Class: Spriteset_Map
- Includes:
- Hooks
- Defined in:
- scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb
Overview
Display everything that should be displayed during the Scene_Map
Instance Attribute Summary collapse
-
#game_player_sprite ⇒ Sprite_Character
readonly
Retrieve the Game Player sprite.
Instance Method Summary collapse
-
#create_panel(zone)
create the zone panel of the current zone.
-
#dispose(from_warp = false) ⇒ Sprite?
Spriteset_map dispose.
-
#dispose_sp_map
Dispose the zone panel.
-
#disposed? ⇒ Boolean
Tell if the spriteset is disposed.
-
#finish_init(zone)
Last step of the Spriteset initialization.
-
#inform_quest(name, is_new)
Add a new quest informer.
-
#init_characters
Sprite_Character initialization.
-
#init_panorama_fog
Panorama and fog initialization.
-
#init_player
Player initialization.
-
#init_psdk_add
PSDK related thing initialization.
-
#init_quest_informer
Create the quest informer array.
-
#init_tilemap
Tilemap initialization.
-
#init_viewports(viewport_type)
Method responsive of initializing the viewports.
-
#init_weather_picture_timer
Weather, picture and timer initialization.
-
#initialize(zone = nil) ⇒ Spriteset_Map
constructor
Initialize a new Spriteset_Map object.
-
#load_autotile(filename) ⇒ Texture
Attempt to load an autotile.
-
#map_viewport ⇒ Viewport
Return the map viewport.
-
#recycle_characters(character_sprites)
Recycled Sprite_Character initialization.
-
#reload(zone = nil)
Do the same as initialize but without viewport initialization (opti).
-
#snap_to_bitmaps ⇒ Array<Texture>
Take a snapshot of the spriteset.
-
#tilemap_class ⇒ Class
Return the prefered tilemap class.
-
#update
Update every sprite.
-
#update_events
update event sprite.
-
#update_panel
Update the zone panel.
-
#update_panorama_fog
update panorama and fog sprites.
-
#update_weather_picture
update weather and picture sprites.
-
#visible=(value)
Change the visible state of the Spriteset.
Methods included from Hooks
#exec_hooks, #force_return, included, register, remove, remove_without_name
Constructor Details
#initialize(zone = nil) ⇒ Spriteset_Map
Initialize a new Spriteset_Map object
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 9 def initialize(zone = nil) # Type of viewport the spriteset map uses = :main exec_hooks(Spriteset_Map, :viewport_type, binding) () Yuki::ElapsedTime.start(:spriteset_map) exec_hooks(Spriteset_Map, :initialize, binding) init_tilemap init_panorama_fog init_characters init_player init_weather_picture_timer finish_init(zone) rescue ForceReturn => e log_error("Hooks tried to return #{e.data} in Spriteset_Map#initialize") end |
Instance Attribute Details
#game_player_sprite ⇒ Sprite_Character (readonly)
Retrieve the Game Player sprite
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 6 def game_player_sprite @game_player_sprite end |
Instance Method Details
#create_panel(zone)
create the zone panel of the current zone
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 305 def create_panel(zone) return unless zone && data_zone(zone).panel_id > 0 @map_panel = UI::MapPanel.new(@viewport2, data_zone(zone)) end |
#dispose(from_warp = false) ⇒ Sprite?
Spriteset_map dispose
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 212 def dispose(from_warp = false) return take_map_snapshot if $game_switches[Yuki::Sw::WRP_Transition] && $scene.class == Scene_Map && from_warp return nil if from_warp @tilemap.dispose @panorama.dispose @fog.dispose @character_sprites.each(&:dispose) @game_player_sprite = nil @weather.dispose @picture_sprites.each(&:dispose) @timer_sprite.dispose @quest_informers.clear @viewport1.dispose @viewport2.dispose @viewport3.dispose exec_hooks(Spriteset_Map, :dispose, binding) return nil rescue ForceReturn => e log_error("Hooks tried to return #{e.data} in Spriteset_Map#dispose") end |
#dispose_sp_map
Dispose the zone panel
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 313 def dispose_sp_map @map_panel&.dispose @map_panel = nil end |
#disposed? ⇒ Boolean
Tell if the spriteset is disposed
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 205 def disposed? @viewport1.disposed? end |
#finish_init(zone)
Last step of the Spriteset initialization
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 72 def finish_init(zone) exec_hooks(Spriteset_Map, :finish_init, binding) Yuki::ElapsedTime.show(:spriteset_map, 'End of spriteset init took') update Graphics.sort_z rescue ForceReturn => e log_error("Hooks tried to return #{e.data} in Spriteset_Map#finish_init") end |
#inform_quest(name, is_new)
Add a new quest informer
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 347 def inform_quest(name, is_new) @quest_informers << UI::QuestInformer.new(@viewport2, name, is_new, @quest_informers.size) end |
#init_characters
Sprite_Character initialization
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 143 def init_characters if (character_sprites = @character_sprites) return recycle_characters(character_sprites) end @character_sprites = character_sprites = [] $game_map.events.each_value do |event| next unless event.can_be_shown? sprite = Sprite_Character.new(@viewport1, event) event.particle_push character_sprites.push(sprite) end Yuki::ElapsedTime.show(:spriteset_map, 'Slow character sprite creation took') end |
#init_panorama_fog
Panorama and fog initialization
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 126 def init_panorama_fog @panorama = Plane.new(@viewport1) @panorama.z = -1000 @fog = Plane.new(@viewport1) @fog.z = 3000 end |
#init_player
Player initialization
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 179 def init_player exec_hooks(Spriteset_Map, :init_player_begin, binding) @character_sprites.push(@game_player_sprite = Sprite_Character.new(@viewport1, $game_player)) $game_player.particle_push exec_hooks(Spriteset_Map, :init_player_end, binding) Yuki::ElapsedTime.show(:spriteset_map, 'init_player took') rescue ForceReturn => e log_error("Hooks tried to return #{e.data} in Spriteset_Map#init_player") end |
#init_psdk_add
PSDK related thing initialization
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 134 def init_psdk_add exec_hooks(Spriteset_Map, :init_psdk_add, binding) rescue ForceReturn => e log_error("Hooks tried to return #{e.data} in Spriteset_Map#init_psdk_add") end |
#init_quest_informer
Create the quest informer array
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 197 def init_quest_informer # @type [Array<UI::QuestInformer>] @quest_informers = [] end |
#init_tilemap
Tilemap initialization
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 92 def init_tilemap tilemap_class = self.tilemap_class if @tilemap.class != tilemap_class @tilemap&.dispose # @type [Yuki::Tilemap] @tilemap = tilemap_class.new(@viewport1) end Yuki::ElapsedTime.show(:spriteset_map, 'Creating tilemap object took') map_datas = Yuki::MapLinker.map_datas Yuki::MapLinker.spriteset = self map_datas.each(&:load_tileset) Yuki::ElapsedTime.show(:spriteset_map, 'Loading tilesets took') @tilemap.map_datas = map_datas @tilemap.reset Yuki::ElapsedTime.show(:spriteset_map, 'Resetting the tilemap took') end |
#init_viewports(viewport_type)
Method responsive of initializing the viewports
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 28 def () @viewport1 = Viewport.create(, 0) @viewport1.extend(Viewport::WithToneAndColors) @viewport1.shader = Shader.create(:map_shader) @viewport2 = Viewport.create(, 200) @viewport3 = Viewport.create(, 5000) @viewport3.extend(Viewport::WithToneAndColors) @viewport3.shader = Shader.create(:map_shader) end |
#init_weather_picture_timer
Weather, picture and timer initialization
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 190 def init_weather_picture_timer @weather = RPG::Weather.new(@viewport1) @picture_sprites = Array.new(50) { |i| Sprite_Picture.new(@viewport2, $game_screen.pictures[i + 1]) } @timer_sprite = Sprite_Timer.new(Graphics.window) end |
#load_autotile(filename) ⇒ Texture
Attempt to load an autotile
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 112 def load_autotile(filename) target_filename = filename + '_._tiled' if RPG::Cache.autotile_exist?(target_filename) filename = target_filename else if !filename.empty? && RPG::Cache.autotile_exist?(filename) Converter.convert_autotile("graphics/autotiles/#{filename}.png") filename = target_filename end end return RPG::Cache.autotile(filename) end |
#map_viewport ⇒ Viewport
Return the map viewport
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 340 def return @viewport1 end |
#recycle_characters(character_sprites)
Recycled Sprite_Character initialization
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 159 def recycle_characters(character_sprites) # Recycle events i = -1 $game_map.events.each_value do |event| next unless event.can_be_shown? character = character_sprites[i += 1] event.particle_push if character character.init(event) else character_sprites[i] = Sprite_Character.new(@viewport1, event) end end # Overflow dispose i += 1 character_sprites.pop.dispose while i < character_sprites.size Yuki::ElapsedTime.show(:spriteset_map, 'Fast character sprite creation took') end |
#reload(zone = nil)
Do the same as initialize but without viewport initialization (opti)
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 59 def reload(zone = nil) Yuki::ElapsedTime.start(:spriteset_map) exec_hooks(Spriteset_Map, :reload, binding) init_tilemap init_characters init_player finish_init(zone) rescue ForceReturn => e log_error("Hooks tried to return #{e.data} in Spriteset_Map#reload") end |
#snap_to_bitmaps ⇒ Array<Texture>
Take a snapshot of the spriteset
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 40 def snap_to_bitmaps @viewport1.sort_z @viewport2.sort_z @viewport3.sort_z background = Texture.new(@viewport1.rect.width, @viewport2.rect.width) background_image = Image.new(background.width, background.height) background_image.fill_rect(0, 0, background.width, background.height, Color.new(0, 0, 0)) background_image.copy_to_bitmap(background) background_image.dispose return [ background, @viewport1.snap_to_bitmap, @viewport2.snap_to_bitmap, @viewport3.snap_to_bitmap ] end |
#tilemap_class ⇒ Class
Return the prefered tilemap class
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 83 def tilemap_class tilemap_class = Configs.display.tilemap_settings.tilemap_class return Object.const_get(tilemap_class) if Object.const_defined?(tilemap_class) return Yuki::Tilemap16px if tilemap_class.match?(/16|Yuri_Tilemap/) return Yuki::Tilemap end |
#update
Update every sprite
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 234 def update update_panorama_fog @tilemap.ox = $game_map.display_x / 4 @tilemap.oy = $game_map.display_y / 4 @tilemap.update update_events update_weather_picture @timer_sprite.update @viewport1.tone = $game_screen.tone @viewport1.ox = $game_screen.shake @viewport3.color = $game_screen.flash_color @viewport1.update @viewport3.update exec_hooks(Spriteset_Map, :update, binding) Graphics::FPSBalancer.global.run { exec_hooks(Spriteset_Map, :update_fps_balanced, binding) } @viewport1.sort_z # unless Graphics.skipping_frame? rescue ForceReturn => e log_error("Hooks tried to return #{e.data} in Spriteset_Map#update") end |
#update_events
update event sprite
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 255 def update_events @character_sprites.each(&:update) $game_map.event_erased = false if $game_map.event_erased end |
#update_panel
Update the zone panel
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 321 def update_panel return unless @map_panel @map_panel.update dispose_sp_map if @map_panel.done? end |
#update_panorama_fog
update panorama and fog sprites
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 271 def update_panorama_fog if @panorama_name != $game_map.panorama_name # or @panorama_hue != $game_map.panorama_hue @panorama_name = $game_map.panorama_name @panorama_hue = $game_map.panorama_hue unless @panorama.texture.nil? @panorama.texture.dispose @panorama.texture = nil end @panorama.texture = RPG::Cache.panorama(@panorama_name, @panorama_hue) unless @panorama_name.empty? # if @panorama_name != "" Graphics.frame_reset end if @fog_name != $game_map.fog_name # or @fog_hue != $game_map.fog_hue @fog_name = $game_map.fog_name @fog_hue = $game_map.fog_hue unless @fog.texture.nil? @fog.texture.dispose @fog.texture = nil end @fog.texture = RPG::Cache.fog(@fog_name, @fog_hue) unless @fog_name.empty? # if @fog_name != "" Graphics.frame_reset end @panorama.set_origin($game_map.display_x / 8, $game_map.display_y / 8) @fog.zoom = $game_map.fog_zoom / 100.0 @fog.opacity = $game_map.fog_opacity.to_i @fog.blend_type = $game_map.fog_blend_type @fog.set_origin(($game_map.display_x / 8 + $game_map.fog_ox) / 2, ($game_map.display_y / 8 + $game_map.fog_oy) / 2) @fog.tone = $game_map.fog_tone end |
#update_weather_picture
update weather and picture sprites
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 261 def update_weather_picture @weather.type = $game_screen.weather_type @weather.max = $game_screen.weather_max @weather.ox = $game_map.display_x / 4 @weather.oy = $game_map.display_y / 4 @weather.update @picture_sprites.each(&:update) end |
#visible=(value)
Change the visible state of the Spriteset
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# File 'scripts/01450 Systems/00003 Map Engine/00001 Graphics/03500 Spriteset_Map.rb', line 331 def visible=(value) @map_panel&.visible = value @viewport1.visible = value @viewport2.visible = value @viewport3.visible = value end |