#------------------------------------------------------------------------------- # * [ACE] Khas Awesome Light Effects #------------------------------------------------------------------------------- # * By Khas Arcthunder - arcthunder.site40.net # * Version: 1.0 EN # * Released on: 17/01/2012 # #------------------------------------------------------------------------------- # * Terms of Use #------------------------------------------------------------------------------- # When using any Khas script, you agree with the following terms: # 1. You must give credit to Khas; # 2. All Khas scripts are licensed under a Creative Commons license; # 3. All Khas scripts are for non-commercial projects. If you need some script # for your commercial project (I accept requests for this type of project), # send an email to [email][email protected][/email] with your request; # 4. All Khas scripts are for personal use, you can use or edit for your own # project, but you are not allowed to post any modified version; # 5. You can’t give credit to yourself for posting any Khas script; # 6. If you want to share a Khas script, don’t post the direct download link, # please redirect the user to arcthunder.site40.net # #------------------------------------------------------------------------------- # * Features #------------------------------------------------------------------------------- # - Realistic Light # - Light does not pass over walls, blocks and roofs # - Static Light Sources # - Dynamic Light Sources (like a player's lantern) # - Multiple effects # - Easy to use (comments) # #------------------------------------------------------------------------------- # * WARNING - Performance #------------------------------------------------------------------------------- # This script may be too heavy to old processors! The Awesome Light Effects was # tested on a Core 2 Duo E4500 and on a Core i5, without any lag. However, # there's other factors that may influence the script performance: # # 1. Map size # This script searches surfaces on the map, in order to cut the light pictures. # In a huge map, the number of surfaces may increase a lot, affecting the # DYNAMIC LIGHT SOURCE only. Map size does not influence the static sources. # # 2. Number of effects # This script draws the effects on the screen, but before drawing, it checks # if the effect is out of screen (in this case, the script will skip the # light drawing). Too much effects may cause lag, but this is just a prevision. # # 3. Effect's picture size # The picture size of the DYNAMIC LIGHT SOURCE influences directly on your # game's performace. The bigger is the picture, the slower it will be to # draw it dynamically. The recommended maximum size is 200x200 pixels # #------------------------------------------------------------------------------- # * WARNING - Light pictures #------------------------------------------------------------------------------- # In order to run this script correctly, the light pictures MUST obey the # following conditions: # 1. The picture's size MUST be multiple of 2. Example: 150x150 # 2. The picture's width MUST be equal to it's height. Example: 156x156 # 3. The picture's colors MUST be inverted! This is necessary because # the script inverts the colors to draw the effect. The black color # will be transparent! # #------------------------------------------------------------------------------- # * Instructions - 1. Setup your effects! #------------------------------------------------------------------------------- # In order to setup your static effects, go to the setup part and define your # effects inside the Effects hash. Do as the following mode: # # X => [picture,opacity,variation,cut], <= Remember to put a comma here! # # Where: # picture => Picture's name, inside the Graphics/Lights folder; # opacity => Effect's opacity; # variation => Effect's opacity variation; # cut => Put true to cut the effect or false to don't; # X => The effect's ID, it will be used on events. # # Check the default effects to understand how they work. # #------------------------------------------------------------------------------- # * Instructions - 2. Use your effects! #------------------------------------------------------------------------------- # In order to use a effect, put the following comment on a event: # # [light x] # # Where x must be the Effect's ID. # #------------------------------------------------------------------------------- # * Instructions - 3. Use an awesome lantern! #------------------------------------------------------------------------------- # The dynamic light source (lantern) is initialized invisible by default. # You may call the following commands: # # l = $game_map.lantern # Gets the lantern into a variable # l.set_graphic(i) # Sets the lantern's graphic to i, where i must be the picture's file name on # Graphics/Lights folder. # # l.set_multiple_graphics(h) # Sets the lantern's graphics to h, where h must be a hash with the following # structure: # # h = {2=>"ld",4=>"ll",6=>"lr",8=>"lu"} # # Where: # "ld" is the name of the picture when the lantern's owner is looking down; # "ll" is the name of the picture when the lantern's owner is looking left; # "lr" is the name of the picture when the lantern's owner is looking right; # "lu" is the name of the picture when the lantern's owner is looking up. # # l.change_owner(char) # Sets the lantern's owner to char. Char must be ONE of the following commands: # $game_player <= The player itself; # self_event <= The event where the command was called; # $game_map.events[x] <= The event ID x. # # l.set_opacity(o,p) # Sets the lantern's opacity, where: # o is the opacity itself; # p is the opacity variation. # # l.show # After setting the lantern with the commands above, you may set it to visible # using this command. # # l.hide # Use this command to set the lantern as invisible. # #------------------------------------------------------------------------------- # * Instructions - 4. Use the effect's surface! #------------------------------------------------------------------------------- # The Awesome Light Effects draws the effects on a surface. In order to make # the effects visible, the effect's surface MUST be visible. The Effect's # Surface is initialized with it's opacity set to zero. You can call the # following commands: # # s = $game_map.effect_surface # Gets the Effect's Surface into a variable # # s.set_color(r,g,b) # Changes the Effect's Surface color instantly, where: # r => red level; # g => green level; # b => blue level; # # s.set_alpha(a) # Changes the Effect's Surface opacity instantly to a. # # s.change_color(time,r,g,b) # Changes the Effect's Surface color ONLY in a certain time, where: # time => The change's time (frames); # r => red level; # g => green level; # b => blue level; # # s.change_color(time,r,g,b,a) # Changes the Effect's Surface color and it's opacity in a certain time, where: # time => The change's time (frames); # r => red level; # g => green level; # b => blue level; # a => opacity # # s.change_alpha(time,a) # Changes the Effect's Surface opacity in a certain time, where: # time => The change's time (frames); # a => opacity # #------------------------------------------------------------------------------- # * Instructions - 5. Use the effect's surface with Tone command! #------------------------------------------------------------------------------- # You can access the Effect's Surface with the "Screen Tone" command. In order # to turn this feature on, set the "Surface_UE" constant to true. # # If you decided to use this feature, please note some details: # 1. The colors values must be between 0 and 255; # 2. The time is in frames; # 3. The "gray" value will be sent as the opacity value # #------------------------------------------------------------------------------- # * Instructions - 6. Setup your Tileset Tags! #------------------------------------------------------------------------------- # In order to cut the effect's picture correctly, there's 3 types of behavior # for a tile: wall, block and roof. Walls will make shadows as real walls, # blocks as blocks and roofs as roofs. So, the tileset tags MUST be configured. # Check the demo to understand how this system works. If the tilesets aren't # configured correctly, the script won't cut the effects correctly. # #------------------------------------------------------------------------------- # * Setup Part #------------------------------------------------------------------------------- module Light_Core Effects = { # <= DON'T change this! #------------------------------------------------------------------------------- # PUT YOUR EFFECTS HERE! #------------------------------------------------------------------------------- 0 => ["light",255,0,true], 1 => ["torch",200,20,true], 2 => ["torch_m",180,30,true], 3 => ["light_s",255,0,true], #------------------------------------------------------------------------------- # End of effecs configuration #------------------------------------------------------------------------------- } # <= DON'T change this! # Z coordinate of the Effect's Surface Surface_Z = 180 # Enable Effect's Surface control by "Screen Tone" command? Surface_UE = true # Roof behavior tag Roof_Tag = 5 # Wall behavior tag Wall_Tag = 6 # Block behavior tag Block_Tag = 7 # Don't change this! ACC = Math.tan(Math::PI/26) end #------------------------------------------------------------------------------- # Script #------------------------------------------------------------------------------- module Cache def self.light(filename) load_bitmap("Graphics/Lights/", filename) end end module Light_Bitcore include Light_Core def self.initialize @@buffer = {} Effects.values.each { |effect| Light_Bitcore.push(effect[0])} end def self::[](key) return @@buffer[key] end def self.push(key) return if @@buffer.keys.include?(key) @@buffer[key] = Cache.light(key) end end Light_Bitcore.initialize class Light_SSource attr_reader :real_x attr_reader :real_y attr_reader :range attr_accessor :bitmap attr_reader :w attr_reader :h attr_reader :hs def initialize(char,bitmap,opacity,plus,hs) sync(char) @key = bitmap @bitmap = Light_Bitcore[@key].clone @range = @bitmap.width/2 @w = @bitmap.width @h = @bitmap.height @mr = @range - 16 @opacity = opacity @plus = plus @hs = hs render if @hs end def render tx = x ty = y tsx = x + @range tsy = y + @range dr = @range*2 for s in $game_map.surfaces next if !s.visible?(tsx,tsy) || !s.within?(tx,tx+dr,ty,ty+dr) s.render_shadow(tx,ty,tsx,tsy,@range,@bitmap) end end def restore return unless @bitmap.nil? @bitmap = Light_Bitcore[@key].clone render if @hs end def opacity @plus == 0 ? @opacity : (@opacity + rand(@plus)) end def sx return $game_map.adjust_x(@real_x)*32-@mr end def sy return $game_map.adjust_y(@real_y)*32-@mr end def sync(char) @real_x = char.real_x @real_y = char.real_y end def x return (@real_x*32 - @mr).to_f end def y return (@real_y*32 - @mr).to_f end def dispose return if @bitmap.nil? @bitmap.dispose @bitmap = nil end end class Light_DSource < Light_SSource attr_reader :bitmap attr_reader :visible def initialize @key = nil @bitmap = nil @opacity = 255 @plus = 0 @char = $game_player @visible = false end def set_opacity(o,p) @opacity = o @plus = p end def set_graphic(sb) dispose @key = {2=>sb,4=>sb,6=>sb,8=>sb} Light_Bitcore.push(sb) @bitmap = {2=>Light_Bitcore[@key[2]].clone,4=>Light_Bitcore[@key[4]].clone,6=>Light_Bitcore[@key[6]].clone,8=>Light_Bitcore[@key[8]].clone} @range = @bitmap[2].width/2 @w = @bitmap[2].width @h = @bitmap[2].height @mr = @range - 16 end def set_multiple_graphics(ba) dispose @key = ba @key.values.each {|key| Light_Bitcore.push(key)} @bitmap = {2=>Light_Bitcore[@key[2]].clone,4=>Light_Bitcore[@key[4]].clone,6=>Light_Bitcore[@key[6]].clone,8=>Light_Bitcore[@key[8]].clone} @range = @bitmap[2].width/2 @w = @bitmap[2].width @h = @bitmap[2].height @mr = @range - 16 end def get_graphic return @bitmap[@char.direction].clone end def show return if @bitmap.nil? @visible = true end def hide @visible = false end def restore return if @key.nil? @key.values.each {|key| Light_Bitcore.push(key)} @bitmap = {2=>Light_Bitcore[@key[2]].clone,4=>Light_Bitcore[@key[4]].clone,6=>Light_Bitcore[@key[6]].clone,8=>Light_Bitcore[@key[8]].clone} end def dispose return if @bitmap.nil? @bitmap.values.each { |b| b.dispose } @bitmap = nil end def change_owner(char) @char = char end def render end def sx return $game_map.adjust_x(@char.real_x)*32-@mr end def sy return $game_map.adjust_y(@char.real_y)*32-@mr end def x return (@char.real_x*32 - @mr).to_f end def y return (@char.real_y*32 - @mr).to_f end end class Light_Surface def initialize @ta = @a = 0 @tr = @r = 255 @tg = @g = 255 @tb = @b = 255 @va = @vr = @vg = @vb = 0.0 @timer = 0 end def refresh return if @timer == 0 @a += @va @r += @vr @g += @vg @b += @vb $game_map.light_surface.opacity = @a @timer -= 1 end def change_color(time,r,g,b,a=nil) r = 0 if r < 0; r = 255 if r > 255 g = 0 if g < 0; g = 255 if g > 255 b = 0 if b < 0; b = 255 if b > 255 unless a.nil? a = 0 if a < 0; a = 255 if a > 255 end @timer = time @tr = 255-r @tg = 255-g @tb = 255-b @va = (a.nil? ? 0 : (a-@a).to_f/@timer) @vr = (@tr - @r).to_f/@timer @vg = (@tg - @g).to_f/@timer @vb = (@tb - @b).to_f/@timer end def change_alpha(time,a) a = 0 if a < 0; a = 255 if a > 255 @timer = time @ta = a @vr = @vg = @vb = 0.0 @va = (a-@a).to_f/@timer end def set_color(r,g,b) r = 0 if r < 0; r = 255 if r > 255 g = 0 if g < 0; g = 255 if g > 255 b = 0 if b < 0; b = 255 if b > 255 @tr = @r = 255-r @tg = @g = 255-g @tb = @b = 255-b @va = @vr = @vg = @vb = 0.0 @timer = 0 end def set_alpha(a) a = 0 if a < 0; a = 255 if a > 255 @ta = @a = a $game_map.light_surface.opacity = @a @va = @vr = @vg = @vb = 0.0 @timer = 0 end def alpha return @a end def color return Color.new(@r,@g,@b) end end class Game_Map include Light_Core attr_accessor :light_surface attr_accessor :light_sources attr_accessor :surfaces attr_accessor :effect_surface attr_accessor :lantern alias kbl_setup_events setup_events alias kbl_initialize initialize alias kbl_update update def initialize kbl_initialize @effect_surface = Light_Surface.new @lantern = Light_DSource.new end def update(arg) @effect_surface.refresh if arg kbl_update(arg) end def first_tag(x,y) tag = tileset.flags[tile_id(x,y,0)] >> 12 return tag > 0 ? tag : 0 end def setup_events @light_sources.nil? ? @light_sources = [] : @light_sources.clear setup_surfaces merge_surfaces kbl_setup_events end def setup_surfaces @surfaces = [] for x in 0..(width-1) for y in 0..(height-1) tag = first_tag(x,y) if tag == Wall_Tag i = tile_id(x,y,0) if i & 0x02 == 0x02 @surfaces << Block_SD.new(x*32,y*32,x*32+32,y*32) end if i & 0x04 == 0x04 @surfaces << Block_WR.new(x*32+31,y*32,x*32+31,y*32+32) @surfaces << Block_IL.new(x*32+32,y*32,x*32+32,y*32+32) end if i & 0x01 == 0x01 @surfaces << Block_IR.new(x*32-1,y*32,x*32-1,y*32+32) @surfaces << Block_WL.new(x*32,y*32,x*32,y*32+32) end elsif tag == Roof_Tag i = tile_id(x,y,0) @surfaces << Block_SU.new(x*32,y*32,x*32+32,y*32) if i & 0x02 == 0x02 @surfaces << Block_SR.new(x*32+31,y*32,x*32+31,y*32+32) if i & 0x04 == 0x04 @surfaces << Block_SL.new(x*32,y*32,x*32,y*32+32) if i & 0x01 == 0x01 elsif tag == Block_Tag f = tileset.flags[tile_id(x,y,0)] @surfaces << Block_SL.new(x*32,y*32,x*32,y*32+32) if f & 0x02 == 0x02 @surfaces << Block_SR.new(x*32+31,y*32,x*32+31,y*32+32) if f & 0x04 == 0x04 @surfaces << Block_SU.new(x*32,y*32,x*32+32,y*32) if f & 0x08 == 0x08 end end end end def merge_surfaces new_surfaces = [] hs = []; vs = [] ws = []; is = [] for surface in @surfaces if surface.type & 0x05 == 0 hs << surface else if surface.type & 0x010 == 0 vs << surface else if surface.type & 0x08 == 0 ws << surface else is << surface end end end end for surface in hs surface.ready ? next : surface.ready = true for s in hs next if s.ready || s.y1 != surface.y1 || surface.type != s.type if s.x2 == surface.x1 surface.x1 = s.x1 s.trash = true s.ready = true surface.ready = false elsif s.x1 == surface.x2 surface.x2 = s.x2 s.trash = true s.ready = true surface.ready = false end end end hs.each { |s| @surfaces.delete(s) if s.trash} for surface in vs surface.ready ? next : surface.ready for s in vs next if s.ready || s.x1 != surface.x1 if s.y2 == surface.y1 surface.y1 = s.y1 s.trash = true s.ready = true surface.ready = false elsif s.y1 == surface.y2 surface.y2 = s.y2 s.trash = true s.ready = true surface.ready = false end end end vs.each { |s| @surfaces.delete(s) if s.trash} for surface in ws surface.ready ? next : surface.ready for s in ws next if s.ready || s.x1 != surface.x1 if s.y2 == surface.y1 surface.y1 = s.y1 s.trash = true s.ready = true surface.ready = false elsif s.y1 == surface.y2 surface.y2 = s.y2 s.trash = true s.ready = true surface.ready = false end end end ws.each { |s| @surfaces.delete(s) if s.trash} for surface in is surface.ready ? next : surface.ready for s in is next if s.ready || s.x1 != surface.x1 if s.y2 == surface.y1 surface.y1 = s.y1 s.trash = true s.ready = true surface.ready = false elsif s.y1 == surface.y2 surface.y2 = s.y2 s.trash = true s.ready = true surface.ready = false end end end is.each { |s| @surfaces.delete(s) if s.trash} end end class Game_Event < Game_Character alias kbl_initialize initialize alias kbl_setup_page setup_page def initialize(m,e) @light = nil kbl_initialize(m,e) end def setup_page(np) kbl_setup_page(np) setup_light(np.nil?) end def setup_light(dispose) unless @light.nil? $game_map.light_sources.delete(self) @light.dispose @light = nil end unless dispose && @list.nil? for command in @list if command.code == 108 && command.parameters[0].include?("[light") command.parameters[0].scan(/\[light ([0.0-9.9]+)\]/) effect = Light_Core::Effects[$1.to_i] @light = Light_SSource.new(self,effect[0],effect[1],effect[2],effect[3]) $game_map.light_sources << self return end end end end def draw_light sx = @light.sx sy = @light.sy w = @light.w h = @light.h return if sx > 544 && sy > 416 && sx + w < 0 && sy + h < 0 $game_map.light_surface.bitmap.blt(sx,sy,@light.bitmap,Rect.new(0,0,w,h),@light.opacity) end def dispose_light @light.dispose end def restore_light @light.restore end end if Light_Core::Surface_UE class Game_Interpreter def command_223 $game_map.effect_surface.change_color(@params[1],@params[0].red,@params[0].green,@params[0].blue,@params[0].gray) wait(@params[1]) if @params[2] end end end class Game_Interpreter def self_event return $game_map.events[@event_id] end end class Block_Surface include Light_Core attr_accessor :x1 attr_accessor :y1 attr_accessor :x2 attr_accessor :y2 attr_accessor :ready attr_accessor :trash def initialize(x1,y1,x2,y2) @x1 = x1 @y1 = y1 @x2 = x2 @y2 = y2 @ready = false @trash = false end def within?(min_x,max_x,min_y,max_y) return @x2 > min_x && @x1 < max_x && @y2 > min_y && @y1 < max_y end end class Block_SL < Block_Surface attr_reader :type def initialize(x1,y1,x2,y2) super(x1,y1,x2,y2) @type = 0x01 end def visible?(sx,sy) return sx < @x1 end def render_shadow(phx,phy,sx,sy,range,bitmap) @m1 = (@y1-sy)/(@x1-sx) @n1 = sy - @m1*sx @m2 = (@y2-sy)/(@x2-sx) @n2 = sy - @m2*sx for x in @x1..(sx+range) init = shadow_iy(x) bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+3) end end def shadow_iy(x) return @m1*x+@n1 end def shadow_fy(x) return @m2*x+@n2 end end class Block_SR < Block_Surface attr_reader :type def initialize(x1,y1,x2,y2) super(x1,y1,x2,y2) @type = 0x04 end def visible?(sx,sy) return sx > @x1 end def render_shadow(phx,phy,sx,sy,range,bitmap) @m1 = (@y1-sy)/(@x1-sx) @n1 = sy - @m1*sx @m2 = (@y2-sy)/(@x2-sx) @n2 = sy - @m2*sx for x in (sx-range).to_i..@x1 init = shadow_iy(x) bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+3) end end def shadow_iy(x) return @m1*x+@n1 end def shadow_fy(x) return @m2*x+@n2 end end class Block_IL < Block_Surface attr_reader :type def initialize(x1,y1,x2,y2) super(x1,y1,x2,y2) @type = 0x019 end def visible?(sx,sy) return sx < @x1 && sy > @y1 end def render_shadow(phx,phy,sx,sy,range,bitmap) @m1 = (@y1-sy)/(@x1-sx) @n1 = @y1 - @m1*@x1 @m2 = (@y2-sy)/(@x2-sx) @m2 = 0 if @m2 > 0 @n2 = @y2 - @m2*@x2 for x in @x1..(sx+range) init = shadow_iy(x).floor bitmap.clear_rect(x-phx,init-3-phy,1,shadow_fy(x)-init+3) end end def shadow_iy(x) return @m1*x+@n1 end def shadow_fy(x) return @m2*x+@n2 end end class Block_IR < Block_Surface attr_reader :type def initialize(x1,y1,x2,y2) super(x1,y1,x2,y2) @type = 0x01c end def visible?(sx,sy) return sx > @x1 && sy > @y1 end def render_shadow(phx,phy,sx,sy,range,bitmap) @m1 = (@y1-sy)/(@x1-sx) @n1 = @y1 - @m1*@x1 @m2 = (@y2-sy)/(@x2-sx) @m2 = 0 if @m2 < 0 @n2 = @y2 - @m2*@x2 for x in (sx-range).to_i..@x1 init = shadow_iy(x).floor bitmap.clear_rect(x-phx,init-3-phy,1,shadow_fy(x)-init+3) end end def shadow_iy(x) return @m1*x+@n1 end def shadow_fy(x) return @m2*x+@n2 end end class Block_WL < Block_Surface attr_reader :type def initialize(x1,y1,x2,y2) super(x1,y1,x2,y2) @type = 0x011 end def visible?(sx,sy) return sx < @x1 && sy < @y2 end def render_shadow(phx,phy,sx,sy,range,bitmap) @m1 = (@y1-sy)/(@x1-sx) @n1 = sy - @m1*sx @m2 = (@y2-sy)/(@x2-sx) @n2 = sy - @m2*sx for x in @x1..(sx+range) init = shadow_iy(x) bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+2) end end def shadow_iy(x) return @m1*x+@n1 end def shadow_fy(x) return @m2*x+@n2 end end class Block_WR < Block_Surface attr_reader :type def initialize(x1,y1,x2,y2) super(x1,y1,x2,y2) @type = 0x014 end def visible?(sx,sy) return sx > @x1 && sy < @y2 end def render_shadow(phx,phy,sx,sy,range,bitmap) @m1 = (@y1-sy)/(@x1-sx) @n1 = sy - @m1*sx @m2 = (@y2-sy)/(@x2-sx) @n2 = sy - @m2*sx for x in (sx-range).to_i..@x1 init = shadow_iy(x) bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+2) end end def shadow_iy(x) return @m1*x+@n1 end def shadow_fy(x) return @m2*x+@n2 end end class Block_SU < Block_Surface attr_reader :type def initialize(x1,y1,x2,y2) super(x1,y1,x2,y2) @type = 0x02 end def visible?(sx,sy) return sy < @y1 end def render_shadow(phx,phy,sx,sy,range,bitmap) if @x1 == sx @m1 = nil else @m1 = (@y1-sy)/(@x1-sx) @m1 += ACC if @m1 < -ACC @n1 = @y1 - @m1*@x1 end if @x2 == sx @m2 = nil else @m2 = (@y2-sy)/(@x2-sx) @n2 = sy - @m2*sx end for y in @y1..(sy+range) init = shadow_ix(y) bitmap.clear_rect(init-phx,y-phy,shadow_fx(y)-init+1,1) end end def shadow_ix(y) return @m1.nil? ? @x1 : (y-@n1)/@m1 end def shadow_fx(y) return @m2.nil? ? @x2 : (y-@n2)/@m2 end end class Block_SD < Block_Surface attr_reader :type def initialize(x1,y1,x2,y2) super(x1,y1,x2,y2) @type = 0x08 end def visible?(sx,sy) return sy > @y1 end def render_shadow(phx,phy,sx,sy,range,bitmap) if @x1 == sx @m1 = nil else @m1 = (@y1-sy)/(@x1-sx) @m1 -= ACC if @m1 > ACC @n1 = sy - @m1*sx end if x2 == sx @m2 = nil else @m2 = (@y2-sy)/(@x2-sx) @n2 = sy - @m2*sx end for y in (sy-range).to_i..@y1 init = shadow_ix(y) bitmap.clear_rect(init-phx,y-phy,shadow_fx(y)-init+1,1) end end def shadow_ix(y) return @m1.nil? ? @x1 : (y-@n1)/@m1 end def shadow_fx(y) return @m2.nil? ? @x2 : (y-@n2)/@m2 end end class Spriteset_Map include Light_Core alias kbl_initialize initialize alias kbl_update update alias kbl_dispose dispose def initialize setup_lights kbl_initialize end def update kbl_update update_lights end def dispose kbl_dispose dispose_lights end def dispose_lights $game_map.lantern.dispose $game_map.light_sources.each { |source| source.dispose_light } $game_map.light_surface.bitmap.dispose $game_map.light_surface.dispose $game_map.light_surface = nil end def update_lights $game_map.light_surface.bitmap.clear $game_map.light_surface.bitmap.fill_rect(0,0,544,416,$game_map.effect_surface.color) $game_map.light_sources.each { |source| source.draw_light } return unless $game_map.lantern.visible @btr = $game_map.lantern.get_graphic x = $game_map.lantern.x y = $game_map.lantern.y r = $game_map.lantern.range sx = x + r sy = y + r dr = r*2 $game_map.surfaces.each { |s| s.render_shadow(x,y,sx,sy,r,@btr) if s.visible?(sx,sy) && s.within?(x,x+dr,y,y+dr) } $game_map.light_surface.bitmap.blt($game_map.lantern.sx,$game_map.lantern.sy,@btr,Rect.new(0,0,dr,dr),$game_map.lantern.opacity) end def setup_lights @btr = nil $game_map.lantern.restore $game_map.light_sources.each { |source| source.restore_light } $game_map.light_surface = Sprite.new $game_map.light_surface.bitmap = Bitmap.new(544,416) $game_map.light_surface.bitmap.fill_rect(0,0,544,416,$game_map.effect_surface.color) $game_map.light_surface.blend_type = 2 $game_map.light_surface.opacity = $game_map.effect_surface.alpha $game_map.light_surface.z = Surface_Z end end
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灯光脚本问题
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