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Lv1.梦旅人
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本帖最后由 苹果星ねこ 于 2012-6-9 19:31 编辑
用双远景脚本吧
方便- #==============================================================================
- # 本脚本来自www.66rpg.com,使用前请参考制作录像
- #==============================================================================
- # ■ 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
- # 生成显示端口
- @viewport1 = Viewport.new(0, 0, 640, 480)
- @viewport2 = Viewport.new(0, 0, 640, 480)
- @viewport3 = Viewport.new(0, 0, 640, 480)
- @viewport2.z = 200
- @viewport3.z = 5000
- # 生成元件地图
- @tilemap = Tilemap.new(@viewport1)
- @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
- for i in 0..6
- autotile_name = $game_map.autotile_names[i]
- @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
- end
- @tilemap.map_data = $game_map.data
- @tilemap.priorities = $game_map.priorities
- # 生成远景平面
- @panorama = Plane.new(@viewport1)
- @panorama.z = -1000
- $panorama2 = Plane.new(@viewport1)
- $panorama2.z = 3000
- # 生成雾平面
- @fog = Plane.new(@viewport1)
- @fog.z = 3000
- # 生成角色活动块
- @character_sprites = []
- for i in $game_map.events.keys.sort
- sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
- @character_sprites.push(sprite)
- end
- @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
- # 生成天气
- @weather = RPG::Weather.new(@viewport1)
- # 生成图片
- @picture_sprites = []
- for i in 1..50
- @picture_sprites.push(Sprite_Picture.new(@viewport2,
- $game_screen.pictures[i]))
- end
- # 生成计时器块
- @timer_sprite = Sprite_Timer.new
- # 刷新画面
- update
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- # 释放元件地图
- @tilemap.tileset.dispose
- for i in 0..6
- @tilemap.autotiles[i].dispose
- end
- @tilemap.dispose
- # 释放远景平面
- @panorama.dispose
- $panorama2.dispose
- # 释放雾平面
- @fog.dispose
- # 释放角色活动块
- for sprite in @character_sprites
- sprite.dispose
- end
- # 释放天候
- @weather.dispose
- # 释放图片
- for sprite in @picture_sprites
- sprite.dispose
- end
- # 释放计时器块
- @timer_sprite.dispose
- # 释放显示端口
- @viewport1.dispose
- @viewport2.dispose
- @viewport3.dispose
- end
- #-------------------------------------
- def abs(x)
- if x < 0 # 如果 x 小于 0 的话,
- return -x # 结束函数,返回值 -x。
- else # 除此之外,
- return x # 结束函数,返回值 x。
- end # 分歧结束。
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- # 远景与现在的情况有差异发情况下
- if @panorama_name != $game_map.panorama_name or
- @panorama_hue != $game_map.panorama_hue
- @panorama_name = $game_map.panorama_name
- @panorama_hue = $game_map.panorama_hue
- if @panorama.bitmap != nil
- @panorama.bitmap.dispose
- $panorama2.bitmap.dispose
- $panorama2.bitmap = nil
- @panarama.bitmap = nil
- end
- if @panorama_name != ""
- @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
- $panorama2.bitmap = RPG::Cache.panorama(@panorama_name+"_2", @panorama_hue)
- end
- Graphics.frame_reset
- end
- # 雾与现在的情况有差异的情况下
- if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
- @fog_name = $game_map.fog_name
- @fog_hue = $game_map.fog_hue
- if @fog.bitmap != nil
- @fog.bitmap.dispose
- @fog.bitmap = nil
- end
- if @fog_name != ""
- @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
- end
- Graphics.frame_reset
- end
- # 刷新元件地图
- @tilemap.ox = $game_map.display_x / 4
- @tilemap.oy = $game_map.display_y / 4
- @tilemap.update
- # 刷新远景平面
- @panorama.ox = $game_map.display_x / 4
- @panorama.oy = $game_map.display_y / 4
- $panorama2.ox = @panorama.ox
- $panorama2.oy = @panorama.oy
- # 刷新雾平面
- @fog.zoom_x = $game_map.fog_zoom / 100.0
- @fog.zoom_y = $game_map.fog_zoom / 100.0
- @fog.opacity = $game_map.fog_opacity
- @fog.blend_type = $game_map.fog_blend_type
- @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
- @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
- @fog.tone = $game_map.fog_tone
- # 刷新角色活动块
- for sprite in @character_sprites
- sprite.update
- end
- # 刷新天候图形
- @weather.type = $game_screen.weather_type
- @weather.max = $game_screen.weather_max
- @weather.ox = $game_map.display_x / 4
- @weather.oy = $game_map.display_y / 4
- @weather.update
- # 刷新图片
- for sprite in @picture_sprites
- sprite.update
- end
- #--------------------------------------------------------------------------------
- # 雙遠景-偽優先級
- # 與隊伍/npc 遮擋修正
- # width: 人物大約寛度, 越大修正範圍越多, 但可能卡
- # 越小越順暢, 但視覺上會有點滯後
- # height: 大約高度
- # *width不應比人物真實寛度大,否則可能造成與遮擋圖發生的問題
- # By tintin
- #--------------------------------------------------------------------------------
- width = 20
- height = 70
- k = @character_sprites.size - 1
- i = @character_sprites.size - 2
- #case 隊尾/npc踏地圖元件7 方塊
- #由隊尾檢查, 如隊尾不當遮擋隊頭, 修正隊頭
- while i >= 0
- #如事件/npc 圖片是"無"或角色透明 ,略過
- if @character_sprites[i].re_char_name !="" && @character_sprites[i].re_char_transparent == false
- j = i - 1
- while j >= 0
- #如事件/npc 圖片是"無"或角色透明,略過
- if @character_sprites[j].re_char_name != "" && @character_sprites[j].re_char_transparent == false
- if abs(@character_sprites[i].x - @character_sprites[j].x) < width &&
- abs(@character_sprites[i].y - @character_sprites[j].y) < height &&
- @character_sprites[i].y < @character_sprites[j].y &&
- @character_sprites[i].z >= @character_sprites[j].z
- @character_sprites[j].z = @character_sprites[i].z + 10
- end
- end
- j-=1
- end
- #主角處理--@character_sprites[k]
- if abs(@character_sprites[i].x - @character_sprites[k].x) < width &&
- abs(@character_sprites[i].y - @character_sprites[k].y) < height &&
- @character_sprites[i].y < @character_sprites[k].y &&
- @character_sprites[i].z >= @character_sprites[k].z
- @character_sprites[k].z = @character_sprites[i].z + 10
- end
- end
- i-= 1
- end
- #case 隊頭踏地圖元件7 方塊
- #由隊頭檢查, 如隊頭不當遮擋隊尾/npc, 修正隊尾
- j = 0
- #主角處理--@character_sprites[k]
- while j <= @character_sprites.size - 2
- if @character_sprites[j].re_char_name != "" && @character_sprites[j].re_char_transparent == false
- if abs(@character_sprites[k].x - @character_sprites[j].x) < width &&
- abs(@character_sprites[k].y - @character_sprites[j].y) < height &&
- @character_sprites[k].y < @character_sprites[j].y &&
- @character_sprites[k].z >= @character_sprites[j].z
- @character_sprites[j].z = @character_sprites[k].z + 10
- end
- end
- j+=1
- end
- i = 0
- while i <= @character_sprites.size - 2
- if @character_sprites[i].re_char_name != "" && @character_sprites[i].re_char_transparent == false
- j = i + 1
- while j <= @character_sprites.size - 2
- if abs(@character_sprites[i].x - @character_sprites[j].x) <width &&
- abs(@character_sprites[i].y - @character_sprites[j].y) <height &&
- @character_sprites[i].y < @character_sprites[j].y &&
- @character_sprites[i].z >= @character_sprites[j].z
- @character_sprites[j].z = @character_sprites[i].z + 10
- end
- j+=1
- end
- end
- i+= 1
- end
- #----------------------------------------------------------------------------------
- # 刷新计时器块
- @timer_sprite.update
- # 设置画面的色调与震动位置
- @viewport1.tone = $game_screen.tone
- @viewport1.ox = $game_screen.shake
- # 设置画面的闪烁色
- @viewport3.color = $game_screen.flash_color
- # 刷新显示端口
- @viewport1.update
- @viewport3.update
- end
- end
- #==============================================================================
- # ■ 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。
- #==============================================================================
- class Sprite_Character < RPG::Sprite
- #--------------------------------------------------------------------------
- # ● 取得角色 文件名
- #--------------------------------------------------------------------------
- def re_char_name
- return @character.character_name
- end
- #--------------------------------------------------------------------------
- # ● 取得透明状态
- #--------------------------------------------------------------------------
- def re_char_transparent
- return @character.transparent
- end
- end
- #==============================================================================
- # 本脚本来自www.66rpg.com,使用前请参考制作录像
- #==============================================================================
复制代码- #==============================================================================
- # ■ Game_Map
- #------------------------------------------------------------------------------
- # 处理地图的类。包含卷动以及可以通行的判断功能。
- # 本类的实例请参考 $game_map 。
- #==============================================================================
- class Game_Map
- attr_accessor :map
- attr_accessor :map_id
- end
- #==============================================================================
- # 本脚本的用途请参考制作录像
- #==============================================================================
复制代码 |
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