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换个脚本?
- =begin
- #===============================================================================
- Title: 地图截图
- Author: Hime
- Date: Sep 25, 2015
- --------------------------------------------------------------------------------
- ** Change log
- Sep 25, 2015
- - fixed placement issue with large sprites
- Dec 7, 2014
- - added option to draw certain events
- Apr 15, 2013
- - updated script to use GDI+ interface
- - added support for region map overlay and passage map overlay
- Apr 6, 2013
- - fixed bug where drawing events crashed the game
- Apr 2, 2013
- - map data is now setup by an instance of Game_Map, to account for custom
- map scripts adding to the map
- Jul 27
- - Export dirNames are now optional
- May 28
- - updated overlay mapping compatibility to draw the overlays
- based on the player's current position
- - fixed issue where import hash was commented out
- - Added support for Yami's overlay mapping
- May 24, 2012
- - fixed large characters
- - some optimizations for calculating bounds and dimensions
- May 5, 2012
- - fixed waterfall autotile
- - added screenshot feature
- May 4, 2012
- - fixed tiles with alpha channel
- - fixed shadows
- - fixed wall autotiles
- May 1, 2012
- - fixed wall autotile, although there is still an issue with some tiles
- Apr 29, 2012
- - fixed shadow map drawing
- - added region highlighting
- - added damage tile highlighting
- Apr 28, 2012
- - Initial Release
- ------------------------------------------------------------------------------
- ** 介绍
-
- 允许你为游戏中的任何一张地图截取全图像,一张全地图的图像称为"mapshot" (而不是
- screenshot).
-
- 本脚本还可以设定地图截图中显示的元素,例如是否显示事件、载具、区域ID或特定的
- 图块.
-
- ------------------------------------------------------------------------------
- ** 使用方法
-
- 默认地图截图键是 F7. 可以在下面的设定部分里修改.
-
- 为地图截图的方法,首先需要启动游戏,然后按下F7.
- 一个文本会显示并告诉你截图成功.图像会保存在游戏目录下的"Mapshots"或"Screenshots"
- 文件夹内(默认)。
-
- 此外,你也可以使用脚本来给地图截图.
- Map_Saver.new(地图_id).export
-
- 除了输出截图图像,你还可以在游戏里使用已经保存了的地图截图.
-
- ms = Map_Saver.new(地图_id)
- bmp = ms.map_image
-
- 以上方法可以引用一个包含地图截图的位图对象.
- --------------------------------------------------------------------------------
- ** Credits
-
- Cremno
- -GDI+ interface code
- Cidiomar
- -for drawing autotiles and shadows,
- -providing efficient bmp and png exporters
- Moon
- -auto-tile related info
- Mephistox
- -testing and suggestions
- ================================================================================
- =end
- $imported = {} if $imported.nil?
- $imported["TH_MapSaver"] = true
- #===============================================================================
- # ** 设定
- #===============================================================================
- module TH
- module Map_Saver
-
- Mapshot_Button = Input::F7 # 地图截图键
- Mapshot_Scale = 1 # 缩放比率
-
- Screenshot_Button = Input::F8 # 画面截图键
- Screenshot_Scale = 1 # 缩放比率
-
- Mapshot_Directory = "Mapshots" # 地图截图文件夹的名称
- Screenshot_Directory = "Screenshots" # 画面截图文件夹的名称
-
- # 导出的图片格式. 最好只用 png.
- # 可选: [bmp, png]
- Export_Format = "png"
-
- Draw_Events = true # 是否在截图里显示事件
- Draw_Player = false # 是否在截图里显示玩家
- Draw_Followers = false # 是否在截图里显示队友
- Draw_Vehicles = false # 是否在截图里显示载具
-
- #是否显示影子? 影子的颜色?
- Draw_Shadow = false
- Shadow_Color = Color.new(0, 0, 0, 128)
-
- # 是否显示区域? 需要脚本 "Region Overlay Map"
- Draw_Regions = false
-
- # 是否显示地图图块的通行度? 需要脚本 "Passage Overlay Map"
- Draw_Passages = false
-
- #带地形伤害的图块是否高亮显示? 用什么颜色?
- Highlight_Damage = false
- Damage_Color = Color.new(128, 0, 0, 128)
- end
- end
- #==============================================================================
- # ** Module: Map_Tiles
- # Contains data and methods useful for working with maps and tiles
- #==============================================================================
- module Map_Tiles
- AUTOTILE_PARTS = [[18,17,14,13], [ 2,14,17,18], [13, 3,17,18], [ 2, 3,17,18],
- [13,14,17, 7], [ 2,14,17, 7], [13, 3,17, 7], [ 2, 3,17, 7],
- [13,14, 6,18], [ 2,14, 6,18], [13, 3, 6,18], [ 2, 3, 6,18],
- [13,14, 6, 7], [ 2,14, 6, 7], [13, 3, 6, 7], [ 2, 3, 6, 7],
- [16,17,12,13], [16, 3,12,13], [16,17,12, 7], [12, 3,16, 7],
- [10, 9,14,13], [10, 9,14, 7], [10, 9, 6,13], [10, 9, 6, 7],
- [18,19,14,15], [18,19, 6,15], [ 2,19,14,15], [ 2,19, 6,15],
- [18,17,22,21], [ 2,17,22,21], [18, 3,22,21], [ 2, 3,21,22],
- [16,19,12,15], [10, 9,22,21], [ 8, 9,12,13], [ 8, 9,12, 7],
- [10,11,14,15], [10,11, 6,15], [18,19,22,23], [ 2,19,22,23],
- [16,17,20,21], [16, 3,20,21], [ 8,11,12,15], [ 8, 9,20,21],
- [16,19,20,23], [10,11,22,23], [ 8,11,20,23], [ 0, 1, 4, 5]]
- WATERFALL_PIECES = [[ 2, 1, 6, 5], [ 0, 1, 4, 5], [ 2, 3, 6, 7], [0, 3, 4, 7]]
- WALL_PIECES = [[10, 9, 6, 5], [ 8, 9, 4, 5], [ 2, 1, 6, 5], [ 0, 1, 4, 5],
- [10,11, 6, 7], [ 8,11, 4, 7], [ 2, 3, 6, 7], [ 0, 3, 4, 7],
- [10, 9,14,13], [ 8, 9,12,13], [ 2, 1,14,13], [ 0, 1,12,13],
- [10,11,14,15], [8, 11,12,15], [ 2, 3,14,15], [ 0, 3,12,15]]
- A1_TILES = [[0, 0], [0, 96], [192, 0], [192, 96],
- [256, 0], [448, 0], [256, 96], [448, 96],
- [0, 192], [192, 192], [0, 288], [192, 288],
- [256, 192], [448, 192], [256, 288], [448, 288]]
-
-
- #--------------------------------------------------------------------------
- # * Checks if a tile is a wall
- #--------------------------------------------------------------------------
- def is_wall?(data)
- return true if data.between?(2288, 2335)
- return true if data.between?(2384, 2431)
- return true if data.between?(2480, 2527)
- return true if data.between?(2576, 2623)
- return true if data.between?(2672, 2719)
- return true if data.between?(2768, 2815)
- return true if data.between?(4736, 5119)
- return true if data.between?(5504, 5887)
- return true if data.between?(6272, 6655)
- return true if data.between?(7040, 7423)
- return true if data > 7807
- false
- end
- #--------------------------------------------------------------------------
- # * Checks if a tile is roof
- #--------------------------------------------------------------------------
- def is_roof?(data)
- return true if data.between?(4352, 4735)
- return true if data.between?(5120, 5503)
- return true if data.between?(5888, 6271)
- return true if data.between?(6656, 7039)
- return true if data.between?(7424, 7807)
- false
- end
- #--------------------------------------------------------------------------
- # * Checks if a tile is soil
- #--------------------------------------------------------------------------
- def is_soil?(data)
- return true if data.between?(2816, 4351) && !is_table?(data)
- return true if data > 1663 && !is_stair?(data)
- false
- end
- #--------------------------------------------------------------------------
- # * Checks if a tile is a stair
- #--------------------------------------------------------------------------
- def is_stair?(data)
- return true if data.between?(1541, 1542)
- return true if data.between?(1549, 1550)
- return true if data.between?(1600, 1615)
- false
- end
- #--------------------------------------------------------------------------
- # * Checks if a tile is a table
- #--------------------------------------------------------------------------
- def is_table?(data)
- return true if data.between?(3152, 3199)
- return true if data.between?(3536, 3583)
- return true if data.between?(3920, 3967)
- return true if data.between?(4304, 4351)
- false
- end
-
- #--------------------------------------------------------------------------
- # * The tileset to be used
- #--------------------------------------------------------------------------
- def tileset
- $data_tilesets[@tileset_id]
- end
-
- #--------------------------------------------------------------------------
- # * Region ID
- #--------------------------------------------------------------------------
- def region_id(x, y)
- valid?(x, y) ? @map.data[x, y, 3] >> 8 : 0
- end
-
- #--------------------------------------------------------------------------
- # * Gets all of the tiles for each layer at position x,y
- #--------------------------------------------------------------------------
- def layered_tiles(x, y)
- [2, 1, 0].collect {|z| @map.data[x, y, z] }
- end
-
- def layered_tiles_flag?(x, y, bit)
- layered_tiles(x, y).any? {|tile_id| tileset.flags[tile_id] & bit != 0 }
- end
-
- def valid?(x, y)
- x >= 0 && x < width && y >= 0 && y < height
- end
-
- def damage_floor?(x, y)
- valid?(x, y) && layered_tiles_flag?(x, y, 0x100)
- end
-
- #--------------------------------------------------------------------------
- # * Specifies which type of autotile is used
- #--------------------------------------------------------------------------
- def auto_tile(id)
- id / 48
- end
-
- #--------------------------------------------------------------------------
- # * Specifies the specific arrangement of autotiles used
- #--------------------------------------------------------------------------
- def auto_index(id)
- id % 48
- end
-
- #--------------------------------------------------------------------------
- # * Put the auto-tile pieces together
- #--------------------------------------------------------------------------
- def make_autotile(rects, sx, sy)
- @tile.clear
- for i in 0...4
- @auto_rect.x = (rects[i] % 4) * 16 + sx
- @auto_rect.y = (rects[i] / 4) * 16 + sy
- @tile.blt((i % 2) * 16,(i / 2) * 16, @tilemap, @auto_rect)
- end
- end
-
- #--------------------------------------------------------------------------
- # * Get auto-tile A1 tiles
- #--------------------------------------------------------------------------
- def autotile_A1(tile_id)
- @tilemap = @bitmaps[0]
- autotile = tile_id / 48
- auto_id = tile_id % 48
- sx, sy = A1_TILES[autotile]
- if is_wall?(tile_id + 2048)
- rects = WATERFALL_PIECES[auto_id]
- else
- rects = AUTOTILE_PARTS[auto_id]
- end
- make_autotile(rects, sx, sy)
- end
-
- #--------------------------------------------------------------------------
- # * Get auto-tile A2 tiles.
- # 64x96 tiles, 8 per row, 4 rows
- #--------------------------------------------------------------------------
- def autotile_A2(tile_id)
- autotile = tile_id / 48
- auto_id = tile_id % 48
- @tilemap = @bitmaps[1]
- sx = (autotile % 8) * 64
- sy = (autotile / 8 % 4) * 96
- rects = AUTOTILE_PARTS[auto_id]
- make_autotile(rects, sx, sy)
- end
-
- #--------------------------------------------------------------------------
- # * Get auto-tile A3 tiles.
- # 64x64 tiles, 8 per row, 4 rows
- #--------------------------------------------------------------------------
- def autotile_A3(tid)
- @tilemap = @bitmaps[2]
- sx = (auto_tile(tid) % 8) * 64
- sy = (auto_tile(tid) / 8 % 4) * 64
- rects = WALL_PIECES[auto_index(tid)]
- make_autotile(rects, sx, sy)
- end
-
- #--------------------------------------------------------------------------
- # * Get auto-tile A4 tiles (walls)
- #--------------------------------------------------------------------------
- def autotile_A4(tile_id)
- @tilemap = @bitmaps[3]
- autotile = tile_id / 48
- auto_id = tile_id % 48
- sx = (autotile % 8) * 64
- sy = (autotile / 16 * 160) + (autotile / 8 % 2) * 96
- if is_wall?(tile_id + 5888)
- rects = WALL_PIECES[auto_id]
- else
- rects = AUTOTILE_PARTS[auto_id]
- end
- make_autotile(rects, sx, sy)
- end
-
- #--------------------------------------------------------------------------
- # * Get auto-tile A5 tiles (normal)
- #--------------------------------------------------------------------------
- def autotile_A5(tile_id)
- @tilemap = @bitmaps[4]
- sx = (tile_id) % 8 * tilesize
- sy = (tile_id) / 8 * tilesize
- @src_rect.set(sx, sy, tilesize, tilesize)
- @tile.clear
- @tile.blt(0, 0, @tilemap, @src_rect)
- end
-
- #--------------------------------------------------------------------------
- # * Get normal tiles B, C, D, E
- #--------------------------------------------------------------------------
- def normal_tile(tile_id)
- @tilemap = @bitmaps[5 + tile_id / 256]
- sx = (tile_id / 128 % 2 * 8 + tile_id % 8) * tilesize;
- sy = (tile_id % 256 / 8 % 16) * tilesize;
- @src_rect.set(sx, sy, tilesize, tilesize)
- @tile.clear
- @tile.blt(0, 0, @tilemap, @src_rect)
- end
-
- #--------------------------------------------------------------------------
- # * Get bitmap for the specified tile id
- #--------------------------------------------------------------------------
- def get_bitmap(id)
- if id < 1024
- normal_tile(id)
- elsif id < 1664
- autotile_A5(id - 1536)
- elsif id < 2816
- autotile_A1(id - 2048)
- elsif id < 4352
- autotile_A2(id - 2816)
- elsif id < 5888
- autotile_A3(id - 4352)
- else
- autotile_A4(id - 5888)
- end
- end
- end
- #==============================================================================
- # **
- #==============================================================================
- class Game_Player < Game_Character
-
- alias :th_mapsaver_update :update
- def update
- th_mapsaver_update
- if Input.trigger?(TH::Map_Saver::Mapshot_Button)
- s = Map_Saver.new($game_map.map_id)
- s.set_scale(TH::Map_Saver::Mapshot_Scale)
- s.mapshot
- end
- if Input.trigger?(TH::Map_Saver::Screenshot_Button)
- s = Map_Saver.new($game_map.map_id)
- s.set_scale(TH::Map_Saver::Screenshot_Scale)
- s.screenshot
- end
- end
- end
- class Game_Vehicle < Game_Character
- attr_reader :map_id
- end
- class Game_Map
- attr_reader :map
- end
- #==============================================================================
- # **
- #==============================================================================
- class Map_Saver
- include TH::Map_Saver
- include Map_Tiles
- #--------------------------------------------------------------------------
- # * Constants
- #--------------------------------------------------------------------------
- SHADOW_COLOR = TH::Map_Saver::Shadow_Color
- DAMAGE_COLOR = TH::Map_Saver::Damage_Color
- #--------------------------------------------------------------------------
- # * Public instance variables
- #--------------------------------------------------------------------------
- attr_reader :map_image
-
- def initialize(map_id=$game_map.map_id, x=$game_player.x, y=$game_player.y)
- @scale = 1
- @local_x = x
- @local_y = y
- @screen_local = false
- @shadow_bitmap = Bitmap.new(128, 128)
- @draw_layer0 = true
- @draw_layer1 = true
- @draw_layer2 = true
- @draw_events = Draw_Events
- @draw_vehicles = Draw_Vehicles
- @draw_player = Draw_Player
- @draw_followers = Draw_Followers
- @draw_shadow = Draw_Shadow
- @draw_damage = Highlight_Damage
- @draw_regions = Draw_Regions
- @draw_passages = Draw_Passages
- @tile = Bitmap.new(32, 32) #stores the current tile to be drawn
- @tilemap = nil
- @src_rect = Rect.new
- @auto_rect = Rect.new(0, 0, tilesize / 2, tilesize/ 2) #constant
- @tile_rect = Rect.new(0, 0, tilesize, tilesize) #constant
- end
-
- def load_tilesets
- bitmaps = []
- tileset.tileset_names.each_with_index do |name, i|
- bitmaps[i] = Cache.tileset(name)
- end
- return bitmaps
- end
-
- #--------------------------------------------------------------------------
- # * Refresh, possibly with a new map
- #--------------------------------------------------------------------------
- def redraw(map_id=$game_map.map_id, x=$game_player.x, y=$game_player.y)
- @map_image.dispose if @map_image
- @map_id = map_id
- @local_x = x
- @local_y = y
- @game_map = Game_Map.new
- @game_map.setup(map_id)
- @map = @game_map.map
- @map_info = $data_mapinfos[map_id]
- @screen = $game_map.screen
- @tileset_id = @game_map.tileset.id
- @bitmaps = load_tilesets
-
- get_bounds
- @map_image = Bitmap.new(@width * tilesize, @height * tilesize)
- draw_map
- scale_map if @scale != 1
- end
-
- #--------------------------------------------------------------------------
- # * Pre-process. These will never change when drawing the map.
- #--------------------------------------------------------------------------
- def get_bounds
- @start_x = start_x
- @start_y = start_y
- @end_x = end_x
- @end_y = end_y
- @width = width
- @height = height
- @tilesize = tilesize
- end
-
- def screen_tile_x
- Graphics.width / 32
- end
-
- def screen_tile_y
- Graphics.height / 32
- end
-
- #--------------------------------------------------------------------------
- # * Sets the scale for the map
- #--------------------------------------------------------------------------
- def set_scale(scale)
- @scale = scale
- end
-
- #--------------------------------------------------------------------------
- # * Size of a tile
- #--------------------------------------------------------------------------
- def tilesize
- 32
- end
-
- #--------------------------------------------------------------------------
- # * Width and height of the map, both locally and globally
- #--------------------------------------------------------------------------
- def width
- end_x - @start_x
- end
-
- def height
- end_y - @start_y
- end
-
- #--------------------------------------------------------------------------
- # * Starting and end positions, relative to the screen or map
- #--------------------------------------------------------------------------
- def start_x
- @screen_local ? [[$game_player.x - screen_tile_x / 2, @map.width - screen_tile_x].min, 0].max : 0
- end
- def start_y
- @screen_local ? [[$game_player.y - screen_tile_y / 2, @map.height - screen_tile_y].min, 0].max : 0
- end
-
- def end_x
- @screen_local ? [[screen_tile_x, @local_x + screen_tile_x / 2 + 1].max, @map.width].min : @map.width
- end
-
- def end_y
- @screen_local ? [[screen_tile_y, @local_y + screen_tile_y / 2 + 1].max, @map.height].min : @map.height
- end
- #--------------------------------------------------------------------------
- # * Draw tile onto image. x and y values are absolute coords. They should
- # be re-mapped based on the start_x and start_y values
- #--------------------------------------------------------------------------
- def draw_tile(x, y, tile, rect)
- ox = (x - @start_x) * tilesize
- oy = (y - @start_y) * tilesize
- @map_image.blt(ox, oy, tile, rect)
- end
-
- def draw_character(x, y, width, height, bmp, rect)
- ox = (x - @start_x) * tilesize
- oy = (y - @start_y) * tilesize
-
- ox = ox - width / 4 if width > 32
- oy = oy - height / 2 if height > 32
- @map_image.blt(ox, oy, bmp, rect)
- end
-
- #--------------------------------------------------------------------------
- # * Get bitmap for the specified character
- #--------------------------------------------------------------------------
- def get_character_bitmap(name)
- charmap = Cache.character(name)
- sign = name[/^[\!\$]./]
- if sign && sign.include?(')
- cw = charmap.width / 3
- ch = charmap.height / 4
- else
- cw = charmap.width / 12
- ch = charmap.height / 8
- end
- return charmap, cw, ch
- end
-
- #--------------------------------------------------------------------------
- # * Draw the character onto the tile
- #--------------------------------------------------------------------------
- def set_character_bitmap(character, x, y)
- charmap, cw, ch = get_character_bitmap(character.character_name)
- index = character.character_index
- pattern = character.pattern < 3 ? character.pattern : 1
- sx = (index % 4 * 3 + pattern) * cw
- sy = (index / 4 * 4 + (character.direction - 2) / 2) * ch
- @src_rect.set(sx, sy, cw, ch)
- draw_character(x, y, cw, ch, charmap, @src_rect)
- end
-
- #--------------------------------------------------------------------------
- # * create the shadow map
- #--------------------------------------------------------------------------
- def make_shadow_map
- for s in 0 ... 16
- x = s % 4
- y = s / 4
- if s & 0b1000 == 0b1000
- @shadow_bitmap.fill_rect(x*tilesize+16, y*@tilesize+16, 16, 16, SHADOW_COLOR)
- end
- if s & 0b0100 == 0b0100
- @shadow_bitmap.fill_rect(x*tilesize, y*@tilesize+16, 16, 16, SHADOW_COLOR)
- end
- if s & 0b0010 == 0b0010
- @shadow_bitmap.fill_rect(x*tilesize+16, y*@tilesize, 16, 16, SHADOW_COLOR)
- end
- if s & 0b0001 == 0b0001
- @shadow_bitmap.fill_rect(x*tilesize, y*@tilesize, 16, 16, SHADOW_COLOR)
- end
- end
- end
-
- def draw_parallax
- image = Cache.parallax(@map.parallax_name)
- @src_rect.set(0, 0, image.width, image.height)
- @map_image.blt(0, 0, image, @src_rect)
- end
-
- #--------------------------------------------------------------------------
- # * Draw the shadow map
- #--------------------------------------------------------------------------
- def draw_shadow_map
- for x in @start_x ... @end_x
- for y in @start_y ... @end_y
- _x, _y = x*@tilesize, y*@tilesize
- s = @map.data[x, y, 3] & 0b1111
- if s != 0
- x_ = (s % 4) * @tilesize
- y_ = (s / 4) * @tilesize
- @src_rect.set(x_, y_, @tilesize, @tilesize)
- draw_tile(x, y, @shadow_bitmap, @src_rect)
- end
- end
- end
- end
-
- #--------------------------------------------------------------------------
- # * Draw the specified layer
- #--------------------------------------------------------------------------
- def draw_layer(layer)
- for x in @start_x ... @end_x
- for y in @start_y ... @end_y
- _x, _y = x*@tilesize, y*@tilesize
- tile_id = @map.data[x, y, layer]
- next if tile_id == 0
- get_bitmap(tile_id)
- draw_tile(x, y, @tile, @tile_rect)
- end
- end
- end
-
- #-----------------------------------------------------------------------------
- # Draw game regions
- #-----------------------------------------------------------------------------
- def draw_regions
- if $imported["TH_RegionOverlay"]
- image = SceneManager.scene.instance_variable_get(:@spriteset).instance_variable_get(:@region_map).bitmap
- @src_rect.set(@start_x * tilesize, @start_y * tilesize, image.width, image.height)
- @map_image.blt(0, 0, image, @src_rect, 255)
- end
- end
-
- def draw_passages
- if $imported["TH_OverlayPassageMap"]
- image = SceneManager.scene.instance_variable_get(:@spriteset).instance_variable_get(:@passage_map).bitmap
- @src_rect.set(@start_x * tilesize, @start_y * tilesize, image.width, image.height)
- @map_image.blt(0, 0, image, @src_rect, 255)
- end
- end
- #--------------------------------------------------------------------------
- # * Draw the game player
- #--------------------------------------------------------------------------
- def draw_player
- set_character_bitmap($game_player, $game_player.x, $game_player.y) if @map_id == $game_map.map_id
- end
-
- def draw_followers
- end
-
- #--------------------------------------------------------------------------
- # * Draw map events
- #--------------------------------------------------------------------------
- def draw_events
- @map.events.values.each do |event|
- canDraw = event.pages[0].list.any? do |cmd|
- cmd.code == 108 && cmd.parameters[0] =~ /<screenshot:\s*tile\s*>/i
- end
- next unless @draw_events || canDraw
- id = event.pages[0].graphic.tile_id
- char_name = event.pages[0].graphic.character_name
- if id > 0
- normal_tile(id)
- draw_tile(event.x, event.y, @tilemap, @src_rect)
- elsif char_name != ""
- set_character_bitmap(event.pages[0].graphic, event.x, event.y)
- end
- end
- end
-
- #--------------------------------------------------------------------------
- # * Draw map vehicles
- #--------------------------------------------------------------------------
- def draw_vehicles
- $game_map.vehicles.each do |vehicle|
- set_character_bitmap(vehicle, vehicle.x, vehicle.y) if @map_id == vehicle.map_id
- end
- end
-
- #--------------------------------------------------------------------------
- # * Draw map sprites
- #--------------------------------------------------------------------------
- def draw_sprites
- draw_events
- draw_vehicles if @draw_vehicles
- draw_player if @draw_player
- draw_followers if @draw_followers
- end
-
- #--------------------------------------------------------------------------
- # * Highlight damage tiles
- #--------------------------------------------------------------------------
- def draw_damage
- @tile.clear
- @tile.fill_rect(0, 0, @tilesize, @tilesize, DAMAGE_COLOR)
- @src_rect.set(0, 0, @tilesize, @tilesize)
- for x in @start_x ... @end_x
- for y in @start_y ... @end_y
- _x, _y = x*@tilesize, y*@tilesize
- if damage_floor?(x, y)
- draw_tile(x, y, @tile, @src_rect)
- end
- end
- end
- end
-
- def draw_screen_effects
- end
- #--------------------------------------------------------------------------
- # * Draw the map
- #--------------------------------------------------------------------------
- def draw_map
- make_shadow_map if @draw_shadow
- draw_parallax
- draw_layer(0)
- draw_layer(1)
- draw_shadow_map
- draw_layer(2)
- draw_damage if @draw_damage
- draw_regions if @draw_regions
- draw_passages if @draw_passages
- draw_sprites
- draw_screen_effects
- end
-
- #--------------------------------------------------------------------------
- # * Scale the map
- #--------------------------------------------------------------------------
- def scale_map
- nw = @width * @scale
- nh = @height * @scale
- @src_rect.set(0, 0, @width, @height)
- scaled_map = Bitmap.new(nw, nh)
- scaled_rect = Rect.new(0, 0, nw, nh)
- scaled_map.stretch_blt(scaled_rect, @map_image, @src_rect)
- @map_image = scaled_map
- end
-
- #--------------------------------------------------------------------------
- # * Take a mapshot of the map
- #--------------------------------------------------------------------------
- def mapshot
- @screen_local = false
- redraw
- export(TH::Map_Saver::Mapshot_Directory)
- $game_message.add("截图成功")
- end
-
- #--------------------------------------------------------------------------
- # * Take a screenshot of the map
- #--------------------------------------------------------------------------
- def screenshot
- @screen_local = true
- redraw
- export(TH::Map_Saver::Screenshot_Directory)
- $game_message.add("截图成功")
- end
-
- #--------------------------------------------------------------------------
- # * Get the format to export to
- #--------------------------------------------------------------------------
- def get_format
- TH::Map_Saver::Export_Format
- end
-
- #--------------------------------------------------------------------------
- # * Export the map to a file
- #--------------------------------------------------------------------------
- def export(dirName="")
- format = get_format
- #name = @map.display_name != "" ? @map.display_name : @map_info.name
- name = sprintf("Map%03d" %[@map_id])
- Dir.mkdir(dirName) unless File.directory?(dirName)
- name =
- filename = "%s\\%s.%s" %[dirName, name, format]
- t1 = Time.now
- @map_image.save(filename)
- t2 = Time.now
- $game_message.add("截图已导出,用时: %f 秒" %[t2 - t1])
- end
- end
- class Bitmap
-
- def save(filename, options = {})
- options.merge!(format: File.extname(filename)[1..-1].to_sym)
- retval = false
- #bitmap = Gdiplus::Bitmap.new(:hbitmap, hbitmap)
- #bitmap = Gdiplus::Bitmap.new(:gdidib, *gdidib)
- # this seems to be the fastest one (RGSS 3.0.1, Windows 8 64-bit)
- bitmap = Gdiplus::Bitmap.new(:scan0, width, height, scan0)
- if bitmap
- retval = bitmap.save(:file, filename, options[:format])
- bitmap.dispose
- end
- retval
- end
-
- private
-
- def _data_struct(offset = 0)
- @_data_struct ||= (DL::CPtr.new((object_id << 1) + 16).ptr + 8).ptr
- (@_data_struct + offset).ptr.to_i
- end
-
- def gdidib
- [_data_struct(8), _data_struct(16)]
- end
-
- def hbitmap
- _data_struct(44)
- end
-
- def scan0
- _data_struct(12)
- end
-
- end
- # ★ GDI+ interface
- # ★★★★★★★★★★★★
- #
- # Author : Cremno
- #
-
- module Gdiplus
- DLL = 'gdiplus.dll'
-
- def self.get_function name, import, export = 'L'
- Win32API.new DLL, name, import, export
- end
-
- FUNCTIONS = {
- GdiplusStartup: get_function('GdiplusStartup', 'PPP'),
- GdiplusShutdown: get_function('GdiplusShutdown', 'P', 'V'),
- GdipDisposeImage: get_function('GdipDisposeImage', 'P'),
- GdipSaveImageToFile: get_function('GdipSaveImageToFile', 'PPPP'),
- GdipCreateBitmapFromGdiDib: get_function('GdipCreateBitmapFromGdiDib', 'LLP'),
- GdipCreateBitmapFromHBITMAP: get_function('GdipCreateBitmapFromHBITMAP', 'LLP'),
- GdipCreateBitmapFromScan0: get_function('GdipCreateBitmapFromScan0', 'LLLLPP')
- }
-
- @@token = [0].pack('I')
- def self.token
- @@token
- end
-
- @@clsids = {}
- def self.clsids
- @@clsids
- end
-
- def self.gen_clsids
- return unless @@clsids.empty?
- func = Win32API.new('rpcrt4.dll', 'UuidFromString', 'PP', 'L')
- {
- bmp: '557cf400-1a04-11d3-9a73-0000f81ef32e',
- jpeg: '557cf401-1a04-11d3-9a73-0000f81ef32e',
- gif: '557cf402-1a04-11d3-9a73-0000f81ef32e',
- tiff: '557cf405-1a04-11d3-9a73-0000f81ef32e',
- png: '557cf406-1a04-11d3-9a73-0000f81ef32e'
- }.each_pair do |k, v|
- clsid = [0].pack('I')
- func.call(v, clsid)
- @@clsids[k] = clsid
- end
- @@clsids[:jpg] = @@clsids[:jpeg]
- @@clsids[:tif] = @@clsids[:tiff]
- end
-
- # TODO: prepend prefix (Gdip or Gdiplus) automatically
- def self.call(*args)
- name = args.shift
- func = FUNCTIONS[name]
- v = func.call(*args)
- if v && v != 0
- msgbox "GDI+ error: #{v}\n\nFunction: #{name}\nArguments: #{args.inspect}"
- false
- else
- true
- end
- end
-
- def self.startup
- call :GdiplusStartup, @@token, [1, 0, 0, 0].pack('L4'), 0
- end
-
- def self.shutdown
- call :GdiplusShutdown, @@token
- end
-
- class Image
-
- attr_reader :instance
- def initialize
- @instance = 0
- true
- end
-
- def save(destination, *args)
- case destination
- when :file
- filename = args.shift << "\0"
- filename.encode!('UTF-16LE')
- argv = [:GdipSaveImageToFile, filename, Gdiplus.clsids[args.shift], 0]
- else
- raise ArgumentError, "unknown GDI+ image destination: #{source}"
- end
- argv.insert(1, @instance)
- Gdiplus.call *argv
- end
-
- def dispose
- Gdiplus.call :GdipDisposeImage, @instance
- end
- end
-
- class Bitmap < Image
-
- def initialize source, *args
- case source
- when :gdidib
- argv = [:GdipCreateBitmapFromGdiDib, args.shift, args.shift]
- when :hbitmap
- argv = [:GdipCreateBitmapFromHBITMAP, args.shift, 0]
- when :scan0
- w = args.shift
- h = args.shift
- argv = [:GdipCreateBitmapFromScan0, w, h, w * -4, 0x26200a, args.shift]
- else
- raise ArgumentError, "unknown GDI+ bitmap source: #{source}"
- end
- argv.push([0].pack('I'))
- retval = Gdiplus.call *argv
- @instance = retval ? argv.last.unpack('I').first : 0
- retval
- end
- end
- end
-
- if Gdiplus.startup
- Gdiplus.gen_clsids
- class << SceneManager
- alias_method :run_wo_gdip_shutdown, :run
- def run
- run_wo_gdip_shutdown
- Gdiplus.shutdown
- end
- end
- end
- #==============================================================================
- # * Compatibility add-ons
- #==============================================================================
- #Yami overlays
- if $imported["YSE-OverlayMapping"]
- class Map_Saver
- def draw_overlay_map_ground
- filename = YSA::OVERLAY::GROUND
- filename += $game_map.map_id.to_s
- filename += "-" + $game_variables[YSA::OVERLAY::GROUND_VARIABLE].to_s
- p filename
- image = Cache.overlay(filename)
- @src_rect.set(@start_x*tilesize, @start_y*tilesize, image.width, image.height)
- @map_image.blt(0, 0, image, @src_rect)
- end
-
- def draw_overlay_map_parallax
- filename = YSA::OVERLAY::PARALLAX
- filename += $game_map.map_id.to_s
- filename += "-" + $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE].to_s
- image = Cache.overlay(filename)
- @src_rect.set(@start_x*tilesize, @start_y*tilesize, image.width, image.height)
- @map_image.blt(0, 0, image, @src_rect)
- end
-
- def draw_overlay_map_light
- filename = YSA::OVERLAY::LIGHT
- filename += $game_map.map_id.to_s
- filename += "-" + $game_variables[YSA::OVERLAY::LIGHT_VARIABLE].to_s
- image = Cache.overlay(filename)
- @src_rect.set(@start_x*tilesize, @start_y*tilesize, image.width, image.height)
- @map_image.blt(0, 0, image, @src_rect, 10)
- end
-
- def draw_overlay_map_shadow
- filename = YSA::OVERLAY::SHADOW
- filename += $game_map.map_id.to_s
- filename += "-" + $game_variables[YSA::OVERLAY::SHADOW_VARIABLE].to_s
- image = Cache.overlay(filename)
- @src_rect.set(@start_x*tilesize, @start_y*tilesize, image.width, image.height)
- @map_image.blt(0, 0, image, @src_rect, 10)
- end
-
- alias :th_map_overlay_draw_map :draw_map
- def draw_map
- th_map_overlay_draw_map
- draw_overlay_map_ground if $game_switches[YSA::OVERLAY::GROUND_SWITCH]
- draw_overlay_map_parallax if $game_switches[YSA::OVERLAY::PARALLAX_SWITCH]
- draw_overlay_map_shadow if $game_switches[YSA::OVERLAY::SHADOW_SWITCH]
- draw_overlay_map_light if $game_switches[YSA::OVERLAY::LIGHT_SWITCH]
- end
- end
- end
- if $imported["TH_AreaOverlay"]
- class Map_Saver
- def draw_overlay_area_map
- image = SceneManager.scene.instance_variable_get(:@spriteset).instance_variable_get(:@area_map).bitmap
- @src_rect.set(@start_x * tilesize, @start_y * tilesize, image.width, image.height)
- @map_image.blt(0, 0, image, @src_rect, 255)
- end
-
- alias :th_area_overlay_draw_map :draw_map
- def draw_map
- th_area_overlay_draw_map
- draw_overlay_area_map
- end
- end
- end
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