Croisé Lv.14
Age : 26 Inscrit le : 22/05/2011 Messages : 1141
| Sujet: Re: Edit : Problèmes mineurs [voir premier message, ne pas s'occuper du reste] Mar 29 Mai 2012 - 19:52 | |
| Ce que tu demande est assez difficile, car il te faut une fusion entre le scripte de brouillard de guerre et le scripte de lumière, je te conseil de faire une demande une fusion de scripte entre ces 2 scriptes : - Code:
-
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 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 et ton scripte de lumiere |
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