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 [XP] Destruction Engine

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AuteurMessage
Elekami
Fondateur
Fondateur
Elekami

Masculin
Messages postés : 19071
Date d'inscription : 19/07/2008
Jauge LPC :
[XP] Destruction Engine 8915271400100 / 100100 / 100[XP] Destruction Engine 8915271400

[XP] Destruction Engine Pater_10
[XP] Destruction Engine Staffe10
[XP] Destruction Engine Mythe_10
[XP] Destruction Engine Membre11
[XP] Destruction Engine Doyen10
[XP] Destruction Engine Scanar10
[XP] Destruction Engine Compos10
[XP] Destruction Engine Testeu10
[XP] Destruction Engine Membre15
[XP] Destruction Engine Partag10
[XP] Destruction Engine Projet10
[XP] Destruction Engine Projet16
[XP] Destruction Engine Riche_10
[XP] Destruction Engine Travai10
[XP] Destruction Engine Collec10
[XP] Destruction Engine Collec11
[XP] Destruction Engine Collec12
[XP] Destruction Engine Collec13
[XP] Destruction Engine Connar10


[XP] Destruction Engine Empty
MessageSujet: [XP] Destruction Engine   [XP] Destruction Engine EmptyVen 29 Aoû 2008 - 11:55

Voici un script capable de trancher n'importe quel chara!
Screens:

Spoiler:

Code:
Auteur: Rataime
Screens: Corwin

Il est personnalisable (voir plus bas).
Premier script:

#==============================================================================
# ¦ Destruction Engine
#------------------------------------------------------------------------------
#  By: Rataime
#  Date: 12/06/2005
#
#------------------------------------------------------------------------------
#  
#  The Destruction Engine is a powerfull way to cut, slice, chop, destroy...
#  events. It can be customized to fit your ideas
#
#------------------------------------------------------------------------------
#  
#  To use it, you must use the following commands :
#  - $DE.init
#  - A target command ($DE.target_event(id) or $DE.target_is_in_front_of_me)
#  - A set of commands
#  - $DE.clear  
#  
#------------------------------------------------------------------------------
#  
#  Call'n watch action commands (see the next ? for descriptions and options) :
#  - $DE.decapitate
#  - $DE.samurai_slash
#  - $DE.axe_attack
#  - $DE.double_samurai_slash
#  - $DE.glass_breaking
#  
#------------------------------------------------------------------------------
#
#  The main command :
#  
#  $DE.add_line(start_x, start_y, end_x, end_y,speed)
#  with coordinates corresponding to those on the charset,
#  mainly 0<x<32 and 0<y<48
#  and speed the drawing speed (1<=speed<=10).
#  Speed is optionnal, the default speed will be used if only 4 parameters are given
#  
#  $DE.add_line draws a line, and define where the event will be cut.
#  Eg : 2 crossing lines defined with $DE.add_line => 4 pieces.
#  
#------------------------------------------------------------------------------
#  
#  Line commands :
#  
#  $DE.hide_lines :
#  Will hide future lines
#  
#  $DE.show_lines :
#  Won't hide future lines anymore
#  
#  $DE.erase_lines :
#  Erases all lines
#  The pieces will still be there, only line sprites will removed
#  
#  $DE.draw_line(start_x, start_y, end_x, end_y,speed)
#  Same as $DE.add_line, but won't actually "cut" the event
#  
#  $DE.change_line_color(red,green,blue)
#  Change future lines color
#  The component values are >=0 and <=255
#  
#  $DE.change_line_speed(speed)
#  Change the default line drawing speed
#  Speed is >=1 and <=10
#  
#  $DE.change_line_width(pixels)
#  Change future lines width,in pixels
#  
#==============================================================================#  
#  
#  Piece commands, usually used after having cut the event
#  
#  $DE.collapse
#  Will collapse every piece the FF way (ie red&transparent)
#
#  $DE.fadeout
#  Will fadeout every piece
#
#  $DE.explose
#  Will make the target explose. Not perfect yet
#  
#  $DE.refresh_centre
#  Will readjust pieces centers. Useful before rotating those...
#
#  $DE.glass_falling(speed)
#  Will let the glass pieces fall until they reach the ground
#  
#  DE_Slide.new(line,number)
#  Create a slide movement, using a line and a max number of pieces to slide
#  Pieces are selected from the top to the bottom
#  Check the call'n watch function samurai_slash for a basic example
#  
#  $DE.map.pieces[i] :
#  Refers to the pieces.
#  pieces[0] is the top one, pieces[$DE.map.pieces.size-1] the bottom one
#  You can use standard sprite functions, eg :
#  @map.pieces[0].angle=90
#  @map.pieces[0].x+=1
#  
#  $DE.target.reappear :
#  Will reset target's transparency and passability
#  
#==============================================================================
#  
#  Notes :
#  
#  - The DE is far from perfect : if you experiment a problem, try changing
#    the order of the add_lines functions
#  
#  - When changing scenes (eg : opening the menu), the DE will be reset.
#    Think to disable the menu if you don't want it to happen
#  
#  - The target event will be invisible & passable, but still fonctionnal :
#    It's up to you to use a switch or anything to prevent its re-use
#  
#  - If you see a colored triangle, it is because the script thinks that the
#    first pixel is transparent. Move the character on the charset, or resize
#    the charset...
#
#  - Bonus for those who read that far :
#    If you are lazy, use $DE.tiifom instead of $DE.target_is_in_front_of_me...
#  
#==============================================================================
# ? Here are the call'n watch functions (aka the "no-brainer functions")
#    You have to call $DE.init, then the appropriate target function
#    (eg : $DE.target_is_in_front_of_me) and one of those functions
#    (eg : $DE.decapitate).
#    You still can change the lines visibility, color...
#    Some have facultative options. Eg : To have the head roll on the left, use $DE.decapitate(true)
#    When you have finished (and removed the head from the floor),
#    call $DE.clear
#
#    Don't hesitate to make your own functions, you can even send them to me and
#    I'll add them in the next release if they are worthful
#==============================================================================
class Destruction_Engine
 
 #=============================================================================
  # ? decapitate(roll_on_the_left,hide_the_second_line) by Rataime
  #    Set roll_on_the_left to true to have an inversed animation
  #    Set hide_the_second_line to true to only show the first line
  #=============================================================================

  def decapitate(roll_on_the_left=false , hide_the_second_line=false)
    Audio.se_play("Audio/SE/099-Attack11",80)
    add_line(0,14,32,31,@default_speed)
    hide_the_second_line=false if @hide_line
    if hide_the_second_line
      hide_lines
      add_line(32,14,0,31,10)
      show_lines
    else
      add_line(32,14,0,31,@default_speed)
    end
    refresh_centre # Adjust ox and oy to their correct place. Needed to rotate smoother...
    delta=1
    delta=-1 if roll_on_the_left
    erase_lines
    for i in 1..30
      @map.pieces[0].y+=1 if i%2==0 # every 2 i
      @map.pieces[0].x+=1*delta if i%2==0
      @map.pieces[0].angle-=3*delta
      Graphics.update
    end
    Audio.se_play("Audio/SE/042-Knock03",80)
    erase_lines
  end
 
 #=============================================================================
  # ? axe_attack(x) by Rataime
  #    Set time_interval in ms to have a pause between movements
  #=============================================================================

  def axe_attack(time_interval=0,collapsing=false)
    Audio.se_play("Audio/SE/095-Attack07",80)
    add_line(@bmpw/2,0,@bmpw/2,@bmph,@default_speed)
    erase_lines
    refresh_centre # Adjust ox and oy to their correct place. Needed to rotate smoother...
    for i in 1..30*(time_interval+1)
      @map.pieces[0].angle+=3 if i%(time_interval+1)==0
      @map.pieces[1].angle-=3 if i%(time_interval+1)==0
      Audio.se_play("Audio/SE/103-Attack15",80) if i==27*(time_interval+1) or i==28*(time_interval+1)
      Graphics.update
    end
    collapse if collapsing
  end
 

 #=============================================================================
  # ? samurai_slash(time_interval,collapsing) by Rataime
  #    Set time_interval in ms to have a pause between sliding movements
  #    Set collapsing to true to have it collapse in the end
  #=============================================================================
 
 def samurai_slash(time_interval=0,collapsing=true)
    Audio.se_play("Audio/SE/094-Attack06",80)
    line1 = add_line(0,0.3*@bmph,@bmpw,0.67*@bmph,@default_speed)
    slide1=DE_Slide.new(line1,1)
    erase_lines
    for i in 1..15*(time_interval+1)
      slide1.update if i%(time_interval+1)==0
      Graphics.update
    end
    collapse if collapsing
  end
 
 #=============================================================================
  # ? double_samurai_slash(time_interval) by Rataime
  #    Set time_interval in ms to have a pause between sliding movements
  #    Set collapsing to true to have it collapse in the end
  #=============================================================================
 
 def double_samurai_slash(time_interval=0,collapsing=true)
    Audio.se_play("Audio/SE/094-Attack06",80)
    line1 = add_line(0,0.5*@bmph,@bmpw,@bmph-2,@default_speed)
    Audio.se_play("Audio/SE/094-Attack06",80)
    line2 = add_line(0,0.35*@bmph,@bmpw,0.20*@bmph,@default_speed)
    slide1=DE_Slide.new(line2,1)
    slide2=DE_Slide.new(line1,2)
    erase_lines
    for i in 1..15*(time_interval+1)
      slide1.update if i%(time_interval+1)==0
      slide2.update if i%(time_interval+1)==0
      Graphics.update
    end
    collapse if collapsing
  end
 
 #=============================================================================
  # ? glass_breaking(sound,speed) by Rataime
  #    Set sound to true to have the glass breaking sound (needs a non-rtp SE)
  #    Set speed to 1 or 2 (>2 is too fast)
  #=============================================================================
 
 def glass_breaking(sound=false,speed=2)
    Audio.se_play("Audio/SE/100-Attack12",80)
    add_line(@bmpw/4,0,@bmpw*3/4,@bmph,@default_speed)
    Audio.se_play("Audio/SE/096-Attack08",80,130)
    add_line(0,0.15*@bmph,@bmpw,0.4*@bmph,@default_speed)
    Audio.se_play("Audio/SE/100-Attack12",80,80)
    add_line(0,0.35*@bmph,@bmpw,0.7*@bmph,@default_speed)
    Audio.se_play("Audio/SE/Glass",80,70)
    hide_lines
    add_line(0,80,@bmpw,80)
    show_lines
    erase_lines
    refresh_centre
    for i in 1..2
      for to_break in 0..@map.pieces.size-1
        if @map.pieces[to_break].x<@bmpx+@bmpw/2
          @map.pieces[to_break].x-=1
        else
          @map.pieces[to_break].x+=1
        end
      end
      Graphics.update
    end
    glass_falling(speed)
  end
 
#==============================================================================
# ? Here are the pieces manipulation functions
#    Usually called after having cut the sprite
#==============================================================================

  def collapse
    Audio.se_play("Audio/SE/012-System12",80)
    @map.collapse
  end
 
 def fadeout
    @map.fadeout
  end
 
 def explose
    explosion=[]
    refresh_centre
    for to_explose in 0..@map.pieces.size-1
      #This is a hack, wasn't working so I "forced" things to work...
      #I will have to fix that one day !
      end_x=@map.pieces[to_explose].src_rect.width/2+@map.pieces[to_explose].x
      end_y=@map.pieces[to_explose].src_rect.height/2+@map.pieces[to_explose].y
      start_x=@bmpx+@bmpw/2+@bmpw/6
      start_y=@bmpy+@bmph
      explosion[to_explose]=DE_Explosion.new([(end_x - start_x).to_f,-(end_y - start_y).to_f,0],to_explose)
    end
    Audio.se_play("Audio/SE/054-Cannon03",80)
    for i in 1..51
      for to_explose in 0..@map.pieces.size-1
        explosion[to_explose].update
      end
      Graphics.update
    end
  end
 
 def refresh_centre
    @map.refresh_centre
  end

  def glass_falling(speed=2)
    for i in 1..90
      for to_break in 0..@map.pieces.size-1
        if @map.pieces[to_break].y<@bmpy+@bmph+2
          @map.pieces[to_break].y+=1*speed if 2*(@map.pieces.size-to_break)<i
          @map.pieces[to_break].angle+=abovezero(rand(5)-3)*(to_break+1)/(to_break+1).abs
        else
          @map.pieces[to_break].opacity-=20
        end
      end
      Graphics.update
    end
  end
 
end

class DE_Slide

  def initialize(line,num)
    @dy=0
    @y=-line[1]
    @x=line[0]
    if @y<0
      @y=-@y
      @x=-@x
    end
    @y=@y/(@x.abs).to_f
    @x=@x/@x.abs
    @num=num
    @map=$DE.map
  end
 
 def update
      @correcty=false
      @dy+=@y-@y.floor
      if @dy>=1
        @dy-=1
        @correcty=true
      end
      for i in 0..@num-1
        @map.pieces[i].x+=@x
        @map.pieces[i].y+=@y.floor
        @map.pieces[i].y+=1 if @correcty
      end
    end
  end
 
 class DE_Explosion

  def initialize(line,num)
    @dy=0
    @y=-line[1]
    @x=line[0]
    @sign=1
    @sign=-1 if @y<0
    @y=@y/(@x.abs).to_f*2
    @x=@x/@x.abs*2
    @num=num
    @map=$DE.map
  end
 
 def update
      @correcty=false
      @dy+=(@y-@y.floor).abs
      if @dy>=1
        @dy-=1
        @correcty=true
      end
      @map.pieces[@num].x+=@x
      @map.pieces[@num].x
      #@map.pieces[@num].zoom_x=0.1+@map.pieces[@num].zoom_x
      #@map.pieces[@num].zoom_y=0.1+@map.pieces[@num].zoom_y
      @map.pieces[@num].y+=@y.floor
      @map.pieces[@num].y+=1*@sign if @correcty
      @map.pieces[@num].opacity-=5
      @map.pieces[@num].angle+=1*@sign
    end
  end
#==============================================================================
# ¦ DE
# An unloaded DE
#==============================================================================

class DE

  def init
    $DE=Destruction_Engine.new
  end
 
 def Init
    $DE=Destruction_Engine.new
  end
 
end

#==============================================================================
# ¦ Destruction_Engine
# The actual DE. Contains every functions you need to use the DE
#==============================================================================

class Destruction_Engine
 
attr_accessor :slot
attr_accessor :map
attr_accessor :target
attr_accessor :hide_line
Revenir en haut Aller en bas
https://www.ledijonshow.fr https://twitter.com/EleKoptes
Elekami
Fondateur
Fondateur
Elekami

Masculin
Messages postés : 19071
Date d'inscription : 19/07/2008
Jauge LPC :
[XP] Destruction Engine 8915271400100 / 100100 / 100[XP] Destruction Engine 8915271400

[XP] Destruction Engine Pater_10
[XP] Destruction Engine Staffe10
[XP] Destruction Engine Mythe_10
[XP] Destruction Engine Membre11
[XP] Destruction Engine Doyen10
[XP] Destruction Engine Scanar10
[XP] Destruction Engine Compos10
[XP] Destruction Engine Testeu10
[XP] Destruction Engine Membre15
[XP] Destruction Engine Partag10
[XP] Destruction Engine Projet10
[XP] Destruction Engine Projet16
[XP] Destruction Engine Riche_10
[XP] Destruction Engine Travai10
[XP] Destruction Engine Collec10
[XP] Destruction Engine Collec11
[XP] Destruction Engine Collec12
[XP] Destruction Engine Collec13
[XP] Destruction Engine Connar10


[XP] Destruction Engine Empty
MessageSujet: Re: [XP] Destruction Engine   [XP] Destruction Engine EmptyVen 29 Aoû 2008 - 11:56

Deuxième script:

def initialize
@width=2
@default_speed=5
@color=Color.new(255, 255, 255)
end

def init(n = nil)
if n==nil
p "Initialisation already done. Don't forget to $DE.clear"
else
@slot[n]=Destruction_Engine.new
end
end

def Init(n = nil)
init(n)
end

def clear
for i in @map.pieces
i.opacity=0
end
GC::start
$DE = DE.new
end

def Clear
clear
end

def update
if @map!=nil
for i in @map.pieces
i.update
end
end
end

def abovezero(num)
if num>0
return num
else
return 0
end
end


def wait(seconds) # Dubealex's delay function
for i in 0...(seconds * 10)
sleep 0.1
Graphics.update
end
end

#==============================================================================
# ? Target functions
#==============================================================================

def target_event(id = nil)
if id!=nil and $game_map.events[id].is_a?(Game_Event) and @target==nil
@target = $game_map.events[id]
@map=DE_Map.new(@target)
bitmap = RPG::Cache.character(@target.character_name,@target.character_hue)
@z_line=@target.screen_z(bitmap.height / 4)+5
@bmpx=@target.screen_x-bitmap.width/8
@bmpy=@target.screen_y-bitmap.height/4
@bmph=bitmap.height/4
@bmpw=bitmap.width/4
@color_b=bitmap.get_pixel(0,0)
@linebmp=Linebmp.new(@bmpx,@bmpy,@z_line,@bmpw,@bmph)
end
end

def Target_event(id = nil)
target_event(id)
end

def tiifom
check_x=$game_player.x
check_y=$game_player.y
case $game_player.direction
when 2
check_y+=1
when 4
check_x-=1
when 6
check_x+=1
when 8
check_y-=1
end
check=$game_map.check_event(check_x, check_y)
if check.type==Fixnum and @target==nil
@target=$game_map.events[check]
@map=DE_Map.new(@target)
bitmap = RPG::Cache.character(@target.character_name,@target.character_hue)
@z_line=@target.screen_z(bitmap.height / 4)+5
@bmpx=@target.screen_x-bitmap.width/8
@bmpy=@target.screen_y-bitmap.height/4
@bmph=bitmap.height/4
@bmpw=bitmap.width/4
@color_b=bitmap.get_pixel(0,0)
@linebmp=Linebmp.new(@bmpx,@bmpy,@z_line,@bmpw,@bmph)
end
end

def target_is_in_front_of_me
tiifom
end

#==============================================================================
# ? Line functions
#==============================================================================

def hide_lines
@hide_line=true
end

def show_lines
@hide_line=false
end

def erase_lines
@linebmp.erase
end

def change_line_width(pixels)
if (pixels>10 or pixels<1)
p "DE error : Width argument out of range !"
else
@width=pixels
end
end

def change_line_color(r,g,b)
@color=Color.new(r, g, b)
end

def change_line_speed(speed)
if (speed>10 or speed<1)
p "DE error : Speed argument out of range !"
else
@default_speed=speed
end
end

def draw_line(start_x, start_y, end_x, end_y,speed=@default_speed)
@map.draw_line(start_x, start_y, end_x, end_y,speed,@width,@color)
end

#==============================================================================
# ? The core function. Draw lines & separate sprites into smaller sprites
# Reading this can be bad for your health.
#==============================================================================

def addline(start_x, start_y, end_x, end_y,speed=@default_speed)
add_line(start_x, start_y, end_x, end_y,speed)
end

def add_line(start_x, start_y, end_x, end_y,speed=@default_speed)
if (speed>10 or speed<1) or (start_x==end_x and start_y==end_y)
p "DE error : Speed argument out of range, or the line is a point !"
else
if @target!=nil
@linebmp.draw_line(start_x, start_y, end_x, end_y,speed,@width,@color)
#ay+bx+c
a = (end_x - start_x).to_f
b = -(end_y - start_y).to_f
c = (-a * start_y - b * start_x).to_f
@a=a
@b=b
@c=c
sx = @target.pattern * @bmpw
sy = (@target.direction - 2) / 2 * @bmph
@sx=sx
@sy=sy
for i in 0..@map.pieces.size-1
s_rect=@map.pieces[i].src_rect
if true
if start_x==end_x
if s_rect.x @map.cloning(@map.pieces[i])
@map.pieces[i].bitmap.fill_rect(sx+start_x, sy, @bmpw-start_x, s_rect.height, @color_b )
@map.pieces.last.bitmap.fill_rect(sx,sy, start_x, s_rect.height, @color_b )
@map.pieces.last.src_rect.set(start_x+sx,s_rect.y,abovezero(s_rect.x+s_rect.width-start_x-sx),s_rect.height)
@map.pieces[i].src_rect.set(s_rect.x,s_rect.y,abovezero(start_x+sx-s_rect.x),s_rect.height)
@map.pieces.last.x=@bmpx+start_x+@bmpw/2
@map.pieces[i].x=@bmpx+s_rect.x-sx+@bmpw/2
end
else
if start_y==end_y
if s_rect.y @map.cloning(@map.pieces[i])
@map.pieces[i].bitmap.fill_rect(sx, sy+start_y, s_rect.width, @bmph-start_y, @color_b )
@map.pieces.last.bitmap.fill_rect(sx, sy, s_rect.width, start_y, @color_b )
@map.pieces.last.src_rect.set(s_rect.x,sy+start_y,s_rect.width,abovezero(s_rect.y-sy-start_y+s_rect.height))
@map.pieces[i].src_rect.set(s_rect.x,s_rect.y,s_rect.width, abovezero(start_y+sy-s_rect.y))
@map.pieces.last.y=@bmpy+start_y+@bmph
@map.pieces[i].y=@bmpy+s_rect.y-sy+@bmph
end
else
if b/a<0
dist1=(a*(s_rect.y+s_rect.height-sy)+ b*(s_rect.x-sx) + c)/((a**2+b**2)**0.5)
dist2=(a*(s_rect.y-sy)+ b*(s_rect.x+s_rect.width-sx) + c)/((a**2+b**2)**0.5)
square=(s_rect.height**2+s_rect.width**2)**0.5
#p (b/a,-c/a,dist1,dist2,square,1)
if dist1.abs #p "slope neg"
if -b/a*(s_rect.x-sx)-c/a<(s_rect.y-sy)
if -b/a*(s_rect.x-sx+s_rect.width)-c/a<(s_rect.y-sy+s_rect.height)
#p "above, above"
@map.cloning(@map.pieces[i])
xt=(-a/b*(s_rect.y-sy)-c/b).to_i
yt=(-b/a*(s_rect.x-sx+s_rect.width)-c/a).to_i
@map.triangle(@map.pieces.last,sx+xt,s_rect.y,s_rect.x+s_rect.width,sy+yt,s_rect.x+s_rect.width,s_rect.y,true)
@map.triangle(@map.pieces[i],sx+xt,s_rect.y,s_rect.x+s_rect.width,sy+yt,s_rect.x+s_rect.width,s_rect.y)
@map.pieces.last.x-=s_rect.x-(sx+xt)
@map.pieces.last.src_rect.set(sx+xt,s_rect.y,s_rect.x-sx+s_rect.width-xt,yt-(s_rect.y-sy))
else
#p "above, under"
@map.cloning(@map.pieces[i])
xt=(-a/b*(s_rect.y-sy)-c/b).to_i
xtp=(-a/b*(s_rect.y-sy+s_rect.height)-c/b).to_i
yt=(-b/a*(s_rect.x-sx)-c/a).to_i
ytp=(-b/a*(s_rect.x-sx+s_rect.width)-c/a).to_i
@map.triangle(@map.pieces.last,s_rect.x,sy+yt,s_rect.x+s_rect.width,sy+ytp,s_rect.x,sy+s_rect.height,true)
@map.triangle(@map.pieces[i],s_rect.x,sy+yt,s_rect.x+s_rect.width,sy+ytp,s_rect.x,sy+s_rect.height)
@map.pieces[i].x-=s_rect.x-(sx+xt)
@map.pieces.last.src_rect.set(s_rect.x,s_rect.y,xtp-(s_rect.x-sx),s_rect.height)
@map.pieces[i].src_rect.set(sx+xt,s_rect.y,s_rect.x-sx+s_rect.width-xt,s_rect.height)
end
else
if -b/a*(s_rect.x-sx+s_rect.width)-c/a>(s_rect.y-sy+s_rect.height)
#p "under, under"
@map.cloning(@map.pieces[i])
xt=(-a/b*(s_rect.y-sy+s_rect.height)-c/b).to_i
yt=(-b/a*(s_rect.x-sx)-c/a).to_i
@map.triangle(@map.pieces.last,s_rect.x,yt+sy,s_rect.x,s_rect.y+s_rect.height,xt+sx,s_rect.y+s_rect.height,true)
@map.triangle(@map.pieces[i],s_rect.x,yt+sy,s_rect.x,s_rect.y+s_rect.height,xt+sx,s_rect.y+s_rect.height)
@map.pieces.last.src_rect.set(s_rect.x,sy+yt,xt-(s_rect.x-sx),s_rect.y-sy+s_rect.height-yt)
@map.pieces.last.y-=-yt-sy+s_rect.y
else
#p "under, above"
@map.cloning(@map.pieces[i])
xt=(-a/b*(s_rect.y-sy)-c/b).to_i
xtp=(-a/b*(s_rect.y-sy+s_rect.height)-c/b).to_i
yt=(-b/a*(s_rect.x-sx)-c/a).to_i
ytp=(-b/a*(s_rect.x-sx+s_rect.width)-c/a).to_i
@map.triangle(@map.pieces.last,sx+xt,s_rect.y,sx+xtp,s_rect.y+s_rect.height,sx+xtp,s_rect.y,true)
@map.triangle(@map.pieces[i],sx+xt,s_rect.y,sx+xtp,s_rect.y+s_rect.height,sx+xtp,s_rect.y)
@map.pieces.last.src_rect.set(s_rect.x,s_rect.y,s_rect.width,ytp-(s_rect.y-sy))
@map.pieces[i].y+=-s_rect.y+sy+yt
@map.pieces[i].src_rect.set(s_rect.x,sy+yt,s_rect.width,s_rect.y-sy+s_rect.height-yt)
end
end
end
else
dist1=(a*(s_rect.y-sy)+ b*(s_rect.x-sx) + c)/(a**2+b**2)**0.5
dist2=(a*(s_rect.y+s_rect.height-sy)+ b*(s_rect.x+s_rect.width-sx) + c)/(a**2+b**2)**0.5
square=(s_rect.height**2+s_rect.width**2)**0.5
#p (-b/a,-c/a,dist1,dist2,square,2)
if dist1.abs #p "slope pos"
if -b/a*(s_rect.x-sx)-c/a<(s_rect.y-sy+s_rect.height)
if -b/a*(s_rect.x-sx+s_rect.width)-c/a<(s_rect.y-sy)
#p "above, above"
@map.cloning(@map.pieces[i])
xt=(-a/b*(s_rect.y-sy)-c/b).to_i
yt=(-b/a*(s_rect.x-sx)-c/a).to_i
@map.triangle(@map.pieces.last,s_rect.x,yt+sy,s_rect.x,s_rect.y,xt+sx,s_rect.y,true)
@map.triangle(@map.pieces[i],s_rect.x,yt+sy,s_rect.x,s_rect.y,xt+sx,s_rect.y)
@map.pieces.last.src_rect.set(s_rect.x,s_rect.y,xt-(s_rect.x-sx),yt-(s_rect.y-sy))
else
#p "above, under"
@map.cloning(@map.pieces[i])
xt=(-a/b*(s_rect.y-sy)-c/b).to_i
xtp=(-a/b*(s_rect.y-sy+s_rect.height)-c/b).to_i
ytp=(-b/a*(s_rect.x-sx)-c/a).to_i
yt=(-b/a*(s_rect.x-sx+s_rect.width)-c/a).to_i
@map.triangle(@map.pieces.last,sx+xt,s_rect.y,sx+xtp,s_rect.y+s_rect.height,sx+xtp,s_rect.y,true)
@map.triangle(@map.pieces[i],sx+xt,s_rect.y,sx+xtp,s_rect.y+s_rect.height,sx+xtp,s_rect.y)
@map.pieces.last.src_rect.set(s_rect.x,s_rect.y,s_rect.width,ytp-(s_rect.y-sy))
@map.pieces[i].y+=-s_rect.y+sy+yt
@map.pieces[i].src_rect.set(s_rect.x,sy+yt,s_rect.width,s_rect.y-sy+s_rect.height-yt)
end
else
if -b/a*(s_rect.x-sx+s_rect.width)-c/a>(s_rect.y-sy)
#p "under, under"
@map.cloning(@map.pieces[i])
xt=(-a/b*(s_rect.y-sy+s_rect.height)-c/b).to_i
yt=(-b/a*(s_rect.x-sx+s_rect.width)-c/a).to_i
@map.triangle(@map.pieces.last,s_rect.x+s_rect.width,s_rect.y+s_rect.height,s_rect.x+s_rect.width,sy+yt,sx+xt,s_rect.y+s_rect.height,true)
@map.triangle(@map.pieces[i],s_rect.x+s_rect.width,s_rect.y+s_rect.height,s_rect.x+s_rect.width,sy+yt,sx+xt,s_rect.y+s_rect.height)
@map.pieces.last.src_rect.set(s_rect.x+xt,s_rect.y+yt,s_rect.x-sx+s_rect.width-xt,s_rect.y-sy+s_rect.height-yt)
@map.pieces.last.y-=-yt-sy+s_rect.y
@map.pieces.last.x-=s_rect.x-(sx+xt)
else
#p "under, above"
@map.cloning(@map.pieces[i])
xtp=(-a/b*(s_rect.y-sy)-c/b).to_i
xt=(-a/b*(s_rect.y-sy+s_rect.height)-c/b).to_i
yt=(-b/a*(s_rect.x-sx)-c/a).to_i
ytp=(-b/a*(s_rect.x-sx+s_rect.width)-c/a).to_i
@map.triangle(@map.pieces.last,s_rect.x,sy+yt,s_rect.x+s_rect.width,sy+ytp,s_rect.x,sy+ytp,true)
@map.triangle(@map.pieces[i],s_rect.x,sy+yt,s_rect.x+s_rect.width,sy+ytp,s_rect.x,sy+ytp)
@map.pieces.last.src_rect.set(s_rect.x,s_rect.y,xtp-(s_rect.x-sx),s_rect.height)
@map.pieces[i].x-=s_rect.x-(sx+xt)
@map.pieces[i].src_rect.set(sx+xt,s_rect.y,s_rect.x-sx+s_rect.width-xt,s_rect.height)
end
end
end
end
end
end
end
end
@map.pieces=@map.pieces.sort{|d,e| d.src_rect.y <=> e.src_rect.y}
Graphics.update
return [a,b,c]
else
p "DE error : No target selected"
end
end

end

def testing_sort#DO NOT USE IT
p @map.pieces.size
for i in 0..@map.pieces.size-1
@map.pieces[i].x=@bmpx+30*i+20
#p (1,@map.pieces[1].x)
#p (3,@map.pieces[3].x) if @map.pieces[3]!=nil
end
end

end

#==============================================================================
# ¦ DE_Map
# Manage pieces creation, cloning and modification
#==============================================================================

class DE_Map

attr_accessor :pieces

def initialize(target)
@target=target
@pieces=Array.new
@target.transparent=true
$DE_spriteset.update
@pieces[0]=DE_Piece.new($DE_viewport,@target,true)
Graphics.update
end

def cloning(to_dup)
@pieces.push(DE_Piece.new($DE_viewport,@target))
@pieces.last.bitmap=to_dup.bitmap.clone
@pieces.last.x=to_dup.x
@pieces.last.y=to_dup.y
@pieces.last.z=to_dup.z
@pieces.last.src_rect.x=to_dup.src_rect.x
@pieces.last.src_rect.y=to_dup.src_rect.y
@pieces.last.src_rect.width=to_dup.src_rect.width
@pieces.last.src_rect.height=to_dup.src_rect.height
end

def refresh_centre
for to_centre in pieces
ox=to_centre.ox
oy=to_centre.oy
to_centre.ox = to_centre.src_rect.width / 2
to_centre.oy = to_centre.src_rect.height
to_centre.x+=to_centre.ox-ox
to_centre.y+=(to_centre.oy-oy)
end

end

def collapse
for to_collapse in pieces
to_collapse.collapse if to_collapse.opacity!=0
end
for i in 1..48
for to_collapse in pieces
to_collapse.update
end
Graphics.update
end
end

def fadeout
for to_fadeout in pieces
to_fadeout.escape if to_fadeout.opacity!=0
end
for i in 1..48
for to_fadeout in pieces
to_fadeout.update
end
Graphics.update
end
end

#==============================================================================
# ? Draw a triangle which erase either what is inside or outside
#==============================================================================

def triangle(bmp = nil, x1 = 0, y1 = 0, x2 = 0, y2 = 0, x3 = 0, y3 = 0, invert = false)

if x1==x2 and y1==y2
# Fix an error : 2 points of the triangle are equal
triangle(bmp, x1, y1+1, x2, y2, x3, y3,invert)
return true
end
if x2==x3 and y2==y3
# Fix an error : 2 points of the triangle are equal
triangle(bmp, x1, y1, x2, y2+1, x3, y3,invert)
return true
end
if x1==x3 and y1==y3
# Fix an error : 2 points of the triangle are equal
triangle(bmp, x1, y1, x2, y2, x3, y3+1,invert)
return true
end


Vous faites un évent: Inserer un script

$DE.init
$DE.target_is_in_front_of_me
$DE.decapitate
$DE.fadeout
$DE.clear


Voilà, bonne chance!!
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OMNISLASH59
Paysan (niveau 1)
Paysan (niveau 1)
OMNISLASH59

Messages postés : 2
Date d'inscription : 14/09/2014
Jauge LPC :
[XP] Destruction Engine 89152714000 / 1000 / 100[XP] Destruction Engine 8915271400


[XP] Destruction Engine Empty
MessageSujet: Re: [XP] Destruction Engine   [XP] Destruction Engine EmptyDim 18 Jan 2015 - 13:18

désolé pour le déterrage de topic.
j'ai une erreur à l'utilisation du script :

[img:a4f4]https://servimg.com/view/19117504/1][XP] Destruction Engine Sans_t10[/url][/img]

Auriez vous une idée sur ce problème ?
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Kasbak
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Membre V.I.P.
Kasbak

Masculin
Messages postés : 1356
Date d'inscription : 05/01/2013
Jauge LPC :
[XP] Destruction Engine 8915271400100 / 100100 / 100[XP] Destruction Engine 8915271400

[XP] Destruction Engine Dragon10
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[XP] Destruction Engine Projet12
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[XP] Destruction Engine Altrui10
[XP] Destruction Engine Membre10
[XP] Destruction Engine Membre15
[XP] Destruction Engine Event-10
[XP] Destruction Engine Partag10
[XP] Destruction Engine Projet10
[XP] Destruction Engine Mappeu10
[XP] Destruction Engine Collec10


[XP] Destruction Engine Empty
MessageSujet: Re: [XP] Destruction Engine   [XP] Destruction Engine EmptyDim 18 Jan 2015 - 13:59

Rajoute
Code:
end
en toute derniere ligne peu etre c'est ça..
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http://kasbakprod.wifeo.com/ http://kasbak.deviantart.com/
OMNISLASH59
Paysan (niveau 1)
Paysan (niveau 1)
OMNISLASH59

Messages postés : 2
Date d'inscription : 14/09/2014
Jauge LPC :
[XP] Destruction Engine 89152714000 / 1000 / 100[XP] Destruction Engine 8915271400


[XP] Destruction Engine Empty
MessageSujet: Re: [XP] Destruction Engine   [XP] Destruction Engine EmptyDim 18 Jan 2015 - 16:14

merci Kasbak.
effectivement un manquait 1 "end" à la fin du 1er script

il en manque également 2 à la fin du second script afin de ne plus avoir l'erreur (donc 3 "end" à la fin du 2e script).

Bon maintenant j'ai d'autres erreurs par rapport à l'évent que j'ai créé mais bon il est certainement mal paramétré.
Je cherche et fais un retour pour ceux qui voudrait l'utiliser correctement.
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City Hunter
Administrateur
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City Hunter

Masculin
Messages postés : 6524
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[XP] Destruction Engine Membre15
[XP] Destruction Engine Testeu10
[XP] Destruction Engine Promot10
[XP] Destruction Engine Projet10
[XP] Destruction Engine Projet16
[XP] Destruction Engine Riche_10
[XP] Destruction Engine Travai10
[XP] Destruction Engine Collec10
[XP] Destruction Engine Collec11
[XP] Destruction Engine Collec12
[XP] Destruction Engine Collec13
[XP] Destruction Engine Pandac10
[XP] Destruction Engine 10000011


[XP] Destruction Engine Empty
MessageSujet: Re: [XP] Destruction Engine   [XP] Destruction Engine EmptyLun 19 Jan 2015 - 19:00

Des points pour toi kasbak.
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MessageSujet: Re: [XP] Destruction Engine   [XP] Destruction Engine Empty

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