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Mini-Mapa Simples

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Mini-Mapa Simples Empty Mini-Mapa Simples

Mensagem por VictorBG4 Sáb Dez 19, 2009 7:23 am

Mini Mapa

Criado por: Woratana
Postado por: Darkan na RRPG em Woratana

Este script, cria um mini mapa na tela do seu game, ele não utiliza de pictures, o que deixa ele sendo muito mais simples do que outros sistemas de mapas existente.
Eu não gosto muito dele por que acho extremamente feio, ele fica com uns gráficos de jogo da década de 80, parece que deixa um amadorismo extremo no jogo. Mas resolvi postar por que vá que tenha alguém que goste e o utilize.
Mini-Mapa Simples Ok7k10



Código:

#===============================================================
# ● [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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VictorBG4
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Mini-Mapa Simples Empty Re: Mini-Mapa Simples

Mensagem por Krmona Dom Dez 20, 2009 11:04 am

opa to usando... Very Happy
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Mini-Mapa Simples Empty Re: Mini-Mapa Simples

Mensagem por VictorBG4 Dom Dez 20, 2009 11:06 am

Quee bom que ajudeei então Very Happy
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