class Game_Character
attr_reader :xv # Tr?c x
attr_reader :yv # Tr?c y
attr_accessor :gravity # Đ? cao
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias pms_initialize initialize
def initialize
pms_initialize
@xv = 0
@yv = 0
@move_count = 0
@gravity = 5
@jump_flag = false
end
#--------------------------------------------------------------------------
# * Determine if Moving
#--------------------------------------------------------------------------
def moving?
# If logical coordinates differ from real coordinates,
# movement is occurring.
return @move_count > 0
end
#--------------------------------------------------------------------------
# * Tocch
# mode :
# * 0 : Left or Right
# * 1 : Up or Down
#--------------------------------------------------------------------------
def touch?(mode = 0)
if mode == 0
if @xv > 0
check_event_trigger_touch(@x+1, @y)
else
check_event_trigger_touch(@x-1, @y)
end
else
if @xv > 0
check_event_trigger_touch(@x, @y+1)
else
check_event_trigger_touch(@x, @y-1)
end
end
end
def distance_x_from_player
sx = @x - $game_player.x
return sx
end
def passable?(mode = 0)
left_x = @real_x + 32 >> 7 # 4 << 3
right_x = @real_x + 110 >> 7 # 28 << 3
up_y = @real_y + 16>> 7 # 2 << 3
down_y = @real_y + 110 >> 7 # 28 << 3
# Get new coordinates
if mode == 0
if @xv > 0
return false unless $game_map.passable?(right_x, up_y,6)
return false unless $game_map.passable?(right_x, down_y,6)
else
return false unless $game_map.passable?(left_x, up_y,4)
return false unless $game_map.passable?(left_x, down_y,4)
end
else
if @yv > 0
return false unless $game_map.passable?(left_x, down_y,2)
return false unless $game_map.passable?(right_x, down_y,2)
else
return false unless $game_map.passable?(left_x, up_y,8)
return false unless $game_map.passable?(right_x, up_y,8)
end
end
return true if @through
# Loop all events
for event in $game_map.events.values
new_x = (event.direction == 6 ? ((@real_x + 32 >> 7) + 1) : event.direction == 4 ? ((@real_x + 110 >> 7) + 1) : 0)
new_y = (event.direction == 2 ? ((@real_y + 16 >> 7) + 1) : event.direction == 8 ? ((@real_y + 110 >> 7) + 1) : 0)
# If event coordinates are consistent with move destination
if event.x == new_x and event.y == new_y
# If through is OFF
unless event.through
# If self is event
if self != $game_player
# impassable
return false
end
# With self as the player and partner graphic as character
if event.character_name != ""
# impassable
return false
end
end
end
end
if $game_player.x == new1_x and $game_player.y == new1_y
# If through is OFF
unless $game_player.through
# If your own graphic is the character
if @character_name != ""
# impassable
return false
end
end
end
return true
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
update_x
update_y
# Branch with jumping, moving, and stopping
if jumping?
update_jump
elsif moving?
@move_count -= 1
if @walk_anime
@anime_count += 1.5
elsif @step_anime
@anime_count += 1
end
else
update_stop
end
# If animation count exceeds maximum value
# * Maximum value is move speed * 1 taken from basic value 18
if @anime_count > 18 - @move_speed * 2
# If stop animation is OFF when stopping
if not @step_anime and @stop_count > 0
# Return to original pattern
@pattern = @original_pattern
# If stop animation is ON when moving
else
# Update pattern
@pattern = (@pattern + 1) % 4
end
# Clear animation count
@anime_count = 0
end
# If waiting
if @wait_count > 0
# Reduce wait count
@wait_count -= 1
return
end
# If move route is forced
if @move_route_forcing
# Custom move
move_type_custom
return
end
# When waiting for event execution or locked
if @starting or lock?
# Not moving by self
return
end
# If stop count exceeds a certain value (computed from move frequency)
if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
# Branch by move type
case @move_type
when 1 # Random
move_type_random
when 2 # Approach
move_type_toward_player
when 3 # Custom
move_type_custom
end
end
end
#--------------------------------------------------------------------------
# ? Update X
#--------------------------------------------------------------------------
def update_x
if !@jump_flag && !moving?
@xv = 0
return
end
last_x = @real_x
@real_x += @xv
@x = @real_x >> 7
unless passable?(0)
@real_x = last_x
@x = @real_x >> 7
@xv = 0
touch?(0)
end
end
#--------------------------------------------------------------------------
# ? Update Y
#--------------------------------------------------------------------------
def update_y
if @gravity > 0
@yv += @gravity
@yv = 64 if @yv > 64
elsif !moving?
@yv = 0
return
end
last_y = @real_y
@real_y += @yv
@y = @real_y >> 7
unless passable?(1)
@real_y = last_y
@y = @real_y >> 7
@jump_flag = false if @yv > 0
@yv = 0
touch?(1)
end
end
#--------------------------------------------------------------------------
# * Move Down
# turn_enabled : a flag permits direction change on that spot
#--------------------------------------------------------------------------
def move_down(turn_enabled = true)
@stop_count = 0
d = 2 ** @move_speed
@yv = d
@move_count = 128 / d
end
#--------------------------------------------------------------------------
# * Move Left
# turn_enabled : a flag permits direction change on that spot
#--------------------------------------------------------------------------
def move_left(turn_enabled = true)
turn_left
d = 2 ** @move_speed
@xv = 0 - d
@move_count = 128 / d
increase_steps
end
#--------------------------------------------------------------------------
# * Move Right
# turn_enabled : a flag permits direction change on that spot
#--------------------------------------------------------------------------
def move_right(turn_enabled = true)
turn_right
d = 2 ** @move_speed
@xv = d
@move_count = 128 / d
increase_steps
end
#--------------------------------------------------------------------------
# * Move up
# turn_enabled : a flag permits direction change on that spot
#--------------------------------------------------------------------------
def move_up(turn_enabled = true)
@stop_count = 0
d = 2 ** @move_speed
@yv = 0 - d
@move_count = 128 / d
end
#--------------------------------------------------------------------------
# * Move Lower Left
#--------------------------------------------------------------------------
def move_lower_left
# If no direction fix
unless @direction_fix
# Face down is facing right or up
@direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
end
# Update coordinates
d = 2 ** @move_speed
@xv = 0 - d
@yv = d
@move_count = 128 / d
# Increase steps
increase_steps
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 = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
end
d = 2 ** @move_speed
@xv = d
@yv = d
@move_count = 128 / d
# Increase steps
increase_steps
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 = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
end
# Update coordinates
d = 2 ** @move_speed
@xv = 0 - d
@yv = 0 - d
@move_count = 128 / d
# Increase steps
increase_steps
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 = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
end
d = 2 ** @move_speed
@xv = d
@yv = 0 - d
@move_count = 128 / d
# Increase steps
increase_steps
end
#--------------------------------------------------------------------------
# * Move at Random
#--------------------------------------------------------------------------
def move_random
case rand(@gravity == 0 ? 4 : 2)
when 0; move_left(false)
when 1; move_right(false)
when 2; move_up(false)
when 3; move_down(false)
end
end
#--------------------------------------------------------------------------
# * Move toward Player
#--------------------------------------------------------------------------
def move_toward_player
sx = distance_x_from_player
sx > 0 ? move_left : move_right
end
#--------------------------------------------------------------------------
# * Move away from Player
#--------------------------------------------------------------------------
def move_away_from_player
sx = distance_x_from_player
sx > 0 ? move_right : move_left
end
#--------------------------------------------------------------------------
# * Jump
# Không c?n nh?p giá tr? x v? y ? RMXP
#--------------------------------------------------------------------------
def jump(x_plus, y_plus)
return if @jump_flag
@yv = -48
@jump_flag = true
@stop_count = 0
end
#--------------------------------------------------------------------------
# * Turn Towards Player
#--------------------------------------------------------------------------
def turn_toward_player
if @real_x < $game_player.real_x
turn_right
else
turn_left
end
end
end
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Passable Determinants
#--------------------------------------------------------------------------
def passable?(mode)
super(mode)
end
def move_left(turn_ok = true)
turn_left
max_speed = -16
@xv = [@xv + 2, max_speed].min if @xv < max_speed and !@jump_flag
@xv = [@xv - 2, max_speed].max if @xv > max_speed
@move_count = 1
end
def move_right(turn_ok = true)
turn_right
max_speed = 16
@xv = [@xv + 2, max_speed].min if @xv < max_speed
@xv = [@xv - 2, max_speed].max if @xv > max_speed and !@jump_flag
@move_count = 1
end
def update_x
if !@jump_flag && !moving?
@xv = [@xv + 2, 0].min if @xv < 0
@xv = [@xv - 2, 0].max if @xv > 0
end
last_x = @real_x
@real_x += @xv
@x = @real_x >> 7
unless passable?(0)
@real_x = last_x
@x = @real_x >> 7
@xv = 0
touch?(0)
end
end
def move_jump(yv)
@yv = yv
@jump_flag = true
end
#--------------------------------------------------------------------------
# * 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
if Input.press?(Input::LEFT)
move_left
elsif Input.press?(Input::RIGHT)
move_right
end
end
if Input.trigger?(Input::Y) && @jump_flag == false # Jump
move_jump(-48)
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 Game_Event < Game_Character
def get_name
return @event.name
end
end
-Można ustawić grawitację (przyciąganie)
-Skok zależny od rozpędu.
-Możliwość spadania w dowolnym kierunku
-przenoszenie pikseli
-zmiana szybkości spadania? (tak mi się wydaje ;p)
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