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雷欧纳德66RPG
楼主
http://bbs.66rpg.com/upload_program/files/Project54.rar由于绘图模式变了,想要将RMXP完全移植RMVX,其他内容脚本都好弄,唯独地图还得做点小工作。简单弄了一下……实际上就是Tilemap的实现,尝试模拟默认的效果,我这帧速率不太稳定,不能稳在40。自动元件类还没加上,不过加上也不影响速度,只是比较麻烦还没研究……本楼的脚本只实现tilemap素材,带autotile素材的在下面。本帖相关代码如下:#==============================================================================# ■ 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] 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, $game_player)) # 生成天气 @weather = RPG::Weather.new(@viewport1) # 生成图片 @picture_sprites = [] for i in 1..50 @picture_sprites.push(Sprite_Picture.new(@viewport2,
2007年12月12日 13点12分
1
# Scene_Map 类的内部使用。#
==============================================================================class Spriteset_Map #-------------------------------------------------------------------------- # ● 初始化对像 #-------------------------------------------------------------------------- def initialize # 生成显示端口 @viewport1 = Viewport.new(0, 0, 640, 480) @viewport2 = Viewport.new(0, 0, 640, 480) @viewport3 = Viewport.new(0, 0, 640, 480) @viewport2.z = 200 @viewport3.z = 5000
# 生成元件地图 #
@tilemap = Tilemap.new(@viewport1) # @tilemap.tileset = RPG::Cache.tileset($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] 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,