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Lv1.梦旅人
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不知道楼主想要什么效果
用这个替换掉伪3D后面的 class Spriteset_Map 试试- class Spriteset_Map
- alias asperta_initialize initialize
- def initialize
- asperta_initialize
- @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
- if $game_map.W3D
- @tilemap = W3DTilemap.new(@viewport1)
- @tilemap.terrain = $game_map.terrain_tags
- else
- @tilemap = Tilemap.new(@viewport1)
- end
- @tilemap.tileset = RPG::Cache.tileset($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
- @panorama = Plane.new(@viewport1)
- @panorama.z = -1000
- @fog = Plane.new(@viewport1)
- @fog.z = 3000
- @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))
- @weather = RPG::Weather.new(@viewport1)
- @picture_sprites = []
- for i in 1..50
- @picture_sprites.push(Sprite_Picture.new(@viewport2,
- $game_screen.pictures[i]))
- end
- @timer_sprite = Sprite_Timer.new
- update
- end
- ###########重定义update 更改远景图更新速度 直接复制默认的 顺着箭头往下走
- alias asperta_update update
- def update
- asperta_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 #这里更改X速度 ←
- @panorama.oy = $game_map.display_y * 0 #这里更改Y速度 ←
- # 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
复制代码 |
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