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 Mini map

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Mini map Empty
MessageSujet: Mini map   Mini map Icon_minitimeMar 30 Oct - 23:38

Voici un super script ! Il comprend :

  • Une mini-map.
  • Point du héro sur la map.
  • Point des :

    • Events
    • PNJ
    • Trésors
    • Poins de téléportation
    • Savepoint
    • enemis

  • Map entiere en apuyant sur ctrl




Insérez un nouveau script au dessus de main appellé minimap

Code

#==============================================================================

# ■ Game_Event

#==============================================================================



class Game_Event < Game_Character

#--------------------------------------------------------------------------

# ● name

#--------------------------------------------------------------------------

def name

return @event.name

end

end



#==============================================================================

# ■ Map_Base

#------------------------------------------------------------------------------

#  Base class for mini maps

#

# made by squall // squall@loeher.zzn.com

#==============================================================================



class Map_Base

MP_VERSION = 5

#--------------------------------------------------------------------------

# ● Initialize

#--------------------------------------------------------------------------

def initialize(corner, use_windowskin)

@tileset_name = $game_map.tileset_name

@bg = Window_Base.new(0, 0, 144, 112)

@bg.z = 9000

if no_display?

@bg.windowskin = nil

else

unless use_windowskin

@bg.dispose

@bg = Window_Base.new(0, 0, 160, 128)

@bg.contents = Bitmap.new(128, 96)

@bg.windowskin = nil

bmp = RPG::Cache.picture("mapback")

@bg.contents.blt(0, 0, bmp, Rect.new(0, 0, 128, 96))

@bg.z = 9015

end

end

@map = Sprite.new

@map.bitmap = Bitmap.new(map_width, map_height)

@map.z = 9005

@event = Sprite.new

@event.bitmap = Bitmap.new(map_width, map_height)

@event.z = 9010

self.back_opacity = 180

self.opacity = 180

case corner

when 1

self.x = 16

self.y = 16

when 2

self.x = 640 - width - 16

self.y = 16

when 3

self.x = 16

self.y = 480 - height - 16

when 4

self.x = 640 - width - 16

self.y = 480 - height - 16

else

self.x = 16

self.y = 16

end

end

#--------------------------------------------------------------------------

# ● display_map?

#--------------------------------------------------------------------------

def no_map_display?

for event in $game_map.events.values

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?("[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?("[no map]") and event.name.include?("[no event]")

return true

end

end

return false

end

#--------------------------------------------------------------------------

# ● dispose

#--------------------------------------------------------------------------

def dispose

@bg.dispose

@map.bitmap.dispose

@map.dispose

@event.bitmap.dispose

@event.dispose

end

#--------------------------------------------------------------------------

# ● map

#--------------------------------------------------------------------------

def map

return @map

end

#--------------------------------------------------------------------------

# ● event

#--------------------------------------------------------------------------

def event

return @event

end

#--------------------------------------------------------------------------

# ● width

#--------------------------------------------------------------------------

def width

return 128

end

#--------------------------------------------------------------------------

# ● opacity=

#--------------------------------------------------------------------------

def height

return 96

end

#--------------------------------------------------------------------------

# ● opacity=

#--------------------------------------------------------------------------

def visible=(bool)

@bg.visible = bool

@event.visible = bool

@map.visible = bool

end

#--------------------------------------------------------------------------

# ● opacity

#--------------------------------------------------------------------------

def visible

return @bg.visible

end

#--------------------------------------------------------------------------

# ● opacity=

#--------------------------------------------------------------------------

def opacity=(opacity)

@event.opacity = opacity

@map.opacity = opacity

end

#--------------------------------------------------------------------------

# ● opacity

#--------------------------------------------------------------------------

def opacity

return @event.opacity

end

#--------------------------------------------------------------------------

# ● back_opacity=

#--------------------------------------------------------------------------

def back_opacity=(opacity)

@bg.opacity = opacity

@bg.contents_opacity = opacity if @bg.contents != nil

end

#--------------------------------------------------------------------------

# ● back_opacity

#--------------------------------------------------------------------------

def back_opacity

return @bg.opacity

end

#--------------------------------------------------------------------------

# ● x=

#--------------------------------------------------------------------------

def x=(x)

@bg.x = x - (@bg.width - 128) / 2

@event.x = x + 8

@map.x = x + 8

end

#--------------------------------------------------------------------------

# ● x

#--------------------------------------------------------------------------

def x

return @bg.x

end

#--------------------------------------------------------------------------

# ● y=

#--------------------------------------------------------------------------

def y=(y)

@bg.y = y - (@bg.height - 96) / 2

@event.y = y + 8

@map.y = y + 8

end

#--------------------------------------------------------------------------

# ● y

#--------------------------------------------------------------------------

def y

return @bg.y

end

#--------------------------------------------------------------------------

# ● map_width

#--------------------------------------------------------------------------

def map_width

return $game_map.width * 112/20

end

#--------------------------------------------------------------------------

# ● map_height

#--------------------------------------------------------------------------

def map_height

return $game_map.height * 80/15

end

#--------------------------------------------------------------------------

# ● display_x

#--------------------------------------------------------------------------

def display_x

return $game_map.display_x / 128 * 112/20

end

#--------------------------------------------------------------------------

# ● map_height

#--------------------------------------------------------------------------

def display_y

return $game_map.display_y / 128 * 80/15

end

end

#==============================================================================

# ■ Map_Mini

#------------------------------------------------------------------------------

#  Base class for mini maps

#

# made by squall // squall@loeher.zzn.com

#==============================================================================



class Map_Mini <Map_Base>= 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, map_width, map_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

end

#==============================================================================

# ■ Map_Event

#------------------------------------------------------------------------------

#  draw the events and hero position

#==============================================================================



class Map_Event < Map_Mini

#--------------------------------------------------------------------------

# ● initialize

#--------------------------------------------------------------------------

def initialize(corner = 4, windowskin = true)

super(corner, windowskin)

@dots = []

end

#--------------------------------------------------------------------------

# ● refresh_dots

#--------------------------------------------------------------------------

def refresh_event_dots

for event in $game_map.events.values

bitmap = nil

x = event.x * map_width / $game_map.width

y = event.y * map_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")

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

end

#--------------------------------------------------------------------------

# ● refresh_dots

#--------------------------------------------------------------------------

def refresh_player_dot

x = $game_player.x * map_width / $game_map.width

y = $game_player.y * map_height / $game_map.height

bitmap = RPG::Cache.picture("hero")

@dots.push([x, y, bitmap])

end

#--------------------------------------------------------------------------

# ● update

#--------------------------------------------------------------------------

def update

super

@dots.clear

event.bitmap.clear

refresh_event_dots unless no_event_display?

refresh_player_dot unless no_display?

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

event.src_rect.set(display_x, display_y, width - 16, height - 16)

end

end

#==============================================================================

# ■ Map_Full

#------------------------------------------------------------------------------

# made by squall // squall@loeher.zzn.com

#==============================================================================
Revenir en haut Aller en bas
Invité
Invité




Mini map Empty
MessageSujet: Re: Mini map   Mini map Icon_minitimeMar 30 Oct - 23:39

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/

Mini map Chest Mini map Enemy Mini map Event Mini map Hero Mini map Npc Mini map Savepoint Mini map Teleport



Et le fond de la minimap également a placer dans Graphics/Pictures/

Mini map Mapback



Et ceci est une base pour créer votre propre cadre:

Mini map Mapback_base



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
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