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Тема: Mini map

  1. #1
    Маститый Аватар для Andrew
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    Репутация: 30 Добавить или отнять репутацию

    По умолчанию Mini map

    Этот скрипт добовляет мини-карту в вх.
    Автор: Woratana
    Сайт: http://www.rpgrevolution.com
    Инструкция: в скрипте
    Скриншоты:


    Спойлер Скрипт:
    #================================================= ==============
    # ● ◦ MiniMap ◦ □
    # * Plug N Play Minimap (Don't need image~) *
    #--------------------------------------------------------------
    # ◦ by Woratana [woratana@hotmail.com]
    # ◦ Thaiware RPG Maker Community
    # ◦ Released on: 09/06/2008
    # ◦ Version: 1.0
    #--------------------------------------------------------------
    # ◦ Credit: KGC for XP MiniMap Script,
    # this script can't be done without his MiniMap.
    #--------------------------------------------------------------

    module MiniMap
    #================================================= ==========================
    # [START] MINIMAP SCRIPT SETUP PART
    #---------------------------------------------------------------------------
    SWITCH_NO_MINIMAP = 10 # Turn ON this switch to NOT SHOW minimap

    MAP_RECT = [410, 20, 100, 100] # Minimap size and position
    # [X, Y, Width, Height]
    # You can change it in game, by call script:
    # $game_system.minimap = [X, Y, Width, Height]

    MAP_Z = 0 # Minimap's Z-coordinate
    # Increase this number if there is problem that minimap show below some objects.

    GRID_SIZE = 5 # Minimap's grid size. Recommend to use more than 3.

    MINIMAP_BORDER_COLOR = Color.new(0, 0, 255, 160) # Minimap's border color
    # Color.new(Red, Green, Blue, Opacity)
    MINIMAP_BORDER_SIZE = 2 # Minimap's border size

    FOREGROUND_COLOR = Color.new(224, 224, 255, 160) # Passable tile color
    BACKGROUND_COLOR = Color.new(0, 0, 0, 160) # Unpassable tile color

    USE_OUTLINE_PLAYER = true # Draw outline around player in minimap?
    PLAYER_OUTLINE_COLOR = Color.new(0, 0, 0, 192) # Player Outline color
    USE_OUTLINE_EVENT = true # Draw outline around events in minimap?
    EVENT_OUTLINE_COLOR = Color.new(255, 255, 255, 192) # Player Outline color

    PLAYER_COLOR = Color.new(255, 0, 0, 192) # Player color
    #---------------------------------------------------------------------------

    OBJECT_COLOR = {} # Don't change or delete this line!
    #================================================= ==============
    # * SETUP EVENT KEYWORD & COLOR
    #---------------------------------------------------------------
    # ** Template:
    # OBJECT_COLOR['keyword'] = Color.new(Red, Green, Blue, Opacity)
    #-------------------------------------------------------------
    # * 'keyword': Word you want to put in event's comment to show this color
    # ** Note: 'keyword' is CASE SENSITIVE!
    # * Color.new(...): Color you want
    # You can put between 0 - 255 in each argument (Red, Green, Blue, Opacity)
    #-------------------------------------------------------------
    OBJECT_COLOR['npc'] = Color.new(30,144,255,160)
    OBJECT_COLOR['treasure'] = Color.new(0,255,255,160)
    OBJECT_COLOR['enemy'] = Color.new(139,35,35,160)
    OBJECT_COLOR['merchant'] = Color.new(255,255,0,160)

    #================================================= ==========================
    # * [OPTIONAL] TAGS:
    #---------------------------------------------------------------------------
    # Change keyword for disable minimap & keyword for show event on minimap~
    #-----------------------------------------------------------------------
    TAG_NO_MINIMAP = '[NOMAP]' # Tag for disable minimap
    TAG_EVENT = 'MMEV' # Tag for show event on minimap
    #---------------------------------------------------------------------------

    #---------------------------------------------------------------------------
    # [END] MINIMAP SCRIPT SETUP PART
    #================================================= ==========================

    def self.refresh
    if $scene.is_a?(Scene_Map)
    $scene.spriteset.minimap.refresh
    end
    end

    def self.update_object
    if $scene.is_a?(Scene_Map)
    $scene.spriteset.minimap.update_object_list
    end
    end
    end

    #================================================= =============================
    # ■ RPG::MapInfo
    #================================================= =============================
    class RPG::MapInfo
    def name
    return @name.gsub(/\[.*\]/) { }
    end

    def original_name
    return @name
    end

    def show_minimap?
    return !@name.include?(MiniMap::TAG_NO_MINIMAP)
    end
    end
    #================================================= =============================
    # ■ Game_System
    #================================================= =============================
    class Game_System
    attr_accessor :minimap
    alias wora_minimap_gamsys_ini initialize

    def initialize
    wora_minimap_gamsys_ini
    @minimap = MiniMap::MAP_RECT
    end

    def show_minimap
    return !$game_switches[MiniMap::SWITCH_NO_MINIMAP]
    end
    end
    #================================================= =============================
    # ■ Game_Map
    #================================================= =============================
    class Game_Map
    alias wora_minimap_gammap_setup setup
    def setup(map_id)
    wora_minimap_gammap_setup(map_id)
    @db_info = load_data('Data/MapInfos.rvdata') if @db_info.nil?
    @map_info = @db_info[map_id]
    end

    def show_minimap?
    return @map_info.show_minimap?
    end
    end
    #================================================= =============================
    # ■ Game_Event
    #================================================= =============================
    class Game_Event < Game_Character
    def mm_comment?(comment, return_comment = false )
    if !@list.nil?
    for i in 0...@list.size - 1
    next if @list[i].code != 108
    if @list[i].parameters[0].include?(comment)
    return @list[i].parameters[0] if return_comment
    return true
    end
    end
    end
    return '' if return_comment
    return false
    end
    end
    #================================================= =============================
    # ■ Game_MiniMap
    #------------------------------------------------------------------------------
    class Game_MiniMap
    def initialize(tilemap)
    @tilemap = tilemap
    refresh
    end

    def dispose
    @border.bitmap.dispose
    @border.dispose
    @map_sprite.bitmap.dispose
    @map_sprite.dispose
    @object_sprite.bitmap.dispose
    @object_sprite.dispose
    @position_sprite.bitmap.dispose
    @position_sprite.dispose
    end

    def visible
    return @map_sprite.visible
    end

    def visible=(value)
    @map_sprite.visible = value
    @object_sprite.visible = value
    @position_sprite.visible = value
    @border.visible = value
    end

    def refresh
    @mmr = $game_system.minimap
    map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
    grid_size = [MiniMap::GRID_SIZE, 1].max

    @x = 0
    @y = 0
    @size = [map_rect.width / grid_size, map_rect.height / grid_size]

    @border = Sprite.new
    @border.x = map_rect.x - MiniMap::MINIMAP_BORDER_SIZE
    @border.y = map_rect.y - MiniMap::MINIMAP_BORDER_SIZE
    b_width = map_rect.width + (MiniMap::MINIMAP_BORDER_SIZE * 2)
    b_height = map_rect.height + (MiniMap::MINIMAP_BORDER_SIZE * 2)
    @border.bitmap = Bitmap.new(b_width, b_height)
    @border.bitmap.fill_rect(@border.bitmap.rect, MiniMap::MINIMAP_BORDER_COLOR)
    @border.bitmap.clear_rect(MiniMap::MINIMAP_BORDER_ SIZE, MiniMap::MINIMAP_BORDER_SIZE,
    @border.bitmap.width - (MiniMap::MINIMAP_BORDER_SIZE * 2),
    @border.bitmap.height - (MiniMap::MINIMAP_BORDER_SIZE * 2))

    @map_sprite = Sprite.new
    @map_sprite.x = map_rect.x
    @map_sprite.y = map_rect.y
    @map_sprite.z = MiniMap::MAP_Z
    bitmap_width = $game_map.width * grid_size + map_rect.width
    bitmap_height = $game_map.height * grid_size + map_rect.height
    @map_sprite.bitmap = Bitmap.new(bitmap_width, bitmap_height)
    @map_sprite.src_rect = map_rect

    @object_sprite = Sprite.new
    @object_sprite.x = map_rect.x
    @object_sprite.y = map_rect.y
    @object_sprite.z = MiniMap::MAP_Z + 1
    @object_sprite.bitmap = Bitmap.new(bitmap_width, bitmap_height)
    @object_sprite.src_rect = map_rect

    @position_sprite = Sprite_Base.new
    @position_sprite.x = map_rect.x + @size[0] / 2 * grid_size
    @position_sprite.y = map_rect.y + @size[1] / 2 * grid_size
    @position_sprite.z = MiniMap::MAP_Z + 2

    bitmap = Bitmap.new(grid_size, grid_size)
    # Player's Outline
    if MiniMap::USE_OUTLINE_PLAYER and MiniMap::GRID_SIZE >= 3
    bitmap.fill_rect(bitmap.rect, MiniMap::PLAYER_OUTLINE_COLOR)
    brect = Rect.new(bitmap.rect.x + 1, bitmap.rect.y + 1, bitmap.rect.width - 2,
    bitmap.rect.height - 2)
    bitmap.clear_rect(brect)
    else
    brect = bitmap.rect
    end

    bitmap.fill_rect(brect, MiniMap::PLAYER_COLOR)
    @position_sprite.bitmap = bitmap

    draw_map
    update_object_list
    draw_object
    update_position
    end

    def draw_map
    bitmap = @map_sprite.bitmap
    bitmap.fill_rect(bitmap.rect, MiniMap::BACKGROUND_COLOR)
    map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
    grid_size = [MiniMap::GRID_SIZE, 1].max

    $game_map.width.times do |i|
    $game_map.height.times do |j|
    if !$game_map.passable?(i, j)
    next
    end
    rect = Rect.new(map_rect.width / 2 + grid_size * i,
    map_rect.height / 2 + grid_size * j,
    grid_size, grid_size)
    if grid_size >= 3
    if !$game_map.passable?(i, j)
    rect.height -= 1
    rect.x += 1
    rect.width -= 1
    rect.width -= 1
    rect.y += 1
    rect.height -= 1
    end
    end
    bitmap.fill_rect(rect, MiniMap::FOREGROUND_COLOR)
    end
    end
    end

    def update_object_list
    @object_list = {}
    $game_map.events.values.each do |e|
    comment = e.mm_comment?(MiniMap::TAG_EVENT, true)
    if comment != ''
    type = comment.gsub(/#{MiniMap::TAG_EVENT}/){}.gsub(/\s+/){}
    @object_list[type] = [] if @object_list[type].nil?
    @object_list[type] << e
    end
    end
    end

    def draw_object
    bitmap = @object_sprite.bitmap
    bitmap.clear
    map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
    grid_size = [MiniMap::GRID_SIZE, 1].max
    rect = Rect.new(0, 0, grid_size, grid_size)
    mw = map_rect.width / 2
    mh = map_rect.height / 2

    @object_list.each do |key, events|
    color = MiniMap::OBJECT_COLOR[key]
    next if events.nil? or color.nil?
    events.each do |obj|
    if !obj.character_name.empty?
    rect.x = mw + obj.real_x * grid_size / 256
    rect.y = mh + obj.real_y * grid_size / 256
    # Event's Outline
    if MiniMap::USE_OUTLINE_EVENT and MiniMap::GRID_SIZE >= 3
    bitmap.fill_rect(rect, MiniMap::EVENT_OUTLINE_COLOR)
    brect = Rect.new(rect.x + 1, rect.y + 1, rect.width - 2,
    rect.height - 2)
    bitmap.clear_rect(brect)
    else
    brect = bitmap.rect
    end
    bitmap.fill_rect(brect, color)
    end
    end
    end
    end

    def update
    if @mmr != $game_system.minimap
    dispose
    refresh
    end
    draw_object
    update_position
    if @map_sprite.visible
    @map_sprite.update
    @object_sprite.update
    @position_sprite.update
    end
    end

    def update_position
    map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
    grid_size = [MiniMap::GRID_SIZE, 1].max
    sx = $game_player.real_x * grid_size / 256
    sy = $game_player.real_y * grid_size / 256
    @map_sprite.src_rect.x = sx
    @map_sprite.src_rect.y = sy
    @object_sprite.src_rect.x = sx
    @object_sprite.src_rect.y = sy
    end
    end
    #================================================= =============================
    # ■ Spriteset_Map
    #------------------------------------------------------------------------------
    class Spriteset_Map
    attr_reader :minimap
    alias wora_minimap_sprsetmap_ini initialize
    alias wora_minimap_sprsetmap_dis dispose
    alias wora_minimap_sprsetmap_upd update

    def initialize
    wora_minimap_sprsetmap_ini
    if $game_map.show_minimap?
    @minimap = Game_MiniMap.new(@tilemap)
    $game_system.show_minimap = true if $game_system.show_minimap.nil?
    @minimap.visible = $game_system.show_minimap
    end
    end

    def dispose
    @minimap.dispose if !@minimap.nil?
    wora_minimap_sprsetmap_dis
    end

    def update
    if !@minimap.nil?
    if $game_system.show_minimap
    @minimap.visible = true
    @minimap.update
    else
    @minimap.visible = false
    end
    end
    wora_minimap_sprsetmap_upd
    end
    end
    #================================================= =============================
    # ■ Scene_Map
    #------------------------------------------------------------------------------
    class Scene_Map < Scene_Base
    attr_reader :spriteset
    end
    Последний раз редактировалось aisuuw; 14.04.2011 в 15:46.


  2. #2
    Создатель Аватар для Рольф
    Информация о пользователе
    Регистрация
    14.04.2008
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    Репутация: 108 Добавить или отнять репутацию

    По умолчанию

    Молодец, оформил прилично.

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Mini map