绫晓露雪èŒ
Member
a research of Tilemap. I know there was already a "Tilemap 1.0", but I'm not satisifed with the algorithm (when I use that script, I can't get 40 FPS, and there are some priorities bugs), so I wrote this one.
use this algorithm in RMVX-RGSS2.0, we can use our RMXP maps & RMXP Tilemap resources easily. and also, we can use 16*16 resources easily.
I have not finished dynamic autotile and cell flash, etc. Because there is no requirement now^^
First post at : http://bbs.66rpg.com/forumTopicRead.asp?id=75115
by 柳柳@66RPG
use this algorithm in RMVX-RGSS2.0, we can use our RMXP maps & RMXP Tilemap resources easily. and also, we can use 16*16 resources easily.
I have not finished dynamic autotile and cell flash, etc. Because there is no requirement now^^
First post at : http://bbs.66rpg.com/forumTopicRead.asp?id=75115
by 柳柳@66RPG
Code:
#==============================================================================
# â– Spriteset_Map
#------------------------------------------------------------------------------
#  处ç†åœ°å›¾ç”»é¢æ´»åŠ¨å—和元件的类。本类在
# Scene_Map 类的内部使用。
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# â— åˆå§‹åŒ–对åƒ
#--------------------------------------------------------------------------
def initialize
# 生æˆæ˜¾ç¤ºç«¯å£
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 200
@viewport3.z = 5000
# 生æˆå…ƒä»¶åœ°å›¾
# @tilemap = Tilemap.new(@viewport1)
# @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
# for i in 0..6
# autotile_name = $game_map.autotile_names[i]
# @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
# end
# @tilemap.map_data = $game_map.data
# @tilemap.priorities = $game_map.priorities
@map_sp = []
for i in 0...$game_map.height + 7
@map_sp[i] = Sprite.new(@viewport1)
@map_sp[i].bitmap = Bitmap.new($game_map.width * 32 , 192)
# @map_sp[i].bitmap.draw_text(0, 0, $game_map.width * 32 , 32, i.to_s)
@map_sp[i].z = 32 + i * 32
end
for i in 0...$game_map.width
for j in 0...$game_map.height
for k in [0,1,2]
tile_id = $game_map.data[i,j,k]
next if tile_id == 0
numb = j + $game_map.priorities[tile_id]
if tile_id < 384
tid = tile_id / 48
bmp = at48(tile_id - tid * 48, RPG::Cache.autotile($game_map.autotile_names[tid-1]))
tx = i * 32
ty = (5 - $game_map.priorities[tile_id])* 32
@map_sp[numb].bitmap.blt(tx, ty, bmp, bmp.rect)
next
end
x = (tile_id - 384) % 8 * 32
y = (tile_id - 384) / 8 * 32
rect = Rect.new(x, y, 32, 32)
tx = i * 32
ty = (5 - $game_map.priorities[tile_id])* 32
@map_sp[numb].bitmap.blt(tx, ty, RPG::Cache.tileset($game_map.tileset_name), rect)
# @map_sp[numb].bitmap.draw_text(tx, ty, 32, 32, numb.to_s)
end
end
end
for i in 0...$game_map.height + 6
@map_sp[i].y = i * 32 - 160
end
# 生æˆè¿œæ™¯å¹³é¢
@panorama = Plane.new(@viewport1)
@panorama.z = -1000
# 生æˆé›¾å¹³é¢
@fog = Plane.new(@viewport1)
@fog.z = 3000
# 生æˆè§’色活动å—
@character_sprites = []
for i in $game_map.events.keys.sort
sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
@character_sprites.push(sprite)
end
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
# 生æˆå¤©æ°”
@weather = RPG::Weather.new(@viewport1)
# 生æˆå›¾ç‰‡
@picture_sprites = []
for i in 1..50
@picture_sprites.push(Sprite_Picture.new(@viewport2,
$game_screen.pictures[i]))
end
# 生æˆè®¡æ—¶å™¨å—
@timer_sprite = Sprite_Timer.new
# 刷新画é¢
update
end
#--------------------------------------------------------------------------
# ◠释放
#--------------------------------------------------------------------------
def dispose
# 释放元件地图
# @tilemap.tileset.dispose
# for i in 0..6
# @tilemap.autotiles[i].dispose
# end
# @tilemap.dispose
# 释放远景平é¢
@panorama.dispose
# 释放雾平é¢
@fog.dispose
# 释放角色活动å—
for sprite in @character_sprites
sprite.dispose
end
# 释放天候
@weather.dispose
# 释放图片
for sprite in @picture_sprites
sprite.dispose
end
# 释放计时器å—
@timer_sprite.dispose
# 释放显示端å£
@viewport1.dispose
@viewport2.dispose
@viewport3.dispose
end
#--------------------------------------------------------------------------
# ◠刷新画é¢
#--------------------------------------------------------------------------
def update
# 远景与现在的情况有差异å‘情况下
if @panorama_name != $game_map.panorama_name or
@panorama_hue != $game_map.panorama_hue
@panorama_name = $game_map.panorama_name
@panorama_hue = $game_map.panorama_hue
if @panorama.bitmap != nil
@panorama.bitmap.dispose
@panorama.bitmap = nil
end
if @panorama_name != ""
@panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
end
Graphics.frame_reset
end
# 雾与现在的情况有差异的情况下
if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
@fog_name = $game_map.fog_name
@fog_hue = $game_map.fog_hue
if @fog.bitmap != nil
@fog.bitmap.dispose
@fog.bitmap = nil
end
if @fog_name != ""
@fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
end
Graphics.frame_reset
end
# 刷新元件地图
for i in 0...$game_map.height + 6
@map_sp[i].y = i * 32 - 160 - $game_map.display_y / 4
@map_sp[i].x = - $game_map.display_x / 4
@map_sp[i].z = (i * 128 - $game_map.display_y + 3) / 4 + 32
end
# @tilemap.ox = $game_map.display_x / 4
# @tilemap.oy = $game_map.display_y / 4
# @tilemap.update
# 刷新远景平é¢
@panorama.ox = $game_map.display_x / 8
@panorama.oy = $game_map.display_y / 8
# 刷新雾平é¢
@fog.zoom_x = $game_map.fog_zoom / 100.0
@fog.zoom_y = $game_map.fog_zoom / 100.0
@fog.opacity = $game_map.fog_opacity
@fog.blend_type = $game_map.fog_blend_type
@fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
@fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
@fog.tone = $game_map.fog_tone
# 刷新角色活动å—
for sprite in @character_sprites
sprite.update
end
# 刷新天候图形
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.ox = $game_map.display_x / 4
@weather.oy = $game_map.display_y / 4
@weather.update
# 刷新图片
for sprite in @picture_sprites
sprite.update
end
# 刷新计时器å—
@timer_sprite.update
# 设置画é¢çš„色调与震动ä½ç½®
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
# 设置画é¢çš„é—ªçƒè‰²
@viewport3.color = $game_screen.flash_color
# 刷新显示端å£
@viewport1.update
@viewport3.update
end
def at48(i, bmp)
a = [
[27,28,5 ,28,27,6 ,5 ,6 ,27,28,5 ,28,27,6 ,5 ,6 ],
[33,34,33,34,33,34,33,34,33,12,33,12,33,12,33,12],
[27,28,5 ,28,27,6 ,5 ,6 ,27,28,5 ,28,27,6 ,5 ,6 ],
[11,34,11,34,11,34,11,34,11,12,11,12,11,12,11,12],
[25,26,25,6 ,25,26,25,6 ,15,16,15,16,15,16,15,16],
[31,32,31,32,31,12,31,12,21,22,21,12,11,22,11,12],
[29,30,29,30,5 ,30,5 ,30,39,40,5 ,40,39,6 ,5 ,6 ],
[35,36,11,36,35,36,11,36,45,46,45,46,45,46,45,46],
[25,30,15,16,13,14,13,14,17,18,17,18,41,42,5 ,42],
[31,36,45,46,19,20,19,12,23,24,11,24,47,48,47,48],
[37,38,37,6 ,13,18,13,14,37,42,17,18,13,18,1 ,2 ],
[43,44,43,44,19,24,43,44,43,48,47,48,43,48,7 ,8 ]
]
bitmap = Bitmap.new(32, 32)
xy = getrect(i)
y = xy[1] * 2
x = xy[0] * 2
#p i,y,x,a[y][x],a[y][x+1],a[y+1][x],a[y+1][x+1]
bitmap.blt(0, 0, bmp, Rect.new(get_at(a[y][x])[0] * 16,get_at(a[y][x])[1] * 16, 16,16))
bitmap.blt(16, 0, bmp, Rect.new(get_at(a[y][x+1])[0] * 16,get_at(a[y][x+1])[1] * 16, 16,16))
bitmap.blt(0, 16, bmp, Rect.new(get_at(a[y+1][x])[0] * 16,get_at(a[y+1][x])[1]* 16, 16,16))
bitmap.blt(16, 16, bmp, Rect.new(get_at(a[y+1][x+1])[0] * 16,get_at(a[y+1][x+1])[1]* 16, 16,16))
return bitmap
end
def getrect(id)
x = id % 8
y = id / 8
return [x, y]
end
def get_at(id)
id -= 1
x = id % 6
y = id / 6
return [x, y]
end
end