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- #===============================================================
- # ● [VX] ◦ MiniMap ◦ □
- # * Plug N Play Minimap (Don't need image~) *
- #--------------------------------------------------------------
- # ◦ by Woratana [woratana@hotmail.com]
- # ◦ Thaiware RPG Maker Community
- # ◦ Released on: 09/06/2008
- # ◦ Version: 1.0
- #--------------------------------------------------------------
- # ◦ Credit: KGC for XP MiniMap Script,
- # this script can't be done without his MiniMap.
- #--------------------------------------------------------------
- module MiniMap
- #===========================================================================
- # [START] MINIMAP SCRIPT SETUP PART
- #---------------------------------------------------------------------------
- SWITCH_NO_MINIMAP = 10 # Turn ON this switch to NOT SHOW minimap
- MAP_RECT = [410, 20, 100, 100] # Minimap size and position
- # [X, Y, Width, Height]
- # You can change it in game, by call script:
- # $game_system.minimap = [X, Y, Width, Height]
- MAP_Z = 0 # Minimap's Z-coordinate
- # Increase this number if there is problem that minimap show below some objects.
- GRID_SIZE = 5 # Minimap's grid size. Recommend to use more than 3.
- MINIMAP_BORDER_COLOR = Color.new(0, 0, 255, 160) # Minimap's border color
- # Color.new(Red, Green, Blue, Opacity)
- MINIMAP_BORDER_SIZE = 2 # Minimap's border size
- FOREGROUND_COLOR = Color.new(224, 224, 255, 160) # Passable tile color
- BACKGROUND_COLOR = Color.new(0, 0, 0, 160) # Unpassable tile color
- USE_OUTLINE_PLAYER = true # Draw outline around player in minimap?
- PLAYER_OUTLINE_COLOR = Color.new(0, 0, 0, 192) # Player Outline color
- USE_OUTLINE_EVENT = true # Draw outline around events in minimap?
- EVENT_OUTLINE_COLOR = Color.new(255, 255, 255, 192) # Player Outline color
- PLAYER_COLOR = Color.new(255, 0, 0, 192) # Player color
- #---------------------------------------------------------------------------
- OBJECT_COLOR = {} # Don't change or delete this line!
- #===============================================================
- # * SETUP EVENT KEYWORD & COLOR
- #---------------------------------------------------------------
- # ** Template:
- # OBJECT_COLOR['keyword'] = Color.new(Red, Green, Blue, Opacity)
- #-------------------------------------------------------------
- # * 'keyword': Word you want to put in event's comment to show this color
- # ** Note: 'keyword' is CASE SENSITIVE!
- # * Color.new(...): Color you want
- # You can put between 0 - 255 in each argument (Red, Green, Blue, Opacity)
- #-------------------------------------------------------------
- OBJECT_COLOR['npc'] = Color.new(30,144,255,160)
- OBJECT_COLOR['treasure'] = Color.new(0,255,255,160)
- OBJECT_COLOR['enemy'] = Color.new(139,35,35,160)
- OBJECT_COLOR['merchant'] = Color.new(255,255,0,160)
- #===========================================================================
- # * [OPTIONAL] TAGS:
- #---------------------------------------------------------------------------
- # Change keyword for disable minimap & keyword for show event on minimap~
- #-----------------------------------------------------------------------
- TAG_NO_MINIMAP = '[NOMAP]' # Tag for disable minimap
- TAG_EVENT = 'MMEV' # Tag for show event on minimap
- #---------------------------------------------------------------------------
- #---------------------------------------------------------------------------
- # [END] MINIMAP SCRIPT SETUP PART
- #===========================================================================
- def self.refresh
- if $scene.is_a?(Scene_Map)
- $scene.spriteset.minimap.refresh
- end
- end
- def self.update_object
- if $scene.is_a?(Scene_Map)
- $scene.spriteset.minimap.update_object_list
- end
- end
- end
- #==============================================================================
- # ■ RPG::MapInfo
- #==============================================================================
- class RPG::MapInfo
- def name
- return @name.gsub(/\[.*\]/) { }
- end
- def original_name
- return @name
- end
- def show_minimap?
- return !@name.include?(MiniMap::TAG_NO_MINIMAP)
- end
- end
- #==============================================================================
- # ■ Game_System
- #==============================================================================
- class Game_System
- attr_accessor :minimap
- alias wora_minimap_gamsys_ini initialize
- def initialize
- wora_minimap_gamsys_ini
- @minimap = MiniMap::MAP_RECT
- end
- def show_minimap
- return !$game_switches[MiniMap::SWITCH_NO_MINIMAP]
- end
- end
- #==============================================================================
- # ■ Game_Map
- #==============================================================================
- class Game_Map
- alias wora_minimap_gammap_setup setup
- def setup(map_id)
- wora_minimap_gammap_setup(map_id)
- @db_info = load_data('Data/MapInfos.rvdata') if @db_info.nil?
- @map_info = @db_info[map_id]
- end
- def show_minimap?
- return @map_info.show_minimap?
- end
- end
- #==============================================================================
- # ■ Game_Event
- #==============================================================================
- class Game_Event < Game_Character
- def mm_comment?(comment, return_comment = false )
- if !@list.nil?
- for i in 0...@list.size - 1
- next if @list[i].code != 108
- if @list[i].parameters[0].include?(comment)
- return @list[i].parameters[0] if return_comment
- return true
- end
- end
- end
- return '' if return_comment
- return false
- end
- end
- #==============================================================================
- # ■ Game_MiniMap
- #------------------------------------------------------------------------------
- class Game_MiniMap
- def initialize(tilemap)
- @tilemap = tilemap
- refresh
- end
- def dispose
- @border.bitmap.dispose
- @border.dispose
- @map_sprite.bitmap.dispose
- @map_sprite.dispose
- @object_sprite.bitmap.dispose
- @object_sprite.dispose
- @position_sprite.bitmap.dispose
- @position_sprite.dispose
- end
- def visible
- return @map_sprite.visible
- end
- def visible=(value)
- @map_sprite.visible = value
- @object_sprite.visible = value
- @position_sprite.visible = value
- @border.visible = value
- end
- def refresh
- @mmr = $game_system.minimap
- map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
- grid_size = [MiniMap::GRID_SIZE, 1].max
- @x = 0
- @y = 0
- @size = [map_rect.width / grid_size, map_rect.height / grid_size]
- @border = Sprite.new
- @border.x = map_rect.x - MiniMap::MINIMAP_BORDER_SIZE
- @border.y = map_rect.y - MiniMap::MINIMAP_BORDER_SIZE
- b_width = map_rect.width + (MiniMap::MINIMAP_BORDER_SIZE * 2)
- b_height = map_rect.height + (MiniMap::MINIMAP_BORDER_SIZE * 2)
- @border.bitmap = Bitmap.new(b_width, b_height)
- @border.bitmap.fill_rect(@border.bitmap.rect, MiniMap::MINIMAP_BORDER_COLOR)
- @border.bitmap.clear_rect(MiniMap::MINIMAP_BORDER_SIZE, MiniMap::MINIMAP_BORDER_SIZE,
- @border.bitmap.width - (MiniMap::MINIMAP_BORDER_SIZE * 2),
- @border.bitmap.height - (MiniMap::MINIMAP_BORDER_SIZE * 2))
- @map_sprite = Sprite.new
- @map_sprite.x = map_rect.x
- @map_sprite.y = map_rect.y
- @map_sprite.z = MiniMap::MAP_Z
- bitmap_width = $game_map.width * grid_size + map_rect.width
- bitmap_height = $game_map.height * grid_size + map_rect.height
- @map_sprite.bitmap = Bitmap.new(bitmap_width, bitmap_height)
- @map_sprite.src_rect = map_rect
- @object_sprite = Sprite.new
- @object_sprite.x = map_rect.x
- @object_sprite.y = map_rect.y
- @object_sprite.z = MiniMap::MAP_Z + 1
- @object_sprite.bitmap = Bitmap.new(bitmap_width, bitmap_height)
- @object_sprite.src_rect = map_rect
- @position_sprite = Sprite_Base.new
- @position_sprite.x = map_rect.x + @size[0] / 2 * grid_size
- @position_sprite.y = map_rect.y + @size[1] / 2 * grid_size
- @position_sprite.z = MiniMap::MAP_Z + 2
- bitmap = Bitmap.new(grid_size, grid_size)
- # Player's Outline
- if MiniMap::USE_OUTLINE_PLAYER and MiniMap::GRID_SIZE >= 3
- bitmap.fill_rect(bitmap.rect, MiniMap::PLAYER_OUTLINE_COLOR)
- brect = Rect.new(bitmap.rect.x + 1, bitmap.rect.y + 1, bitmap.rect.width - 2,
- bitmap.rect.height - 2)
- bitmap.clear_rect(brect)
- else
- brect = bitmap.rect
- end
- bitmap.fill_rect(brect, MiniMap::PLAYER_COLOR)
- @position_sprite.bitmap = bitmap
- draw_map
- update_object_list
- draw_object
- update_position
- end
- def draw_map
- bitmap = @map_sprite.bitmap
- bitmap.fill_rect(bitmap.rect, MiniMap::BACKGROUND_COLOR)
- map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
- grid_size = [MiniMap::GRID_SIZE, 1].max
- $game_map.width.times do |i|
- $game_map.height.times do |j|
- if !$game_map.passable?(i, j)
- next
- end
- rect = Rect.new(map_rect.width / 2 + grid_size * i,
- map_rect.height / 2 + grid_size * j,
- grid_size, grid_size)
- if grid_size >= 3
- if !$game_map.passable?(i, j)
- rect.height -= 1
- rect.x += 1
- rect.width -= 1
- rect.width -= 1
- rect.y += 1
- rect.height -= 1
- end
- end
- bitmap.fill_rect(rect, MiniMap::FOREGROUND_COLOR)
- end
- end
- end
- def update_object_list
- @object_list = {}
- $game_map.events.values.each do |e|
- comment = e.mm_comment?(MiniMap::TAG_EVENT, true)
- if comment != ''
- type = comment.gsub(/#{MiniMap::TAG_EVENT}/){}.gsub(/\s+/){}
- @object_list[type] = [] if @object_list[type].nil?
- @object_list[type] << e
- end
- end
- end
- def draw_object
- bitmap = @object_sprite.bitmap
- bitmap.clear
- map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
- grid_size = [MiniMap::GRID_SIZE, 1].max
- rect = Rect.new(0, 0, grid_size, grid_size)
- mw = map_rect.width / 2
- mh = map_rect.height / 2
- @object_list.each do |key, events|
- color = MiniMap::OBJECT_COLOR[key]
- next if events.nil? or color.nil?
- events.each do |obj|
- if !obj.character_name.empty?
- rect.x = mw + obj.real_x * grid_size / 256
- rect.y = mh + obj.real_y * grid_size / 256
- # Event's Outline
- if MiniMap::USE_OUTLINE_EVENT and MiniMap::GRID_SIZE >= 3
- bitmap.fill_rect(rect, MiniMap::EVENT_OUTLINE_COLOR)
- brect = Rect.new(rect.x + 1, rect.y + 1, rect.width - 2,
- rect.height - 2)
- bitmap.clear_rect(brect)
- else
- brect = bitmap.rect
- end
- bitmap.fill_rect(brect, color)
- end
- end
- end
- end
- def update
- if @mmr != $game_system.minimap
- dispose
- refresh
- end
- draw_object
- update_position
- if @map_sprite.visible
- @map_sprite.update
- @object_sprite.update
- @position_sprite.update
- end
- end
- def update_position
- map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
- grid_size = [MiniMap::GRID_SIZE, 1].max
- sx = $game_player.real_x * grid_size / 256
- sy = $game_player.real_y * grid_size / 256
- @map_sprite.src_rect.x = sx
- @map_sprite.src_rect.y = sy
- @object_sprite.src_rect.x = sx
- @object_sprite.src_rect.y = sy
- end
- end
- #==============================================================================
- # ■ Spriteset_Map
- #------------------------------------------------------------------------------
- class Spriteset_Map
- attr_reader :minimap
- alias wora_minimap_sprsetmap_ini initialize
- alias wora_minimap_sprsetmap_dis dispose
- alias wora_minimap_sprsetmap_upd update
- def initialize
- wora_minimap_sprsetmap_ini
- if $game_map.show_minimap?
- @minimap = Game_MiniMap.new(@tilemap)
- $game_system.show_minimap = true if $game_system.show_minimap.nil?
- @minimap.visible = $game_system.show_minimap
- end
- end
- def dispose
- @minimap.dispose if !@minimap.nil?
- wora_minimap_sprsetmap_dis
- end
- def update
- if !@minimap.nil?
- if $game_system.show_minimap
- @minimap.visible = true
- @minimap.update
- else
- @minimap.visible = false
- end
- end
- wora_minimap_sprsetmap_upd
- end
- end
- #==============================================================================
- # ■ Scene_Map
- #------------------------------------------------------------------------------
- class Scene_Map < Scene_Base
- attr_reader :spriteset
- end
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