mkxp/scripts/Spriteset_Map.rb

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#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
# This class brings together map screen sprites, tilemaps, etc.
# It's used within the Scene_Map class.
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(spriteset = nil)
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# Make viewports
@viewport = Viewport.new(0, 0, 640, 480)
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@viewport_bg = Viewport.new(0, 0, 640, 480)
@viewport_pics = Viewport.new(0, 0, 640, 480)
@viewport_particles = Viewport.new(0, 0, 640, 480)
@viewport_lights = Viewport.new(0, 0, 640, 480)
@viewport_flash = Viewport.new(0, 0, 640, 480)
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@viewport_bg.z = -500
@viewport_lights.z = 200
@viewport_pics.z = 500
@viewport_flash.z = 5000
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# Make tilemap
@tilemap = Tilemap.new(@viewport)
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if $game_map.tileset_name == "blank"
@tilemap.tileset = nil
else
@tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
end
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
# Make panorama plane
@panorama = Plane.new(@viewport)
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@panorama.z = -1000
# Make fog plane
@fog = Plane.new(@viewport)
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@fog.z = 3000
# Make character sprites
@character_sprites = []
for i in $game_map.events.keys.sort
sprite = Sprite_Character.new(@viewport, $game_map.events[i])
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@character_sprites.push(sprite)
end
$game_followers.each do |follower|
@character_sprites.push(Sprite_Character.new(@viewport, follower))
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end
@character_sprites.push(Sprite_Character.new(@viewport, $game_player))
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# Make weather
@weather = RPG::Weather.new(@viewport)
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# Make picture sprites
@picture_sprites = []
for i in 1..50
@picture_sprites.push(Sprite_Picture.new(@viewport_pics,
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$game_screen.pictures[i]))
end
# Make timer sprite
@timer_sprite = Sprite_Timer.new
# Frame update
update
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
# Dispose of tilemap
@tilemap.tileset.dispose if @tilemap.tileset
for i in 0..6
@tilemap.autotiles[i].dispose
end
@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 bg
@bg.dispose if @bg
# Dispose of particles
@particles.dispose if @particles
# Dispose of timer sprite
@timer_sprite.dispose
# Dispose of viewports
@viewport.dispose
@viewport_pics.dispose
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@viewport_particles.dispose
@viewport_bg.dispose
@viewport_lights.dispose
@viewport_flash.dispose
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end
#--------------------------------------------------------------------------
# * Follower operations
#--------------------------------------------------------------------------
def add_follower(follower)
@character_sprites.pop.dispose
@character_sprites.push(Sprite_Character.new(@viewport, follower))
@character_sprites.push(Sprite_Character.new(@viewport, $game_player))
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end
def remove_follower(follower)
@character_sprites.reverse_each do |spr|
if spr.character == follower
@character_sprites.delete(spr)
spr.dispose
break
end
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# If panorama is different from current one
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
# If fog is different than current fog
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
# If BG is different than current BG
if @bg_name != $game_map.bg_name
@bg_name = $game_map.bg_name
@bg = Sprite.new(@viewport_bg) if !@bg
if @bg_name.empty?
@bg.bitmap = nil
else
@bg.bitmap = RPG::Cache.panorama(@bg_name, 0)
end
Graphics.frame_reset
end
# If particles different than current particles
if @particles_type != $game_map.particles_type
@particles.dispose if @particles
@particles_type = $game_map.particles_type
if @particles_type == nil
@particles = nil
else
case @particles_type
when :fireflies
klass = Particle_Firefly
count = 30
layer = :front
else
raise 'invalid particle type'
end
@particles = ParticleLayer.new(@viewport_particles, klass, count)
@viewport_particles.z = (layer == :front) ? 500 : 50
end
end
# Update bg plane
@viewport_bg.ox = $game_map.display_x / 4
@viewport_bg.oy = $game_map.display_y / 4
# Update tilemap
@tilemap.ox = $game_map.display_x / 4
@tilemap.oy = $game_map.display_y / 4
@tilemap.update
# Update panorama plane
if $game_map.clamped_panorama
x = ($game_player.real_x.to_f / (($game_map.width - 1) * 128)) * (@panorama.bitmap.width - 640)
y = ($game_player.real_y.to_f / (($game_map.height - 1) * 128)) * (@panorama.bitmap.height - 480)
@panorama.ox = x < 0.0 ? 0.0 : x
@panorama.oy = y < 0.0 ? 0.0 : y
else
@panorama.ox = $game_map.display_x / 8
@panorama.oy = $game_map.display_y / 8
end
# Update fog plane
@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
# Update character sprites
for sprite in @character_sprites
sprite.update
end
# Update weather graphic
@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
# Update picture sprites
for sprite in @picture_sprites
sprite.update
end
# Update bulb if fading in
if @bulb && @bulb.intensity < @bulb_intensity
@bulb.intensity += 0.005
if @bulb.intensity > @bulb_intensity
@bulb.intensity = @bulb_intensity
end
end
# Update particles
@particles.update if @particles
# Update timer sprite
@timer_sprite.update
# Set screen color tone and shake position
@viewport.tone = $game_screen.tone
@viewport.ox = $game_screen.shake
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# Set screen flash color
@viewport_flash.color = $game_screen.flash_color
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# Update viewports
@viewport.update
@viewport_flash.update
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end
end