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本帖最后由 tseyik 于 2015-2-17 11:59 编辑
這個灯光系統、可以用事件指定地図光/暗切換
原脚本來自
半生@Page(仮)
灯光(日文) sample_beta.zip
http://pan.baidu.com/share/link?shareid=99516&uk=2635094904
繁体範本
http://115.com/file/e7fk7e7v#
Project3.exe
這個脚本要把Bitmap功能拡張DLL(tktk_bitmap.dll)
放在専案/GAME.exe同一件夾中
叧外加入這二個脚本
Bitmap
HN_Ligh
Bitmap脚本- # coding: utf-8
- =begin
- = Bitmap类拡张 (DLL版)
- RPGツクールXP/VX/VA共用
- 添加功能 Bitmap 类。
- - Marshaldump 启用
- - 保存为PNG文件
- -色调变化
- -马赛克效果
- -反相颜色
- -模糊效果
- -使用遮罩-切除
- -混合
- ■ 注意
- 这个脚本需要"tktk_bitmap.dll"(ver0.1.2.6以上)。
- Author:: 半生
- Date:: 2010/12/13
- Version:: 0.1.2.6
- URL:: [url]http://www.tktkgame.com/[/url]
- ################更新########################
- 2010/12/13 ver 0.1.2.6
- dll名称从"hn_rg_bitmap.dll"变更为"tktk_bitmap.dll"
- LARGE_BITMAP机能でメモリを确保できなかった场合の処理を追加
- 2010/10/12 ver 0.1.2.5(デンジャラスベータ版)
- 大きいサイズのBitmapオブジェクトを机能を试験的に実装(危険)
- 2010/03/24 ver 0.1.2.2
- ブレンディング机能関连の軽量化。
- 画像连结系メソッドの分离。
- 2010/03/24 ver 0.1.2.1
- ブレンディング机能関连のバグフィックス
- 2010/03/22 ver 0.1.2.0
- 加算合成等のブレンディング机能の追加
- 2010/02/07 ver 0.1.1.0
- マーシャル化の処理の一部をDLLに移动
- 2010/01/17 ver 0.1.0.0
- dllの名称を"hn_rx_bitmap.dll"から"hn_rg_bitmap.dll"に変更
- モザイク効果・色反転・ぼかし効果の追加
- ############################################
- =end
- module TKTK_Bitmap
- LARGE_BITMAP = true # 是否使用大型点阵图的功能
- DLL_NAME = 'tktk_bitmap'
- ERROR_ALLOCATE_FAILED = -110002
- @@png_save = Win32API.new(DLL_NAME, 'PngSaveA', 'p n i i', 'i')
- @@blur = Win32API.new(DLL_NAME, 'Blur', 'n i', 'i')
- @@change_tone = Win32API.new(DLL_NAME, 'ChangeTone', 'n i i i i', 'i')
- @@clip_mask = Win32API.new(DLL_NAME, 'ClipMask', 'n n i i i', 'i')
- @@invert = Win32API.new(DLL_NAME, 'InvertColor', 'n', 'i')
- @@mosaic = Win32API.new(DLL_NAME, 'Mosaic', 'n i i i i i i', 'i')
- @@address = Win32API.new(DLL_NAME, 'GetAddress', 'n', 'n')
- @@get_pixel_data = Win32API.new(DLL_NAME, 'GetPixelData', 'n p i', 'i')
- @@set_pixel_data = Win32API.new(DLL_NAME, 'SetPixelData', 'n p i', 'i')
- @@blend_blt = Win32API.new(DLL_NAME, 'BlendBlt', 'n i i n i i i i i i', 'i')
- #@@get_hwnd = Win32API.new(DLL_NAME, 'GetGameHWND', 'v', 'l')
- @@change_size = Win32API.new(DLL_NAME, 'ChangeSize', 'n i i', 'i')
- module_function
- # PNG形式储存
- def png_save(bitmap,file_name,compression_level,filter)
- return @@png_save.call(file_name, bitmap.object_id, compression_level, filter)
- end
- # 模糊效果
- def blur(bitmap, r = 1)
- return @@blur.call(bitmap.object_id, r)
- end
-
- # 更改颜色平衡?
- def change_tone(bitmap, red = 0, green = 0, blue = 0, simplify = 1)
- return @@change_tone.call(bitmap.object_id, red, green, blue, simplify)
- end
- # 剪贴蒙版图像(α乘法)
- def clip_mask(g_bitmap, m_bitmap, x=0, y=0, outer=0)
- return @@clip_mask.call(g_bitmap.object_id, m_bitmap.object_id, x, y, outer)
- end
- # 色的反转
- def invert(bitmap)
- return @@invert.call(bitmap.object_id)
- end
- # 马赛克效果
- def mosaic(bitmap, msw=5, msh=5)
- return self.mosaic_rect(bitmap, bitmap.rect, msw, msh)
- end
- # 马赛克效果(范围指定)
- def mosaic_rect(bitmap, rect, msw=5, msh=5)
- return @@mosaic.call(bitmap.object_id,
- rect.x, rect.y, rect.width, rect.height, msw, msh)
- end
- # 获取Bitmap资料位址
- def address(bitmap)
- return @@address.call(bitmap.object_id)
- end
-
- # 二进位资料获取点Bitmap阵图
- def get_pixel_data(bitmap)
- buffer = "bgra" * bitmap.width * bitmap.height
- @@get_pixel_data.call(bitmap.object_id, buffer, buffer.size)
- return buffer
- end
-
- #替换为Bitmap中的二进位资料
- def set_pixel_data(bitmap, data)
- return @@set_pixel_data.call(bitmap.object_id, data, data.size)
- end
-
- def blend_blt(dest_bmp, x, y, src_bmp, rect, blend_type=0, opacity=255)
- @@blend_blt.call(dest_bmp.object_id, x, y, src_bmp.object_id,
- rect.x, rect.y, rect.width, rect.height,
- blend_type, opacity)
- end
- # 改变Bitmap的大小(风险)
- def change_size(bitmap, new_width, new_height)
- return -1 if (new_width <=0 or new_height <= 0)
- result = @@change_size.call(bitmap.object_id, new_width, new_height)
- if result == ERROR_ALLOCATE_FAILED
- raise("tktk_bitmap:ERROR ALLOCATE FAILED")
- end
- return result
- end
-
- end
- class Font
- def marshal_dump;end
- def marshal_load(obj);end
- end
- class Bitmap
- # PNG 压缩筛检程式
- PNG_NO_FILTERS = 0x00
- PNG_FILTER_NONE = 0x08
- PNG_FILTER_SUB = 0x10
- PNG_FILTER_UP = 0x20
- PNG_FILTER_AVG = 0x40
- PNG_FILTER_PAETH = 0x80
- PNG_ALL_FILTERS = (PNG_FILTER_NONE | PNG_FILTER_SUB | PNG_FILTER_UP |
- PNG_FILTER_AVG | PNG_FILTER_PAETH)
- # Marshal_dump
- def _dump(limit)
- return "" if self.disposed?
- data = TKTK_Bitmap.get_pixel_data(self)
- [width, height, Zlib::Deflate.deflate(data)].pack("LLa*") # ついでに圧缩
- end
-
- # Marshal_load
- def self._load(str)
- if str == ""
- b = Bitmap.new(1,1)
- b.dispose
- return b
- end
- w, h, zdata = str.unpack("LLa*"); b = new(w, h)
- TKTK_Bitmap.set_pixel_data(b, Zlib::Inflate.inflate(zdata))
- return b
- end
-
- def address
- TKTK_Bitmap.address(self)
- end
- # 模糊效果
- def blur2(r=1)
- TKTK_Bitmap.blur(self, r)
- end
- # 色调变化
- def change_tone(red, green, blue, simplify = 1)
- TKTK_Bitmap.change_tone(self, red, green, blue, simplify)
- end
-
- # 剪切
- def clip_mask(bitmap, x=0, y=0, outer=0)
- TKTK_Bitmap.clip_mask(self, bitmap, x, y, outer)
- end
- # 反相颜色
- def invert
- TKTK_Bitmap.invert(self)
- end
- # 马赛克效果
- def mosaic(msw=5, msh=5)
- TKTK_Bitmap.mosaic(self, msw, msh)
- end
- # 马赛克效果 (指定区域)
- def mosaic_rect(rect=self.rect, msw=5, msh=5)
- TKTK_Bitmap.mosaic_rect(self, rect, msw, msh)
- end
- # 混合
- def blend_blt(x, y, src_bmp, rect, blend_type=0, opacity=255)
- return if opacity <= 0
- TKTK_Bitmap.blend_blt(self, x, y, src_bmp, rect, blend_type, opacity)
- end
- #Png 格式保存
- def png_save(outp, level = 9, filter = PNG_NO_FILTERS)
- if (TKTK_Bitmap.png_save(self, outp, level, filter) != 0)
- raise("Bitmap\#png_save failed")
- end
- end
- # 允许更大的 bitmap.new (危険)
- # 宽度 * 高度大约是1073741823
- if TKTK_Bitmap::LARGE_BITMAP
- class << self
- unless method_defined?(:_hn_large_bm__new)
- alias :_hn_large_bm__new :new
- end
- def new(*args)
- if args.size == 2 && args[0] * args[1] >= 4194304
- new_width = args[0]
- new_height = args[1]
- # 暂时以小尺寸作成
- bitmap = _hn_large_bm__new(16, 16)
- TKTK_Bitmap.change_size(bitmap, new_width, new_height)
- return bitmap
- else
- _hn_large_bm__new(*args)
- end
- end
- end # Bitmap.new
- end
- end # CLASS Bitmap
复制代码 HN_Ligh脚本
- =begin
- HN_Light version 1.0.1.0 for VX Ace
- by 半生
- http://www.tktkgame.com
- 要HN_RG_BITMAP(ver 0.1.2.1以降)
- 2012/01/08 ver 1.0.1.2
- 队列歩行の仲间に対応
- =end
- # ----- 在这里设定-----
- module HN_Light
- # 简略化0:(精细)~2:(粗暴,负荷轻)
- SIMPLIFY = 1
-
- # 家的烛光类型使用的变量号码
- PLAYER_LIGHT_TYPE = 12
- # 队友的烛光类型使用的变量号码
- FOLLOWER_LIGHT_TYPE = 12
-
- # 黑暗判断上使用的开
- DARK_SWITCH = 11
-
- # 烛光事件识别用的正规表达式
- REGEX_LIGHT = /@LIGHT(\d+)/
-
- # 烛光图像的目录
- LIGHT_IMG_DIR = "Graphics/Pictures/"
-
- # 烛光Bitmap设定
- LIGHTS = [
- # [FILENAME, CELLS, ZOOM, OFFSET_Y, HUE]
- ["light5", 1, 1.5, 0, 0],
- ["light2", 1, 1.0, 0, 0],
- ["light3", 1, 0.8, 0, 0],
- ["light4", 1, 1.0, -16, 0],
- ["light5", 1, 2.0, 0, 0],
- ["light6", 1, 1.0, 0, 0],
- ["light7", 1, 3.0, -16, 0],
- ["light1", 1, 0.5, 0, 0],
- ["light6", 1, 2.0, 0, 0],
- ]
- end
- # ----- 在这里设定 -----
- module HN_Light
- # 事件mix-in用
- module LightEvent
- attr_reader :light_type
- def initialize
- super()
- @light_type = 0
- end
-
- def check_light
- @light_type = 0
- return if @list.nil?
- @list.each do |command|
- break if @light_type > 0
- if command.code == 108 or command.code == 408
- command.parameters.each do |line|
- if line =~ REGEX_LIGHT
- @light_type = $1.to_i
- break
- end
- end
- end
- end # END @list.each
- end
-
- end # END module LightEvent
-
-
- class Light
- attr_reader :bitmap
- attr_reader :cells
- attr_reader :width
- attr_reader :height
- attr_reader :ox
- attr_reader :oy
- def initialize(light_type, s_zoom = 1)
- light = LIGHTS[light_type - 1]
- if light.nil?
- # 本来不应该来这里
- @bitmap = Bitmap.new(32, 32)
- @cels = 1
- @zoom = 1.0
- @oy = 16
- @ox = 16
- @width = 32
- @height = 32
- else
- @bitmap = Bitmap.new(LIGHT_IMG_DIR + light[0])
- @bitmap.invert()
- @cells = light[1].to_i
- @cells = 1 if (@cells < 1 or @cells > @bitmap.width)
- @zoom = light[2].to_f
- @zoom = 1.0 if @zoom <= 0.0
- @zoom /= s_zoom
- @width = @bitmap.width / @cells
- @height = @bitmap.height
- # 缩放处理
- if @zoom != 1.0
- new_width = (@width * @zoom).round
- new_height = (@height * @zoom).round
- if new_width * new_height < 1
- @zoom = 1.0
- else
- @width = new_width
- @height = new_height
- new_bitmap = Bitmap.new(@width * @cells, @height)
- new_bitmap.stretch_blt(new_bitmap.rect,@bitmap, @bitmap.rect)
- @bitmap.dispose
- @bitmap = new_bitmap
- end
- end
- @ox = @width / 2
- @oy = @height / 2 - light[3].to_i / s_zoom
- # 色相変换
- if ( (hue = light[4].to_i) != 0)
- @bitmap.hue_change(hue)
- end
- end
- end # End def initialize
- # 色调转换
- def dispose
- @bitmap.dispose
- @bitmap = nil
- end
- end
- end
- class Game_Event
- include HN_Light::LightEvent
- alias :_hn_light__setup :setup_page unless method_defined?(:_hn_light__setup)
- def setup_page(new_page)
- _hn_light__setup(new_page)
- check_light()
- end
- end
- class Game_Player
- def light_type
- return $game_variables[HN_Light::PLAYER_LIGHT_TYPE]
- end
- end
- class Game_Follower
- def light_type
- return 0 if !self.visible?
- return $game_variables[HN_Light::FOLLOWER_LIGHT_TYPE]
- end
- end
- class Game_Map
- attr_reader :light_events
-
- # 更新烛光事件列表
- def refresh_lights
- @light_events = []
- @events.values.each do |event|
- if (event.light_type > 0)
- @light_events.push(event)
- end
- end
- end
- alias :_hn_light__setup_events :setup_events unless method_defined?(:_hn_light__setup_events)
- def setup_events
- _hn_light__setup_events()
- refresh_lights()
- end
-
- alias :_hn_light__refresh :refresh unless method_defined?(:_hn_light__refresh)
- def refresh
- _hn_light__refresh()
- refresh_lights()
- end
- end
- class Sprite_Dark < Sprite
- @@base_color = Color.new(255,255,255)
- def initialize(viewport = nil)
- super(viewport)
- @width = Graphics.width
- @height = Graphics.height
-
- case HN_Light::SIMPLIFY
- when 1
- @zoom = 2
- when 2
- @zoom = 4
- else
- @zoom = 1
- end
- @width /= @zoom
- @height /= @zoom
- self.zoom_x = @zoom.to_f
- self.zoom_y = @zoom.to_f
-
- self.bitmap = Bitmap.new(@width, @height)
- self.bitmap.fill_rect(self.bitmap.rect, @@base_color)
- self.blend_type = 2 # 混合型(减算)
- self.z = 500
- self.visible = false
- @light_cache = {}
- end
- # 追加烛光
- def add_light(charactor)
- return if charactor.nil?
- light_type = charactor.light_type
- return if (light_type < 1 or light_type > HN_Light::LIGHTS.size)
- unless @light_cache.key?(light_type)
- @light_cache[light_type] = HN_Light::Light.new(light_type, @zoom)
- end
- light = @light_cache[light_type]
- # 画面外什麽都不做
- if @zoom == 1
- return if (charactor.screen_x < 0 - light.width + light.ox)
- return if (charactor.screen_x > @width + light.ox)
- return if (charactor.screen_y < 0 - light.height + light.oy)
- return if (charactor.screen_y > @height + light.oy)
- else
- return if (charactor.screen_x < 0 - (light.width + light.ox) * @zoom)
- return if (charactor.screen_x > (@width + light.ox) * @zoom)
- return if (charactor.screen_y < 0 - (light.height + light.oy) * @zoom)
- return if (charactor.screen_y > (@height + light.oy) * @zoom)
- end
- # 动画判定
- if light.cells > 1
- index = (Graphics.frame_count / 4) % light.cells
- rect = Rect.new(index * light.width , 0, light.width, light.height)
- else
- rect = light.bitmap.rect
- end
- if @zoom != 1
- p_x = charactor.screen_x / @zoom - light.ox
- p_y = (charactor.screen_y - 16) / @zoom - light.oy
- else
- p_x = charactor.screen_x - light.ox
- p_y = charactor.screen_y - 16 - light.oy
- end
-
- # 乗算合成(3)
- self.bitmap.blend_blt(p_x, p_y, light.bitmap, rect, 3)
- end
-
- def refresh
- self.bitmap.fill_rect(self.bitmap.rect, @@base_color)
- $game_map.light_events.each do |event|
- next if HN_Light::LIGHTS[event.light_type - 1].nil?
- add_light(event)
- end
- add_light($game_player)
- $game_player.followers.each{|f| add_light(f)}
- end
-
- # 更新
- def update
- super
- refresh()
- end
-
- #--------------------------------------------------------------------------
- # ● 解放
- #--------------------------------------------------------------------------
- def dispose
- self.bitmap.dispose
- @light_cache.values.each do |light|
- light.dispose
- end
- super
- end
- end
- class Spriteset_Map
- # 动画判定
- def create_dark
- @dark_sprite = Sprite_Dark.new(@viewport1)
- end
- # 更新黑暗Sprite
- def update_dark
- if (@dark_sprite.visible = $game_switches[HN_Light::DARK_SWITCH])
- @dark_sprite.update
- end
- end
- # 破弃黑暗Sprite
- def dispose_dark
- @dark_sprite.dispose
- end
-
- # 初期化
- alias :_dark__initialize :initialize unless private_method_defined?(:_dark__initialize)
- def initialize
- _dark__initialize()
- create_dark()
- update_dark()
- end
-
- # 更新
- alias :_dark__update :update unless method_defined?(:_dark__update)
- def update
- _dark__update()
- update_dark() if !@dark_sprite.nil? and !@dark_sprite.disposed?
- end
-
- # 结束处理
- alias :_dark__dispose :dispose unless method_defined?(:_dark__dispose)
- def dispose
- dispose_dark()
- _dark__dispose()
- end
- end
复制代码 Bitmap+"tktk_bitmap.dll"(ver0.1.2.6以上) 拡張提供以下功能
效果可到覷看
http://www.tktkgame.com/tkool/rgss_common/bitmap_extension.html
- Marshaldump 启用
- 保存为PNG文件
-色调变化
-马赛克效果
-反相颜色
-模糊效果
-使用遮罩-切除
-混合
HN_Ligh脚本提供燭光効果
地図黒暗模式使用了開閉11
主人公黒暗模式on/off用了変量12,可設定0不使用;1〜9不同図形
図形調用用了註釋@LIGHT0~9(和主人公黒暗図形ー様)(中文版)
地図黒暗模式on/off
只要在事件中切換
至於所要用到的図形放到Graphics\Pictures文件夾中
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