http://www.rmxp.org/forums/showthread.php?t=7121
(로그인 필요)
이벤트에 지정된 스프라이트의 크기가 클 경우, 거기에 맞춰서 이벤트의 '크기'를 지정하는 것입니다.(여기서 말하는 이벤트의 '크기'는 해당 이벤트를 플레이어나 다른 이벤트가 통과할 수 있는가 여부와 관련있습니다) 일단 작동은 첨부된 데모를 참조하기 바랍니다.
class Game_Character
attr_accessor :size_x # event size x
attr_accessor :size_y # event size y
attr_accessor :tiles_left # sizing - tiles to the left
attr_accessor :tiles_right # sizing - tiles to the right
def initialize
@id = 0
@x = 0
@y = 0
@real_x = 0
@real_y = 0
@tile_id = 0
@character_name = ""
@character_hue = 0
@opacity = 255
@blend_type = 0
@direction = 2
@pattern = 0
@move_route_forcing = false
@through = false
@animation_id = 0
@transparent = false
@original_direction = 2
@original_pattern = 0
@move_type = 0
@move_speed = 4
@move_frequency = 6
@move_route = nil
@move_route_index = 0
@original_move_route = nil
@original_move_route_index = 0
@walk_anime = true
@step_anime = false
@direction_fix = false
@always_on_top = false
@anime_count = 0
@stop_count = 0
@jump_count = 0
@jump_peak = 0
@wait_count = 0
@locked = false
@prelock_direction = 0
@size_x = 1
@size_y = 1
@tiles_left = 0
@tiles_right = 0
end
#--------------------------------------------------------------------------
# *** BEGIN Sized Events v1.0
#--------------------------------------------------------------------------
# By Toby Zerner
# USAGE:
# In a parallel process event, call this script-x:
# $game_map.events[ID].size(SIZE_X, SIZE_Y)
# Replacing the words in capitals with the actual details.
#--------------------------------------------------------------------------
def size(x, y)
# Set instance variables
@size_x = x
@size_y = y
# Work out the number of tiles either side of the event
tiles_x = (@size_x - 1) / 2
@tiles_left = tiles_x.floor
@tiles_right = tiles_x.ceil
end
#--------------------------------------------------------------------------
# * Determine if Passable
# x : x-coordinate
# y : y-coordinate
# d : direction (0,2,4,6,8)
# * 0 = Determines if all directions are impassable (for jumping)
#--------------------------------------------------------------------------
# EDITED FOR SIZED EVENTS
#--------------------------------------------------------------------------
def passable?(x, y, d)
# Get new coordinates
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# If coordinates are outside of map
unless $game_map.valid?(new_x, new_y)
# impassable
return false
end
# If through is ON
if @through
# passable
return true
end
# Check map passability settings
# Loop through each x tile
for i in 0...@size_x
# Check x coordinates
# If unable to leave first move tile in designated direction
unless $game_map.passable?(x - @tiles_left + i, y, d, self) then return false end
unless $game_map.passable?(new_x - @tiles_left + i, new_y, 10 - d) then return false end
# Loop through each y tile
for j in 0...@size_y
# Check y coordinates
# If unable to leave first move tile in designated direction
unless $game_map.passable?(x, y - j, d, self) then return false end
# If unable to enter move tile in designated direction
unless $game_map.passable?(new_x, new_y - j, 10 - d) then return false end
# Check x and y coordinates
# If unable to leave first move tile in designated direction
unless $game_map.passable?(x - @tiles_left + i, y - j, d, self) then return false end
# If unable to enter move tile in designated direction
unless $game_map.passable?(new_x - @tiles_left + i, new_y - j, 10 - d) then return false end
end
end
# Loop through map events
for event in $game_map.events.values
# If self is in range of [event]'s sizing, we can't pass
if event_collide?(self, event, new_x, new_y)
return false
end
end
# If player coordinates are consistent with move destination
if event_collide?(self, $game_player, new_x, new_y) and self != $game_player
return false
end
# passable
return true
end
#--------------------------------------------------------------------------
# * Check if two events collide (event sizing)
# event1 : the first event
# event2 : the second event
# new_x : the new x coordinate of event 1
# new_y : the new y coordinate of event 1
#--------------------------------------------------------------------------
def event_collide?(event1, event2, new_x, new_y)
if event1.id == event2.id then return false end
collision = false
# Check if there is a collision on the y axis
# Loop through each individual tile on both events and compare them
for i in (new_y - (event1.size_y - 1))..new_y
for j in (event2.y - (event2.size_y - 1))..event2.y
# If event 1's tile is the same as event 2's tile, we have a collision
if i == j
unless event1.through or event2.through
# Make sure there is a graphic - if not, no collision
if event1.character_name != "" and event2.character_name != ""
# There was a collision
collision = true
end
end
end
end
end
# If there was a collision on the y axis...
if collision == true
# Check the x axis
# Loop through each individual tile on both events and compare them
for i in (new_x - event1.tiles_left)..(new_x + event1.tiles_right)
for j in (event2.x - event2.tiles_left)..(event2.x + event2.tiles_right)
# If event 1's tile is the same as event 2's tile, we have a collision
if i == j
unless event1.through or event2.through
# Make sure there is a graphic - if not, no collision
if event1.character_name != "" and event2.character_name != ""
# There was a collision
return true
end
end
end
end
end
end
# No collision
return false
end
end
class Game_Player
#--------------------------------------------------------------------------
# * Same Position Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
# EDITED FOR SIZED EVENTS
# If player's coordinates collide with the event and its sizing
if @x >= event.x - event.tiles_left and @x <= event.x + event.tiles_right and
@y >= event.y - (event.size_y - 1) and @y <= event.y and
triggers.include?(event.trigger)
# If starting determinant is same position event (other than jumping)
if not event.jumping? and event.over_trigger?
event.start
result = true
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Front Envent Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# Calculate front event coordinates
new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
# EDITED FOR SIZED EVENTS
# If player's new coordinates collide with the event and its sizing
if new_x >= event.x - event.tiles_left and new_x <= event.x + event.tiles_right and
new_y >= event.y - (event.size_y - 1) and new_y <= event.y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
# If fitting event is not found
if result == false
# If front tile is a counter
if $game_map.counter?(new_x, new_y)
# Calculate 1 tile inside coordinates
new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
# EDITED FOR SIZED EVENTS
# If player's new coordinates collide with the event and its sizing
if new_x >= event.x - event.tiles_left and new_x <= event.x + event.tiles_right and
new_y >= event.y - (event.size_y - 1) and new_y <= event.y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Touch Event Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
# EDITED FOR SIZED EVENTS
# If passed coordinates collide with the event and its sizing
if x >= event.x - event.tiles_left and x <= event.x + event.tiles_right and
y >= event.y - (event.size_y - 1) and y <= event.y and [1,2].include?(event.trigger)
event.start
result = true
end
end
return result
end
end
사용법: 맵에 병렬처리되는 이벤트를 하나 만들고 다음처럼 지정합니다 -
$game_map.events[ID].size(SIZE_X, SIZE_Y)
size_x/y는 이벤트의 가로/세로 크기(단위가 어떻게 되는지는 데모를 보세요).
(로그인 필요)
이벤트에 지정된 스프라이트의 크기가 클 경우, 거기에 맞춰서 이벤트의 '크기'를 지정하는 것입니다.(여기서 말하는 이벤트의 '크기'는 해당 이벤트를 플레이어나 다른 이벤트가 통과할 수 있는가 여부와 관련있습니다) 일단 작동은 첨부된 데모를 참조하기 바랍니다.
class Game_Character
attr_accessor :size_x # event size x
attr_accessor :size_y # event size y
attr_accessor :tiles_left # sizing - tiles to the left
attr_accessor :tiles_right # sizing - tiles to the right
def initialize
@id = 0
@x = 0
@y = 0
@real_x = 0
@real_y = 0
@tile_id = 0
@character_name = ""
@character_hue = 0
@opacity = 255
@blend_type = 0
@direction = 2
@pattern = 0
@move_route_forcing = false
@through = false
@animation_id = 0
@transparent = false
@original_direction = 2
@original_pattern = 0
@move_type = 0
@move_speed = 4
@move_frequency = 6
@move_route = nil
@move_route_index = 0
@original_move_route = nil
@original_move_route_index = 0
@walk_anime = true
@step_anime = false
@direction_fix = false
@always_on_top = false
@anime_count = 0
@stop_count = 0
@jump_count = 0
@jump_peak = 0
@wait_count = 0
@locked = false
@prelock_direction = 0
@size_x = 1
@size_y = 1
@tiles_left = 0
@tiles_right = 0
end
#--------------------------------------------------------------------------
# *** BEGIN Sized Events v1.0
#--------------------------------------------------------------------------
# By Toby Zerner
# USAGE:
# In a parallel process event, call this script-x:
# $game_map.events[ID].size(SIZE_X, SIZE_Y)
# Replacing the words in capitals with the actual details.
#--------------------------------------------------------------------------
def size(x, y)
# Set instance variables
@size_x = x
@size_y = y
# Work out the number of tiles either side of the event
tiles_x = (@size_x - 1) / 2
@tiles_left = tiles_x.floor
@tiles_right = tiles_x.ceil
end
#--------------------------------------------------------------------------
# * Determine if Passable
# x : x-coordinate
# y : y-coordinate
# d : direction (0,2,4,6,8)
# * 0 = Determines if all directions are impassable (for jumping)
#--------------------------------------------------------------------------
# EDITED FOR SIZED EVENTS
#--------------------------------------------------------------------------
def passable?(x, y, d)
# Get new coordinates
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# If coordinates are outside of map
unless $game_map.valid?(new_x, new_y)
# impassable
return false
end
# If through is ON
if @through
# passable
return true
end
# Check map passability settings
# Loop through each x tile
for i in 0...@size_x
# Check x coordinates
# If unable to leave first move tile in designated direction
unless $game_map.passable?(x - @tiles_left + i, y, d, self) then return false end
unless $game_map.passable?(new_x - @tiles_left + i, new_y, 10 - d) then return false end
# Loop through each y tile
for j in 0...@size_y
# Check y coordinates
# If unable to leave first move tile in designated direction
unless $game_map.passable?(x, y - j, d, self) then return false end
# If unable to enter move tile in designated direction
unless $game_map.passable?(new_x, new_y - j, 10 - d) then return false end
# Check x and y coordinates
# If unable to leave first move tile in designated direction
unless $game_map.passable?(x - @tiles_left + i, y - j, d, self) then return false end
# If unable to enter move tile in designated direction
unless $game_map.passable?(new_x - @tiles_left + i, new_y - j, 10 - d) then return false end
end
end
# Loop through map events
for event in $game_map.events.values
# If self is in range of [event]'s sizing, we can't pass
if event_collide?(self, event, new_x, new_y)
return false
end
end
# If player coordinates are consistent with move destination
if event_collide?(self, $game_player, new_x, new_y) and self != $game_player
return false
end
# passable
return true
end
#--------------------------------------------------------------------------
# * Check if two events collide (event sizing)
# event1 : the first event
# event2 : the second event
# new_x : the new x coordinate of event 1
# new_y : the new y coordinate of event 1
#--------------------------------------------------------------------------
def event_collide?(event1, event2, new_x, new_y)
if event1.id == event2.id then return false end
collision = false
# Check if there is a collision on the y axis
# Loop through each individual tile on both events and compare them
for i in (new_y - (event1.size_y - 1))..new_y
for j in (event2.y - (event2.size_y - 1))..event2.y
# If event 1's tile is the same as event 2's tile, we have a collision
if i == j
unless event1.through or event2.through
# Make sure there is a graphic - if not, no collision
if event1.character_name != "" and event2.character_name != ""
# There was a collision
collision = true
end
end
end
end
end
# If there was a collision on the y axis...
if collision == true
# Check the x axis
# Loop through each individual tile on both events and compare them
for i in (new_x - event1.tiles_left)..(new_x + event1.tiles_right)
for j in (event2.x - event2.tiles_left)..(event2.x + event2.tiles_right)
# If event 1's tile is the same as event 2's tile, we have a collision
if i == j
unless event1.through or event2.through
# Make sure there is a graphic - if not, no collision
if event1.character_name != "" and event2.character_name != ""
# There was a collision
return true
end
end
end
end
end
end
# No collision
return false
end
end
class Game_Player
#--------------------------------------------------------------------------
# * Same Position Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
# EDITED FOR SIZED EVENTS
# If player's coordinates collide with the event and its sizing
if @x >= event.x - event.tiles_left and @x <= event.x + event.tiles_right and
@y >= event.y - (event.size_y - 1) and @y <= event.y and
triggers.include?(event.trigger)
# If starting determinant is same position event (other than jumping)
if not event.jumping? and event.over_trigger?
event.start
result = true
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Front Envent Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# Calculate front event coordinates
new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
# EDITED FOR SIZED EVENTS
# If player's new coordinates collide with the event and its sizing
if new_x >= event.x - event.tiles_left and new_x <= event.x + event.tiles_right and
new_y >= event.y - (event.size_y - 1) and new_y <= event.y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
# If fitting event is not found
if result == false
# If front tile is a counter
if $game_map.counter?(new_x, new_y)
# Calculate 1 tile inside coordinates
new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
# EDITED FOR SIZED EVENTS
# If player's new coordinates collide with the event and its sizing
if new_x >= event.x - event.tiles_left and new_x <= event.x + event.tiles_right and
new_y >= event.y - (event.size_y - 1) and new_y <= event.y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Touch Event Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
# EDITED FOR SIZED EVENTS
# If passed coordinates collide with the event and its sizing
if x >= event.x - event.tiles_left and x <= event.x + event.tiles_right and
y >= event.y - (event.size_y - 1) and y <= event.y and [1,2].include?(event.trigger)
event.start
result = true
end
end
return result
end
end
사용법: 맵에 병렬처리되는 이벤트를 하나 만들고 다음처럼 지정합니다 -
$game_map.events[ID].size(SIZE_X, SIZE_Y)
size_x/y는 이벤트의 가로/세로 크기(단위가 어떻게 되는지는 데모를 보세요).