#==============================================================================
# ** Fensterauflösung V1.0
# Fensterauflosung.rb von camille (24.08.2009)
#------------------------------------------------------------------------------
#==============================================================================
# ** Fensterauflösung V1.0
# Fensterauflosung.rb von camille (24.08.2009)
#------------------------------------------------------------------------------
#
http://www.rpg-studio.de/scriptdb/node/308
#
http://www.rpg-studio.de/forum/index...threadID=32312
#==============================================================================
#==============================================================================
# â– proceed with creation of the window
#------------------------------------------------------------------------------
# the width and height variables set the screen size.
#==============================================================================
$width = 800
$height = 600
#==============================================================================
# â– Win32API
#------------------------------------------------------------------------------
# camille
laffont_10@hotmail.com
#==============================================================================
class Win32API
#--------------------------------------------------------------------------
# â— define constant
#--------------------------------------------------------------------------
GAME_INI_FILE = ".\\Game.ini" # defini "Game.ini" fichier
HWND_TOPMOST = 0 # fenetre tjs active
HWND_TOP = -1 # fentre active que can elle est utiliser
SWP_NOMOVE = 0 # les position et la taille de la fenetre peugve etre modifier
#--------------------------------------------------------------------------
# â— Win32API.GetPrivateProfileString // check your game title in Game.ini
#--------------------------------------------------------------------------
def Win32API.GetPrivateProfileString(section, key)
val = "\0"*256
gps = Win32API.new('kernel32', 'GetPrivateProfileString',%w(p p p p l p), 'l')
gps.call(section, key, "", val, 256, GAME_INI_FILE)
val.delete!("\0")
return val
end
#--------------------------------------------------------------------------
# â— Win32API.FindWindow // cherche la fenetre RGSS
#--------------------------------------------------------------------------
def Win32API.FindWindow(class_name, title)
fw = Win32API.new('user32', 'FindWindow', %(p, p), 'i')
hWnd = fw.call(class_name, title)
return hWnd
end
#--------------------------------------------------------------------------
# â— Win32API.SetWindowPos // change la position et la taille de la fenetre
#--------------------------------------------------------------------------
def Win32API.SetWindowPos(w, h)
title = Win32API.GetPrivateProfileString("Game", "Title")
hWnd = Win32API.FindWindow("RGSS Player", title)
swp = Win32API.new('user32', 'SetWindowPos', %(l, l, i, i, i, i, i), 'i')
win = swp.call(hWnd, HWND_TOP, 0, 0, w + 6, h + 32, 0)
#la ligne si dessous correspond à la fenetre supérieur aux autres
#win = swp.call(hWnd, HWND_TOPMOST, 0, 0, w + 6, h + 32, SWP_NOMOVE)
return win
end
#--------------------------------------------------------------------------
# â— Win32API.client_size // check the window width and height
#--------------------------------------------------------------------------
def Win32API.client_size
title = Win32API.GetPrivateProfileString("Game", "Title")
hWnd = Win32API.FindWindow("RGSS Player", title)
rect = [0, 0, 0, 0].pack('l4')
Win32API.new('user32', 'GetClientRect', %w(l p), 'i').call(hWnd, rect)
width, height = rect.unpack('l4')[2..3]
return width, height
end
end
win = Win32API.SetWindowPos($width, $height)
if(win == 0)
p "Size change has failed!"
end
#==============================================================================
# â– Game_Player
#------------------------------------------------------------------------------
#  remade to be compatible with change sreen size scrîpt
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# â— define constant
#--------------------------------------------------------------------------
CENTER_X = ($width/2 - 16) * 4 # X coordinate in the center of the screen
CENTER_Y = ($height/2 - 16) * 4 # Y coordinate in the center of the screen
end
#==============================================================================
# â– Spriteset_Map //squall@loeher.zzn.com
#------------------------------------------------------------------------------
# remade to be compatible with change sreen size scrîpt
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# â— Initialize
#--------------------------------------------------------------------------
def initialize
if $game_map.width >= 25 and $game_map.height >= 19
$width2 = $width
$height2 = $height
elsif $game_map.width >= 25 and $game_map.height < 19
$width2 = $width
$height2 = 480
elsif $game_map.width < 25 and $game_map.height >= 19
$width2 = 640
$height2 = $height
elsif $game_map.width < 25 and $game_map.height < 19
$width2 = 640
$height2 = 480
else
$width2 = $width
$height2 = $height
end
@viewport1 = Viewport.new(0, 0, $width2, $height2)
@viewport2 = Viewport.new(0, 0, $width2, $height2)
@viewport3 = Viewport.new(0, 0, $width2, $height2)
@viewport4 = Viewport.new(640, 0, $width2-640, 480)
@viewport5 = Viewport.new(0, 480, 640, $height2-480)
@viewport6 = Viewport.new(640, 480, $width2-640, $height2-480)
#@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 200
@viewport3.z = 5000
@tilemap = Tilemap.new(@viewport1)
@tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
for i in 0..6
autotile_name = $game_map.autotile_names[i]
@tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
end
@tilemap.map_data = $game_map.data
@tilemap.priorities = $game_map.priorities
@panorama = Plane.new(@viewport1)
@panorama.z = -1000
@fog = Plane.new(@viewport1)
@fog.z = 3000
@character_sprites = []
for i in $game_map.events.keys.sort
sprite = Sprite_Character.new(@viewport2, $game_map.events[i])
@character_sprites.push(sprite)
end
@character_sprites.push(Sprite_Character.new(@viewport2, $game_player))
@weather = RPG::Weather.new(@viewport1)
@picture_sprites = []
for i in 1..50
@picture_sprites.push(Sprite_Picture.new(@viewport2, $game_screen.pictures[i]))
end
@timer_sprite = Sprite_Timer.new
@tilemap2 = Tilemap.new(@viewport4)
@tilemap2.tileset = RPG::Cache.tileset($game_map.tileset_name)
@tilemap3 = Tilemap.new(@viewport5)
@tilemap3.tileset = RPG::Cache.tileset($game_map.tileset_name)
@tilemap4 = Tilemap.new(@viewport6)
@tilemap4.tileset = RPG::Cache.tileset($game_map.tileset_name)
for i in 0..6
autotile_name = $game_map.autotile_names[i]
@tilemap2.autotiles[i] = RPG::Cache.autotile(autotile_name)
@tilemap3.autotiles[i] = RPG::Cache.autotile(autotile_name)
@tilemap4.autotiles[i] = RPG::Cache.autotile(autotile_name)
end
@tilemap2.map_data = $game_map.data
@tilemap3.map_data = $game_map.data
@tilemap4.map_data = $game_map.data
update
end
#--------------------------------------------------------------------------
# â— Dispose the sprite
#--------------------------------------------------------------------------
def dispose
@tilemap.tileset.dispose
@tilemap2.tileset.dispose
@tilemap3.tileset.dispose
@tilemap4.tileset.dispose
for i in 0..6
@tilemap.autotiles[i].dispose
@tilemap2.autotiles[i].dispose
@tilemap3.autotiles[i].dispose
@tilemap4.autotiles[i].dispose
end
@tilemap.dispose
@tilemap2.dispose
@tilemap3.dispose
@tilemap4.dispose
@panorama.dispose
@fog.dispose
for sprite in @character_sprites
sprite.dispose
end
@weather.dispose
for sprite in @picture_sprites
sprite.dispose
end
@timer_sprite.dispose
@viewport1.dispose
@viewport2.dispose
@viewport3.dispose
@viewport4.dispose
@viewport5.dispose
@viewport6.dispose
end
#--------------------------------------------------------------------------
# â— Update the sprite
#--------------------------------------------------------------------------
def update
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
if @panorama.bitmap != nil
@panorama.bitmap.dispose
@panorama.bitmap = nil
end
if @panorama_name != ""
@panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
end
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
if @fog.bitmap != nil
@fog.bitmap.dispose
@fog.bitmap = nil
end
if @fog_name != ""
@fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
end
Graphics.frame_reset
end
@tilemap.ox = $game_map.display_x / 4
@tilemap.oy = $game_map.display_y / 4
@tilemap.update
#if @tilemap.ox > $game_map.width * 32 - $width
#@tilemap.ox = $game_map.width * 32 - $width
#end
#if @tilemap.oy > $game_map.width * 32 - $height
#@tilemap.oy = $game_map.height * 32 - $height
#end
@tilemap2.ox = @tilemap.ox + 640
@tilemap2.oy = @tilemap.oy
@tilemap2.update
@tilemap3.ox = @tilemap.ox
@tilemap3.oy = @tilemap.oy + 480
@tilemap3.update
@tilemap4.ox = @tilemap.ox + 640
@tilemap4.oy = @tilemap.oy + 480
@tilemap4.update
@panorama.ox = $game_map.display_x / 8
@panorama.oy = $game_map.display_y / 8
@fog.zoom_x = $game_map.fog_zoom / 100.0
@fog.zoom_y = $game_map.fog_zoom / 100.0
@fog.opacity = $game_map.fog_opacity
@fog.blend_type = $game_map.fog_blend_type
@fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
@fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
@fog.tone = $game_map.fog_tone
for sprite in @character_sprites
sprite.update
end
@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
for sprite in @picture_sprites
sprite.update
end
@timer_sprite.update
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
@viewport3.color = $game_screen.flash_color
@viewport1.update
@viewport3.update
end
end
class Game_Map
#--------------------------------------------------------------------------
# â— Scroll the map down
# distance : Distance to scroll in real units (4 = 1 pixel).
#--------------------------------------------------------------------------
def scroll_down(distance)
if $height / 32.0 < self.height - 1
@display_y = [@display_y + distance, (self.height - ($height / 32.0)) * 128].min
else
@display_y = [@display_y + distance, (self.height - 15) * 128].min
end
end
#--------------------------------------------------------------------------
# â— Scroll the map left
# distance : Distance to scroll in real units (4 = 1 pixel).
#--------------------------------------------------------------------------
def scroll_left(distance)
@display_x = [@display_x - distance, 0].max
end
#--------------------------------------------------------------------------
# â— Scroll the map right
# distance : Distance to scroll in real units (4 = 1 pixel).
#--------------------------------------------------------------------------
def scroll_right(distance)
if $width / 32.0 < self.width - 1
@display_x = [@display_x + distance, (self.width - ($width / 32.0)) * 128].min
else
@display_x = [@display_x + distance, (self.width - 20) * 128].min
end
end
#--------------------------------------------------------------------------
# â— Scroll the map up
# distance : Distance to scroll in real units (4 = 1 pixel).
#--------------------------------------------------------------------------
def scroll_up(distance)
@display_y = [@display_y - distance, 0].max
end
end