질문과 답변

Extra Form
종류 에러 해결

캡처_2022_03_27_23_24_29_489.png

화면이 약간 왼쪽으로 치우쳐져 있습니다

 

 

 

 

//=============================================================================
// MBS - Map Zoom (v1.3.5)
//-----------------------------------------------------------------------------
// por Masked
//=============================================================================
//-----------------------------------------------------------------------------
// Especificações do plugin (Não Modifique!)
// Plugin Specifications (Do not modify!)
//
/*:
 *
 * @author Masked
 * @plugindesc Makes it possible to zoom in and out the game map                        
 * 
 * <MBS MapZoom>
 * @help
 * ===========================================================================
 * Introduction
 * ===========================================================================
 * This script lets you change the game zoom as you want while in the map 
 * scene.
 *
 * ===========================================================================
 * How to use
 * ===========================================================================
 * You can set the map zoom with this plugin command:
 * 
 * MapZoom set x [y [duration n]]
 * 
 * Just change 'x' and 'y' to the zoom ratio you want (you can use floats).
 * Note that the "y" parameter is optional, if you don't use it then the 
 * script will assume it's equal to "x". If you want to define the zoom 
 * duration you can add a third parameter 'duration' followed by the number 
 * of frames the zoom operation will last. You can also add 'duration' as the
 * second parameter so that the 'y' zoom will be equal to the 'x'. If no
 * duration is set, it will be assumed it's 60 frames.
 * E.g.:
 * MapZoom set 2.0 duration 120
 * MapZoom set 2.0 1.5 duration 20
 *
 * If you want the zoom to be centralized on a specific X, Y coordinate or an
 * event, use this command:
 * MapZoom center x y
 * MapZoom center event id
 *
 * Just replace the 'x' and 'y' or 'id' for the values you want. E.g.:
 * MapZoom center 5 7
 * MapZoom center event 3
 *
 * To center on the player, use reset:
 * MapZoom center reset
 *
 * You can also use this to reset the zoom (set it to 1.0):
 * MapZoom reset [d]
 *
 * This will also reset the zoom center position.
 * If you want, you can choose the reset duration just changing 'd' for the 
 * number of frames you want it to take.
 * E.g.:
 * MapZoom reset 30
 *
 * If you want some picture to zoom along with the map, add "[Zoom]" to its 
 * name.
 * E.g.:
 * "img/pictures/SamplePicture1 [Zoom].png"
 *
 * ===========================================================================
 * Credits
 * ===========================================================================
 * - Masked, for creating.
 *
 * @param Reset on map change 
 * @desc If you want the zoom to be reset when the map changes, set this 
 * parameter to true. Set it to false otherwise.
 * @default true
 *
 * @param Default zoom
 * @desc The default zoom ratio, change this to apply a zoom to all of the game
 * maps.
 * @default 1.0
 *
 */
/*:pt
 *
 * @author Masked
 * @plugindesc Torna possível que você dê zoom no mapa durante o jogo.
 * 
 * <MBS MapZoom>
 * @help
 * ===========================================================================
 * Introdução
 * ===========================================================================
 * Esse script permite que você aumente ou diminua o zoom do jogo quando na 
 * cena do mapa.
 *
 * ===========================================================================
 * Utilização
 * ===========================================================================
 * Para definir o zoom do mapa use o seguinte comando:
 * 
 * MapZoom set x [y [duration d]]
 * 
 * Troque o X e Y pelos valores de zoom que quiser. Você pode usar decimais.
 * Note que o "y" é opcional, e se não for definido o script assumirá que seu 
 * valor é igual a X. Se você quiser, adicione um parâmetro 'duration' seguido
 * pelo número de frames que a operação deve levar, se a duração não for 
 * especificada ela será 60.
 * 
 * Exemplos:
 * MapZoom set 2.0 duration 120
 * MapZoom set 2.0 1.5 duration 20
 *
 * Se você quiser, pode centralizar a câmera do zoom em um evento ou 
 * coordenada usando esse comando:
 *
 * MapZoom center x y
 * MapZoom center event id
 *
 * Só troque o 'x' e 'y' ou 'id' pelos valores que quiser.
 * Exemplos:
 * MapZoom center 5 7
 * MapZoom center event 3
 *
 * Para centralizar no jogador, use o reset:
 * MapZoom center reset
 *
 * Você pode ainda resetar o zoom (mudar para 1.0):
 *
 * MapZoom reset [d]
 *
 * Se quiser, troque o '[d]' pelo número de frames que quiser que a operação
 * dure.
 *
 * Exemplos:
 * MapZoom reset 30
 * MapZoom reset
 *
 * Se quiser que uma picture seja afetada pelo zoom do mapa, adicione [Zoom] 
 * ao nome dela.
 * Exemplo:
 * "img/pictures/Imagem1 [Zoom].png"
 *
 * ===========================================================================
 * Créditos
 * ===========================================================================
 * - Masked, por criar.
 *
 * @param Reset on map change
 * @desc Caso queira que o zoom seja resetado quando o mapa mudar, deixe 
 * como true. Se não, deixe como false.
 * @default true
 *
 * @param Default zoom
 * @desc Valor padrão para o zoom da tela. Mude isso para aplicar um zoom a 
 * todos os mapas do jogo.
 * @default 1.0
 *
 */

var Imported = Imported || {};

var MBS = MBS || {};
MBS.MapZoom = {};

"use strict";

(function ($) {

  $.Parameters = $plugins.filter(function(p) {return p.description.contains('<MBS MapZoom>');})[0].parameters;
  $.Param = $.Param || {};

  //-----------------------------------------------------------------------------
  // Settings
  //

  // Flag to enable/disable resetting the zoom on map change
  $.Param.resetOnMapChange = ($.Parameters["Reset on map change"].toLowerCase() === "true");

  // Default zoom ratio
  $.Param.defaultZoom = Number($.Parameters["Default zoom"]);

  //-----------------------------------------------------------------------------
  // Game_Map
  //
  // The game map object. Here the main changes for controlling the map zoom were
  // made.

  // Aliases
  var _GameMap_initialize = Game_Map.prototype.initialize;
  var _GameMap_setup = Game_Map.prototype.setup;
  var _GameMap_update = Game_Map.prototype.update;

  // Object initialization. Here the zoom-related variables are created.
  Game_Map.prototype.initialize = function() {
    _GameMap_initialize.call(this);
    this._destZoom = this._destZoom || new PIXI.Point(0, 0);
    this._zoomTime = 0;
    this._zoomDuration = this._zoomDuration || 0;
    this._zoom = this._zoom || new PIXI.Point($.Param.defaultZoom, $.Param.defaultZoom);
    this._zoomCenter = null;
  };

  // Map setup. This will reset the map zoom if 'Reset on map change' is true.
  Game_Map.prototype.setup = function(mapId) {
    _GameMap_setup.call(this, mapId);
    if ($.Param.resetOnMapChange)
        this._zoom = new PIXI.Point($.Param.defaultZoom, $.Param.defaultZoom);
  };

  // Map update. This method controls the gradual zoom when a duration 
  // is specified.
  Game_Map.prototype.update = function () {
      _GameMap_update.apply(this, arguments);
      if (this._zoomDuration > this._zoomTime) {
        this.zoom.x += this._spdZoom.x;
        this.zoom.y += this._spdZoom.y;
        this._zoomTime++;
        this.onZoomChange();
    } else if (this._zoomTime > 0) {
        this._zoomTime = 0;
        this._zoomDuration = 0;
        this._spdZoom = new Point(0, 0);
    }
  };

  /**
   * Sets the game map zoom ratio.
   * @param {Number} x The horizontal zoom ratio
   * @param {Number} y The vertical zoom ratio
   */
  Game_Map.prototype.setZoom = function(x, y, duration) {
      duration = duration || 60;
      duration = Math.round(duration <= 0 ? 1 : duration) * 1.0;
      this._destZoom.x = this._destZoom.y = x;
      if (y) {
          this._destZoom.y = y;
      }
      this._spdZoom = new PIXI.Point((this._destZoom.x - this._zoom.x) / duration, (this._destZoom.y - this._zoom.y) / duration);
      this._zoomDuration = duration;
    this._zoomTime = 0;
  };

  /**
   * Sets the game map zoom origin.
   * @param {mixed} a Either a X coordinate or a Game_Character to center the zoom.
   * @param {Number} (Optional) A Y coordinate to center the zoom.
   */
  Game_Map.prototype.setZoomCenter = function(a, b) {
      if (b) {
          this._zoomCenter = new PIXI.Point(a, b);
      } else if (a) {
          this._zoomCenter = a;
      } else {
          this._zoomCenter = null;
      }
  };

  /**
   * Function called when the map zoom changes.
   */
  Game_Map.prototype.onZoomChange = function() {
    $gamePlayer.center((this._zoomCenter || $gamePlayer)._realX, (this._zoomCenter || $gamePlayer)._realY);
  };

  /**
   * Gets a map coordinate from a screen coordinate.
   * @param {Number} x The screen coordinate
   * @return The X position of the tile below the screen X given.
   */
  Game_Map.prototype.canvasToMapX = function(x) {
    var tileWidth = this.tileWidth() * this.zoom.x;
    var originX = this.displayX() * tileWidth;
    var mapX = Math.floor((originX + x) / tileWidth);
    return this.roundX(mapX);
  };

  /**
   * Gets a map coordinate from a screen coordinate.
   * @param {Number} y The screen coordinate
   * @return The Y position of the tile below the screen Y given.
   */
  Game_Map.prototype.canvasToMapY = function(y) {
    var tileHeight = this.tileHeight() * this.zoom.y;
    var originY = this.displayY() * tileHeight;
    var mapY = Math.floor((originY + y) / tileHeight);
    return this.roundY(mapY);
  };

  // Zoom property
  Game_Map.prototype.__defineGetter__('zoom', function() { return this._zoom; });

  //-----------------------------------------------------------------------------
  // Game_Player
  //
  // Player character class. Changed to fix the screen center/scroll while 
  // zoomming.

  // Alias
  var _GamePlayer_centerX = Game_Player.prototype.centerX;
  var _GamePlayer_centerY = Game_Player.prototype.centerY;
  var _GamePlayer_updateScroll = Game_Player.prototype.updateScroll;

  Game_Player.prototype.centerX = function() {
    return _GamePlayer_centerX.call(this) / $gameMap.zoom.x;
  };

  Game_Player.prototype.centerY = function() {
    return _GamePlayer_centerY.call(this) / $gameMap.zoom.y;
  };

  Game_Player.prototype.updateScroll = function(lastScrolledX, lastScrolledY) {
    if (!$gameMap._zoomCenter || $gameMap._zoomCenter === this) 
        _GamePlayer_updateScroll.apply(this, arguments);
  };

  //-----------------------------------------------------------------------------
  // Game_Event
  //
  // Game events class. Changed it to center the screen into the event when it's 
  // given as the zoomCenter for $gameMap.

  var Game_Event_update = Game_Event.prototype.update;

  // Copies the Game_Player scroll update function into the event class
  Game_Event.prototype.centerX = Game_Player.prototype.centerX;
  Game_Event.prototype.centerY = Game_Player.prototype.centerY;
  Game_Event.prototype.updateScroll = Game_Player.prototype.updateScroll;

  Game_Event.prototype.update = function() {
    var lastScrolledX = this.scrolledX();
    var lastScrolledY = this.scrolledY();
    Game_Event_update.apply(this, arguments);
    if (this === $gameMap._zoomCenter)
        this.updateScroll(lastScrolledX, lastScrolledY);
  };

  //-----------------------------------------------------------------------------
  // Spriteset_Map
  //
  // Map spriteset. This is where the real zooming happens.

  // Alias
  var _SpritesetMap_createLowLayer = Spriteset_Map.prototype.createLowerLayer;
  var _SpritesetMap_update = Spriteset_Map.prototype.update;

  Spriteset_Map.prototype.createLowerLayer = function() {
    _SpritesetMap_createLowLayer.apply(this, arguments);
    $gameMap.setZoom($gameMap.zoom.x, $gameMap.zoom.y, 1);
  };

  Spriteset_Map.prototype.updatePosition = function() {
    var scale = $gameMap.zoom;
    var screen = $gameScreen;
    this.x = Math.round(-$gameMap.zoom.x * (scale.x - 1));
    this.y = Math.round(-$gameMap.zoom.y * (scale.x - 1));
    this.x += Math.round(screen.shake());
    if (this.scale.x !== scale.x || this.scale.y !== scale.y) {
        var destScale = $gameMap._destZoom;
        var sw = Graphics.width / destScale.x + this._tilemap._margin * 2;
        var sh = Graphics.height / destScale.y + this._tilemap._margin * 2;
        if ((this.scale.x > destScale.x || this.scale.y > destScale.y) && !(this.width === sw && this.height === sh)) {
            //var w = $gameMap.width() * $gameMap.tileWidth() + this._tilemap._margin * 2;
            //var h = $gameMap.height() * $gameMap.tileHeight() + this._tilemap._margin * 2;
            var r = sw > this._tilemap.width || sh > this._tilemap.height;

            if (r) {
                this._tilemap.width = sw;//Math.max(w, sw);
                this._tilemap.height = sh;//Math.max(h, sh);
                this._tilemap.refresh();
            }

        }
        this.scale = new PIXI.Point(scale.x, scale.y);
        this._pictureContainer.scale = new PIXI.Point(1.0 / scale.x,  1.0 / scale.y);
        this._weather.scale = new PIXI.Point(1.0 / scale.x,  1.0 / scale.y);
        this._parallax.move(this._parallax.x, this._parallax.y, Graphics.width / scale.x, Graphics.height / scale.y);
    }
  };

  //-----------------------------------------------------------------------------
  // Tilemap
  //

  Tilemap.prototype._createLayers = function() {
    var width = this._width;
    var height = this._height;
    var margin = this._margin;
    var tileCols = Math.ceil(width / this._tileWidth) + 1;
    var tileRows = Math.ceil(height / this._tileHeight) + 1;
    var layerWidth = tileCols * this._tileWidth;
    var layerHeight = tileRows * this._tileHeight;

    if (this._lowerBitmap) {
        this._lowerBitmap.clear();
        this._lowerBitmap.resize(layerWidth, layerHeight);
    } else
        this._lowerBitmap = new Bitmap(layerWidth, layerHeight);

    if (this._upperBitmap) {
        this._upperBitmap.clear();
        this._upperBitmap.resize(layerWidth, layerHeight);
    }
    else
        this._upperBitmap = new Bitmap(layerWidth, layerHeight);

    this._layerWidth = layerWidth;
    this._layerHeight = layerHeight;

    this._lowerLayer = this._lowerLayer || new Sprite();
    this._lowerLayer.removeChildren();
    this._lowerLayer.move(-margin, -margin, width, height);
    this._lowerLayer.z = 0;

    this._upperLayer = this._upperLayer || new Sprite();
    this._upperLayer.removeChildren();
    this._upperLayer.move(-margin, -margin, width, height);
    this._upperLayer.z = 4;

    for (var i = 0; i < 4; i++) {
        this._lowerLayer.addChild(new Sprite(this._lowerBitmap));
        this._upperLayer.addChild(new Sprite(this._upperBitmap));
    }

    this.addChild(this._lowerLayer);
    this.addChild(this._upperLayer);
  };

  //-----------------------------------------------------------------------------
  // Game_Picture
  //
  // Game pictures object. Changed to apply zoom on images marked with [Zoom].

  var _GamePicture_update = Game_Picture.prototype.update;

  Game_Picture.prototype.update = function() {
      _GamePicture_update.apply(this, arguments)
      if (this.mapZoom()) this.updateZoom();
  };

  Game_Picture.prototype.updateZoom = function() {
    if (this._duration > 0) {
      var d = this._duration;
      this._scaleX = (this._scaleX  * (d - 1) + this._targetScaleX)  / d * $gameMap.zoom.x;
      this._scaleY = (this._scaleX  * (d - 1) + this._targetScaleX)  / d * $gameMap.zoom.y;
    } else {
        this._scaleX = this._targetScaleX * $gameMap.zoom.x;
        this._scaleY = this._targetScaleY * $gameMap.zoom.y;
    }
  };

  Game_Picture.prototype.mapZoom = function() {
    return !!this.name().match(/\[zoom\]/i);
  };

  //-----------------------------------------------------------------------------
  // Game_Map
  //

  Game_Map.prototype.screenTileX = function() {
    return Graphics.width / this.tileWidth() / $gameMap.zoom.x;
  };

  Game_Map.prototype.screenTileY = function() {
    return Graphics.height / this.tileHeight() / $gameMap.zoom.y;
  };

  //-----------------------------------------------------------------------------
  // Plugin command
  //

  // Alias
  var _GameInterpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;

  Game_Interpreter.prototype.pluginCommand = function (command, args) {
      _GameInterpreter_pluginCommand.call(this, command, args);
      if (command == "MapZoom") {
        if (args[0] == "set") {
            if (args[1]) {
              if (args[2]) {
                  if (args[2] == "duration") {
                      if (args[3]) {
                          $gameMap.setZoom(Number(args[1]) * $.Param.defaultZoom, Number(args[1]) * $.Param.defaultZoom, Number(args[3]));
                      }
                  } else {
                      if (args[3] == "duration") {
                          if (args[4]) {
                              $gameMap.setZoom(Number(args[1]) * $.Param.defaultZoom, Number(args[2]) * $.Param.defaultZoom, Number(args[4]));
                          }
                      } else {
                          $gameMap.setZoom(Number(args[1]) * $.Param.defaultZoom, Number(args[2]) * $.Param.defaultZoom);
                      }
                  }
              } else {
                  $gameMap.setZoom(Number(args[1]));
              }
            }
        } else if (args[0] == "reset") {
            if (args[1]) {
                $gameMap.setZoom($.Param.defaultZoom, $.Param.defaultZoom, Number(args[1]));
            } else {
                $gameMap.setZoom($.Param.defaultZoom);
            }
        $gameMap.setZoomCenter();
        } else if (args[0] == "center") {
            if (args[1] == "event") {
                var ev = $gameMap.event(Number(args[2]));
                if (ev)
                    $gameMap.setZoomCenter(ev);
            } else if (args[1] == "reset") {
                $gameMap.setZoomCenter();
            } else {
                $gameMap.setZoomCenter(Number(args[1]), Number(args[2]));
            }
        $gameMap.setZoom($gameMap._destZoom.x, $gameMap._destZoom.y, $gameMap._zoomDuration - $gameMap._spdZoom);
        }
      }
  };

})(MBS.MapZoom);

if (Imported["MVCommons"]) {
  PluginManager.register("MBS_MapZoom", 1.3, "Makes it possible to zoom in and out the game map whenever you want", {  
      email: "masked.rpg@gmail.com",
      name: "Masked", 
      website: "N/A"
    }, "2016-07-26");
}

 

 

 

 

 

 

 

 

■ 질문전 필독!
  • 질문할 내용이 이 게시판이나 강좌에 이미 있는지 확인합니다.
  • 하나의 게시물에는 하나의 질문만 합니다.
  • 제목은 질문의 핵심 내용으로 작성합니다.
  • 질문 내용은 답변자가 쉽게 이해할 수 있도록 최대한 상세하게 작성합니다.
  • 스크립트의 전문이 필요할 경우 txt 파일 등으로 첨부해 주시기 바랍니다.
  • 답변받은 게시물은 삭제하지 않습니다.
  • 답변이 완료된 경우 해당 답변해주신 분들께 감사의 댓글을 달아줍니다.
    • 처음 오신 분들은 공지 게시물을 반드시 읽어주세요!

※ 미준수시 사전경고 없이 게시물을 삭제합니다.


List of Articles
종류 분류 제목 글쓴이 날짜 조회 수
공지 묻고 답하기 가이드 습작 2014.06.14 12451
RMMV MV 타일셋 관련 질문 드립니다. Rashiel 2017.05.20 140
RMMV 투명 벽을 만드는 방법 4 잠행인 2017.05.22 399
RMMV RPG MV에서 적 케릭터 SV전투애니메이션은 어떻게 설정하는건가요? 2 file 만죠메군 2017.05.26 808
RMMV 노트북에 MV를 깔았는데 화면이 하얗게 되서는 아무것도 안나옵니다. file 만죠메군 2017.05.26 249
RMMV MV 이벤트 질문좀 드리고싶어서 글을 올렸습니다. 1 독재자헤르모드 2017.05.26 141
RMMV 문 유지하는 법 2 송캠 2017.05.27 151
RMMV RPGMV 스크립트를 이용한 세이브 삭제 겜제작광 2017.06.08 155
RMMV 대화 진행중 다른 맵으로 이동하게 하고싶습니다(과거회상) 6 김군밤 2017.06.10 163
RMMV 스프라이트 크기 때문에 쓰고있던 Orange 히트박스 플러그인에 관한 질문 file hamsterjelly 2017.06.13 177
RMMV MV IOS 패키징 관련 질문 드립니다. Rashiel 2017.06.13 140
RMMV 이런거 가능한가요? 마이트앤매직6과 같은 전투(학살) 2 자유와바람 2017.06.15 181
RMMV 캐릭터 0.25칸 혹은 0.5칸 이동 가능한가요? 4 Cuz_Hoon 2017.06.17 204
RMMV 연속공격을 더 빠르게 할수없을까요? 3 nachthexen 2017.06.17 170
RMMV 특정 조건을 만족해야 스킬이 발동가능하게 하는법 5 Blur 2017.06.18 246
RMMV 캐릭터가 이동하면서 적캐릭을 공격하는 애니매이션은 어떻게 구현하죠? 5 푸른바람avangs 2017.06.18 199
RMMV 전투하지 않고 전투하는 방법이 있나요? 4 푸른바람avangs 2017.06.18 220
RMMV MV 마우스 클릭이동 금지 4 Cuz_Hoon 2017.06.19 1321
RMMV 데미지 출력시 폰트 이미지 바꾸는방법이 있나요? 2 file Blur 2017.06.21 170
RMMV 오랜만에 해보려하는데 vx부터 그리기도구 기능이 퇴화했나요? 가르상 2017.06.27 98
RMMV MV에서 윈도우 창 띄우기 hamsterjelly 2017.06.27 221
Board Pagination Prev 1 ... 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 ... 82 Next
/ 82