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