class Map_Full
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
def initialize
@dots = []
@teleport_sprites = []
if $game_map.width > $game_map.height
@map_width = 640
@map_height = $game_map.height * @map_width / $game_map.width
if @map_height > 480
@map_height = 480
end
else
@map_height = 480
@map_width = $game_map.width * @map_height / $game_map.height
if @map_width > 640
@map_width = 640
end
end
@map = Sprite.new
@event = Sprite.new
@map.bitmap = Bitmap.new(width, height)
@event.bitmap = Bitmap.new(width, height)
@map.x = @event.x = 320 - width / 2
@map.y = @event.y = 240 - height / 2
draw_map unless no_map_display?
draw_event_dots unless no_event_display?
draw_player_dot unless no_display?
if no_display?
@message = Window_Base.new(0, 208, 640, 64)
message = "the map is not available"
@message.contents = Bitmap.new(608, 32)
@message.contents.font.name = "Arial"
@message.contents.font.size = 32
@message.contents.font.color.set(255, 255, 255, 100)
@message.contents.draw_text(-1, -1, 608, 32, message, 1)
@message.contents.draw_text(-1, 1, 608, 32, message, 1)
@message.contents.draw_text(1, -1, 608, 32, message, 1)
@message.contents.draw_text(1, 1, 608, 32, message, 1)
@message.contents.font.color.set(255, 255, 255, 50)
@message.contents.draw_text(-2, -2, 608, 32, message, 1)
@message.contents.draw_text(-2, 2, 608, 32, message, 1)
@message.contents.draw_text(2, -2, 608, 32, message, 1)
@message.contents.draw_text(2, 2, 608, 32, message, 1)
@message.contents.font.color.set(255, 255, 255)
@message.contents.draw_text(0, 0, 608, 32, message, 1)
@message.windowskin = nil
end
end
#--------------------------------------------------------------------------
# ● display_map?
#--------------------------------------------------------------------------
def no_map_display?
for event in $game_map.events.values
if event.name.include?("[full]")
return false
end
if event.name.include?("[no map]")
return true
end
end
return false
end
#--------------------------------------------------------------------------
# ● display_map?
#--------------------------------------------------------------------------
def no_event_display?
for event in $game_map.events.values
if event.name.include?("[full]")
return false
end
if event.name.include?("[no event]")
return true
end
end
return false
end
#--------------------------------------------------------------------------
# ● display_map?
#--------------------------------------------------------------------------
def no_display?
for event in $game_map.events.values
if event.name.include?("[full]")
return false
end
if event.name.include?("[no map]") and event.name.include?("[no event]")
return true
end
end
return false
end
#--------------------------------------------------------------------------
# ● dispose
#--------------------------------------------------------------------------
def dispose
for sprite in @teleport_sprites
sprite.dispose
end
@message.dispose if no_display?
@map.bitmap.dispose
@map.dispose
@event.bitmap.dispose
@event.dispose
end
#--------------------------------------------------------------------------
# ● width
#--------------------------------------------------------------------------
def width
return @map_width
end
#--------------------------------------------------------------------------
# ● opacity=
#--------------------------------------------------------------------------
def height
return @map_height
end
#--------------------------------------------------------------------------
# ● draw_map
#--------------------------------------------------------------------------
def draw_map
bitmap = Bitmap.new($game_map.width * 32, $game_map.height * 32)
for i in 0...($game_map.width * $game_map.height)
x = i % $game_map.width
y = i / $game_map.width
for level in 0...3
tile_id = $game_map.data[x, y, level]
if tile_id >= 384
tileset_bitmap = RPG::Cache.tile($game_map.tileset_name, tile_id, 0)
src_rect = Rect.new(0, 0, 32, 32)
bitmap.blt(x * 32, y * 32, tileset_bitmap, src_rect)
end
if tile_id >= 48 and tile_id < 384
id = tile_id / 48 - 1
tileset_bitmap = RPG::Cache.autotile($game_map.autotile_names[id])
src_rect = Rect.new(32, 64, 32, 32)
bitmap.blt(x * 32, y * 32, tileset_bitmap, src_rect)
end
end
end
d_rect = Rect.new(0, 0, width, height)
s_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
@map.bitmap.stretch_blt(d_rect, bitmap, s_rect)
bitmap.clear
bitmap.dispose
end
#--------------------------------------------------------------------------
# ● refresh_dots
#--------------------------------------------------------------------------
def draw_event_dots
for event in $game_map.events.values
bitmap = nil
x = event.x * width / $game_map.width
y = event.y * height / $game_map.height
next if event.list == nil
for i in 0...event.list.size
if event.list[i].parameters[0].is_a?(String)
if event.list[i].parameters[0] == "event"
bitmap = RPG::Cache.picture(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0] == "enemy"
bitmap = RPG::Cache.picture(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0].include?("teleport")
bitmap = RPG::Cache.picture("teleport")
name = event.list[i].parameters[0].dup
name.slice!("teleport, ")
@teleport_sprites.push(new_name_sprite(name, x, y))
break
elsif event.list[i].parameters[0] == "chest"
bitmap = RPG::Cache.picture(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0] == "npc"
bitmap = RPG::Cache.picture(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0] == "savepoint"
bitmap = RPG::Cache.picture(event.list[i].parameters[0])
break
else
bitmap = nil
end
end
end
@dots.push([x, y, bitmap])
end
for dot in @dots
unless dot[2] == nil
@event.bitmap.blt(dot[0], dot[1], dot[2], Rect.new(0, 0, 4, 4))
end
end
end
#--------------------------------------------------------------------------
# ● new_name_sprite
#--------------------------------------------------------------------------
def new_name_sprite(name, x, y)
sprite = Sprite.new
sprite.y = y + 240 - height / 2
x + 128 > 640 ? sprite.x = 512 : sprite.x = x + 320 - width / 2
bitmap = Bitmap.new(128, 32)
bitmap.font.name, bitmap.font.size = "Arial", 20
bitmap.font.color.set(255, 255, 255)
bitmap.draw_text(0, 0, 128, 32, name)
sprite.bitmap = bitmap
return sprite
end
#--------------------------------------------------------------------------
# ● refresh_dots
#--------------------------------------------------------------------------
def draw_player_dot
x = $game_player.x * width / $game_map.width
y = $game_player.y * height / $game_map.height
bitmap = RPG::Cache.picture("hero")
@event.bitmap.blt(x, y, bitmap, Rect.new(0, 0, 4, 4))
end
end
#==============================================================================
# ■ Scene_MiniMap
#------------------------------------------------------------------------------
# draw the map full screen
#==============================================================================
class Scene_MiniMap
#--------------------------------------------------------------------------
# ● main
#--------------------------------------------------------------------------
def main
@map = Map_Full.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@map.dispose
end
#--------------------------------------------------------------------------
# ● Update the contents of all five windows on the main menu
#--------------------------------------------------------------------------
def update
if Input.trigger?(Input::B) | Input.trigger?(Input::CTRL)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
end
end
#==============================================================================
# ■ Scene_Map
#------------------------------------------------------------------------------
# draw the mini map
# @corner is the corner you want the mini map to be displayed in.
# 1 is upper left, 2 is upper right, 3 is bottom left and 4 is bottom right
#
# @use_windowskin is whether true or false. true if you want to use the
# the current windowskin for the minimap background.
# or false if you want to use the picture named mapback in your picture folder.
#==============================================================================
class Scene_Map
alias main_minimap main
alias update_minimap update
alias transfer_minimap transfer_player
#--------------------------------------------------------------------------
# ● initialize
#--------------------------------------------------------------------------
def initialize
@corner = 4 # 1 or 2 or 3 or 4
@use_windowskin = false # true or false
end
#--------------------------------------------------------------------------
# ● main
#--------------------------------------------------------------------------
def main
@event_map = Map_Event.new(@corner, @use_windowskin)
main_minimap
@event_map.dispose
end
#--------------------------------------------------------------------------
# ● update
#--------------------------------------------------------------------------
def update
@event_map.update
if $game_system.map_interpreter.running?
@event_map.visible = false
else
@event_map.visible = true
end
if Input.trigger?(Input::CTRL)
$game_system.se_play($data_system.decision_se)
$scene = Scene_MiniMap.new
return
end
update_minimap
end
#--------------------------------------------------------------------------
# ● transfer_player
#--------------------------------------------------------------------------
def transfer_player
transfer_minimap
@event_map.dispose
@event_map = Map_Event.new(@corner, @use_windowskin)
end
end
Voici les images à placer dans le dossier Graphics/Pictures/
Et le fond de la minimap également a placer dans Graphics/Pictures/
Et ceci est une base pour créer votre propre cadre:
Maintenant les explications :
- [no map]: Pour que la minimap n'aparraisse pas, à placer des les commentaires d'un event.
- [no event]: si vous ne voulez pas les autres points sur la cartes.
Créez des events et mettez des commentaires :
- event: si il doit apparaitre comme un event
- npc: pour les pnj
- savepoint: pour les points de sauvegardes
- teleport: points de téléportation
- enemy: pour les ennemies
- chest: pour les coffres