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Kirbfile

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Posts posted by Kirbfile

  1. Ho riscontrato un problema con l'effetto luci di questo script (http://www.rpg2s.net/forum/index.php/topic/15115-kylocks-light-effects-vx-ace-unofficial-porting/ ) praticamente quando cambio mappa le luci della mappa precedente rimangono ancora presenti nella mappa nuova circa per un secondo.

    Facendo delle prove ho scoperto che era un conflitto fra lo script delle luci e questo script per effetti di riflessione ( http://galvs-scripts.com/galvs-character-effects/ ).

    Il problema è che tutti e due gli script sono molto essenziali per il mio progetto e vorrei capire se è possibile risolvere il problema senza eliminare gli script

  2. Che call scipts devo usare per passare da una zona in cui la luce è bassa per fare vedere gli effetti luminosi a una in cui deve esserci la luce normale?

    (ho guardato le istruzioni, ma non ci ho capito molto)

     

    scusate :tongue: , ecco lo script

    #-------------------------------------------------------------------------------
    # * [ACE] Khas Awesome Light Effects
    #-------------------------------------------------------------------------------
    # * By Khas Arcthunder - arcthunder.site40.net
    # * Version: 1.0 EN
    # * Released on: 17/01/2012
    #
    #-------------------------------------------------------------------------------
    # * Terms of Use
    #-------------------------------------------------------------------------------
    # When using any Khas script, you agree with the following terms:
    # 1. You must give credit to Khas;
    # 2. All Khas scripts are licensed under a Creative Commons license;
    # 3. All Khas scripts are for non-commercial projects. If you need some script 
    #    for your commercial project (I accept requests for this type of project), 
    #    send an email to nilokruch@live.com with your request;
    # 4. All Khas scripts are for personal use, you can use or edit for your own 
    #    project, but you are not allowed to post any modified version;
    # 5. You can’t give credit to yourself for posting any Khas script;
    # 6. If you want to share a Khas script, don’t post the direct download link, 
    #    please redirect the user to arcthunder.site40.net
    #
    #-------------------------------------------------------------------------------
    # * Features
    #-------------------------------------------------------------------------------
    # - Realistic Light
    # - Light does not pass over walls, blocks and roofs
    # - Static Light Sources
    # - Dynamic Light Sources (like a player's lantern)
    # - Multiple effects
    # - Easy to use (comments)
    #
    #-------------------------------------------------------------------------------
    # * WARNING - Performance
    #-------------------------------------------------------------------------------
    # This script may be too heavy to old processors! The Awesome Light Effects was
    # tested on a Core 2 Duo E4500 and on a Core i5, without any lag. However,
    # there's other factors that may influence the script performance:
    #
    # 1. Map size
    # This script searches surfaces on the map, in order to cut the light pictures.
    # In a huge map, the number of surfaces may increase a lot, affecting the
    # DYNAMIC LIGHT SOURCE only. Map size does not influence the static sources.
    #
    # 2. Number of effects
    # This script draws the effects on the screen, but before drawing, it checks 
    # if the effect is out of screen (in this case, the script will skip the 
    # light drawing). Too much effects may cause lag, but this is just a prevision.
    #
    # 3. Effect's picture size
    # The picture size of the DYNAMIC LIGHT SOURCE influences directly on your 
    # game's performace. The bigger is the picture, the slower it will be to
    # draw it dynamically. The recommended maximum size is 200x200 pixels
    # 
    #-------------------------------------------------------------------------------
    # * WARNING - Light pictures
    #-------------------------------------------------------------------------------
    # In order to run this script correctly, the light pictures MUST obey the
    # following conditions:
    # 1. The picture's size MUST be multiple of 2. Example: 150x150
    # 2. The picture's width MUST be equal to it's height. Example: 156x156
    # 3. The picture's colors MUST be inverted! This is necessary because
    #    the script inverts the colors to draw the effect. The black color
    #    will be transparent!
    #
    #-------------------------------------------------------------------------------
    # * Instructions - 1. Setup your effects!
    #-------------------------------------------------------------------------------
    # In order to setup your static effects, go to the setup part and define your
    # effects inside the Effects hash. Do as the following mode:
    #
    # X => [picture,opacity,variation,cut],   <= Remember to put a comma here!
    #
    # Where:
    # picture => Picture's name, inside the Graphics/Lights folder;
    # opacity => Effect's opacity;
    # variation => Effect's opacity variation;
    # cut => Put true to cut the effect or false to don't;
    # X => The effect's ID, it will be used on events. 
    #
    # Check the default effects to understand how they work.
    #
    #-------------------------------------------------------------------------------
    # * Instructions - 2. Use your effects!
    #-------------------------------------------------------------------------------
    # In order to use a effect, put the following comment on a event:
    # 
    # [light x]
    #
    # Where x must be the Effect's ID.
    # 
    #-------------------------------------------------------------------------------
    # * Instructions - 3. Use an awesome lantern!
    #-------------------------------------------------------------------------------
    # The dynamic light source (lantern) is initialized invisible by default. 
    # You may call the following commands:
    # 
    # l = $game_map.lantern
    # Gets the lantern into a variable
    
    # l.set_graphic(i)
    # Sets the lantern's graphic to i, where i must be the picture's file name on 
    # Graphics/Lights folder.
    #
    # l.set_multiple_graphics(h)
    # Sets the lantern's graphics to h, where h must be a hash with the following
    # structure:
    #
    # h = {2=>"ld",4=>"ll",6=>"lr",8=>"lu"}
    # 
    # Where: 
    # "ld" is the name of the picture when the lantern's owner is looking down;
    # "ll" is the name of the picture when the lantern's owner is looking left;
    # "lr" is the name of the picture when the lantern's owner is looking right;
    # "lu" is the name of the picture when the lantern's owner is looking up.
    #
    # l.change_owner(char)
    # Sets the lantern's owner to char. Char must be ONE of the following commands:
    # $game_player           <= The player itself;
    # self_event             <= The event where the command was called;
    # $game_map.events[x]    <= The event ID x.
    #
    # l.set_opacity(o,p)
    # Sets the lantern's opacity, where:
    # o is the opacity itself;
    # p is the opacity variation.
    #
    # l.show
    # After setting the lantern with the commands above, you may set it to visible
    # using this command.
    #
    # l.hide
    # Use this command to set the lantern as invisible.
    #
    #-------------------------------------------------------------------------------
    # * Instructions - 4. Use the effect's surface!
    #-------------------------------------------------------------------------------
    # The Awesome Light Effects draws the effects on a surface. In order to make
    # the effects visible, the effect's surface MUST be visible. The Effect's 
    # Surface is initialized with it's opacity set to zero. You can call the
    # following commands:
    #
    # s = $game_map.effect_surface
    # Gets the Effect's Surface into a variable
    #
    # s.set_color(r,g,b)
    # Changes the Effect's Surface color instantly, where:
    # r => red level;
    # g => green level;
    # b => blue level;
    #
    # s.set_alpha(a)
    # Changes the Effect's Surface opacity instantly to a.
    #
    # s.change_color(time,r,g,b)
    # Changes the Effect's Surface color ONLY in a certain time, where:
    # time => The change's time (frames);
    # r => red level;
    # g => green level;
    # b => blue level;
    #
    # s.change_color(time,r,g,b,a)
    # Changes the Effect's Surface color and it's opacity in a certain time, where:
    # time => The change's time (frames);
    # r => red level;
    # g => green level;
    # b => blue level;
    # a => opacity
    #
    # s.change_alpha(time,a)
    # Changes the Effect's Surface opacity in a certain time, where:
    # time => The change's time (frames);
    # a => opacity
    #
    #-------------------------------------------------------------------------------
    # * Instructions - 5. Use the effect's surface with Tone command!
    #-------------------------------------------------------------------------------
    # You can access the Effect's Surface with the "Screen Tone" command. In order
    # to turn this feature on, set the "Surface_UE" constant to true.
    #
    # If you decided to use this feature, please note some details:
    # 1. The colors values must be between 0 and 255;
    # 2. The time is in frames;
    # 3. The "gray" value will be sent as the opacity value
    #
    #-------------------------------------------------------------------------------
    # * Instructions - 6. Setup your Tileset Tags!
    #-------------------------------------------------------------------------------
    # In order to cut the effect's picture correctly, there's 3 types of behavior
    # for a tile: wall, block and roof. Walls will make shadows as real walls, 
    # blocks as blocks and roofs as roofs. So, the tileset tags MUST be configured.
    # Check the demo to understand how this system works. If the tilesets aren't 
    # configured correctly, the script won't cut the effects correctly.
    # 
    #-------------------------------------------------------------------------------
    # * Setup Part
    #-------------------------------------------------------------------------------
    module Light_Core
      Effects = { #  <= DON'T change this!
    #-------------------------------------------------------------------------------
    # PUT YOUR EFFECTS HERE!
    #-------------------------------------------------------------------------------
      0 => ["light",255,0,true],
      1 => ["torch",200,20,true],
      2 => ["torch_m",180,30,true],
      3 => ["light_s",255,0,true],
      
    #-------------------------------------------------------------------------------
    # End of effecs configuration
    #------------------------------------------------------------------------------- 
      } #  <= DON'T change this!
      
      # Z coordinate of the Effect's Surface
      Surface_Z = 180
      
      # Enable Effect's Surface control by "Screen Tone" command?
      Surface_UE = true
      
      # Roof behavior tag
      Roof_Tag = 5
      # Wall behavior tag
      Wall_Tag = 6
      # Block behavior tag
      Block_Tag = 7
      
      # Don't change this!
      ACC = Math.tan(Math::PI/26)
    end
    #-------------------------------------------------------------------------------
    # Script
    #-------------------------------------------------------------------------------
    module Cache
      def self.light(filename)
        load_bitmap("Graphics/Lights/", filename)
      end
    end
    module Light_Bitcore
      include Light_Core
      def self.initialize
        @@buffer = {}
        Effects.values.each { |effect| Light_Bitcore.push(effect[0])}
      end
      def self::[](key)
        return @@buffer[key]
      end
      def self.push(key)
        return if @@buffer.keys.include?(key)
        @@buffer[key] = Cache.light(key)
      end
    end
    Light_Bitcore.initialize
    class Light_SSource
      attr_reader :real_x
      attr_reader :real_y
      attr_reader :range
      attr_accessor :bitmap
      attr_reader :w
      attr_reader :h
      attr_reader :hs
      def initialize(char,bitmap,opacity,plus,hs)
        sync(char)
        @key = bitmap
        @bitmap = Light_Bitcore[@key].clone
        @range = @bitmap.width/2
        @w = @bitmap.width
        @h = @bitmap.height
        @mr = @range - 16
        @opacity = opacity
        @plus = plus
        @hs = hs
        render if @hs
      end
      def render
        tx = x
        ty = y
        tsx = x + @range
        tsy = y + @range
        dr = @range*2
        for s in $game_map.surfaces
          next if !s.visible?(tsx,tsy) || !s.within?(tx,tx+dr,ty,ty+dr)
          s.render_shadow(tx,ty,tsx,tsy,@range,@bitmap)
        end
      end
      def restore
        return unless @bitmap.nil?
        @bitmap = Light_Bitcore[@key].clone
        render if @hs
      end
      def opacity
        @plus == 0 ? @opacity : (@opacity + rand(@plus))
      end
      def sx
        return $game_map.adjust_x(@real_x)*32-@mr
      end
      def sy
        return $game_map.adjust_y(@real_y)*32-@mr
      end
      def sync(char)
        @real_x = char.real_x
        @real_y = char.real_y
      end
      def x
        return (@real_x*32 - @mr).to_f
      end
      def y
        return (@real_y*32 - @mr).to_f
      end
      def dispose
        return if @bitmap.nil?
        @bitmap.dispose
        @bitmap = nil
      end
    end
    class Light_DSource < Light_SSource
      attr_reader :bitmap
      attr_reader :visible
      def initialize
        @key = nil
        @bitmap = nil
        @opacity = 255
        @plus = 0
        @char = $game_player
        @visible = false
      end
      def set_opacity(o,p)
        @opacity = o
        @plus = p
      end
      def set_graphic(sb)
        dispose
        @key = {2=>sb,4=>sb,6=>sb,8=>sb}
        Light_Bitcore.push(sb)
        @bitmap = {2=>Light_Bitcore[@key[2]].clone,4=>Light_Bitcore[@key[4]].clone,6=>Light_Bitcore[@key[6]].clone,8=>Light_Bitcore[@key[8]].clone}
        @range = @bitmap[2].width/2
        @w = @bitmap[2].width
        @h = @bitmap[2].height
        @mr = @range - 16
      end
      def set_multiple_graphics(ba)
        dispose
        @key = ba
        @key.values.each {|key| Light_Bitcore.push(key)}
        @bitmap = {2=>Light_Bitcore[@key[2]].clone,4=>Light_Bitcore[@key[4]].clone,6=>Light_Bitcore[@key[6]].clone,8=>Light_Bitcore[@key[8]].clone}
        @range = @bitmap[2].width/2
        @w = @bitmap[2].width
        @h = @bitmap[2].height
        @mr = @range - 16
      end
      def get_graphic
        return @bitmap[@char.direction].clone
      end
      def show
        return if @bitmap.nil?
        @visible = true
      end
      def hide
        @visible = false
      end
      def restore
        return if @key.nil?
        @key.values.each {|key| Light_Bitcore.push(key)}
        @bitmap = {2=>Light_Bitcore[@key[2]].clone,4=>Light_Bitcore[@key[4]].clone,6=>Light_Bitcore[@key[6]].clone,8=>Light_Bitcore[@key[8]].clone}
      end
      def dispose
        return if @bitmap.nil?
        @bitmap.values.each { |b| b.dispose }
        @bitmap = nil
      end
      def change_owner(char)
        @char = char
      end
      def render
      end
      def sx
        return $game_map.adjust_x(@char.real_x)*32-@mr
      end
      def sy
        return $game_map.adjust_y(@char.real_y)*32-@mr
      end
      def x
        return (@char.real_x*32 - @mr).to_f
      end
      def y
        return (@char.real_y*32 - @mr).to_f
      end
    end
    class Light_Surface
      def initialize
        @ta = @a = 0
        @tr = @r = 255
        @tg = @g = 255
        @tb = @b = 255
        @va = @vr = @vg = @vb = 0.0
        @timer = 0
      end
      def refresh
        return if @timer == 0
        @a += @va
        @r += @vr
        @g += @vg
        @b += @vb
        $game_map.light_surface.opacity = @a
        @timer -= 1
      end
      def change_color(time,r,g,b,a=nil)
        r = 0 if r < 0; r = 255 if r > 255
        g = 0 if g < 0; g = 255 if g > 255
        b = 0 if b < 0; b = 255 if b > 255
        unless a.nil?
          a = 0 if a < 0; a = 255 if a > 255
        end
        @timer = time
        @tr = 255-r
        @tg = 255-g
        @tb = 255-b
        @va = (a.nil? ? 0 : (a-@a).to_f/@timer)
        @vr = (@tr - @r).to_f/@timer
        @vg = (@tg - @g).to_f/@timer
        @vb = (@tb - @b).to_f/@timer
      end
      def change_alpha(time,a)
        a = 0 if a < 0; a = 255 if a > 255
        @timer = time
        @ta = a
        @vr = @vg = @vb = 0.0
        @va = (a-@a).to_f/@timer
      end
      def set_color(r,g,b)
        r = 0 if r < 0; r = 255 if r > 255
        g = 0 if g < 0; g = 255 if g > 255
        b = 0 if b < 0; b = 255 if b > 255
        @tr = @r = 255-r
        @tg = @g = 255-g
        @tb = @b = 255-b
        @va = @vr = @vg = @vb = 0.0
        @timer = 0
      end
      def set_alpha(a)
        a = 0 if a < 0; a = 255 if a > 255
        @ta = @a = a
        $game_map.light_surface.opacity = @a
        @va = @vr = @vg = @vb = 0.0
        @timer = 0
      end
      def alpha
        return @a
      end
      def color
        return Color.new(@r,@g,@b)
      end
    end
    class Game_Map
      include Light_Core
      attr_accessor :light_surface
      attr_accessor :light_sources
      attr_accessor :surfaces
      attr_accessor :effect_surface
      attr_accessor :lantern
      alias kbl_setup_events setup_events
      alias kbl_initialize initialize
      alias kbl_update update
      def initialize
        kbl_initialize
        @effect_surface = Light_Surface.new
        @lantern = Light_DSource.new
      end
      def update(arg)
        @effect_surface.refresh if arg
        kbl_update(arg)
      end
      def first_tag(x,y)
        tag = tileset.flags[tile_id(x,y,0)] >> 12
        return tag > 0 ? tag : 0
      end
      def setup_events
        @light_sources.nil? ? @light_sources = [] : @light_sources.clear
        setup_surfaces
        merge_surfaces
        kbl_setup_events
      end
      def setup_surfaces
        @surfaces = []
        for x in 0..(width-1)
          for y in 0..(height-1)
            tag = first_tag(x,y)
            if tag == Wall_Tag
              i = tile_id(x,y,0)
              if i & 0x02 == 0x02
                @surfaces << Block_SD.new(x*32,y*32,x*32+32,y*32)
              end
              if i & 0x04 == 0x04
                @surfaces << Block_WR.new(x*32+31,y*32,x*32+31,y*32+32)
                @surfaces << Block_IL.new(x*32+32,y*32,x*32+32,y*32+32)
              end
              if i & 0x01 == 0x01
                @surfaces << Block_IR.new(x*32-1,y*32,x*32-1,y*32+32)
                @surfaces << Block_WL.new(x*32,y*32,x*32,y*32+32)
              end
            elsif tag == Roof_Tag
              i = tile_id(x,y,0)
              @surfaces << Block_SU.new(x*32,y*32,x*32+32,y*32) if i & 0x02 == 0x02
              @surfaces << Block_SR.new(x*32+31,y*32,x*32+31,y*32+32) if i & 0x04 == 0x04
              @surfaces << Block_SL.new(x*32,y*32,x*32,y*32+32) if i & 0x01 == 0x01
            elsif tag == Block_Tag
              f = tileset.flags[tile_id(x,y,0)]
              @surfaces << Block_SL.new(x*32,y*32,x*32,y*32+32) if f & 0x02 == 0x02
              @surfaces << Block_SR.new(x*32+31,y*32,x*32+31,y*32+32) if f & 0x04 == 0x04
              @surfaces << Block_SU.new(x*32,y*32,x*32+32,y*32) if f & 0x08 == 0x08
            end
          end
        end
      end
      def merge_surfaces
        new_surfaces = []
        hs = []; vs = []
        ws = []; is = []
        for surface in @surfaces
          if surface.type & 0x05 == 0
            hs << surface
          else
            if surface.type & 0x010 == 0
              vs << surface
            else
              if surface.type & 0x08 == 0
                ws << surface
              else
                is << surface
              end
            end
          end
        end
        for surface in hs
          surface.ready ? next : surface.ready = true
          for s in hs
            next if s.ready || s.y1 != surface.y1 || surface.type != s.type
            if s.x2 == surface.x1
              surface.x1 = s.x1
              s.trash = true
              s.ready = true
              surface.ready = false
            elsif s.x1 == surface.x2
              surface.x2 = s.x2
              s.trash = true
              s.ready = true
              surface.ready = false
            end
          end
        end
        hs.each { |s| @surfaces.delete(s) if s.trash}
        for surface in vs
          surface.ready ? next : surface.ready
          for s in vs
            next if s.ready || s.x1 != surface.x1
            if s.y2 == surface.y1
              surface.y1 = s.y1
              s.trash = true
              s.ready = true
              surface.ready = false
            elsif s.y1 == surface.y2
              surface.y2 = s.y2
              s.trash = true
              s.ready = true
              surface.ready = false
            end
          end
        end
        vs.each { |s| @surfaces.delete(s) if s.trash}
        for surface in ws
          surface.ready ? next : surface.ready
          for s in ws
            next if s.ready || s.x1 != surface.x1
            if s.y2 == surface.y1
              surface.y1 = s.y1
              s.trash = true
              s.ready = true
              surface.ready = false
            elsif s.y1 == surface.y2
              surface.y2 = s.y2
              s.trash = true
              s.ready = true
              surface.ready = false
            end
          end
        end
        ws.each { |s| @surfaces.delete(s) if s.trash}
        for surface in is
          surface.ready ? next : surface.ready
          for s in is
            next if s.ready || s.x1 != surface.x1
            if s.y2 == surface.y1
              surface.y1 = s.y1
              s.trash = true
              s.ready = true
              surface.ready = false
            elsif s.y1 == surface.y2
              surface.y2 = s.y2
              s.trash = true
              s.ready = true
              surface.ready = false
            end
          end
        end
        is.each { |s| @surfaces.delete(s) if s.trash}
      end
    end
    class Game_Event < Game_Character
      alias kbl_initialize initialize
      alias kbl_setup_page setup_page
      def initialize(m,e)
        @light = nil
        kbl_initialize(m,e)
      end
      def setup_page(np)
        kbl_setup_page(np)
        setup_light(np.nil?)
      end
      def setup_light(dispose)
        unless @light.nil?
          $game_map.light_sources.delete(self)
          @light.dispose
          @light = nil
        end
        unless dispose && @list.nil?
          for command in @list
            if command.code == 108 && command.parameters[0].include?("[light")
              command.parameters[0].scan(/\[light ([0.0-9.9]+)\]/)
              effect = Light_Core::Effects[$1.to_i]
              @light = Light_SSource.new(self,effect[0],effect[1],effect[2],effect[3])
              $game_map.light_sources << self
              return
            end
          end
        end
      end
      def draw_light
        sx = @light.sx
        sy = @light.sy
        w = @light.w
        h = @light.h
        return if sx > 544 && sy > 416 && sx + w < 0 && sy + h < 0
        $game_map.light_surface.bitmap.blt(sx,sy,@light.bitmap,Rect.new(0,0,w,h),@light.opacity)
      end
      def dispose_light
        @light.dispose
      end
      def restore_light
        @light.restore
      end
    end
    if Light_Core::Surface_UE
      class Game_Interpreter
        def command_223
          $game_map.effect_surface.change_color(@params[1],@params[0].red,@params[0].green,@params[0].blue,@params[0].gray)
          wait(@params[1]) if @params[2]
        end
      end
    end
    class Game_Interpreter
      def self_event
        return $game_map.events[@event_id]
      end
    end
    class Block_Surface
      include Light_Core
      attr_accessor :x1
      attr_accessor :y1
      attr_accessor :x2
      attr_accessor :y2
      attr_accessor :ready
      attr_accessor :trash
      def initialize(x1,y1,x2,y2)
        @x1 = x1
        @y1 = y1
        @x2 = x2
        @y2 = y2
        @ready = false
        @trash = false
      end
      def within?(min_x,max_x,min_y,max_y)
        return @x2 > min_x && @x1 < max_x && @y2 > min_y && @y1 < max_y
      end
    end
    class Block_SL < Block_Surface
      attr_reader :type
      def initialize(x1,y1,x2,y2)
        super(x1,y1,x2,y2)
        @type = 0x01
      end
      def visible?(sx,sy)
        return sx < @x1 
      end
      def render_shadow(phx,phy,sx,sy,range,bitmap)
        @m1 = (@y1-sy)/(@x1-sx)
        @n1 = sy - @m1*sx
        @m2 = (@y2-sy)/(@x2-sx)
        @n2 = sy - @m2*sx
        for x in @x1..(sx+range)
          init = shadow_iy(x)
          bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+3)
        end
      end
      def shadow_iy(x)
        return @m1*x+@n1
      end
      def shadow_fy(x)
        return @m2*x+@n2
      end
    end
    class Block_SR < Block_Surface
      attr_reader :type
      def initialize(x1,y1,x2,y2)
        super(x1,y1,x2,y2)
        @type = 0x04
      end
      def visible?(sx,sy)
        return sx > @x1 
      end
      def render_shadow(phx,phy,sx,sy,range,bitmap)
        @m1 = (@y1-sy)/(@x1-sx)
        @n1 = sy - @m1*sx
        @m2 = (@y2-sy)/(@x2-sx)
        @n2 = sy - @m2*sx
        for x in (sx-range).to_i..@x1
          init = shadow_iy(x)
          bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+3)
        end
      end
      def shadow_iy(x)
        return @m1*x+@n1
      end
      def shadow_fy(x)
        return @m2*x+@n2
      end
    end
    class Block_IL < Block_Surface
      attr_reader :type
      def initialize(x1,y1,x2,y2)
        super(x1,y1,x2,y2)
        @type = 0x019
      end
      def visible?(sx,sy)
        return sx < @x1 && sy > @y1
      end
      def render_shadow(phx,phy,sx,sy,range,bitmap)
        @m1 = (@y1-sy)/(@x1-sx)
        @n1 = @y1 - @m1*@x1
        @m2 = (@y2-sy)/(@x2-sx)
        @m2 = 0 if @m2 > 0
        @n2 = @y2 - @m2*@x2
        for x in @x1..(sx+range)
          init = shadow_iy(x).floor
          bitmap.clear_rect(x-phx,init-3-phy,1,shadow_fy(x)-init+3)
        end
      end
      def shadow_iy(x)
        return @m1*x+@n1
      end
      def shadow_fy(x)
        return @m2*x+@n2
      end
    end
    class Block_IR < Block_Surface
      attr_reader :type
      def initialize(x1,y1,x2,y2)
        super(x1,y1,x2,y2)
        @type = 0x01c
      end
      def visible?(sx,sy)
        return sx > @x1 && sy > @y1
      end
      def render_shadow(phx,phy,sx,sy,range,bitmap)
        @m1 = (@y1-sy)/(@x1-sx)
        @n1 = @y1 - @m1*@x1
        @m2 = (@y2-sy)/(@x2-sx)
        @m2 = 0 if @m2 < 0
        @n2 = @y2 - @m2*@x2
        for x in (sx-range).to_i..@x1
          init = shadow_iy(x).floor
          bitmap.clear_rect(x-phx,init-3-phy,1,shadow_fy(x)-init+3)
        end
      end
      def shadow_iy(x)
        return @m1*x+@n1
      end
      def shadow_fy(x)
        return @m2*x+@n2
      end
    end
    class Block_WL < Block_Surface
      attr_reader :type
      def initialize(x1,y1,x2,y2)
        super(x1,y1,x2,y2)
        @type = 0x011
      end
      def visible?(sx,sy)
        return sx < @x1 && sy < @y2
      end
      def render_shadow(phx,phy,sx,sy,range,bitmap)
        @m1 = (@y1-sy)/(@x1-sx)
        @n1 = sy - @m1*sx
        @m2 = (@y2-sy)/(@x2-sx)
        @n2 = sy - @m2*sx
        for x in @x1..(sx+range)
          init = shadow_iy(x)
          bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+2)
        end
      end
      def shadow_iy(x)
        return @m1*x+@n1
      end
      def shadow_fy(x)
        return @m2*x+@n2
      end
    end
    class Block_WR < Block_Surface
      attr_reader :type
      def initialize(x1,y1,x2,y2)
        super(x1,y1,x2,y2)
        @type = 0x014
      end
      def visible?(sx,sy)
        return sx > @x1 && sy < @y2
      end
      def render_shadow(phx,phy,sx,sy,range,bitmap)
        @m1 = (@y1-sy)/(@x1-sx)
        @n1 = sy - @m1*sx
        @m2 = (@y2-sy)/(@x2-sx)
        @n2 = sy - @m2*sx
        for x in (sx-range).to_i..@x1
          init = shadow_iy(x)
          bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+2)
        end
      end
      def shadow_iy(x)
        return @m1*x+@n1
      end
      def shadow_fy(x)
        return @m2*x+@n2
      end
    end
    class Block_SU < Block_Surface
      attr_reader :type
      def initialize(x1,y1,x2,y2)
        super(x1,y1,x2,y2)
        @type = 0x02
      end
      def visible?(sx,sy)
        return sy < @y1
      end
      def render_shadow(phx,phy,sx,sy,range,bitmap)
        if @x1 == sx
          @m1 = nil
        else
          @m1 = (@y1-sy)/(@x1-sx)
          @m1 += ACC if @m1 < -ACC
          @n1 = @y1 - @m1*@x1
        end
        if @x2 == sx
          @m2 = nil
        else
          @m2 = (@y2-sy)/(@x2-sx)
          @n2 = sy - @m2*sx
        end
        for y in @y1..(sy+range)
          init = shadow_ix(y)
          bitmap.clear_rect(init-phx,y-phy,shadow_fx(y)-init+1,1)
        end
      end
      def shadow_ix(y)
        return @m1.nil? ? @x1 : (y-@n1)/@m1
      end
      def shadow_fx(y)
        return @m2.nil? ? @x2 : (y-@n2)/@m2
      end
    end
    class Block_SD < Block_Surface
      attr_reader :type
      def initialize(x1,y1,x2,y2)
        super(x1,y1,x2,y2)
        @type = 0x08
      end
      def visible?(sx,sy)
        return sy > @y1
      end
      def render_shadow(phx,phy,sx,sy,range,bitmap)
        if @x1 == sx
          @m1 = nil
        else
          @m1 = (@y1-sy)/(@x1-sx)
          @m1 -= ACC if @m1 > ACC
          @n1 = sy - @m1*sx
        end
        if x2 == sx
          @m2 = nil
        else
          @m2 = (@y2-sy)/(@x2-sx)
          @n2 = sy - @m2*sx
        end
        for y in (sy-range).to_i..@y1
          init = shadow_ix(y)
          bitmap.clear_rect(init-phx,y-phy,shadow_fx(y)-init+1,1)
        end
      end
      def shadow_ix(y)
        return @m1.nil? ? @x1 : (y-@n1)/@m1
      end
      def shadow_fx(y)
        return @m2.nil? ? @x2 : (y-@n2)/@m2
      end
    end
    class Spriteset_Map
      include Light_Core
      alias kbl_initialize initialize
      alias kbl_update update
      alias kbl_dispose dispose
      def initialize
        setup_lights
        kbl_initialize
      end
      def update
        kbl_update
        update_lights
      end
      def dispose
        kbl_dispose
        dispose_lights
      end
      def dispose_lights
        $game_map.lantern.dispose
        $game_map.light_sources.each { |source| source.dispose_light }
        $game_map.light_surface.bitmap.dispose
        $game_map.light_surface.dispose
        $game_map.light_surface = nil
      end
      def update_lights
        $game_map.light_surface.bitmap.clear
        $game_map.light_surface.bitmap.fill_rect(0,0,544,416,$game_map.effect_surface.color)
        $game_map.light_sources.each { |source| source.draw_light }
        return unless $game_map.lantern.visible
        @btr = $game_map.lantern.get_graphic
        x = $game_map.lantern.x
        y = $game_map.lantern.y
        r = $game_map.lantern.range
        sx = x + r
        sy = y + r
        dr = r*2
        $game_map.surfaces.each { |s| s.render_shadow(x,y,sx,sy,r,@btr) if s.visible?(sx,sy) && s.within?(x,x+dr,y,y+dr) }
        $game_map.light_surface.bitmap.blt($game_map.lantern.sx,$game_map.lantern.sy,@btr,Rect.new(0,0,dr,dr),$game_map.lantern.opacity)
      end
      def setup_lights
        @btr = nil
        $game_map.lantern.restore
        $game_map.light_sources.each { |source| source.restore_light }
        $game_map.light_surface = Sprite.new
        $game_map.light_surface.bitmap = Bitmap.new(544,416)
        $game_map.light_surface.bitmap.fill_rect(0,0,544,416,$game_map.effect_surface.color)
        $game_map.light_surface.blend_type = 2
        $game_map.light_surface.opacity = $game_map.effect_surface.alpha
        $game_map.light_surface.z = Surface_Z
      end
    end
    

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