=begin
#-------------------------------------------------------------------------------
# * [ACE] Khas Awesome Light Effects
#-------------------------------------------------------------------------------
# * 作者 Khas Arcthunder - arcthunder.site40.net
# * 版本: 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 protected] 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
#
#-------------------------------------------------------------------------------
# * 特点
#-------------------------------------------------------------------------------
# - 真实的灯光
# - 灯光不会穿过墙、遮挡物和天花板
# - 静态光源
# - 动态光源(角色手电)
# - 多种效果
# - 使用简单 (注释)
#
#-------------------------------------------------------------------------------
# * 警告 - 表现效果
#-------------------------------------------------------------------------------
# 这个脚本对于老人机杀伤力巨大! 本脚本测试于 Core 2 Duo E4500 和 Core i5,
# 以下为会影响表现效果的地方:
#
# 1. 地图大小
# 本脚本会在地图表面搜索,为了剪切灯光图片.大地图会增加表面的读取,影响动态光源
的表现效果。地图大小不会影响静态灯光的效果。
# 别动它!
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
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 > 640 && sy > 480 && 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
$game_map.light_surface.bitmap.fill_rect(0,0,640,480,$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(640,480)
$game_map.light_surface.bitmap.fill_rect(0,0,640,480,$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
class << SceneManager
#--------------------------------------------------------------------------
# * Run
#--------------------------------------------------------------------------
alias admenri_run run
def run
Light_Bitcore.initialize
admenri_run
end
end 作者: gqxastg 时间: 11 小时前 本帖最后由 gqxastg 于 2025-11-2 10:11 编辑