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- #code by kissye
- class Tilemap
- FBLX = 544#x方向分辨率
- FBLY = 416#y方向分辨率
- SIZEX = 32
- SIZEY = 32
- ANI = 25#动画等待桢数
- #以下画元件用
- RECT1 = [Rect.new(0, 32, 16, 16), Rect.new(16, 32, 16, 16),
- Rect.new(32, 32, 16, 16), Rect.new(48, 32, 16, 16),
- Rect.new(0, 48, 16, 16), Rect.new(16, 48, 16, 16),
- Rect.new(32, 48, 16, 16), Rect.new(48, 48, 16, 16),
- Rect.new(0, 64, 16, 16), Rect.new(16, 64, 16, 16),
- Rect.new(32, 64, 16, 16), Rect.new(48, 64, 16, 16),
- Rect.new(0, 80, 16, 16), Rect.new(16, 80, 16, 16),
- Rect.new(32, 80, 16, 16), Rect.new(48, 80, 16, 16),
- Rect.new(32, 0, 16, 16), Rect.new(48, 0, 16, 16),
- Rect.new(32, 16, 16, 16), Rect.new(48, 16, 16, 16)]
- LIST1 = [[10, 9, 6, 5], [16, 9, 6, 5], [10, 17, 6, 5], [16, 17, 6, 5],
- [10, 9, 6, 19], [16, 9, 6, 19], [10, 17, 6, 19], [16, 17, 6, 19],
- [10, 9, 18, 5], [16, 9, 18, 5], [10, 17, 18, 5], [16, 17, 18, 5],
- [10, 9, 18, 19], [16, 9, 18, 19], [10, 17, 18, 19], [16, 17, 18, 19],
- [8, 9, 4, 5], [8, 17, 4, 5], [8, 9, 4, 19], [8, 17, 4, 19],
- [2, 1, 6, 5], [2, 1, 6, 19], [2, 1, 18, 5], [2, 1, 18, 19],
- [10, 11, 6, 7], [10, 11, 18, 7], [16, 11, 6, 7], [16, 11, 18, 7],
- [10, 9, 14, 13], [16, 9, 14, 13], [10, 17, 14, 13], [16, 17, 14, 13],
- [8, 11, 4, 7], [2, 1, 14, 13], [0, 1, 4, 5], [0, 1, 4, 19],
- [2, 3, 6, 7], [2, 3, 18, 7], [10, 11, 14, 15], [16, 11, 14, 15],
- [8, 9, 12, 13], [8, 17, 12, 13], [0, 3, 8, 11], [0, 1, 12, 13],
- [4, 7, 12, 15], [2, 3, 14, 15], [0, 3, 12, 15]]
- RECT2 = [Rect.new(0, 0, 16, 16), Rect.new(16, 0, 16, 16),
- Rect.new(32, 0, 16, 16), Rect.new(48, 0, 16, 16),
- Rect.new(0, 16, 16, 16), Rect.new(16, 16, 16, 16),
- Rect.new(32, 16, 16, 16), Rect.new(48, 16, 16, 16),
- Rect.new(0, 32, 16, 16), Rect.new(16, 32, 16, 16),
- Rect.new(32, 32, 16, 16), Rect.new(48, 32, 16, 16),
- Rect.new(0, 48, 16, 16), Rect.new(16, 48, 16, 16),
- Rect.new(32, 48, 16, 16), Rect.new(48, 48, 16, 16)]
- LIST2 = [[10, 9, 6, 5], [8, 9, 4, 5], [2, 1, 6, 5], [0, 1, 4, 5],
- [10, 11, 6, 7], [8, 11, 4, 7], [2, 3, 6, 7], [0, 3, 8, 11],
- [10, 9, 14, 13], [8, 9, 12, 13], [2, 1, 14, 13], [0, 1, 12, 13],
- [10, 11, 14, 15], [4, 7, 12, 15], [2, 3, 14, 15], [0, 3, 12, 15]]
- LIST3 = [[2, 1, 6, 5], [0, 1, 4, 5], [2, 3, 6, 7], [0, 3, 4, 7]]
- #----------------------------------------------------------------------------
- attr_accessor :bitmaps
- attr_accessor :viewport
- attr_reader :ox
- attr_reader :oy
- attr_reader :visible
- attr_reader :passages
- attr_reader :count
- attr_reader :flash_data#不知道这个做什么用的
- #----------------------------------------------------------------------------
- def initialize(viewport = nil)
- @shadow = Bitmap.new(SIZEX, SIZEY)
- @shadow.fill_rect(0, 0, 17, SIZEY, Color.new(0, 0, 0, 120))#阴影
- @viewport = viewport
- @bitmaps = []
- @backs = {}#元件精灵
- @backbitmap = {}#元件图块
- @switches = {}#动画开关
- @count = 0#当前显示动画
- @count1 = 0#等待桢数
- @visible = true
- @ox = 0
- @oy = 0
- @lastox = 0
- @lastoy = 0
- end
- #----------------------------------------------------------------------------
- def dispose
- for i in @backbitmap.values
- i.dispose
- end
- for i in @backs.values
- i.dispose
- end
- @shadow.dispose
- end
- #---------------------------------------------------------------------------
- def disposed?
- return @shadow.disposed?
- end
- #---------------------------------------------------------------------------
- def map_data=(value)
- @map_data = value
- #如果地图太大,按ESC打开菜单后返回地图太慢,下面这段循环可以不要
- for i in 0...value.xsize
- for j in 0...value.ysize
- for k in 0..2
- cachebitmap(value[i, j, k])
- end
- end
- end
- #如果地图太大,按ESC打开菜单后返回地图太慢,上面这段循环可以不要
- #需要重新描绘的图快
- if @map_data.xsize * SIZEX <= FBLX
- rangei = (@ox / SIZEX - 1)..[((@ox + FBLX) / SIZEX), FBLX / SIZEX - 1].min
- else
- rangei = (@ox / SIZEX - 1)..((@ox + FBLX) / SIZEX)
- end
- if @map_data.xsize * SIZEX <= FBLX
- rangej = (@oy / SIZEY - 1)..[((@oy + FBLY) / SIZEY), FBLY / SIZEY - 1].min
- else
- rangej = (@oy / SIZEY - 1)..((@oy + FBLY) / SIZEY)
- end
- for i in rangei
- for j in rangej
- for k in 0..2
- draw(i, j, k)
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- def refreshox
- #需要释放掉的图块
- rangej = (@lastoy / SIZEY - 1)..((@lastoy + FBLY) / SIZEY)
- if @ox > @lastox
- rangei = ((@lastox / SIZEX - 1)...(@ox / SIZEX - 1))
- elsif @ox < @lastox
- rangei = (((@ox + FBLX) / SIZEX + 1)..((@lastox + FBLX) / SIZEX))
- end
- for i in rangei
- for j in rangej
- for k in 0..3
- next if @backs[[i, j, k]].nil?
- @backs[[i, j, k]].dispose
- @backs.delete([i, j, k])
- @switches.delete([i, j, k])
- end
- end
- end
- #恢复走路时候的偏移
- if @ox >= (@map_data.xsize * SIZEX - FBLX)
- for i in @backs.keys
- @backs[i].ox = 0
- @backs[i].x = i[0] * SIZEX - @ox
- if i[0] < (@ox / 32 - 1)
- @backs[i].x += @map_data.xsize * SIZEX
- elsif i[0] == -1
- @backs[i].x = 0
- end
- end
- else
- for i in @backs.keys
- @backs[i].ox = 0
- @backs[i].x = i[0] * SIZEX - @ox
- end
- end
- #需要重新描绘的图快
- rangej = (@oy / SIZEY - 1)..((@oy + FBLY) / SIZEY)
- if @ox > @lastox
- rangei = ([((@lastox + FBLX) / SIZEX + 1), (@ox / SIZEX - 1)].max..((@ox + FBLX) / SIZEX))
- elsif @ox < @lastox
- rangei = ((@ox / SIZEX - 1)...[(@lastox / SIZEX - 1), (@ox + FBLX) / SIZEX + 1].min)
- end
- for i in rangei
- for j in rangej
- for k in 0..2
- draw(i, j, k)
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- def refreshoy
- #需要释放掉的图块
- rangei = (@lastox / SIZEX - 1)..((@lastox + FBLX) / SIZEX)
- if @oy > @lastoy
- rangej = ((@lastoy / SIZEY - 1)...(@oy / SIZEY - 1))
- elsif @oy < @lastoy
- rangej = (((@oy + FBLY) / SIZEY + 1)..((@lastoy + FBLY) / SIZEY))
- end
- for i in rangei
- for j in rangej
- for k in 0..3
- next if @backs[[i, j, k]].nil?
- @backs[[i, j, k]].dispose
- @backs.delete([i, j, k])
- @switches.delete([i, j, k])
- end
- end
- end
- #恢复走路时候的偏移
- if @oy >= (@map_data.ysize * SIZEY - FBLY)
- for i in @backs.keys
- @backs[i].oy = 0
- @backs[i].y = i[1] * SIZEY - @oy
- if i[1] < (@oy / 32 - 1)
- @backs[i].y += @map_data.ysize * SIZEY
- elsif i[1] == -1
- @backs[i].y = 0
- end
- end
- else
- for i in @backs.keys
- @backs[i].oy = 0
- @backs[i].y = i[1] * SIZEY - @oy
- end
- end
- #需要重新描绘的图快
- rangei = (@ox / SIZEX - 1)..((@ox + FBLX) / SIZEX)
- if @oy > @lastoy
- rangej = ([((@lastoy + FBLY) / SIZEY + 1), @oy / SIZEY - 1].max..((@oy + FBLY) / SIZEY))
- elsif @oy < @lastoy
- rangej = ((@oy / SIZEY - 1)...[(@lastoy / SIZEY - 1), ((@oy + FBLY) / SIZEY + 1)].min)
- end
- for i in rangei
- for j in rangej
- for k in 0..2
- draw(i, j, k)
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- #i为x坐标,j为y坐标,k为图层
- def draw(i, j, k)
- i0 = i
- j0 = j
- i -= @map_data.xsize if i >= @map_data.xsize
- i += @map_data.xsize if i < 0
- j -= @map_data.ysize if j >= @map_data.ysize
- j += @map_data.ysize if j < 0
- id = @map_data[i, j, k]
- return if id == 0
- unless @backs[[i, j, k]].nil?
- unless @backs[[i, j, 3]].nil?
- @backs[[i, j, 3]].x = i0 * SIZEX - @ox
- @backs[[i, j, 3]].y = j0 * SIZEY - @oy
- end
- @backs[[i, j, k]].x = i0 * SIZEX - @ox
- @backs[[i, j, k]].y = j0 * SIZEY - @oy
- return
- end
- @backs[[i, j, k]] = Sprite.new(@viewport)
- @backs[[i, j, k]].x = i0 * SIZEX - @ox
- @backs[[i, j, k]].y = j0 * SIZEY - @oy
- @backs[[i, j, k]].z = k * 2
- @backs[[i, j, k]].bitmap = cachebitmap(id)
- if id < 1024
- elsif id < 1664
- draw_shadow(i, j, k) if id >= 1552#阴影
- elsif id < 2816
- id1 = (id - 2048) / 48
- unless [2, 3].include?(id1)#动画
- @switches[[i, j, k]] = true
- @backs[[i, j, k]].bitmap = @backbitmap[id + @count * 10000]
- end
- elsif id < 4352
- id0 = (id - 2816) / 48 % 8
- draw_shadow(i, j, k) #unless id0 == 6#阴影
- #帮助手册中写A2每行第七个是不会被绘上阴影的,但实际有阴影,这里按照实际
- @backs[[i, j, k]].z += 1 if id0 == 7#柜台
- end
- return if @passages.nil?
- return unless @passages[id] == 22
- @backs[[i, j, k]].z = 200
- end
- #---------------------------------------------------------------------------
- def cachebitmap(id)
- if @backbitmap[id].nil?
- if id < 1024#B/C/D/E的情况
- @backbitmap[id] = Bitmap.new(SIZEX, SIZEY)
- bitmapid = id / 256 + 5
- x = id % 256 / 128 * 8 * SIZEX + id % 256 % 128 % 8 * SIZEX
- y = id % 256 % 128 / 8 * SIZEY
- rect = Rect.new(x, y, SIZEX, SIZEY)
- @backbitmap[id].blt(0, 0, @bitmaps[bitmapid], rect)
- elsif id < 1664#A5的情况
- @backbitmap[id] = Bitmap.new(SIZEX, SIZEY)
- id0 = id - 1536
- bitmapid = 4
- x = id0 % 8 * SIZEX
- y = id0 / 8 * SIZEY
- rect = Rect.new(x, y, SIZEX, SIZEY)
- @backbitmap[id].blt(0, 0, @bitmaps[bitmapid], rect)
- elsif id < 2816#A1的情况
- id0 = id - 2048
- id1 = id0 / 48#编号,含义见附录
- id2 = id0 % 48#含义见附录
- bitmapid = 0
- if id1 == 0#前四张排列比较特殊,浅海水域-深海水域-浅海装饰-深海装饰
- x = 0
- y = 0
- @backbitmap[id] = drawbitmap1(x, y, id2, bitmapid)
- x += 64
- @backbitmap[id + 10000] = drawbitmap1(x, y, id2, bitmapid)
- x += 64
- @backbitmap[id + 20000] = drawbitmap1(x, y, id2, bitmapid)
- elsif id1 == 1
- x = 0
- y = 96
- @backbitmap[id] = drawbitmap1(x, y, id2, bitmapid)
- x += 64
- @backbitmap[id + 10000] = drawbitmap1(x, y, id2, bitmapid)
- x += 64
- @backbitmap[id + 20000] = drawbitmap1(x, y, id2, bitmapid)
- elsif id1 == 2
- x = 192
- y = 0
- @backbitmap[id] = drawbitmap1(x, y, id2, bitmapid)
- elsif id1 == 3
- x = 192
- y = 96
- @backbitmap[id] = drawbitmap1(x, y, id2, bitmapid)
- elsif id1 % 2 == 0#从第五张开始就是水域-瀑布-水域-瀑布的顺序了
- x = id1 / 4 % 2 * 256
- y = id1 / 4 / 2 * 192 + id1 / 2 % 2 * 96
- @backbitmap[id] = drawbitmap1(x, y, id2, bitmapid)
- x += 64
- @backbitmap[id + 10000] = drawbitmap1(x, y, id2, bitmapid)
- x += 64
- @backbitmap[id + 20000] = drawbitmap1(x, y, id2, bitmapid)
- else
- x = id1 / 4 % 2 * 256 + 192
- y = id1 / 4 / 2 * 192 + id1 / 2 % 2 * 96
- @backbitmap[id] = drawbitmap3(x, y, id2, bitmapid)
- y += 32
- @backbitmap[id + 10000] = drawbitmap3(x, y, id2, bitmapid)
- y += 32
- @backbitmap[id + 20000] = drawbitmap3(x, y, id2, bitmapid)
- end
- elsif id < 4352#A2的情况
- id0 = id - 2816
- id1 = id0 / 48#编号,含义见附录
- id2 = id0 % 48#含义见附录
- bitmapid = 1
- x = id1 % 8 * 64
- y = id1 / 8 * 96
- if id1 % 8 == 7
- @backbitmap[id] = drawbitmap4(x, y, id2, bitmapid)
- else
- @backbitmap[id] = drawbitmap1(x, y, id2, bitmapid)
- end
- elsif id < 5888#A3的情况
- id0 = id - 4352
- id1 = id0 / 48#编号,含义见附录
- id2 = id0 % 48#含义见附录
- bitmapid = 2
- x = id1 % 8 * 64
- y = id1 / 8 * 64
- @backbitmap[id] = drawbitmap2(x, y, id2, bitmapid)
- else#A4的情况
- id0 = id - 5888
- id1 = id0 / 48#编号,含义见附录
- id2 = id0 % 48#含义见附录
- bitmapid = 3
- x = id1 % 8 * 64
- if id1 % 16 < 8
- y = id1 / 16 * 160
- @backbitmap[id] = drawbitmap1(x, y, id2, bitmapid)
- else
- y = id1 / 16 * 160 + 96
- @backbitmap[id] = drawbitmap2(x, y, id2, bitmapid)
- end
- end
- end
- return @backbitmap[id]
- end
- #---------------------------------------------------------------------------
- #A1,A2
- #此处的x,y指图片上的xy位置,id范围为0-48,id含义见附录
- #i,j为地图上的xy位置,k为层数,bitmapid为源图片编号
- def drawbitmap1(x, y, id, bitmapid)
- bitmap = Bitmap.new(SIZEX, SIZEY)
- rect = RECT1[LIST1[id][0]].clone
- rect.x += x
- rect.y += y
- bitmap.blt(0, 0, @bitmaps[bitmapid], rect)
- rect = RECT1[LIST1[id][1]].clone
- rect.x += x
- rect.y += y
- bitmap.blt(16, 0, @bitmaps[bitmapid], rect)
- rect = RECT1[LIST1[id][2]].clone
- rect.x += x
- rect.y += y
- bitmap.blt(0, 16, @bitmaps[bitmapid], rect)
- rect = RECT1[LIST1[id][3]].clone
- rect.x += x
- rect.y += y
- bitmap.blt(16, 16, @bitmaps[bitmapid], rect)
- return bitmap
- end
- #---------------------------------------------------------------------------
- #A3
- #此处的x,y指图片上的xy位置,id范围为0-48,id含义见附录
- #i,j为地图上的xy位置,k为层数,bitmapid为源图片编号
- def drawbitmap2(x, y, id, bitmapid)
- bitmap = Bitmap.new(SIZEX, SIZEY)
- rect = RECT2[LIST2[id][0]].clone
- rect.x += x
- rect.y += y
- bitmap.blt(0, 0, @bitmaps[bitmapid], rect)
- rect = RECT2[LIST2[id][1]].clone
- rect.x += x
- rect.y += y
- bitmap.blt(16, 0, @bitmaps[bitmapid], rect)
- rect = RECT2[LIST2[id][2]].clone
- rect.x += x
- rect.y += y
- bitmap.blt(0, 16, @bitmaps[bitmapid], rect)
- rect = RECT2[LIST2[id][3]].clone
- rect.x += x
- rect.y += y
- bitmap.blt(16, 16, @bitmaps[bitmapid], rect)
- return bitmap
- end
- #---------------------------------------------------------------------------
- #瀑布
- #此处的x,y指图片上的xy位置,id范围为0-48,id含义见附录
- #i,j为地图上的xy位置,k为层数,bitmapid为源图片编号
- def drawbitmap3(x, y, id, bitmapid)
- bitmap = Bitmap.new(SIZEX, SIZEY)
- rect = RECT2[LIST3[id][0]].clone
- rect.x += x
- rect.y += y
- bitmap.blt(0, 0, @bitmaps[bitmapid], rect)
- rect = RECT2[LIST3[id][1]].clone
- rect.x += x
- rect.y += y
- bitmap.blt(16, 0, @bitmaps[bitmapid], rect)
- rect = RECT2[LIST3[id][2]].clone
- rect.x += x
- rect.y += y
- bitmap.blt(0, 16, @bitmaps[bitmapid], rect)
- rect = RECT2[LIST3[id][3]].clone
- rect.x += x
- rect.y += y
- bitmap.blt(16, 16, @bitmaps[bitmapid], rect)
- return bitmap
- end
- #---------------------------------------------------------------------------
- #柜台
- #此处的x,y指图片上的xy位置,id范围为0-48,id含义见附录
- #i,j为地图上的xy位置,k为层数,bitmapid为源图片编号
- def drawbitmap4(x, y, id, bitmapid)
- if [28, 29, 30, 31, 33].include?(id)#下
- bitmap = Bitmap.new(SIZEX, 40)
- rect = Rect.new(32, 48, 16, 16)
- rect.x += x
- rect.y += y
- bitmap.blt(0, 16, @bitmaps[bitmapid], rect)
- rect = Rect.new(16, 48, 16, 16)
- rect.x += x
- rect.y += y
- bitmap.blt(16, 16, @bitmaps[bitmapid], rect)
- elsif [38, 39, 45].include?(id)#右+下
- bitmap = Bitmap.new(SIZEX, 40)
- rect = Rect.new(32, 48, 16, 8)
- rect.x += x
- rect.y += y
- bitmap.blt(0, 16, @bitmaps[bitmapid], rect)
- rect = Rect.new(48, 48, 16, 8)
- rect.x += x
- rect.y += y
- bitmap.blt(16, 16, @bitmaps[bitmapid], rect)
- elsif [40, 41, 43].include?(id)#左+下
- bitmap = Bitmap.new(SIZEX, 40)
- rect = Rect.new(0, 48, 16, 8)
- rect.x += x
- rect.y += y
- bitmap.blt(0, 16, @bitmaps[bitmapid], rect)
- rect = Rect.new(16, 48, 16, 8)
- rect.x += x
- rect.y += y
- bitmap.blt(16, 16, @bitmaps[bitmapid], rect)
- elsif [44, 46].include?(id)#左+下+右
- bitmap = Bitmap.new(SIZEX, 40)
- rect = Rect.new(0, 48, 16, 8)
- rect.x += x
- rect.y += y
- bitmap.blt(0, 16, @bitmaps[bitmapid], rect)
- rect = Rect.new(48, 48, 16, 8)
- rect.x += x
- rect.y += y
- bitmap.blt(16, 16, @bitmaps[bitmapid], rect)
- else
- bitmap = Bitmap.new(SIZEX, SIZEY)
- rect = RECT1[LIST1[id][0]].clone
- rect.x += x
- rect.y += y
- bitmap.blt(0, 0, @bitmaps[bitmapid], rect)
- rect = RECT1[LIST1[id][1]].clone
- rect.x += x
- rect.y += y
- bitmap.blt(16, 0, @bitmaps[bitmapid], rect)
- rect = RECT1[LIST1[id][2]].clone
- rect.x += x
- rect.y += y
- bitmap.blt(0, 16, @bitmaps[bitmapid], rect)
- rect = RECT1[LIST1[id][3]].clone
- rect.x += x
- rect.y += y
- bitmap.blt(16, 16, @bitmaps[bitmapid], rect)
- return bitmap
- end
- rect = RECT1[LIST1[id][0]].clone
- rect.x += x
- rect.y += y
- bitmap.blt(0, 0, @bitmaps[bitmapid], rect)
- rect = RECT1[LIST1[id][1]].clone
- rect.x += x
- rect.y += y
- bitmap.blt(16, 0, @bitmaps[bitmapid], rect)
- rect = RECT1[LIST1[id][2]].clone
- rect.x += x
- rect.y += y
- bitmap.blt(0, 24, @bitmaps[bitmapid], rect)
- rect = RECT1[LIST1[id][3]].clone
- rect.x += x
- rect.y += y
- bitmap.blt(16, 24, @bitmaps[bitmapid], rect)
- return bitmap
- end
- #--------------------------------------------------------------------------
- def draw_shadow(i, j, k)
- return if k != 0
- return if i == 0
- i -= 1
- id = @map_data[i, j, 0]
- return if id < 4352
- if id < 5888#A3的情况
- id0 = id - 4352
- id1 = id0 / 48#编号,含义见附录
- id2 = id0 % 48#含义见附录
- if [4, 5, 12].include?(id2)
- nexts = true
- elsif j == 0
- elsif @map_data[i, j - 1, 0].between?(4352, 5888)
- nexts = true
- end
- else#A4的情况
- id0 = id - 5888
- id1 = id0 / 48#编号,含义见附录
- id2 = id0 % 48#含义见附录
- if id1 % 16 < 8
- if [24, 25, 26, 27, 32, 38, 39].include?(id2)
- nexts = true
- elsif j == 0
- elsif @map_data[i, j - 1, 0] >= 5888
- nexts = true
- end
- else
- if [4, 5, 12].include?(id2)
- nexts = true
- elsif j == 0
- elsif @map_data[i, j - 1, 0] >= 5888
- nexts = true
- end
- end
- end
- return unless nexts
- i += 1
- @backs[[i, j, 3]] = Sprite.new(@viewport)
- @backs[[i, j, 3]].bitmap = @shadow
- @backs[[i, j, 3]].x = @backs[[i, j, 0]].x
- @backs[[i, j, 3]].y = @backs[[i, j, 0]].y
- @backs[[i, j, 3]].z = 0
- end
- #---------------------------------------------------------------------------
- def passages=(value)
- @passages = value
- for i in ([@ox / SIZEX - 1, 0].max)..((@ox + FBLX) / SIZEX)
- for j in ([@oy / SIZEY - 1, 0].max)..((@oy + FBLY) / SIZEY)
- id = @map_data[i, j, 2]
- next if id.nil?
- next unless value[id] == 22
- @backs[[i, j, 2]].z = 200
- end
- end
- end
- #---------------------------------------------------------------------------
- #不知道这个做什么用的
- def flash_data=(value)
- @flash_data = value
- end
- #---------------------------------------------------------------------------
- def update
- if @count1 == ANI
- @count1 = 0
- self.count += 1
- else
- @count1 += 1
- end
- end
- #---------------------------------------------------------------------------
- def count=(value)
- value = 0 if value >= 3
- @count = value
- for i in @switches.keys
- id = @map_data[i[0], i[1], i[2]]
- @backs[i].bitmap = @backbitmap[id + value * 10000]
- end
- end
- #--------------------------------------------------------------------------
- def visible=(value)
- @visible = value
- for i in @backs.values
- i.visible = value
- end
- end
- #--------------------------------------------------------------------------
- def ox=(value)
- if @ox != value
- @ox = value
- if value >= (@map_data.xsize * SIZEX - FBLX)
- @lastox += @map_data.xsize * SIZEX if @lastox < (@ox - FBLX)
- end
- #人物走路时候
- if @ox % SIZEX != 0
- for i in @backs.values
- i.ox = @ox - @lastox
- end
- else
- refreshox
- @lastox = @ox
- end
- end
- end
- #--------------------------------------------------------------------------
- def oy=(value)
- if @oy != value
- @oy = value
- if value >= (@map_data.ysize * SIZEY - FBLY)
- @lastoy += @map_data.ysize * SIZEY if @lastoy < (@oy - FBLY)
- end
- #人物走路时候
- if @oy % SIZEY != 0
- for i in @backs.values
- i.oy = @oy - @lastoy
- end
- else
- refreshoy
- @lastoy = @oy
- end
- end
- end
- end
复制代码- class Loading < Window_Base
- attr_accessor :num
- attr_accessor :nth
- def initialize(num, text = "Loading...", color = Color.new(255,255,255))
- super(64,192,418,80)
- if text.is_a?(Bitmap)
- self.contents.blt((self.contents.width - text.width) / 2, 0, text, text.rect)
- elsif text.is_a?(Array)
- text[1].is_a?(Color) ? self.contents.font.color = text[1] : self.contents.font = text[1]
- text = text[0]
- end
- if text.is_a?(String)
- rect = contents.text_size(text)
- rect.width = self.contents.width
- self.contents.draw_text(rect,text,1)
- end
- @num = num
- @nth = 0
- @color = color
- Graphics.update
- end
- def next(nth = 1)
- @nth += nth
- rect = Rect.new(0, 24, self.contents.width * @nth / @num, 24)
- if @color.is_a?(Color)
- self.contents.fill_rect(rect, @color)
- elsif @color.is_a?(Array)
- self.contents.gradient_fill_rect(rect, @color[0], @color[1])
- else
- rect.y = 0
- self.contents.blt(0, 24, @color, rect)
- end
- Graphics.update
- end
- end
复制代码- class Tilemap
- def to_bitmap(down, up)
- temp = cachebitmap(down)
- temp.blt(0, 0, cachebitmap(up), Rect.new(0,0,32,32))
- return temp
- end
- end
- temp = load_data("Data/System.rvdata").start_map_id
- raise "玩家起始位置没有被指定" if temp == 0
- map_name = sprintf("Data/Map%03d.rvdata", temp)
- @map = load_data(map_name)
- raise "必须设置远景图" if @map.parallax_name.nil?
- file = Cache.parallax(@map.parallax_name)
- raise "图片长宽必须能被32整除" unless file.width % 32 == 0 and file.height % 32 == 0
- width = file.width / 32
- height = file.height / 32
- @loading = Loading.new(width * height + 5, "绘制地图中")
- @down = []
- @up = []
- @map.width.times do |x|
- @map.height.times do |y|
- down = @map.data[x,y,1]
- down = @map.data[x,y,0] if down #这里没写好,不过不影响测试
- down = down - 2048
- down -= down % 48
- down += 2048
- @down.push down
- @up.push @map.data[x,y,2]
- end
- end
- @loading.next
- @up.push 0
- @down.uniq!
- @up.uniq!
- tilemap = Tilemap.new
- 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 = @map.data
- @tiles = []
- @loading.next
- @down.each do |down|
- @up.each do |up|
- @tiles.push tilemap.to_bitmap(down, up)
- end
- end
- @loading.next
- @red = Table.new(32,32,@tiles.size)
- @green = Table.new(32,32,@tiles.size)
- @blue = Table.new(32,32,@tiles.size)
- @tiles.each_index do |index|
- 32.times do |x|
- 32.times do |y|
- temp = @tiles[index].get_pixel(x,y)
- @red[x,y,index] = temp.red.to_i
- @green[x,y,index] = temp.green.to_i
- @blue[x,y,index] = temp.blue.to_i
- end
- end
- end
- @loading.next
- @map.width = width
- @map.height = height
- @map.data.resize(width, height, 3)
- @loading.next
- width.times do |x|
- height.times do |y|
- ox = x * 32
- oy = y * 32
- #↓↓↓↓↓↓↓↓↓核心算法↓↓↓↓↓↓↓↓↓
- @diff = []
- @red.zsize.times do |z|
- @diff.push 0
- 32.times do |px|
- 32.times do |py|
- temp = file.get_pixel(ox + px, oy + py)
- @diff[-1] += (temp.red.to_i - @red[px, py, z]).abs + (temp.green.to_i - @green[px, py, z]).abs + (temp.blue.to_i - @red[px, py, z]).abs
- end
- end
- end
- #↑↑↑↑↑↑↑↑↑核心算法↑↑↑↑↑↑↑↑↑
- temp = @diff.index(@diff.min)
- down = @down[temp / @up.size]
- if down #这里没写好,too,不影响测试,too
- @map.data[x,y,0] = down
- @map.data[x,y,1] = 0
- else
- @map.data[x,y,0] = 0
- @map.data[x,y,1] = down
- end
- @map.data[x,y,2] = @up[temp % @up.size]
- @loading.next
- end
- end
- tilemap.dispose
- @loading.dispose
- save_data(@map, map_name)
复制代码
根据一张图片来绘制地图(RA2地图编辑器里就有这种功能)
因为没有高速的图片模糊匹配算法,所以受到很多限制,并且速度和精度都很……
第一个脚本是kissye的Tilemap
第二个是loading窗口
第三个是主程序
使用说明:
把那三个脚本插进main前,顺序不要弄反
在一张地图里设好主角初始位置
把需要画地图的图片导入进远景,把主角初始位置所在地图的远景设成那张图
(注意图片的长宽必须都能被32整除)
然后在这张地图里画出几种A图块(图块种类越少,速度越快)这些图块就是画出的地图里将会出现的
注意不要用,
不要有B~E图块
(脚本还没写完,这些不支持)
然后按F12开始画地图,画完后关闭RMVX,再打开
手动对地图做一些修正
由于没有好的算法,这个脚本实用度很低,开始画出的A图块对绘制地图有很关键的影响
下面是一个例子:
三国群英传6的地图,网上的攻略提供的地图放大5倍
(万恶的文字啊,干扰很大)
画出来的地图
后把白色部分画上城堡,然后把大部分地区用油漆桶涂成草地,把海连起来
然后对照地图画上桥、山、雪地,完工(我对三国地图不是很熟悉,所以就不画了)
范例工程:http://rpg.blue/upload_program/d/zh99998_Project29_106003182.rar |
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