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Lv5.捕梦者
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梦幻西游,还不是西游,,,。说的 梦单 貌似就是梦幻西游吧。
原脚本的双远景给天气代入一个Z值较低的显示端口,我改了一下,增加一个端口代入天气。
改的地方搜索 X☆R ,下面是双远景,天气脚本就不必动了。- #==============================================================================
- # 本脚本来自www.66rpg.com,使用前请参考制作录像
- #==============================================================================
- # ■ 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
- attr_accessor :panorama
- attr_accessor :panorama2
- attr_accessor :plane
- attr_accessor :plane2
- Map_width = 320
- Map_height = 240
- #--------------------------------------------------------------------------
- # ● 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)
- @viewport4 = Viewport.new(0, 0, 640, 480) #<--- X☆R
- #@viewport2.z = 200
- @viewport3.z = 5000
- @viewport4.z = 6000
- # 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 = $game_map.priorities
- # 生成远景平面
- @path = "map/"#远景图所在路径
- @panorama = []
- @panorama2 = []
- @plane = Plane.new(@viewport1)
- @plane.z = -1000
- @plane2 = Plane.new(@viewport1)
- @plane2.z = 3000
- @panorama_status = []
- @type = ($game_map.width + $game_map.height > 275 ) ? true : false#高宽限制
- for i in 0..8
- @panorama[i] = Sprite.new(@viewport1)
- @panorama[i].z = -1000
- @panorama2[i] = Sprite.new(@viewport1)
- @panorama2[i].z = 3000
- @panorama_status[i] = i
- end
- #图像位置初始化
- update_xy
- # 生成雾平面
- @fog = 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(@viewport4) #<--- X☆R
- # 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
- for i in 0..8
- if @panorama[i].bitmap != nil
- @panorama[i].bitmap.dispose
- end
- if @panorama2[i].bitmap != nil
- @panorama2[i].bitmap.dispose
- end
- @panorama[i].dispose
- @panorama2[i].dispose
- end
- if @plane.bitmap != nil
- @plane.bitmap.dispose
- end
- if @plane2.bitmap != nil
- @plane2.bitmap.dispose
- end
- @plane.dispose
- @plane2.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
- @viewport4.dispose #<--- X☆R
- end
- #--------------------------------------------------------------------------
- # ● 默认刷新画面
- #--------------------------------------------------------------------------
- def update_default
- # 远景与现在的情况有差异发情况下
- 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 @plane.bitmap != nil
- @plane.bitmap.dispose
- @plane2.bitmap.dispose
- @plane.bitmap = nil
- @plane2.bitmap = nil
- end
- if @panorama_name != ""
- @plane.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
- @plane2.bitmap = RPG::Cache.panorama(@panorama_name+"_2", @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
- @plane.ox = $game_map.display_x / 4
- @plane.oy = $game_map.display_y / 4
- @plane2.ox = @plane.ox
- @plane2.oy = @plane.oy
- # 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
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- if @type == false
- update_default
- return
- end
- # 远景与现在的情况有差异发情况下
- 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
- # 修正display_x和display_y,避免出现黑底
- $game_map.display_x = $game_map.display_x-($game_map.display_x/4%Map_width)*4+Map_width/2*4
- $game_map.display_y = $game_map.display_y-($game_map.display_y/4%Map_height)*4+Map_height/2*4
- # 开始描绘远景图
- update_panorama
- # 记录旧坐标便于刷新ox和oy
- @old_x = $game_map.display_x
- @old_y = $game_map.display_y
- # 修正如果地图切换时,主角在地图边缘边缘时出现黑底的问题
- if ($game_map.display_x/4+@panorama[2].x) >= ($game_map.width*32)
- $game_map.display_x-=640
- end
- if ($game_map.display_y/4+@panorama[6].y) >= ($game_map.height*32)
- $game_map.display_y-=480
- end
- #防止进入地图时角色在最左边找不到人的BUG
- if $game_player.x <= 10
- $game_map.display_x = 0
- end
- #防止进入地图时角色在最上边找不到人的BUG
- if $game_player.y <= 10
- $game_map.display_y = 0
- #防止进入地图时角色在最下面时最后一个图片高度不为120的情况
- elsif ($game_map.height * 32)%240 != 0
- if ($game_map.height * 32)%240 < Map_height / 2
- $game_map.display_y -=Map_height
- end
- end
- 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
- #如果水平移动
- if @old_x != $game_map.display_x
- v = @old_x / 4
- d = $game_map.display_x / 4
- for i in 0..8
- @panorama[i].ox -= v - d
- @panorama2[i].ox -= v - d
- end
- @old_x = $game_map.display_x
- end
- #如果竖直移动
- if @old_y != $game_map.display_y
- v = @old_y / 4
- d = $game_map.display_y / 4
- for i in 0..8
- @panorama[i].oy -= v-d
- @panorama2[i].oy -= v-d
- end
- @old_y = $game_map.display_y
- end
- #重新计算图像布局
- x = $game_map.display_x / 4
- a = x / Map_width + 1
- y = $game_map.display_y / 4
- b = y / Map_height + 1
- if @old_plx != a
- if @old_ply != b
- update_ab(x,y,a,b)
- else
- update_a(x,y,a,b)
- end
- end
- if @old_ply != b
- if @old_plx != a
- update_ab(x,y,a,b)
- else
- update_b(x,y,a,b)
- end
- end
- # 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
- #==============================================================================
- # 精灵图像水平变更
- #==============================================================================
- def update_a(x,y,a,b)
- if a-1 >= 0
- c = a-1
- else
- c = false
- end
- wi = $game_map.width*32
- if a+1 <= (wi%Map_width == 0 ? wi / Map_width - 1 : wi / Map_width )
- d = a+1
- else
- d = false
- end
- if b-1 >= 0
- e = b-1
- else
- e = false
- end
- he = $game_map.height*32
- if b+1 <= (he%Map_height == 0 ? he / Map_height - 1 : he / Map_height)
- f = b+1
- else
- f = false
- end
- if a < @old_plx
- for i in 0..8
- case @panorama_status[i]
- when 2
- if @panorama[i].bitmap != nil
- @panorama[i].bitmap.dispose
- @panorama[i].bitmap = nil
- end
- if @panorama2[i].bitmap != nil
- @panorama2[i].bitmap.dispose
- @panorama2[i].bitmap = nil
- end
- @panorama[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{e}", @panorama_hue) if c.is_a?(Fixnum) and e.is_a?(Fixnum)
- @panorama2[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{e}", @panorama_hue) if c.is_a?(Fixnum) and e.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
- when 5
- if @panorama[i].bitmap != nil
- @panorama[i].bitmap.dispose
- @panorama[i].bitmap = nil
- end
- if @panorama2[i].bitmap != nil
- @panorama2[i].bitmap.dispose
- @panorama2[i].bitmap = nil
- end
- @panorama[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{b}", @panorama_hue) if c.is_a?(Fixnum) and b.is_a?(Fixnum)
- @panorama2[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{b}", @panorama_hue) if c.is_a?(Fixnum) and b.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
- when 8
- if @panorama[i].bitmap != nil
- @panorama[i].bitmap.dispose
- @panorama[i].bitmap = nil
- end
- if @panorama2[i].bitmap != nil
- @panorama2[i].bitmap.dispose
- @panorama2[i].bitmap = nil
- end
- @panorama[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{f}", @panorama_hue) if c.is_a?(Fixnum) and f.is_a?(Fixnum)
- @panorama2[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{f}", @panorama_hue) if c.is_a?(Fixnum) and f.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
- end
- end
- #将数组值迭代给@old_panorama_status,不可直接赋值
- @old_panorama_status = @panorama_status.dup
- @panorama_status[0] = @old_panorama_status[1]
- @panorama_status[1] = @old_panorama_status[2]
- @panorama_status[2] = @old_panorama_status[0]
- @panorama_status[3] = @old_panorama_status[4]
- @panorama_status[4] = @old_panorama_status[5]
- @panorama_status[5] = @old_panorama_status[3]
- @panorama_status[6] = @old_panorama_status[7]
- @panorama_status[7] = @old_panorama_status[8]
- @panorama_status[8] = @old_panorama_status[6]
- else
- for i in 0..8
- case @panorama_status[i]
- when 0
- if @panorama[i].bitmap != nil
- @panorama[i].bitmap.dispose
- @panorama[i].bitmap = nil
- end
- if @panorama2[i].bitmap != nil
- @panorama2[i].bitmap.dispose
- @panorama2[i].bitmap = nil
- end
- @panorama[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{e}", @panorama_hue) if d.is_a?(Fixnum) and e.is_a?(Fixnum)
- @panorama2[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{e}", @panorama_hue) if d.is_a?(Fixnum) and e.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
- when 3
- if @panorama[i].bitmap != nil
- @panorama[i].bitmap.dispose
- @panorama[i].bitmap = nil
- end
- if @panorama2[i].bitmap != nil
- @panorama2[i].bitmap.dispose
- @panorama2[i].bitmap = nil
- end
- @panorama[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{b}", @panorama_hue) if d.is_a?(Fixnum) and b.is_a?(Fixnum)
- @panorama2[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{b}", @panorama_hue) if d.is_a?(Fixnum) and b.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
- when 6
- if @panorama[i].bitmap != nil
- @panorama[i].bitmap.dispose
- @panorama[i].bitmap = nil
- end
- if @panorama2[i].bitmap != nil
- @panorama2[i].bitmap.dispose
- @panorama2[i].bitmap = nil
- end
- @panorama[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{f}", @panorama_hue) if d.is_a?(Fixnum) and f.is_a?(Fixnum)
- @panorama2[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{f}", @panorama_hue) if d.is_a?(Fixnum) and f.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
- end
- end
- @old_panorama_status = @panorama_status.dup
- @panorama_status[0] = @old_panorama_status[2]
- @panorama_status[1] = @old_panorama_status[0]
- @panorama_status[2] = @old_panorama_status[1]
- @panorama_status[3] = @old_panorama_status[5]
- @panorama_status[4] = @old_panorama_status[3]
- @panorama_status[5] = @old_panorama_status[4]
- @panorama_status[6] = @old_panorama_status[8]
- @panorama_status[7] = @old_panorama_status[6]
- @panorama_status[8] = @old_panorama_status[7]
- end
- #更新图像位置
- update_xy
- #图像传送坐标复位
- m = @panorama[0].ox
- if @panorama[0].ox < 0
- for i in 0..8
- @panorama[i].ox = Map_width+m
- @panorama2[i].ox = Map_width+m
- end
- else
- for i in 0..8
- @panorama[i].ox = -(Map_width)+m
- @panorama2[i].ox = -(Map_width)+m
- end
- end
- #更新横向旧标识
- @old_plx = a
- end
- #==============================================================================
- # 精灵图像竖直水平变更
- #==============================================================================
- def update_ab(x,y,a,b)
- if a < @old_plx and b < @old_ply
- if a-1 >= 0
- c = a-1
- else
- c = false
- end
- wi = $game_map.width*32
- if a+1 <= (wi%Map_width == 0 ? wi / Map_width - 1 : wi / Map_width)
- d = a+1
- else
- d = false
- end
- he = $game_map.height*32
- if b+2 <= (he%Map_height == 0 ? he / Map_height - 1 : he / Map_height)
- e = b+2
- else
- e = false
- end
- if b+1 <= (he%Map_height == 0 ? he / Map_height - 1 : he / Map_height)
- f = b+1
- else
- f = false
- end
- for i in 0..8
- case @panorama_status[i]
- when 2
- if @panorama[i].bitmap != nil
- @panorama[i].bitmap.dispose
- @panorama[i].bitmap = nil
- end
- if @panorama2[i].bitmap != nil
- @panorama2[i].bitmap.dispose
- @panorama2[i].bitmap = nil
- end
- @panorama[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{b}", @panorama_hue) if c.is_a?(Fixnum) and e.is_a?(Fixnum)
- @panorama2[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{b}", @panorama_hue) if c.is_a?(Fixnum) and e.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
- when 5
- if @panorama[i].bitmap != nil
- @panorama[i].bitmap.dispose
- @panorama[i].bitmap = nil
- end
- if @panorama2[i].bitmap != nil
- @panorama2[i].bitmap.dispose
- @panorama2[i].bitmap = nil
- end
- @panorama[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{f}", @panorama_hue) if c.is_a?(Fixnum) and b.is_a?(Fixnum)
- @panorama2[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{f}", @panorama_hue) if c.is_a?(Fixnum) and b.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
- when 8
- if @panorama[i].bitmap != nil
- @panorama[i].bitmap.dispose
- @panorama[i].bitmap = nil
- end
- if @panorama2[i].bitmap != nil
- @panorama2[i].bitmap.dispose
- @panorama2[i].bitmap = nil
- end
- @panorama[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{e}", @panorama_hue) if c.is_a?(Fixnum) and f.is_a?(Fixnum)
- @panorama2[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{e}", @panorama_hue) if c.is_a?(Fixnum) and f.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
- end
- end
- @old_panorama_status = @panorama_status.dup
- @panorama_status[0] = @old_panorama_status[1]
- @panorama_status[1] = @old_panorama_status[2]
- @panorama_status[2] = @old_panorama_status[0]
- @panorama_status[3] = @old_panorama_status[4]
- @panorama_status[4] = @old_panorama_status[5]
- @panorama_status[5] = @old_panorama_status[3]
- @panorama_status[6] = @old_panorama_status[7]
- @panorama_status[7] = @old_panorama_status[8]
- @panorama_status[8] = @old_panorama_status[6]
- elsif a < @old_plx and b > @old_ply
- if a-1 >= 0
- c = a-1
- else
- c = false
- end
- wi = $game_map.width*32
- if a+1 <= (wi%Map_width == 0 ? wi / Map_width - 1 : wi / Map_width)
- d = a+1
- else
- d = false
- end
- if b-2 >= 0
- e = b-2
- else
- e = false
- end
- if b-1 >= 0
- f = b-1
- else
- f = false
- end
- for i in 0..8
- case @panorama_status[i]
- when 2
- if @panorama[i].bitmap != nil
- @panorama[i].bitmap.dispose
- @panorama[i].bitmap = nil
- end
- if @panorama2[i].bitmap != nil
- @panorama2[i].bitmap.dispose
- @panorama2[i].bitmap = nil
- end
- @panorama[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{e}", @panorama_hue) if c.is_a?(Fixnum) and e.is_a?(Fixnum)
- @panorama2[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{e}", @panorama_hue) if c.is_a?(Fixnum) and e.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
- when 5
- if @panorama[i].bitmap != nil
- @panorama[i].bitmap.dispose
- @panorama[i].bitmap = nil
- end
- if @panorama2[i].bitmap != nil
- @panorama2[i].bitmap.dispose
- @panorama2[i].bitmap = nil
- end
- @panorama[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{f}", @panorama_hue) if c.is_a?(Fixnum) and b.is_a?(Fixnum)
- @panorama2[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{f}", @panorama_hue) if c.is_a?(Fixnum) and b.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
- when 8
- if @panorama[i].bitmap != nil
- @panorama[i].bitmap.dispose
- @panorama[i].bitmap = nil
- end
- if @panorama2[i].bitmap != nil
- @panorama2[i].bitmap.dispose
- @panorama2[i].bitmap = nil
- end
- @panorama[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{b}", @panorama_hue) if c.is_a?(Fixnum) and f.is_a?(Fixnum)
- @panorama2[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{b}", @panorama_hue) if c.is_a?(Fixnum) and f.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
- end
- end
- @old_panorama_status = @panorama_status.dup
- @panorama_status[0] = @old_panorama_status[1]
- @panorama_status[1] = @old_panorama_status[2]
- @panorama_status[2] = @old_panorama_status[0]
- @panorama_status[3] = @old_panorama_status[4]
- @panorama_status[4] = @old_panorama_status[5]
- @panorama_status[5] = @old_panorama_status[3]
- @panorama_status[6] = @old_panorama_status[7]
- @panorama_status[7] = @old_panorama_status[8]
- @panorama_status[8] = @old_panorama_status[6]
- elsif a > @old_plx and b < @old_ply
- if a-1 >= 0
- c = a-1
- else
- c = false
- end
- wi = $game_map.width*32
- if a+1 <= (wi%Map_width == 0 ? wi / Map_width - 1 : wi / Map_width)
- d = a+1
- else
- d = false
- end
- he = $game_map.height*32
- if b+2 <= (he%Map_height == 0 ? he / Map_height - 1 : he / Map_height)
- e = b+2
- else
- e = false
- end
- if b+1 <= (he%Map_height == 0 ? he / Map_height - 1 : he / Map_height)
- f = b+1
- else
- f = false
- end
- for i in 0..8
- case @panorama_status[i]
- when 0
- if @panorama[i].bitmap != nil
- @panorama[i].bitmap.dispose
- @panorama[i].bitmap = nil
- end
- if @panorama2[i].bitmap != nil
- @panorama2[i].bitmap.dispose
- @panorama2[i].bitmap = nil
- end
- @panorama[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{b}", @panorama_hue) if d.is_a?(Fixnum) and e.is_a?(Fixnum)
- @panorama2[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{b}", @panorama_hue) if d.is_a?(Fixnum) and e.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
- when 3
- if @panorama[i].bitmap != nil
- @panorama[i].bitmap.dispose
- @panorama[i].bitmap = nil
- end
- if @panorama2[i].bitmap != nil
- @panorama2[i].bitmap.dispose
- @panorama2[i].bitmap = nil
- end
- @panorama[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{f}", @panorama_hue) if d.is_a?(Fixnum) and b.is_a?(Fixnum)
- @panorama2[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{f}", @panorama_hue) if d.is_a?(Fixnum) and b.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
- when 6
- if @panorama[i].bitmap != nil
- @panorama[i].bitmap.dispose
- @panorama[i].bitmap = nil
- end
- if @panorama2[i].bitmap != nil
- @panorama2[i].bitmap.dispose
- @panorama2[i].bitmap = nil
- end
- @panorama[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{e}", @panorama_hue) if d.is_a?(Fixnum) and f.is_a?(Fixnum)
- @panorama2[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{e}", @panorama_hue) if d.is_a?(Fixnum) and f.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
- end
- end
- else
- if a-1 >= 0
- c = a-1
- else
- c = false
- end
- wi = $game_map.width*32
- if a+1 <= (wi%Map_width == 0 ? wi / Map_width - 1 : wi / Map_width)
- d = a+1
- else
- d = false
- end
- if b-2 >= 0
- e = b-2
- else
- e = false
- end
- if b-1 >= 0
- f = b-1
- else
- f = false
- end
- for i in 0..8
- case @panorama_status[i]
- when 0
- if @panorama[i].bitmap != nil
- @panorama[i].bitmap.dispose
- @panorama[i].bitmap = nil
- end
- if @panorama2[i].bitmap != nil
- @panorama2[i].bitmap.dispose
- @panorama2[i].bitmap = nil
- end
- @panorama[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{e}", @panorama_hue) if d.is_a?(Fixnum) and e.is_a?(Fixnum)
- @panorama2[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{e}", @panorama_hue) if d.is_a?(Fixnum) and e.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
- when 3
- if @panorama[i].bitmap != nil
- @panorama[i].bitmap.dispose
- @panorama[i].bitmap = nil
- end
- if @panorama2[i].bitmap != nil
- @panorama2[i].bitmap.dispose
- @panorama2[i].bitmap = nil
- end
- @panorama[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{f}", @panorama_hue) if d.is_a?(Fixnum) and b.is_a?(Fixnum)
- @panorama2[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{f}", @panorama_hue) if d.is_a?(Fixnum) and b.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
- when 6
- if @panorama[i].bitmap != nil
- @panorama[i].bitmap.dispose
- @panorama[i].bitmap = nil
- end
- if @panorama2[i].bitmap != nil
- @panorama2[i].bitmap.dispose
- @panorama2[i].bitmap = nil
- end
- @panorama[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{b}", @panorama_hue) if d.is_a?(Fixnum) and f.is_a?(Fixnum)
- @panorama2[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{b}", @panorama_hue) if d.is_a?(Fixnum) and f.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
- end
- end
- @old_panorama_status = @panorama_status.dup
- @panorama_status[0] = @old_panorama_status[2]
- @panorama_status[1] = @old_panorama_status[0]
- @panorama_status[2] = @old_panorama_status[1]
- @panorama_status[3] = @old_panorama_status[5]
- @panorama_status[4] = @old_panorama_status[3]
- @panorama_status[5] = @old_panorama_status[4]
- @panorama_status[6] = @old_panorama_status[8]
- @panorama_status[7] = @old_panorama_status[6]
- @panorama_status[8] = @old_panorama_status[7]
- end
- update_xy
- m = @panorama[0].ox
- if @panorama[0].ox < 0
- for i in 0..8
- @panorama[i].ox = Map_width+m
- @panorama2[i].ox = Map_width+m
- end
- else
- for i in 0..8
- @panorama[i].ox = -(Map_width)+m
- @panorama2[i].ox = -(Map_width)+m
- end
- end
- @old_plx = a
- end
- #==============================================================================
- # 精灵图像竖直变更
- #==============================================================================
- def update_b(x,y,a,b)
- if a-1 >= 0
- c = a-1
- else
- c = false
- end
- wi = $game_map.width*32
- if a+1 <= (wi%Map_width == 0 ? (wi / Map_width - 1) : wi / Map_width)
- d = a+1
- else
- d = false
- end
- if b-1 >= 0
- e = b-1
- else
- e = false
- end
- he = $game_map.height*32
- if b+1 <= (he%Map_height == 0 ? he / Map_height - 1 : he / Map_height)
- f = b+1
- else
- f = false
- end
- if b < @old_ply
- for i in 0..8
- case @panorama_status[i]
- when 6
- if @panorama[i].bitmap != nil
- @panorama[i].bitmap.dispose
- @panorama[i].bitmap = nil
- end
- if @panorama2[i].bitmap != nil
- @panorama2[i].bitmap.dispose
- @panorama2[i].bitmap = nil
- end
- @panorama[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{e}", @panorama_hue) if c.is_a?(Fixnum) and e.is_a?(Fixnum)
- @panorama2[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{e}", @panorama_hue) if c.is_a?(Fixnum) and e.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
- when 7
- if @panorama[i].bitmap != nil
- @panorama[i].bitmap.dispose
- @panorama[i].bitmap = nil
- end
- if @panorama2[i].bitmap != nil
- @panorama2[i].bitmap.dispose
- @panorama2[i].bitmap = nil
- end
- @panorama[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{a}-#{e}", @panorama_hue) if a.is_a?(Fixnum) and e.is_a?(Fixnum)
- @panorama2[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{a}-#{e}", @panorama_hue) if a.is_a?(Fixnum) and e.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
- when 8
- if @panorama[i].bitmap != nil
- @panorama[i].bitmap.dispose
- @panorama[i].bitmap = nil
- end
- if @panorama2[i].bitmap != nil
- @panorama2[i].bitmap.dispose
- @panorama2[i].bitmap = nil
- end
- @panorama[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{e}", @panorama_hue) if d.is_a?(Fixnum) and e.is_a?(Fixnum)
- @panorama2[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{e}", @panorama_hue) if d.is_a?(Fixnum) and e.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
- end
- end
- @old_panorama_status = @panorama_status.dup
- @panorama_status[0] = @old_panorama_status[3]
- @panorama_status[1] = @old_panorama_status[4]
- @panorama_status[2] = @old_panorama_status[5]
- @panorama_status[3] = @old_panorama_status[6]
- @panorama_status[4] = @old_panorama_status[7]
- @panorama_status[5] = @old_panorama_status[8]
- @panorama_status[6] = @old_panorama_status[0]
- @panorama_status[7] = @old_panorama_status[1]
- @panorama_status[8] = @old_panorama_status[2]
- else
- for i in 0..8
- case @panorama_status[i]
- when 0
- if @panorama[i].bitmap != nil
- @panorama[i].bitmap.dispose
- @panorama[i].bitmap = nil
- end
- if @panorama2[i].bitmap != nil
- @panorama2[i].bitmap.dispose
- @panorama2[i].bitmap = nil
- end
- @panorama[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{f}", @panorama_hue) if c.is_a?(Fixnum) and f.is_a?(Fixnum)
- @panorama2[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{f}", @panorama_hue) if c.is_a?(Fixnum) and f.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
- when 1
- if @panorama[i].bitmap != nil
- @panorama[i].bitmap.dispose
- @panorama[i].bitmap = nil
- end
- if @panorama2[i].bitmap != nil
- @panorama2[i].bitmap.dispose
- @panorama2[i].bitmap = nil
- end
- @panorama[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{a}-#{f}", @panorama_hue) if a.is_a?(Fixnum) and f.is_a?(Fixnum)
- @panorama2[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{a}-#{f}", @panorama_hue) if a.is_a?(Fixnum) and f.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
- when 2
- if @panorama[i].bitmap != nil
- @panorama[i].bitmap.dispose
- @panorama[i].bitmap = nil
- end
- if @panorama2[i].bitmap != nil
- @panorama2[i].bitmap.dispose
- @panorama2[i].bitmap = nil
- end
- @panorama[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{f}", @panorama_hue) if d.is_a?(Fixnum) and f.is_a?(Fixnum)
- @panorama2[i].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{f}", @panorama_hue) if d.is_a?(Fixnum) and f.is_a?(Fixnum) #and FileTest.directory?("Graphics/Panoramas/map/#{@panorama_name}_2")
- end
- end
- @old_panorama_status = @panorama_status.dup
- @panorama_status[0] = @old_panorama_status[6]
- @panorama_status[1] = @old_panorama_status[7]
- @panorama_status[2] = @old_panorama_status[8]
- @panorama_status[3] = @old_panorama_status[0]
- @panorama_status[4] = @old_panorama_status[1]
- @panorama_status[5] = @old_panorama_status[2]
- @panorama_status[6] = @old_panorama_status[3]
- @panorama_status[7] = @old_panorama_status[4]
- @panorama_status[8] = @old_panorama_status[5]
- end
- update_xy
- n = @panorama[0].oy
- if @panorama[0].oy < 0
- for i in 0..8
- @panorama[i].oy = Map_height+n
- @panorama2[i].oy = Map_height+n
- end
- else
- for i in 0..8
- @panorama[i].oy = -(Map_height)+n
- @panorama2[i].oy = -(Map_height)+n
- end
- end
- @old_ply = b
- end
- #==============================================================================
- # 设置远景图像
- #==============================================================================
- def update_panorama
- for i in 0..8
- if @panorama[i].bitmap != nil
- @panorama[i].bitmap.dispose
- @panorama[i].bitmap = nil
- end
- end
- if @panorama_name != ""
- x = $game_map.display_x / 4
- a = x / Map_width + 1
- y = $game_map.display_y / 4
- b = y / Map_height + 1
- @old_plx = a
- @old_ply = b
- if a-1 >= 0
- c = a-1
- else
- c = false
- end
- wi = $game_map.width*32
- if a+1 <= (wi%Map_width == 0 ? wi / Map_width - 1 : wi / Map_width)and wi > 640
- d = a+1
- else
- d = false
- end
- if b-1 >= 0
- e = b-1
- else
- e = false
- end
- he = $game_map.height*32
- if b+1 <= (he%Map_height == 0 ? he / Map_height - 1 : he / Map_height) and he > 480
- f = b+1
- else
- f = false
- end
-
- @panorama2[0].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{e}", @panorama_hue) if c.is_a?(Fixnum) and e.is_a?(Fixnum)
- @panorama2[1].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{a}-#{e}", @panorama_hue) if a.is_a?(Fixnum) and e.is_a?(Fixnum)
- @panorama2[2].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{e}", @panorama_hue) if d.is_a?(Fixnum) and e.is_a?(Fixnum)
- @panorama2[3].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{b}", @panorama_hue) if c.is_a?(Fixnum) and b.is_a?(Fixnum)
- @panorama2[4].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{a}-#{b}", @panorama_hue) if a.is_a?(Fixnum) and b.is_a?(Fixnum)
- @panorama2[5].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{b}", @panorama_hue) if d.is_a?(Fixnum) and b.is_a?(Fixnum)
- @panorama2[6].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{c}-#{f}", @panorama_hue) if c.is_a?(Fixnum) and f.is_a?(Fixnum)
- @panorama2[7].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{a}-#{f}", @panorama_hue) if a.is_a?(Fixnum) and f.is_a?(Fixnum)
- @panorama2[8].bitmap = RPG::Cache.panorama(@path+@panorama_name+"_2/#{d}-#{f}", @panorama_hue) if d.is_a?(Fixnum) and f.is_a?(Fixnum)
- @panorama[0].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{e}", @panorama_hue) if c.is_a?(Fixnum) and e.is_a?(Fixnum)
- @panorama[1].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{a}-#{e}", @panorama_hue) if a.is_a?(Fixnum) and e.is_a?(Fixnum)
- @panorama[2].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{e}", @panorama_hue) if d.is_a?(Fixnum) and e.is_a?(Fixnum)
- @panorama[3].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{b}", @panorama_hue) if c.is_a?(Fixnum) and b.is_a?(Fixnum)
- @panorama[4].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{a}-#{b}", @panorama_hue) if a.is_a?(Fixnum) and b.is_a?(Fixnum)
- @panorama[5].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{b}", @panorama_hue) if d.is_a?(Fixnum) and b.is_a?(Fixnum)
- @panorama[6].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{c}-#{f}", @panorama_hue) if c.is_a?(Fixnum) and f.is_a?(Fixnum)
- @panorama[7].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{a}-#{f}", @panorama_hue) if a.is_a?(Fixnum) and f.is_a?(Fixnum)
- @panorama[8].bitmap = RPG::Cache.panorama(@path+@panorama_name+"/#{d}-#{f}", @panorama_hue) if d.is_a?(Fixnum) and f.is_a?(Fixnum)
- end
- Graphics.frame_reset
- end
- #==============================================================================
- # 设置精灵位置
- #==============================================================================
- def update_xy
- for i in 0..8
- case @panorama_status[i]
- when 0
- @panorama[i].x = (640-Map_width)/2-Map_width
- @panorama[i].y = (480-Map_height)/2-Map_height
- @panorama2[i].x = (640-Map_width)/2-Map_width
- @panorama2[i].y = (480-Map_height)/2-Map_height
- when 1
- @panorama[i].x = (640-Map_width)/2
- @panorama[i].y = (480-Map_height)/2-Map_height
- @panorama2[i].x = (640-Map_width)/2
- @panorama2[i].y = (480-Map_height)/2-Map_height
- when 2
- @panorama[i].x = (640-Map_width)/2+Map_width
- @panorama[i].y = (480-Map_height)/2-Map_height
- @panorama2[i].x = (640-Map_width)/2+Map_width
- @panorama2[i].y = (480-Map_height)/2-Map_height
- when 3
- @panorama[i].x = (640-Map_width)/2-Map_width
- @panorama[i].y = (480-Map_height)/2
- @panorama2[i].x = (640-Map_width)/2-Map_width
- @panorama2[i].y = (480-Map_height)/2
- when 4
- @panorama[i].x = (640-Map_width)/2
- @panorama[i].y = (480-Map_height)/2
- @panorama2[i].x = (640-Map_width)/2
- @panorama2[i].y = (480-Map_height)/2
- when 5
- @panorama[i].x = (640-Map_width)/2+Map_width
- @panorama[i].y = (480-Map_height)/2
- @panorama2[i].x = (640-Map_width)/2+Map_width
- @panorama2[i].y = (480-Map_height)/2
- when 6
- @panorama[i].x = (640-Map_width)/2-Map_width
- @panorama[i].y = (480-Map_height)/2+Map_height
- @panorama2[i].x = (640-Map_width)/2-Map_width
- @panorama2[i].y = (480-Map_height)/2+Map_height
- when 7
- @panorama[i].x = (640-Map_width)/2
- @panorama[i].y = (480-Map_height)/2+Map_height
- @panorama2[i].x = (640-Map_width)/2
- @panorama2[i].y = (480-Map_height)/2+Map_height
- when 8
- @panorama[i].x = (640-Map_width)/2+Map_width
- @panorama[i].y = (480-Map_height)/2+Map_height
- @panorama2[i].x = (640-Map_width)/2+Map_width
- @panorama2[i].y = (480-Map_height)/2+Map_height
- end
- end
- end#结束update_xy
- end
- #==============================================================================
- # 本脚本来自www.66rpg.com,使用前请参考制作录像
- #==============================================================================
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