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- #==============================================================================
- # ■ 縮小地图的表示(ver 1.03)
- # by ピニョン clum-sea
- #==============================================================================
- #★。这个脚本整合了某两位大大的《显示小地图》和《显示地图名,坐标》,个人
- # 使用这两个脚本时,觉得合到一起比较好。按一个按钮打开,再按就关掉,很
- # 方便。脚本里只是初步合并到一起,可能还有多余的东西没删掉。尚未发现冲突。
- # by:芯★淡茹水
- #==============================================================================
- # □ 前期定义
- #==============================================================================
- module PLAN_Map_Window[b][/b]
- WIN_X = 10 # 地图的 X 座標
- WIN_Y = 0 # 地图的 Y 座標
- WIN_WIDTH = 200 # 地图的宽度
- WIN_HEIGHT = 150 # 地图的高度
- ZOOM = 15.0 # 地图的放缩比例
- WINDOWSKIN = "" # 自定义地图窗口素材,如果留空则是默认的
- ON_OFF_KEY = Input::A # 打开地图的按钮,A就是键盘的Z键
- SWITCH = 100 # 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 = 255 # 窗口的透明度
- C_OPACITY = 255 # 地图的透明度
-
- VISIBLE = false # 最初是否可见
- SWITCH_KEY = Input::L # Q键锁定/解锁小地图
- MAP_VISIBLE = 7 #地图显示开关状态
- MAP_SWITCH = 8 #地图锁定开关状态
- MAP_DIRECTION = 10 #地图方向变量
- end
- #==============================================================================
- # ■ Game_Temp
- #==============================================================================
- class Game_Temp
- attr_accessor :map_visible # 地图的表示状態
- end
- #==============================================================================
- # ■ Scene_Map
- #==============================================================================
- class Scene_Map
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- alias plan_map_window_main main
- def main
- $minimap = false
- @map_window = Window_Map.new
- @xy_window = Window_xy.new
- @xy_window.x = 20
- @xy_window.y = 95
- @xy_window.opacity = 0
- @map_window.visible = $game_switches[PLAN_Map_Window::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
- if $game_switches[PLAN_Map_Window::SWITCH]
- if @map_window.visible
- @xy_window.visible = false
- @map_window.visible = false
- $game_switches[PLAN_Map_Window::MAP_VISIBLE]= false
- $game_switches[PLAN_Map_Window::MAP_SWITCH] = false
- $game_variables[PLAN_Map_Window::MAP_DIRECTION] = $direction
- $map_close = true
- end
- else
- if $map_close
- @xy_window.visible = true
- @map_window.visible = true
- $game_switches[PLAN_Map_Window::MAP_VISIBLE]= true
- $map_close = false
- end
- if !$game_temp.in_battle
- if Input.trigger?(PLAN_Map_Window::ON_OFF_KEY)
- if @map_window.visible
- $game_system.se_play($data_system.cancel_se)
- @xy_window.visible = false
- @map_window.visible = false
- $game_switches[PLAN_Map_Window::MAP_VISIBLE]= false
- $game_switches[PLAN_Map_Window::MAP_SWITCH] = false
- $game_variables[PLAN_Map_Window::MAP_DIRECTION] = $direction
- else
- $game_system.se_play($data_system.decision_se)
- @xy_window.visible = true
- @map_window.visible = true
- $game_switches[PLAN_Map_Window::MAP_VISIBLE]= true
- end
- end
- if Input.trigger?(PLAN_Map_Window::SWITCH_KEY)
- if @map_window.visible
- if $game_switches[PLAN_Map_Window::MAP_SWITCH]
- $game_system.se_play($data_system.cancel_se)
- $game_switches[PLAN_Map_Window::MAP_SWITCH] = false
- $game_variables[PLAN_Map_Window::MAP_DIRECTION] = $direction
- else
- $game_system.se_play($data_system.decision_se)
- $game_switches[PLAN_Map_Window::MAP_SWITCH] = true
- end
- end
- end
- end
- end
- @map_window.update if @map_window.visible
- end
- #--------------------------------------------------------------------------
- # ● 场所移动的变化
- #--------------------------------------------------------------------------
- alias plan_map_window_transfer_player transfer_player
- def transfer_player
- @map_window.visible = false
- plan_map_window_transfer_player
- @map_window.dispose
- @map_window = Window_Map.new
- end
- end
- #==============================================================================
- # ■ Window_Map
- #==============================================================================
- class Window_Map < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化
- #--------------------------------------------------------------------------
- def initialize
- $direction = $game_variables[PLAN_Map_Window::MAP_DIRECTION]
- if $win_x != nil
- x = $win_x
- y = $win_y
- else
- case $direction
- when 0
- x = 8
- y = 8
- $win_x = x
- $win_y = y
- when 1
- x = 382
- y = 8
- $win_x = x
- $win_y = y
- when 2
- x = 8
- y = 280 - 8
- $win_x = x
- $win_y = y
- when 3
- x = 382
- y = 280 - 8
- $win_x = x
- $win_y = y
- end
- end
- w = PLAN_Map_Window::WIN_WIDTH
- h = PLAN_Map_Window::WIN_HEIGHT
- $minimap = true
- super(x, y, w, h)
- $minimap = false
- self.contents = Bitmap.new(width - 32, height - 32)
- self.opacity = PLAN_Map_Window::OPACITY
- self.contents_opacity = PLAN_Map_Window::C_OPACITY
- self.z = 100
- @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
- if $game_map.width > 70 or $game_map.height > 70
- $ZOOM = 2 * PLAN_Map_Window::ZOOM
- else
-
- if $game_map.width < 40 or $game_map.height < 40
- $ZOOM = PLAN_Map_Window::ZOOM / 2
- else
- $ZOOM = PLAN_Map_Window::ZOOM
- end
- end
- @panorama = make_panorama
- @all_map = make_all_map
- self.visible = $game_switches[PLAN_Map_Window::MAP_VISIBLE]
- unless PLAN_Map_Window::WINDOWSKIN.empty?
- self.windowskin = RPG::Cache.windowskin("")
- end
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 缩小图做成
- #--------------------------------------------------------------------------
- def make_all_map
- all_map = Bitmap.new($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 / $ZOOM) * 32
- h = ($game_map.height / $ZOOM) * 32
- ret_bitmap = Bitmap.new(w, h)
- src_rect = Rect.new(0, 0, all_map.width, all_map.height)
- dest_rect = Rect.new(0, 0, ret_bitmap.width, ret_bitmap.height)
- ret_bitmap.stretch_blt(dest_rect, all_map, src_rect)
- all_map.dispose
- return ret_bitmap
- end
- #--------------------------------------------------------------------------
- # ● 远景图做成
- #--------------------------------------------------------------------------
- def make_panorama
- all_panorama = RPG::Cache.panorama($game_map.panorama_name,$game_map.panorama_hue)
- cw = $game_map.width * 32
- ch = $game_map.height * 32
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(0 , 0, all_panorama, src_rect)
- w = ($game_map.width / $ZOOM) * 32
- h = ($game_map.height / $ZOOM) * 32
- ret_bitmap = Bitmap.new(w, h)
- src_rect = Rect.new(0, 0, all_panorama.width, all_panorama.height)
- dest_rect = Rect.new(0, 0, ret_bitmap.width, ret_bitmap.height)
- ret_bitmap.stretch_blt(dest_rect, all_panorama, src_rect)
- all_panorama.dispose
- return ret_bitmap
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- self.x = $win_x
- self.y = $win_y
- self.z = 100
- @small_map = false
- if $game_map.width < 80 or $game_map.height < 80
- #这个是当地图大小宽和高小于指定大小时才改变大小,限制小地图窗口大小
- if $game_map.width < 40 or $game_map.height < 40
- #这同时限制了变换小地图的大小,防止关卡和队长办公室因为地图宽长无法切换
- self.width = [@all_map.width,200].min
- self.height = [@all_map.height,200].min
- self.contents = Bitmap.new(width-32, height-32)
- #让改变的小地图X坐标紧贴边缘
- if self.x + self.width > 250
- self.x = 625 - self.width
- end
- #让改变的小地图Y左边紧贴边缘
- if self.y + self.height > 380
- self.y = 470 - self.height
- end
- @small_map = true
- end
- end
- if self.windowskin == nil
- @windowskin_name = $game_system.windowskin_name
- self.windowskin = RPG::Cache.windowskin(@windowskin_name)
- end
- one_tile_size = 32 / $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
- px = x
- py = y
- 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
- rev_px = 0
- if @panorama.width < self.contents.width
- rev_px = (half_width - $game_player.real_x * one_tile_size) / 128
- rev_px -= (self.contents.width - @all_map.width) / 2
- px += rev_px
- elsif half_width > $game_player.real_x * one_tile_size
- rev_px = (half_width - $game_player.real_x * one_tile_size) / 128
- px += rev_px
- elsif half_width > rest_width
- rev_px = -((half_width - rest_width) / 128)
- px += rev_px
- end
- half_height = self.contents.height * 128 / 2
- rest_height = ($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
- rev_py = 0
- if @panorama.height < self.contents.height
- rev_py = (half_height - $game_player.real_y * one_tile_size) / 128
- rev_py -= (self.contents.height - @all_map.height) / 2
- py += rev_py
- elsif half_height > $game_player.real_y * one_tile_size
- rev_py = (half_height - $game_player.real_y * one_tile_size) / 128
- py += rev_py
- elsif half_height > rest_height
- rev_py = -((half_height - rest_height) / 128)
- py += rev_py
- end
- px /= 2
- py /= 2
- src_rect1 = Rect.new(px, py, self.contents.width, self.contents.height)
- src_rect2 = Rect.new(x, y, self.contents.width, self.contents.height)
- self.contents.blt(0, 0, @panorama, src_rect1)
- self.contents.blt(0, 0, @all_map, src_rect2)
- if PLAN_Map_Window::WINDOW_MOVE == true
- w = self.x - 32 .. self.x + self.width + 32
- h = self.y - 64 .. self.y + self.height + 64
- if w === $game_player.screen_x and h === $game_player.screen_y
- if !@small_map
- case self.x
- when 8
- self.x = 382
- when 382
- self.x = 8
- end
- case self.y
- when 272
- self.y = 8
- when 8
- self.y = 272
- end
- else
- case self.x
- when 625 - self.width
- self.x = 8
- when 8
- self.x = 625 - self.width
- end
- case self.y
- when 470 - self.height
- self.y = 8
- when 8
- self.y = 470 - self.height
- end
- end
- end
- end
- #主角位置
- if $game_party.actors.size > 0
- actor = $game_party.actors[0]
- bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
- width = bitmap.width/ 4
- height = bitmap.height / 4
- sy = ($game_player.direction - 2) / 2 * height
- #原始行走图大小矩形
- src_rect = Rect.new(0, sy, width, height)
- if $ZOOM > 7
- w = width / 5
- h = height / 5
- else
- w = width / $ZOOM
- h = height / $ZOOM
- end
- x = self.contents.width / 2 - w / 2 + one_tile_size / 2 - rev_x
- y = self.contents.height / 2 - h / 2 - rev_y
- #小地图上的行走图大小
- 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
- @panorama.dispose
- @all_map.dispose
- end
- end
- #==============================================================================
- # ■ Game_Player
- #------------------------------------------------------------------------------
- # 处理主角的类。事件启动的判定、以及地图的滚动等功能。
- # 本类的实例请参考 $game_player。
- #==============================================================================
- class Game_Player < Game_Character
- alias old_update update
- def update
- old_update
- unless moving? or $game_system.map_interpreter.running? or
- @move_route_forcing or $game_temp.message_window_showing
- # 如果方向键被按下、主角就朝那个方向移动
- case Input.dir4
- when 2
- if $game_switches[PLAN_Map_Window::MAP_SWITCH]
- $win_x = 8
- $win_y = 8
- $direction = 0
- $game_variables[PLAN_Map_Window::MAP_DIRECTION] = $direction
- end
- when 4
- if $game_switches[PLAN_Map_Window::MAP_SWITCH]
- $win_x = 382
- $win_y = 8
- $direction = 1
- $game_variables[PLAN_Map_Window::MAP_DIRECTION] = $direction
- end
- when 6
- if $game_switches[PLAN_Map_Window::MAP_SWITCH]
- $win_x = 8
- $win_y = 280 - 8
- $direction = 2
- $game_variables[PLAN_Map_Window::MAP_DIRECTION] = $direction
- end
- when 8
- if $game_switches[PLAN_Map_Window::MAP_SWITCH]
- $win_x = 382
- $win_y = 280 - 8
- $direction = 3
- $game_variables[PLAN_Map_Window::MAP_DIRECTION] = $direction
- end
- end
- end
- end
- end
- #==============================================================================
- # ■ Window_Base
- #------------------------------------------------------------------------------
- # 游戏中全部窗口的超级类。
- #==============================================================================
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # x : 窗口的 X 坐标
- # y : 窗口的 Y 坐标
- # width : 窗口的宽
- # height : 窗口的宽
- #--------------------------------------------------------------------------
- def initialize(x, y, width, height)
- super()
- @windowskin_name = $game_system.windowskin_name
- if !$minimap
- self.windowskin = RPG::Cache.windowskin(@windowskin_name)
- end
- self.x = x
- self.y = y
- self.width = width
- self.height = height
- self.z = 100
- end
- end
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- #==============================================================================
- # ■ Window_XY
- #------------------------------------------------------------------------------
- # 显示坐标的窗口。
- #==============================================================================
- class Window_xy < Window_Base#注意前面那个window_xy是文件名
- #--------------------------------------------------------------------------
- # ● 初始化窗口
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 180, 130)#最后面那个数字是宽要显示多个需要改大,前面一个是长~
- self.contents = Bitmap.new(width - 32, height - 32)
- self.back_opacity = 255 # 这个是背景透明
- self.opacity = 255 # 这个是边框和背景都透明
- self.contents_opacity = 255 # 这个是内容透明
- self.visible = false
- refresh
- @x = $game_player.x
- @y = $game_player.y
- @id = $game_map.map_id
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- @x = $game_player.x #获取角色X坐标
- @y = $game_player.y #获取角色Y坐标
- @id = $game_map.map_id #获取地图编号
- self.contents.clear #清除以前的东西
- $mapnames = load_data("Data/MapInfos.rxdata") #读取地图名文件
- map_name = $mapnames[@id].name #获得地图名
- self.contents.font.color = text_color(6)#颜色
- self.contents.draw_text(-100, -25, 170, 74, map_name,2)
- self.contents.font.color = text_color(2)#颜色
- self.contents.draw_text(0, 24, 80, 20, "X:")#显示X这个字的位置,引号里面的内容随便改,比如"X坐标地址"
- self.contents.font.color = text_color(3)#颜色
- self.contents.draw_text(0, 24, 40, 20, @x.to_s,2)
- self.contents.font.color = text_color(2)#上面那个是X坐标的变量,可以自己更改变量名~
- self.contents.draw_text(48, 24, 24, 20, "Y:")#显示Y这个字~
- self.contents.font.color = text_color(3)
- self.contents.draw_text(0, 24, 90, 20, @y.to_s,2)
- end
- end
- #--------------------------------------------------------------------------
- # ● 判断文字刷新。节约内存用
- #--------------------------------------------------------------------------
- def judge
- return true if @x != $game_player.x
- return true if @y != $game_player.y
- return true if @id != $game_map.map_id
- return false
- end
- ###########################################################################
- # 下面的东西不需要掌握~ #
- ###########################################################################
- class Scene_Map
- alias xy_66rpg_main main
- def main
- @xy_window = Window_xy.new
- @xy_window.x = 0
- @xy_window.y = 0
- @xy_window.opacity = 0
- xy_66rpg_main
- @xy_window.dispose
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- alias xy_66rpg_update update
- def update
- xy_66rpg_update
- @xy_window.refresh if @xy_window.judge
- end
- end
- #==========================================================================
- # 本脚本来自www.66rpg.com,用于任何游戏请保留此信息。别以为加密就可以del哦
- #==========================================================================
复制代码 效果图:
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