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Lv1.梦旅人
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#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#第三重更新:紧急修正了某个错误(书写所致)
#初步修复远景同步问题
#精灵再度更新:支持地图的远景图显示(如果有的话)
#冬夜更新说明
#更改了小地图的位置,Q是开启小地图跟随开关
#更新了场所移动时地图的不同步,更新了战斗后的地图不同步
#小地图默认成为false,只在第一次登入时是,以后跟随开关的指示
#恩恩
#最后更新,测试过
#修正了由于小地图变化引起的不能转换问题,修整了房间内的地图原先的那个羁押功能
#==============================================================================
# ■ 縮小地图的表示(ver 1.03)
# by ピニョン clum-sea
#==============================================================================
#==============================================================================
# □ 前期定义
#==============================================================================
module PLAN_Map_Window
WIN_X = 8 # 地图的 X 座標
WIN_Y = 8 # 地图的 Y 座標
WIN_WIDTH = 250 # 地图的宽度
WIN_HEIGHT = 200 # 地图的高度
ZOOM = 4.0 # 地图的放缩比例
WINDOWSKIN = "" # 自定义地图窗口素材,如果留空则是默认的
ON_OFF_KEY = Input::A # 打开地图的按钮,A就是键盘的Z键
SWITCH = 6 # 禁用地图功能的开关,默认这个就是打开100号开关则禁止
# 使用地图功能,关闭则可以使用地图功能
WINDOW_MOVE = true # 窗口中的地图跟随移动,(true:跟随, false:固定)
OVER_X = 632 - WIN_WIDTH # 移動后的 X 座標(初期位置と往復します)
OVER_Y = 8 # 移動后的 Y 座標(初期位置と往復します)
OPACITY = 255 # 窗口的透明度
C_OPACITY = 255 # 地图的透明度
VISIBLE = false # 最初是否可见
SWITCH_KEY = Input::L # Q键锁定/解锁小地图
MAP_VISIBLE = 7 #地图显示开关状态
MAP_SWITCH = 8 #地图锁定开关状态
MAP_DIRECTION = 10 #地图方向变量
end
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
attr_accessor :map_visible # 地图的表示状態
end
#==============================================================================
# ■ Scene_Map
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
alias plan_map_window_main main
def main
$minimap = false
@map_window = Window_Map.new
@map_window.visible = $game_switches[PLAN_Map_Window::MAP_VISIBLE]
plan_map_window_main
@map_window.dispose
end
#--------------------------------------------------------------------------
# ● 更新
#--------------------------------------------------------------------------
alias plan_map_window_update update
def update
$game_temp.map_visible = @map_window.visible
plan_map_window_update
if $game_switches[PLAN_Map_Window::SWITCH]
if @map_window.visible
@map_window.visible = false
$game_switches[PLAN_Map_Window::MAP_VISIBLE]= false
$game_switches[PLAN_Map_Window::MAP_SWITCH] = false
$game_variables[PLAN_Map_Window::MAP_DIRECTION] = $direction
$map_close = true
end
else
if $map_close
@map_window.visible = true
$game_switches[PLAN_Map_Window::MAP_VISIBLE]= true
$map_close = false
end
if !$game_temp.in_battle
if Input.trigger?(PLAN_Map_Window::ON_OFF_KEY)
if @map_window.visible
$game_system.se_play($data_system.cancel_se)
@map_window.visible = false
$game_switches[PLAN_Map_Window::MAP_VISIBLE]= false
$game_switches[PLAN_Map_Window::MAP_SWITCH] = false
$game_variables[PLAN_Map_Window::MAP_DIRECTION] = $direction
else
$game_system.se_play($data_system.decision_se)
@map_window.visible = true
$game_switches[PLAN_Map_Window::MAP_VISIBLE]= true
end
end
if Input.trigger?(PLAN_Map_Window::SWITCH_KEY)
if @map_window.visible
if $game_switches[PLAN_Map_Window::MAP_SWITCH]
$game_system.se_play($data_system.cancel_se)
$game_switches[PLAN_Map_Window::MAP_SWITCH] = false
$game_variables[PLAN_Map_Window::MAP_DIRECTION] = $direction
else
$game_system.se_play($data_system.decision_se)
$game_switches[PLAN_Map_Window::MAP_SWITCH] = true
end
end
end
end
end
@map_window.update if @map_window.visible
end
#--------------------------------------------------------------------------
# ● 场所移动的变化
#--------------------------------------------------------------------------
alias plan_map_window_transfer_player transfer_player
def transfer_player
@map_window.visible = false
plan_map_window_transfer_player
@map_window.dispose
@map_window = Window_Map.new
end
end
#==============================================================================
# ■ Window_Map
#==============================================================================
class Window_Map < Window_Base
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
def initialize
$direction = $game_variables[PLAN_Map_Window::MAP_DIRECTION]
if $win_x != nil
x = $win_x
y = $win_y
else
case $direction
when 0
x = 8
y = 8
$win_x = x
$win_y = y
when 1
x = 382
y = 8
$win_x = x
$win_y = y
when 2
x = 8
y = 280 - 8
$win_x = x
$win_y = y
when 3
x = 382
y = 280 - 8
$win_x = x
$win_y = y
end
end
w = PLAN_Map_Window::WIN_WIDTH
h = PLAN_Map_Window::WIN_HEIGHT
$minimap = true
super(x, y, w, h)
$minimap = false
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = PLAN_Map_Window::OPACITY
self.contents_opacity = PLAN_Map_Window::C_OPACITY
self.z = 100
@map_data = $game_map.data
@tileset = RPG::Cache.tileset($game_map.tileset_name)
@autotiles = []
for i in 0..6
autotile_name = $game_map.autotile_names
@autotiles = RPG::Cache.autotile(autotile_name)
end
@old_real_x = $game_player.real_x
@old_real_y = $game_player.real_y
if $game_map.width > 70 or $game_map.height > 70
$ZOOM = 2 * PLAN_Map_Window::ZOOM
else
if $game_map.width < 40 or $game_map.height < 40
$ZOOM = PLAN_Map_Window::ZOOM / 2
else
$ZOOM = PLAN_Map_Window::ZOOM
end
end
@panorama = make_panorama
@all_map = make_all_map
self.visible = $game_switches[PLAN_Map_Window::MAP_VISIBLE]
unless PLAN_Map_Window::WINDOWSKIN.empty?
self.windowskin = RPG::Cache.windowskin("")
end
refresh
end
#--------------------------------------------------------------------------
# ● 缩小图做成
#--------------------------------------------------------------------------
def make_all_map
all_map = Bitmap.new($game_map.width * 32, $game_map.height * 32)
for y in 0...$game_map.height
for x in 0...$game_map.width
for z in 0...3
tile_num = @map_data[x, y, z]
next if tile_num == nil
if tile_num < 384
if tile_num >= 48
tile_num -= 48
src_rect = Rect.new(32, 2 * 32, 32, 32)
all_map.blt(x * 32, y * 32, @autotiles[tile_num / 48], src_rect)
end
else
tile_num -= 384
src_rect = Rect.new(tile_num % 8 * 32, tile_num / 8 * 32, 32, 32)
all_map.blt(x * 32, y * 32, @tileset, src_rect)
end
end
end
end
w = ($game_map.width / $ZOOM) * 32
h = ($game_map.height / $ZOOM) * 32
ret_bitmap = Bitmap.new(w, h)
src_rect = Rect.new(0, 0, all_map.width, all_map.height)
dest_rect = Rect.new(0, 0, ret_bitmap.width, ret_bitmap.height)
ret_bitmap.stretch_blt(dest_rect, all_map, src_rect)
all_map.dispose
return ret_bitmap
end
#--------------------------------------------------------------------------
# ● 远景图做成
#--------------------------------------------------------------------------
def make_panorama
all_panorama = RPG::Cache.panorama($game_map.panorama_name,$game_map.panorama_hue)
cw = $game_map.width * 32
ch = $game_map.height * 32
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(0 , 0, all_panorama, src_rect)
w = ($game_map.width / $ZOOM) * 32
h = ($game_map.height / $ZOOM) * 32
ret_bitmap = Bitmap.new(w, h)
src_rect = Rect.new(0, 0, all_panorama.width, all_panorama.height)
dest_rect = Rect.new(0, 0, ret_bitmap.width, ret_bitmap.height)
ret_bitmap.stretch_blt(dest_rect, all_panorama, src_rect)
all_panorama.dispose
return ret_bitmap
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.x = $win_x
self.y = $win_y
self.z = 100
@small_map = false
if $game_map.width < 80 or $game_map.height < 80
#这个是当地图大小宽和高小于指定大小时才改变大小,限制小地图窗口大小
if $game_map.width < 40 or $game_map.height < 40
#这同时限制了变换小地图的大小,防止关卡和队长办公室因为地图宽长无法切换
self.width = [@all_map.width,200].min
self.height = [@all_map.height,200].min
self.contents = Bitmap.new(width-32, height-32)
#让改变的小地图X坐标紧贴边缘
if self.x + self.width > 250
self.x = 625 - self.width
end
#让改变的小地图Y左边紧贴边缘
if self.y + self.height > 380
self.y = 470 - self.height
end
@small_map = true
end
end
if self.windowskin == nil
@windowskin_name = $game_system.windowskin_name
self.windowskin = RPG::Cache.windowskin(@windowskin_name)
end
one_tile_size = 32 / $ZOOM
x = $game_player.real_x - 128 * (self.contents.width / one_tile_size) / 2
y = $game_player.real_y - 128 * (self.contents.height / one_tile_size) / 2
x = x * one_tile_size / 128
y = y * one_tile_size / 128
half_width = self.contents.width * 128 / 2
rest_width = ($game_map.width * 128 - $game_player.real_x) * one_tile_size
px = x
py = y
rev_x = 0
if @all_map.width < self.contents.width
rev_x = (half_width - $game_player.real_x * one_tile_size) / 128
rev_x -= (self.contents.width - @all_map.width) / 2
x += rev_x
elsif half_width > $game_player.real_x * one_tile_size
rev_x = (half_width - $game_player.real_x * one_tile_size) / 128
x += rev_x
elsif half_width > rest_width
rev_x = -((half_width - rest_width) / 128)
x += rev_x
end
rev_px = 0
if @panorama.width < self.contents.width
rev_px = (half_width - $game_player.real_x * one_tile_size) / 128
rev_px -= (self.contents.width - @all_map.width) / 2
px += rev_px
elsif half_width > $game_player.real_x * one_tile_size
rev_px = (half_width - $game_player.real_x * one_tile_size) / 128
px += rev_px
elsif half_width > rest_width
rev_px = -((half_width - rest_width) / 128)
px += rev_px
end
half_height = self.contents.height * 128 / 2
rest_height = ($game_map.height * 128 - $game_player.real_y) * one_tile_size
rev_y = 0
if @all_map.height < self.contents.height
rev_y = (half_height - $game_player.real_y * one_tile_size) / 128
rev_y -= (self.contents.height - @all_map.height) / 2
y += rev_y
elsif half_height > $game_player.real_y * one_tile_size
rev_y = (half_height - $game_player.real_y * one_tile_size) / 128
y += rev_y
elsif half_height > rest_height
rev_y = -((half_height - rest_height) / 128)
y += rev_y
end
rev_py = 0
if @panorama.height < self.contents.height
rev_py = (half_height - $game_player.real_y * one_tile_size) / 128
rev_py -= (self.contents.height - @all_map.height) / 2
py += rev_py
elsif half_height > $game_player.real_y * one_tile_size
rev_py = (half_height - $game_player.real_y * one_tile_size) / 128
py += rev_py
elsif half_height > rest_height
rev_py = -((half_height - rest_height) / 128)
py += rev_py
end
px /= 2
py /= 2
src_rect1 = Rect.new(px, py, self.contents.width, self.contents.height)
src_rect2 = Rect.new(x, y, self.contents.width, self.contents.height)
self.contents.blt(0, 0, @panorama, src_rect1)
self.contents.blt(0, 0, @all_map, src_rect2)
if PLAN_Map_Window::WINDOW_MOVE == true
w = self.x - 32 .. self.x + self.width + 32
h = self.y - 64 .. self.y + self.height + 64
if w === $game_player.screen_x and h === $game_player.screen_y
if !@small_map
case self.x
when 8
self.x = 382
when 382
self.x = 8
end
case self.y
when 272
self.y = 8
when 8
self.y = 272
end
else
case self.x
when 625 - self.width
self.x = 8
when 8
self.x = 625 - self.width
end
case self.y
when 470 - self.height
self.y = 8
when 8
self.y = 470 - self.height
end
end
end
end
#主角位置
if $game_party.actors.size > 0
actor = $game_party.actors[0]
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
width = bitmap.width/ 4
height = bitmap.height / 4
sy = ($game_player.direction - 2) / 2 * height
#原始行走图大小矩形
src_rect = Rect.new(0, sy, width, height)
if $ZOOM > 7
w = width / 5
h = height / 5
else
w = width / $ZOOM
h = height / $ZOOM
end
x = self.contents.width / 2 - w / 2 + one_tile_size / 2 - rev_x
y = self.contents.height / 2 - h / 2 - rev_y
#小地图上的行走图大小
dest_rect = Rect.new(x, y, w, h)
self.contents.stretch_blt(dest_rect, bitmap, src_rect)
end
end
#--------------------------------------------------------------------------
# ● 更新
#--------------------------------------------------------------------------
def update
super
if @old_real_x != $game_player.real_x or @old_real_y != $game_player.real_y
@old_real_x = $game_player.real_x
@old_real_y = $game_player.real_y
refresh
end
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
super
@panorama.dispose
@all_map.dispose
end
end
#==============================================================================
# ■ Game_Player
#------------------------------------------------------------------------------
# 处理主角的类。事件启动的判定、以及地图的滚动等功能。
# 本类的实例请参考 $game_player。
#==============================================================================
class Game_Player < Game_Character
alias old_update update
def update
old_update
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
# 如果方向键被按下、主角就朝那个方向移动
case Input.dir4
when 2
if $game_switches[PLAN_Map_Window::MAP_SWITCH]
$win_x = 8
$win_y = 8
$direction = 0
$game_variables[PLAN_Map_Window::MAP_DIRECTION] = $direction
end
when 4
if $game_switches[PLAN_Map_Window::MAP_SWITCH]
$win_x = 382
$win_y = 8
$direction = 1
$game_variables[PLAN_Map_Window::MAP_DIRECTION] = $direction
end
when 6
if $game_switches[PLAN_Map_Window::MAP_SWITCH]
$win_x = 8
$win_y = 280 - 8
$direction = 2
$game_variables[PLAN_Map_Window::MAP_DIRECTION] = $direction
end
when 8
if $game_switches[PLAN_Map_Window::MAP_SWITCH]
$win_x = 382
$win_y = 280 - 8
$direction = 3
$game_variables[PLAN_Map_Window::MAP_DIRECTION] = $direction
end
end
end
end
end
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
# 游戏中全部窗口的超级类。
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ● 初始化对像
# x : 窗口的 X 坐标
# y : 窗口的 Y 坐标
# width : 窗口的宽
# height : 窗口的宽
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super()
@windowskin_name = $game_system.windowskin_name
if !$minimap
self.windowskin = RPG::Cache.windowskin(@windowskin_name)
end
self.x = x
self.y = y
self.width = width
self.height = height
self.z = 100
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
它在进入另个场景时会把远景变成黑色(等于没远景)要进入菜单在出来远景才出来(显示远景)希望有能人解决
985064351于2011-5-1 11:00补充以下内容:
求会脚本看看是什么回事 |
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