赞 | 0 |
VIP | 0 |
好人卡 | 0 |
积分 | 1 |
经验 | 130 |
最后登录 | 2017-11-21 |
在线时间 | 3 小时 |
Lv1.梦旅人
- 梦石
- 0
- 星屑
- 100
- 在线时间
- 3 小时
- 注册时间
- 2017-8-25
- 帖子
- 3
|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
本人算是半个新手吧... 这个问题都困扰我挺久的了,脚本都找好了,就是不知道为什么解决不了。请各位大大指点我一下...
人物走在石头前面时,头被切去了一部分,因为石头的上半部是星形地形(图快在人物上方)。我游戏里的人物,大多都比正常图块大一点点,经常遇到这种头没了一点的情况。
C:\Users\Iris\Desktop\Pic1.png
C:\Users\Iris\Desktop\Pic 2.png
我在网上找到了脚本,是外国人写的。如果我没理解错,应该是说在星星图块那里使用区域地形7,如果人物在那个图快下方,图快不会切去人物的头;如果人物站在星图块里,人物就会被图块遮挡。
- ##-----------------------------------------------------------------------------
- # Large Sprite ☆ Display Fix v1.3
- # Created by Neon Black at request of seita
- # v1.4 - 12.18.14 - Added position tuning
- # v1.3 - 1.12.14 - Viewport/position issue fixes
- # v1.1 - 8.18.13 - Fixed an odd lag issue
- # v1.0 - 8.17.13 - Main script completed
- # For both commercial and non-commercial use as long as credit is given to
- # Neon Black and any additional authors. Licensed under Creative Commons
- # CC BY 4.0 - http://creativecommons.org/licenses/by/4.0/
- ##-----------------------------------------------------------------------------
-
- ##------
- ## By default, this script only affects the player. To allow it to affect
- ## an event page as well, add a comment with the tag <large sprite> to the page
- ## of the event you would like to have affected by this.
-
- class Sprite_Character < Sprite_Base
- ##------
- ## The ID of the terrain used to display the large character above ☆ tiles.
- ## If the player is below this tile (y position), the sprite will appear
- ## above all tiles and events from that y position up. If the player is on
- ## the same tile or above (y position) the event will appear BELOW ☆ tiles
- ## from that position up.
- ##------
- UpperTerrain = 7
-
- ##------
- ## This value is the pixel tuning used to check the location. This is
- ## because characters tagged with a '!' in their name are drawn lower than
- ## normal characters and are considered to be lower than these. This causes
- ## the script to think they are on the tile below where they really are and
- ## draw them above tiles they should appear under.
- ##------
- Tuning = -1
-
- alias :cp_011214_update_bitmap :update_bitmap
- def update_bitmap(*args)
- if graphic_changed? && @set_upper_area_sprite
- @force_no_gfx_change = true
- else
- @force_no_gfx_change = false
- end
- cp_011214_update_bitmap(*args)
- end
-
- ## Alias the update method to add in the new graphic check.
- alias :cp_073013_update_pos :update_position
- def update_position(*args)
- cp_073013_update_pos(*args)
- check_encompassed_area if sprite_is_onscreen?
- end
-
- ## Alias the dispose to dispose the upper sprite.
- alias :cp_073013_dispose :dispose
- def dispose(*args)
- @upper_area_sprite.dispose if @upper_area_sprite
- cp_073013_dispose(*args)
- end
-
- #~ ## Alias the graphic changed method to allow the sprite to revent to what it
- #~ ## was during the last frame. This allows the check to work again.
- #~ alias :cp_073013_graphic_changed? :graphic_changed?
- #~ def graphic_changed?(*args)
- #~ cp_073013_graphic_changed?(*args) || @set_upper_area_sprite
- #~ end
-
- ## Check if the sprite is onscreen. Reduces redundant drawing.
- def sprite_is_onscreen?
- return false if @character.is_a?(Game_Vehicle) || @character.is_a?(Game_Follower)
- return false unless @character.is_a?(Game_Player) || @character.large_sprite
- return false if @character.screen_z >= 200
- top_left, bot_right = get_edge_corner_dis
- return false if top_left[0] > Graphics.width
- return false if top_left[1] > Graphics.height
- return false if bot_right[0] < 0
- return false if bot_right[1] < 0
- return true
- end
-
- ## Get the top left and bottom right positions.
- def get_edge_corner_dis
- top_left = [self.x - self.ox, self.y - self.oy]
- bot_right = [top_left[0] + self.width, top_left[1] + self.height]
- return [top_left, bot_right]
- end
-
- ## Long method that checks each position and draws the upper sprite.
- def check_encompassed_area
- if @set_upper_area_sprite && !@force_no_gfx_change
- old_src = self.src_rect.clone
- self.bitmap = @old_bitmap
- self.src_rect = old_src
- end
- @set_upper_area_sprite = false
- top_left, bot_right = get_edge_corner_dis
- last_x, last_y, copy_region = nil, nil, 0
- map_xd, map_yd = $game_map.display_x * 32, $game_map.display_y * 32
- total_height = (self.height + @character.jump_height).round
- self.width.times do |x|
- xp = map_xd.to_i + top_left[0] + x
- unless xp / 32 == last_x
- last_x = xp / 32
- last_y, copy_region = nil, 0
- total_height.times do |y|
- yp = map_yd.to_i + bot_right[1] + @character.jump_height - y + Tuning
- next if yp.to_i / 32 == last_y
- last_y = yp.to_i / 32
- if last_y == (@character.screen_y + @character.jump_height + Tuning +
- map_yd).to_i / 32
- break if $game_map.terrain_tag(last_x, last_y) == UpperTerrain
- next
- end
- next if $game_map.terrain_tag(last_x, last_y) != UpperTerrain
- copy_region = [self.height, total_height - y + 1].min
- set_upper_sprite
- break
- end
- end
- next if copy_region == 0
- rect = Rect.new(src_rect.x + x, src_rect.y, 1, copy_region)
- @upper_area_sprite.bitmap.blt(x, 0, self.bitmap, rect)
- self.bitmap.clear_rect(rect)
- end
- if !@set_upper_area_sprite && @upper_area_sprite
- @upper_area_sprite.visible = false
- end
- end
-
- ## Creates the upper sprite that's a copy of the current sprite.
- def set_upper_sprite
- return if @set_upper_area_sprite
- @upper_area_sprite ||= Sprite.new
- @upper_area_sprite.bitmap = Bitmap.new(self.width, self.height)
- props = ["x", "y", "ox", "oy", "zoom_x", "zoom_y", "angle", "mirror",
- "bush_depth", "opacity", "blend_type", "color", "tone", "visible",
- "viewport"]
- props.each do |meth|
- @upper_area_sprite.method("#{meth}=").call(self.method(meth).call)
- end
- @upper_area_sprite.z = 200
- @set_upper_area_sprite = true
- @old_bitmap, old_src_rect = self.bitmap, self.src_rect.clone
- self.bitmap = Bitmap.new(@old_bitmap.width, @old_bitmap.height)
- self.bitmap.blt(0, 0, @old_bitmap, @old_bitmap.rect)
- self.src_rect = old_src_rect
- end
- end
-
- class Game_Event < Game_Character
- attr_reader :large_sprite
-
- alias :cp_081713_setup_page_settings :setup_page_settings
- def setup_page_settings(*args)
- cp_081713_setup_page_settings(*args)
- get_large_sprite_conditions
- end
-
- def get_large_sprite_conditions
- @large_sprite = false
- return if @list.nil? || @list.empty?
- @list.each do |line|
- next unless line.code == 108 || line.code == 408
- case line.parameters[0]
- when /<large sprite>/i
- @large_sprite = true
- end
- end
- end
- end
复制代码
但是我跟着做了,人物的头依然被切掉了。而且我把游戏里所有其他脚本都删除了再测试,确保这个脚本不会和其他脚本发生冲突,但依然不管用。
请各位大大帮我一下,问题到底出在了哪里.... 感激不尽!!
|
|