#==============================================================================
# ■ Spriteset_Map
#------------------------------------------------------------------------------
# 处理地图画面活动块和元件的类。本类在
# Scene_Map 类的内部使用。
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
# 生成显示端口
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 200
@viewport3.z = 5000
# 生成元件地图
@tilemap = Tilemap.new(@viewport1)
@tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
for i in 0..6
autotile_name = $game_map.autotile_names[i]
@tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
end
@tilemap.map_data = $game_map.data
@tilemap.priorities = $game_map.priorities
# 生成远景平面
[url=home.php?mod=space&uid=2658185]@Panorama[/url] = Plane.new(@viewport1)
@panorama.z = -1000
# 生成雾平面
[url=home.php?mod=space&uid=14217]@fog[/url] = Plane.new(@viewport1)
@fog.z = 3000
# 生成角色活动块
@character_sprites = []
for i in $game_map.events.keys.sort
sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
@character_sprites.push(sprite)
end
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
# 生成天气
@weather = RPG::Weather.new(@viewport1)
# 生成图片
@picture_sprites = []
for i in 1..50
@picture_sprites.push(Sprite_Picture.new(@viewport2,
$game_screen.pictures[i]))
end
# 生成计时器块
@timer_sprite = Sprite_Timer.new
# 刷新画面
update
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
# 释放元件地图
@tilemap.tileset.dispose
for i in 0..6
@tilemap.autotiles[i].dispose
end
@tilemap.dispose
# 释放远景平面
@panorama.dispose
# 释放雾平面
@fog.dispose
# 释放角色活动块
for sprite in @character_sprites
sprite.dispose
end
# 释放天候
@weather.dispose
# 释放图片
for sprite in @picture_sprites
sprite.dispose
end
# 释放计时器块
@timer_sprite.dispose
# 释放显示端口
@viewport1.dispose
@viewport2.dispose
@viewport3.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 远景与现在的情况有差异发生的情况下
if @panorama_name != $game_map.panorama_name or
@panorama_hue != $game_map.panorama_hue
@panorama_name = $game_map.panorama_name
@panorama_hue = $game_map.panorama_hue
if @panorama.bitmap != nil
@panorama.bitmap.dispose
@panorama.bitmap = nil
end
if @panorama_name != ""
@panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
end
Graphics.frame_reset
end
# 雾与现在的情况有差异的情况下
if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
@fog_name = $game_map.fog_name
@fog_hue = $game_map.fog_hue
if @fog.bitmap != nil
@fog.bitmap.dispose
@fog.bitmap = nil
end
if @fog_name != ""
@fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
end
Graphics.frame_reset
end
# 刷新元件地图
@tilemap.ox = $game_map.display_x / 4
@tilemap.oy = $game_map.display_y / 4
@tilemap.update
# 刷新远景平面
@panorama.ox = $game_map.display_x / 8
@panorama.oy = $game_map.display_y / 8
# 刷新雾平面
@fog.zoom_x = $game_map.fog_zoom / 100.0
@fog.zoom_y = $game_map.fog_zoom / 100.0
@fog.opacity = $game_map.fog_opacity
@fog.blend_type = $game_map.fog_blend_type
@fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
@fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
@fog.tone = $game_map.fog_tone
# 刷新角色活动块
for sprite in @character_sprites
sprite.update
end
# 刷新天候图形
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.ox = $game_map.display_x / 4
@weather.oy = $game_map.display_y / 4
@weather.update
# 刷新图片
for sprite in @picture_sprites
sprite.update
end
# 刷新计时器块
@timer_sprite.update
# 设置画面的色调与震动位置
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
# 设置画面的闪烁色
@viewport3.color = $game_screen.flash_color
# 刷新显示端口
@viewport1.update
@viewport3.update
end
end