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DrYaCil
04.12.2012, 06:14
Hi!

Wie kann ich zwei unterschiedliche Skripte verwenden, wenn diese die gleichen Variable benutzen müssen? Ich bin Neu-Einsteiger in Skripte schreiben und habe angefangen Ruby zu lernen. Am Besten füge ich die beiden Skripte hier ein:



#==============================================================================
# ¡ Zelda-Style Map Scrolling
#------------------------------------------------------------------------------
# Script by Minkoff
#==============================================================================
class New_Game_Player < Game_Character
#--------------------------------------------------------------------------
# œ Update
#--------------------------------------------------------------------------
def update
last_moving = moving?
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing or @disable_input
case Input.dir4
when 2
move_down
when 4
move_left
when 6
move_right
when 8
move_up
end
end
super
#------------------------------------------------------------------------
if @direction == 6 and # Player Facing Right
@real_x % 2560 == 0 and
@real_x > $game_map.display_x and
$game_map.display_x != @last_display_x
@last_display_x = $game_map.display_x
$game_map.scroll_right(128)
@disable_input = true
elsif @direction == 4 and # Player Facing Left
@real_x % (2560 - 128) == 0 and
($game_map.display_x - @real_x).abs < (2560 - 128) and
$game_map.display_x != @last_display_x
@last_display_x = $game_map.display_x
$game_map.scroll_left(128)
@disable_input = true
elsif @direction == 2 and # Player Facing Down
@real_y % 1920 == 0 and
@real_y > $game_map.display_y and
$game_map.display_y != @last_display_y
@last_display_y = $game_map.display_y
$game_map.scroll_down(128)
@disable_input = true
elsif @direction == 8 and # Player Facing Up
@real_y % (1920 - 128) == 0 and
($game_map.display_y - @real_y).abs < (1920 - 128) and
$game_map.display_y != @last_display_y
@last_display_y = $game_map.display_y
$game_map.scroll_up(128)
@disable_input = true
else
@disable_input = false
@last_display_x = nil
@last_display_y = nil
end
#------------------------------------------------------------------------
unless moving?
if last_moving
result = check_event_trigger_here([1,2])
if result == false
unless $DEBUG and Input.press?(Input::CTRL)
if @encounter_count > 0
@encounter_count -= 1
end
end
end
end
if Input.trigger?(Input::C)
check_event_trigger_here([0])
check_event_trigger_there([0,1,2])
end
end
end
end




# http://members.jcom.home.ne.jp/cogwheel/
#==============================================================================
# Game_Player
#==============================================================================
class Game_Player < Game_Character
UP = 0
DOWN = 0
SIDE = 0
SLANT = false
#--------------------------------------------------------------------------
attr_reader :event
attr_accessor :move_speed
#--------------------------------------------------------------------------
alias :update_original :update
def update
@walk = 4
@dash = 5
@event = 4
@dot_m = true
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
if @walk != @dash
if Input.press?(Input::C)
if @move_speed != @dash
@move_speed = @dash
end
else
if @move_speed != @walk
@move_speed = @walk
end
end
end
end
if @revise_x == nil and @revise_y == nil
@revise_x = 0
@revise_y = 0
end
unless @dot_m
update_original
return
end
if @move_route_forcing
last_moving = moving?
last_real_x = @real_x
last_real_y = @real_y
if (@revise_x != 0 or @revise_y != 0) and not jumping? and @move == true
if @revise_x != @real_x - @x * 128 or @revise_y != @real_y - @y * 128
@revise_x = @real_x - @x * 128
@revise_y = @real_y - @y * 128
end
distance1 = 2 ** @move_speed
distance2 = Math.sqrt(@revise_x ** 2 + @revise_y ** 2)
if distance1 > distance2
@real_x = @real_x - @revise_x
@real_y = @real_y - @revise_y
@revise_x = 0
@revise_y = 0
anime_update
else
@real_x -= (distance1 * @revise_x / distance2).round
@real_y -= (distance1 * @revise_y / distance2).round
@revise_x = @real_x - @x * 128
@revise_y = @real_y - @y * 128
anime_update
end
else
super
end
else
@move = false
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
@event_run = false
case Input.dir8
when 1
move_lower_left_p
when 2
move_down_p
when 3
move_lower_right_p
when 4
move_left_p
when 6
move_right_p
when 7
move_upper_left_p
when 8
move_up_p
when 9
move_upper_right_p
end
end
last_real_x = @real_x
last_real_y = @real_y
@real_x = @x * 128 + @revise_x
@real_y = @y * 128 + @revise_y
last_moving = moving?
move_on
if (last_real_x != @real_x or last_real_y != @real_y)
@move_distance = 0 if @move_distance == nil
@move_distance += Math.sqrt((last_real_x - @real_x) ** 2 +
(last_real_y - @real_y) ** 2)
if @move_distance >= 128
@move_distance %= 128
increase_steps
end
anime_update
else
@pattern = 0
end
end
if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
$game_map.scroll_down(@real_y - last_real_y)
end
if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
$game_map.scroll_left(last_real_x - @real_x)
end
if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
$game_map.scroll_right(@real_x - last_real_x)
end
if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
$game_map.scroll_up(last_real_y - @real_y)
end
if last_moving
result = check_event_trigger_here([1,2])
if result == false
unless $DEBUG and Input.press?(Input::CTRL)
if @encounter_count > 0
@encounter_count -= 1
end
end
end
end
if Input.trigger?(Input::C)
check_event_trigger_here([0])
check_event_trigger_there([0,1,2])
end
end
#--------------------------------------------------------------------------
def initialize
@revise_x = 0
@revise_y = 0
@move == false
super
end
#--------------------------------------------------------------------------
def moving?
unless @dot_m
result = super
return result
end
if @move_route_forcing
if @move == false
return false
end
super
else
return (@x != (@real_x / 128.0).round or @y != (@real_y / 128.0).round)
end
end
#--------------------------------------------------------------------------
def moving_a?
if @move == false
if (@move_route.list[@move_route_index].code <= 14 or
@move_route.list[@move_route_index].code == 25)
@move = true
end
return false
end
moving?
end
#--------------------------------------------------------------------------
def update_jump
@jump_count -= 1
@real_x = (@real_x * @jump_count + @x * 128) / (@jump_count + 1)
@real_y = (@real_y * @jump_count + @y * 128) / (@jump_count + 1)
if @jump_count == 0
@revise_x = 0
@revise_y = 0
end
end
#--------------------------------------------------------------------------
def move_type_custom
unless @dot_m
super
return
end
if jumping? or moving_a?
return
end
while @move_route_index < @move_route.list.size
command = @move_route.list[@move_route_index]
if command.code == 0
if @move_route.repeat
@move_route_index = 0
end
unless @move_route.repeat
if @move_route_forcing and not @move_route.repeat
@move_route_forcing = false
@move_route = @original_move_route
@move_route_index = @original_move_route_index
@original_move_route = nil
end
@stop_count = 0
end
return
end
if command.code <= 14
case command.code
when 1
move_down
when 2
move_left
when 3
move_right
when 4
move_up
when 5
move_lower_left
when 6
move_lower_right
when 7
move_upper_left
when 8
move_upper_right
when 9
move_random
when 10
move_toward_player
when 11
move_away_from_player
when 12
move_forward
when 13
move_backward
when 14
jump(command.parameters[0], command.parameters[1])
end
if not @move_route.skippable and not moving? and not jumping?
return
end
@move_route_index += 1
return
end
if command.code == 15
@wait_count = command.parameters[0] * 2 - 1
@move_route_index += 1
return
end
if command.code >= 16 and command.code <= 26
case command.code
when 16
turn_down
when 17
turn_left
when 18
turn_right
when 19
turn_up
when 20
turn_right_90
when 21
turn_left_90
when 22
turn_180
when 23
turn_right_or_left_90
when 24
turn_random
when 25
turn_toward_player
when 26
turn_away_from_player
end
@move_route_index += 1
return
end
if command.code >= 27
case command.code
when 27
$game_switches[command.parameters[0]] = true
$game_map.need_refresh = true
when 28
$game_switches[command.parameters[0]] = false
$game_map.need_refresh = true
when 29
@move_speed = command.parameters[0]
when 30
@move_frequency = command.parameters[0]
when 31
@walk_anime = true
when 32
@walk_anime = false
when 33
@step_anime = true
when 34
@step_anime = false
when 35
@direction_fix = true
when 36
@direction_fix = false
when 37
@through = true
when 38
@through = false
when 39
@always_on_top = true
when 40
@always_on_top = false
when 41
@tile_id = 0
@character_name = command.parameters[0]
@character_hue = command.parameters[1]
if @original_direction != command.parameters[2]
@direction = command.parameters[2]
@original_direction = @direction
@prelock_direction = 0
end
if @original_pattern != command.parameters[3]
@pattern = command.parameters[3]
@original_pattern = @pattern
end
when 42
@opacity = command.parameters[0]
when 43
@blend_type = command.parameters[0]
when 44
$game_system.se_play(command.parameters[0])
when 45
result = eval(command.parameters[0])
end
@move_route_index += 1
return
end
end
end
#--------------------------------------------------------------------------
def move_down_p
turn_down
distance = 2 ** @move_speed
down1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance, true)
end
#--------------------------------------------------------------------------
def down1(x, y, distance, down = false)
result = down2(x, y, distance)
if result == false
@event_run = check_event_trigger_touch(x, y+1)
return result
end
if @revise_x < -SIDE
result = down2(x, y + 1, distance, 4)
result &= down2(x - 1, y, distance)
if result == false
if down
move_lower_right_p
if @revise_x > SIDE
@revise_x = SIDE
end
end
return result
end
elsif @revise_x > SIDE
result = down2(x, y + 1, distance, 6)
result &= down2(x + 1, y, distance)
if result == false
if down
move_lower_left_p
if @revise_x < -SIDE
@revise_x = -SIDE
end
end
return result
end
end
@revise_y += distance
return result
end
#--------------------------------------------------------------------------
def down2(x, y, distance, d = 2)
if @revise_y + distance > DOWN
unless passable?(x, y, d)
if @revise_y < DOWN
@revise_y = DOWN
end
return false
end
end
return true
end
#--------------------------------------------------------------------------
def move_left_p
turn_left
distance = 2 ** @move_speed
left1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance, true)
end
#--------------------------------------------------------------------------
def left1(x, y, distance, left = false)
result = left2(x, y, distance)
if result == false
@event_run = check_event_trigger_touch(x-1, y)
return result
end
if @revise_y < -UP
result = left2(x - 1, y, distance, 8)
result &= left2(x, y - 1, distance)
if result == false
if left
move_lower_left_p
if @revise_y > DOWN
@revise_y = DOWN
end
end
return result
end
elsif @revise_y > DOWN
result = left2(x - 1, y, distance, 2)
result &= left2(x, y + 1, distance)
if result == false
if left
move_upper_left_p
if @revise_y < -UP
@revise_y = -UP
end
end
return result
end
end
@revise_x -= distance
return result
end
#--------------------------------------------------------------------------
def left2(x, y, distance, d = 4)
if @revise_x - distance < -SIDE
unless passable?(x, y, d)
if @revise_x > -SIDE
@revise_x = -SIDE
end
return false
end
end
return true
end
#--------------------------------------------------------------------------
def move_right_p
turn_right
distance = 2 ** @move_speed
right1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance, true)
end
#--------------------------------------------------------------------------
def right1(x, y, distance, right = false)
result = right2(x, y, distance)
if result == false
@event_run = check_event_trigger_touch(x+1, y)
return result
end
if @revise_y < -UP
result = right2(x + 1, y, distance, 8)
result &= right2(x, y - 1, distance)
if result == false
if right
move_lower_right_p
if @revise_y > DOWN
@revise_y = DOWN
end
end
return result
end
elsif @revise_y > DOWN
result = right2(x + 1, y, distance, 2)
result &= right2(x, y + 1, distance)
if result == false
if right
move_upper_right_p
if @revise_y < -UP
@revise_y = -UP
end
end
return result
end
end
@revise_x += distance
return result
end
#--------------------------------------------------------------------------
def right2(x, y, distance, d = 6)
if @revise_x + distance > SIDE
unless passable?(x, y, d)
if @revise_x < SIDE
@revise_x = SIDE
end
return false
end
end
return true
end
#--------------------------------------------------------------------------
def move_up_p
turn_up
distance = 2 ** @move_speed
up1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance, true)
end
#--------------------------------------------------------------------------
def up1(x, y, distance, up = false)
result = up2(x, y, distance)
if result == false
@event_run = check_event_trigger_touch(x, y-1)
return result
end
if @revise_x < -SIDE
result = up2(x, y - 1, distance, 4)
result &= up2(x - 1, y, distance)
if result == false
if up
move_upper_right_p
if @revise_x > SIDE
@revise_x = SIDE
end
end
return result
end
elsif @revise_x > SIDE
result = up2(x, y - 1, distance, 6)
result &= up2(x + 1, y, distance)
if result == false
if up
move_upper_left_p
if @revise_x < -SIDE
@revise_x = -SIDE
end
end
return result
end
end
@revise_y -= distance
return result
end
#--------------------------------------------------------------------------
def up2(x, y, distance, d = 8)
if @revise_y - distance < -UP
unless passable?(x, y, d)
if @revise_y > -UP
@revise_y = -UP
end
return false
end
end
return true
end
#--------------------------------------------------------------------------
def move_lower_left_p
unless @direction_fix
@direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
end
distance = (2 ** @move_speed) / Math.sqrt(2)
turn_left unless down1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_down if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 2, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_y > DOWN and -UP > @revise_y - distance
@revise_y = DOWN
end
turn_down unless left1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_left if @event_run
end
end
#--------------------------------------------------------------------------
def move_lower_right_p
unless @direction_fix
@direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
end
distance = (2 ** @move_speed) / Math.sqrt(2)
turn_right unless down1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_down if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 2, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_y > DOWN and -UP > @revise_y - distance
@revise_y = DOWN
end
turn_down unless right1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_right if @event_run
end
end
#--------------------------------------------------------------------------
def move_upper_left_p
unless @direction_fix
@direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
end
distance = (2 ** @move_speed) / Math.sqrt(2)
turn_left unless up1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_up if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 8, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_y + distance > DOWN and -UP > @revise_y
@revise_y = -UP
end
turn_up unless left1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_left if @event_run
end
end
#--------------------------------------------------------------------------
def move_upper_right_p
unless @direction_fix
@direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
end
distance = (2 ** @move_speed) / Math.sqrt(2)
turn_right unless up1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_up if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 8, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_y + distance > DOWN and -UP > @revise_y
@revise_y = -UP
end
turn_up unless right1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_right if @event_run
end
end
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers, run = true)
result = false
if $game_system.map_interpreter.running?
return result
end
for event in $game_map.events.values
if event.x == ((@x * 128 + @revise_x) / 128.0).round and
event.y == ((@y * 128 + @revise_y) / 128.0).round and
triggers.include?(event.trigger)
if not event.jumping? and event.over_trigger?
if event.list.size > 1
if run == true
event.start
end
result = true
end
end
end
end
return result
end
#--------------------------------------------------------------------------
def move_on
if @y < (@y + @revise_y / 128.0).round
@y += 1
@revise_y -= 128
end
if @x > (@x + @revise_x / 128.0).round
@x -= 1
@revise_x += 128
end
if @x < (@x + @revise_x / 128.0).round
@x += 1
@revise_x -= 128
end
if @y > (@y + @revise_y / 128.0).round
@y -= 1
@revise_y += 128
end
end
#--------------------------------------------------------------------------
def anime_update
if @walk_anime
@anime_count += 1.5
elsif @step_anime
@anime_count += 1
end
if @anime_count > 18 - @move_speed * 2
if not @step_anime and @stop_count > 0
@pattern = @original_pattern
else
@pattern = (@pattern + 1) % 4
end
@anime_count = 0
end
end
#--------------------------------------------------------------------------
alias :moveto_original :moveto
def moveto(x, y)
@revise_x = 0
@revise_y = 0
moveto_original(x, y)
end
#--------------------------------------------------------------------------
def last_move?(x, y, direction, distance)
if direction == 2 or direction == 6
distance *= -1
end
if (direction == 2 or direction == 8) and
(y / 128.0).round != ((y - distance) / 128.0).round
return true
end
if (direction == 4 or direction == 6) and
(x / 128.0).round != ((x - distance) / 128.0).round
return true
end
return false
end
end

#==============================================================================
# Game_Character
#==============================================================================
class Game_Character
def update_move
distance = 2 ** @move_speed
if @x * 128 != @real_x and @y * 128 != @real_y and Game_Player::SLANT
distance /= Math.sqrt(2)
end
if @y * 128 > @real_y
@real_y = [@real_y + distance, @y * 128].min
end
if @x * 128 < @real_x
@real_x = [@real_x - distance, @x * 128].max
end
if @x * 128 > @real_x
@real_x = [@real_x + distance, @x * 128].min
end
if @y * 128 < @real_y
@real_y = [@real_y - distance, @y * 128].max
end
if @walk_anime
@anime_count += 1.5
elsif @step_anime
@anime_count += 1
end
end
end
#==============================================================================
# Game_Event
#==============================================================================
class Game_Event < Game_Character
def start
if @list.size > 1
if $game_player.event != 0
$game_player.move_speed = $game_player.event
end
@starting = true
end
end
end

Doktor von Stein
11.12.2012, 22:26
Hallo DrYaCil,
erzähl doch einfach erstmal, welche Variable du meinst. Ich glaube, die meisten hier haben besseres zu tun, als den gesamten Code durchzuforsten. ;)

MfG
Doktor von Stein

FlipelyFlip
12.12.2012, 18:44
hast du die scripts gemeinsam in nem Projekt gehabt und nen Fehler erhalten? Wenn ja, dann bitte mal ne Fehlermeldung her, weil zurzeit beschreibt das eine Script den Game_Player und das andere die Klasse New_Game_Player. Theoretisch dürfte es so keine Probleme geben, habs mir aber nicht wirklich angeguckt.

DrYaCil
26.11.2013, 11:53
sry, hab jetzt seit über einen Jahr nicht mehr multimediaxis genutzt. Hab nämlich total vergessen, das ich hier angemeldet bin XP. Thread kann also geschlossen werden, wenns jetzt nich schon getan wurde.

Achja, btw. Die Sache mit den beiden Skripts hat sich erledigt. Ich nutze jetzt nur pixelmovement.