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Mappe infinite
#1
Wrap Map v2.0

Descrizione

Questo script permette di realizzare mappe "infinite": se il personaggio toccherà uno dei quattro lati della mappa, verrà automaticamente teletrasportato dall'altro capo. Per farlo funzionare dovete aggiungere al nome della mappa"_wrap".




Autore

Dirtie



Istruzioni per l'uso

Create una nuova classe sopra main e incollate al suo interno questo:

Codice:
#==============================================================================
# ■ Wrap_Map V2
#------------------------------------------------------------------------------
#  By Dirtie.
# Allows chosen map(s) to "wrap-around", ie. go continuously.
# Just add "_wrap" to the end of the map name for the map you want to be wrapped.
# Many thanks to Rataime for all the event code, Dubealex for helping me out,
# Deke for the map checker script, and to everyone else that contributed.
#==============================================================================

#--------------------------------------------------------------------------
# ▼ CLASS Game_Temp (edit)
# Script to check for "_wrap" in the map name.
# This is taken and modified from Deke's Day/Night and Time System script.
# If you would like to use something other than "_wrap" to check for,
# change _wrap to whatever you want on lines 30 and 34
#--------------------------------------------------------------------------
class Game_Temp

attr_reader :map_infos
attr_reader :outside_array

alias wrap_original_game_temp_initialize initialize

def initialize
wrap_original_game_temp_initialize
@map_infos = load_data("Data/MapInfos.rxdata")
@outside_array=Array.new
for key in @map_infos.keys
@outside_array[key]=@map_infos[key].name.include?("_wrap")
end
for key in @map_infos.keys
@map_infos[key] = @map_infos[key].name
@map_infos[key].delete!("_wrap")
end
end

end

#--------------------------------------------------------------------------
# ▼ CLASS Game_Map (edit)
# First, sets up the variable "wrap" for use in the event script later.
# Then checks to see if "_wrap" is in the map name;
# If not, uses default scrolling options for respective edge of map.
# If so, tells viewport to keep scrolling in the respective direction when actor is near edge of map.
#--------------------------------------------------------------------------
class Game_Map

attr_accessor :wrap

alias wrap_original_game_map_scroll_left scroll_left
alias wrap_original_game_map_scroll_right scroll_right
alias wrap_original_game_map_scroll_up scroll_up
alias wrap_original_game_map_scroll_down scroll_down

# Left
def scroll_left(distance)
unless $game_temp.outside_array[$game_map.map_id]
wrap_original_game_map_scroll_left(distance)
else
@display_x = [@display_x - distance].max
end
end

# Right
def scroll_right(distance)
unless $game_temp.outside_array[$game_map.map_id]
wrap_original_game_map_scroll_right(distance)
else
@display_x = [@display_x + distance].min
end
end

# Top
def scroll_up(distance)
unless $game_temp.outside_array[$game_map.map_id]
wrap_original_game_map_scroll_up(distance)
else
@display_y = [@display_y - distance].max
end
end

# Bottom
def scroll_down(distance)
unless $game_temp.outside_array[$game_map.map_id]
wrap_original_game_map_scroll_down(distance)
else
@display_y = [@display_y + distance].min
end
end

end

#--------------------------------------------------------------------------
# ▼ CLASS Game_Player (edit)
# Makes sure viewport stays centered on player, particularly when teleporting near edges.
#--------------------------------------------------------------------------
class Game_Player

alias wrap_original_game_player_center center

def center(x, y)
unless $game_temp.outside_array[$game_map.map_id]
wrap_original_game_player_center(x, y)
else
max_x = ($game_map.width + 20) * 128
max_y = ($game_map.height + 15) * 128
$game_map.display_x = [-20 * 128, [x * 128 - CENTER_X, max_x].min].max
$game_map.display_y = [-15 * 128, [y * 128 - CENTER_Y, max_y].min].max
end
end

end

#--------------------------------------------------------------------------
# ▼ CLASS Check_Coordinates
# Checks for coordinates and keyboard input, then teleports if conditions are met.
#--------------------------------------------------------------------------
class Check_Coordinates

#------------------------------------------------------------------------
# ● Handles left edge
#------------------------------------------------------------------------
def refresh_left
unless $game_temp.outside_array[$game_map.map_id]
else
if $game_player.real_x == 0
if Input.press?(Input::LEFT)
def $game_player.passable?(x, y, d)
return true
end
@left_trigger = true
end
end
end
end

#------------------------------------------------------------------------
# ● Handles right edge
#------------------------------------------------------------------------
def refresh_right
unless $game_temp.outside_array[$game_map.map_id]
else
@map_width_max = ($game_map.width - 1) * 128
if $game_player.real_x == @map_width_max
if Input.press?(Input::RIGHT)
def $game_player.passable?(x, y, d)
return true
end
@right_trigger = true
end
end
end
end

#------------------------------------------------------------------------
# ● Handles top edge
#------------------------------------------------------------------------
def refresh_top
unless $game_temp.outside_array[$game_map.map_id]
else
if $game_player.real_y == 0
if Input.press?(Input::UP)
def $game_player.passable?(x, y, d)
return true
end
@top_trigger = true
end
end
end
end

#------------------------------------------------------------------------
# ● Handles bottom edge
#------------------------------------------------------------------------
def refresh_bottom
unless $game_temp.outside_array[$game_map.map_id]
else
@map_height_max = ($game_map.height - 1) * 128
if $game_player.real_y == @map_height_max
if Input.press?(Input::DOWN)
def $game_player.passable?(x, y, d)
return true
end
@bottom_trigger = true
end
end
end
end

#------------------------------------------------------------------------
# ● Left teleport
#------------------------------------------------------------------------
def left_trigger
if @left_trigger == true
if $game_player.real_x == -128
$game_player.moveto(($game_map.width - 1), $game_player.y)
def $game_player.passable?(x, y, d)
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
unless $game_map.valid?(new_x, new_y)
return false
end
if $DEBUG and Input.press?(Input::CTRL)
return true
end
super
end
@left_trigger = false
end
end
end

#------------------------------------------------------------------------
# ● Right teleport
#------------------------------------------------------------------------
def right_trigger
if @right_trigger == true
if $game_player.real_x == ($game_map.width * 128)
$game_player.moveto(0, $game_player.y)
def $game_player.passable?(x, y, d)
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
unless $game_map.valid?(new_x, new_y)
return false
end
if $DEBUG and Input.press?(Input::CTRL)
return true
end
super
end
@right_trigger = false
end
end
end

#------------------------------------------------------------------------
# ● Top teleport
#------------------------------------------------------------------------
def top_trigger
if @top_trigger == true
if $game_player.real_y == -128
$game_player.moveto($game_player.x, ($game_map.height - 1))
def $game_player.passable?(x, y, d)
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
unless $game_map.valid?(new_x, new_y)
return false
end
if $DEBUG and Input.press?(Input::CTRL)
return true
end
super
end
@top_trigger = false
end
end
end

#------------------------------------------------------------------------
# ● Bottom teleport
#------------------------------------------------------------------------
def bottom_trigger
if @bottom_trigger == true
if $game_player.real_y == ($game_map.height * 128)
$game_player.moveto($game_player.x, 0)
def $game_player.passable?(x, y, d)
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
unless $game_map.valid?(new_x, new_y)
return false
end
if $DEBUG and Input.press?(Input::CTRL)
return true
end
super
end
@bottom_trigger = false
end
end
end

end

#--------------------------------------------------------------------------
# ▼ CLASS Sprite_Duplicate
# A copy of the Sprite_Character class, with some adjustments made.
# Used to create the duplicate event sprites.
#--------------------------------------------------------------------------
class Sprite_Duplicate < RPG::Sprite

attr_accessor :character # @character is the original event

def initialize(viewport, character = nil, x = 0, y = 0)
@x = x
@y = y
super(viewport)
@character = character
@z=@character.screen_z
update
end

def update
super
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
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
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
self.visible = (not @character.transparent)
if @tile_id == 0
sx = @character.pattern * @cw
sy = (@character.direction - 2) / 2 * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
# The coordinates of the duplicate event sprite. They are relative to the original event,
# so the duplicates will move and act as the original does; except the z coordinate,
# as when the original sprite would be of range, the duplicate would not appear.
self.x = @character.screen_x + @x
self.y = @character.screen_y + @y
self.z = @z
self.opacity = @character.opacity
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
end

end

#--------------------------------------------------------------------------
# ▼ CLASS Sprite_Character (edit)
# Used to create the duplicate sprites.
#--------------------------------------------------------------------------
class Sprite_Character < RPG::Sprite

alias wrap_original_sprite_character_initialize initialize
alias wrap_original_sprite_character_update update

def initialize(viewport, character = nil)
unless $game_temp.outside_array[$game_map.map_id]
wrap_original_sprite_character_initialize(viewport, character)
else
@character = character
super(viewport)
if $game_map.wrap == nil
$game_map.wrap = []
end
# 8 duplicates are created, stored in the $game_map.wrap array
if character.is_a?(Game_Event)
$game_map.wrap.push(Sprite_Duplicate.new(viewport, character, (-$game_map.width * 32), 0))
$game_map.wrap.push(Sprite_Duplicate.new(viewport, character, 0, (-$game_map.height * 32)))
$game_map.wrap.push(Sprite_Duplicate.new(viewport, character, ($game_map.width * 32), 0))
$game_map.wrap.push(Sprite_Duplicate.new(viewport, character, 0, ($game_map.height * 32)))
$game_map.wrap.push(Sprite_Duplicate.new(viewport, character, (-$game_map.width * 32), (-$game_map.height * 32)))
$game_map.wrap.push(Sprite_Duplicate.new(viewport, character, ($game_map.width * 32), ($game_map.height * 32)))
$game_map.wrap.push(Sprite_Duplicate.new(viewport, character, (-$game_map.width * 32), ($game_map.height * 32)))
$game_map.wrap.push(Sprite_Duplicate.new(viewport, character, ($game_map.width * 32), (-$game_map.height * 32)))
end
wrap_original_sprite_character_initialize(viewport, @character)
end
end

#------------------------------------------------------------------------
# ● Updates each sprite in the $game_map.wrap array
#------------------------------------------------------------------------
def update
unless $game_temp.outside_array[$game_map.map_id]
wrap_original_sprite_character_update
else
wrap_original_sprite_character_update
if $game_map.wrap != [] and character.is_a?(Game_Player)
for duplicate in $game_map.wrap
if duplicate != nil
duplicate.update
end
end
end
end
end

end

#--------------------------------------------------------------------------
# ▼ CLASS Spriteset_Map (edit)
# Prevents "disposed sprite" errors
#--------------------------------------------------------------------------

class Spriteset_Map

alias wrap_original_spriteset_map_initialize initialize

def initialize
$game_map.wrap=nil
wrap_original_spriteset_map_initialize
end

end

#--------------------------------------------------------------------------
# ▼ CLASS Scene_Save (edit)
# Prevent save errors
#--------------------------------------------------------------------------
class Scene_Save < Scene_File

alias wrap_original_scene_save_write_save_data write_save_data

def write_save_data(file)
$game_map.wrap = nil
wrap_original_scene_save_write_save_data(file)
end

end

#--------------------------------------------------------------------------
# ▼ CLASS Scene Map (edit)
# Initiates a loop for the methods of the Check_Coordinates class
#--------------------------------------------------------------------------
class Scene_Map

$coordinate_check = Check_Coordinates.new

alias wrap_original_scene_map_update update

def update
unless $game_temp.outside_array[$game_map.map_id]
wrap_original_scene_map_update
else
$coordinate_check.refresh_left
$coordinate_check.refresh_right
$coordinate_check.refresh_top
$coordinate_check.refresh_bottom
$coordinate_check.left_trigger
$coordinate_check.right_trigger
$coordinate_check.top_trigger
$coordinate_check.bottom_trigger
wrap_original_scene_map_update
end
end

end
 
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Messaggi in questa discussione
Mappe infinite - da seingh - 05-05-2010, 02:40 PM
RE: Mappe infinite - da GX97 - 05-05-2010, 03:46 PM
RE: Mappe infinite - da seingh - 07-05-2010, 01:38 PM
RE: Mappe infinite - da GX97 - 10-05-2010, 09:52 PM

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