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- # Config.rb
- #==============================================================================
- # ■ Train_Actor::Config
- #------------------------------------------------------------------------------
- # Caterpillar movement of actor is carried out on map
- #==============================================================================
- module Train_Actor
- # ●Switch setup for transparent status
- # When true, switch control is used
- # TRANSPARENT_SWITCH = true
- TRANSPARENT_SWITCH = false
- # ●Switch number for transparent status
- # When TRANSPARENT_SWITCH is true, transparency will be activated when the switch of this number is on
- TRANSPARENT_SWITCHES_INDEX = 20
- # ●Maximum number of actors
- # There will be support for a large number of people in a party in the future...
- TRAIN_ACTOR_SIZE_MAX = 4
- # Constants
- DOWN_LEFT = 1
- DOWN_RIGHT = 3
- UP_LEFT = 7
- UP_RIGHT = 9
- JUMP = 5
- end
- # rgss
- # Spriteset_Map_Module.rb
- #==============================================================================
- # ■ Spriteset_Map_Module
- #------------------------------------------------------------------------------
- # Caterpillar movement of actor is carried out on map
- #==============================================================================
- module Train_Actor
- module Spriteset_Map_Module
- def setup_actor_character_sprites?
- return @setup_actor_character_sprites_flag != nil
- end
- def setup_actor_character_sprites(characters)
- if !setup_actor_character_sprites?
- for character in characters.reverse
- @character_sprites.unshift(
- Sprite_Character.new(@viewport1, character)
- )
- end
- @setup_actor_character_sprites_flag = true
- end
- end
- end
- end
- class Spriteset_Map
- include Train_Actor::Spriteset_Map_Module
- end
- # Scene_Map_Module.rb
- #==============================================================================
- # ■ Scene_Map_Module
- #------------------------------------------------------------------------------
- # Caterpillar movement of actor is carried out on map
- #==============================================================================
- module Train_Actor
- module Scene_Map_Module
- def setup_actor_character_sprites(characters)
- @spriteset.setup_actor_character_sprites(characters)
- end
- end
- end
- class Scene_Map
- include Train_Actor::Scene_Map_Module
- end
- # Game_Party_Module.rb
- #==============================================================================
- # ■ Game_Party_Module
- #------------------------------------------------------------------------------
- # Caterpillar movement of actor is carried out on map
- #==============================================================================
- module Train_Actor
- module Game_Party_Module
- attr_reader :characters
- def actors_dead?
- for actor in actors
- if actor.dead?
- return true
- end
- end
- return false
- end
- def update_party_order
- if not actors_dead?
- return actors
- end
- alive_actors = []
- dead_actors = []
- for actor in actors
- if actor.dead?
- dead_actors.push actor
- else
- alive_actors.push actor
- end
- end
- return alive_actors + dead_actors
- end
- def setup_actor_character_sprites
- if @characters.nil?
- @characters = []
- for i in 1 ... TRAIN_ACTOR_SIZE_MAX
- @characters.push(Game_Party_Actor.new)
- end
- end
- setup_actors = update_party_order
- for i in 1 ... TRAIN_ACTOR_SIZE_MAX
- @characters[i - 1].setup(setup_actors[i])
- end
- if $scene.class.method_defined?('setup_actor_character_sprites')
- $scene.setup_actor_character_sprites(@characters)
- end
- end
- def update_party_actors
- update_party_order
- setup_actor_character_sprites
- transparent = $game_player.transparent
- if transparent == false
- if TRANSPARENT_SWITCH
- transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
- end
- end
- for character in @characters
- character.transparent = transparent
- character.move_speed = $game_player.move_speed
- character.step_anime = $game_player.step_anime
- character.update
- end
- end
- def moveto_party_actors( x, y )
- setup_actor_character_sprites
- for character in @characters
- character.moveto( x, y )
- end
- if @move_list == nil
- @move_list = []
- end
- move_list_setup
- end
- def move_party_actors
- if @move_list == nil
- @move_list = []
- move_list_setup
- end
- @move_list.each_index do |i|
- if @characters[i] != nil
- case @move_list[i].type
- when Input::DOWN
- @characters[i].move_down(@move_list[i].args[0])
- when Input::LEFT
- @characters[i].move_left(@move_list[i].args[0])
- when Input::RIGHT
- @characters[i].move_right(@move_list[i].args[0])
- when Input::UP
- @characters[i].move_up(@move_list[i].args[0])
- when DOWN_LEFT
- @characters[i].move_lower_left
- when DOWN_RIGHT
- @characters[i].move_lower_right
- when UP_LEFT
- @characters[i].move_upper_left
- when UP_RIGHT
- @characters[i].move_upper_right
- when JUMP
- @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
- end
- end
- end
- end
- class Move_List_Element
- def initialize(type,args)
- @type = type
- @args = args
- end
- def type() return @type end
- def args() return @args end
- end
- def move_list_setup
- for i in 0 .. TRAIN_ACTOR_SIZE_MAX
- @move_list[i] = nil
- end
- end
- def add_move_list(type,*args)
- @move_list.unshift(Move_List_Element.new(type,args)).pop
- end
- def move_down_party_actors(turn_enabled = true)
- move_party_actors
- add_move_list(Input::DOWN,turn_enabled)
- end
- def move_left_party_actors(turn_enabled = true)
- move_party_actors
- add_move_list(Input::LEFT,turn_enabled)
- end
- def move_right_party_actors(turn_enabled = true)
- move_party_actors
- add_move_list(Input::RIGHT,turn_enabled)
- end
- def move_up_party_actors(turn_enabled = true)
- move_party_actors
- add_move_list(Input::UP,turn_enabled)
- end
- def move_lower_left_party_actors
- move_party_actors
- add_move_list(DOWN_LEFT)
- end
- def move_lower_right_party_actors
- move_party_actors
- add_move_list(DOWN_RIGHT)
- end
- def move_upper_left_party_actors
- move_party_actors
- add_move_list(UP_LEFT)
- end
- def move_upper_right_party_actors
- move_party_actors
- add_move_list(UP_RIGHT)
- end
- def jump_party_actors(x_plus, y_plus)
- move_party_actors
- add_move_list(JUMP,x_plus, y_plus)
- end
- end
- end
- class Game_Party
- include Train_Actor::Game_Party_Module
- end
- # Game_Player_Module.rb
- #==============================================================================
- # ■ Game_Player_Module
- #------------------------------------------------------------------------------
- # Caterpillar movement of actor is carried out on map
- #==============================================================================
- module Train_Actor
- module Game_Player_Module
- attr_reader :move_speed
- attr_reader :step_anime
- def update_party_actors
- $game_party.update_party_actors
- $game_party.actors.each do |actor|
- if actor.dead?
- next
- end
- @character_name = actor.character_name
- @character_hue = actor.character_hue
- break
- end
- end
- def update
- update_party_actors
- super
- end
- def moveto( x, y )
- $game_party.moveto_party_actors( x, y )
- super( x, y )
- end
- def move_down(turn_enabled = true)
- if passable?(@x, @y, Input::DOWN)
- $game_party.move_down_party_actors(turn_enabled)
- end
- super(turn_enabled)
- end
- def move_left(turn_enabled = true)
- if passable?(@x, @y, Input::LEFT)
- $game_party.move_left_party_actors(turn_enabled)
- end
- super(turn_enabled)
- end
- def move_right(turn_enabled = true)
- if passable?(@x, @y, Input::RIGHT)
- $game_party.move_right_party_actors(turn_enabled)
- end
- super(turn_enabled)
- end
- def move_up(turn_enabled = true)
- if passable?(@x, @y, Input::UP)
- $game_party.move_up_party_actors(turn_enabled)
- end
- super(turn_enabled)
- end
- def move_lower_left
- # When possible to move from down→left or from left→down
- if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
- (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
- $game_party.move_lower_left_party_actors
- end
- super
- end
- def move_lower_right
- # When possible to move from down→right or from right→down
- if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
- (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
- $game_party.move_lower_right_party_actors
- end
- super
- end
- def move_upper_left
- # When possible to move from up→left or from left→up
- if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
- (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
- $game_party.move_upper_left_party_actors
- end
- super
- end
- def move_upper_right
- # When possible to move from up→right or from right→up
- if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
- (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
- $game_party.move_upper_right_party_actors
- end
- super
- end
- def jump(x_plus, y_plus)
- # New coordinates are calculated
- new_x = @x + x_plus
- new_y = @y + y_plus
- # When addition values are (0,0), it is possible to jump to the destination
- if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
- $game_party.jump_party_actors(x_plus, y_plus)
- end
- super(x_plus, y_plus)
- end
- end
- end
- class Game_Player
- include Train_Actor::Game_Player_Module
- end
- # Game_Event_Module.rb
- #==============================================================================
- # ■ Game_Event_Module
- #------------------------------------------------------------------------------
- # Caterpillar movement of actor is carried out on map
- #==============================================================================
- module Train_Actor
- module Game_Event_Module
- #--------------------------------------------------------------------------
- # ● Judgement determined
- # x : X coordinates
- # y : Y coordinates
- # d : Direction (0,2,4,6,8) ※ 0 = Checks if all directions are not able to be passed (for a jump)
- # return : Passing is impossible (false), possible (true)
- #--------------------------------------------------------------------------
- def passable?(x, y, d)
- result = super(x, y, d)
- if result
- # New coordinates are searched for
- new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
- new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
- # Loops for actor in train
- for actor in $game_party.characters
- # When displayed
- if not actor.character_name.empty?
- # When actor's coordinates correspond to the destination
- if actor.x == new_x and actor.y == new_y
- # When event
- if self != $game_player
- # Passing is impossible
- return false
- end
- end
- end
- end
- end
- return result
- end
- end
- end
- class Game_Event
- include Train_Actor::Game_Event_Module
- end
- # Game_Party_Actor.rb
- #==============================================================================
- # ■ Game_Party_Actor
- #------------------------------------------------------------------------------
- # Caterpillar movement of actor is carried out on map
- #==============================================================================
- module Train_Actor
- class Game_Party_Actor < Game_Character
- attr_writer :move_speed
- attr_writer :step_anime
- def initialize
- super()
- @through = true
- end
- def setup(actor)
- # The file name and hue of the character are set
- if actor != nil and (not actor.dead?) # When dead, it is erased for the time being...
- @character_name = actor.character_name
- @character_hue = actor.character_hue
- else
- @character_name = ""
- @character_hue = 0
- end
- # Opacity and blending method are initialized
- @opacity = 255
- @blend_type = 0
- end
- def screen_z(height = 0)
- if $game_player.x == @x and $game_player.y == @y
- return $game_player.screen_z(height) - 1
- end
- super(height)
- end
- #--------------------------------------------------------------------------
- # ● Move down
- # turn_enabled : Flag that permits direction change on the spot
- #--------------------------------------------------------------------------
- def move_down(turn_enabled = true)
- # Face down
- if turn_enabled
- turn_down
- end
- # When possible to pass
- if passable?(@x, @y, Input::DOWN)
- # Face down
- turn_down
- # Update coordinates
- @y += 1
- end
- end
- #--------------------------------------------------------------------------
- # ● Move left
- # turn_enabled : Flag that permits direction change on the spot
- #--------------------------------------------------------------------------
- def move_left(turn_enabled = true)
- # Face left
- if turn_enabled
- turn_left
- end
- # When possible to pass
- if passable?(@x, @y, Input::LEFT)
- # Face left
- turn_left
- # Update coordinates
- @x -= 1
- end
- end
- #--------------------------------------------------------------------------
- # ● Move right
- # turn_enabled : Flag that permits direction change on the spot
- #--------------------------------------------------------------------------
- def move_right(turn_enabled = true)
- # Face right
- if turn_enabled
- turn_right
- end
- # When possible to pass
- if passable?(@x, @y, Input::RIGHT)
- # Face right
- turn_right
- # Update coordinates
- @x += 1
- end
- end
- #--------------------------------------------------------------------------
- # ● Move up
- # turn_enabled : Flag that permits direction change on the spot
- #--------------------------------------------------------------------------
- def move_up(turn_enabled = true)
- # Face up
- if turn_enabled
- turn_up
- end
- # When possible to pass
- if passable?(@x, @y, Input::UP)
- # Face up
- turn_up
- # Update coordinates
- @y -= 1
- end
- end
- #--------------------------------------------------------------------------
- # ● Move lower left
- #--------------------------------------------------------------------------
- def move_lower_left
- # When no direction fixation
- unless @direction_fix
- # Turn left when facing right, turn down when facing up
- @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
- end
- # When possible to move from down→left or from left→down
- if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
- (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
- # Update coordinates
- @x -= 1
- @y += 1
- end
- end
- #--------------------------------------------------------------------------
- # ● Move lower right
- #--------------------------------------------------------------------------
- def move_lower_right
- # When no direction fixation
- unless @direction_fix
- # Turn right when facing left, turn down when facing up
- @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
- end
- # When possible to move from down→right or from right→down
- if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
- (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
- # Update coordinates
- @x += 1
- @y += 1
- end
- end
- #--------------------------------------------------------------------------
- # ● move upper left
- #--------------------------------------------------------------------------
- def move_upper_left
- # When no direction fixation
- unless @direction_fix
- # Turn left when facing right, turn up when facing down
- @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
- end
- # When possible to move from up→left or from left→up
- if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
- (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
- # Update coordinates
- @x -= 1
- @y -= 1
- end
- end
- #--------------------------------------------------------------------------
- # ● move upper right
- #--------------------------------------------------------------------------
- def move_upper_right
- # When no direction fixation
- unless @direction_fix
- # Turn right when facing left, turn up when facing down
- @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
- end
- # When possible to move from up→right or from right→up
- if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
- (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
- # Update coordinates
- @x += 1
- @y -= 1
- end
- end
- end
- end
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