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 Lv1.梦旅人 
	梦石0 星屑50 在线时间36 小时注册时间2010-9-3帖子54 | 
| 有的地图不需要显示,如何关闭?(直接不调用哪个地图) 
 #==============================================================================
 # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #==============================================================================
 
 #==============================================================================
 # ■ 全景地图显示小地图
 #########################
 # by      sphinger      #
 #########################
 #==============================================================================
 #==============================================================================
 # □ 前期定义
 #==============================================================================
 module PLAN_Map_Window
 WIN_X       = 440         # 窗口的初始 X 座標
 WIN_Y       = 0         # 窗口的初始 Y 座標
 WIN_WIDTH   = 200      # 地图的宽度
 WIN_HEIGHT  = 150      # 地图的高度
 ZOOM        = 4.0       # 地图的放缩比例
 ZOOMP       = 1         # 小地图上角色的缩放(1为图片原来大小,往大调节时图片变小)
 SHOWPLAYER  = false     # 是否显示角色,当为true时,小地图将显示角色为false时显示兰色的标记
 PLAYCW      = 4         #当使用上面的显示角色时,这个用来设置,角色的横向帧数
 PLAYCH      = 4         #当使用上面的显示角色时,这个用来设置,角色的综向帧数
 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      = 100       # 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     # 是否可以自动改变窗口位置(true:可改变, false:固定)
 
 OVER_X      = 440   # 自动改变后窗口的位置x
 OVER_Y      = 480 - WIN_HEIGHT       #自动改变后窗口的位置y
 
 OPACITY     = 192       # 窗口的透明度
 C_OPACITY   = 192       # 地图的透明度
 VISIBLE     = true      # 最初是否可见
 end
 #==============================================================================
 # ■ Game_Temp
 #==============================================================================
 class Game_Temp
 attr_accessor  :map_visible     # 地图的表示状態
 alias plan_map_window_initialize initialize
 def initialize
 plan_map_window_initialize
 @map_visible = true
 end
 end
 #==============================================================================
 # ■ Scene_Map
 #==============================================================================
 class Scene_Map
 #--------------------------------------------------------------------------
 # ● 主处理
 #--------------------------------------------------------------------------
 alias plan_map_window_main main
 def main
 @map_window         = Window_Map.new
 @map_window.visible = $game_temp.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
 unless $game_switches[PLAN_Map_Window::SWITCH]
 if Input.trigger?(PLAN_Map_Window::ON_OFF_KEY)
 if @map_window.visible
 @map_window.visible = false
 else
 @map_window.visible = true
 end
 end
 else
 if @map_window.visible
 @map_window.visible = false
 end
 end
 if @map_window.visible
 @map_window.update
 end
 end
 #--------------------------------------------------------------------------
 # ● 场所移动的变化
 #--------------------------------------------------------------------------
 alias plan_map_window_transfer_player transfer_player
 def transfer_player
 visible = @map_window.visible
 @map_window.visible = false
 plan_map_window_transfer_player
 @map_window.dispose
 @map_window = Window_Map.new
 @map_window.visible = visible
 end
 end
 #==============================================================================
 # ■ Window_Map
 #==============================================================================
 class Window_Map < Window_Base
 #--------------------------------------------------------------------------
 # ● 初始化
 #--------------------------------------------------------------------------
 def initialize
 x = PLAN_Map_Window::WIN_X
 y = PLAN_Map_Window::WIN_Y
 w = PLAN_Map_Window::WIN_WIDTH
 h = PLAN_Map_Window::WIN_HEIGHT
 super(x, y, w, h)
 unless PLAN_Map_Window::WINDOWSKIN.empty?
 self.windowskin = RPG::Cache.windowskin(PLAN_Map_Window::WINDOWSKIN)
 end
 self.contents = Bitmap.new(width - 32, height - 32)
 self.opacity = PLAN_Map_Window::OPACITY
 self.contents_opacity = PLAN_Map_Window::C_OPACITY
 @old_real_x = $game_player.real_x
 @old_real_y = $game_player.real_y
 @all_map = make_all_map
 self.visible = PLAN_Map_Window::VISIBLE
 refresh
 end
 #--------------------------------------------------------------------------
 # ● 缩小图做成
 #--------------------------------------------------------------------------
 def make_all_map
 all_map = RPG::Cache.icon("地图" + $game_map.map_id.to_s)
 cw = $game_map.width * 32
 ch = $game_map.height * 32
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(0 , 0, all_map, src_rect)
 w = ($game_map.width / PLAN_Map_Window::ZOOM) * 32
 h = ($game_map.height / PLAN_Map_Window::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
 #--------------------------------------------------------------------------
 # ● 刷新
 #--------------------------------------------------------------------------
 def refresh
 self.contents.clear
 one_tile_size = 32 / PLAN_Map_Window::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
 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 - $game_player.real_x * one_tile_size) / 128
 x += rev_x
 elsif half_width > rest_width
 rev_x = -((half_width - rest_width) / 128)
 x += rev_x
 end
 half_height = self.contents.height * 128 / 2
 rest_height = ($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
 src_rect = Rect.new(x, y, self.contents.width, self.contents.height)
 self.contents.blt(0, 0, @all_map, src_rect)
 if PLAN_Map_Window::WINDOW_MOVE == true
 wr = PLAN_Map_Window::WIN_X + self.width
 wl = PLAN_Map_Window::WIN_X
 ht = PLAN_Map_Window::WIN_Y
 he = PLAN_Map_Window::WIN_Y + self.height
 if $game_player.screen_x >= wl and $game_player.screen_x <= wr
 if $game_player.screen_y >= ht and $game_player.screen_y <= he
 self.x = PLAN_Map_Window::OVER_X
 self.y = PLAN_Map_Window::OVER_Y
 else
 self.x = PLAN_Map_Window::WIN_X
 self.y = PLAN_Map_Window::WIN_Y
 end
 else
 self.x = PLAN_Map_Window::WIN_X
 self.y = PLAN_Map_Window::WIN_Y
 end
 end
 if $game_party.actors.size > 0
 actor = $game_party.actors[0]
 if PLAN_Map_Window::SHOWPLAYER
 bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
 width = bitmap.width / PLAN_Map_Window::PLAYCW
 height = bitmap.height / PLAN_Map_Window::PLAYCH
 src_rect = Rect.new(0, 0, width, height)
 w = width / PLAN_Map_Window::ZOOM
 h = height / PLAN_Map_Window::ZOOM
 else
 bitmap = RPG::Cache.icon("方向" + $game_player.direction.to_s)
 width = bitmap.width / PLAN_Map_Window::ZOOMP
 height = bitmap.height / PLAN_Map_Window::ZOOMP
 src_rect = Rect.new(0, 0, width, height)
 w = width
 h = height
 end
 x = self.contents.width / 2 - w / 2 + one_tile_size / 2 - rev_x
 y = self.contents.height / 2 - h / 2 - rev_y
 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
 #--------------------------------------------------------------------------
 # ● 释放
 #--------------------------------------------------------------------------
 def dispose
 super
 @all_map.dispose
 end
 end
 
 #==============================================================================
 # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #==============================================================================
 
 
 
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