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Map Effects.rb
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530 lines (515 loc) · 18.8 KB
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# Map Effects v1.4.1 for VX and VXace by Zeus81
# €30 for commercial use
# Licence : http://creativecommons.org/licenses/by-nc-nd/4.0/
# Contact : zeusex81@gmail.com
# (fr) Manuel d'utilisation : https://www.dropbox.com/s/lb1d3q9jmx53taf/Map%20Effects%20Doc%20Fr.txt
# (en) User Guide : https://www.dropbox.com/s/sk3uwq2bleoxr7s/Map%20Effects%20Doc%20En.txt
# Demo : https://www.dropbox.com/s/2ex6906dyehl7an/Map%20Effects.zip
$imported ||= {}
$imported[:Zeus_Map_Effects] = __FILE__
def xp?() false end ; def vx?() false end ; def vxace?() false end
RUBY_VERSION == '1.8.1' ? defined?(Hangup) ?
def xp?() true end : def vx?() true end : def vxace?() true end
class << Graphics
def snap_elements_to_bitmap(*elements)
if !@snap_elements_back or @snap_elements_back.disposed?
@snap_elements_back = Sprite.new
@snap_elements_back.bitmap = Bitmap.new(1, 1)
@snap_elements_back.bitmap.set_pixel(0, 0, Color.new(0, 0, 0))
@snap_elements_back.z = 0x0FFF_FFFF
end
@snap_elements_back.zoom_x = width
@snap_elements_back.zoom_y = height
@snap_elements_back.visible = true
elements.each {|element| element.z += 0x1FFF_FFFF}
bmp = snap_to_bitmap rescue retry
@snap_elements_back.visible = false
elements.each {|element| element.z -= 0x1FFF_FFFF}
return bmp
end
end
module Math
module_function
def min(x, y) x < y ? x : y end
def max(x, y) x < y ? y : x end
def middle(min, x, max) x < max ? x < min ? min : x : max end
end
module Zeus
module Animation
def animate(variable, target_value, duration=0, ext=nil)
@za_animations ||= {}
base_value = Marshal.load(Marshal.dump(instance_variable_get(variable)))
if duration < 1
update_animation_value(variable, base_value, target_value, 1, 1, ext)
@za_animations.delete(variable)
else
@za_animations[variable] = [base_value, target_value, 0, duration.to_i, ext]
end
end
def animating?
@za_animations and !@za_animations.empty?
end
def clear_animations
@za_animations and @za_animations.clear
end
def memorize_animations(variables = instance_variables)
data = {}
variables.each {|var| data[var.to_sym] = instance_variable_get(var)}
data.delete(:@za_memorize)
@za_memorize = Marshal.dump(data)
end
def restore_animations
return unless @za_memorize
Marshal.load(@za_memorize).each {|var,value| instance_variable_set(var,value)}
end
def update_animations
return unless @za_animations
@za_animations.delete_if do |variable, data|
data[2] += 1
update_animation_value(variable, *data)
data[2] == data[3]
end
end
private
def calculate_next_value(base_value, target_value, duration, duration_total)
base_value + (target_value - base_value) * duration / duration_total
end
def update_animation_value(variable, base_value, target_value, duration, duration_total, ext)
method_name = "update_animation_variable_#{variable.to_s[1..-1]}"
method_name = "update_animation_#{base_value.class}" unless respond_to?(method_name)
send(method_name, variable, base_value, target_value, duration, duration_total, ext)
end
def update_animation_Color(variable, base_value, target_value, duration, duration_total, ext)
value = instance_variable_get(variable)
value.red = calculate_next_value(base_value.red , target_value.red , duration, duration_total)
value.green = calculate_next_value(base_value.green, target_value.green, duration, duration_total)
value.blue = calculate_next_value(base_value.blue , target_value.blue , duration, duration_total)
value.alpha = calculate_next_value(base_value.alpha, target_value.alpha, duration, duration_total)
end
def update_animation_Tone(variable, base_value, target_value, duration, duration_total, ext)
value = instance_variable_get(variable)
value.red = calculate_next_value(base_value.red , target_value.red , duration, duration_total)
value.green = calculate_next_value(base_value.green, target_value.green, duration, duration_total)
value.blue = calculate_next_value(base_value.blue , target_value.blue , duration, duration_total)
value.gray = calculate_next_value(base_value.gray , target_value.gray , duration, duration_total)
end
def update_animation_Float(variable, base_value, target_value, duration, duration_total, ext)
value = calculate_next_value(base_value, target_value, duration, duration_total)
instance_variable_set(variable, value)
end
alias update_animation_Fixnum update_animation_Float
alias update_animation_Bignum update_animation_Float
end
end
class Game_Map_Effects
include Zeus::Animation
attr_accessor :active, :refresh_rate, :back, :x, :y, :ox, :oy, :angle,
:zoom_x, :zoom_y, :mirror, :opacity, :blend_type, :color, :tone,
:hue, :wave_amp, :wave_length, :wave_speed, :wave_phase,
:pixelize, :blur_division, :blur_fade, :blur_animation,
:gaussian_blur_length, :linear_blur_angle, :linear_blur_length,
:radial_blur_angle, :zoom_blur_length, :motion_blur_rate
def initialize
@active = true
@refresh_rate = 30.0
clear
end
def clear
@back = false
@x = @ox = Graphics.width / 2
@y = @oy = Graphics.height / 2
@zoom_x = 1.0
@zoom_y = 1.0
@zoom2 = Math.sqrt(100.0)
@angle = 0.0
@wave_amp = 0.0
@wave_length = 180
@wave_speed = 360
@wave_phase = 0.0
@mirror = false
@opacity = 255
@blend_type = 0
@color ||= Color.new(0, 0, 0, 0)
@color.set(0, 0, 0, 0)
@tone ||= Tone.new(0, 0, 0, 0)
@tone.set(0, 0, 0, 0)
@hue = 0
@pixelize = 1.0
@pixelize2 = Math.sqrt(100.0)
@blur_division = 4.0
@blur_fade = 1.0
@blur_animation = 0.0
@gaussian_blur_length = 0.0
@linear_blur_angle = 0.0
@linear_blur_length = 0.0
@radial_blur_angle = 0.0
@zoom_blur_length = 0.0
@motion_blur_rate = 0.0
clear_animations
end
alias memorize memorize_animations
alias restore restore_animations
alias update update_animations
def active?
return false unless @active
animating? or blur? or @mirror or @blend_type != 0 or
@zoom_x != 1 or @zoom_y != 1 or @pixelize > 1 or
@angle % 360 != 0 or @hue.to_i % 360 != 0 or @color.alpha != 0 or
@tone.red != 0 or @tone.green != 0 or @tone.blue != 0 or @tone.gray != 0 or
(@wave_amp * @zoom_x >= 1 and @wave_length * @zoom_y >= 1)
end
def blur?
return false if @blur_division < 1
@gaussian_blur_length != 0 or @linear_blur_length != 0 or
@radial_blur_angle != 0 or @zoom_blur_length != 0 or @motion_blur_rate != 0
end
def refresh_bitmap?
@refresh_rate > 0 and
Graphics.frame_count % (Graphics.frame_rate / @refresh_rate.to_f) < 1
end
def tilemap_wave_sync(tilemap_oy)
return 0 if @wave_length == 0
tilemap_oy * @wave_speed / @wave_length.to_f
end
def blur_animation_offset
return 0 if @blur_animation == 0
1 - @blur_animation * Graphics.frame_count / Graphics.frame_rate.to_f % 1
end
def refresh_motion_blur?
@blur_division >= 1 and @motion_blur_rate > 0 and
Graphics.frame_count % @motion_blur_rate < 1
end
def set_origin(x, y, duration=0)
x = x * Graphics.width / 100
y = y * Graphics.height / 100
animate(:@x , x, duration)
animate(:@y , y, duration)
animate(:@ox, x, duration)
animate(:@oy, y, duration)
end
def set_zoom(zoom, duration=0, center_on_player=true)
zoom = Math.sqrt(Math.max(1, zoom))
animate(:@zoom2, zoom, duration, center_on_player)
end
def update_animation_variable_zoom2(variable, base_value, target_value, duration, duration_total, center_on_player)
update_animation_Float(variable, base_value, target_value, duration, duration_total, nil)
@zoom_y = @zoom_x = @zoom2 ** 2 / 100.0
display_ratio = Game_Map::DisplayRatio.to_f
if center_on_player
x = $game_player.real_x / display_ratio
y = $game_player.real_y / display_ratio
else
x = $game_map.display_x / display_ratio + $game_map.screen_tile_x / 2
y = $game_map.display_y / display_ratio + $game_map.screen_tile_y / 2
end
$game_player.center(x, y)
end
def set_angle(angle, duration=0)
animate(:@angle, angle, duration)
end
def set_opacity(opacity, duration=0)
opacity = opacity * 255 / 100
animate(:@opacity, opacity, duration)
end
def set_color(red, green, blue, alpha, duration=0)
animate(:@color, Color.new(red, green, blue, alpha), duration)
end
def set_tone(red, green, blue, gray, duration=0)
animate(:@tone, Tone.new(red, green, blue, gray), duration)
end
def set_hue(hue, duration=0)
animate(:@hue, hue, duration)
end
def set_wave(amp, length, speed, duration=0)
animate(:@wave_amp , amp , duration)
animate(:@wave_length, length, duration)
animate(:@wave_speed , speed , duration)
end
def set_pixelize(pixelize, duration=0)
pixelize = Math.sqrt(Math.max(100, pixelize))
animate(:@pixelize2, pixelize, duration)
end
def update_animation_variable_pixelize2(variable, base_value, target_value, duration, duration_total, ext)
update_animation_Float(variable, base_value, target_value, duration, duration_total, ext)
@pixelize = @pixelize2 ** 2 / 100.0
end
def setup_blur(division, fade, animation, duration=0)
division = Math.middle(0, division, 16)
animate(:@blur_division , division , duration)
animate(:@blur_fade , fade , duration)
animate(:@blur_animation, animation, duration)
end
def set_gaussian_blur(length, duration=0)
animate(:@gaussian_blur_length, length, duration)
end
def set_linear_blur(angle, length, duration=0)
animate(:@linear_blur_angle , angle , duration)
animate(:@linear_blur_length, length, duration)
end
def set_radial_blur(angle, duration=0)
animate(:@radial_blur_angle, angle, duration)
end
def set_zoom_blur(zoom, duration=0)
length = Math.max(1, zoom) / 100.0 - 1
animate(:@zoom_blur_length, length, duration)
end
def set_motion_blur(rate, duration=0)
animate(:@motion_blur_rate, rate, duration)
end
end
class Spriteset_Map_Effects
Blur_Offset = [[0.7,0.7], [-0.7,-0.7], [-0.7,0.7], [0.7,-0.7],
[0,1], [0,-1], [1,0], [-1,0]]
def initialize(*viewports)
@map_viewports = viewports
@viewport = Viewport.new(viewports[0].rect)
@viewport.z = viewports[0].z
@viewport.visible = false
@effects_sprites = []
@effects_bitmaps = []
@data = $game_map.effects
end
def dispose(dispose_viewport=true)
@effects_sprites.each {|sprite| sprite.dispose}
@effects_sprites.clear
@effects_bitmaps.each {|bitmap| bitmap.dispose if bitmap}
@effects_bitmaps.clear
@pixelize_bitmap.dispose if @pixelize_bitmap
@pixelize_bitmap = nil
@back_sprite.dispose if @back_sprite
@back_sprite = nil
if dispose_viewport
@viewport.dispose
else
@viewport.visible = false
@map_viewports.each {|viewport| viewport.visible = true}
end
end
def update(tilemap_oy = 0)
unless @data.active?
dispose(false) if @viewport.visible
return
end
@viewport.visible = true
@motion_blur_refresh ||= @data.refresh_motion_blur?
refresh_sprites
if !@effects_bitmaps[0] or @data.refresh_bitmap?
refresh_bitmaps
refresh_pixelize
end
refresh_back
wave_sync = @data.tilemap_wave_sync(tilemap_oy)
blur_offset = @data.blur_animation_offset
@effects_sprites.each_with_index do |sprite, id|
update_effects(sprite, id, wave_sync)
update_pixelize(sprite) if @pixelize_bitmap
update_blur(sprite, id, blur_offset) if id > 0
end
@data.wave_phase = @effects_sprites[0].wave_phase - wave_sync
end
def refresh_sprites
n = (@data.blur? ? @data.blur_division.to_i+1 : 1) - @effects_sprites.size
n.times {@effects_sprites << Sprite.new(@viewport)}
(-n).times {@effects_sprites.pop.dispose}
end
def refresh_bitmaps
n = (@data.motion_blur_rate == 0 ? 1 : @effects_sprites.size) - @effects_bitmaps.size
n.times {@effects_bitmaps << nil}
(-n).times {bmp = @effects_bitmaps.pop and bmp.dispose}
@map_viewports.each {|viewport| viewport.visible = true}
@effects_bitmaps.unshift(@effects_bitmaps.pop) if @motion_blur_refresh
@effects_bitmaps[0].dispose if @effects_bitmaps[0]
@effects_bitmaps[0] = Graphics.snap_elements_to_bitmap(*@map_viewports)
@effects_bitmaps[0].hue_change(@data.hue % 360) if @data.hue.to_i % 360 != 0
@map_viewports.each {|viewport| viewport.visible = false}
@motion_blur_refresh = false
end
def refresh_pixelize
if @data.pixelize > 1
bmp = @effects_bitmaps[0]
@pixelize_rect ||= Rect.new(0, 0, 0, 0)
@pixelize_rect.width = Math.max(1, bmp.width / @data.pixelize)
@pixelize_rect.height = Math.max(1, bmp.height / @data.pixelize)
@pixelize_bitmap ||= Bitmap.new(bmp.width, bmp.height)
@pixelize_bitmap.clear
@pixelize_bitmap.stretch_blt(@pixelize_rect, bmp, bmp.rect)
elsif @pixelize_bitmap
@pixelize_bitmap.dispose
@pixelize_bitmap = nil
end
end
def refresh_back
if @data.back
@back_sprite ||= Sprite.new(@viewport)
@back_sprite.bitmap = @effects_bitmaps[0]
elsif @back_sprite
@back_sprite.dispose
@back_sprite = nil
end
end
def update_effects(sprite, id, wave_sync)
sprite.bitmap = @effects_bitmaps[id] || @effects_bitmaps[0]
sprite.x = @data.x
sprite.y = @data.y
sprite.z = id + 1
sprite.ox = @data.ox
sprite.oy = @data.oy
sprite.zoom_x = @data.zoom_x
sprite.zoom_y = @data.zoom_y
sprite.angle = @data.angle % 360
sprite.wave_amp = @data.wave_amp * @data.zoom_x
sprite.wave_length = @data.wave_length * @data.zoom_y
sprite.wave_speed = @data.wave_speed * @data.zoom_y
sprite.wave_phase = @data.wave_phase + wave_sync
sprite.mirror = @data.mirror
sprite.opacity = @data.opacity
sprite.blend_type = @data.blend_type
sprite.color = @data.color
sprite.tone = @data.tone
sprite.update
end
def update_pixelize(sprite)
pzx = @pixelize_bitmap.width / @pixelize_rect.width.to_f
pzy = @pixelize_bitmap.height / @pixelize_rect.height.to_f
sprite.bitmap = @pixelize_bitmap
sprite.src_rect = @pixelize_rect
sprite.x -= sprite.ox - (sprite.ox /= pzx).to_i * pzx
sprite.y -= sprite.oy - (sprite.oy /= pzy).to_i * pzy
sprite.zoom_x *= pzx
sprite.zoom_y *= pzy
end
def update_blur(sprite, id, blur_offset)
update_blur_opacity(sprite, id-blur_offset)
update_gaussian_blur(sprite, id) if @data.gaussian_blur_length != 0
update_linear_blur(sprite, id-blur_offset) if @data.linear_blur_length != 0
update_radial_blur(sprite, id-blur_offset) if @data.radial_blur_angle != 0
update_zoom_blur(sprite, id-blur_offset) if @data.zoom_blur_length != 0
end
def update_blur_opacity(sprite, id)
sprite.opacity /= (id < 1 ? 2 : id+1) **
(1 + @data.blur_fade / (@data.blur_division*20.0))
end
def update_gaussian_blur(sprite, id)
box, boy = *Blur_Offset[(id-1)%8]
offset = ((id+3)/4) / ((@data.blur_division.to_i+3)/4).to_f *
@data.gaussian_blur_length
sprite.x += (offset.ceil * box).round
sprite.y += (offset.ceil * boy).round
end
def update_linear_blur(sprite, id)
radian = @data.linear_blur_angle * Math::PI / 180
offset = id * @data.linear_blur_length / @data.blur_division.to_f
sprite.x += offset * Math.cos( radian)
sprite.y += offset * Math.sin(-radian)
end
def update_zoom_blur(sprite, id)
zoom = 1 + id * @data.zoom_blur_length / @data.blur_division.to_f
sprite.zoom_x *= zoom
sprite.zoom_y *= zoom
end
def update_radial_blur(sprite, id)
sprite.angle += id * @data.radial_blur_angle / @data.blur_division.to_f
sprite.angle %= 360
end
end
class Game_Map
if vx?
def screen_tile_x() Graphics.width / 32 end
def screen_tile_y() Graphics.height / 32 end
DisplayRatio = 256
else
DisplayRatio = 1
end
def zoom_ox
return 0 unless effects.active and effects.zoom_x > 1
(1 - 1 / effects.zoom_x) * screen_tile_x / 2
end
def zoom_oy
return 0 unless effects.active and effects.zoom_y > 1
(1 - 1 / effects.zoom_y) * screen_tile_y / 2
end
def limit_x(x)
ox = zoom_ox
min = DisplayRatio * -ox
max = DisplayRatio * (width - screen_tile_x + ox)
x < max ? x < min ? min : x : max
end
def limit_y(y)
oy = zoom_oy
min = DisplayRatio * -oy
max = DisplayRatio * (height - screen_tile_y + oy)
y < max ? y < min ? min : y : max
end
def set_display_x(x)
x = loop_horizontal? ? x % (width * DisplayRatio) : limit_x(x)
@parallax_x += x - @display_x if @parallax_loop_x or !loop_horizontal?
@display_x = x
end
def set_display_y(y)
y = loop_vertical? ? y % (height * DisplayRatio) : limit_y(y)
@parallax_y += y - @display_y if @parallax_loop_y or !loop_vertical?
@display_y = y
end
def set_display_pos(x, y) set_display_x(x); set_display_y(y) end
def scroll_down(distance) set_display_y(@display_y + distance) end
def scroll_left(distance) set_display_x(@display_x - distance) end
def scroll_right(distance) set_display_x(@display_x + distance) end
def scroll_up(distance) set_display_y(@display_y - distance) end
def effects() @effects ||= Game_Map_Effects.new end
alias zeus_map_effects_update update
def update(*args)
zeus_map_effects_update(*args)
effects.update
end
end
class Game_Interpreter
def map_effects
$game_map.effects
end
end
class Game_Player
def center(x, y)
$game_map.set_display_pos(x*256-CENTER_X, y*256-CENTER_Y)
end
end if vx?
class Spriteset_Map
alias zeus_map_effects_update update
def update
zeus_map_effects_update
@map_effects ||= Spriteset_Map_Effects.new(@viewport1)
@map_effects.update(@tilemap.oy)
end
alias zeus_map_effects_dispose dispose
def dispose
zeus_map_effects_dispose
@map_effects.dispose
end
end
$imported[:Zeus_Weather_Viewport] ||= __FILE__
if $imported[:Zeus_Weather_Viewport] == __FILE__
class Spriteset_Map
alias zeus_weather_viewport_create_weather create_weather
def create_weather
zeus_weather_viewport_create_weather
@weather.weather_viewport = @viewport1
end
end
class Spriteset_Weather
if vx?
def weather_viewport=(viewport)
for sprite in @sprites
sprite.viewport = viewport
sprite.z = 0x8000
end
end
else
attr_accessor :weather_viewport
alias zeus_weather_viewport_add_sprite add_sprite
def add_sprite
zeus_weather_viewport_add_sprite
@sprites[-1].viewport = @weather_viewport
@sprites[-1].z = 0x8000
end
end
end
end