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| Script Map pronfondeur en 3D | |
| | Auteur | Message |
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Moineau RTP de base Lv 1
Nombre de messages : 9 Age : 26
| Sujet: Script Map pronfondeur en 3D Dim 27 Sep 2009, 15:14 | |
| Bonjour voillà un script pour avoir une map pronfondeur 3D script : =begin Mode07 on the Map! Includes: Mode07 v0.6 Overworld Sprite Resize Written by mewsterus Special Thanks: Fanha Giang (for a reverse engineered Tilemap class) -------------------------------------------------------------------------------- Instructions: -------------------------------------------------------------------------------- To install, just insert this in a descriptive code slot right above Main. This is different than previous instructions; please read the next paragraph. If you had a previous install of this script and need an original version of Spriteset_Map, one can be found at: http://www.rpg-palace.com/scripts/spriteset_map.txt To activate Mode07, add [#XX] to the map's name, replacing XX with the percentage of Mode07 to apply. Greater numbers will result in a more slanted world. To activate overworld sprite resize, add [OV] to the map's name. This will make sprites smaller on that map. For the purposes of location scripts, these identifiers will not appear. Examples: "Overworld[#40]" will result in a slant identical to the second screenshot. "Underworld[OV]" will resize only the player character to a small size, as if seen from high above. "Atthelevelworld[OV][#12]" will result in the player being resized, and a modest slant of 12% "JustPlainWorld" will result in the same old map you've always seen. To add a sky, simply use the panorama with the tileset. Also, events will not be drawn flat with the map. Any vertical objects such as trees should be put in events and displayed that way. You can also add a sky by adding a fog. If you add this, you can make it look like the first screenshot. A note on the $strip_size variable; the default value is 8, however there is extremely minimal, almost nonexistant lag with 16. The screen is extremely smooth with 4, or even 2. If you're having major problems with lag, you may need to use 32, but it won't look too pretty. -------------------------------------------------------------------------------- * Draw_Tilemap v1.72-0.6 Fanha Giang, 02/12/2006 (mm/dd/yyyy) Edited for Mode07 by mewsterus 08/08/2006 (mm/dd/yyyy) =end #=============================================================================== $width = 640 # Screen width (will not change resolution, $height = 480 # Screen height here for compatibility) $ov_zoom = 0.6 # Overworld zoom multiplier $strip_size = 8 # Size of each strip of the map. Higher numbers will lag less. # Recommended that this number be a power of 2. # Do not make higher than 64. $curve = true # Whether the map is curled, for overworlds (old method) $data_map = load_data("Data/MapInfos.rxdata") #=============================================================================== class RPG::MapInfo def name # Definition prevents location scripts from reading anything within return @name.gsub(/\[.*\]/) {""} # brackets, including the brackets end #----------------------------------------------------------------------------- def original_name return @name end #----------------------------------------------------------------------------- def overworld? return @name.scan(/[OV]/).size > 0 end #----------------------------------------------------------------------------- def pitch @name =~ /\[#[ ]*([00-99]+)\]/i return $1 end end #=============================================================================== class Draw_Tilemap # This class controls a set of sprites, with different Z # values, arranged into horizontal bars attr_accessor :tileset attr_accessor :map_data attr_accessor :priorities attr_accessor :autotiles attr_accessor :bitmaps attr_accessor :pitch attr_accessor :ox attr_accessor :oy attr_accessor :plus_y INDEX = # Autotile definitions [ 26, 27, 32, 33, 4, 27, 32, 33, 26, 5, 32, 33, 4, 5, 32, 33, 26, 27, 32, 11, 4, 27, 32, 11, 26, 5, 32, 11, 4, 5, 32, 11, 26, 27, 10, 33, 4, 27, 10, 33, 26, 5, 10, 33, 4, 5, 10, 33, 26, 27, 10, 11, 4, 27, 10, 11, 26, 5, 10, 11, 4, 5, 10, 11, 24, 25, 30, 31, 24, 5, 30, 31, 24, 25, 30, 11, 24, 5, 30, 11, 14, 15, 20, 21, 14, 15, 20, 11, 14, 15, 10, 21, 14, 15, 10, 11, 28, 29, 34, 35, 28, 29, 10, 35, 4, 29, 34, 35, 4, 29, 10, 35, 38, 39, 44, 45, 4, 39, 44, 45, 38, 5, 44, 45, 4, 5, 44, 45, 24, 29, 30, 35, 14, 15, 44, 45, 12, 13, 18 ,19, 12, 13, 18, 11, 16, 17, 22, 23, 16, 17, 10, 23, 40, 41, 46, 47, 4, 41, 46, 47, 36, 37, 42, 43, 36, 5, 42, 43, 12, 17, 18, 23, 12, 13, 42, 43, 36, 41, 42, 47, 16, 17, 46, 47, 12, 17, 42, 47, 0, 1, 6, 7 ] X = [0, 1, 0, 1] # Used in 16x16 autotile drawing; left, right, left, right Y = [0, 0, 1, 1] # Used in 16x16 autotile drawing; up, up, down, down #----------------------------------------------------------------------------- def initialize # Get initial data from Game_Map @tileset = RPG::Cache.tileset($game_map.tileset_name) @map_data = $game_map.data @priorities = $game_map.priorities @autotiles = [] for i in 0..6 @autotiles[i] = RPG::Cache.autotile($game_map.autotile_names[i]) end # Provide blank data in proper object form @ox = 0 @oy = 0 # Bitmaps used for each priority's drawing. Priorities 2-5 are combined. @bitmaps = [Bitmap.new($game_map.width*32, $game_map.height*32+$strip_size), Bitmap.new($game_map.width*32, $game_map.height*32+$strip_size), Bitmap.new($game_map.width*32, $game_map.height*32+$strip_size)] # Generate blank sprites @sprites = [[], [], []] for i in 0..2 # For each layer for j in 0..$game_map.height * (32 / $strip_size) - 1 # For each horizontal strip of $strip_size height, make a blank sprite @sprites[i].push(Sprite.new) @sprites[i][j].bitmap = Bitmap.new($game_map.width*32, $strip_size*2) @sprites[i][j].x = $width / 2 @sprites[i][j].y = -64 @sprites[i][j].z = -5 + (i * 10) end end @disposed = false draw end #----------------------------------------------------------------------------- def update # Retrieve variable values for slant drawing; these values accesible by event @pitch = $game_map.pitch.to_f @plus_y = $game_map.plus_y for i in 0..2 # For each layer for j in [0, (($height / 2) - (($height * 60) / @pitch) + @oy) / $strip_size].max.to_i..[@sprites[i].size - 1, (@oy + $height) / $strip_size].min.to_i # For each strip within the visible screen, update OX/Y @sprites[i][j].x = $width / 2 @sprites[i][j].y = j * $strip_size - @oy unless @pitch == 0 # Apply X Zoom @sprites[i][j].zoom_x = (@sprites[i][j].y - $height / 2) * (@pitch / ($height * 25)) + 1 if $curve # Zoom Y values same as X, and compensate @sprites[i][j].zoom_y = @sprites[i][j].zoom_x @sprites[i][j].y += $strip_size * (1 - @sprites[i][j].zoom_y) * ((1 - @sprites[i][j].zoom_y) / (2 * ((@pitch / 100) / ($height / ($strip_size * 2)))) + 0.5) end end @sprites[i][j].ox = @ox + $width / 2 # Add plus_y value; used in airship script @sprites[i][j].y += @plus_y end end end #----------------------------------------------------------------------------- def dispose # Dispose all sprites for i in 0..2 for j in @sprites[i] j.bitmap.dispose j.dispose end end for i in @bitmaps i.dispose end @tileset.dispose for i in 0..6 @autotiles[i].dispose end @disposed = true end #----------------------------------------------------------------------------- def disposed? return @disposed end #----------------------------------------------------------------------------- def draw # Draw each individual position by XY value for x in 0...@map_data.xsize for y in 0...@map_data.ysize draw_position(x, y) end end for i in 0..2 # For each priority for j in 0..@sprites[i].size - 1 # For each horizontal strip, transfer the bitmap appropriately @sprites[i][j].bitmap.blt(0, 0, @bitmaps[i], Rect.new(0, j * $strip_size, $game_map.width * 32, $strip_size * 2)) end end end #----------------------------------------------------------------------------- def draw_position(x, y) for layer in 0..2 pos = @map_data[x, y, layer] @priorities[pos] = 2 if @priorities[pos] > 2 # Round priorities down to 2 if pos >= 384 # If it is a tile # src_rect = 32x32 Rect on the tileset for source bitmap src_rect = Rect.new(((pos-384)%8)*32, ((pos-384)/8)*32, 32, 32) # Transfer source bitmap on the tileset to the current map tile @bitmaps[@priorities[pos]].blt(x * 32, y * 32, @tileset, src_rect) elsif pos >= 48 and pos < 384 # If it is an autotile id = pos / 48 - 1 # Which autotile is used (0-6) # plus_x is in development for animated autotiles plus_x = 0 #((@anim / 4) % (@autotiles[id].width / 96)) * 96 for corner in 0..3 h = 4 * (pos % 48) + corner # Used to access INDEX # src_rect = 16x16 Rect on the autotile for source bitmap src_rect = Rect.new((INDEX[h]%6)*16+plus_x, (INDEX[h]/6)*16, 16, 16) # Transfer source bitmap on the autotile to the current 16x16 tile @bitmaps[@priorities[pos]].blt(x*32+X[corner]*16, y*32+Y[corner]*16, @autotiles[id], src_rect) end end end end end #=============================================================================== class Game_Map attr_accessor :pitch attr_accessor :plus_y #----------------------------------------------------------------------------- alias setup_or :setup def setup(map_id) setup_or(map_id) @pitch = $data_map[$game_map.map_id].pitch @plus_y = 0 end #----------------------------------------------------------------------------- def name return $data_map[@map_id].name end end #=============================================================================== class Sprite_Character < RPG::Sprite attr_accessor :character #----------------------------------------------------------------------------- def initialize(character = nil) super() @character = character update end #----------------------------------------------------------------------------- alias update_or :update def update update_or # Update pitch value, and update zoom values to match @pitch = $data_map[$game_map.map_id].pitch.to_f self.zoom_x = self.zoom_y = ((@character.screen_y - 16) - ($height / 2)) * (@pitch / ($height * 25)) + 1 # Set sprite coordinates. X value is multiplied by zoom value from the center self.x = ($width / 2) + ((@character.screen_x - ($width / 2)) * self.zoom_x) self.y = @character.screen_y # Add Y value for zoom compensation while in curve mode if $curve and @pitch != 0 self.y += (8 * (1 - self.zoom_y) * ((1 - self.zoom_y) / (2 * ((@pitch / 100) / ($height / 16.0))) + 0.5)) end # Add plus_y value; used in airship script self.y += $game_map.plus_y unless @character.is_a?(Game_Player) self.z = @character.screen_z(@ch) - (self.zoom_y < 0.5 ? 1000 : 0) if $data_map[$game_map.map_id].overworld? and @character.is_a?(Game_Player) # Multiply zoom by Overworld factor if self.zoom_x *= $ov_zoom # the map is marked with [OV] and event self.zoom_y *= $ov_zoom # is a Game_Player end end end #=============================================================================== class Spriteset_Map def initialize # Make viewports @viewport1 = Viewport.new(0, 0, 640, 480) @viewport2 = Viewport.new(0, 0, 640, 480) @viewport3 = Viewport.new(0, 0, 640, 480) @viewport2.z = 2000 @viewport3.z = 5000 # Make tilemap @tilemap = Draw_Tilemap.new # Make panorama plane @panorama = Plane.new @panorama.z = -2000 # Make fog plane @fog = Plane.new @fog.z = 3000 # Make character sprites @character_sprites = [] for i in $game_map.events.keys.sort sprite = Sprite_Character.new($game_map.events[i]) @character_sprites.push(sprite) end @character_sprites.push(Sprite_Character.new($game_player)) # Make weather @weather = RPG::Weather.new(@viewport1) # Make picture sprites @picture_sprites = [] for i in 1..50 @picture_sprites.push(Sprite_Picture.new(@viewport2, $game_screen.pictures[i])) end # Make timer sprite @timer_sprite = Sprite_Timer.new # Frame update update end #----------------------------------------------------------------------------- def dispose # Dispose of tilemap @tilemap.dispose # Dispose of panorama plane @panorama.dispose # Dispose of fog plane @fog.dispose # Dispose of character sprites for sprite in @character_sprites sprite.dispose end # Dispose of weather @weather.dispose # Dispose of picture sprites for sprite in @picture_sprites sprite.dispose end # Dispose of timer sprite @timer_sprite.dispose # Dispose of viewports @viewport1.dispose @viewport2.dispose @viewport3.dispose end end - Spoiler:
[spoiler]
Dernière édition par Moineau le Dim 27 Sep 2009, 15:25, édité 1 fois | |
| | | Relm ---Fantôme--- Lv 0
Nombre de messages : 40942 Age : 33
| Sujet: Re: Script Map pronfondeur en 3D Dim 27 Sep 2009, 15:17 | |
| Merci mais il faudrait que tu mettes le code dans une balise code pour qu'on y voit plus clair et ça aurait été cool de traduire les paragraphes anglais en français pour simplifier la vie des nuls en anglais. ____________ - Alex RE a écrit:
- C'est comme utiliser une hache pour trancher du pain. Je suis peut-être trop vieux pour ça.
| |
| | | Moineau RTP de base Lv 1
Nombre de messages : 9 Age : 26
| Sujet: Re: Script Map pronfondeur en 3D Dim 27 Sep 2009, 15:23 | |
| DSL Le script je ne sis pas il marche pas en français alors je lai fait en anglais donc voillà :
Créez un nouveau script au dessus de main avec le nom de votre choix
Pour que ce mode "3D" fonctionne, il faut ajouter le suffixe suivant au nom de la map concernée: [#??] en remplaçant les point d'interrogation par le pourcentage d'inclinaison voulu par exemple map1[#30], map2[#15] Pour changer le ciel ajoutez un "Panorama" Notez aussi qu'ajouter le suffixe [OV] au nom de la map permet de réduire la tailles des characters et objets.
[spoiler] =begin
Mode07 on the Map! Includes: Mode07 v0.6 Overworld Sprite Resize Written by mewsterus
Special Thanks: Fanha Giang (for a reverse engineered Tilemap class) -------------------------------------------------------------------------------- Instructions: -------------------------------------------------------------------------------- To install, just insert this in a descriptive code slot right above Main. This is different than previous instructions; please read the next paragraph.
If you had a previous install of this script and need an original version of Spriteset_Map, one can be found at: http://www.rpg-palace.com/scripts/spriteset_map.txt
To activate Mode07, add [#XX] to the map's name, replacing XX with the percentage of Mode07 to apply. Greater numbers will result in a more slanted world.
To activate overworld sprite resize, add [OV] to the map's name. This will make sprites smaller on that map.
For the purposes of location scripts, these identifiers will not appear.
Examples:
"Overworld[#40]" will result in a slant identical to the second screenshot. "Underworld[OV]" will resize only the player character to a small size, as if seen from high above. "Atthelevelworld[OV][#12]" will result in the player being resized, and a modest slant of 12% "JustPlainWorld" will result in the same old map you've always seen.
To add a sky, simply use the panorama with the tileset. Also, events will not be drawn flat with the map. Any vertical objects such as trees should be put in events and displayed that way.
You can also add a sky by adding a fog. If you add this, you can make it look like the first screenshot.
A note on the $strip_size variable; the default value is 8, however there is extremely minimal, almost nonexistant lag with 16. The screen is extremely smooth with 4, or even 2. If you're having major problems with lag, you may need to use 32, but it won't look too pretty. -------------------------------------------------------------------------------- * Draw_Tilemap v1.72-0.6 Fanha Giang, 02/12/2006 (mm/dd/yyyy) Edited for Mode07 by mewsterus 08/08/2006 (mm/dd/yyyy) =end #=============================================================================== $width = 640 # Screen width (will not change resolution, $height = 480 # Screen height here for compatibility) $ov_zoom = 0.6 # Overworld zoom multiplier $strip_size = 8 # Size of each strip of the map. Higher numbers will lag less. # Recommended that this number be a power of 2. # Do not make higher than 64. $curve = true # Whether the map is curled, for overworlds (old method) $data_map = load_data("Data/MapInfos.rxdata") #=============================================================================== class RPG::MapInfo def name # Definition prevents location scripts from reading anything within return @name.gsub(/\[.*\]/) {""} # brackets, including the brackets end #----------------------------------------------------------------------------- def original_name return @name end #----------------------------------------------------------------------------- def overworld? return @name.scan(/[OV]/).size > 0 end #----------------------------------------------------------------------------- def pitch @name =~ /\[#[ ]*([00-99]+)\]/i return $1 end end #=============================================================================== class Draw_Tilemap # This class controls a set of sprites, with different Z # values, arranged into horizontal bars attr_accessor :tileset attr_accessor :map_data attr_accessor :priorities attr_accessor :autotiles attr_accessor :bitmaps attr_accessor :pitch attr_accessor :ox attr_accessor :oy attr_accessor :plus_y INDEX = # Autotile definitions [ 26, 27, 32, 33, 4, 27, 32, 33, 26, 5, 32, 33, 4, 5, 32, 33, 26, 27, 32, 11, 4, 27, 32, 11, 26, 5, 32, 11, 4, 5, 32, 11, 26, 27, 10, 33, 4, 27, 10, 33, 26, 5, 10, 33, 4, 5, 10, 33, 26, 27, 10, 11, 4, 27, 10, 11, 26, 5, 10, 11, 4, 5, 10, 11, 24, 25, 30, 31, 24, 5, 30, 31, 24, 25, 30, 11, 24, 5, 30, 11, 14, 15, 20, 21, 14, 15, 20, 11, 14, 15, 10, 21, 14, 15, 10, 11, 28, 29, 34, 35, 28, 29, 10, 35, 4, 29, 34, 35, 4, 29, 10, 35, 38, 39, 44, 45, 4, 39, 44, 45, 38, 5, 44, 45, 4, 5, 44, 45, 24, 29, 30, 35, 14, 15, 44, 45, 12, 13, 18 ,19, 12, 13, 18, 11, 16, 17, 22, 23, 16, 17, 10, 23, 40, 41, 46, 47, 4, 41, 46, 47, 36, 37, 42, 43, 36, 5, 42, 43, 12, 17, 18, 23, 12, 13, 42, 43, 36, 41, 42, 47, 16, 17, 46, 47, 12, 17, 42, 47, 0, 1, 6, 7 ] X = [0, 1, 0, 1] # Used in 16x16 autotile drawing; left, right, left, right Y = [0, 0, 1, 1] # Used in 16x16 autotile drawing; up, up, down, down #----------------------------------------------------------------------------- def initialize # Get initial data from Game_Map @tileset = RPG::Cache.tileset($game_map.tileset_name) @map_data = $game_map.data @priorities = $game_map.priorities @autotiles = [] for i in 0..6 @autotiles[i] = RPG::Cache.autotile($game_map.autotile_names[i]) end # Provide blank data in proper object form @ox = 0 @oy = 0 # Bitmaps used for each priority's drawing. Priorities 2-5 are combined. @bitmaps = [Bitmap.new($game_map.width*32, $game_map.height*32+$strip_size), Bitmap.new($game_map.width*32, $game_map.height*32+$strip_size), Bitmap.new($game_map.width*32, $game_map.height*32+$strip_size)] # Generate blank sprites @sprites = [[], [], []] for i in 0..2 # For each layer for j in 0..$game_map.height * (32 / $strip_size) - 1 # For each horizontal strip of $strip_size height, make a blank sprite @sprites[i].push(Sprite.new) @sprites[i][j].bitmap = Bitmap.new($game_map.width*32, $strip_size*2) @sprites[i][j].x = $width / 2 @sprites[i][j].y = -64 @sprites[i][j].z = -5 + (i * 10) end end @disposed = false draw end #----------------------------------------------------------------------------- def update # Retrieve variable values for slant drawing; these values accesible by event @pitch = $game_map.pitch.to_f @plus_y = $game_map.plus_y for i in 0..2 # For each layer for j in [0, (($height / 2) - (($height * 60) / @pitch) + @oy) / $strip_size].max.to_i..[@sprites[i].size - 1, (@oy + $height) / $strip_size].min.to_i # For each strip within the visible screen, update OX/Y @sprites[i][j].x = $width / 2 @sprites[i][j].y = j * $strip_size - @oy unless @pitch == 0 # Apply X Zoom @sprites[i][j].zoom_x = (@sprites[i][j].y - $height / 2) * (@pitch / ($height * 25)) + 1 if $curve # Zoom Y values same as X, and compensate @sprites[i][j].zoom_y = @sprites[i][j].zoom_x @sprites[i][j].y += $strip_size * (1 - @sprites[i][j].zoom_y) * ((1 - @sprites[i][j].zoom_y) / (2 * ((@pitch / 100) / ($height / ($strip_size * 2)))) + 0.5) end end @sprites[i][j].ox = @ox + $width / 2 # Add plus_y value; used in airship script @sprites[i][j].y += @plus_y end end end #----------------------------------------------------------------------------- def dispose # Dispose all sprites for i in 0..2 for j in @sprites[i] j.bitmap.dispose j.dispose end end for i in @bitmaps i.dispose end @tileset.dispose for i in 0..6 @autotiles[i].dispose end @disposed = true end #----------------------------------------------------------------------------- def disposed? return @disposed end #----------------------------------------------------------------------------- def draw # Draw each individual position by XY value for x in 0...@map_data.xsize for y in 0...@map_data.ysize draw_position(x, y) end end for i in 0..2 # For each priority for j in 0..@sprites[i].size - 1 # For each horizontal strip, transfer the bitmap appropriately @sprites[i][j].bitmap.blt(0, 0, @bitmaps[i], Rect.new(0, j * $strip_size, $game_map.width * 32, $strip_size * 2)) end end end #----------------------------------------------------------------------------- def draw_position(x, y) for layer in 0..2 pos = @map_data[x, y, layer] @priorities[pos] = 2 if @priorities[pos] > 2 # Round priorities down to 2 if pos >= 384 # If it is a tile # src_rect = 32x32 Rect on the tileset for source bitmap src_rect = Rect.new(((pos-384)%8)*32, ((pos-384)/8)*32, 32, 32) # Transfer source bitmap on the tileset to the current map tile @bitmaps[@priorities[pos]].blt(x * 32, y * 32, @tileset, src_rect) elsif pos >= 48 and pos < 384 # If it is an autotile id = pos / 48 - 1 # Which autotile is used (0-6) # plus_x is in development for animated autotiles plus_x = 0 #((@anim / 4) % (@autotiles[id].width / 96)) * 96 for corner in 0..3 h = 4 * (pos % 48) + corner # Used to access INDEX # src_rect = 16x16 Rect on the autotile for source bitmap src_rect = Rect.new((INDEX[h]%6)*16+plus_x, (INDEX[h]/6)*16, 16, 16) # Transfer source bitmap on the autotile to the current 16x16 tile @bitmaps[@priorities[pos]].blt(x*32+X[corner]*16, y*32+Y[corner]*16, @autotiles[id], src_rect) end end end end end #=============================================================================== class Game_Map attr_accessor :pitch attr_accessor :plus_y #----------------------------------------------------------------------------- alias setup_or :setup def setup(map_id) setup_or(map_id) @pitch = $data_map[$game_map.map_id].pitch @plus_y = 0 end #----------------------------------------------------------------------------- def name return $data_map[@map_id].name end end #=============================================================================== class Sprite_Character < RPG::Sprite attr_accessor :character #----------------------------------------------------------------------------- def initialize(character = nil) super() @character = character update end #----------------------------------------------------------------------------- alias update_or :update def update update_or # Update pitch value, and update zoom values to match @pitch = $data_map[$game_map.map_id].pitch.to_f self.zoom_x = self.zoom_y = ((@character.screen_y - 16) - ($height / 2)) * (@pitch / ($height * 25)) + 1 # Set sprite coordinates. X value is multiplied by zoom value from the center self.x = ($width / 2) + ((@character.screen_x - ($width / 2)) * self.zoom_x) self.y = @character.screen_y # Add Y value for zoom compensation while in curve mode if $curve and @pitch != 0 self.y += (8 * (1 - self.zoom_y) * ((1 - self.zoom_y) / (2 * ((@pitch / 100) / ($height / 16.0))) + 0.5)) end # Add plus_y value; used in airship script self.y += $game_map.plus_y unless @character.is_a?(Game_Player) self.z = @character.screen_z(@ch) - (self.zoom_y < 0.5 ? 1000 : 0) if $data_map[$game_map.map_id].overworld? and @character.is_a?(Game_Player) # Multiply zoom by Overworld factor if self.zoom_x *= $ov_zoom # the map is marked with [OV] and event self.zoom_y *= $ov_zoom # is a Game_Player end end end #=============================================================================== class Spriteset_Map def initialize # Make viewports @viewport1 = Viewport.new(0, 0, 640, 480) @viewport2 = Viewport.new(0, 0, 640, 480) @viewport3 = Viewport.new(0, 0, 640, 480) @viewport2.z = 2000 @viewport3.z = 5000 # Make tilemap @tilemap = Draw_Tilemap.new # Make panorama plane @panorama = Plane.new @panorama.z = -2000 # Make fog plane @fog = Plane.new @fog.z = 3000 # Make character sprites @character_sprites = [] for i in $game_map.events.keys.sort sprite = Sprite_Character.new($game_map.events[i]) @character_sprites.push(sprite) end @character_sprites.push(Sprite_Character.new($game_player)) # Make weather @weather = RPG::Weather.new(@viewport1) # Make picture sprites @picture_sprites = [] for i in 1..50 @picture_sprites.push(Sprite_Picture.new(@viewport2, $game_screen.pictures[i])) end # Make timer sprite @timer_sprite = Sprite_Timer.new # Frame update update end #----------------------------------------------------------------------------- def dispose # Dispose of tilemap @tilemap.dispose # Dispose of panorama plane @panorama.dispose # Dispose of fog plane @fog.dispose # Dispose of character sprites for sprite in @character_sprites sprite.dispose end # Dispose of weather @weather.dispose # Dispose of picture sprites for sprite in @picture_sprites sprite.dispose end # Dispose of timer sprite @timer_sprite.dispose # Dispose of viewports @viewport1.dispose @viewport2.dispose @viewport3.dispose end end
[code] | |
| | | Relm ---Fantôme--- Lv 0
Nombre de messages : 40942 Age : 33
| Sujet: Re: Script Map pronfondeur en 3D Dim 27 Sep 2009, 15:28 | |
| essaye encore ____________ - Alex RE a écrit:
- C'est comme utiliser une hache pour trancher du pain. Je suis peut-être trop vieux pour ça.
| |
| | | Choco-sama Fan traître de harusame lvl 69
Nombre de messages : 13810 Age : 37
| Sujet: Re: Script Map pronfondeur en 3D Dim 27 Sep 2009, 15:31 | |
| - Code:
-
"Overworld[#40]" will result in a slant identical to the second screenshot. "Underworld[OV]" will resize only the player character to a small size, as if seen from high above. "Atthelevelworld[OV][#12]" will result in the player being resized, and a modest slant of 12% "JustPlainWorld" will result in the same old map you've always seen.
To add a sky, simply use the panorama with the tileset. Also, events will not be drawn flat with the map. Any vertical objects such as trees should be put in events and displayed that way.
You can also add a sky by adding a fog. If you add this, you can make it look like the first screenshot.
A note on the $strip_size variable; the default value is 8, however there is extremely minimal, almost nonexistant lag with 16. The screen is extremely smooth with 4, or even 2. If you're having major problems with lag, you may need to use 32, but it won't look too pretty. -------------------------------------------------------------------------------- * Draw_Tilemap v1.72-0.6 Fanha Giang, 02/12/2006 (mm/dd/yyyy) Edited for Mode07 by mewsterus 08/08/2006 (mm/dd/yyyy) =end #=============================================================================== $width = 640 # Screen width (will not change resolution, $height = 480 # Screen height here for compatibility) $ov_zoom = 0.6 # Overworld zoom multiplier $strip_size = 8 # Size of each strip of the map. Higher numbers will lag less. # Recommended that this number be a power of 2. # Do not make higher than 64. $curve = true # Whether the map is curled, for overworlds (old method) $data_map = load_data("Data/MapInfos.rxdata") #=============================================================================== class RPG::MapInfo def name # Definition prevents location scripts from reading anything within return @name.gsub(/\[.*\]/) {""} # brackets, including the brackets end #----------------------------------------------------------------------------- def original_name return @name end #----------------------------------------------------------------------------- def overworld? return @name.scan(/[OV]/).size > 0 end #----------------------------------------------------------------------------- def pitch @name =~ /\[#[ ]*([00-99]+)\]/i return $1 end end #=============================================================================== class Draw_Tilemap # This class controls a set of sprites, with different Z # values, arranged into horizontal bars attr_accessor :tileset attr_accessor :map_data attr_accessor :priorities attr_accessor :autotiles attr_accessor :bitmaps attr_accessor :pitch attr_accessor :ox attr_accessor :oy attr_accessor :plus_y INDEX = # Autotile definitions [ 26, 27, 32, 33, 4, 27, 32, 33, 26, 5, 32, 33, 4, 5, 32, 33, 26, 27, 32, 11, 4, 27, 32, 11, 26, 5, 32, 11, 4, 5, 32, 11, 26, 27, 10, 33, 4, 27, 10, 33, 26, 5, 10, 33, 4, 5, 10, 33, 26, 27, 10, 11, 4, 27, 10, 11, 26, 5, 10, 11, 4, 5, 10, 11, 24, 25, 30, 31, 24, 5, 30, 31, 24, 25, 30, 11, 24, 5, 30, 11, 14, 15, 20, 21, 14, 15, 20, 11, 14, 15, 10, 21, 14, 15, 10, 11, 28, 29, 34, 35, 28, 29, 10, 35, 4, 29, 34, 35, 4, 29, 10, 35, 38, 39, 44, 45, 4, 39, 44, 45, 38, 5, 44, 45, 4, 5, 44, 45, 24, 29, 30, 35, 14, 15, 44, 45, 12, 13, 18 ,19, 12, 13, 18, 11, 16, 17, 22, 23, 16, 17, 10, 23, 40, 41, 46, 47, 4, 41, 46, 47, 36, 37, 42, 43, 36, 5, 42, 43, 12, 17, 18, 23, 12, 13, 42, 43, 36, 41, 42, 47, 16, 17, 46, 47, 12, 17, 42, 47, 0, 1, 6, 7 ] X = [0, 1, 0, 1] # Used in 16x16 autotile drawing; left, right, left, right Y = [0, 0, 1, 1] # Used in 16x16 autotile drawing; up, up, down, down #----------------------------------------------------------------------------- def initialize # Get initial data from Game_Map @tileset = RPG::Cache.tileset($game_map.tileset_name) @map_data = $game_map.data @priorities = $game_map.priorities @autotiles = [] for i in 0..6 @autotiles[i] = RPG::Cache.autotile($game_map.autotile_names[i]) end # Provide blank data in proper object form @ox = 0 @oy = 0 # Bitmaps used for each priority's drawing. Priorities 2-5 are combined. @bitmaps = [Bitmap.new($game_map.width*32, $game_map.height*32+$strip_size), Bitmap.new($game_map.width*32, $game_map.height*32+$strip_size), Bitmap.new($game_map.width*32, $game_map.height*32+$strip_size)] # Generate blank sprites @sprites = [[], [], []] for i in 0..2 # For each layer for j in 0..$game_map.height * (32 / $strip_size) - 1 # For each horizontal strip of $strip_size height, make a blank sprite @sprites[i].push(Sprite.new) @sprites[i][j].bitmap = Bitmap.new($game_map.width*32, $strip_size*2) @sprites[i][j].x = $width / 2 @sprites[i][j].y = -64 @sprites[i][j].z = -5 + (i * 10) end end @disposed = false draw end #----------------------------------------------------------------------------- def update # Retrieve variable values for slant drawing; these values accesible by event @pitch = $game_map.pitch.to_f @plus_y = $game_map.plus_y for i in 0..2 # For each layer for j in [0, (($height / 2) - (($height * 60) / @pitch) + @oy) / $strip_size].max.to_i..[@sprites[i].size - 1, (@oy + $height) / $strip_size].min.to_i # For each strip within the visible screen, update OX/Y @sprites[i][j].x = $width / 2 @sprites[i][j].y = j * $strip_size - @oy unless @pitch == 0 # Apply X Zoom @sprites[i][j].zoom_x = (@sprites[i][j].y - $height / 2) * (@pitch / ($height * 25)) + 1 if $curve # Zoom Y values same as X, and compensate @sprites[i][j].zoom_y = @sprites[i][j].zoom_x @sprites[i][j].y += $strip_size * (1 - @sprites[i][j].zoom_y) * ((1 - @sprites[i][j].zoom_y) / (2 * ((@pitch / 100) / ($height / ($strip_size * 2)))) + 0.5) end end @sprites[i][j].ox = @ox + $width / 2 # Add plus_y value; used in airship script @sprites[i][j].y += @plus_y end end end #----------------------------------------------------------------------------- def dispose # Dispose all sprites for i in 0..2 for j in @sprites[i] j.bitmap.dispose j.dispose end end for i in @bitmaps i.dispose end @tileset.dispose for i in 0..6 @autotiles[i].dispose end @disposed = true end #----------------------------------------------------------------------------- def disposed? return @disposed end #----------------------------------------------------------------------------- def draw # Draw each individual position by XY value for x in 0...@map_data.xsize for y in 0...@map_data.ysize draw_position(x, y) end end for i in 0..2 # For each priority for j in 0..@sprites[i].size - 1 # For each horizontal strip, transfer the bitmap appropriately @sprites[i][j].bitmap.blt(0, 0, @bitmaps[i], Rect.new(0, j * $strip_size, $game_map.width * 32, $strip_size * 2)) end end end #----------------------------------------------------------------------------- def draw_position(x, y) for layer in 0..2 pos = @map_data[x, y, layer] @priorities[pos] = 2 if @priorities[pos] > 2 # Round priorities down to 2 if pos >= 384 # If it is a tile # src_rect = 32x32 Rect on the tileset for source bitmap src_rect = Rect.new(((pos-384)%8)*32, ((pos-384)/8)*32, 32, 32) # Transfer source bitmap on the tileset to the current map tile @bitmaps[@priorities[pos]].blt(x * 32, y * 32, @tileset, src_rect) elsif pos >= 48 and pos < 384 # If it is an autotile id = pos / 48 - 1 # Which autotile is used (0-6) # plus_x is in development for animated autotiles plus_x = 0 #((@anim / 4) % (@autotiles[id].width / 96)) * 96 for corner in 0..3 h = 4 * (pos % 48) + corner # Used to access INDEX # src_rect = 16x16 Rect on the autotile for source bitmap src_rect = Rect.new((INDEX[h]%6)*16+plus_x, (INDEX[h]/6)*16, 16, 16) # Transfer source bitmap on the autotile to the current 16x16 tile @bitmaps[@priorities[pos]].blt(x*32+X[corner]*16, y*32+Y[corner]*16, @autotiles[id], src_rect) end end end end end #=============================================================================== class Game_Map attr_accessor :pitch attr_accessor :plus_y #----------------------------------------------------------------------------- alias setup_or :setup def setup(map_id) setup_or(map_id) @pitch = $data_map[$game_map.map_id].pitch @plus_y = 0 end #----------------------------------------------------------------------------- def name return $data_map[@map_id].name end end #=============================================================================== class Sprite_Character < RPG::Sprite attr_accessor :character #----------------------------------------------------------------------------- def initialize(character = nil) super() @character = character update end #----------------------------------------------------------------------------- alias update_or :update def update update_or # Update pitch value, and update zoom values to match @pitch = $data_map[$game_map.map_id].pitch.to_f self.zoom_x = self.zoom_y = ((@character.screen_y - 16) - ($height / 2)) * (@pitch / ($height * 25)) + 1 # Set sprite coordinates. X value is multiplied by zoom value from the center self.x = ($width / 2) + ((@character.screen_x - ($width / 2)) * self.zoom_x) self.y = @character.screen_y # Add Y value for zoom compensation while in curve mode if $curve and @pitch != 0 self.y += (8 * (1 - self.zoom_y) * ((1 - self.zoom_y) / (2 * ((@pitch / 100) / ($height / 16.0))) + 0.5)) end # Add plus_y value; used in airship script self.y += $game_map.plus_y unless @character.is_a?(Game_Player) self.z = @character.screen_z(@ch) - (self.zoom_y < 0.5 ? 1000 : 0) if $data_map[$game_map.map_id].overworld? and @character.is_a?(Game_Player) # Multiply zoom by Overworld factor if self.zoom_x *= $ov_zoom # the map is marked with [OV] and event self.zoom_y *= $ov_zoom # is a Game_Player end end end #=============================================================================== class Spriteset_Map def initialize # Make viewports @viewport1 = Viewport.new(0, 0, 640, 480) @viewport2 = Viewport.new(0, 0, 640, 480) @viewport3 = Viewport.new(0, 0, 640, 480) @viewport2.z = 2000 @viewport3.z = 5000 # Make tilemap @tilemap = Draw_Tilemap.new # Make panorama plane @panorama = Plane.new @panorama.z = -2000 # Make fog plane @fog = Plane.new @fog.z = 3000 # Make character sprites @character_sprites = [] for i in $game_map.events.keys.sort sprite = Sprite_Character.new($game_map.events[i]) @character_sprites.push(sprite) end @character_sprites.push(Sprite_Character.new($game_player)) # Make weather @weather = RPG::Weather.new(@viewport1) # Make picture sprites @picture_sprites = [] for i in 1..50 @picture_sprites.push(Sprite_Picture.new(@viewport2, $game_screen.pictures[i])) end # Make timer sprite @timer_sprite = Sprite_Timer.new # Frame update update end #----------------------------------------------------------------------------- def dispose # Dispose of tilemap @tilemap.dispose # Dispose of panorama plane @panorama.dispose # Dispose of fog plane @fog.dispose # Dispose of character sprites for sprite in @character_sprites sprite.dispose end # Dispose of weather @weather.dispose # Dispose of picture sprites for sprite in @picture_sprites sprite.dispose end # Dispose of timer sprite @timer_sprite.dispose # Dispose of viewports @viewport1.dispose @viewport2.dispose @viewport3.dispose end end mon 1000ème post ____________ - Zim a écrit:
- voire les super-hardcore-poke-nerds genre Choco
"Quand j'ai faim, hop, un voisin!" Derniers Pokemons Chromatiques/ Shiney capturés 2019/2020: Metamorph/ Charbi | |
| | | Moineau RTP de base Lv 1
Nombre de messages : 9 Age : 26
| Sujet: j'essaye Dim 27 Sep 2009, 15:32 | |
| bon je reesaye - Code:
-
=begin
Mode07 on the Map! Includes: Mode07 v0.6 Overworld Sprite Resize Written by mewsterus
Special Thanks: Fanha Giang (for a reverse engineered Tilemap class) -------------------------------------------------------------------------------- Instructions: -------------------------------------------------------------------------------- To install, just insert this in a descriptive code slot right above Main. This is different than previous instructions; please read the next paragraph.
If you had a previous install of this script and need an original version of Spriteset_Map, one can be found at: http://www.rpg-palace.com/scripts/spriteset_map.txt
To activate Mode07, add [#XX] to the map's name, replacing XX with the percentage of Mode07 to apply. Greater numbers will result in a more slanted world.
To activate overworld sprite resize, add [OV] to the map's name. This will make sprites smaller on that map.
For the purposes of location scripts, these identifiers will not appear.
Examples:
"Overworld[#40]" will result in a slant identical to the second screenshot. "Underworld[OV]" will resize only the player character to a small size, as if seen from high above. "Atthelevelworld[OV][#12]" will result in the player being resized, and a modest slant of 12% "JustPlainWorld" will result in the same old map you've always seen.
To add a sky, simply use the panorama with the tileset. Also, events will not be drawn flat with the map. Any vertical objects such as trees should be put in events and displayed that way.
You can also add a sky by adding a fog. If you add this, you can make it look like the first screenshot.
A note on the $strip_size variable; the default value is 8, however there is extremely minimal, almost nonexistant lag with 16. The screen is extremely smooth with 4, or even 2. If you're having major problems with lag, you may need to use 32, but it won't look too pretty. -------------------------------------------------------------------------------- * Draw_Tilemap v1.72-0.6 Fanha Giang, 02/12/2006 (mm/dd/yyyy) Edited for Mode07 by mewsterus 08/08/2006 (mm/dd/yyyy) =end #=============================================================================== $width = 640 # Screen width (will not change resolution, $height = 480 # Screen height here for compatibility) $ov_zoom = 0.6 # Overworld zoom multiplier $strip_size = 8 # Size of each strip of the map. Higher numbers will lag less. # Recommended that this number be a power of 2. # Do not make higher than 64. $curve = true # Whether the map is curled, for overworlds (old method) $data_map = load_data("Data/MapInfos.rxdata") #=============================================================================== class RPG::MapInfo def name # Definition prevents location scripts from reading anything within return @name.gsub(/\[.*\]/) {""} # brackets, including the brackets end #----------------------------------------------------------------------------- def original_name return @name end #----------------------------------------------------------------------------- def overworld? return @name.scan(/[OV]/).size > 0 end #----------------------------------------------------------------------------- def pitch @name =~ /\[#[ ]*([00-99]+)\]/i return $1 end end #=============================================================================== class Draw_Tilemap # This class controls a set of sprites, with different Z # values, arranged into horizontal bars attr_accessor :tileset attr_accessor :map_data attr_accessor :priorities attr_accessor :autotiles attr_accessor :bitmaps attr_accessor :pitch attr_accessor :ox attr_accessor :oy attr_accessor :plus_y INDEX = # Autotile definitions [ 26, 27, 32, 33, 4, 27, 32, 33, 26, 5, 32, 33, 4, 5, 32, 33, 26, 27, 32, 11, 4, 27, 32, 11, 26, 5, 32, 11, 4, 5, 32, 11, 26, 27, 10, 33, 4, 27, 10, 33, 26, 5, 10, 33, 4, 5, 10, 33, 26, 27, 10, 11, 4, 27, 10, 11, 26, 5, 10, 11, 4, 5, 10, 11, 24, 25, 30, 31, 24, 5, 30, 31, 24, 25, 30, 11, 24, 5, 30, 11, 14, 15, 20, 21, 14, 15, 20, 11, 14, 15, 10, 21, 14, 15, 10, 11, 28, 29, 34, 35, 28, 29, 10, 35, 4, 29, 34, 35, 4, 29, 10, 35, 38, 39, 44, 45, 4, 39, 44, 45, 38, 5, 44, 45, 4, 5, 44, 45, 24, 29, 30, 35, 14, 15, 44, 45, 12, 13, 18 ,19, 12, 13, 18, 11, 16, 17, 22, 23, 16, 17, 10, 23, 40, 41, 46, 47, 4, 41, 46, 47, 36, 37, 42, 43, 36, 5, 42, 43, 12, 17, 18, 23, 12, 13, 42, 43, 36, 41, 42, 47, 16, 17, 46, 47, 12, 17, 42, 47, 0, 1, 6, 7 ] X = [0, 1, 0, 1] # Used in 16x16 autotile drawing; left, right, left, right Y = [0, 0, 1, 1] # Used in 16x16 autotile drawing; up, up, down, down #----------------------------------------------------------------------------- def initialize # Get initial data from Game_Map @tileset = RPG::Cache.tileset($game_map.tileset_name) @map_data = $game_map.data @priorities = $game_map.priorities @autotiles = [] for i in 0..6 @autotiles[i] = RPG::Cache.autotile($game_map.autotile_names[i]) end # Provide blank data in proper object form @ox = 0 @oy = 0 # Bitmaps used for each priority's drawing. Priorities 2-5 are combined. @bitmaps = [Bitmap.new($game_map.width*32, $game_map.height*32+$strip_size), Bitmap.new($game_map.width*32, $game_map.height*32+$strip_size), Bitmap.new($game_map.width*32, $game_map.height*32+$strip_size)] # Generate blank sprites @sprites = [[], [], []] for i in 0..2 # For each layer for j in 0..$game_map.height * (32 / $strip_size) - 1 # For each horizontal strip of $strip_size height, make a blank sprite @sprites[i].push(Sprite.new) @sprites[i][j].bitmap = Bitmap.new($game_map.width*32, $strip_size*2) @sprites[i][j].x = $width / 2 @sprites[i][j].y = -64 @sprites[i][j].z = -5 + (i * 10) end end @disposed = false draw end #----------------------------------------------------------------------------- def update # Retrieve variable values for slant drawing; these values accesible by event @pitch = $game_map.pitch.to_f @plus_y = $game_map.plus_y for i in 0..2 # For each layer for j in [0, (($height / 2) - (($height * 60) / @pitch) + @oy) / $strip_size].max.to_i..[@sprites[i].size - 1, (@oy + $height) / $strip_size].min.to_i # For each strip within the visible screen, update OX/Y @sprites[i][j].x = $width / 2 @sprites[i][j].y = j * $strip_size - @oy unless @pitch == 0 # Apply X Zoom @sprites[i][j].zoom_x = (@sprites[i][j].y - $height / 2) * (@pitch / ($height * 25)) + 1 if $curve # Zoom Y values same as X, and compensate @sprites[i][j].zoom_y = @sprites[i][j].zoom_x @sprites[i][j].y += $strip_size * (1 - @sprites[i][j].zoom_y) * ((1 - @sprites[i][j].zoom_y) / (2 * ((@pitch / 100) / ($height / ($strip_size * 2)))) + 0.5) end end @sprites[i][j].ox = @ox + $width / 2 # Add plus_y value; used in airship script @sprites[i][j].y += @plus_y end end end #----------------------------------------------------------------------------- def dispose # Dispose all sprites for i in 0..2 for j in @sprites[i] j.bitmap.dispose j.dispose end end for i in @bitmaps i.dispose end @tileset.dispose for i in 0..6 @autotiles[i].dispose end @disposed = true end #----------------------------------------------------------------------------- def disposed? return @disposed end #----------------------------------------------------------------------------- def draw # Draw each individual position by XY value for x in 0...@map_data.xsize for y in 0...@map_data.ysize draw_position(x, y) end end for i in 0..2 # For each priority for j in 0..@sprites[i].size - 1 # For each horizontal strip, transfer the bitmap appropriately @sprites[i][j].bitmap.blt(0, 0, @bitmaps[i], Rect.new(0, j * $strip_size, $game_map.width * 32, $strip_size * 2)) end end end #----------------------------------------------------------------------------- def draw_position(x, y) for layer in 0..2 pos = @map_data[x, y, layer] @priorities[pos] = 2 if @priorities[pos] > 2 # Round priorities down to 2 if pos >= 384 # If it is a tile # src_rect = 32x32 Rect on the tileset for source bitmap src_rect = Rect.new(((pos-384)%8)*32, ((pos-384)/8)*32, 32, 32) # Transfer source bitmap on the tileset to the current map tile @bitmaps[@priorities[pos]].blt(x * 32, y * 32, @tileset, src_rect) elsif pos >= 48 and pos < 384 # If it is an autotile id = pos / 48 - 1 # Which autotile is used (0-6) # plus_x is in development for animated autotiles plus_x = 0 #((@anim / 4) % (@autotiles[id].width / 96)) * 96 for corner in 0..3 h = 4 * (pos % 48) + corner # Used to access INDEX # src_rect = 16x16 Rect on the autotile for source bitmap src_rect = Rect.new((INDEX[h]%6)*16+plus_x, (INDEX[h]/6)*16, 16, 16) # Transfer source bitmap on the autotile to the current 16x16 tile @bitmaps[@priorities[pos]].blt(x*32+X[corner]*16, y*32+Y[corner]*16, @autotiles[id], src_rect) end end end end end #=============================================================================== class Game_Map attr_accessor :pitch attr_accessor :plus_y #----------------------------------------------------------------------------- alias setup_or :setup def setup(map_id) setup_or(map_id) @pitch = $data_map[$game_map.map_id].pitch @plus_y = 0 end #----------------------------------------------------------------------------- def name return $data_map[@map_id].name end end #=============================================================================== class Sprite_Character < RPG::Sprite attr_accessor :character #----------------------------------------------------------------------------- def initialize(character = nil) super() @character = character update end #----------------------------------------------------------------------------- alias update_or :update def update update_or # Update pitch value, and update zoom values to match @pitch = $data_map[$game_map.map_id].pitch.to_f self.zoom_x = self.zoom_y = ((@character.screen_y - 16) - ($height / 2)) * (@pitch / ($height * 25)) + 1 # Set sprite coordinates. X value is multiplied by zoom value from the center self.x = ($width / 2) + ((@character.screen_x - ($width / 2)) * self.zoom_x) self.y = @character.screen_y # Add Y value for zoom compensation while in curve mode if $curve and @pitch != 0 self.y += (8 * (1 - self.zoom_y) * ((1 - self.zoom_y) / (2 * ((@pitch / 100) / ($height / 16.0))) + 0.5)) end # Add plus_y value; used in airship script self.y += $game_map.plus_y unless @character.is_a?(Game_Player) self.z = @character.screen_z(@ch) - (self.zoom_y < 0.5 ? 1000 : 0) if $data_map[$game_map.map_id].overworld? and @character.is_a?(Game_Player) # Multiply zoom by Overworld factor if self.zoom_x *= $ov_zoom # the map is marked with [OV] and event self.zoom_y *= $ov_zoom # is a Game_Player end end end #=============================================================================== class Spriteset_Map def initialize # Make viewports @viewport1 = Viewport.new(0, 0, 640, 480) @viewport2 = Viewport.new(0, 0, 640, 480) @viewport3 = Viewport.new(0, 0, 640, 480) @viewport2.z = 2000 @viewport3.z = 5000 # Make tilemap @tilemap = Draw_Tilemap.new # Make panorama plane @panorama = Plane.new @panorama.z = -2000 # Make fog plane @fog = Plane.new @fog.z = 3000 # Make character sprites @character_sprites = [] for i in $game_map.events.keys.sort sprite = Sprite_Character.new($game_map.events[i]) @character_sprites.push(sprite) end @character_sprites.push(Sprite_Character.new($game_player)) # Make weather @weather = RPG::Weather.new(@viewport1) # Make picture sprites @picture_sprites = [] for i in 1..50 @picture_sprites.push(Sprite_Picture.new(@viewport2, $game_screen.pictures[i])) end # Make timer sprite @timer_sprite = Sprite_Timer.new # Frame update update end #----------------------------------------------------------------------------- def dispose # Dispose of tilemap @tilemap.dispose # Dispose of panorama plane @panorama.dispose # Dispose of fog plane @fog.dispose # Dispose of character sprites for sprite in @character_sprites sprite.dispose end # Dispose of weather @weather.dispose # Dispose of picture sprites for sprite in @picture_sprites sprite.dispose end # Dispose of timer sprite @timer_sprite.dispose # Dispose of viewports @viewport1.dispose @viewport2.dispose @viewport3.dispose end end
| |
| | | Relm ---Fantôme--- Lv 0
Nombre de messages : 40942 Age : 33
| Sujet: Re: Script Map pronfondeur en 3D Dim 27 Sep 2009, 15:34 | |
| bon laisse tomber. ____________ - Alex RE a écrit:
- C'est comme utiliser une hache pour trancher du pain. Je suis peut-être trop vieux pour ça.
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| Sujet: Re: Script Map pronfondeur en 3D | |
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| | | | Script Map pronfondeur en 3D | |
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