mkxp/scripts/Scene_Map.rb

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Ruby
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2015-11-17 20:35:51 +00:00
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
# This class performs map screen processing.
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make sprite set
@spriteset = Spriteset_Map.new
# Make message window
@message_window = Window_Message.new
@ed_message = Ed_Message.new
# Make menus
@menu = Window_MainMenu.new
@item_menu = Window_Item.new
@item_menu_refresh = false
# Make item icon
@item_icon = Sprite.new
@item_icon.x = 640 - 64
@item_icon.y = 480 - 64
@item_icon.z = 9000
@item_icon.zoom_x = 2.0
@item_icon.zoom_y = 2.0
@item_id = 0
# Transition run
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of sprite set
@spriteset.dispose
# Dispose of message window
@message_window.dispose
@ed_message.dispose
# Dispose of menu
@menu.dispose
@item_menu.dispose
# Dispose of item icon
@item_icon.dispose
# If switching to title screen
if $scene.is_a?(Scene_Title)
# Fade out screen
Graphics.transition
Graphics.freeze
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Loop
loop do
# Update map, interpreter, and player order
# (this update order is important for when conditions are fulfilled
# to run any event, and the player isn't provided the opportunity to
# move in an instant)
$game_map.update
$game_system.map_interpreter.update
$game_player.update if !@menu.visible && !@item_menu.visible
$game_followers.each{|f| f.update}
# Update system (timer), screen
$game_system.update
$game_screen.update
# Abort loop if player isn't place moving
unless $game_temp.player_transferring
break
end
# Run place move
transfer_player
# Abort loop if transition processing
if $game_temp.transition_processing
break
end
end
# Update sprite set
@spriteset.update
# Update message window
@message_window.update
@ed_message.update
# Deactivate item
if Input.trigger?(Input::DEACTIVATE) && $game_variables[1] > 0
$game_system.se_play($data_system.cancel_se)
$game_variables[1] = 0
end
# Update the menu
if @message_window.visible || @ed_message.visible
@item_menu_refresh = true
else
if @item_menu_refresh
@item_menu_refresh = false
@item_menu.refresh
end
@menu.update
@item_menu.update
end
# Update the item icon
if @item_id != $game_variables[1]
@item_id = $game_variables[1]
if @item_id == 0
@item_icon.bitmap = nil
else
@item_icon.bitmap = RPG::Cache.icon($data_items[@item_id].icon_name)
end
end
# Hide icon when item menu is visible
@item_icon.visible = !@item_menu.visible
# If game over
if $game_temp.gameover
# Switch to game over screen
$scene = Scene_Gameover.new
return
end
# If returning to title screen
if $game_temp.to_title
# Change to title screen
$scene = Scene_Title.new
return
end
# If transition processing
if $game_temp.transition_processing
# Clear transition processing flag
$game_temp.transition_processing = false
# Execute transition
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
# If showing message window
if $game_temp.message_window_showing || @ed_message.visible
return
end
# Process menu opening
unless $game_system.map_interpreter.running? or
$game_system.menu_disabled
if !@menu.visible && Input.trigger?(Input::MENU)
$game_temp.menu_calling = true
$game_temp.menu_beep = true
elsif !@item_menu.visible && Input.trigger?(Input::ITEMS)
$game_temp.item_menu_calling = true
$game_temp.menu_beep = true
end
end
# If debug mode is ON and F5 key was pressed
if $DEBUG and Input.press?(Input::F5)
# Set transferring player flag
$game_temp.player_transferring = true
# Set player move destination
$game_temp.player_new_map_id = $data_system.start_map_id
$game_temp.player_new_x = $data_system.start_x
$game_temp.player_new_y = $data_system.start_y
end
# If debug mode is ON and F9 key was pressed
if $DEBUG and Input.press?(Input::F9)
# Set debug calling flag
$game_temp.debug_calling = true
end
# If player is not moving
unless $game_player.moving?
# Run calling of each screen
if $game_temp.battle_calling
call_battle
elsif $game_temp.shop_calling
call_shop
elsif $game_temp.name_calling
call_name
elsif $game_temp.menu_calling
call_menu
elsif $game_temp.item_menu_calling
call_item_menu
elsif $game_temp.save_calling
call_save
elsif $game_temp.debug_calling
call_debug
end
end
end
#--------------------------------------------------------------------------
# * Battle Call
#--------------------------------------------------------------------------
def call_battle
# Clear battle calling flag
$game_temp.battle_calling = false
# Clear menu calling flag
$game_temp.menu_calling = false
$game_temp.menu_beep = false
# Memorize map BGM and stop BGM
$game_temp.map_bgm = $game_system.playing_bgm
$game_system.bgm_stop
# Play battle start SE
$game_system.se_play($data_system.battle_start_se)
# Play battle BGM
$game_system.bgm_play($game_system.battle_bgm)
# Straighten player position
$game_player.straighten
# Switch to battle screen
$scene = Scene_Battle.new
end
#--------------------------------------------------------------------------
# * Shop Call
#--------------------------------------------------------------------------
def call_shop
# Clear shop call flag
$game_temp.shop_calling = false
# Straighten player position
$game_player.straighten
# Switch to shop screen
$scene = Scene_Shop.new
end
#--------------------------------------------------------------------------
# * Name Input Call
#--------------------------------------------------------------------------
def call_name
# Clear name input call flag
$game_temp.name_calling = false
# Straighten player position
$game_player.straighten
# Switch to name input screen
$scene = Scene_Name.new
end
#--------------------------------------------------------------------------
# * Menu Call
#--------------------------------------------------------------------------
def call_menu
# Clear menu call flag
$game_temp.menu_calling = false
# If menu beep flag is set
if $game_temp.menu_beep
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Clear menu beep flag
$game_temp.menu_beep = false
end
# Straighten player position
$game_player.straighten
# Open the menu
@menu.open
end
def call_item_menu
# Clear menu call flag
$game_temp.item_menu_calling = false
# If menu beep flag is set
if $game_temp.menu_beep
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Clear menu beep flag
$game_temp.menu_beep = false
end
# Straighten player position
$game_player.straighten
# Open the menu
@item_menu.open
end
#--------------------------------------------------------------------------
# * Save Call
#--------------------------------------------------------------------------
def call_save
# Straighten player position
$game_player.straighten
# Switch to save screen
$scene = Scene_Save.new
end
#--------------------------------------------------------------------------
# * Debug Call
#--------------------------------------------------------------------------
def call_debug
# Clear debug call flag
$game_temp.debug_calling = false
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Straighten player position
$game_player.straighten
# Switch to debug screen
$scene = Scene_Debug.new
end
#--------------------------------------------------------------------------
# * Player Place Move
#--------------------------------------------------------------------------
def transfer_player
# Clear player place move call flag
$game_temp.player_transferring = false
# If move destination is different than current map
if $game_map.map_id != $game_temp.player_new_map_id
# Set up a new map
$game_map.setup($game_temp.player_new_map_id)
end
# Set up player/follower positions
[$game_player].concat($game_followers).each do |character|
character.moveto($game_temp.player_new_x, $game_temp.player_new_y)
# Set player direction
case $game_temp.player_new_direction
when 2 # down
character.turn_down
when 4 # left
character.turn_left
when 6 # right
character.turn_right
when 8 # up
character.turn_up
end
# Straighten player position
character.straighten
end
# Remake sprite set
@spriteset.dispose
@spriteset = Spriteset_Map.new
# Update map (run parallel process event)
$game_map.update
@spriteset.update
# If processing transition
if $game_temp.transition_processing
# Clear transition processing flag
$game_temp.transition_processing = false
# Execute transition
Graphics.transition(20)
end
# Run automatic change for BGM and BGS set on the map
$game_map.autoplay
# Frame reset
Graphics.frame_reset
end
#--------------------------------------------------------------------------
# * Lighting operations
#--------------------------------------------------------------------------
def add_light(id, filename, intensity, x, y)
@spriteset.add_light(id, filename, intensity, x, y)
end
def del_light(id)
@spriteset.del_light(id)
end
def clear_lights
@spriteset.clear_lights
end
#--------------------------------------------------------------------------
# * Particle operations
#--------------------------------------------------------------------------
def particles=(val)
@spriteset.particles = val
end
#--------------------------------------------------------------------------
# * Follower operations
#--------------------------------------------------------------------------
def add_follower(follower)
@spriteset.add_follower(follower)
end
def remove_follower(follower)
@spriteset.remove_follower(follower)
end
#--------------------------------------------------------------------------
# * BG operations
#--------------------------------------------------------------------------
def bg=(name)
@spriteset.bg = name
end
#--------------------------------------------------------------------------
# * Misc operations
#--------------------------------------------------------------------------
end