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//=============================================================================
// 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");
}

 

 

 

 

 

 

 

 

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에러 해결 RMVXA 맵칩을 직접 찍었는데 캐릭터가 이동이 안 됩니다. 4 ㄲㅁ 2019.06.06 150
에러 해결 RMXP 게임 소리가 아예 안나요 2 호이호이 2019.06.15 145
에러 해결 RMVXA (XAS) @skill = $data_skills[@actor.skill_id] 구문 오류 1 file 슈필러 2019.07.03 59
에러 해결 RMVXA 프로세스 작성에 실패했습니다? file 김빡빡 2019.07.22 138
에러 해결 RMXP 스크립트 연쇄 때문에 순서 오류가 생긴건지 아니면 코드 자체에 문제가 있는건지.... file 인사 2019.07.24 70
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