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昨天在画完地图准备实施的时候,发现一个严重的问题:光影的移动与地图卷动存在延迟。
最开始我以为是因为我改 得一坨稀烂 了脚本,以为是用了不同的viewport所致,但是在统一了viewport后问题依旧存在。在论坛搜索了一下以后发现早就有人问过这个问题,但并未得到解答。从这个问题看出,这应该是AL自身的问题。发现问题似乎并不简单
这个延迟对于光影层来讲基本无伤大雅,目测延迟只有2到3象素(?),但是对于我这种把树木花草(因为需要遮罩到人物上方)也画到Spot层里的人来讲就相当杯具了,这种延迟极为明显并且严重影响游戏体验。
当然,解决办法是有的,也并不难,参考《魂之轮回》ground层的做法,直接在 Spriteset_Map 里加图层(我个人的理解是其实就是当成显示在画面前的远景图处理……),这样一来果然延迟消失了,并且效果也没变。不过这样还需要一些后续处理,比如如何随时控制透明度什么的需要额外写一些东西(然而应该并不难做)。
那么问题来了:是什么原因导致的这个延迟?我个人经过测试感觉这个延迟可能发生在 Scene_Map 的处理上,或者是图块活动块与光影活动块处理相隔太远导致存在时间差(?)
目前已知的结论是用和处理ground层完全一样的写法改掉AL的默认写法依旧会有延迟。
所以关于这个问题我想请教一下真正的原因,以及是否有除上述方法的可行的解决方案
附:
AutoLight v4.1(由于我用的已经被我改的稀烂了,所以贴个原版的吧,反正是原版就存在的问题)
为了省地方贴个有脚本的页面
Spriteset_Map 中处理ground层的办法(Spot已移植):
- #==============================================================================
- # ■ 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
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- @GroundON = FileTest.exist?("Graphics/Pictures/" + "ground" + $game_map.map_id.to_s + ".png")
- @SpotON = FileTest.exist?("Graphics/Pictures/" + "Spot" + $game_map.map_id.to_s + ".png")
- create_viewports
- create_tilemap
- create_parallax
- create_characters
- create_shadow
- create_weather
- create_pictures
- create_timer
- update
- end
- #--------------------------------------------------------------------------
- # ● 生成显示端口
- #--------------------------------------------------------------------------
- def create_viewports
- @viewport1 = Viewport.new(0, 0, 640, 480)
- @viewport2 = Viewport.new(0, 0, 640, 480)
- @viewport3 = Viewport.new(0, 0, 640, 480)
- @viewport2.z = 51 #50
- @viewport3.z = 100
- end
- #--------------------------------------------------------------------------
- # ● 生成地图元件
- #--------------------------------------------------------------------------
- def create_tilemap
- @tilemap = Tilemap.new(@viewport1)
- @tilemap.bitmaps[0] = Cache.system("TileA1")
- @tilemap.bitmaps[1] = Cache.system("TileA2")
- @tilemap.bitmaps[2] = Cache.system("TileA3")
- @tilemap.bitmaps[3] = Cache.system("TileA4")
- @tilemap.bitmaps[4] = Cache.system("TileA5")
- @tilemap.bitmaps[5] = Cache.system("TileB")
- @tilemap.bitmaps[6] = Cache.system("TileC")
- @tilemap.bitmaps[7] = Cache.system("TileD")
- @tilemap.bitmaps[8] = Cache.system("TileE")
- @tilemap.map_data = $game_map.data
- @tilemap.passages = $game_map.passages
- end
- #--------------------------------------------------------------------------
- # ● 生成远景
- #--------------------------------------------------------------------------
- def create_parallax
- if @GroundON
- @ground = Plane.new(@viewport1)
- @ground.z = 1
- @ground.bitmap = Bitmap.new("Graphics/Pictures/"+"ground" + $game_map.map_id.to_s)
- end
- if @SpotON
- @spot = Plane.new(@viewport2)
- @spot.z = 50
- @spot.bitmap = Bitmap.new("Graphics/Pictures/"+"Spot" + $game_map.map_id.to_s)
- end
- @parallax = Plane.new(@viewport1)
- @parallax.z = -100
- end
- #--------------------------------------------------------------------------
- # ● 生成角色活动块
- #--------------------------------------------------------------------------
- def create_characters
- @character_sprites = []
- for i in $game_map.events.keys.sort
- sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
- @character_sprites.push(sprite)
- unless $game_map.events[i].list == nil # 问题在于事件的开关
- for j in 0...$game_map.events[i].list.size
- if $game_map.events[i].list[j].code == 108 and $game_map.events[i].list[j].parameters == ["光影之上"]
- sprite = Sprite_Character.new(@viewport3, $game_map.events[i])
- @character_sprites.push(sprite)
- end
- end
- end
- end
- for vehicle in $game_map.vehicles
- sprite = Sprite_Character.new(@viewport1, vehicle)
- @character_sprites.push(sprite)
- end
- @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
- end
- #--------------------------------------------------------------------------
- # ● 生成飞船阴影活动块
- #--------------------------------------------------------------------------
- def create_shadow
- @shadow_sprite = Sprite.new(@viewport1)
- @shadow_sprite.bitmap = Cache.system("Shadow")
- @shadow_sprite.ox = @shadow_sprite.bitmap.width / 2
- @shadow_sprite.oy = @shadow_sprite.bitmap.height
- @shadow_sprite.z = 180
- end
- #--------------------------------------------------------------------------
- # ● 生成天候
- #--------------------------------------------------------------------------
- def create_weather
- @weather = Spriteset_Weather.new(@viewport2)
- end
- #--------------------------------------------------------------------------
- # ● 生成图片活动块
- #--------------------------------------------------------------------------
- def create_pictures
- @picture_sprites = []
- for i in 1..20
- @picture_sprites.push(Sprite_Picture.new(@viewport2,
- $game_map.screen.pictures[i]))
- end
- end
- #--------------------------------------------------------------------------
- # ● 生成计时器活动块
- #--------------------------------------------------------------------------
- def create_timer
- @timer_sprite = Sprite_Timer.new(@viewport2)
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- dispose_tilemap
- dispose_parallax
- dispose_characters
- dispose_shadow
- dispose_weather
- dispose_pictures
- dispose_timer
- dispose_viewports
- end
- #--------------------------------------------------------------------------
- # ● 释放地图元件
- #--------------------------------------------------------------------------
- def dispose_tilemap
- @tilemap.dispose
- end
- #--------------------------------------------------------------------------
- # ● 释放远景
- #--------------------------------------------------------------------------
- def dispose_parallax
- if @ground != nil
- @ground.dispose
- end
- if @spot != nil
- @spot.dispose
- end
- @parallax.dispose
- end
- #--------------------------------------------------------------------------
- # ● 释放角色活动块
- #--------------------------------------------------------------------------
- def dispose_characters
- for sprite in @character_sprites
- sprite.dispose
- end
- end
- #--------------------------------------------------------------------------
- # ● 释放飞船阴影活动块
- #--------------------------------------------------------------------------
- def dispose_shadow
- @shadow_sprite.dispose
- end
- #--------------------------------------------------------------------------
- # ● 释放天候
- #--------------------------------------------------------------------------
- def dispose_weather
- @weather.dispose
- end
- #--------------------------------------------------------------------------
- # ● 释放图片活动块
- #--------------------------------------------------------------------------
- def dispose_pictures
- for sprite in @picture_sprites
- sprite.dispose
- end
- end
- #--------------------------------------------------------------------------
- # ● 释放计时器活动块
- #--------------------------------------------------------------------------
- def dispose_timer
- @timer_sprite.dispose
- end
- #--------------------------------------------------------------------------
- # ● 释放显示端口
- #--------------------------------------------------------------------------
- def dispose_viewports
- @viewport1.dispose
- @viewport2.dispose
- @viewport3.dispose
- end
- #--------------------------------------------------------------------------
- # ● 更新画面
- #--------------------------------------------------------------------------
- def update
- update_tilemap
- update_parallax
- update_characters
- update_shadow
- update_weather
- update_pictures
- update_timer
- update_viewports
- end
- #--------------------------------------------------------------------------
- # ● 更新地图元件
- #--------------------------------------------------------------------------
- def update_tilemap
- @tilemap.ox = $game_map.display_x / 8
- @tilemap.oy = $game_map.display_y / 8
- @tilemap.update
- end
- #--------------------------------------------------------------------------
- # ● 更新远景
- #--------------------------------------------------------------------------
- def update_parallax
- if @ground != nil
- @ground.tone = $game_map.screen.tone
- if @ground.ox != -$game_map.display_x / 256 or @ground.oy != -$game_map.display_y / 256 or @ground.ox == 0 or @ground.oy == 0
- @ground.ox = $game_map.display_x / 8
- @ground.oy = $game_map.display_y / 8
- end
- end
- if @spot != nil
- if @spot.ox != -$game_map.display_x / 256 or @spot.oy != -$game_map.display_y / 256 or @spot.ox == 0 or @spot.oy == 0
- @spot.ox = $game_map.display_x / 8
- @spot.oy = $game_map.display_y / 8
- end
- end
- if @parallax_name != $game_map.parallax_name
- @parallax_name = $game_map.parallax_name
- if @parallax.bitmap != nil
- @parallax.bitmap.dispose
- @parallax.bitmap = nil
- end
- if @parallax_name != ""
- @parallax.bitmap = Cache.parallax(@parallax_name)
- end
- Graphics.frame_reset
- end
- @parallax.ox = $game_map.calc_parallax_x(@parallax.bitmap)
- @parallax.oy = $game_map.calc_parallax_y(@parallax.bitmap)
- end
- #--------------------------------------------------------------------------
- # ● 更新角色活动块
- #--------------------------------------------------------------------------
- def update_characters
- for sprite in @character_sprites
- sprite.update
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新飞船阴影活动块
- #--------------------------------------------------------------------------
- def update_shadow
- airship = $game_map.airship
- @shadow_sprite.x = airship.screen_x
- @shadow_sprite.y = airship.screen_y + airship.altitude
- @shadow_sprite.opacity = airship.altitude * 8
- @shadow_sprite.update
- end
- #--------------------------------------------------------------------------
- # ● 更新天候
- #--------------------------------------------------------------------------
- def update_weather
- @weather.type = $game_map.screen.weather_type
- @weather.max = $game_map.screen.weather_max
- @weather.ox = $game_map.display_x / 8
- @weather.oy = $game_map.display_y / 8
- @weather.update
- end
- #--------------------------------------------------------------------------
- # ● 更新图片活动块
- #--------------------------------------------------------------------------
- def update_pictures
- for sprite in @picture_sprites
- sprite.update
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新计时器活动块
- #--------------------------------------------------------------------------
- def update_timer
- @timer_sprite.update
- end
- #--------------------------------------------------------------------------
- # ● 更新显示端口 修改点
- #--------------------------------------------------------------------------
- def update_viewports
- @viewport1.tone = $game_map.screen.tone
- @viewport1.ox = $game_map.screen.shake
- @viewport2.tone = $game_map.screen.tone #增加
- @viewport2.color = $game_map.screen.flash_color
- @viewport3.color.set(0, 0, 0, 255 - $game_map.screen.brightness)
- @viewport1.update
- @viewport2.update
- @viewport3.update
- end
- end
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