module CXJ
module FREE_MOVEMENT
ENABLE_DIAGONAL = true # Enables diagonal movement.
DEFAULT_COLLISION = [8, 12, 16, 20]
DEFAULT_INTERACTION = {
2 => [4, 0, 24, 24],
4 => [16, 10, 24, 24],
6 => [-8, 10, 24, 24],
8 => [4, 20, 24, 24],
}
BOAT_COLLISION = [4, 4, 24, 24]
AIRSHIP_COLLISION = [4, 8, 24, 24]
PIXELS_PER_STEP = 4
FOLLOWERS_DISTANCE = 16
FOLLOWERS_DISTANCE_MARGIN = 4
JUMP_SPEED = 0.5
end
end
#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
# This class handles maps. It includes scrolling and passage determination
# functions. The instance of this class is referenced by $game_map.
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * New: Determine Valid Coordinates
#--------------------------------------------------------------------------
def valid_rect?(x, y, rect)
x2 = x + (rect.x / 32.0)
y2 = y + (rect.y / 32.0)
x3 = x2 + (rect.width / 32.0)
y3 = y2 + (rect.height / 32.0)
round_x(x2) >= 0 && round_x(x3) < width && round_y(y2) >= 0 && round_y(y3) < height
end
#--------------------------------------------------------------------------
# * Override: Check Passage
# bit: Inhibit passage check bit
#--------------------------------------------------------------------------
def check_passage(x, y, bit)
x = round_x(x)
y = round_y(y)
all_tiles(x, y).each do |tile_id|
flag = tileset.flags[tile_id]
next if flag & 0x10 != 0 # [☆]: No effect on passage
return true if flag & bit == 0 # [○] : Passable
return false if flag & bit == bit # [×] : Impassable
end
return false # Impassable
end
#--------------------------------------------------------------------------
# * New: Determine Passability of Normal Character
# d: direction (2,4,6,8)
# Determines whether the tile at the specified coordinates is passable
# in the specified direction.
#--------------------------------------------------------------------------
def passable_rect?(x, y, d, rect)
x2 = x + (rect.x / 32.0)
y2 = y + (rect.y / 32.0)
x3 = x2 + (rect.width / 32.0)
y3 = y2 + (rect.height / 32.0)
return false unless check_passage(x2, y2, (1 << (d / 2 - 1)) & 0x0f)
return false unless check_passage(x2, y3, (1 << (d / 2 - 1)) & 0x0f)
return false unless check_passage(x3, y2, (1 << (d / 2 - 1)) & 0x0f)
return check_passage(x3, y3, (1 << (d / 2 - 1)) & 0x0f)
end
#--------------------------------------------------------------------------
# * Determine if Passable by Boat
#--------------------------------------------------------------------------
def boat_passable_rect?(x, y, rect)
x2 = x + (rect.x / 32.0)
y2 = y + (rect.y / 32.0)
x3 = x2 + (rect.width / 32.0)
y3 = y2 + (rect.height / 32.0)
return false unless check_passage(x2, y2, 0x0200)
return false unless check_passage(x2, y3, 0x0200)
return false unless check_passage(x3, y2, 0x0200)
return check_passage(x3, y3, 0x0200)
end
#--------------------------------------------------------------------------
# * Determine if Passable by Ship
#--------------------------------------------------------------------------
def ship_passable_rect?(x, y, rect)
x2 = x + (rect.x / 32.0)
y2 = y + (rect.y / 32.0)
x3 = x2 + (rect.width / 32.0)
y3 = y2 + (rect.height / 32.0)
return false unless check_passage(x2, y2, 0x0400)
return false unless check_passage(x2, y3, 0x0400)
return false unless check_passage(x3, y2, 0x0400)
return check_passage(x3, y3, 0x0400)
end
#--------------------------------------------------------------------------
# * Determine if Airship can Land
#--------------------------------------------------------------------------
def airship_land_ok_rect?(x, y, rect)
x2 = x + (rect.x / 32.0)
y2 = y + (rect.y / 32.0)
x3 = x2 + (rect.width / 32.0)
y3 = y2 + (rect.height / 32.0)
return false unless check_passage(x2, y2, 0x0800) && check_passage(x2, y2, 0x0f)
return false unless check_passage(x2, y3, 0x0800) && check_passage(x2, y3, 0x0f)
return false unless check_passage(x3, y2, 0x0800) && check_passage(x3, y2, 0x0f)
return check_passage(x3, y3, 0x0800) && check_passage(x3, y3, 0x0f)
end
#--------------------------------------------------------------------------
# * Get Array of Events at Designated Coordinates
#--------------------------------------------------------------------------
def events_xy_rect(x, y, rect)
@events.values.select {|event| event.pos_rect?(x, y, rect) }
end
#--------------------------------------------------------------------------
# * Get Array of Events at Designated Coordinates (Except Pass-Through)
#--------------------------------------------------------------------------
def events_xy_rect_nt(x, y, rect)
@events.values.select {|event| event.pos_rect_nt?(x, y, rect) }
end
#--------------------------------------------------------------------------
# * Get Array of Tile-Handling Events at Designated Coordinates
# (Except Pass-Through)
#--------------------------------------------------------------------------
def tile_events_xy_rect(x, y, rect)
@tile_events.select {|event| event.pos_rect_nt?(x, y, rect) }
end
end
#==============================================================================
# ** Game_CharacterBase
#------------------------------------------------------------------------------
# This base class handles characters. It retains basic information, such as
# coordinates and graphics, shared by all characters.
#==============================================================================
class Game_CharacterBase
attr_accessor :move_poll
#--------------------------------------------------------------------------
# * Alias: Object Initialization
#--------------------------------------------------------------------------
alias game_characterbase_initialize_cxj_fm initialize
def initialize
game_characterbase_initialize_cxj_fm
@move_poll = []
end
#--------------------------------------------------------------------------
# * Alias: Frame Update
#
# Added processing of movement being polled.
#--------------------------------------------------------------------------
alias game_characterbase_update_cxj_fm update
def update
interpret_move unless moving?
game_characterbase_update_cxj_fm
end
#--------------------------------------------------------------------------
# * New: Movement Interpreting
# Interprets the polled movement.
#--------------------------------------------------------------------------
def interpret_move(step_left = distance_per_frame)
if @move_poll.size > 0
current_move = @move_poll.shift()
d = current_move[0]
horz = (d - 1) % 3 - 1
vert = 1 - ((d - 1) / 3)
turn_ok = current_move[1]
set_direction(d)
processed = false
if (d % 2 == 0 && passable?(@x, @y, d)) || (d % 2 != 0 && diagonal_passable?(@x, @y, horz, vert))
process_move(horz, vert)
processed = true
elsif d % 2 != 0 && !diagonal_passable?(@x, @y, horz, vert)
if passable?(@x, @y, horz + 5)
set_direction(horz + 5)
process_move(horz, 0)
processed = true
end
if passable?(@x, @y, 5 - vert * 3)
set_direction(5 - vert * 3)
process_move(0, vert)
processed = true
end
end
if(processed)
pixelstep = CXJ::FREE_MOVEMENT::PIXELS_PER_STEP / 32.0
if(step_left > pixelstep && !@move_poll.empty?)
interpret_move(step_left - pixelstep)
elsif(jumping? && !@move_poll.empty?)
interpret_move(0)
end
else
@move_poll.clear
end
current_move
end
end
def process_move(horz, vert)
pixelstep = CXJ::FREE_MOVEMENT::PIXELS_PER_STEP / 32.0
@x = @x + horz * pixelstep
@y = @y + vert * pixelstep
if(!jumping?)
@x = $game_map.round_x(@x)
@y = $game_map.round_y(@y)
@real_x = @x - horz * pixelstep
@real_y = @y - vert * pixelstep
increase_steps
end
end
#--------------------------------------------------------------------------
# * New: Collision Rectangle
# Gets the collision rectangle.
#--------------------------------------------------------------------------
def collision_rect
collision = CXJ::FREE_MOVEMENT::DEFAULT_COLLISION
return Rect.new(collision[0], collision[1], collision[2] - 1, collision[3] - 1)
end
#--------------------------------------------------------------------------
# * Override: Determine if Passable
# d : Direction (2,4,6,8)
#--------------------------------------------------------------------------
def passable?(x, y, d)
horz = (d - 1) % 3 - 1
vert = 1 - ((d - 1) / 3)
pixelstep = CXJ::FREE_MOVEMENT::PIXELS_PER_STEP / 32.0
x2 = $game_map.round_x(x + horz * pixelstep)
y2 = $game_map.round_y(y + vert * pixelstep)
return false unless $game_map.valid_rect?(x2, y2, collision_rect)
return true if @through || debug_through?
return false unless map_passable_rect?(x, y, d, collision_rect)
return false unless map_passable_rect?(x2, y2, reverse_dir(d), collision_rect)
return false if collide_with_characters?(x2, y2)
return true
end
#--------------------------------------------------------------------------
# * Determine Diagonal Passability
# horz : Horizontal (4 or 6)
# vert : Vertical (2 or 8)
#--------------------------------------------------------------------------
def diagonal_passable?(x, y, horz, vert)
pixelstep = CXJ::FREE_MOVEMENT::PIXELS_PER_STEP / 32.0
x2 = $game_map.round_x(x + horz * pixelstep)
y2 = $game_map.round_y(y + vert * pixelstep)
d = (horz == 4 ? -1 : 1) + (vert == 2 ? -3 : 3) + 5
passable?(x, y, vert) && passable?(x, y, horz) && passable?(x, y, d) && passable?(x2, y2, vert) && passable?(x2, y2, horz) && passable?(x2, y2, d)
end
#--------------------------------------------------------------------------
# * Determine if Map is Passable
# d : Direction (2,4,6,8)
#--------------------------------------------------------------------------
def map_passable_rect?(x, y, d, rect)
$game_map.passable_rect?(x, y, d, rect)
end
#--------------------------------------------------------------------------
# * Override: Change Direction to Designated Direction
# d : Direction (2,4,6,8)
#
# Fix for diagonal movement.
#--------------------------------------------------------------------------
def set_direction(d)
if !@direction_fix && d != 0
@direction = d
if d % 2 != 0
@direction+= 1
@direction-= 2 if d > 5
@direction = 10 - direction if d > 2 && d < 8
end
end
@stop_count = 0
end
#--------------------------------------------------------------------------
# * Override: Move Straight
# d: Direction (2,4,6,8)
# turn_ok : Allows change of direction on the spot
#
# Polls the movement instead of processing them immediately.
#--------------------------------------------------------------------------
def move_straight(d, turn_ok = true)
pixelstep = CXJ::FREE_MOVEMENT::PIXELS_PER_STEP / 32.0
@move_poll+= [[d, turn_ok]] * (distance_per_frame / pixelstep).ceil
end
#--------------------------------------------------------------------------
# * Override: Move Diagonally
# horz: Horizontal (4 or 6)
# vert: Vertical (2 or 8)
#
# Polls the movement instead of processing them immediately.
#--------------------------------------------------------------------------
def move_diagonal(horz, vert)
pixelstep = CXJ::FREE_MOVEMENT::PIXELS_PER_STEP / 32.0
@move_poll+= [[vert + (horz > 5 ? 1 : -1), true]] * (distance_per_frame / pixelstep).ceil
end
#--------------------------------------------------------------------------
# * New: Determine Coordinate Match
#--------------------------------------------------------------------------
def pos_rect?(x, y, rect)
main_left = @x + collision_rect.x / 32.0
main_top = @y + collision_rect.y / 32.0
main_right = main_left + collision_rect.width / 32.0
main_bottom = main_top + collision_rect.height / 32.0
other_left = x + rect.x / 32.0
other_top = y + rect.y / 32.0
other_right = other_left + rect.width / 32.0
other_bottom = other_top + rect.height / 32.0
coltest = true
coltest = false if main_right < other_left
coltest = false if main_left > other_right
coltest = false if main_bottom < other_top
coltest = false if main_top > other_bottom
if coltest == false && ($game_map.loop_horizontal? || $game_map.loop_vertical?) && x <= $game_map.width && y <= $game_map.height
return true if $game_map.loop_horizontal? && pos_rect?(x + $game_map.width, y, rect)
return true if $game_map.loop_vertical? && pos_rect?(x, y + $game_map.height, rect)
end
return coltest
end
#--------------------------------------------------------------------------
# * New: Determine if Coordinates Match and Pass-Through Is Off (nt = No Through)
#--------------------------------------------------------------------------
def pos_rect_nt?(x, y, rect)
pos_rect?(x, y, rect) && !@through
end
#--------------------------------------------------------------------------
# * Detect Collision with Event
#--------------------------------------------------------------------------
def collide_with_events?(x, y)
$game_map.events_xy_rect_nt(x, y, collision_rect).any? do |event|
(event.normal_priority? || self.is_a?(Game_Event)) && event != self
end
end
#--------------------------------------------------------------------------
# * Override: Detect Collision with Vehicle
#--------------------------------------------------------------------------
def collide_with_vehicles?(x, y)
$game_map.boat.pos_rect_nt?(x, y, collision_rect) || $game_map.ship.pos_rect_nt?(x, y, collision_rect)
end
#--------------------------------------------------------------------------
# * Override: Update While Jumping
#--------------------------------------------------------------------------
def update_jump
@jump_count -= 1
diff_x = @real_x
@real_x = (@real_x * @jump_count + @x) / (@jump_count + 1.0)
@real_y = (@real_y * @jump_count + @y) / (@jump_count + 1.0)
update_bush_depth
if @jump_count == 0
@real_x = @x = $game_map.round_x(@x)
@real_y = @y = $game_map.round_y(@y)
end
end
#--------------------------------------------------------------------------
# * Override: Calculate Jump Height
#--------------------------------------------------------------------------
def jump_height
(@jump_peak * @jump_peak - (@jump_count * CXJ::FREE_MOVEMENT::JUMP_SPEED - @jump_peak).abs ** 2) / 2
end
end
#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
# A character class with mainly movement route and other such processing
# added. It is used as a super class of Game_Player, Game_Follower,
# GameVehicle, and Game_Event.
#==============================================================================
class Game_Character < Game_CharacterBase
#--------------------------------------------------------------------------
# * Move at Random
#--------------------------------------------------------------------------
def move_random
@move_poll+= [[2 + rand(4) * 2, false]] * (32 / CXJ::FREE_MOVEMENT::PIXELS_PER_STEP)
end
#--------------------------------------------------------------------------
# * Move Toward Character
#--------------------------------------------------------------------------
def move_toward_character(character)
sx = distance_x_from(character.x)
sy = distance_y_from(character.y)
if sx.abs > sy.abs
@move_poll+= [[sx > 0 ? 4 : 6, true]]
@move_poll+= [[sy > 0 ? 8 : 2, true]] if !@move_succeed && sy != 0
elsif sy != 0
@move_poll+= [[sy > 0 ? 8 : 2, true]]
@move_poll+= [[sx > 0 ? 4 : 6, true]] if !@move_succeed && sx != 0
end
end
#--------------------------------------------------------------------------
# * Move Away from Character
#--------------------------------------------------------------------------
def move_away_from_character(character)
sx = distance_x_from(character.x)
sy = distance_y_from(character.y)
if sx.abs > sy.abs
move_straight(sx > 0 ? 6 : 4)
move_straight(sy > 0 ? 2 : 8) if !@move_succeed && sy != 0
elsif sy != 0
move_straight(sy > 0 ? 2 : 8)
move_straight(sx > 0 ? 6 : 4) if !@move_succeed && sx != 0
end
end
#--------------------------------------------------------------------------
# * Override: Jump
# x_plus : x-coordinate plus value
# y_plus : y-coordinate plus value
#--------------------------------------------------------------------------
def jump(x_plus, y_plus)
if x_plus.abs > y_plus.abs
set_direction(x_plus < 0 ? 4 : 6) if x_plus != 0
else
set_direction(y_plus < 0 ? 8 : 2) if y_plus != 0
end
distance = Math.sqrt(x_plus * x_plus + y_plus * y_plus).round
pollcount = distance * (32.0 / CXJ::FREE_MOVEMENT::PIXELS_PER_STEP).ceil
@move_poll+= [[(x_plus < 0 ? -1 : x_plus > 0 ? 1 : 0) + (y_plus < 0 ? 8 : y_plus > 0 ? 2 : 5), false]] * pollcount
@jump_peak = 10 + distance - @move_speed
@jump_count = @jump_peak / CXJ::FREE_MOVEMENT::JUMP_SPEED * 2
@stop_count = 0
straighten
end
end
#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
# This class handles the player. It includes event starting determinants and
# map scrolling functions. The instance of this class is referenced by
# $game_player.
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias game_player_initialize_cxj_fm initialize
def initialize
@last_poll = []
game_player_initialize_cxj_fm
@custom_collision = []
@interaction = CXJ::FREE_MOVEMENT::DEFAULT_INTERACTION
if @note =~ /<collisionbox:[ ]*(\s*),[ ]*(\s*),[ ]*(\s*),[ ]*(\s*)>/i
@custom_collision = Rect.new($1, $2, $3 - 1, $4)
end
if @note =~ /<interaction (\s*):[ ]*(\s*),[ ]*(\s*),[ ]*(\s*),[ ]*(\s*)>/i && $1 > 0 && $1 < 10 && $1 % 2 == 0
@interaction[$1] = [$2, $3, $4, $5]
end
end
#--------------------------------------------------------------------------
# * New: Movement Interpreting
# Interprets the polled movement.
#--------------------------------------------------------------------------
def interpret_move(step_left = distance_per_frame)
current_move = super(step_left)
@last_poll.push(current_move) if !current_move.nil?
end
#--------------------------------------------------------------------------
# * New: Collision Rectangle
# Gets the collision rectangle.
#--------------------------------------------------------------------------
def collision_rect
return @custom_collision if @custom_collision.size > 0
return super
end
#--------------------------------------------------------------------------
# * New: Interaction Rectangle
# Gets the interaction rectangle.
#--------------------------------------------------------------------------
def interaction_rect
collision = @interaction[@direction]
return Rect.new(collision[0], collision[1], collision[2] - 1, collision[3] - 1)
end
#--------------------------------------------------------------------------
# * Override: Processing of Movement via Input from Directional Buttons
#
# Added diagonal movement.
#--------------------------------------------------------------------------
def move_by_input
return if !movable? || $game_map.interpreter.running?
if CXJ::FREE_MOVEMENT::ENABLE_DIAGONAL && Input.dir8 > 0 && Input.dir8 % 2 != 0
d = Input.dir8
horz = (d == 1 || d == 7 ? 4 : 6)
vert = (d == 1 || d == 3 ? 2 : 8)
move_diagonal(horz, vert)
elsif Input.dir4 > 0
move_straight(Input.dir4)
end
end
#--------------------------------------------------------------------------
# * Detect Collision (Including Followers)
#--------------------------------------------------------------------------
def collide_rect?(x, y, rect)
!@through && (pos_rect?(x, y, rect) || followers.collide_rect?(x, y, rect))
end
#--------------------------------------------------------------------------
# * Trigger Map Event
# triggers : Trigger array
# normal : Is priority set to [Same as Characters] ?
#--------------------------------------------------------------------------
def start_map_event(x, y, triggers, normal, rect = collision_rect)
return if $game_map.interpreter.running?
$game_map.events_xy_rect(x, y, rect).each do |event|
if event.trigger_in?(triggers) && event.normal_priority? == normal
event.start
end
end
end
#--------------------------------------------------------------------------
# * Determine if Front Event is Triggered
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
x2 = $game_map.round_x_with_direction(@x, @direction)
y2 = $game_map.round_y_with_direction(@y, @direction)
start_map_event(x2, y2, triggers, true, interaction_rect)
return if $game_map.any_event_starting?
return unless $game_map.counter?(x2, y2)
x3 = $game_map.round_x_with_direction(x2, @direction)
y3 = $game_map.round_y_with_direction(y2, @direction)
start_map_event(x3, y3, triggers, true, interaction_rect)
end
#--------------------------------------------------------------------------
# * Board Vehicle
# Assumes that the player is not currently in a vehicle.
#--------------------------------------------------------------------------
def get_on_vehicle
front_x = $game_map.round_x_with_direction(@x, @direction)
front_y = $game_map.round_y_with_direction(@y, @direction)
@vehicle_type = :boat if $game_map.boat.pos_rect?(front_x, front_y, interaction_rect)
@vehicle_type = :ship if $game_map.ship.pos_rect?(front_x, front_y, interaction_rect)
@vehicle_type = :airship if $game_map.airship.pos_rect?(@x, @y, collision_rect)
if vehicle
@vehicle_getting_on = true
horz = (@x > vehicle.x ? -1 : @x < vehicle.x ? 1 : 0)
vert = (@y > vehicle.y ? -3 : @y < vehicle.y ? 3 : 0)
d = 5 + horz - vert
set_direction(d)
@x = vehicle.x
@y = vehicle.y
@followers.gather
end
@vehicle_getting_on
end
#--------------------------------------------------------------------------
# * Get Off Vehicle
# Assumes that the player is currently riding in a vehicle.
#--------------------------------------------------------------------------
def get_off_vehicle
if vehicle.land_ok?(@x, @y, @direction)
set_direction(2) if in_airship?
@followers.synchronize(@x, @y, @direction)
vehicle.get_off
unless in_airship?
@x = $game_map.round_x_with_direction(@x, @direction)
@y = $game_map.round_y_with_direction(@y, @direction)
@transparent = false
end
@vehicle_getting_off = true
@move_speed = 4
@through = false
make_encounter_count
@followers.gather
end
@vehicle_getting_off
end
#--------------------------------------------------------------------------
# * Determine if Map is Passable
# d: Direction (2,4,6,8)
#--------------------------------------------------------------------------
def map_passable_rect?(x, y, d, rect)
case @vehicle_type
when :boat
$game_map.boat_passable_rect?(x, y, vehicle.collision_rect)
when :ship
$game_map.ship_passable_rect?(x, y, vehicle.collision_rect)
when :airship
true
else
super
end
end
#--------------------------------------------------------------------------
# * Override: Move Diagonally
#--------------------------------------------------------------------------
def move_diagonal(horz, vert)
@followers.move if diagonal_passable?(@x, @y, horz, vert) || passable?(@x, @y, horz + 5) || passable?(@x, @y, 5 - vert * 3)
super
end
#--------------------------------------------------------------------------
# * Alias: Create Encounter Count
#--------------------------------------------------------------------------
alias game_player_make_encounter_count_cxj_fm make_encounter_count
def make_encounter_count
game_player_make_encounter_count_cxj_fm
@encounter_count*= (32 / CXJ::FREE_MOVEMENT::PIXELS_PER_STEP) + (32 / 2 < CXJ::FREE_MOVEMENT::PIXELS_PER_STEP ? 1 : 0)
end
#--------------------------------------------------------------------------
# * Detect Collision with Vehicle
#--------------------------------------------------------------------------
def collide_with_vehicles?(x, y)
(@vehicle_type != :boat && $game_map.boat.pos_rect_nt?(x, y, collision_rect)) || (@vehicle_type != :ship && $game_map.ship.pos_rect_nt?(x, y, collision_rect))
end
#--------------------------------------------------------------------------
# * Processing When Not Moving
# last_moving : Was it moving previously?
#--------------------------------------------------------------------------
alias game_player_update_nonmoving_cxj_fm update_nonmoving
def update_nonmoving(last_moving)
game_player_update_nonmoving_cxj_fm(last_moving)
update_encounter if !last_moving && !@last_poll.empty?
@last_poll.clear
end
end
#==============================================================================
# ** Game_Followers
#------------------------------------------------------------------------------
# This is a wrapper for a follower array. This class is used internally for
# the Game_Player class.
#==============================================================================
class Game_Followers
#--------------------------------------------------------------------------
# * Detect Collision
#--------------------------------------------------------------------------
def collide_rect?(x, y, rect)
visible_folloers.any? {|follower| follower.pos_rect?(x, y, rect) }
end
#--------------------------------------------------------------------------
# * Movement
#--------------------------------------------------------------------------
def move
reverse_each {|follower| follower.board if gathering?; follower.chase_preceding_character }
end
end
#==============================================================================
# ** Game_Vehicle
#------------------------------------------------------------------------------
# This class handles vehicles. It's used within the Game_Map class. If there
# are no vehicles on the current map, the coordinates are set to (-1,-1).
#==============================================================================
class Game_Vehicle < Game_Character
#--------------------------------------------------------------------------
# * New: Collision Rectangle
# Gets the collision rectangle.
#--------------------------------------------------------------------------
def collision_rect
collision = CXJ::FREE_MOVEMENT::DEFAULT_COLLISION
case @type
when :boat
collision = CXJ::FREE_MOVEMENT::BOAT_COLLISION
when :airship
collision = CXJ::FREE_MOVEMENT::AIRSHIP_COLLISION
end
return Rect.new(collision[0], collision[1], collision[2] - 1, collision[3] - 1)
end
#--------------------------------------------------------------------------
# * Determine if Docking/Landing Is Possible
# d: Direction (2,4,6,8)
#--------------------------------------------------------------------------
def land_ok?(x, y, d)
if @type == :airship
return false unless $game_map.airship_land_ok_rect?(x, y, collision_rect)
return false unless $game_map.events_xy_rect(x, y, collision_rect).empty?
else
x2 = $game_map.round_x_with_direction(x, d)
y2 = $game_map.round_y_with_direction(y, d)
return false unless $game_map.valid_rect?(x2, y2, collision_rect)
return false unless $game_map.passable_rect?(x2, y2, reverse_dir(d), collision_rect)
return false if collide_with_characters?(x2, y2)
end
return true
end
end
#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
# This class handles events. Functions include event page switching via
# condition determinants and running parallel process events. Used within the
# Game_Map class.
#==============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# * Initialize Public Member Variables
#--------------------------------------------------------------------------
alias game_event_init_public_members_cxj_fm init_public_members
def init_public_members
game_event_init_public_members_cxj_fm
@collisionbox = Rect.new(0, 0, 31, 31)
end
#--------------------------------------------------------------------------
# * Initialize Public Member Variables
#--------------------------------------------------------------------------
def set_collision_rect(x, y, width, height)
@collisionbox = Rect.new(x, y, width - 1, height - 1)
end
#--------------------------------------------------------------------------
# * New: Collision Rectangle
# Gets the collision rectangle.
#--------------------------------------------------------------------------
def collision_rect
return @collisionbox
end
#--------------------------------------------------------------------------
# * Override: Move Straight
# d: Direction (2,4,6,8)
# turn_ok : Allows change of direction on the spot
#
# Polls the movement instead of processing them immediately.
#--------------------------------------------------------------------------
def move_straight(d, turn_ok = true)
@move_poll+= [[d, turn_ok]] * (rand(32 / CXJ::FREE_MOVEMENT::PIXELS_PER_STEP))
end
#--------------------------------------------------------------------------
# * Detect Collision with Player (Including Followers)
#--------------------------------------------------------------------------
def collide_with_player_characters?(x, y)
normal_priority? && $game_player.collide_rect?(x, y, collision_rect)
end
end
#==============================================================================
# ** Game_Follower
#------------------------------------------------------------------------------
# This class handles followers. A follower is an allied character, other than
# the front character, displayed in the party. It is referenced within the
# Game_Followers class.
#==============================================================================
class Game_Follower < Game_Character
#--------------------------------------------------------------------------
# * Alias: Object Initialization
#--------------------------------------------------------------------------
alias game_follower_initialize_cxj_fm initialize
def initialize(member_index, preceding_character)
game_follower_initialize_cxj_fm(member_index, preceding_character)
@force_chase = false
@board = false
end
#--------------------------------------------------------------------------
# * Pursue Preceding Character
#--------------------------------------------------------------------------
def chase_preceding_character
unless moving? && !@force_chase
dist = CXJ::FREE_MOVEMENT::FOLLOWERS_DISTANCE / 32.0
mrgn = CXJ::FREE_MOVEMENT::FOLLOWERS_DISTANCE_MARGIN / 32.0
sx = distance_x_from(@preceding_character.x)
sy = distance_y_from(@preceding_character.y)
sd = Math.hypot(sx, sy)
if @board
@x = @preceding_character.x
@y = @preceding_character.y
@board = false
elsif(sd > dist && sx.abs > mrgn && sy.abs > mrgn)
@move_poll+=[[(sx > 0 ? -1 : 1) + (sy > 0 ? 8 : 2), true]]
elsif sx.abs > dist && sx.abs > sy.abs
@move_poll+=[[sx > 0 ? 4 : 6, true]]
elsif sy.abs > dist && sx.abs < sy.abs
@move_poll+=[[sy > 0 ? 8 : 2, true]]
end
end
end
def distance_preceding_character
sx = distance_x_from(@preceding_character.x)
sy = distance_y_from(@preceding_character.y)
return Math.hypot(sx, sy)
end
def process_move(horz, vert)
super(horz, vert)
dist = CXJ::FREE_MOVEMENT::FOLLOWERS_DISTANCE / 32.0
if distance_preceding_character > dist && @move_poll.size == 0
@force_chase = true
chase_preceding_character
@force_chase = false
end
end
def board
@board = true
end
end
#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
# An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# * Initialize Public Member Variables
#--------------------------------------------------------------------------
def set_collision_rect(x, y, width, height)
$game_map.events[@event_id].set_collision_rect(x, y, width, height)
end
end
=begin
class Spriteset_Map
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
create_viewports
create_tilemap
create_parallax
create_characters
create_shadow
create_weather
create_pictures
create_timer
@colbox = Sprite.new
@colbox.bitmap = Bitmap.new(96, 96)
update
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
update_tileset
update_tilemap
update_parallax
update_characters
update_shadow
update_weather
update_pictures
update_timer
update_viewports
@colbox.x = $game_player.screen_x - 48
@colbox.y = $game_player.screen_y - 64
@colbox.bitmap.clear
@colbox.bitmap.fill_rect(0, 0, 96, 96, Color.new(0, 0, 0, 64))
cRec = $game_player.collision_rect.dup
iRec = $game_player.interaction_rect.dup
d = $game_player.direction
cRec.set(cRec.x + 32, cRec.y + 32, cRec.width, cRec.height)
@colbox.bitmap.fill_rect(cRec, Color.new(0, 255, 0, 128))
#iRec.set(iRec.x + 32, iRec.y + 32, iRec.width, iRec.height)
iRec.set(iRec.x + 32 + 32 * (d == 4 ? -1 : d == 6 ? 1 : 0), iRec.y + 32 + 32 * (d == 8 ? -1 : d == 2 ? 1 : 0), iRec.width, iRec.height)
#iRec.set(iRec.x + 48 + 32 * (d == 4 ? -1 : d == 6 ? 1 : 0), iRec.y + 64 + 32 * (d == 8 ? -1 : d == 2 ? 1 : 0), iRec.width, iRec.height)
@colbox.bitmap.fill_rect(iRec, Color.new(255, 0, 0, 128))
end
end
=end