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Déplacement multi-directionnelle et plus préçis

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Déplacement multi-directionnelle et plus préçis Empty Déplacement multi-directionnelle et plus préçis

Message par Nealcrome Sam 12 Sep - 15:31

Voici un script qui peut effectué des directions supplémentaire en isométrie (120°).
Code:
Code:
#--------------------------------------------------------------------------
class Game_Character
#--------------------------------------------------------------------------
def update_move
# Convert map coordinates from map move speed into move distance
distance = 2 ** @move_speed
# If logical coordinates are further down than real coordinates
if @y * 128 > @real_y
# Move down
@real_y = [@real_y + distance, @y * 128].min
end
# If logical coordinates are more to the left than real coordinates
if @x * 128 < @real_x
# Move left
@real_x = [@real_x - distance, @x * 128].max
@real_x = [@real_x - distance, @x * 128].max
end
# If logical coordinates are more to the right than real coordinates
if @x * 128 > @real_x
# Move right
@real_x = [@real_x + distance, @x * 128].min
@real_x = [@real_x + distance, @x * 128].min
end
# If logical coordinates are further up than real coordinates
if @y * 128 < @real_y
# Move up
@real_y = [@real_y - distance, @y * 128].max
end
# If move animation is ON
if @walk_anime
# Increase animation count by 1.5
@anime_count += 6
# If move animation is OFF, and stop animation is ON
elsif @step_anime
# Increase animation count by 1
@anime_count += 1
end
end
#--------------------------------------------------------------------------
# * Move Lower Left
#--------------------------------------------------------------------------
def move_lower_left
# If no direction fix
unless @direction_fix
# Face down is facing right or up
@direction = 1
end
# When a down to left or a left to down course is passable
if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 4) and passable?(@x - 2, @y + 1, 1)) or
(passable?(@x, @y, 4) and passable?(@x - 2, @y, 2) and passable?(@x - 2, @y + 1, 1))
# Update coordinates
@x -= 2
@y += 1
# Increase steps
increase_steps
end
end
#--------------------------------------------------------------------------
# * Move Lower Right
#--------------------------------------------------------------------------
def move_lower_right
# If no direction fix
unless @direction_fix
# Face right if facing left, and face down if facing up
@direction = 3
end
# When a down to right or a right to down course is passable
if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 6) and passable?(@x + 2, @y + 1, 1)) or
(passable?(@x, @y, 6) and passable?(@x + 2, @y, 2) and passable?(@x + 2, @y + 1, 1))
# Update coordinates
@x += 2
@y += 1
# Increase steps
increase_steps
end
end
#--------------------------------------------------------------------------
# * Move Upper Left
#--------------------------------------------------------------------------
def move_upper_left
# If no direction fix
unless @direction_fix
# Face left if facing right, and face up if facing down
@direction = 7
end
# When an up to left or a left to up course is passable
if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 4) and passable?(@x - 2, @y - 1, 1)) or
(passable?(@x, @y, 4) and passable?(@x - 2, @y, 8) and passable?(@x - 2, @y - 1, 1))
# Update coordinates
@x -= 2
@y -= 1
# Increase steps
increase_steps
end
end
#--------------------------------------------------------------------------
# * Move Upper Right
#--------------------------------------------------------------------------
def move_upper_right
# If no direction fix
unless @direction_fix
# Face right if facing left, and face up if facing down
@direction = 9
end
# When an up to right or a right to up course is passable
if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 6) and passable?(@x + 2, @y - 1, 1)) or
(passable?(@x, @y, 6) and passable?(@x + 2, @y, 8) and passable?(@x + 2, @y - 1, 1))
# Update coordinates
@x += 2
@y -= 1
# Increase steps
increase_steps
end
end
end

class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Remember whether or not moving in local variables
last_moving = moving?
# If moving, event running, move route forcing, and message window
# display are all not occurring
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
# Move player in the direction the directional button is being pressed
case Input.dir8
when 1
move_lower_left
when 2
move_down
when 3
move_lower_right
when 4
move_left
when 6
move_right
when 7
move_upper_left
when 8
move_up
when 9
move_upper_right
end
end
# Remember coordinates in local variables
last_real_x = @real_x
last_real_y = @real_y
super
# If character moves down and is positioned lower than the center
# of the screen
if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
# Scroll map down
$game_map.scroll_down(@real_y - last_real_y)
end
# If character moves left and is positioned more let on-screen than
# center
if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
# Scroll map left
$game_map.scroll_left(last_real_x - @real_x)
end
# If character moves right and is positioned more right on-screen than
# center
if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
# Scroll map right
$game_map.scroll_right(@real_x - last_real_x)
end
# If character moves up and is positioned higher than the center
# of the screen
if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
# Scroll map up
$game_map.scroll_up(last_real_y - @real_y)
end
# If not moving
unless moving?
# If player was moving last time
if last_moving
# Event determinant is via touch of same position event
result = check_event_trigger_here([1,2])
# If event which started does not exist
if result == false
# Disregard if debug mode is ON and ctrl key was pressed
unless $DEBUG and Input.press?(Input::CTRL)
# Encounter countdown
if @encounter_count > 0
@encounter_count -= 1
end
end
end
end
# If C button was pressed
if Input.trigger?(Input::C)
# Same position and front event determinant
check_event_trigger_here([0])
check_event_trigger_there([0,1,2])
end
end
end
end

class Sprite_Character < RPG::Sprite
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
# If tile ID, file name, or hue are different from current ones
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue
# Remember tile ID, file name, and hue
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
# If tile ID value is valid
if @tile_id >= 384
self.bitmap = RPG::Cache.tile($game_map.tileset_name,
@tile_id, @character.character_hue)
self.src_rect.set(0, 0, 32, 32)
self.ox = 32
self.oy = 64
# If tile ID value is invalid
else
self.bitmap = RPG::Cache.character(@character.character_name,
@character.character_hue)
@cw = bitmap.width / 9
@ch = bitmap.height / 8
self.ox = @cw / 2
self.oy = @ch
end
end
# Set visible situation
self.visible = (not @character.transparent)
# If graphic is character
if @tile_id == 0
# Set rectangular transfer
sx = @character.pattern * @cw
dec = (@character.direction == 7 or @character.direction == 9) ? 3 : 1
sy = (@character.direction - dec) * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
# Set sprite coordinates
self.x = @character.screen_x
self.y = @character.screen_y
self.z = @character.screen_z(@ch)
# Set opacity level, blend method, and bush depth
self.opacity = @character.opacity
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
# Animation
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
end
end

Auteur: Je ne sais pas mais il n'est pas de moi.
Utilisation:
Code:
Code:
@cw = bitmap.width / 9
@ch = bitmap.height / 8

Ceci est à modifier car c'est pour mes charsets à moi.
-La première ligne est le nombre de frames dans l'animation du déplacement du héros. Ceux des RTP en utilise 4 donc il faut remplacer le "9" par le chiffre "4" etc...
-La deuxième ligne représente le nombre de directions donc le 8 n'est pas changer.
Nealcrome
Nealcrome
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Date d'inscription : 04/01/2009

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