# Train_Actor
# Config.rb
#==============================================================================
# ?? Train_Actor::Config
#------------------------------------------------------------------------------
# ?}?b?v????A?N?^?[???????????????
#==============================================================================
module Train_Actor
# ??????????p?X?C?b?`???
# true ????X?C?b?`???????s??
# TRANSPARENT_SWITCH = true
TRANSPARENT_SWITCH = false
# ??????????p?X?C?b?`???
# TRANSPARENT_SWITCH ?? true ??A????????X?C?b?`??ON???????????
TRANSPARENT_SWITCHES_INDEX = 20
# ???A?N?^?[????
# ?????I????l???p?[?e?B???o???????????????c
TRAIN_ACTOR_SIZE_MAX = 4
# ??
DOWN_LEFT = 1
DOWN_RIGHT = 3
UP_LEFT = 7
UP_RIGHT = 9
JUMP = 5
end
# rgss
# Spriteset_Map_Module.rb
#==============================================================================
# ?? Spriteset_Map_Module
#------------------------------------------------------------------------------
# ?}?b?v????A?N?^?[???????????????
#==============================================================================
module Train_Actor
module Spriteset_Map_Module
def setup_actor_character_sprites?
return @setup_actor_character_sprites_flag != nil
end
def setup_actor_character_sprites(characters)
if !setup_actor_character_sprites?
for character in characters.reverse
@character_sprites.unshift(
Sprite_Character.new(@viewport1, character)
)
end
@setup_actor_character_sprites_flag = true
end
end
end
end
class Spriteset_Map
include Train_Actor::Spriteset_Map_Module
end
# Scene_Map_Module.rb
#==============================================================================
# ?? Scene_Map_Module
#------------------------------------------------------------------------------
# ?}?b?v????A?N?^?[???????????????
#==============================================================================
module Train_Actor
module Scene_Map_Module
def setup_actor_character_sprites(characters)
@spriteset.setup_actor_character_sprites(characters)
end
end
end
class Scene_Map
include Train_Actor::Scene_Map_Module
end
# Game_Party_Module.rb
#==============================================================================
# ?? Game_Party_Module
#------------------------------------------------------------------------------
# ?}?b?v????A?N?^?[???????????????
#==============================================================================
module Train_Actor
module Game_Party_Module
attr_reader :characters
def actors_dead?
for actor in actors
if actor.dead?
return true
end
end
return false
end
def update_party_order
if not actors_dead?
return actors
end
alive_actors = []
dead_actors = []
for actor in actors
if actor.dead?
dead_actors.push actor
else
alive_actors.push actor
end
end
return alive_actors + dead_actors
end
def setup_actor_character_sprites
if @characters.nil?
@characters = []
for i in 1 ... TRAIN_ACTOR_SIZE_MAX
@characters.push(Game_Party_Actor.new)
end
end
setup_actors = update_party_order
for i in 1 ... TRAIN_ACTOR_SIZE_MAX
@characters[i - 1].setup(setup_actors[i])
end
if $scene.class.method_defined?('setup_actor_character_sprites')
$scene.setup_actor_character_sprites(@characters)
end
end
if TRANSPARENT_SWITCH
def transparent_switch
transparent = $game_player.transparent
if transparent == false
transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
end
return transparent
end
else
def transparent_switch
return $game_player.transparent
end
end
def update_party_actors
update_party_order
setup_actor_character_sprites
transparent = transparent_switch
for character in @characters
character.transparent = transparent
character.move_speed = $game_player.move_speed
character.step_anime = $game_player.step_anime
character.update
end
end
def moveto_party_actors( x, y )
setup_actor_character_sprites
for character in @characters
character.moveto( x, y )
end
if @move_list == nil
@move_list = []
end
move_list_setup
end
def move_party_actors
if @move_list == nil
@move_list = []
move_list_setup
end
@move_list.each_index do |i|
if @characters[i] != nil
case @move_list[i].type
when Input::DOWN
@characters[i].move_down(@move_list[i].args[0])
when Input::LEFT
@characters[i].move_left(@move_list[i].args[0])
when Input::RIGHT
@characters[i].move_right(@move_list[i].args[0])
when Input::UP
@characters[i].move_up(@move_list[i].args[0])
when DOWN_LEFT
@characters[i].move_lower_left
when DOWN_RIGHT
@characters[i].move_lower_right
when UP_LEFT
@characters[i].move_upper_left
when UP_RIGHT
@characters[i].move_upper_right
when JUMP
@characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
end
end
end
end
class Move_List_Element
def initialize(type,args)
@type = type
@args = args
end
def type() return @type end
def args() return @args end
end
def move_list_setup
for i in 0 .. TRAIN_ACTOR_SIZE_MAX
@move_list[i] = nil
end
end
def add_move_list(type,*args)
@move_list.unshift(Move_List_Element.new(type,args)).pop
end
def move_down_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::DOWN,turn_enabled)
end
def move_left_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::LEFT,turn_enabled)
end
def move_right_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::RIGHT,turn_enabled)
end
def move_up_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::UP,turn_enabled)
end
def move_lower_left_party_actors
move_party_actors
add_move_list(DOWN_LEFT)
end
def move_lower_right_party_actors
move_party_actors
add_move_list(DOWN_RIGHT)
end
def move_upper_left_party_actors
move_party_actors
add_move_list(UP_LEFT)
end
def move_upper_right_party_actors
move_party_actors
add_move_list(UP_RIGHT)
end
def jump_party_actors(x_plus, y_plus)
move_party_actors
add_move_list(JUMP,x_plus, y_plus)
end
end
end
class Game_Party
include Train_Actor::Game_Party_Module
# ?????
if Train_Actor::TRAIN_ACTOR_SIZE_MAX != 4
#--------------------------------------------------------------------------
# ?? ?A?N?^?[????????
# actor_id : ?A?N?^?[ ID
#--------------------------------------------------------------------------
def add_actor(actor_id)
# ?A?N?^?[????
actor = $game_actors[actor_id]
# ?p?[?e?B?l???? 4 ?l??????A????A?N?^?[???p?[?e?B????????
if @actors.size < Train_Actor::TRAIN_ACTOR_SIZE_MAX and not @actors.include?(actor)
# ?A?N?^?[?????
@actors.push(actor)
# ?v???C???[?????t???b?V??
$game_player.refresh
end
end
end
end
# Game_Player_Module.rb
#==============================================================================
# ?? Game_Player_Module
#------------------------------------------------------------------------------
# ?}?b?v????A?N?^?[???????????????
#==============================================================================
module Train_Actor
module Game_Player_Module
attr_reader :move_speed
attr_reader :step_anime
def update_party_actors
if $game_party.actors.empty?
return
end
$game_party.update_party_actors
actor = $game_party.actors[0]
if not actor.dead?
if not @prev_dead.nil?
@character_name = actor.character_name
@character_hue = actor.character_hue
@prev_dead = nil
end
return
end
@prev_dead = true
$game_party.actors.each do |actor|
if actor.dead?
next
end
@character_name = actor.character_name
@character_hue = actor.character_hue
break
end
end
def update
update_party_actors
super
end
def moveto( x, y )
$game_party.moveto_party_actors( x, y )
super( x, y )
end
def move_down(turn_enabled = true)
if passable?(@x, @y, Input::DOWN)
$game_party.move_down_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_left(turn_enabled = true)
if passable?(@x, @y, Input::LEFT)
$game_party.move_left_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_right(turn_enabled = true)
if passable?(@x, @y, Input::RIGHT)
$game_party.move_right_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_up(turn_enabled = true)
if passable?(@x, @y, Input::UP)
$game_party.move_up_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_lower_left
# ???????A?????? ????????R?[?X????s??\???
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
$game_party.move_lower_left_party_actors
end
super
end
def move_lower_right
# ?????E?A?E???? ????????R?[?X????s??\???
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
$game_party.move_lower_right_party_actors
end
super
end
def move_upper_left
# ?????A?????? ????????R?[?X????s??\???
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
$game_party.move_upper_left_party_actors
end
super
end
def move_upper_right
# ???E?A?E???? ????????R?[?X????s??\???
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
$game_party.move_upper_right_party_actors
end
super
end
def jump(x_plus, y_plus)
# ?V???????W???v?Z
new_x = @x + x_plus
new_y = @y + y_plus
# ???Z?l?? (0,0) ??????A?W?????v????s??\???
if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
$game_party.jump_party_actors(x_plus, y_plus)
end
super(x_plus, y_plus)
end
end
end
class Game_Player
include Train_Actor::Game_Player_Module
end
# Game_Event_Module.rb
#==============================================================================
# ?? Game_Event_Module
#------------------------------------------------------------------------------
# ?}?b?v????A?N?^?[???????????????
#==============================================================================
module Train_Actor
module Game_Event_Module
#--------------------------------------------------------------------------
# ?? ??s??\????
# x : X ???W
# y : Y ???W
# d : ???? (0,2,4,6,8) ?? 0 = ?S??????s?s?????????? (?W?????v?p)
# return : ??s?s?? false ??\ true
#--------------------------------------------------------------------------
def passable?(x, y, d)
result = super(x, y, d)
if result
# ?V???????W???????
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# ?g???C???A?N?^?[????[?v
for actor in $game_party.characters
# ?\?????????????
if not actor.character_name.empty?
# ?A?N?^?[????W???????????v??????
if actor.x == new_x and actor.y == new_y
# ???????C?x???g???
if self != $game_player
# ??s?s??
return false
end
end
end
end
end
return result
end
end
end
class Game_Event
include Train_Actor::Game_Event_Module
end
# Game_Party_Actor.rb
#==============================================================================
# ?? Game_Party_Actor
#------------------------------------------------------------------------------
# ?}?b?v????A?N?^?[???????????????
#==============================================================================
module Train_Actor
class Game_Party_Actor < Game_Character
attr_writer :move_speed
attr_writer :step_anime
def initialize
super()
@through = true
end
def setup(actor)
# ?L?????N?^?[??t?@?C??????F???????
if actor != nil and (not actor.dead?) # ????????????? ?????A????????c
@character_name = actor.character_name
@character_hue = actor.character_hue
else
@character_name = ""
@character_hue = 0
end
# ?s?????x????????@????????
@opacity = 255
@blend_type = 0
end
def screen_z(height = 0)
if $game_player.x == @x and $game_player.y == @y
return $game_player.screen_z(height) - 1
end
super(height)
end
#--------------------------------------------------------------------------
# ?? ??????
# turn_enabled : ?????????????X??????????t???O
#--------------------------------------------------------------------------
def move_down(turn_enabled = true)
# ???????*
if turn_enabled
turn_down
end
# ??s??\???
if passable?(@x, @y, Input::DOWN)
# ???????*
turn_down
# ???W???X?V
@y += 1
end
end
#--------------------------------------------------------------------------
# ?? ??????
# turn_enabled : ?????????????X??????????t???O
#--------------------------------------------------------------------------
def move_left(turn_enabled = true)
# ???????*
if turn_enabled
turn_left
end
# ??s??\???
if passable?(@x, @y, Input::LEFT)
# ???????*
turn_left
# ???W???X?V
@x -= 1
end
end
#--------------------------------------------------------------------------
# ?? ?E????
# turn_enabled : ?????????????X??????????t???O
#--------------------------------------------------------------------------
def move_right(turn_enabled = true)
# ?E?????*
if turn_enabled
turn_right
end
# ??s??\???
if passable?(@x, @y, Input::RIGHT)
# ?E?????*
turn_right
# ???W???X?V
@x += 1
end
end
#--------------------------------------------------------------------------
# ?? ??????
# turn_enabled : ?????????????X??????????t???O
#--------------------------------------------------------------------------
def move_up(turn_enabled = true)
# ???????*
if turn_enabled
turn_up
end
# ??s??\???
if passable?(@x, @y, Input::UP)
# ???????*
turn_up
# ???W???X?V
@y -= 1
end
end
#--------------------------------------------------------------------------
# ?? ????????
#--------------------------------------------------------------------------
def move_lower_left
# ??????’???????
unless @direction_fix
# ?E??????????????????A??????????????????????*
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
end
# ???????A?????? ????????R?[?X????s??\???
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
# ???W???X?V
@x -= 1
@y += 1
end
end
#--------------------------------------------------------------------------
# ?? ?E??????
#--------------------------------------------------------------------------
def move_lower_right
# ??????’???????
unless @direction_fix
# ????????????????E???A??????????????????????*
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
end
# ?????E?A?E???? ????????R?[?X????s??\???
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
# ???W???X?V
@x += 1
@y += 1
end
end
#--------------------------------------------------------------------------
# ?? ????????
#--------------------------------------------------------------------------
def move_upper_left
# ??????’???????
unless @direction_fix
# ?E??????????????????A??????????????????????*
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
end
# ?????A?????? ????????R?[?X????s??\???
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
# ???W???X?V
@x -= 1
@y -= 1
end
end
#--------------------------------------------------------------------------
# ?? ?E??????
#--------------------------------------------------------------------------
def move_upper_right
# ??????’???????
unless @direction_fix
# ????????????????E???A??????????????????????*
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
end
# ???E?A?E???? ????????R?[?X????s??\???
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
# ???W???X?V
@x += 1
@y -= 1
end
end
end
end