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
提示.png (6.49 KB, 下载次数: 4)
欢迎光临 Project1 (https://rpg.blue/) | Powered by Discuz! X3.1 |