【RMMV】美化地图专用:Overlay Mapping by 思维伯克 v1.3
(反正也没有人看)因为一些原因重新找出了之前写的代码,修正了一些bug之后更新到了v1.3版。详细请见帖子后半部分的更新log。在XP/VX/VA中使用遮罩描绘地图上瘾的同学,到了RMMV中没有相关脚本怎么行?于是在MV到货后,捣鼓了几个小时的代码,1.0版本的Overlay Mapping诞生了。
先来张图
具体功能和VA中的Yami Script Ace - Overlay Mapping基本相同,唯一区别在于light和shadow整合成了同一个图层(light),并且所有的图像都必须是png格式(YSA的light和shadow使用图像的加法和减法用jpg实现的)。
由于MV有脚本管理器,所以请将脚本放入工程目录中 js/plugins文件夹后,打开脚本管理器添加该脚本。如下图所示:
开关和变量编号在此设置,在游戏中修改开关为ON即启用对应图层;修改变量的值对应启用第几号图层。
使用方法在脚本的help里有简短说明,可以参考该说明操作。
脚本内容如下:
JAVASCRIPT 代码
//=============================================================================
// Overlay.js
//=============================================================================
/*:
* @plugindesc Overlay Mapping script by SWEBOK v1.3
* @author SWEBOK
*
* @param Light Switch
* @desc Turn on/off light layer
* @default 1
*
* @param Parallax Switch
* @desc Turn on/off parallax layer
* @default 2
*
* @param Ground Switch
* @desc Turn on/off ground layer
* @default 3
*
* @param Light Variable
* @desc Switch to another light
* @default 1
*
* @param Parallax Variable
* @desc Switch to another parallax
* @default 2
*
* @param Ground Variable
* @desc Switch to another ground
* @default 3
*
* @help This plugin does not provide plugin commands.
*
* Last Updated: 02/11/2017
* v1.0 - 10/24/2015 - first release.
* v1.1 - 10/27/2015 - upper tilemap layer problem solved
* v1.2 - 07/10/2016 - add map note tag settings, remove load pic error process
* v1.3 - 02/11/2017 - fixed a problem about ground pic wrong position
*
* This script will automatically load map's overlay by map's note, and a map can have more than
* one image per layer, so you don't have to create two or more map just for day/night or
* when an event occur.
*
* Create a folder in img and name it overlay.
* Put all of your overlay into img/overlay.
* Your overlay file will have the name set in map's note + "-" + Number.
* Number is 1, 2, 3, ... using for Overlay Variables.
*
* Example: img/overlay/ground2-1.png
*
* Map note example:
*
* LIGHT = light1
* PARALLAX = par1
* GROUND = ground1
*
*
* when variable are 1, the map loads light1-1.png, par1-1.png, ground1-1.png from overlay folder.
*
* Tips:
* All pictures must be .png
* Do not use "=" in the names of pictures
*/
(function(){
var parameters = PluginManager.parameters('Overlay');
var lightSwitch = Number(parameters['Light Switch'] || 1);
var parallaxSwitch = Number(parameters['Parallax Switch'] || 2);
var groundSwitch = Number(parameters['Ground Switch'] || 3);
var lightVariable = Number(parameters['Light Variable'] || 1);
var parallaxVariable = Number(parameters['Parallax Variable'] || 2);
var groundVariable = Number(parameters['Ground Variable'] || 3);
Game_Map.prototype.processMapNotetags = function(){
var note1 = //i;
var note2 = //i;
var notedata = $dataMap.note.split(/[\r\n]+/);
this.layerNameEval = '';
var layerNameEval = false;
this._layerName = ['', '', ''];
for(var i = 0; i < notedata.length; i++){
var line = notedata;
console.log(line);
if(line.match(note1)){
layerNameEval = true;
}elseif(line.match(note2)){
layerNameEval = false;
}elseif(layerNameEval){
this.layerNameEval = line;
var layerClass = this.layerNameEval.split('=').trim();
var index = 1;
if(index != -1){
switch(layerClass){
case'LIGHT':
this._layerName = this.layerNameEval.split('=').trim();
break;
case'PARALLAX':
this._layerName = this.layerNameEval.split('=').trim();
break;
case'GROUND':
this._layerName = this.layerNameEval.split('=').trim();
break;
}
console.log(this.layerNameEval.split('=').trim());
}
}
}
};
ImageManager.loadOverlay = function(filename, hue){
returnthis.loadBitmap('img/overlay/', filename, hue, false);
};
Spriteset_Map.prototype.initialize = function(){
Spriteset_Base.prototype.initialize.call(this);
this.processMapNotetags();
};
Spriteset_Map.prototype.createLowerLayer = function(){
Spriteset_Base.prototype.createLowerLayer.call(this);
this.createParallax();
this.createTilemap();
this.createOverlayGround();
this.createCharacters();
this.createOverlayParallax();
this.createShadow();
this.createOverlayLight();
this.createDestination();
this.createWeather();
};
Spriteset_Map.prototype.update = function(){
Spriteset_Base.prototype.update.call(this);
this.updateTileset();
this.updateParallax();
this.updateTilemap();
this.updateOverlayGround();
this.updateOverlayParallax();
this.updateShadow();
this.updateOverlayLight();
this.updateWeather();
};
Spriteset_Map.prototype.processMapNotetags = function(){
$gameMap.processMapNotetags();
};
Spriteset_Map.prototype.createOverlayGround = function(){
this._overlayGround = new TilingSprite();
this._overlayGround.move(0, 0, Graphics.width, Graphics.height);
// 2017.2.11 create new layer in tilemap for overlay ground, z = 1
var groundLayer = new Sprite();
this._tilemap.addChild(groundLayer);
groundLayer.z = 1;
groundLayer.addChild(this._overlayGround);
};
Spriteset_Map.prototype.createCharacters = function(){
this._characterSprites = [];
$gameMap.events().forEach(function(event){
this._characterSprites.push(new Sprite_Character(event));
}, this);
$gameMap.vehicles().forEach(function(vehicle){
this._characterSprites.push(new Sprite_Character(vehicle));
}, this);
$gamePlayer.followers().reverseEach(function(follower){
this._characterSprites.push(new Sprite_Character(follower));
}, this);
this._characterSprites.push(new Sprite_Character($gamePlayer));
for(var i = 0; i < this._characterSprites.length; i++){
this._tilemap.addChild(this._characterSprites);
}
};
Spriteset_Map.prototype.createOverlayParallax = function(){
this._overlayParallax = new TilingSprite();
this._overlayParallax.move(0, 0, Graphics.width, Graphics.height);
this._baseSprite.addChild(this._overlayParallax);
};
Spriteset_Map.prototype.createOverlayLight = function(){
this._overlayLight = new TilingSprite();
this._overlayLight.move(0, 0, Graphics.width, Graphics.height);
this._baseSprite.addChild(this._overlayLight);
};
Spriteset_Map.prototype.updateOverlayGround = function(){
var gndSwitch = $gameSwitches.value(groundSwitch);
if(gndSwitch){
var groundIndex = $gameVariables.value(groundVariable);
if(this._overlayGroundName !== $gameMap._layerName + '-' + groundIndex){
this._overlayGroundName = $gameMap._layerName + '-' + groundIndex;
if($gameMap._layerName !== ''){
this._overlayGround.bitmap = ImageManager.loadOverlay(this._overlayGroundName);
}else{
this._overlayGround.bitmap = ImageManager.loadEmptyBitmap();
}
}
if(this._overlayGround.bitmap){
this._overlayGround.origin.x = $gameMap.displayX() * $gameMap.tileWidth();
this._overlayGround.origin.y = $gameMap.displayY() * $gameMap.tileHeight();
}
}
else{
if(this._overlayGroundName !== ''){
this._overlayGroundName = '';
this._overlayGround.bitmap = ImageManager.loadEmptyBitmap();
}
}
};
Spriteset_Map.prototype.updateOverlayParallax = function(){
var parSwitch = $gameSwitches.value(parallaxSwitch);
if(parSwitch){
var parIndex = $gameVariables.value(parallaxVariable);
if(this._overlayParallaxName !== $gameMap._layerName + '-' + parIndex){
this._overlayParallaxName = $gameMap._layerName + '-' + parIndex;
if($gameMap._layerName !== ''){
this._overlayParallax.bitmap = ImageManager.loadOverlay(this._overlayParallaxName);
}else{
this._overlayParallax.bitmap = ImageManager.loadEmptyBitmap();
}
}
if(this._overlayParallax.bitmap){
this._overlayParallax.origin.x = $gameMap.displayX() * $gameMap.tileWidth();
this._overlayParallax.origin.y = $gameMap.displayY() * $gameMap.tileHeight();
}
}
else{
if(this._overlayParallaxName !== ''){
this._overlayParallaxName = '';
this._overlayParallax.bitmap = ImageManager.loadEmptyBitmap();
}
}
};
Spriteset_Map.prototype.updateOverlayLight = function(){
var liSwitch = $gameSwitches.value(lightSwitch);
if(liSwitch){
var lightIndex = $gameVariables.value(lightVariable);
if(this._overlayLightName !== $gameMap._layerName + '-' + lightIndex){
this._overlayLightName = $gameMap._layerName + '-' + lightIndex;
if($gameMap._layerName !== ''){
this._overlayLight.bitmap = ImageManager.loadOverlay(this._overlayLightName);
}else{
this._overlayLight.bitmap = ImageManager.loadEmptyBitmap();
}
}
if(this._overlayLight.bitmap){
this._overlayLight.origin.x = $gameMap.displayX() * $gameMap.tileWidth();
this._overlayLight.origin.y = $gameMap.displayY() * $gameMap.tileHeight();
}
}
else{
if(this._overlayLightName !== ''){
this._overlayLightName = '';
this._overlayLight.bitmap = ImageManager.loadEmptyBitmap();
}
}
};
})();
以下链接为JS文件:
以下链接为范例工程:
PS: 1. 为了节省空间,已将所有自带audio和img文件全部删除,请在使用前补齐所有文件。
2. 范例工程修改了默认字体,如果有显示上的问题请在脚本管理器中关掉。
3. 该js脚本将load image时缺失文件报错处理改为了显示一个空bitmap,需要还原报错处理的童鞋删除该部分代码即可~
4. (注意)由于脚本更新到v1.3版本,最好在最新版本MV下新建工程再制作(为了创建PixiJSv4的库文件)。原范例工程不另外上传v1.3版,直接将贴中代码替换overlay.js,再将地图标签设置为该脚本帮助内的example即可。
更新履历:
- 2015/10/24 v1.0 新规作成
- 2015/10/27 v1.1 解决人物行走图在星号地形之上的问题。(将人物行走图的创建图层改回tilemap,然后将ground的创建放在tilemap.lowerlayer上)
- 2016/07/10 v1.2 添加地图标签设置,移除图像错误处理。
- 2017/02/11 v1.3 解决了ground图形位置错误的问题。另外,使用pixiJSv4的版本的话,图像不会模糊(简单来说就是该更新MV了)。
第一次接触JavaScript,有些东西不太熟悉,如有问题请多多包涵,结合该脚本的使用反馈会进行不定期更新~
本帖来自P1论坛作者swebok,因Project1站服务器在国外有时候访问缓慢不方便作者交流学习,经联系P1站长fux2同意署名转载一起分享游戏制作经验,共同为国内独立游戏作者共同创造良好交流环境,原文地址:https://rpg.blue/forum.php?mod=viewthread&tid=384577若有侵权,发帖作者可联系底部站长QQ在线咨询功能删除,谢谢。
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