Elekami Fondateur
Messages postés : 19071 Date d'inscription : 19/07/2008 Jauge LPC :
| Sujet: [VX] Brouillard de guerre Mer 7 Avr 2010 - 9:12 | |
| Le principe est très simple: un rayon est défini: c'est le champ de vision du héros. les données visitées sont sauvegardée d'une carte à l'autre. le brouillard peut être masqué par l'activation d'un interrupteur (1 par défaut). Activé: brouillard masqué, Désactivé: brouillard Affiché. il peut être réinitialisé. Attention, ce script entraine une chute de 5 FPS pour les grandes maps. Voila tout, voici le tileset à placer dans votre projet, dossier System. A nommer "fog.png" image Avec le fond du forum, l'image est difficilement distinguable. Et le script qui doit être placé au dessus de main: Portion de code: - Code:
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#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Brouillard de Guerre 22/05/09
#-------------------------------------------------------------------------------
# ver.0.1 par Berka rgss.2
# http://www.rpgmakervx-fr.com
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Ajoute un brouillard de guerre sur la Carte
#-------------------------------------------------------------------------------
# Commandes:
# Fog.clear_fog(map_id) # réinitialise le brouillard (tout noir)
# vu_par_hero?(x,y) # vérifie si [x,y] est vu par le héro
# $RayonFog = i # modifier le champ de vision du héro
#-------------------------------------------------------------------------------
# Fonctions:
# * Activation d'interrupteur pour masquer le brouillard
# * Sauvegarde du brouillard de chaque carte
# * Affichage des bordures de brouillard en parallèle (Thread)
# Ne pas utiliser sur de trop grandes cartes, risque de chute de fps !
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
module Berka
module Brouillard
$RayonFog = 3 # Rayon de vision: calcul optimisé pour 3 & 6
FichFog = "fog.png" # Fichier de tileset brouillard: seule la 1ere pose est utilisée
# doit se trouver dans le dossier systeme de projet
IDFog = 1 # Id de l'interrupteur qui désactive/active le brouillard
ZFog = 300 # Priorité de superposition du brouillard.
Act_GC = true # Activation du Ramasse Miettes pour gain de performances
# Ne pas changer !!!!
Tiles={ # Indexation des autotiles de brouillard
"0"=>2816,"1"=>2824,"12"=>2844,"123"=>2844,"1234"=>2856,"12346"=>2860,
"123467"=>2860,"1234678"=>2862,"12346789"=>2862,"1234679"=>2860,"123468"=>2862,
"1234689"=>2862,"123469"=>2860,"12347"=>2856,"123478"=>2859,"1234789"=>2859,
"123479"=>2857,"12348"=>2859,"123489"=>2859,"12349"=>2857,"1236"=>2854,
"12367"=>2855,"123678"=>2861,"123679"=>2855,"1236789"=>2861,"12368"=>2861,
"123689"=>2861,"12369"=>2854,"1237"=>2845,"12378"=>2849,"123789"=>2849,
"12379"=>2847,"1238"=>2849,"12389"=>2849,"1239"=>2846,"124"=>2856,"1246"=>2860,
"12467"=>2860,"124678"=>2862,"1246789"=>2862,"124679"=>2860,"12468"=>2862,
"124689"=>2862,"12469"=>2860,"1247"=>2856,"12478"=>2859,"124789"=>2859,
"12479"=>2857,"1248"=>2859,"12489"=>2859,"1249"=>2857,"126"=>2854,"1267"=>2855,
"12678"=>2861,"126789"=>2861,"12679"=>2855,"1268"=>2861,"12689"=>2861,"1269"=>2854,
"127"=>2845,"1278"=>2849,"12789"=>2849,"128"=>2849,"1289"=>2849,"129"=>2846,
"13"=>2828,"134"=>2834,"1346"=>2848,"13467"=>2848,"134678"=>2858,"1346789"=>2858,
"134679"=>2848,"13468"=>2858,"134689"=>2858,"13469"=>2848,"1347"=>2834,
"13478"=>2851,"134789"=>2851,"13479"=>2835,"1348"=>2851,"13489"=>2851,
"1349"=>2835,"136"=>2841,"1367"=>2843,"13678"=>2853,"136789"=>2853,"13679"=>2843,
"1368"=>2853,"13689"=>2853,"1369"=>2841,"137"=>2829,"1378"=>2839,"13789"=>2839,
"138"=>2839,"1389"=>2839,"139"=>2830,"14"=>2832,"146"=>2848,"1467"=>2848,
"14678"=>2858,"146789"=>2858,"14679"=>2848,"1468"=>2862,"14689"=>2858,"1469"=>2848,
"147"=>2832,"1478"=>2850,"14789"=>2850,"1479"=>2833,"148"=>2850,"1489"=>2850,
"149"=>2833,"16"=>2841,"167"=>2843,"1678"=>2853,"16789"=>2853,"1679"=>2848,
"168"=>2853,"1689"=>2853,"169"=>2841,"17"=>2825,"178"=>2838,"1789"=>2838,
"179"=>2827,"18"=>2838,"189"=>2838,"19"=>2826,"2"=>2844,"23"=>2844,"234"=>2856,
"2346"=>2860,"23467"=>2860,"234678"=>2862,"2346789"=>2862,"234679"=>2862,
"23468"=>2862,"234689"=>2862,"23469"=>2860,"2347"=>2856,"23478"=>2859,
"234789"=>2859,"23479"=>2857,"2348"=>2859,"23489"=>2859,"2348"=>2859,"236"=>2854,
"2367"=>2855,"23678"=>2861,"236789"=>2861,"23679"=>2855,"2368"=>2861,"23689"=>2861,
"2369"=>2854,"237"=>2845,"2378"=>2849,"23789"=>2849,"2379"=>2847,"238"=>2849,
"2389"=>2849,"239"=>2846,"24"=>2856,"246"=>2860,"2467"=>2860,"24678"=>2862,
"246789"=>2862,"24679"=>2860,"2468"=>2862,"24689"=>2862,"2469"=>2860,"247"=>2856,
"2478"=>2859,"24789"=>2859,"2479"=>2847,"248"=>2859,"2489"=>2859,"249"=>2857,
"26"=>2854,"267"=>2854,"2678"=>2861,"26789"=>2861,"2679"=>2855,"268"=>2861,
"2689"=>2861,"269"=>2854,"27"=>2845,"278"=>2849,"2789"=>2849,"279"=>2847,"28"=>2849,
"289"=>2849,"29"=>2846,"3"=>2820,"34"=>2834,"346"=>2848,"3467"=>2848,"34678"=>2858,
"346789"=>2858,"34679"=>2848,"3468"=>2858,"34689"=>2858,"3469"=>2848,"347"=>2834,
"3478"=>2851,"34789"=>2851,"3479"=>2835,"348"=>2851,"3489"=>2851,"349"=>2835,
"36"=>2840,"367"=>2842,"3678"=>2852,"36789"=>2852,"3679"=>2842,"368"=>2852,
"3689"=>2852,"369"=>2840,"37"=>2821,"378"=>2837,"3789"=>2837,"379"=>2823,
"38"=>2837,"389"=>2837,"39"=>2822,"4"=>2832,"46"=>2848,"467"=>2848,"4678"=>2858,
"46789"=>2858,"4679"=>2848,"468"=>2858,"4689"=>2858,"469"=>2848,"47"=>2832,
"478"=>2850,"4789"=>2850,"479"=>2833,"48"=>2850,"489"=>2850,"49"=>2833,
"6"=>2840,"67"=>2842,"678"=>2852,"6789"=>2852,"679"=>2842,"68"=>2852,
"689"=>2852,"69"=>2840,"7"=>2817,"78"=>2836,"789"=>2836,"79"=>2819,"8"=>2836,
"89"=>2836,"9"=>2818
} # et tu payes ton mal de crâne, pour trouver chaque valeur ^^
end
end
module Fog
def self.clear_fog(id)
$game_temp.br_maps.delete(id)
return if !$scene.is_a?(Scene_Map)
$scene.spriteset.dispose
$scene.spriteset=Spriteset_Map.new
end
end
Win32API.new('kernel32','SetPriorityClass','pi','i').call(
Win32API.new('kernel32','GetCurrentProcess','','i').call,256)
include Berka::Brouillard
class Spriteset_Map
alias :br_create :create_tilemap
alias :br_dispose :dispose_tilemap
alias :br_view :dispose_viewports
alias :br_update :update_tilemap unless $@
alias :br_view_update :update_viewports unless $@
attr_accessor :br_tile,:tilemap
def create_tilemap
br_create
@br_tile=Tilemap.new(@br_view=Viewport.new(0,0,Graphics.width,Graphics.height))
@br_view.z=ZFog
8.times{|i|@br_tile.bitmaps[i]=@tilemap.bitmaps[i].clone}
@br_tile.bitmaps[1]=Cache.system(FichFog)
@br_tile.map_data=Table.new($game_map.width,$game_map.height,3)
clear_fog
end
def clear_fog
w,h=$game_map.width,$game_map.height
if $game_temp.br_maps.has_key?($game_map.map_id)
for x in 0...w;for y in 0...h
if $game_temp.br_maps[$game_map.map_id][x,y]==0
@br_tile.map_data[x,y,1]=2816
a||=true
else
@br_tile.map_data[x,y,1]=0
a||=false
end
end;end
if a
Thread.new{for x in 0...w;for y in 0...h
chk(x,y)
end;end}
end
else
$game_temp.br_maps[$game_map.map_id]||=Table.new(w,h)
for x in 0...w;for y in 0...h
@br_tile.map_data[x,y,1]=2816
$game_temp.br_maps[$game_map.map_id][x,y]=0
end;end
end
end
def dispose_tilemap
br_dispose
@br_tile.dispose
end
def dispose_viewports
br_view
@br_view.dispose
end
def update_tilemap
br_update
if $game_switches[IDFog]
@br_tile.dispose
return
end
GC.start if !$game_player.moving?&&Act_GC
return if !$game_temp.br_maps.has_key?($game_map.map_id)
br_obscurcis
x,y=$game_map.display_x/8,$game_map.display_y/8
return if x==@br_tile.ox&&y==@br_tile.oy
@br_tile.ox,@br_tile.oy=x,y
@br_tile.update
end
def br_obscurcis
x,y=$game_player.x,$game_player.y
rx,ry=(x-$RayonFog-2..x+$RayonFog+2).to_a,(y-$RayonFog-2..y+$RayonFog+2).to_a
for tx in rx
for ty in ry
r=Math.sqrt(((x-tx)**2+(y-ty)**2))
chk(tx,ty)if r.between?($RayonFog,$RayonFog+2)
next if !tx.between?(rx[0],rx[-1])
if r<=$RayonFog
@br_tile.map_data[tx,ty,1]=0
$game_temp.br_maps[$game_map.map_id][tx,ty]=1
end
end
end
end
def chk(x,y)
return if !$game_temp.br_maps.has_key?($game_map.map_id)||x.nil?||y.nil?||
$game_temp.br_maps[$game_map.map_id][x,y]==1
d=@br_tile.map_data
l=[]
l<<1 if d[x-1,y+1,1]==0
l<<2 if d[x,y+1,1]==0
l<<3 if d[x+1,y+1,1]==0
l<<4 if d[x-1,y,1]==0
l<<6 if d[x+1,y,1]==0
l<<9 if d[x+1,y-1,1]==0
l<<8 if d[x,y-1,1]==0
l<<7 if d[x-1,y-1,1]==0
l=l.sort.join
return if l.nil?||l==""
@br_tile.map_data[x,y,1]=Tiles[l]
end
def update_viewports
br_view_update
@br_view.update
end
end
class Game_Temp
alias :br_initialize :initialize
attr_accessor :br_maps
def initialize
br_initialize
@br_maps={}
end
end
def vu_par_hero?(x,y)
Math.sqrt((($game_player.x-x)**2+($game_player.y-y)**2))<=$RayonFog
end
class Scene_Map attr_accessor :spriteset
def update_basic
Graphics.update
Input.update
$game_map.update
end
end
class Scene_File alias :br_write_save :write_save_data
alias :br_read_save :read_save_data
def write_save_data(file)
br_write_save(file)
Marshal.dump($game_temp.br_maps,file)
end
def read_save_data(file)
br_read_save(file)
$game_temp.br_maps=Marshal.load(file)
end
end
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