallax3 = Plane.new(@viewport1) @parallax3.z = -2000 end #-------------------------------------------------------------------------- # ● 生成角色的精灵 #-------------------------------------------------------------------------- def create_characters @character_sprites = [] for i in $game_action_map.events.keys.sort sprite = Sprite_Character.new(@viewport1, $game_action_map.events[i]) @character_sprites.push(sprite) 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_action_player)) end #-------------------------------------------------------------------------- # ● 生成飞行船阴影活动块 #-------------------------------------------------------------------------- def create_shadow @shadow_sprite = Sprite.new(@viewport1) @shadow_sprite.bitmap = Cache.system("Shadow") @shadow_sprite.ox = @shadow_sprite.bitmap.width / 2 @shadow_sprite.oy = @shadow_sprite.bitmap.height @shadow_sprite.z = 180 end #-------------------------------------------------------------------------- # ● 生成天气 #-------------------------------------------------------------------------- def create_weather @weather = Spriteset_Weather.new(@viewport2) end #-------------------------------------------------------------------------- # ● 生成图片的精灵 #-------------------------------------------------------------------------- def create_pictures @picture_sprites = [] for i in 1..20 @picture_sprites.push(Sprite_Picture.new(@viewport2, $game_action_map.screen.pictures[i])) end end #-------------------------------------------------------------------------- # ● 生成计时器活动块 #-------------------------------------------------------------------------- def create_timer @timer_sprite = Sprite_Timer.new(@viewport2) end #-------------------------------------------------------------------------- # ● 释放 #-------------------------------------------------------------------------- def dispose dispose_tilemap dispose_parallax dispose_characters dispose_weather dispose_pictures dispose_timer dispose_viewports for sprite in @act_sprites do sprite.dispose end end #-------------------------------------------------------------------------- # ● 释放元件图 #-------------------------------------------------------------------------- def dispose_tilemap @tilemap.dispose end #-------------------------------------------------------------------------- # ● 释放远景 #-------------------------------------------------------------------------- def dispose_parallax @parallax.dispose @parallax2.dispose @parallax3.dispose end #-------------------------------------------------------------------------- # ● 释放角色活动块 #-------------------------------------------------------------------------- def dispose_characters for sprite in @character_sprites sprite.dispose end end #-------------------------------------------------------------------------- # ● 释放飞行船阴影活动块 #-------------------------------------------------------------------------- def dispose_shadow @shadow_sprite.dispose end #-------------------------------------------------------------------------- # ● 释放天气 #-------------------------------------------------------------------------- def dispose_weather @weather.dispose end #-------------------------------------------------------------------------- # ● 释放位图活动块 #-------------------------------------------------------------------------- def dispose_pictures for sprite in @picture_sprites sprite.dispose end end #-------------------------------------------------------------------------- # ● 释放计时器活动块 #-------------------------------------------------------------------------- def dispose_timer @timer_sprite.dispose end #-------------------------------------------------------------------------- # ● 释放视区 #-------------------------------------------------------------------------- def dispose_viewports @viewport1.dispose @viewport2.dispose @viewport3.dispose end #-------------------------------------------------------------------------- # ● 帧更新 #-------------------------------------------------------------------------- def update update_tilemap update_parallax update_characters update_weather update_pictures update_timer update_viewports if @act_sprites != nil for sprite in @act_sprites do sprite.update end end end #-------------------------------------------------------------------------- # ● 图块地图的更新 #-------------------------------------------------------------------------- def update_tilemap @tilemap.ox = $game_action_map.display_x / 8 @tilemap.oy = $game_action_map.display_y / 8 @tilemap.update end #-------------------------------------------------------------------------- # ● 更新远景 #-------------------------------------------------------------------------- def update_parallax if @parallax_name != $game_action_map.parallax_name @parallax_name = $game_action_map.parallax_name if @parallax.bitmap != nil @parallax.bitmap.dispose @parallax2.bitmap.dispose @parallax3.bitmap.dispose @parallax2.bitmap = nil @parallax.bitmap = nil @parallax3.bitmap = nil end if @parallax_name != "" @parallax.bitmap = Cache.parallax(@parallax_name) @parallax2.bitmap = Cache.parallax(@parallax_name+"_2") @parallax3.bitmap = Cache.parallax(@parallax_name+"_3") end Graphics.frame_reset end @parallax.ox = $game_action_map.calc_parallax_x(@parallax.bitmap) /8 @parallax.oy = $game_action_map.calc_parallax_y(@parallax.bitmap) /8 @parallax2.ox = @parallax.ox @parallax2.oy = @parallax.oy @parallax3.ox = $game_action_map.calc_parallax_x(@parallax.bitmap) / 16 @parallax3.oy = $game_action_map.calc_parallax_y(@parallax.bitmap) / 16 end #-------------------------------------------------------------------------- # ● 更新角色脚本 #-------------------------------------------------------------------------- def update_characters for sprite in @character_sprites sprite.update if sprite.character.update_flag end end #-------------------------------------------------------------------------- # ● 刷新飞行船阴影活动块 #-------------------------------------------------------------------------- def update_shadow airship = $game_map.airship @shadow_sprite.x = airship.screen_x @shadow_sprite.y = airship.screen_y + airship.altitude @shadow_sprite.opacity = airship.altitude * 8 @shadow_sprite.update end #-------------------------------------------------------------------------- # ● 天气更新 #-------------------------------------------------------------------------- def update_weather @weather.type = $game_action_map.screen.weather_type @weather.max = $game_action_map.screen.weather_max @weather.ox = $game_action_map.display_x / 8 @weather.oy = $game_action_map.display_y / 8 @weather.update end #-------------------------------------------------------------------------- # ● 刷新活动块位图 #-------------------------------------------------------------------------- def update_pictures for sprite in @picture_sprites sprite.update end end #-------------------------------------------------------------------------- # ● 刷新计时器位图 #-------------------------------------------------------------------------- def update_timer @timer_sprite.update end #-------------------------------------------------------------------------- # ● 视口更新 #-------------------------------------------------------------------------- def update_viewports @viewport1.tone = $game_action_map.screen.tone @viewport1.ox = $game_action_map.screen.shake @viewport2.color = $game_action_map.screen.flash_color @viewport3.color.set(0, 0, 0, 255 - $game_action_map.screen.brightness) @viewport1.update @viewport2.update @viewport3.update end end
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