Re-implemented lights as another viewport layer
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@ -5,7 +5,7 @@
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# class and automatically changes sprite conditions.
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#==============================================================================
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class Sprite_Character < RPG::Sprite
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class Sprite_Character
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#--------------------------------------------------------------------------
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# * Public Instance Variables
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#--------------------------------------------------------------------------
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@ -13,10 +13,13 @@ class Sprite_Character < RPG::Sprite
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#--------------------------------------------------------------------------
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# * Object Initialization
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# viewport : viewport
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# light_viewport : light viewport
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# character : character (Game_Character)
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#--------------------------------------------------------------------------
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def initialize(viewport, character = nil)
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super(viewport)
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def initialize(viewport, light_viewport, character = nil)
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@sprite = Sprite.new(viewport)
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@light_sprite = Sprite.new(light_viewport)
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@light_sprite.blend_type = 1
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@character = character
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update
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end
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@ -24,7 +27,9 @@ class Sprite_Character < RPG::Sprite
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# * Frame Update
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#--------------------------------------------------------------------------
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def update
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super
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# Update sprites
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@sprite.update
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@light_sprite.update
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# If tile ID, file name, or hue are different from current ones
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if @tile_id != @character.tile_id or
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@character_name != @character.character_name or
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@ -35,22 +40,26 @@ class Sprite_Character < RPG::Sprite
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@character_hue = @character.character_hue
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# If tile ID value is valid
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if @tile_id >= 384
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self.bitmap = RPG::Cache.tile($game_map.tileset_name,
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@sprite.bitmap = RPG::Cache.tile($game_map.tileset_name,
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@tile_id, @character.character_hue)
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self.src_rect.set(0, 0, 32, 32)
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@light_sprite.visible = false
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@sprite.src_rect.set(0, 0, 32, 32)
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@light_sprite.src_rect.set(0, 0, 32, 32)
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self.ox = 16
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self.oy = 32
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# If tile ID value is invalid
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else
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self.bitmap = RPG::Cache.character(@character.character_name,
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@sprite.bitmap = RPG::Cache.character(@character.character_name,
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@character.character_hue)
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#begin
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# self.lightmap = RPG::Cache.lightmap(@character.character_name)
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#rescue
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# self.lightmap = nil
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#end
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@cw = bitmap.width / 4
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@ch = bitmap.height / 4
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begin
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@light_sprite.bitmap = RPG::Cache.lightmap(@character.character_name)
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@light_sprite.visible = true
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rescue
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@light_sprite.bitmap = nil
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@light_sprite.visible = false
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end
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@cw = @sprite.bitmap.width / 4
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@ch = @sprite.bitmap.height / 4
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self.ox = @cw / 2
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self.oy = @ch
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end
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@ -62,7 +71,8 @@ class Sprite_Character < RPG::Sprite
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# Set rectangular transfer
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sx = @character.pattern * @cw
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sy = (@character.direction - 2) / 2 * @ch
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self.src_rect.set(sx, sy, @cw, @ch)
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@sprite.src_rect.set(sx, sy, @cw, @ch)
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@light_sprite.src_rect.set(sx, sy, @cw, @ch)
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end
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# Set sprite coordinates
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self.x = @character.screen_x
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@ -79,4 +89,91 @@ class Sprite_Character < RPG::Sprite
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@character.animation_id = 0
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end
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end
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#--------------------------------------------------------------------------
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# * Sprite attribute wrapper
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#--------------------------------------------------------------------------
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def self.sprite_attr(*args)
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args.each do |arg|
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class_eval("def #{arg};@sprite.#{arg};end")
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class_eval("def #{arg}=(val);@sprite.#{arg}=val;@light_sprite.#{arg}=val;end")
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end
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end
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#--------------------------------------------------------------------------
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# * RPG::Sprite methods
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#--------------------------------------------------------------------------
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def whiten
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@sprite.whiten
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@light_sprite.whiten
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end
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def appear
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@sprite.appear
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@light_sprite.appear
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end
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def escape
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@sprite.escape
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@light_sprite.escape
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end
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def collapse
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@sprite.collapse
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@light_sprite.collapse
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end
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def damage(value, critical)
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@sprite.damage(value, critical)
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end
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def animation(animation, hit)
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@sprite.animation(animation, hit)
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end
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def loop_animation(animation, hit)
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@sprite.loop_animation(animation)
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end
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def blink_on
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@sprite.blink_on
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@light_sprite.blink_on
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end
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def blink_off
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@sprite.blink_off
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@light_sprite.blink_off
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end
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def blink?
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@sprite.blink?
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end
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def effect?
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@sprite.effect?
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end
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#--------------------------------------------------------------------------
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# * Sprite methods
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#--------------------------------------------------------------------------
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def dispose
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@sprite.dispose
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@light_sprite.dispose
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@sprite = nil
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@light_sprite = nil
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end
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def disposed?
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@sprite == nil
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end
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def flash(color, duration)
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@sprite.flash(color, duration)
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@light_sprite.flash(color, duration)
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end
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#--------------------------------------------------------------------------
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# * Sprite properties
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#--------------------------------------------------------------------------
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sprite_attr :src_rect
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sprite_attr :visible
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sprite_attr :x, :y, :z
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sprite_attr :ox, :oy
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sprite_attr :zoom_x, :zoom_y
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sprite_attr :angle
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sprite_attr :mirror
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sprite_attr :bush_depth
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sprite_attr :opacity
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sprite_attr :color
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sprite_attr :tone
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def blend_type
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@sprite.blend_type
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end
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def blend_type=(val)
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@sprite.blend_type = val
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end
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end
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@ -45,13 +45,13 @@ class Spriteset_Map
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# Make character sprites
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@character_sprites = []
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for i in $game_map.events.keys.sort
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sprite = Sprite_Character.new(@viewport, $game_map.events[i])
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sprite = Sprite_Character.new(@viewport, @viewport_lights, $game_map.events[i])
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@character_sprites.push(sprite)
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end
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$game_followers.each do |follower|
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@character_sprites.push(Sprite_Character.new(@viewport, follower))
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@character_sprites.push(Sprite_Character.new(@viewport, @viewport_lights, follower))
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end
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@character_sprites.push(Sprite_Character.new(@viewport, $game_player))
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@character_sprites.push(Sprite_Character.new(@viewport, @viewport_lights, $game_player))
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# Make weather
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@weather = RPG::Weather.new(@viewport)
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# Make picture sprites
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@ -108,8 +108,8 @@ class Spriteset_Map
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#--------------------------------------------------------------------------
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def add_follower(follower)
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@character_sprites.pop.dispose
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@character_sprites.push(Sprite_Character.new(@viewport, follower))
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@character_sprites.push(Sprite_Character.new(@viewport, $game_player))
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@character_sprites.push(Sprite_Character.new(@viewport, @viewport_lights, follower))
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@character_sprites.push(Sprite_Character.new(@viewport, @viewport_lights, $game_player))
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end
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def remove_follower(follower)
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@character_sprites.reverse_each do |spr|
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