[RGSS]Passos Pixel por Pixel
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[RGSS]Passos Pixel por Pixel
Nome do Criador: Resource Manager
Passos por Píxel
Esse sistema permite que seu jogo fique mais realista... o personagem anda mais "devagar" e em 8 direções. Ainda se pode apertar o botão "C" para correr. APROVADO!
Como Usar:
Crie uma nova classe acima de main e adicione o código abaixo.
O script continua no post abaixo
Passos por Píxel
Esse sistema permite que seu jogo fique mais realista... o personagem anda mais "devagar" e em 8 direções. Ainda se pode apertar o botão "C" para correr. APROVADO!
Como Usar:
Crie uma nova classe acima de main e adicione o código abaixo.
- Código:
class Game_Player < Game_Character
UP = 0
SIDE = 0
SLANT = true
attr_reader :walk
attr_reader :event
attr_accessor :move_speed
def initialize
super
@walk = 3 #Velocidade do char andando.
@dash = 4 #Velocidade do char correndo.
@event = 3 #Velocidade do char evento.
@dot_m = true #Ativar passos por pixels
@revise_x = 0 #Posição do Char X(não modifique)
@revise_y = 0 #Posição do Char Y(não modifique)
@move == true #Posicionamento automático.
end
alias :update_original :update
def update
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
if @walk != @dash
if Input.press?(Input::C)
if @move_speed != @dash
@move_speed = @dash
end
else
if @move_speed != @walk
@move_speed = @walk
end
end
end
end
if @revise_x == nil and @revise_y == nil
@revise_x = 0
@revise_y = 0
end
unless @dot_m
update_original
return
end
if @move_route_forcing
last_moving = moving?
last_real_x = @real_x
last_real_y = @real_y
if (@revise_x != 0 or @revise_y != 0) and not jumping? and @move == true
if @revise_x != @real_x - @x * 128 or @revise_y != @real_y - @y * 128
@revise_x = @real_x - @x * 128
@revise_y = @real_y - @y * 128
end
distance1 = 2 ** @move_speed
distance2 = Math.sqrt(@revise_x ** 2 + @revise_y ** 2)
if distance1 > distance2
@real_x = @real_x - @revise_x
@real_y = @real_y - @revise_y
@revise_x = 0
@revise_y = 0
anime_update
else
@real_x -= (distance1 * @revise_x / distance2).round
@real_y -= (distance1 * @revise_y / distance2).round
@revise_x = @real_x - @x * 128
@revise_y = @real_y - @y * 128
anime_update
end
else
super
end
else
@move = false
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
@event_run = false
case Input.dir8
when 1
move_lower_left_p
when 2
move_down_p
when 3
move_lower_right_p
when 4
move_left_p
when 6
move_right_p
when 7
move_upper_left_p
when 8
move_up_p
when 9
move_upper_right_p
end
end
last_real_x = @real_x
last_real_y = @real_y
@real_x = @x * 128 + @revise_x
@real_y = @y * 128 + @revise_y
last_moving = moving?
move_on
if (last_real_x != @real_x or last_real_y != @real_y)
@move_distance = 0 if @move_distance == nil
@move_distance += Math.sqrt((last_real_x - @real_x) ** 2 +
(last_real_y - @real_y) ** 2)
if @move_distance >= 128
@move_distance %= 128
increase_steps
end
anime_update
elsif @walk_anime
@pattern = @original_pattern
end
end
if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
$game_map.scroll_down(@real_y - last_real_y)
end
if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
$game_map.scroll_left(last_real_x - @real_x)
end
if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
$game_map.scroll_right(@real_x - last_real_x)
end
if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
$game_map.scroll_up(last_real_y - @real_y)
end
if last_moving
result = check_event_trigger_here([1,2])
if result == true
if (last_real_x / 128.0).round != @x and
(last_real_y / 128.0).round != @y
if @direction == 2 or @direction == 8
if (last_real_x / 128.0).round > @x
turn_left
else
turn_right
end
else
if (last_real_y / 128.0).round > @y
turn_up
else
turn_down
end
end
elsif (last_real_x / 128.0).round > @x
turn_left
elsif (last_real_x / 128.0).round < @x
turn_right
elsif (last_real_y / 128.0).round > @y
turn_up
elsif (last_real_y / 128.0).round < @y
turn_down
end
end
if result == false
unless $DEBUG and Input.press?(Input::CTRL)
if @encounter_count > 0
@encounter_count -= 1
end
end
end
end
if Input.trigger?(Input::C)
check_event_trigger_here([0])
check_event_trigger_there([0,1,2])
end
end
def moving?
unless @dot_m
result = super
return result
end
if @move_route_forcing
if @move == false
return false
end
super
else
return (@x != (@real_x / 128.0).round or @y != (@real_y / 128.0).round)
end
end
def moving_a?
if @move == false
if (@move_route.list[@move_route_index].code <= 14 or
@move_route.list[@move_route_index].code == 25)
@move = true
end
return false
end
moving?
end
def update_jump
@jump_count -= 1
@real_x = (@real_x * @jump_count + @x * 128) / (@jump_count + 1)
@real_y = (@real_y * @jump_count + @y * 128) / (@jump_count + 1)
if @jump_count == 0
@revise_x = 0
@revise_y = 0
end
end
def move_type_custom
unless @dot_m
super
return
end
if jumping? or moving_a?
return
end
while @move_route_index < @move_route.list.size
command = @move_route.list[@move_route_index]
if command.code == 0
if @move_route.repeat
@move_route_index = 0
end
unless @move_route.repeat
if @move_route_forcing and not @move_route.repeat
@move_route_forcing = false
@move_route = @original_move_route
@move_route_index = @original_move_route_index
@original_move_route = nil
end
@stop_count = 0
end
return
end
if command.code <= 14
case command.code
when 1
move_down
when 2
move_left
when 3
move_right
when 4
move_up
when 5
move_lower_left
when 6
move_lower_right
when 7
move_upper_left
when 8
move_upper_right
when 9
move_random
when 10
move_toward_player
when 11
move_away_from_player
when 12
move_forward
when 13
move_backward
when 14
jump(command.parameters[0], command.parameters[1])
end
if not @move_route.skippable and not moving? and not jumping?
return
end
@move_route_index += 1
return
end
if command.code == 15
@wait_count = command.parameters[0] * 2 - 1
@move_route_index += 1
return
end
if command.code >= 16 and command.code <= 26
case command.code
when 16
turn_down
when 17
turn_left
when 18
turn_right
when 19
turn_up
when 20
turn_right_90
when 21
turn_left_90
when 22
turn_180
when 23
turn_right_or_left_90
when 24
turn_random
when 25
turn_toward_player
when 26
turn_away_from_player
end
@move_route_index += 1
return
end
if command.code >= 27
case command.code
when 27
$game_switches[command.parameters[0]] = true
$game_map.need_refresh = true
when 28
$game_switches[command.parameters[0]] = false
$game_map.need_refresh = true
when 29
@move_speed = command.parameters[0]
when 30
@move_frequency = command.parameters[0]
when 31
@walk_anime = true
when 32
@walk_anime = false
when 33
@step_anime = true
when 34
@step_anime = false
when 35
@direction_fix = true
when 36
@direction_fix = false
when 37
@through = true
when 38
@through = false
when 39
@always_on_top = true
when 40
@always_on_top = false
when 41
@tile_id = 0
@character_name = command.parameters[0]
@character_hue = command.parameters[1]
if @original_direction != command.parameters[2]
@direction = command.parameters[2]
@original_direction = @direction
@prelock_direction = 0
end
if @original_pattern != command.parameters[3]
@pattern = command.parameters[3]
@original_pattern = @pattern
end
when 42
@opacity = command.parameters[0]
when 43
@blend_type = command.parameters[0]
when 44
$game_system.se_play(command.parameters[0])
when 45
result = eval(command.parameters[0])
end
@move_route_index += 1
return
end
end
end
def move_down_p
turn_down
distance = 2 ** @move_speed
down1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance, true)
end
def down1(x, y, distance, down = false)
result = down2(x, y, distance)
if result == false
@event_run = check_event_trigger_touch(x, y+1)
return result
end
if @revise_x < -SIDE
result = down2(x, y + 1, distance, 4)
result &= down2(x - 1, y, distance)
if result == false
if down
move_lower_right_p
if @revise_x > SIDE
@revise_x = SIDE
end
end
return result
end
elsif @revise_x > SIDE
result = down2(x, y + 1, distance, 6)
result &= down2(x + 1, y, distance)
if result == false
if down
move_lower_left_p
if @revise_x < -SIDE
@revise_x = -SIDE
end
end
return result
end
end
@revise_y += distance
return result
end
def down2(x, y, distance, d = 2)
if @revise_y + distance > 0
unless passable?(x, y, d)
if @revise_y < 0
@revise_y = 0
end
return false
end
end
return true
end
def move_left_p
turn_left
distance = 2 ** @move_speed
left1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance, true)
end
def left1(x, y, distance, left = false)
result = left2(x, y, distance)
if result == false
@event_run = check_event_trigger_touch(x-1, y)
return result
end
if @revise_y < -UP
result = left2(x - 1, y, distance, 8)
result &= left2(x, y - 1, distance)
if result == false
if left
move_lower_left_p
if @revise_y > 0
@revise_y = 0
end
end
return result
end
elsif @revise_y > 0
result = left2(x - 1, y, distance, 2)
result &= left2(x, y + 1, distance)
if result == false
if left
move_upper_left_p
if @revise_y < -UP
@revise_y = -UP
end
end
return result
end
end
@revise_x -= distance
return result
end
def left2(x, y, distance, d = 4)
if @revise_x - distance < -SIDE
unless passable?(x, y, d)
if @revise_x > -SIDE
@revise_x = -SIDE
end
return false
end
end
return true
end
def move_right_p
# ‰E‚ðŒü‚
turn_right
distance = 2 ** @move_speed
right1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance, true)
end
def right1(x, y, distance, right = false)
result = right2(x, y, distance)
if result == false
@event_run = check_event_trigger_touch(x+1, y)
return result
end
if @revise_y < -UP
result = right2(x + 1, y, distance, 8)
result &= right2(x, y - 1, distance)
if result == false
if right
move_lower_right_p
if @revise_y > 0
@revise_y = 0
end
end
return result
end
elsif @revise_y > 0
result = right2(x + 1, y, distance, 2)
result &= right2(x, y + 1, distance)
if result == false
if right
move_upper_right_p
if @revise_y < -UP
@revise_y = -UP
end
end
return result
end
end
@revise_x += distance
return result
end
def right2(x, y, distance, d = 6)
if @revise_x + distance > SIDE
unless passable?(x, y, d)
if @revise_x < SIDE
@revise_x = SIDE
end
return false
end
end
return true
end
def move_up_p
turn_up
distance = 2 ** @move_speed
up1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance, true)
end
def up1(x, y, distance, up = false)
result = up2(x, y, distance)
if result == false
@event_run = check_event_trigger_touch(x, y-1)
return result
end
if @revise_x < -SIDE
result = up2(x, y - 1, distance, 4)
result &= up2(x - 1, y, distance)
if result == false
if up
move_upper_right_p
if @revise_x > SIDE
@revise_x = SIDE
end
end
return result
end
elsif @revise_x > SIDE
result = up2(x, y - 1, distance, 6)
result &= up2(x + 1, y, distance)
if result == false
if up
move_upper_left_p
if @revise_x < -SIDE
@revise_x = -SIDE
end
end
return result
end
end
@revise_y -= distance
return result
end
def up2(x, y, distance, d = 8)
if @revise_y - distance < -UP
unless passable?(x, y, d)
if @revise_y > -UP
@revise_y = -UP
end
return false
end
end
return true
end
def move_lower_left_p
unless @direction_fix
@direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
end
distance = (2 ** @move_speed) / Math.sqrt(2)
if @direction == 2
turn_left unless down1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_down if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 2, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_y > 0 and -UP > @revise_y - distance
@revise_y = 0
end
turn_down unless left1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_left if @event_run
end
else
turn_down unless left1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_left if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 4, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_x + distance> SIDE and -SIDE > @revise_x
@revise_x = -SIDE
end
turn_left unless down1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_down if @event_run
end
end
end
def move_lower_right_p
unless @direction_fix
@direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
end
distance = (2 ** @move_speed) / Math.sqrt(2)
if @direction == 2
turn_right unless down1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_down if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 2, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_y > 0 and -UP > @revise_y - distance
@revise_y = 0
end
turn_down unless right1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_right if @event_run
end
else
turn_down unless right1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_right if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 6, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_x > SIDE and -SIDE > @revise_x - distance
@revise_x = SIDE
end
turn_right unless down1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_down if @event_run
end
end
end
def move_upper_left_p
unless @direction_fix
@direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
end
distance = (2 ** @move_speed) / Math.sqrt(2)
if @direction == 8
turn_left unless up1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_up if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 8, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_y + distance > 0 and -UP > @revise_y
@revise_y = -UP
end
turn_up unless left1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_left if @event_run
end
else
turn_up unless left1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_left if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 4, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_x > SIDE and -SIDE > @revise_x - distance
@revise_x = SIDE
end
turn_left unless up1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_up if @event_run
end
end
end
O script continua no post abaixo
Última edição por Crhonos em Seg Dez 08, 2008 9:07 pm, editado 2 vez(es)
Crhonos- Número de Mensagens : 118
Idade : 30
Especialidade : Eventos
Data de inscrição : 01/12/2008
RMB Games
Nível de Reputação: 2
Reputação:
(19/100)
Gamescore:
(0/0)
Re: [RGSS]Passos Pixel por Pixel
Continuação do Codigo
- Código:
def move_upper_right_p
unless @direction_fix
@direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
end
distance = (2 ** @move_speed) / Math.sqrt(2)
if @direction == 8
turn_right unless up1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_up if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 8, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_y + distance > 0 and -UP > @revise_y
@revise_y = -UP
end
turn_up unless right1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_right if @event_run
end
else
turn_up unless right1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_right if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 6, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_x > SIDE and -SIDE > @revise_x - distance
@revise_x = SIDE
end
turn_right unless up1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_up if @event_run
end
end
end
def check_event_trigger_here(triggers, run = true)
result = false
if $game_system.map_interpreter.running?
return result
end
for event in $game_map.events.values
if event.x == ((@x * 128 + @revise_x) / 128.0).round and
event.y == ((@y * 128 + @revise_y) / 128.0).round and
triggers.include?(event.trigger)
if not event.jumping? and event.over_trigger?
if event.list.size > 1
if run == true
event.start
end
result = true
end
end
end
end
return result
end
def move_on
if @y < (@y + @revise_y / 128.0).round
@y += 1
@revise_y -= 128
end
if @x > (@x + @revise_x / 128.0).round
@x -= 1
@revise_x += 128
end
if @x < (@x + @revise_x / 128.0).round
@x += 1
@revise_x -= 128
end
if @y > (@y + @revise_y / 128.0).round
@y -= 1
@revise_y += 128
end
end
def anime_update
if @walk_anime
@anime_count += 1.5
elsif @step_anime
@anime_count += 1
end
if @anime_count > 18 - @move_speed * 2
if not @step_anime and @stop_count > 0
@pattern = @original_pattern
else
@pattern = (@pattern + 1) % 4
end
@anime_count = 0
end
end
alias :moveto_original :moveto
def moveto(x, y)
@revise_x = 0
@revise_y = 0
moveto_original(x, y)
end
def last_move?(x, y, direction, distance)
if direction == 2 or direction == 6
distance *= -1
end
if (direction == 2 or direction == 8) and
(y / 128.0).round != ((y - distance) / 128.0).round
return true
end
if (direction == 4 or direction == 6) and
(x / 128.0).round != ((x - distance) / 128.0).round
return true
end
return false
end
end
class Game_Character
def screen_x
return ((@real_x - $game_map.display_x) / 4).ceil + 16
end
def screen_y
y = ((@real_y - $game_map.display_y) / 4).ceil + 32
if @jump_count >= @jump_peak
n = @jump_count - @jump_peak
else
n = @jump_peak - @jump_count
end
return y - (@jump_peak * @jump_peak - n * n) / 2
end
def update_move
distance = 2 ** @move_speed
if @x * 128 != @real_x and @y * 128 != @real_y and Game_Player::SLANT
distance /= Math.sqrt(2)
end
if @y * 128 > @real_y
@real_y = [@real_y + distance, @y * 128].min
end
if @x * 128 < @real_x
@real_x = [@real_x - distance, @x * 128].max
end
if @x * 128 > @real_x
@real_x = [@real_x + distance, @x * 128].min
end
if @y * 128 < @real_y
@real_y = [@real_y - distance, @y * 128].max
end
if @walk_anime
@anime_count += 1.5
elsif @step_anime
@anime_count += 1
end
end
end
class Game_Event < Game_Character
def start
if @list.size > 1
if $game_player.event != 0
$game_player.move_speed = $game_player.event
elsif self.trigger == 0
$game_player.move_speed = $game_player.walk
end
@starting = true
end
end
end
Crhonos- Número de Mensagens : 118
Idade : 30
Especialidade : Eventos
Data de inscrição : 01/12/2008
RMB Games
Nível de Reputação: 2
Reputação:
(19/100)
Gamescore:
(0/0)
Re: [RGSS]Passos Pixel por Pixel
Haha copiou meu post no antigo fórum! É um bom script, mas ele dá problema em algo que não lembro o que era
Seria lag? Não lembro =/
Seria lag? Não lembro =/
Dark Dudu- Número de Mensagens : 385
Idade : 30
Localização : São Vicente - SP
Especialidade : Eventos
Data de inscrição : 01/12/2008
RMB Games
Nível de Reputação: 2
Reputação:
(61/100)
Gamescore:
(0/0)
Re: [RGSS]Passos Pixel por Pixel
É eu tbm lembro de um bug.E lembro oq era
o.o
Tipo, se vc colacasse "animação parado" ele travava.
o.o
Tipo, se vc colacasse "animação parado" ele travava.
Crhonos- Número de Mensagens : 118
Idade : 30
Especialidade : Eventos
Data de inscrição : 01/12/2008
RMB Games
Nível de Reputação: 2
Reputação:
(19/100)
Gamescore:
(0/0)
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