module PLAN_Map_Window
WIN_X = 20 # 窗口的初始 X 座標
WIN_Y = 0 # 窗口的初始 Y 座標
WIN_WIDTH = 640 # 地图的宽度
WIN_HEIGHT = 480 # 地图的高度
#。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。
# 新加:个别地图缩放比例设置,格式:地图ID => 缩放比例 。
#未添加的地图,用下面的 地图的放缩比例 。
R_ZOOM = {1=>10.0, 102=>6.0,103=>4.5,104=>4.5,105=>4.5,
106=>4.5,107=>4.5,108=>4.5}
#。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。
ZOOM = 5.0 # 地图的放缩比例
ZOOMP = 1 # 小地图上角色的缩放(1为图片原来大小,往大调节时图片变小)
SHOWPLAYER = false # 是否显示角色,当为true时,小地图将显示角色为false时显示兰色的标记
PLAYCW = 4 #当使用上面的显示角色时,这个用来设置,角色的横向帧数
PLAYCH = 4 #当使用上面的显示角色时,这个用来设置,角色的综向帧数
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 = false # 是否可以自动改变窗口位置(true:可改变, false:固定)
OVER_X = 0 # 自动改变后窗口的位置x
OVER_Y = 512 - WIN_HEIGHT #自动改变后窗口的位置y
OPACITY = 0 # 窗口的透明度
C_OPACITY = 255 # 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 = true
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 $game_switches[PLAN_Map_Window::SWITCH]
if Kboard.keyboard($R_Key_TAB)
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
@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 = RPG::Cache.icon("地图" + $game_map.map_id.to_s)
cw = $game_map.width * 32
ch = $game_map.height * 32
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(0 , 0, all_map, src_rect)
#-------------------------------------------------------------
#..............................................................
if PLAN_Map_Window::R_ZOOM.keys.include?($game_map.map_id)
zoom = PLAN_Map_Window::R_ZOOM[$game_map.map_id]
else
zoom = PLAN_Map_Window::ZOOM
end
#..............................................................
#--------------------------------------------------------------
w = ($game_map.width / zoom) * 32
h = ($game_map.height / zoom) * 32
ret_bitmap = Bitmap.new(w, h)
src_rect = Rect.new(0, 0, all_map.width, all_map.height)
dest_rect = Rect.new(0, 0, ret_bitmap.width, ret_bitmap.height)
ret_bitmap.stretch_blt(dest_rect, all_map, src_rect)
all_map.dispose
return ret_bitmap
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if PLAN_Map_Window::R_ZOOM.keys.include?($game_map.map_id)
zoom = PLAN_Map_Window::R_ZOOM[$game_map.map_id]
else
zoom = PLAN_Map_Window::ZOOM
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
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
wr = PLAN_Map_Window::WIN_X + self.width
wl = PLAN_Map_Window::WIN_X
ht = PLAN_Map_Window::WIN_Y
he = PLAN_Map_Window::WIN_Y + self.height
if $game_player.screen_x >= wl and $game_player.screen_x <= wr
if $game_player.screen_y >= ht and $game_player.screen_y <= he
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
else
self.x = PLAN_Map_Window::WIN_X
self.y = PLAN_Map_Window::WIN_Y
end
end
if $game_party.actors.size > 0
actor = $game_party.actors[0]
if PLAN_Map_Window::SHOWPLAYER
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
width = bitmap.width / PLAN_Map_Window::PLAYCW
height = bitmap.height / PLAN_Map_Window::PLAYCH
src_rect = Rect.new(0, 0, width, height)
if PLAN_Map_Window::R_ZOOM.keys.include?($game_map.map_id)
zoom = PLAN_Map_Window::R_ZOOM[$game_map.map_id]
else
zoom = PLAN_Map_Window::ZOOM
end
w = width / zoom
h = height / zoom
else
bitmap = RPG::Cache.icon("标记" )
width = (bitmap.width / PLAN_Map_Window::ZOOMP)
height = (bitmap.height / PLAN_Map_Window::ZOOMP)
src_rect = Rect.new(0, 0, width, height)
w = width
h = height
end
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
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
super
@all_map.dispose
end
end