如下图,怎么用RPG XP做到这种效果?求解答!(表示搜索过没有用,求范例)
#==============================================================================# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息#============================================================================== #==============================================================================# ■ 縮小地图的表示(ver 0.999)# by ピニョン clum-sea#==============================================================================#==============================================================================# □ 前期定义#==============================================================================module PLAN_Map_Window WIN_X = 1 # 地图的 X 座標 WIN_Y = 1 # 地图的 Y 座標 WIN_WIDTH = 6*32 # 地图的宽度 WIN_HEIGHT = 4*32 # 地图的高度 ZOOM = 8.0 # 地图的放缩比例 WINDOWSKIN = "11.png" # 自定义地图窗口素材,如果留空则是默认的 ON_OFF_KEY = Input::X # 打开地图的按钮,X就是键盘的A键 SWITCH = 7 # 禁用地图功能的开关,默认这个就是打开100号开关则禁止 # 使用地图功能,关闭则可以使用地图功能 WINDOW_MOVE = true # 窗口中的地图跟随移动,(true:跟随, false:固定) OVER_X = 632 - WIN_WIDTH # 移動后的 X 座標(初期位置と往復します) OVER_Y = 8 # 移動后的 Y 座標(初期位置と往復します) OPACITY = 192 # 窗口的透明度 C_OPACITY = 192 # 地图的透明度 VISIBLE = false # 最初是否可见end #==============================================================================# ■ Game_Temp#==============================================================================class Game_Temp attr_accessor :map_visible # 地图的表示状態 alias plan_map_window_initialize initialize def initialize plan_map_window_initialize @map_visible = false endend#==============================================================================# ■ Scene_Map#==============================================================================class Scene_Map #-------------------------------------------------------------------------- # ● 主处理 #-------------------------------------------------------------------------- alias plan_map_window_main main def main @map_window = Window_Map.new @map_window.visible = $game_temp.map_visible plan_map_window_main @map_window.dispose end #-------------------------------------------------------------------------- # ● 更新 #-------------------------------------------------------------------------- alias plan_map_window_update update def update $game_temp.map_visible = @map_window.visible plan_map_window_update unless $game_switches[PLAN_Map_Window::SWITCH] if Input.trigger?(PLAN_Map_Window::ON_OFF_KEY) if @map_window.visible @map_window.visible = false else @map_window.visible = true end end else if @map_window.visible @map_window.visible = false end end if @map_window.visible @map_window.update end end #-------------------------------------------------------------------------- # ● 场所移动的变化 #-------------------------------------------------------------------------- alias plan_map_window_transfer_player transfer_player def transfer_player visible = @map_window.visible @map_window.visible = false plan_map_window_transfer_player @map_window.dispose @map_window = Window_Map.new @map_window.visible = visible endend#==============================================================================# ■ Window_Map#==============================================================================class Window_Map < Window_Base #-------------------------------------------------------------------------- # ● 初始化 #-------------------------------------------------------------------------- def initialize x = PLAN_Map_Window::WIN_X y = PLAN_Map_Window::WIN_Y w = PLAN_Map_Window::WIN_WIDTH h = PLAN_Map_Window::WIN_HEIGHT super(x, y, w, h) unless PLAN_Map_Window::WINDOWSKIN.empty? self.windowskin = RPG::Cache.windowskin(PLAN_Map_Window::WINDOWSKIN) end self.contents = Bitmap.new(width - 32, height - 32) self.opacity = PLAN_Map_Window::OPACITY self.contents_opacity = PLAN_Map_Window::C_OPACITY @map_data = $game_map.data @tileset = RPG::Cache.tileset($game_map.tileset_name) @autotiles = [] for i in 0..6 autotile_name = $game_map.autotile_names[i] @autotiles[i] = RPG::Cache.autotile(autotile_name) end @old_real_x = $game_player.real_x @old_real_y = $game_player.real_y @all_map = make_all_map self.visible = PLAN_Map_Window::VISIBLE refresh end #-------------------------------------------------------------------------- # ● 缩小图做成 #-------------------------------------------------------------------------- def make_all_map all_map = Bitmap.new($game_map.width * 32, $game_map.height * 32) for y in 0...$game_map.height for x in 0...$game_map.width for z in 0...3 tile_num = @map_data[x, y, z] next if tile_num == nil if tile_num < 384 if tile_num >= 48 tile_num -= 48 src_rect = Rect.new(32, 2 * 32, 32, 32) all_map.blt(x * 32, y * 32, @autotiles[tile_num / 48], src_rect) end else tile_num -= 384 src_rect = Rect.new(tile_num % 8 * 32, tile_num / 8 * 32, 32, 32) all_map.blt(x * 32, y * 32, @tileset, src_rect) end end end end w = ($game_map.width / PLAN_Map_Window::ZOOM) * 32 h = ($game_map.height / PLAN_Map_Window::ZOOM) * 32 ret_bitmap = Bitmap.new(w, h) src_rect = Rect.new(0, 0, all_map.width, all_map.height) dest_rect = Rect.new(0, 0, ret_bitmap.width, ret_bitmap.height) ret_bitmap.stretch_blt(dest_rect, all_map, src_rect) all_map.dispose return ret_bitmap end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear one_tile_size = 32 / PLAN_Map_Window::ZOOM x = $game_player.real_x - 128 * (self.contents.width / one_tile_size) / 2 y = $game_player.real_y - 128 * (self.contents.height / one_tile_size) / 2 x = x * one_tile_size / 128 y = y * one_tile_size / 128 half_width = self.contents.width * 128 / 2 rest_width = ($game_map.width * 128 - $game_player.real_x) * one_tile_size rev_x = 0 if @all_map.width < self.contents.width rev_x = (half_width - $game_player.real_x * one_tile_size) / 128 rev_x -= (self.contents.width - @all_map.width) / 2 x += rev_x elsif half_width > $game_player.real_x * one_tile_size rev_x = (half_width - $game_player.real_x * one_tile_size) / 128 x += rev_x elsif half_width > rest_width rev_x = -((half_width - rest_width) / 128) x += rev_x end half_height = self.contents.height * 128 / 2 rest_height = ($game_map.height * 128 - $game_player.real_y) * one_tile_size rev_y = 0 if @all_map.height < self.contents.height rev_y = (half_height - $game_player.real_y * one_tile_size) / 128 rev_y -= (self.contents.height - @all_map.height) / 2 y += rev_y elsif half_height > $game_player.real_y * one_tile_size rev_y = (half_height - $game_player.real_y * one_tile_size) / 128 y += rev_y elsif half_height > rest_height rev_y = -((half_height - rest_height) / 128) y += rev_y end src_rect = Rect.new(x, y, self.contents.width, self.contents.height) self.contents.blt(0, 0, @all_map, src_rect) if PLAN_Map_Window::WINDOW_MOVE == true w = self.x..self.x + self.width h = self.y..self.y + self.height if w === $game_player.screen_x and h === $game_player.screen_y if self.x == PLAN_Map_Window::WIN_X and self.y == PLAN_Map_Window::WIN_Y self.x = PLAN_Map_Window::OVER_X self.y = PLAN_Map_Window::OVER_Y else self.x = PLAN_Map_Window::WIN_X self.y = PLAN_Map_Window::WIN_Y end end end if $game_party.actors.size > 0 for i in [2, 1, 0] tile = @map_data[$game_player.x, $game_player.y, i] next if tile == 0 return if $game_map.priorities[tile] > 0 end actor = $game_party.actors[0] bitmap = RPG::Cache.character(actor.character_name, actor.character_hue) width = bitmap.width / 4 height = bitmap.height / 4 src_rect = Rect.new(0, 0, width, height) w = width / PLAN_Map_Window::ZOOM h = height / PLAN_Map_Window::ZOOM x = self.contents.width / 2 - w / 2 + one_tile_size / 2 - rev_x y = self.contents.height / 2 - h / 2 - rev_y dest_rect = Rect.new(x, y, w, h) self.contents.stretch_blt(dest_rect, bitmap, src_rect) end end #-------------------------------------------------------------------------- # ● 更新 #-------------------------------------------------------------------------- def update super if @old_real_x != $game_player.real_x or @old_real_y != $game_player.real_y @old_real_x = $game_player.real_x @old_real_y = $game_player.real_y refresh end end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- def dispose super @all_map.dispose endend #==============================================================================# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息#==============================================================================
#============================================================================== # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息 #============================================================================== #============================================================================== # ■ 縮小地图的表示(ver 0.999) # by ピニョン clum-sea #============================================================================== #============================================================================== # □ 前期定义 #============================================================================== module PLAN_Map_Window WIN_X = 1 # 地图的 X 座標 WIN_Y = 1 # 地图的 Y 座標 WIN_WIDTH = 6*32 # 地图的宽度 WIN_HEIGHT = 4*32 # 地图的高度 ZOOM = 8.0 # 地图的放缩比例 WINDOWSKIN = "11.png" # 自定义地图窗口素材,如果留空则是默认的 ON_OFF_KEY = Input::X # 打开地图的按钮,X就是键盘的A键 SWITCH = 7 # 禁用地图功能的开关,默认这个就是打开100号开关则禁止 # 使用地图功能,关闭则可以使用地图功能 WINDOW_MOVE = true # 窗口中的地图跟随移动,(true:跟随, false:固定) OVER_X = 632 - WIN_WIDTH # 移動后的 X 座標(初期位置と往復します) OVER_Y = 8 # 移動后的 Y 座標(初期位置と往復します) OPACITY = 192 # 窗口的透明度 C_OPACITY = 192 # 地图的透明度 VISIBLE = false # 最初是否可见 end #============================================================================== # ■ Game_Temp #============================================================================== class Game_Temp attr_accessor :map_visible # 地图的表示状態 alias plan_map_window_initialize initialize def initialize plan_map_window_initialize @map_visible = false end end #============================================================================== # ■ Scene_Map #============================================================================== class Scene_Map #-------------------------------------------------------------------------- # ● 主处理 #-------------------------------------------------------------------------- alias plan_map_window_main main def main @map_window = Window_Map.new @map_window.visible = $game_temp.map_visible plan_map_window_main @map_window.dispose end #-------------------------------------------------------------------------- # ● 更新 #-------------------------------------------------------------------------- alias plan_map_window_update update def update $game_temp.map_visible = @map_window.visible plan_map_window_update unless $game_switches[PLAN_Map_Window::SWITCH] if Input.trigger?(PLAN_Map_Window::ON_OFF_KEY) if @map_window.visible @map_window.visible = false else @map_window.visible = true end end else if @map_window.visible @map_window.visible = false end end if @map_window.visible @map_window.update end end #-------------------------------------------------------------------------- # ● 场所移动的变化 #-------------------------------------------------------------------------- alias plan_map_window_transfer_player transfer_player def transfer_player visible = @map_window.visible @map_window.visible = false plan_map_window_transfer_player @map_window.dispose @map_window = Window_Map.new @map_window.visible = visible end end #============================================================================== # ■ Window_Map #============================================================================== class Window_Map < Window_Base #-------------------------------------------------------------------------- # ● 初始化 #-------------------------------------------------------------------------- def initialize x = PLAN_Map_Window::WIN_X y = PLAN_Map_Window::WIN_Y w = PLAN_Map_Window::WIN_WIDTH h = PLAN_Map_Window::WIN_HEIGHT super(x, y, w, h) unless PLAN_Map_Window::WINDOWSKIN.empty? self.windowskin = RPG::Cache.windowskin(PLAN_Map_Window::WINDOWSKIN) end self.contents = Bitmap.new(width - 32, height - 32) self.opacity = PLAN_Map_Window::OPACITY self.contents_opacity = PLAN_Map_Window::C_OPACITY @map_data = $game_map.data @tileset = RPG::Cache.tileset($game_map.tileset_name) @autotiles = [] for i in 0..6 autotile_name = $game_map.autotile_names[i] @autotiles[i] = RPG::Cache.autotile(autotile_name) end @old_real_x = $game_player.real_x @old_real_y = $game_player.real_y @all_map = make_all_map self.visible = PLAN_Map_Window::VISIBLE refresh end #-------------------------------------------------------------------------- # ● 缩小图做成 #-------------------------------------------------------------------------- def make_all_map all_map = Bitmap.new($game_map.width * 32, $game_map.height * 32) for y in 0...$game_map.height for x in 0...$game_map.width for z in 0...3 tile_num = @map_data[x, y, z] next if tile_num == nil if tile_num < 384 if tile_num >= 48 tile_num -= 48 src_rect = Rect.new(32, 2 * 32, 32, 32) all_map.blt(x * 32, y * 32, @autotiles[tile_num / 48], src_rect) end else tile_num -= 384 src_rect = Rect.new(tile_num % 8 * 32, tile_num / 8 * 32, 32, 32) all_map.blt(x * 32, y * 32, @tileset, src_rect) end end end end w = ($game_map.width / PLAN_Map_Window::ZOOM) * 32 h = ($game_map.height / PLAN_Map_Window::ZOOM) * 32 ret_bitmap = Bitmap.new(w, h) src_rect = Rect.new(0, 0, all_map.width, all_map.height) dest_rect = Rect.new(0, 0, ret_bitmap.width, ret_bitmap.height) ret_bitmap.stretch_blt(dest_rect, all_map, src_rect) all_map.dispose return ret_bitmap end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear one_tile_size = 32 / PLAN_Map_Window::ZOOM x = $game_player.real_x - 128 * (self.contents.width / one_tile_size) / 2 y = $game_player.real_y - 128 * (self.contents.height / one_tile_size) / 2 x = x * one_tile_size / 128 y = y * one_tile_size / 128 half_width = self.contents.width * 128 / 2 rest_width = ($game_map.width * 128 - $game_player.real_x) * one_tile_size rev_x = 0 if @all_map.width < self.contents.width rev_x = (half_width - $game_player.real_x * one_tile_size) / 128 rev_x -= (self.contents.width - @all_map.width) / 2 x += rev_x elsif half_width > $game_player.real_x * one_tile_size rev_x = (half_width - $game_player.real_x * one_tile_size) / 128 x += rev_x elsif half_width > rest_width rev_x = -((half_width - rest_width) / 128) x += rev_x end half_height = self.contents.height * 128 / 2 rest_height = ($game_map.height * 128 - $game_player.real_y) * one_tile_size rev_y = 0 if @all_map.height < self.contents.height rev_y = (half_height - $game_player.real_y * one_tile_size) / 128 rev_y -= (self.contents.height - @all_map.height) / 2 y += rev_y elsif half_height > $game_player.real_y * one_tile_size rev_y = (half_height - $game_player.real_y * one_tile_size) / 128 y += rev_y elsif half_height > rest_height rev_y = -((half_height - rest_height) / 128) y += rev_y end src_rect = Rect.new(x, y, self.contents.width, self.contents.height) self.contents.blt(0, 0, @all_map, src_rect) if PLAN_Map_Window::WINDOW_MOVE == true w = self.x..self.x + self.width h = self.y..self.y + self.height if w === $game_player.screen_x and h === $game_player.screen_y if self.x == PLAN_Map_Window::WIN_X and self.y == PLAN_Map_Window::WIN_Y self.x = PLAN_Map_Window::OVER_X self.y = PLAN_Map_Window::OVER_Y else self.x = PLAN_Map_Window::WIN_X self.y = PLAN_Map_Window::WIN_Y end end end if $game_party.actors.size > 0 for i in [2, 1, 0] tile = @map_data[$game_player.x, $game_player.y, i] next if tile == 0 return if $game_map.priorities[tile] > 0 end actor = $game_party.actors[0] bitmap = RPG::Cache.character(actor.character_name, actor.character_hue) width = bitmap.width / 4 height = bitmap.height / 4 src_rect = Rect.new(0, 0, width, height) w = width / PLAN_Map_Window::ZOOM h = height / PLAN_Map_Window::ZOOM x = self.contents.width / 2 - w / 2 + one_tile_size / 2 - rev_x y = self.contents.height / 2 - h / 2 - rev_y dest_rect = Rect.new(x, y, w, h) self.contents.stretch_blt(dest_rect, bitmap, src_rect) end end #-------------------------------------------------------------------------- # ● 更新 #-------------------------------------------------------------------------- def update super if @old_real_x != $game_player.real_x or @old_real_y != $game_player.real_y @old_real_x = $game_player.real_x @old_real_y = $game_player.real_y refresh end end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- def dispose super @all_map.dispose end end #============================================================================== # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息 #==============================================================================
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