Xyiphis Dragonmaster
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here quote:
# # Train_Actor # # fukuyama@alles.or.jp # # ●透明状態用スイッチ設定 # true だとスイッチ制御を行う # TRAIN_ACTOR_TRANSPARENT_SWITCH = false TRAIN_ACTOR_TRANSPARENT_SWITCH = true # ●透明状態用スイッチ番号 # この番号のスイッチがONだと透明になる TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX = 20 # 定数 #Input::DOWN = 2 #Input::LEFT = 4 #Input::RIGHT = 6 #Input::UP = 8 DOWN_LEFT = 1 DOWN_RIGHT = 3 UP_LEFT = 7 UP_RIGHT = 9 JUMP = 5 class Game_Party_Actor < Game_Character def initialize super() @through = true end def setup(actor) # キャラクターのファイル名と色相を設定 if actor != nil @character_name = actor.character_name @character_hue = actor.character_hue else @character_name = "" @character_hue = 0 end # 不透明度と合成方法を初期化 @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 #-------------------------------------------------------------------------- # ● 下に移動 # turn_enabled : その場での向き変更を許可するフラグ #-------------------------------------------------------------------------- def move_down(turn_enabled = true) # 下を向く if turn_enabled turn_down end # 通行可能な場合 if passable?(@x, @y, Input::DOWN) # 下を向く turn_down # 座標を更新 @y += 1 end end #-------------------------------------------------------------------------- # ● 左に移動 # turn_enabled : その場での向き変更を許可するフラグ #-------------------------------------------------------------------------- def move_left(turn_enabled = true) # 左を向く if turn_enabled turn_left end # 通行可能な場合 if passable?(@x, @y, Input::LEFT) # 左を向く turn_left # 座標を更新 @x -= 1 end end #-------------------------------------------------------------------------- # ● 右に移動 # turn_enabled : その場での向き変更を許可するフラグ #-------------------------------------------------------------------------- def move_right(turn_enabled = true) # 右を向く if turn_enabled turn_right end # 通行可能な場合 if passable?(@x, @y, Input::RIGHT) # 右を向く turn_right # 座標を更新 @x += 1 end end #-------------------------------------------------------------------------- # ● 上に移動 # turn_enabled : その場での向き変更を許可するフラグ #-------------------------------------------------------------------------- def move_up(turn_enabled = true) # 上を向く if turn_enabled turn_up end # 通行可能な場合 if passable?(@x, @y, Input::UP) # 上を向く turn_up # 座標を更新 @y -= 1 end end #-------------------------------------------------------------------------- # ● 左下に移動 #-------------------------------------------------------------------------- def move_lower_left # 向き固定でない場合 unless @direction_fix # 右向きだった場合は左を、上向きだった場合は下を向く @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction) end # 下→左、左→下 のどちらかのコースが通行可能な場合 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)) # 座標を更新 @x -= 1 @y += 1 end end #-------------------------------------------------------------------------- # ● 右下に移動 #-------------------------------------------------------------------------- def move_lower_right # 向き固定でない場合 unless @direction_fix # 左向きだった場合は右を、上向きだった場合は下を向く @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction) end # 下→右、右→下 のどちらかのコースが通行可能な場合 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)) # 座標を更新 @x += 1 @y += 1 end end #-------------------------------------------------------------------------- # ● 左上に移動 #-------------------------------------------------------------------------- def move_upper_left # 向き固定でない場合 unless @direction_fix # 右向きだった場合は左を、下向きだった場合は上を向く @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction) end # 上→左、左→上 のどちらかのコースが通行可能な場合 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)) # 座標を更新 @x -= 1 @y -= 1 end end #-------------------------------------------------------------------------- # ● 右上に移動 #-------------------------------------------------------------------------- def move_upper_right # 向き固定でない場合 unless @direction_fix # 左向きだった場合は右を、下向きだった場合は上を向く @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction) end # 上→右、右→上 のどちらかのコースが通行可能な場合 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)) # 座標を更新 @x += 1 @y -= 1 end end def set_move_speed(move_speed) @move_speed = move_speed end end class Spriteset_Map def setup_actor_character_sprites? return @setup_actor_character_sprites_flag != nil end def setup_actor_character_sprites(characters) if !setup_actor_character_sprites? index_game_player = 0 @character_sprites.each_index do |i| if @character_sprites.character.instance_of?(Game_Player) index_game_player = i break end end for character in characters.reverse @character_sprites.unshift( Sprite_Character.new(@viewport1, character) ) end @setup_actor_character_sprites_flag = true end end end class Scene_Map def setup_actor_character_sprites(characters) @spriteset.setup_actor_character_sprites(characters) end end class Game_Party def set_transparent_actors(transparent) @transparent = transparent end def setup_actor_character_sprites if @characters == nil @characters = [] for i in 1 .. 4 @characters.push(Game_Party_Actor.new) end end if @actors_chach == nil @actors_chach = [] end if @actors_chach != @actors @actors_chach = @actors.clone for i in 1 .. 4 @characters[i - 1].setup(actors) end end if $scene.instance_of?(Scene_Map) $scene.setup_actor_character_sprites(@characters) end end def update_party_actors setup_actor_character_sprites transparent = $game_player.transparent if transparent == false if TRAIN_ACTOR_TRANSPARENT_SWITCH transparent = $game_switches[TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX] else transparent = $game_player.transparent end end for character in @characters character.transparent = transparent character.set_move_speed($game_player.get_move_speed) 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 for i in 0 .. 10 @move_list = nil end end def move_party_actors if @move_list == nil @move_list = [] for i in 0 .. 10 @move_list = nil end end @move_list.each_index do |i| if @characters != nil case @move_list.type when Input::DOWN @characters.move_down(@move_list.args[0]) when Input::LEFT @characters.move_left(@move_list.args[0]) when Input::RIGHT @characters.move_right(@move_list.args[0]) when Input::UP @characters.move_up(@move_list.args[0]) when DOWN_LEFT @characters.move_lower_left when DOWN_RIGHT @characters.move_lower_right when UP_LEFT @characters.move_upper_left when UP_RIGHT @characters.move_upper_right when JUMP @characters.jump(@move_list.args[0],@move_list.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 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 module Game_Player_Module def update $game_party.update_party_actors super end def moveto( x, y ) super $game_party.moveto_party_actors( 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 # 下→左、左→下 のどちらかのコースが通行可能な場合 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 # 下→右、右→下 のどちらかのコースが通行可能な場合 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 # 上→左、左→上 のどちらかのコースが通行可能な場合 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 # 上→右、右→上 のどちらかのコースが通行可能な場合 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) # 新しい座標を計算 new_x = @x + x_plus new_y = @y + y_plus # 加算値が (0,0) の場合か、ジャンプ先が通行可能な場合 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 # ----------------------------------------------- # move_speed を外から見れるように # ----------------------------------------------- def get_move_speed return @move_speed end end class Game_Player include Game_Player_Module end
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Proof!!!
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