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- #==============================================================================
- # ** Game_Player
- #------------------------------------------------------------------------------
- # This class handles the player. Its functions include event starting
- # determinants and map scrolling. Refer to "$game_player" for the one
- # instance of this class.
- #==============================================================================
- class Game_Player < Game_Character
- #--------------------------------------------------------------------------
- # * Invariables
- #--------------------------------------------------------------------------
- CENTER_X = (320 - 16) * 4 # Center screen x-coordinate * 4
- CENTER_Y = (240 - 16) * 4 # Center screen y-coordinate * 4
- #--------------------------------------------------------------------------
- # * Passable Determinants
- # x : x-coordinate
- # y : y-coordinate
- # d : direction (0,2,4,6,8)
- # * 0 = Determines if all directions are impassable (for jumping)
- #--------------------------------------------------------------------------
- def passable?(x, y, d)
- # Get new coordinates
- new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
- new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
- # If coordinates are outside of map
- unless $game_map.valid?(new_x, new_y)
- # Impassable
- return false
- end
- # If debug mode is ON and ctrl key was pressed
- if $DEBUG and Input.press?(Input::CTRL)
- # Passable
- return true
- end
- super
- end
- #--------------------------------------------------------------------------
- # * Set Map Display Position to Center of Screen
- #--------------------------------------------------------------------------
- def center(x, y)
- max_x = ($game_map.width - 20) * 128
- max_y = ($game_map.height - 15) * 128
- $game_map.display_x = [0, [x * 128 - CENTER_X, max_x].min].max
- $game_map.display_y = [0, [y * 128 - CENTER_Y, max_y].min].max
- end
- #--------------------------------------------------------------------------
- # * Move to Designated Position
- # x : x-coordinate
- # y : y-coordinate
- #--------------------------------------------------------------------------
- def moveto(x, y)
- super
- # Centering
- center(x, y)
- # Make encounter count
- make_encounter_count
- end
- #--------------------------------------------------------------------------
- # * Increaase Steps
- #--------------------------------------------------------------------------
- def increase_steps
- super
- # If move route is not forcing
- unless @move_route_forcing
- # Increase steps
- $game_party.increase_steps
- # Number of steps are an even number
- if $game_party.steps % 2 == 0
- # Slip damage check
- $game_party.check_map_slip_damage
- end
- end
- end
- #--------------------------------------------------------------------------
- # * Get Encounter Count
- #--------------------------------------------------------------------------
- def encounter_count
- return @encounter_count
- end
- #--------------------------------------------------------------------------
- # * Make Encounter Count
- #--------------------------------------------------------------------------
- def make_encounter_count
- # Image of two dice rolling
- if $game_map.map_id != 0
- n = $game_map.encounter_step
- @encounter_count = rand(n) + rand(n) + 1
- end
- end
- #--------------------------------------------------------------------------
- # * Refresh
- #--------------------------------------------------------------------------
- def refresh
- # If party members = 0
- if $game_party.actors.size == 0
- # Clear character file name and hue
- @character_name = ""
- @character_hue = 0
- # End method
- return
- end
- # Get lead actor
- actor = $game_party.actors[0]
- # Set character file name and hue
- @character_name = actor.character_name
- @character_hue = actor.character_hue
- # Initialize opacity level and blending method
- @opacity = 255
- @blend_type = 0
- end
- #--------------------------------------------------------------------------
- # * Same Position Starting Determinant
- #--------------------------------------------------------------------------
- def check_event_trigger_here(triggers)
- result = false
- # If event is running
- if $game_system.map_interpreter.running?
- return result
- end
- # All event loops
- for event in $game_map.events.values
- # If event coordinates and triggers are consistent
- if event.x == @x and event.y == @y and triggers.include?(event.trigger)
- # If starting determinant is same position event (other than jumping)
- if not event.jumping? and event.over_trigger?
- event.start
- result = true
- end
- end
- end
- return result
- end
- #--------------------------------------------------------------------------
- # * Front Envent Starting Determinant
- #--------------------------------------------------------------------------
- def check_event_trigger_there(triggers)
- result = false
- # If event is running
- if $game_system.map_interpreter.running?
- return result
- end
- # Calculate front event coordinates
- new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
- new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
- # All event loops
- for event in $game_map.events.values
- # If event coordinates and triggers are consistent
- if event.x == new_x and event.y == new_y and
- triggers.include?(event.trigger)
- # If starting determinant is front event (other than jumping)
- if not event.jumping? and not event.over_trigger?
- event.start
- result = true
- end
- end
- end
- # If fitting event is not found
- if result == false
- # If front tile is a counter
- if $game_map.counter?(new_x, new_y)
- # Calculate 1 tile inside coordinates
- new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
- new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
- # All event loops
- for event in $game_map.events.values
- # If event coordinates and triggers are consistent
- if event.x == new_x and event.y == new_y and
- triggers.include?(event.trigger)
- # If starting determinant is front event (other than jumping)
- if not event.jumping? and not event.over_trigger?
- event.start
- result = true
- end
- end
- end
- end
- end
- return result
- end
- #--------------------------------------------------------------------------
- # * Touch Event Starting Determinant
- #--------------------------------------------------------------------------
- def check_event_trigger_touch(x, y)
- result = false
- # If event is running
- if $game_system.map_interpreter.running?
- return result
- end
- # All event loops
- for event in $game_map.events.values
- # If event coordinates and triggers are consistent
- if event.x == x and event.y == y and [1,2].include?(event.trigger)
- # If starting determinant is front event (other than jumping)
- if not event.jumping? and not event.over_trigger?
- event.start
- result = true
- end
- end
- end
- return result
- end
- #--------------------------------------------------------------------------
- # * Frame Update
- #--------------------------------------------------------------------------
- def update
- # Remember whether or not moving in local variables
- last_moving = moving?
- # If moving, event running, move route forcing, and message window
- # display are all not occurring
- unless moving? or $game_system.map_interpreter.running? or
- @move_route_forcing or $game_temp.message_window_showing
- # Move player in the direction the directional button is being pressed
- case Input.dir4
- when 2
- move_down
- when 4
- move_left
- when 6
- move_right
- when 8
- move_up
- end
- end
- # Remember coordinates in local variables
- last_real_x = @real_x
- last_real_y = @real_y
- super
- # If character moves down and is positioned lower than the center
- # of the screen
- if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
- # Scroll map down
- $game_map.scroll_down(@real_y - last_real_y)
- end
- # If character moves left and is positioned more let on-screen than
- # center
- if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
- # Scroll map left
- $game_map.scroll_left(last_real_x - @real_x)
- end
- # If character moves right and is positioned more right on-screen than
- # center
- if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
- # Scroll map right
- $game_map.scroll_right(@real_x - last_real_x)
- end
- # If character moves up and is positioned higher than the center
- # of the screen
- if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
- # Scroll map up
- $game_map.scroll_up(last_real_y - @real_y)
- end
- # If not moving
- unless moving?
- # If player was moving last time
- if last_moving
- # Event determinant is via touch of same position event
- result = check_event_trigger_here([1,2])
- # If event which started does not exist
- if result == false
- # Disregard if debug mode is ON and ctrl key was pressed
- unless $DEBUG and Input.press?(Input::CTRL)
- # Encounter countdown
- if @encounter_count > 0
- @encounter_count -= 1
- end
- end
- end
- end
- # If C button was pressed
- if Input.trigger?(Input::C)
- # Same position and front event determinant
- check_event_trigger_here([0])
- check_event_trigger_there([0,1,2])
- end
- end
- end
- end
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