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Lv1.梦旅人
- 梦石
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- 在线时间
- 4352 小时
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- 2007-8-31
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- 1982
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那个回档的我又把它找回来了!
- #==============================================================================
- # ■ 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 = $game_map.priorities
-
- @map_sp = []
- for i in 0...$game_map.height + 7
- @map_sp[i] = Sprite.new(@viewport1)
- @map_sp[i].bitmap = Bitmap.new($game_map.width * 32 , 192)
- # @map_sp[i].bitmap.draw_text(0, 0, $game_map.width * 32 , 32, i.to_s)
- @map_sp[i].z = 32 + i * 32
- end
-
- for i in 0...$game_map.width
- for j in 0...$game_map.height
- for k in [0,1,2]
- tile_id = $game_map.data[i,j,k]
- next if tile_id == 0
- numb = j + $game_map.priorities[tile_id]
- if tile_id < 384
- tid = tile_id / 48
- bmp = at48(tile_id - tid * 48, RPG::Cache.autotile($game_map.autotile_names[tid-1]))
- tx = i * 32
- ty = (5 - $game_map.priorities[tile_id])* 32
- @map_sp[numb].bitmap.blt(tx, ty, bmp, bmp.rect)
- next
- end
- x = (tile_id - 384) % 8 * 32
- y = (tile_id - 384) / 8 * 32
- rect = Rect.new(x, y, 32, 32)
- tx = i * 32
- ty = (5 - $game_map.priorities[tile_id])* 32
- @map_sp[numb].bitmap.blt(tx, ty, RPG::Cache.tileset($game_map.tileset_name), rect)
- # @map_sp[numb].bitmap.draw_text(tx, ty, 32, 32, numb.to_s)
- end
- end
- end
-
- for i in 0...$game_map.height + 6
- @map_sp[i].y = i * 32 - 160
- end
-
-
- # 生成远景平面
- @panorama = Plane.new(@viewport1)
- @panorama.z = -1000
- # 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
- # 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
- #--------------------------------------------------------------------------
- # ● 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
- @panorama.bitmap = nil
- end
- if @panorama_name != ""
- @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @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 = $game_map.fog_hue
- if @fog.bitmap != nil
- @fog.bitmap.dispose
- @fog.bitmap = nil
- end
- if @fog_name != ""
- @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
- end
- Graphics.frame_reset
- end
- # 刷新元件地图
- for i in 0...$game_map.height + 6
- @map_sp[i].y = i * 32 - 160 - $game_map.display_y / 4
- @map_sp[i].x = - $game_map.display_x / 4
- @map_sp[i].z = (i * 128 - $game_map.display_y + 3) / 4 + 32
- end
- # @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 / 8
- @panorama.oy = $game_map.display_y / 8
- # 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
- # 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
-
- def at48(i, bmp)
- a = [
- [27,28,5 ,28,27,6 ,5 ,6 ,27,28,5 ,28,27,6 ,5 ,6 ],
- [33,34,33,34,33,34,33,34,33,12,33,12,33,12,33,12],
- [27,28,5 ,28,27,6 ,5 ,6 ,27,28,5 ,28,27,6 ,5 ,6 ],
- [11,34,11,34,11,34,11,34,11,12,11,12,11,12,11,12],
- [25,26,25,6 ,25,26,25,6 ,15,16,15,16,15,16,15,16],
- [31,32,31,32,31,12,31,12,21,22,21,12,11,22,11,12],
- [29,30,29,30,5 ,30,5 ,30,39,40,5 ,40,39,6 ,5 ,6 ],
- [35,36,11,36,35,36,11,36,45,46,45,46,45,46,45,46],
- [25,30,15,16,13,14,13,14,17,18,17,18,41,42,5 ,42],
- [31,36,45,46,19,20,19,12,23,24,11,24,47,48,47,48],
- [37,38,37,6 ,13,18,13,14,37,42,17,18,13,18,1 ,2 ],
- [43,44,43,44,19,24,43,44,43,48,47,48,43,48,7 ,8 ]
- ]
- bitmap = Bitmap.new(32, 32)
- xy = getrect(i)
- y = xy[1] * 2
- x = xy[0] * 2
- #p i,y,x,a[y][x],a[y][x+1],a[y+1][x],a[y+1][x+1]
- bitmap.blt(0, 0, bmp, Rect.new(get_at(a[y][x])[0] * 16,get_at(a[y][x])[1] * 16, 16,16))
- bitmap.blt(16, 0, bmp, Rect.new(get_at(a[y][x+1])[0] * 16,get_at(a[y][x+1])[1] * 16, 16,16))
- bitmap.blt(0, 16, bmp, Rect.new(get_at(a[y+1][x])[0] * 16,get_at(a[y+1][x])[1]* 16, 16,16))
- bitmap.blt(16, 16, bmp, Rect.new(get_at(a[y+1][x+1])[0] * 16,get_at(a[y+1][x+1])[1]* 16, 16,16))
- return bitmap
-
- end
-
- def getrect(id)
- x = id % 8
- y = id / 8
- return [x, y]
- end
-
- def get_at(id)
- id -= 1
- x = id % 6
- y = id / 6
- return [x, y]
- end
-
- end
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