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在线时间 | 50 小时 |
Lv1.梦旅人
- 梦石
- 0
- 星屑
- 50
- 在线时间
- 50 小时
- 注册时间
- 2010-10-21
- 帖子
- 26
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- #--------------------------------------------------------------------------
- # ● 动态糊模效果
- # 制作者 小飞侠_shoed
- # 用法:
- # 打开
- # 开关[模糊效果]=ON
- # 开关[模糊效果]=OFF
- $模糊效果 = 1
- #==============================================================================
- # ■ Scene_Map
- #==============================================================================
- class Scene_Map
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- alias plan_map_window_main main
- def main
- @blur_window = Blur_Effect.new
- @blur_window.visible=$game_switches[$模糊效果]
- plan_map_window_main
- @blur_window.dispose
- end
- #--------------------------------------------------------------------------
- # ● 更新
- #--------------------------------------------------------------------------
- alias plan_map_window_update update
- def update
- plan_map_window_update
- @blur_window.visible=$game_switches[$模糊效果]
- @blur_window.update
- end
- #--------------------------------------------------------------------------
- # ● 场所移动的变化
- #--------------------------------------------------------------------------
- alias plan_map_window_transfer_player transfer_player
- def transfer_player
- visible = $game_switches[$模糊效果]
- $game_switches[$模糊效果] = false
- @blur_window.visible=$game_switches[$模糊效果]
- plan_map_window_transfer_player
- @blur_window.dispose
- @blur_window = Blur_Effect.new
- $game_switches[$模糊效果] = visible
- @blur_window.visible=$game_switches[$模糊效果]
- end
- end
- #==============================================================================
- # Blur_Effect
- #==============================================================================
- class Blur_Effect
- def initialize
- @blurSprite=Sprite.new
- @sum=Bitmap.new(640,480)
- @RT=Picture_Map.new
- @blurSprite.bitmap=@sum
- @blurSprite.z=9999
- end
-
- def update
- if $game_switches[$模糊效果] == true
- @RT.update
- @sum.blt(0,0,@RT,Rect.new(0,0,@RT.width,@RT.height),60)
- end
- end
-
- def dispose
- @sum.dispose
- @RT.dispose
- @blurSprite.dispose
- end
-
- def visible=(flag)
- @blurSprite.visible=flag
- end
- end
- #==============================================================================
- # Picture_Character
- #==============================================================================
- class Picture_Character < Bitmap
- attr_accessor :character # 角色
-
- def initialize(character = nil)
- @character = character
-
- @bitmap = RPG::Cache.character(@character.character_name,
- @character.character_hue)
- @cw = @bitmap.width / 4
- @ch = @bitmap.height / 4
-
- super(@cw,@ch)
-
- @stopTitles=[]
- @moveTitles=[]
- end
-
- def update
- self.clear
- # 元件 ID、文件名、色相与现在的情况存在差异的情况下
- if @tile_id != @character.tile_id or
- @character_name != @character.character_name or
- @character_hue != @character.character_hue
- # 记忆元件 ID 与文件名、色相
- @tile_id = @character.tile_id
- @character_name = @character.character_name
- @character_hue = @character.character_hue
- # 元件 ID 为有效值的情况下
- if @tile_id >= 384
- @bitmap = RPG::Cache.tile($game_map.tileset_name,
- @tile_id, @character.character_hue)
- @cw = 32
- @ch = 32
- else
- @bitmap = RPG::Cache.character(@character.character_name,
- @character.character_hue)
- end
- end
- # 图形是角色的情况下
- if @tile_id == 0
- # 设置传送目标的矩形
- sx = @character.pattern * @cw
- sy = (@character.direction - 2) / 2 * @ch
- self.blt(0,0,@bitmap,Rect.new(sx,sy,@cw,@ch))
- end
-
- #计算title
- if self.visible
- if @x != self.x or @y != self.y
- @x=self.x
- @y=self.y
-
- @stopTitles.clear
- #@moveTitles.clear
-
- tile_x=self.real_width/32
- if tile_x%2==0
- tile_x+=1
- end
- tile_y=(self.real_height/32.0).ceil
- for j in 0...tile_y
- maskId=[self.x,self.y-j,j]
- @stopTitles.push(maskId)
- for i in 1..(tile_x-1)/2
- maskId=[self.x-i,self.y-j,j]
- @stopTitles.push(maskId)
- maskId=[self.x+i,self.y-j,j]
- @stopTitles.push(maskId)
- end
- end
-
- @[email protected]
-
- case @character.direction
- when 2 #向下
- maskId=[self.x,self.y-tile_y,tile_y]
- @moveTitles.push(maskId)
- for i in 1..(tile_x-1)/2
- maskId=[self.x-i,self.y-tile_y,tile_y]
- @moveTitles.push(maskId)
- maskId=[self.x+i,self.y-tile_y,tile_y]
- @moveTitles.push(maskId)
- end
- when 4 #向左
- for j in 0...tile_y
- maskId=[self.x+(tile_x-1)/2+1,self.y-j,j]
- @moveTitles.push(maskId)
- end
- when 6 #向右
- for j in 0...tile_y
- maskId=[self.x-(tile_x-1)/2-1,self.y-j,j]
- @moveTitles.push(maskId)
- end
- when 8 #向上
- for k in @moveTitles
- k[2]+=1
- end
- maskId=[self.x,self.y+1,0]
- @moveTitles.push(maskId)
- for i in 1..(tile_x-1)/2
- maskId=[self.x-i,self.y+1,0]
- @moveTitles.push(maskId)
- maskId=[self.x+i,self.y+1,0]
- @moveTitles.push(maskId)
- end
- end
- end
- end
- end
-
- def x
- return @character.x
- end
-
- def y
- return @character.y
- end
-
- def screen_x
- return @character.screen_x
- end
-
- def screen_y
- return @character.screen_y
- end
-
- def screen_z
- return @character.screen_z(@ch)
- end
-
- def real_width
- return @cw
- end
-
- def real_height
- return @ch
- end
-
- def visible
- return [email protected]
- end
-
- def opacity
- return @character.opacity
- end
-
- def maskTitles
- if @character.moving?
- return @moveTitles
- else
- return @stopTitles
- end
- end
- end
- #==============================================================================
- # Picture_Map
- #==============================================================================
- class Picture_Map < Bitmap
- def initialize
- super(640,480)
- @map_cw = $game_map.width * 32
- @map_ch = $game_map.height * 32
-
- @tileset = RPG::Cache.tileset($game_map.tileset_name)
- @autotiles = []
- for i in 0..6
- autotile_name = $game_map.autotile_names[i]
- @autotiles[i] = RPG::Cache.autotile(autotile_name)
- end
- @map_data = $game_map.data
- @priorities = $game_map.priorities
- @character_sprites = []
- for i in $game_map.events.keys.sort
- sprite = Picture_Character.new($game_map.events[i])
- @character_sprites.push(sprite)
- end
- @character_sprites.push(Picture_Character.new($game_player))
- @all_map = Bitmap.new (@map_cw,@map_ch)
- make_map
- end
-
- def update
- self.clear
- self.blt(0,0,@all_map,Rect.new(map_x,map_y,width,height))
-
- # 刷新角色活动块
- @character_sprites.sort!{|a,b|a.screen_z<=>b.screen_z}
- for sprite in @character_sprites
- if sprite.visible
- sprite.update
-
- px=sprite.screen_x-sprite.real_width/2
- py=sprite.screen_y-sprite.real_height
- self.blt(px,py,sprite,Rect.new(0,0,sprite.real_width,sprite.real_height),sprite.opacity)
-
- for mask_id in sprite.maskTitles
- next unless $game_map.valid?(mask_id[0], mask_id[1])
- for i in [2, 1, 0]
- tile = @map_data[mask_id[0], mask_id[1], i]
- next if tile == 0 #透明的
- if $game_map.priorities[tile] > mask_id[2]
- if tile < 384
- if tile >= 48
- tile -= 48
- src_rect = Rect.new(32, 2 * 32, 32, 32)
- self.blt(mask_id[0] * 32 - map_x, mask_id[1] * 32 - map_y, @autotiles[tile / 48], src_rect)
- end
- else
- tile -= 384
- src_rect = Rect.new(tile % 8 * 32, tile / 8 * 32, 32, 32)
- self.blt(mask_id[0] * 32 - map_x, mask_id[1] * 32 - map_y, @tileset, src_rect)
- end
-
- break
- end
- end
- end
- end
- end
- end
-
- def dispose
- super
- # 释放元件地图
- @tileset.dispose
- for i in 0..6
- @autotiles[i].dispose
- end
- # 释放角色活动块
- for sprite in @character_sprites
- sprite.dispose
- end
- @all_map.dispose
-
- end
-
- def make_map
- for y in 0...$game_map.height
- for x in 0...$game_map.width
- for z in 0...3
- tile = @map_data[x, y, z]
- next if tile == nil
- if tile < 384
- if tile >= 48
- tile -= 48
- src_rect = Rect.new(32, 2 * 32, 32, 32)
- @all_map.blt(x * 32, y * 32, @autotiles[tile / 48], src_rect)
- end
- else
- tile -= 384
- src_rect = Rect.new(tile % 8 * 32, tile / 8 * 32, 32, 32)
- @all_map.blt(x * 32, y * 32, @tileset, src_rect)
- end
- end
- end
- end
- end
-
- def map_width
- return @map_cw
- end
-
- def map_height
- return @map_ch
- end
- def map_x
- return $game_map.display_x / 4
- end
-
- def map_y
- return $game_map.display_y / 4
- end
- end
复制代码 上面的是动态模糊脚本- #==============================================================================
- # ■ Sprite_Character
- #------------------------------------------------------------------------------
- # 角色显示用脚本。监视 Game_Character 类的实例、
- # 自动变化脚本状态。
- #==============================================================================
- $变大比率 = 1.0
- class Sprite_Character < RPG::Sprite
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_accessor :character # 角色
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # viewport : 查看端口
- # character : 角色 (Game_Character)
- #--------------------------------------------------------------------------
- def initialize(viewport, character = nil)
- super(viewport)
- @character = character
- update
- end
- #--------------------------------------------------------------------------
- # ● 更新画面
- #--------------------------------------------------------------------------
- def update
- super
- #--------------------------------------------------------------------------
- self.zoom_x = self.zoom_y = $变大比率
- #--------------------------------------------------------------------------
- # 元件 ID、文件名、色相与现在的情况存在差异的情况下
- if @tile_id != @character.tile_id or
- @character_name != @character.character_name or
- @character_hue != @character.character_hue
- # 记忆元件 ID 与文件名、色相
- @tile_id = @character.tile_id
- @character_name = @character.character_name
- @character_hue = @character.character_hue
- # 元件 ID 为有效值的情况下
- if @tile_id >= 384
- self.bitmap = RPG::Cache.tile($game_map.tileset_name,
- @tile_id, @character.character_hue)
- self.src_rect.set(0, 0, 32, 32)
- self.ox = 16
- self.oy = 32
- # 元件 ID 为无效值的情况下
- else
- self.bitmap = RPG::Cache.character(@character.character_name,
- @character.character_hue)
- @cw = bitmap.width / 4
- @ch = bitmap.height / 4
- self.ox = @cw / 2
- self.oy = @ch
- end
- end
- # 设置可视状态
- self.visible = (not @character.transparent)
- # 图形是角色的情况下
- if @tile_id == 0
- # 设置传送目标的矩形
- sx = @character.pattern * @cw
- sy = (@character.direction - 2) / 2 * @ch
- self.src_rect.set(sx, sy, @cw, @ch)
- end
- # 设置脚本的坐标
- self.x = @character.screen_x
- self.y = @character.screen_y
- self.z = @character.screen_z(@ch)
- # 设置不透明度、合成方式、茂密
- self.opacity = @character.opacity
- self.blend_type = @character.blend_type
- self.bush_depth = @character.bush_depth
- # 动画
- if @character.animation_id != 0
- animation = $data_animations[@character.animation_id]
- animation(animation, true)
- @character.animation_id = 0
- end
- end
- end
复制代码 上面的是人物放大脚本
如果这两个脚本同时使用就会产生BUG,人物是变大的,但是模糊的残影还是原来的大小,请问如何让这两个脚本兼容? |
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