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Inscrit le: 14 Avr 2007, 00:00 Messages: 1738 Localisation: ENS Rennes Niveau RPG Maker: +∞ Point(s) Fort(s): Ruby Sexe: Masculin Points d'aide: 60/60
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Partie 2- Code: Tout sélectionner
#==================================================================== # ■ Game_Player_Module #==================================================================== module Game_Player_Module attr_reader :move_speed attr_reader :step_anime def update_party_actors $game_party.update_party_actors $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 # When possible to move from down→left or from left→down 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 # When possible to move from down→right or from right→down 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 # When possible to move from up→left or from left→up 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 # When possible to move from up→right or from right→up 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) # New coordinates are calculated new_x = @x + x_plus new_y = @y + y_plus # When addition values are (0,0), it is possible to jump to the destination 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 #==================================================================== # ■ Game_Event_Module #==================================================================== module Game_Event_Module #-------------------------------------------------------------------------- # ● Judgement determined # x : X coordinates # y : Y coordinates # d : Direction (0,2,4,6,8) ※ 0 = Checks if all directions are not able to be passed (for a jump) # return : Passing is impossible (false), possible (true) #-------------------------------------------------------------------------- def passable?(x, y, d) result = super(x, y, d) if result # New coordinates are searched for new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0) new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0) # Loops for actor in train for actor in $game_party.characters # When displayed if not actor.character_name.empty? # When actor's coordinates correspond to the destination if actor.x == new_x and actor.y == new_y # When event if self != $game_player # Passing is impossible return false end end end end end return result end end #==================================================================== # ■ Game_Party_Actor #==================================================================== class Game_Party_Actor < Game_Character attr_writer :move_speed attr_writer :step_anime def initialize super() @through = true end def setup(actor) # The file name and hue of the character are set if actor != nil and (not actor.dead?) # When dead, it is erased for the time being... @character_name = actor.character_name @character_hue = actor.character_hue else @character_name = "" @character_hue = 0 end # Opacity and blending method are initialized @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 #-------------------------------------------------------------------------- # ● Move down # turn_enabled : Flag that permits direction change on the spot #-------------------------------------------------------------------------- def move_down(turn_enabled = true) # Face down if turn_enabled turn_down end # When possible to pass if passable?(@x, @y, Input::DOWN) # Face down turn_down # Update coordinates @y += 1 end end #-------------------------------------------------------------------------- # ● Move left # turn_enabled : Flag that permits direction change on the spot #-------------------------------------------------------------------------- def move_left(turn_enabled = true) # Face left if turn_enabled turn_left end # When possible to pass if passable?(@x, @y, Input::LEFT) # Face left turn_left # Update coordinates @x -= 1 end end #-------------------------------------------------------------------------- # ● Move right # turn_enabled : Flag that permits direction change on the spot #-------------------------------------------------------------------------- def move_right(turn_enabled = true) # Face right if turn_enabled turn_right end # When possible to pass if passable?(@x, @y, Input::RIGHT) # Face right turn_right # Update coordinates @x += 1 end end #-------------------------------------------------------------------------- # ● Move up # turn_enabled : Flag that permits direction change on the spot #-------------------------------------------------------------------------- def move_up(turn_enabled = true) # Face up if turn_enabled turn_up end # When possible to pass if passable?(@x, @y, Input::UP) # Face up turn_up # Update coordinates @y -= 1 end end #-------------------------------------------------------------------------- # ● Move lower left #-------------------------------------------------------------------------- def move_lower_left # When no direction fixation unless @direction_fix # Turn left when facing right, turn down when facing up @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction) end # When possible to move from down→left or from left→down 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)) # Update coordinates @x -= 1 @y += 1 end end #-------------------------------------------------------------------------- # ● Move lower right #-------------------------------------------------------------------------- def move_lower_right # When no direction fixation unless @direction_fix # Turn right when facing left, turn down when facing up @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction) end # When possible to move from down→right or from right→down 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)) # Update coordinates @x += 1 @y += 1 end end #-------------------------------------------------------------------------- # ● move upper left #-------------------------------------------------------------------------- def move_upper_left # When no direction fixation unless @direction_fix # Turn left when facing right, turn up when facing down @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction) end # When possible to move from up→left or from left→up 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)) # Update coordinates @x -= 1 @y -= 1 end end #-------------------------------------------------------------------------- # ● move upper right #-------------------------------------------------------------------------- def move_upper_right # When no direction fixation unless @direction_fix # Turn right when facing left, turn up when facing down @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction) end # When possible to move from up→right or from right→up 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)) # Update coordinates @x += 1 @y -= 1 end end end end
class Spriteset_Map include Train_Actor::Spriteset_Map_Module end
class Scene_Map include Train_Actor::Scene_Map_Module end
class Game_Party include Train_Actor::Game_Party_Module end
class Game_Player include Train_Actor::Game_Player_Module end
class Game_Event include Train_Actor::Game_Event_Module end
Les deux parties du script sont à coller l'une au dessus de l'autre.
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