TA的每日心情 | 开心 2024-5-10 09:55 |
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签到天数: 37 天 连续签到: 3 天 [LV.5]常住居民I
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只需要一张坐骑行走图,加坐骑遮挡图层(可选),就能让角色坐上坐骑。再也不用手动一一拼接x个人物*y个坐骑。
插件1.0版本,可能还有点bug,暂未测试对mv的支持。
JS 代码 - //=============================================================================
- // Zeros_RidingSystem.js
- //=============================================================================
- /*:
- * @plugindesc
- * @author 零殇
- *
- * @param v
- * @desc 版本
- * @default 1.0
- *
- * @help
- *
- * 上坐骑图片叫做Vehicle.png,放在img/characters下面,目前只适配角色大小和坐骑图大小一样的(标准)图片,否则会出现问题
- * 坐骑图片编号:图片第一行0 1 2 3,第二行4 5 6 7
- *
- * 使用方法:
- * 事件.setRidingCharacter('Vehicle',坐骑图片编号,玩家x偏移,玩家y偏移,玩家在坐骑上的高度);
- *
- * setRidingCharacterFront('Vehicle') //设置坐骑前景(如果有的话可以设置这张覆盖在角色上面的图片)
- *
- * 比如:
- * 上坐骑
- * $gamePlayer.setRidingCharacter('Vehicle',0,5,5,20);
- * 设置坐骑前景
- * $gamePlayer.setRidingCharacterFront('VehicleFrontz')
- * 下坐骑
- * $gamePlayer.clearRidingCharacter()
- *
- * 初代版本,可能有bug,欢迎反馈
- * 觉得好用可以支持下零殇的游戏,Steam搜索《魔塔地牢》
- */
- (function () {
- Game_CharacterBase.prototype.setRidingCharacter = function (characterName, idx, charaHeight, charadx, charady) {
- this.clearRidingCharacter();
- this._ridingCharacterName = characterName;
- this._ridingCharacterIndex = idx | 0;
- this._charadx = charadx | 0;
- this._charady = charady | 0;
- this._charaHeight = charaHeight | 0;
- this._ridingHeightDelta = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
- SceneManager.goto(Scene_Map)
- };
- Game_CharacterBase.prototype.setRidingCharacterFront = function (characterName) {
- this._ridingCharacterNameFront = characterName;
- }
- // 设置3*4帧的高度波动
- Game_CharacterBase.prototype.setRidingHeightDelta = function (arr) {
- this._ridingHeightDelta = arr || [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
- }
- // 检查角色是否骑坐骑
- Game_CharacterBase.prototype.isRiding = function () {
- return !!this._ridingCharacterName;
- };
- // 清除角色的坐骑行走图
- Game_CharacterBase.prototype.clearRidingCharacter = function () {
- this._ridingCharacterName = '';
- this._ridingCharacterNameFront = '';
- this._ridingCharacterIndex = 0;
- SceneManager.goto(Scene_Map)
- };
- // 覆盖Sprite_Character的_updateBitmap方法
- const _Sprite_Character_updateBitmap = Sprite_Character.prototype.updateBitmap;
- Sprite_Character.prototype.updateBitmap = function () {
- _Sprite_Character_updateBitmap.call(this);
- // 检查角色是否骑坐骑,如果是,则拼接角色和坐骑的行走图
- if (this._character.isRiding()) {
- const characterName = this._character.characterName();
- const ridingCharacterName = this._character._ridingCharacterName;
- const ridingCharacterNameFront = this._character._ridingCharacterNameFront;
- var characterIndex = this._character.characterIndex();
- const index = this._character._ridingCharacterIndex;
- const characterBitmap = ImageManager.loadCharacter(characterName);
- const ridingCharacterBitmap = ImageManager.loadCharacter(ridingCharacterName);
- var bitmapSizeX = parseInt(ridingCharacterBitmap.width / 12);
- var bitmapSizeY = parseInt(ridingCharacterBitmap.height / 8);
- var chaBitmapSize = 48;
- let chax = this._character._charadx;
- let chay = this._character._charady;
- let drx = 0;
- let dry = 0;
- if (ridingCharacterName.contains("$")) {
- bitmapSizeX = ridingCharacterBitmap.width / 3;
- bitmapSizeY = ridingCharacterBitmap.height / 4;
- drx = (this.characterPatternX() * bitmapSizeX)
- dry = ((this._character.direction() - 2) / 2 * bitmapSizeY)
- } else {
- drx = (index % 4 * bitmapSizeX * 3 + this.characterPatternX() * bitmapSizeX)
- dry = (Math.floor(index / 4) * bitmapSizeY * 4 + (this._character.direction() - 2) / 2 * bitmapSizeY)
- }
- if (characterName.contains("$")) {
- chaBitmapSize = characterBitmap.width / 3;
- characterIndex = 0;
- }
- let dx = (characterIndex % 4 * chaBitmapSize * 3)
- let dy = (Math.floor(characterIndex / 4) * chaBitmapSize * 4 + (this._character.direction() - 2) / 2 * chaBitmapSize)
- let dirX = (this._character.direction() == 4 ? chax : 0) + (this._character.direction() == 6 ? -chax : 0);
- let dirY = (this._character.direction() == 8 ? chay : 0) + (this._character.direction() == 2 ? -chay : 0);
- let heightDelta = this._character._ridingHeightDelta[this.characterPatternX() + this.characterPatternY() * 3];
- let posX = parseInt((bitmapSizeX - chaBitmapSize) / 2 + dirX + chax);
- let posY = parseInt(-heightDelta + (bitmapSizeY - chaBitmapSize) / 2 + dirY + bitmapSizeY - this._character._charaHeight - 8);
- console.log("pos", posX, posY)
- const combinedBitmap = new Bitmap(bitmapSizeX + chax * 2, bitmapSizeY * 2);
- console.log("combinedBitmap", combinedBitmap.width, combinedBitmap.height)
- combinedBitmap.blt(ridingCharacterBitmap, drx, dry, bitmapSizeX, bitmapSizeY, chax, bitmapSizeY);
- combinedBitmap.blt(characterBitmap, dx, dy, chaBitmapSize, chaBitmapSize, posX, posY);
- if (ridingCharacterNameFront) {
- const ridingCharacterBitmapFront = ImageManager.loadCharacter(ridingCharacterNameFront);
- combinedBitmap.blt(ridingCharacterBitmapFront, drx, dry, bitmapSizeX, bitmapSizeY, chax, bitmapSizeY);
- }
- this.bitmap = combinedBitmap;
- }
- };
- Sprite_Character.prototype.updateCharacterFrame = function () {
- const pw = this.patternWidth();
- const ph = this.patternHeight();
- const sx = (this.characterBlockX() + this.characterPatternX()) * pw;
- const sy = (this.characterBlockY() + this.characterPatternY()) * ph;
- if (this._character.isRiding()) return;
- else this.setFrame(sx, sy, pw, ph);
- };
- })();
复制代码
本帖来自P1论坛作者79160475,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=495441 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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