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Spriteset_Map ::: posté le 2006-02-16 @ 09:42:00
Auteur: Yukihiro matsumoto

#============================================
# ¡ Spriteset_Map
#----------------------------------------------
# @ƒ}ƒbƒv‰æ–ʂ̃Xƒvƒ‰ƒCƒg‚âƒ^ƒCƒ‹ƒ}ƒbƒv‚È‚Ç‚ð‚Ü‚Æ‚ß‚½ƒNƒ‰ƒX‚Å‚·B‚±‚̃Nƒ‰ƒX‚Í
# Scene_Map ƒNƒ‰ƒX‚Ì“à•”‚ÅŽg—p‚³‚ê‚Ü‚·B
#============================================

class Spriteset_Map
#------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#------------------------------------------
def initialize
# ƒrƒ…[ƒ|[ƒg‚ðì¬
@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
# ƒ^ƒCƒ‹ƒ}ƒbƒv‚ðì¬
@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
# ƒpƒmƒ‰ƒ}ƒvƒŒ[ƒ“‚ðì¬
@panorama = Plane.new(@viewport1)
@panorama.z = -1000
# ƒtƒHƒOƒvƒŒ[ƒ“‚ðì¬
@fog = Plane.new(@viewport1)
@fog.z = 3000
# ƒLƒƒƒ‰ƒNƒ^[ƒXƒvƒ‰ƒCƒg‚ðì¬
@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))
# “VŒó‚ðì¬
@weather = RPG::Weather.new(@viewport1)
# ƒsƒNƒ`ƒƒ‚ðì¬
@picture_sprites = []
for i in 1..50
@picture_sprites.push(Sprite_Picture.new(@viewport2,
$game_screen.pictures[i]))
end
# ƒ^ƒCƒ}[ƒXƒvƒ‰ƒCƒg‚ðì¬
@timer_sprite = Sprite_Timer.new
# ƒtƒŒ[ƒ€XV
update
end
#------------------------------------------
# œ ‰ð•ú
#------------------------------------------
def dispose
# ƒ^ƒCƒ‹ƒ}ƒbƒv‚ð‰ð•ú
@tilemap.tileset.dispose
for i in 0..6
@tilemap.autotiles[i].dispose
end
@tilemap.dispose
# ƒpƒmƒ‰ƒ}ƒvƒŒ[ƒ“‚ð‰ð•ú
@panorama.dispose
# ƒtƒHƒOƒvƒŒ[ƒ“‚ð‰ð•ú
@fog.dispose
# ƒLƒƒƒ‰ƒNƒ^[ƒXƒvƒ‰ƒCƒg‚ð‰ð•ú
for sprite in @character_sprites
sprite.dispose
end
# “VŒó‚ð‰ð•ú
@weather.dispose
# ƒsƒNƒ`ƒƒ‚ð‰ð•ú
for sprite in @picture_sprites
sprite.dispose
end
# ƒ^ƒCƒ}[ƒXƒvƒ‰ƒCƒg‚ð‰ð•ú
@timer_sprite.dispose
# ƒrƒ…[ƒ|[ƒg‚ð‰ð•ú
@viewport1.dispose
@viewport2.dispose
@viewport3.dispose
end
#------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#------------------------------------------
def update
# ƒpƒmƒ‰ƒ}‚ªŒ»Ý‚Ì‚à‚̂ƈقȂéê‡
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
# ƒtƒHƒO‚ªŒ»Ý‚Ì‚à‚̂ƈقȂéê‡
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
# ƒ^ƒCƒ‹ƒ}ƒbƒv‚ðXV
@tilemap.ox = $game_map.display_x / 4
@tilemap.oy = $game_map.display_y / 4
@tilemap.update
# ƒpƒmƒ‰ƒ}ƒvƒŒ[ƒ“‚ðXV
@panorama.ox = $game_map.display_x / 8
@panorama.oy = $game_map.display_y / 8
# ƒtƒHƒOƒvƒŒ[ƒ“‚ðXV
@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
# ƒLƒƒƒ‰ƒNƒ^[ƒXƒvƒ‰ƒCƒg‚ðXV
for sprite in @character_sprites
sprite.update
end
# “VŒóƒOƒ‰ƒtƒBƒbƒN‚ðXV
@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
# ƒsƒNƒ`ƒƒ‚ðXV
for sprite in @picture_sprites
sprite.update
end
# ƒ^ƒCƒ}[ƒXƒvƒ‰ƒCƒg‚ðXV
@timer_sprite.update
# ‰æ–ʂ̐F’²‚ƃVƒFƒCƒNˆÊ’u‚ðÝ’è
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
# ‰æ–ʂ̃tƒ‰ƒbƒVƒ…F‚ðÝ’è
@viewport3.color = $game_screen.flash_color
# ƒrƒ…[ƒ|[ƒg‚ðXV
@viewport1.update
@viewport3.update
end
end
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