Amuggi
08.01.2013, 14:49
Hallo Community,
ich suche ein suche ein Skript, was es ermöglicht, den sichtbaren Bereich im Spiel an die native Auflösung des Monitors anzupassen.
Das bedeutet, je höher die Auflösung, desto mehr soll man von der Map in einem Bereich sehen können.
Zur Zeit verwende ich dieses Skript:
#======================================================================
#========
# ** TDS Resolution Change[VX]
# Version: 1.8
#------------------------------------------------------------------------------
# This script changes the resolution from the default VX resolution
# of 544 x 416 to 640 x 480 RMXP Resolution
#==============================================================================
#--------------------------------------------------------------------------
# * Graphics - Rezise Screen
#--------------------------------------------------------------------------
Graphics.resize_screen(640, 480)
#==============================================================================
# ▼ Game Objects
#------------------------------------------------------------------------------
# All clases below the Game Objects tab
#==============================================================================
#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
# This class handles maps. It includes scrolling and passage determination
# functions. The instance of this class is referenced by $game_map.
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * Scroll Setup
#--------------------------------------------------------------------------
alias tds_vx_resolution_change_setup_scroll setup_scroll
def setup_scroll
tds_vx_resolution_change_setup_scroll
@scroll_direction = 2
@scroll_rest = 0
@scroll_speed = 4
@margin_x = (width - 20) * 256 / 2 # Screen non-display width /2
@margin_y = (height - 15) * 256 / 2 # Screen non-display height /2
end
#--------------------------------------------------------------------------
# * Calculate X coordinate for parallax display
# bitmap : Parallax bitmap
#--------------------------------------------------------------------------
alias tds_vx_resolution_change_calc_parallax_x calc_parallax_x
def calc_parallax_x(bitmap)
tds_vx_resolution_change_calc_parallax_x(bitmap)
if bitmap == nil
return 0
elsif @parallax_loop_x
return @parallax_x / 16
elsif loop_horizontal?
return 0
else
w1 = bitmap.width - 640
w2 = @map.width * 32 - 640
if w1 <= 0 or w2 <= 0
return 0
else
return @parallax_x * w1 / w2 / 8
end
end
end
#--------------------------------------------------------------------------
# * Calculate Y coordinate for parallax display
# bitmap : Parallax bitmap
#--------------------------------------------------------------------------
alias tds_vx_resolution_change_calc_parallax_y calc_parallax_y
def calc_parallax_y(bitmap)
tds_vx_resolution_change_calc_parallax_y(bitmap)
if bitmap == nil
return 0
elsif @parallax_loop_y
return @parallax_y / 16
elsif loop_vertical?
return 0
else
h1 = bitmap.height - 480
h2 = @map.height * 32 - 480
if h1 <= 0 or h2 <= 0
return 0
else
return @parallax_y * h1 / h2 / 8
end
end
end
#--------------------------------------------------------------------------
# * Scroll Down
# distance : scroll distance
# *Note: Could not be aliased because it causes the scrolling to look
# Unnatural
#--------------------------------------------------------------------------
def scroll_down(distance)
if loop_vertical?
@display_y += distance
@display_y %= @map.height * 256
@parallax_y += distance
else
last_y = @display_y
@display_y = [@display_y + distance, (height - 15) * 256].min
@parallax_y += @display_y - last_y
end
end
#--------------------------------------------------------------------------
# * Scroll Right
# distance : scroll distance
# *Note: Could not be aliased because it causes the scrolling to look
# Unnatural
#--------------------------------------------------------------------------
def scroll_right(distance)
if loop_horizontal?
@display_x += distance
@display_x %= @map.width * 256
@parallax_x += distance
else
last_x = @display_x
@display_x = [@display_x + distance, (width - 20) * 256].min
@parallax_x += @display_x - last_x
end
end
end
#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
# This class handles maps. It includes event starting determinants and map
# scrolling functions. The instance of this class is referenced by $game_map.
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Constants
#--------------------------------------------------------------------------
CENTER_X = (640/ 2 - 16) * 8 # Screen center X coordinate * 8
CENTER_Y = (480 / 2 - 16) * 8 # Screen center X coordinate * 8
#--------------------------------------------------------------------------
# * Set Map Display Position to Center of Screen
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
alias tds_vx_resolution_change_center center
def center(x, y)
tds_vx_resolution_change_center(x, y)
display_x = x * 256 - CENTER_X # Calculate coordinates
unless $game_map.loop_horizontal? # No loop horizontally?
max_x = ($game_map.width - 20) * 256 # Calculate max value
display_x = [0, [display_x, max_x].min].max # Adjust coordinates
end
display_y = y * 256 - CENTER_Y # Calculate coordinates
unless $game_map.loop_vertical? # No loop vertically?
max_y = ($game_map.height - 15) * 256 # Calculate max value
display_y = [0, [display_y, max_y].min].max # Adjust coordinates
end
$game_map.set_display_pos(display_x, display_y) # Change map location
end
end
#==============================================================================
# ▼ Sprites
#------------------------------------------------------------------------------
# All clases below the Sprites tab
#==============================================================================
#==============================================================================
# ** Sprite_Base
#------------------------------------------------------------------------------
# A sprite class with animation display processing added.
#==============================================================================
class Sprite_Base < Sprite
#--------------------------------------------------------------------------
# * Start Animation
#--------------------------------------------------------------------------
alias tds_vx_resolution_change_start_animation start_animation
def start_animation(animation, mirror = false)
tds_vx_resolution_change_start_animation(animation, mirror = false)
dispose_animation
@animation = animation
return if @animation == nil
@animation_mirror = mirror
@animation_duration = @animation.frame_max * 4 + 1
load_animation_bitmap
@animation_sprites = []
if @animation.position != 3 or not @@animations.include?(animation)
if @use_sprite
for i in 0..15
sprite = ::Sprite.new(viewport)
sprite.visible = false
@animation_sprites.push(sprite)
end
unless @@animations.include?(animation)
@@animations.push(animation)
end
end
end
if @animation.position == 3
if viewport == nil
@animation_ox = 640 / 2
@animation_oy = 480 / 2
else
@animation_ox = viewport.rect.width / 2
@animation_oy = viewport.rect.height / 2
end
else
@animation_ox = x - ox + width / 2
@animation_oy = y - oy + height / 2
if @animation.position == 0
@animation_oy -= height / 2
elsif @animation.position == 2
@animation_oy += height / 2
end
end
end
end
#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
# This class brings together map screen sprites, tilemaps, etc. It's used
# within the Scene_Map class.
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# * Create Viewport
#--------------------------------------------------------------------------
alias tds_vx_resolution_change_create_viewports create_viewports
def create_viewports
tds_vx_resolution_change_create_viewports
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 50
@viewport3.z = 100
end
end
Mit diesem Skript ist es aber nur mit der Auflösung 640x480 möglich.
Außerdem hätte ich gerne, dass das Spiel die native Auflösung automatisch erkennt und das Spiel sich darauf einstellt.
Ist das möglich?
ich suche ein suche ein Skript, was es ermöglicht, den sichtbaren Bereich im Spiel an die native Auflösung des Monitors anzupassen.
Das bedeutet, je höher die Auflösung, desto mehr soll man von der Map in einem Bereich sehen können.
Zur Zeit verwende ich dieses Skript:
#======================================================================
#========
# ** TDS Resolution Change[VX]
# Version: 1.8
#------------------------------------------------------------------------------
# This script changes the resolution from the default VX resolution
# of 544 x 416 to 640 x 480 RMXP Resolution
#==============================================================================
#--------------------------------------------------------------------------
# * Graphics - Rezise Screen
#--------------------------------------------------------------------------
Graphics.resize_screen(640, 480)
#==============================================================================
# ▼ Game Objects
#------------------------------------------------------------------------------
# All clases below the Game Objects tab
#==============================================================================
#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
# This class handles maps. It includes scrolling and passage determination
# functions. The instance of this class is referenced by $game_map.
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * Scroll Setup
#--------------------------------------------------------------------------
alias tds_vx_resolution_change_setup_scroll setup_scroll
def setup_scroll
tds_vx_resolution_change_setup_scroll
@scroll_direction = 2
@scroll_rest = 0
@scroll_speed = 4
@margin_x = (width - 20) * 256 / 2 # Screen non-display width /2
@margin_y = (height - 15) * 256 / 2 # Screen non-display height /2
end
#--------------------------------------------------------------------------
# * Calculate X coordinate for parallax display
# bitmap : Parallax bitmap
#--------------------------------------------------------------------------
alias tds_vx_resolution_change_calc_parallax_x calc_parallax_x
def calc_parallax_x(bitmap)
tds_vx_resolution_change_calc_parallax_x(bitmap)
if bitmap == nil
return 0
elsif @parallax_loop_x
return @parallax_x / 16
elsif loop_horizontal?
return 0
else
w1 = bitmap.width - 640
w2 = @map.width * 32 - 640
if w1 <= 0 or w2 <= 0
return 0
else
return @parallax_x * w1 / w2 / 8
end
end
end
#--------------------------------------------------------------------------
# * Calculate Y coordinate for parallax display
# bitmap : Parallax bitmap
#--------------------------------------------------------------------------
alias tds_vx_resolution_change_calc_parallax_y calc_parallax_y
def calc_parallax_y(bitmap)
tds_vx_resolution_change_calc_parallax_y(bitmap)
if bitmap == nil
return 0
elsif @parallax_loop_y
return @parallax_y / 16
elsif loop_vertical?
return 0
else
h1 = bitmap.height - 480
h2 = @map.height * 32 - 480
if h1 <= 0 or h2 <= 0
return 0
else
return @parallax_y * h1 / h2 / 8
end
end
end
#--------------------------------------------------------------------------
# * Scroll Down
# distance : scroll distance
# *Note: Could not be aliased because it causes the scrolling to look
# Unnatural
#--------------------------------------------------------------------------
def scroll_down(distance)
if loop_vertical?
@display_y += distance
@display_y %= @map.height * 256
@parallax_y += distance
else
last_y = @display_y
@display_y = [@display_y + distance, (height - 15) * 256].min
@parallax_y += @display_y - last_y
end
end
#--------------------------------------------------------------------------
# * Scroll Right
# distance : scroll distance
# *Note: Could not be aliased because it causes the scrolling to look
# Unnatural
#--------------------------------------------------------------------------
def scroll_right(distance)
if loop_horizontal?
@display_x += distance
@display_x %= @map.width * 256
@parallax_x += distance
else
last_x = @display_x
@display_x = [@display_x + distance, (width - 20) * 256].min
@parallax_x += @display_x - last_x
end
end
end
#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
# This class handles maps. It includes event starting determinants and map
# scrolling functions. The instance of this class is referenced by $game_map.
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Constants
#--------------------------------------------------------------------------
CENTER_X = (640/ 2 - 16) * 8 # Screen center X coordinate * 8
CENTER_Y = (480 / 2 - 16) * 8 # Screen center X coordinate * 8
#--------------------------------------------------------------------------
# * Set Map Display Position to Center of Screen
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
alias tds_vx_resolution_change_center center
def center(x, y)
tds_vx_resolution_change_center(x, y)
display_x = x * 256 - CENTER_X # Calculate coordinates
unless $game_map.loop_horizontal? # No loop horizontally?
max_x = ($game_map.width - 20) * 256 # Calculate max value
display_x = [0, [display_x, max_x].min].max # Adjust coordinates
end
display_y = y * 256 - CENTER_Y # Calculate coordinates
unless $game_map.loop_vertical? # No loop vertically?
max_y = ($game_map.height - 15) * 256 # Calculate max value
display_y = [0, [display_y, max_y].min].max # Adjust coordinates
end
$game_map.set_display_pos(display_x, display_y) # Change map location
end
end
#==============================================================================
# ▼ Sprites
#------------------------------------------------------------------------------
# All clases below the Sprites tab
#==============================================================================
#==============================================================================
# ** Sprite_Base
#------------------------------------------------------------------------------
# A sprite class with animation display processing added.
#==============================================================================
class Sprite_Base < Sprite
#--------------------------------------------------------------------------
# * Start Animation
#--------------------------------------------------------------------------
alias tds_vx_resolution_change_start_animation start_animation
def start_animation(animation, mirror = false)
tds_vx_resolution_change_start_animation(animation, mirror = false)
dispose_animation
@animation = animation
return if @animation == nil
@animation_mirror = mirror
@animation_duration = @animation.frame_max * 4 + 1
load_animation_bitmap
@animation_sprites = []
if @animation.position != 3 or not @@animations.include?(animation)
if @use_sprite
for i in 0..15
sprite = ::Sprite.new(viewport)
sprite.visible = false
@animation_sprites.push(sprite)
end
unless @@animations.include?(animation)
@@animations.push(animation)
end
end
end
if @animation.position == 3
if viewport == nil
@animation_ox = 640 / 2
@animation_oy = 480 / 2
else
@animation_ox = viewport.rect.width / 2
@animation_oy = viewport.rect.height / 2
end
else
@animation_ox = x - ox + width / 2
@animation_oy = y - oy + height / 2
if @animation.position == 0
@animation_oy -= height / 2
elsif @animation.position == 2
@animation_oy += height / 2
end
end
end
end
#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
# This class brings together map screen sprites, tilemaps, etc. It's used
# within the Scene_Map class.
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# * Create Viewport
#--------------------------------------------------------------------------
alias tds_vx_resolution_change_create_viewports create_viewports
def create_viewports
tds_vx_resolution_change_create_viewports
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 50
@viewport3.z = 100
end
end
Mit diesem Skript ist es aber nur mit der Auflösung 640x480 möglich.
Außerdem hätte ich gerne, dass das Spiel die native Auflösung automatisch erkennt und das Spiel sich darauf einstellt.
Ist das möglich?