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Engine de destruição

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Engine de destruição Empty Engine de destruição

Mensagem por samuel6406 Ter Jun 12, 2012 10:26 pm

.:ENGINE DE DESTRUIÇÃO:.



.:INTRODUÇÃO:.


Esse script super interessante permite criar animações de destruição dos eventos dinamicamente, variando de cortes com espada à machadadas.

.:CARACTERISTICAS:.


Plug and Play
Grande opções para destruir eventos

.:SCRIPT:.

Código:
#==============================================================================
# ■ Destruction Engine
#------------------------------------------------------------------------------
#  By: Rataime
#  Date: 12/06/2005
#
#------------------------------------------------------------------------------

#  The Destruction Engine is a powerfull way to cut, slice, chop, destroy...
#  events. It can be customized to fit your ideas
#
#------------------------------------------------------------------------------

#  To use it, you must use the following commands :
#  - $DE.init
#  - A target command ($DE.target_event(id) or $DE.target_is_in_front_of_me)
#  - A set of commands
#  - $DE.clear 

#------------------------------------------------------------------------------

#  Call'n watch action commands (see the next ● for descriptions and options) :
#  - $DE.decapitate
#  - $DE.samurai_slash
#  - $DE.axe_attack
#  - $DE.double_samurai_slash
#  - $DE.glass_breaking

#------------------------------------------------------------------------------
#
#  The main command :

#  $DE.add_line(start_x, start_y, end_x, end_y,speed)
#  with coordinates corresponding to those on the charset,
#  mainly 0<x<32 and 0<y<48
#  and speed the drawing speed (1<=speed<=10).
#  Speed is optionnal, the default speed will be used if only 4 parameters are given

#  $DE.add_line draws a line, and define where the event will be cut.
#  Eg : 2 crossing lines defined with $DE.add_line => 4 pieces.

#------------------------------------------------------------------------------

#  Line commands :

#  $DE.hide_lines :
#  Will hide future lines

#  $DE.show_lines :
#  Won't hide future lines anymore

#  $DE.erase_lines :
#  Erases all lines
#  The pieces will still be there, only line sprites will removed

#  $DE.draw_line(start_x, start_y, end_x, end_y,speed)
#  Same as $DE.add_line, but won't actually "cut" the event

#  $DE.change_line_color(red,green,blue)
#  Change future lines color
#  The component values are >=0 and <=255

#  $DE.change_line_speed(speed)
#  Change the default line drawing speed
#  Speed is >=1 and <=10

#  $DE.change_line_width(pixels)
#  Change future lines width,in pixels

#==============================================================================# 

#  Piece commands, usually used after having cut the event

#  $DE.collapse
#  Will collapse every piece the FF way (ie red&transparent)
#
#  $DE.fadeout
#  Will fadeout every piece
#
#  $DE.explose
#  Will make the target explose. Not perfect yet

#  $DE.refresh_centre
#  Will readjust pieces centers. Useful before rotating those...
#
#  $DE.glass_falling(speed)
#  Will let the glass pieces fall until they reach the ground

#  DE_Slide.new(line,number)
#  Create a slide movement, using a line and a max number of pieces to slide
#  Pieces are selected from the top to the bottom
#  Check the call'n watch function samurai_slash for a basic example

#  $DE.map.pieces[i] :
#  Refers to the pieces.
#  pieces[0] is the top one, pieces[$DE.map.pieces.size-1] the bottom one
#  You can use standard sprite functions, eg :
#  @map.pieces[0].angle=90
#  @map.pieces[0].x+=1

#  $DE.target.reappear :
#  Will reset target's transparency and passability

#==============================================================================

#  Notes :

#  - The DE is far from perfect : if you experiment a problem, try changing
#    the order of the add_lines functions

#  - When changing scenes (eg : opening the menu), the DE will be reset.
#    Think to disable the menu if you don't want it to happen

#  - The target event will be invisible & passable, but still fonctionnal :
#    It's up to you to use a switch or anything to prevent its re-use

#  - If you see a colored triangle, it is because the script thinks that the
#    first pixel is transparent. Move the character on the charset, or resize
#    the charset...
#
#  - Bonus for those who read that far :
#    If you are lazy, use $DE.tiifom instead of $DE.target_is_in_front_of_me...

#==============================================================================
# ● Here are the call'n watch functions (aka the "no-brainer functions")
#    You have to call $DE.init, then the appropriate target function
#    (eg : $DE.target_is_in_front_of_me) and one of those functions
#    (eg : $DE.decapitate).
#    You still can change the lines visibility, color...
#    Some have facultative options. Eg : To have the head roll on the left, use $DE.decapitate(true)
#    When you have finished (and removed the head from the floor),
#    call $DE.clear
#
#    Don't hesitate to make your own functions, you can even send them to me and
#    I'll add them in the next release if they are worthful
#==============================================================================
class Destruction_Engine
 
  #=============================================================================
  # ▼ decapitate(roll_on_the_left,hide_the_second_line) by Rataime
  #    Set roll_on_the_left to true to have an inversed animation
  #    Set hide_the_second_line to true to only show the first line
  #=============================================================================

  def decapitate(roll_on_the_left=false , hide_the_second_line=false)
    Audio.se_play("Audio/SE/099-Attack11",80)
    add_line(0,14,32,31,@default_speed)
    hide_the_second_line=false if @hide_line
    if hide_the_second_line
      hide_lines
      add_line(32,14,0,31,10)
      show_lines
    else
      add_line(32,14,0,31,@default_speed)
    end
    refresh_centre # Adjust ox and oy to their correct place. Needed to rotate smoother...
    delta=1
    delta=-1 if roll_on_the_left
    erase_lines
    for i in 1..30
      @map.pieces[0].y+=1 if i%2==0 # every 2 i
      @map.pieces[0].x+=1*delta if i%2==0
      @map.pieces[0].angle-=3*delta
      Graphics.update
    end
    Audio.se_play("Audio/SE/042-Knock03",80)
    erase_lines
  end
 
  #=============================================================================
  # ▼ axe_attack(x) by Rataime
  #    Set time_interval in ms to have a pause between movements
  #=============================================================================

  def axe_attack(time_interval=0,collapsing=false)
    Audio.se_play("Audio/SE/095-Attack07",80)
    add_line(@bmpw/2,0,@bmpw/2,@bmph,@default_speed)
    erase_lines
    refresh_centre # Adjust ox and oy to their correct place. Needed to rotate smoother...
    for i in 1..30*(time_interval+1)
      @map.pieces[0].angle+=3 if i%(time_interval+1)==0
      @map.pieces[1].angle-=3 if i%(time_interval+1)==0
      Audio.se_play("Audio/SE/103-Attack15",80) if i==27*(time_interval+1) or i==28*(time_interval+1)
      Graphics.update
    end
    collapse if collapsing
  end
 
 
  #=============================================================================
  # ▼ samurai_slash(time_interval,collapsing) by Rataime
  #    Set time_interval in ms to have a pause between sliding movements
  #    Set collapsing to true to have it collapse in the end
  #=============================================================================
 
  def samurai_slash(time_interval=0,collapsing=true)
    Audio.se_play("Audio/SE/094-Attack06",80)
    line1 = add_line(0,0.3*@bmph,@bmpw,0.67*@bmph,@default_speed)
    slide1=DE_Slide.new(line1,1)
    erase_lines
    for i in 1..15*(time_interval+1)
      slide1.update if i%(time_interval+1)==0
      Graphics.update
    end
    collapse if collapsing
  end
 
  #=============================================================================
  # ▼ double_samurai_slash(time_interval) by Rataime
  #    Set time_interval in ms to have a pause between sliding movements
  #    Set collapsing to true to have it collapse in the end
  #=============================================================================
 
  def double_samurai_slash(time_interval=0,collapsing=true)
    Audio.se_play("Audio/SE/094-Attack06",80)
    line1 = add_line(0,0.5*@bmph,@bmpw,@bmph-2,@default_speed)
    Audio.se_play("Audio/SE/094-Attack06",80)
    line2 = add_line(0,0.35*@bmph,@bmpw,0.20*@bmph,@default_speed)
    slide1=DE_Slide.new(line2,1)
    slide2=DE_Slide.new(line1,2)
    erase_lines
    for i in 1..15*(time_interval+1)
      slide1.update if i%(time_interval+1)==0
      slide2.update if i%(time_interval+1)==0
      Graphics.update
    end
    collapse if collapsing
  end
 
  #=============================================================================
  # ▼ glass_breaking(sound,speed) by Rataime
  #    Set sound to true to have the glass breaking sound (needs a non-rtp SE)
  #    Set speed to 1 or 2 (>2 is too fast)
  #=============================================================================
 
  def glass_breaking(sound=false,speed=2)
    Audio.se_play("Audio/SE/100-Attack12",80)
    add_line(@bmpw/4,0,@bmpw*3/4,@bmph,@default_speed)
    Audio.se_play("Audio/SE/096-Attack08",80,130)
    add_line(0,0.15*@bmph,@bmpw,0.4*@bmph,@default_speed)
    Audio.se_play("Audio/SE/100-Attack12",80,80)
    add_line(0,0.35*@bmph,@bmpw,0.7*@bmph,@default_speed)
    Audio.se_play("Audio/SE/Glass",80,70)
    hide_lines
    add_line(0,80,@bmpw,80)
    show_lines
    erase_lines
    refresh_centre
    for i in 1..2
      for to_break in 0..@map.pieces.size-1
        if @map.pieces[to_break].x<@bmpx+@bmpw/2
          @map.pieces[to_break].x-=1
        else
          @map.pieces[to_break].x+=1
        end
      end
      Graphics.update
    end
    glass_falling(speed)
  end
 
#==============================================================================
# ● Here are the pieces manipulation functions
#    Usually called after having cut the sprite
#==============================================================================

  def collapse
    Audio.se_play("Audio/SE/012-System12",80)
    @map.collapse
  end
 
  def fadeout
    @map.fadeout
  end
 
  def explose
    explosion=[]
    refresh_centre
    for to_explose in 0..@map.pieces.size-1
      #This is a hack, wasn't working so I "forced" things to work...
      #I will have to fix that one day !
      end_x=@map.pieces[to_explose].src_rect.width/2+@map.pieces[to_explose].x
      end_y=@map.pieces[to_explose].src_rect.height/2+@map.pieces[to_explose].y
      start_x=@bmpx+@bmpw/2+@bmpw/6
      start_y=@bmpy+@bmph
      explosion[to_explose]=DE_Explosion.new([(end_x - start_x).to_f,-(end_y - start_y).to_f,0],to_explose)
    end
    Audio.se_play("Audio/SE/054-Cannon03",80)
    for i in 1..51
      for to_explose in 0..@map.pieces.size-1
        explosion[to_explose].update
      end
      Graphics.update
    end
  end
 
  def refresh_centre
    @map.refresh_centre
  end

  def glass_falling(speed=2)
    for i in 1..90
      for to_break in 0..@map.pieces.size-1
        if @map.pieces[to_break].y<@bmpy+@bmph+2
          @map.pieces[to_break].y+=1*speed if 2*(@map.pieces.size-to_break)<i
          @map.pieces[to_break].angle+=abovezero(rand(5)-3)*(to_break+1)/(to_break+1).abs
        else
          @map.pieces[to_break].opacity-=20
        end
      end
      Graphics.update
    end
  end
 
end

class DE_Slide

  def initialize(line,num)
    @dy=0
    @y=-line[1]
    @x=line[0]
    if @y<0
      @y=-@y
      @x=-@x
    end
    @y=@y/(@x.abs).to_f
    @x=@x/@x.abs
    @num=num
    @map=$DE.map
  end
 
  def update
      @correcty=false
      @dy+=@y-@y.floor
      if @dy>=1
        @dy-=1
        @correcty=true
      end
      for i in 0..@num-1
        @map.pieces[i].x+=@x
        @map.pieces[i].y+=@y.floor
        @map.pieces[i].y+=1 if @correcty
      end
    end
  end
 
  class DE_Explosion

  def initialize(line,num)
    @dy=0
    @y=-line[1]
    @x=line[0]
    @sign=1
    @sign=-1 if @y<0
    @y=@y/(@x.abs).to_f*2
    @x=@x/@x.abs*2
    @num=num
    @map=$DE.map
  end
 
  def update
      @correcty=false
      @dy+=(@y-@y.floor).abs
      if @dy>=1
        @dy-=1
        @correcty=true
      end
      @map.pieces[@num].x+=@x
      @map.pieces[@num].x
      #@map.pieces[@num].zoom_x=0.1+@map.pieces[@num].zoom_x
      #@map.pieces[@num].zoom_y=0.1+@map.pieces[@num].zoom_y
      @map.pieces[@num].y+=@y.floor
      @map.pieces[@num].y+=1*@sign if @correcty
      @map.pieces[@num].opacity-=5
      @map.pieces[@num].angle+=1*@sign
    end
  end
#==============================================================================
# ■ DE
# An unloaded DE
#==============================================================================

class DE

  def init
    $DE=Destruction_Engine.new
  end
 
  def Init
    $DE=Destruction_Engine.new
  end
 
end

#==============================================================================
# ■ Destruction_Engine
# The actual DE. Contains every functions you need to use the DE
#==============================================================================

class Destruction_Engine
 
attr_accessor :slot
attr_accessor :map
attr_accessor :target
attr_accessor :hide_line

#==============================================================================
# ● General functions
#==============================================================================

def initialize
  @width=2
  @default_speed=5
  @color=Color.new(255, 255, 255)
end

def init(n = nil)
  if n==nil
    p "Initialisation already done. Don't forget to $DE.clear"
  else
    @slot[n]=Destruction_Engine.new
  end
end

def Init(n = nil)
  init(n)
end

def clear
  for i in @map.pieces
    i.opacity=0
  end
  GC::start
  $DE = DE.new
end

def Clear
  clear
end

def update
  if @map!=nil
    for i in @map.pieces
      i.update
    end
  end
end

def abovezero(num)
  if num>0
    return num
  else
    return 0
  end
end


def wait(seconds) # Dubealex's delay function
  for i in 0...(seconds * 10)
    sleep 0.1
    Graphics.update
  end
end

#==============================================================================
# ● Target functions
#==============================================================================

def target_event(id = nil)
  if id!=nil and $game_map.events[id].is_a?(Game_Event) and @target==nil
    @target = $game_map.events[id]
    @map=DE_Map.new(@target)
      bitmap = RPG::Cache.character(@target.character_name,@target.character_hue)
      @z_line=@target.screen_z(bitmap.height / 4)+5
      @bmpx=@target.screen_x-bitmap.width/8
      @bmpy=@target.screen_y-bitmap.height/4
      @bmph=bitmap.height/4
      @bmpw=bitmap.width/4
      @color_b=bitmap.get_pixel(0,0)
      @linebmp=Linebmp.new(@bmpx,@bmpy,@z_line,@bmpw,@bmph)
  end
end

def Target_event(id = nil)
  target_event(id)
end

def tiifom
  check_x=$game_player.x
  check_y=$game_player.y
  case $game_player.direction
  when 2
    check_y+=1
  when 4
    check_x-=1
  when 6
    check_x+=1
  when 8
    check_y-=1
  end
  check=$game_map.check_event(check_x, check_y)
  if check.type==Fixnum and @target==nil
    @target=$game_map.events[check]
    @map=DE_Map.new(@target)
      bitmap = RPG::Cache.character(@target.character_name,@target.character_hue)
      @z_line=@target.screen_z(bitmap.height / 4)+5
      @bmpx=@target.screen_x-bitmap.width/8
      @bmpy=@target.screen_y-bitmap.height/4
      @bmph=bitmap.height/4
      @bmpw=bitmap.width/4
      @color_b=bitmap.get_pixel(0,0)
      @linebmp=Linebmp.new(@bmpx,@bmpy,@z_line,@bmpw,@bmph)
  end
end

def target_is_in_front_of_me
  tiifom
end

#==============================================================================
# ● Line functions
#==============================================================================

def hide_lines
  @hide_line=true
end

def show_lines
  @hide_line=false
end

def erase_lines
  @linebmp.erase
end

def change_line_width(pixels)
  if (pixels>10 or pixels<1)
    p "DE error : Width argument out of range !"
  else
    @width=pixels
  end
end

def change_line_color(r,g,b)
  @color=Color.new(r, g, b)
end

def change_line_speed(speed)
  if (speed>10 or speed<1)
    p "DE error : Speed argument out of range !"
  else
    @default_speed=speed
  end
end

def draw_line(start_x, start_y, end_x, end_y,speed=@default_speed)
  @map.draw_line(start_x, start_y, end_x, end_y,speed,@width,@color)
end

#==============================================================================
# ● The core function. Draw lines & separate sprites into smaller sprites
#    Reading this can be bad for your health.
#==============================================================================

def addline(start_x, start_y, end_x, end_y,speed=@default_speed)
  add_line(start_x, start_y, end_x, end_y,speed)
end

def add_line(start_x, start_y, end_x, end_y,speed=@default_speed)
  if (speed>10 or speed<1) or (start_x==end_x and start_y==end_y)
    p "DE error : Speed argument out of range, or the line is a point !"
  else
  if @target!=nil
    @linebmp.draw_line(start_x, start_y, end_x, end_y,speed,@width,@color)
    #ay+bx+c
    a = (end_x - start_x).to_f
    b = -(end_y - start_y).to_f
    c = (-a * start_y - b * start_x).to_f
    @a=a
    @b=b
    @c=c
    sx = @target.pattern * @bmpw
    sy = (@target.direction - 2) / 2 * @bmph
    @sx=sx
    @sy=sy
    for i in 0..@map.pieces.size-1
      s_rect=@map.pieces[i].src_rect
    if true
    if start_x==end_x
      if s_rect.x<start_x+sx and start_x+sx<s_rect.x+s_rect.width
        @map.cloning(@map.pieces[i])
        @map.pieces[i].bitmap.fill_rect(sx+start_x, sy, @bmpw-start_x, s_rect.height, @color_b )
        @map.pieces.last.bitmap.fill_rect(sx,sy, start_x, s_rect.height, @color_b )
        @map.pieces.last.src_rect.set(start_x+sx,s_rect.y,abovezero(s_rect.x+s_rect.width-start_x-sx),s_rect.height)
        @map.pieces[i].src_rect.set(s_rect.x,s_rect.y,abovezero(start_x+sx-s_rect.x),s_rect.height)
        @map.pieces.last.x=@bmpx+start_x+@bmpw/2
        @map.pieces[i].x=@bmpx+s_rect.x-sx+@bmpw/2
      end
    else
      if start_y==end_y
        if s_rect.y<start_y+sy and start_y+sy<s_rect.y+s_rect.height
          @map.cloning(@map.pieces[i])
          @map.pieces[i].bitmap.fill_rect(sx, sy+start_y, s_rect.width, @bmph-start_y, @color_b )
          @map.pieces.last.bitmap.fill_rect(sx, sy, s_rect.width, start_y, @color_b )
          @map.pieces.last.src_rect.set(s_rect.x,sy+start_y,s_rect.width,abovezero(s_rect.y-sy-start_y+s_rect.height))
          @map.pieces[i].src_rect.set(s_rect.x,s_rect.y,s_rect.width, abovezero(start_y+sy-s_rect.y))
          @map.pieces.last.y=@bmpy+start_y+@bmph
          @map.pieces[i].y=@bmpy+s_rect.y-sy+@bmph
        end
      else
        if b/a<0
          dist1=(a*(s_rect.y+s_rect.height-sy)+ b*(s_rect.x-sx) + c)/((a**2+b**2)**0.5)
          dist2=(a*(s_rect.y-sy)+ b*(s_rect.x+s_rect.width-sx) + c)/((a**2+b**2)**0.5)
          square=(s_rect.height**2+s_rect.width**2)**0.5
          #p (b/a,-c/a,dist1,dist2,square,1)
          if dist1.abs<square and dist2.abs<square and dist1*dist2<0
            #p "slope neg"
            if -b/a*(s_rect.x-sx)-c/a<(s_rect.y-sy)
              if -b/a*(s_rect.x-sx+s_rect.width)-c/a<(s_rect.y-sy+s_rect.height)
                #p "above, above"
                @map.cloning(@map.pieces[i])
                xt=(-a/b*(s_rect.y-sy)-c/b).to_i
                yt=(-b/a*(s_rect.x-sx+s_rect.width)-c/a).to_i
                @map.triangle(@map.pieces.last,sx+xt,s_rect.y,s_rect.x+s_rect.width,sy+yt,s_rect.x+s_rect.width,s_rect.y,true)
                @map.triangle(@map.pieces[i],sx+xt,s_rect.y,s_rect.x+s_rect.width,sy+yt,s_rect.x+s_rect.width,s_rect.y)
                @map.pieces.last.x-=s_rect.x-(sx+xt)
                @map.pieces.last.src_rect.set(sx+xt,s_rect.y,s_rect.x-sx+s_rect.width-xt,yt-(s_rect.y-sy))
              else
                #p "above, under"
                @map.cloning(@map.pieces[i])
                xt=(-a/b*(s_rect.y-sy)-c/b).to_i
                xtp=(-a/b*(s_rect.y-sy+s_rect.height)-c/b).to_i
                yt=(-b/a*(s_rect.x-sx)-c/a).to_i
                ytp=(-b/a*(s_rect.x-sx+s_rect.width)-c/a).to_i
                @map.triangle(@map.pieces.last,s_rect.x,sy+yt,s_rect.x+s_rect.width,sy+ytp,s_rect.x,sy+s_rect.height,true)
                @map.triangle(@map.pieces[i],s_rect.x,sy+yt,s_rect.x+s_rect.width,sy+ytp,s_rect.x,sy+s_rect.height)
                @map.pieces[i].x-=s_rect.x-(sx+xt)
                @map.pieces.last.src_rect.set(s_rect.x,s_rect.y,xtp-(s_rect.x-sx),s_rect.height)
                @map.pieces[i].src_rect.set(sx+xt,s_rect.y,s_rect.x-sx+s_rect.width-xt,s_rect.height)
              end
            else
              if -b/a*(s_rect.x-sx+s_rect.width)-c/a>(s_rect.y-sy+s_rect.height)
                #p "under, under"
                @map.cloning(@map.pieces[i])
                xt=(-a/b*(s_rect.y-sy+s_rect.height)-c/b).to_i
                yt=(-b/a*(s_rect.x-sx)-c/a).to_i
                @map.triangle(@map.pieces.last,s_rect.x,yt+sy,s_rect.x,s_rect.y+s_rect.height,xt+sx,s_rect.y+s_rect.height,true)
                @map.triangle(@map.pieces[i],s_rect.x,yt+sy,s_rect.x,s_rect.y+s_rect.height,xt+sx,s_rect.y+s_rect.height)
                @map.pieces.last.src_rect.set(s_rect.x,sy+yt,xt-(s_rect.x-sx),s_rect.y-sy+s_rect.height-yt)
                @map.pieces.last.y-=-yt-sy+s_rect.y
              else
                #p "under, above"
                @map.cloning(@map.pieces[i])
                xt=(-a/b*(s_rect.y-sy)-c/b).to_i
                xtp=(-a/b*(s_rect.y-sy+s_rect.height)-c/b).to_i
                yt=(-b/a*(s_rect.x-sx)-c/a).to_i
                ytp=(-b/a*(s_rect.x-sx+s_rect.width)-c/a).to_i
                @map.triangle(@map.pieces.last,sx+xt,s_rect.y,sx+xtp,s_rect.y+s_rect.height,sx+xtp,s_rect.y,true)
                @map.triangle(@map.pieces[i],sx+xt,s_rect.y,sx+xtp,s_rect.y+s_rect.height,sx+xtp,s_rect.y)
                @map.pieces.last.src_rect.set(s_rect.x,s_rect.y,s_rect.width,ytp-(s_rect.y-sy))
                @map.pieces[i].y+=-s_rect.y+sy+yt
                @map.pieces[i].src_rect.set(s_rect.x,sy+yt,s_rect.width,s_rect.y-sy+s_rect.height-yt)
              end
            end
          end
        else
          dist1=(a*(s_rect.y-sy)+ b*(s_rect.x-sx) + c)/(a**2+b**2)**0.5
          dist2=(a*(s_rect.y+s_rect.height-sy)+ b*(s_rect.x+s_rect.width-sx) + c)/(a**2+b**2)**0.5
          square=(s_rect.height**2+s_rect.width**2)**0.5
          #p (-b/a,-c/a,dist1,dist2,square,2)
          if dist1.abs<square and dist2.abs<square and dist1*dist2<0
            #p "slope pos"
            if -b/a*(s_rect.x-sx)-c/a<(s_rect.y-sy+s_rect.height)
              if -b/a*(s_rect.x-sx+s_rect.width)-c/a<(s_rect.y-sy)
                #p "above, above"
                @map.cloning(@map.pieces[i])
                xt=(-a/b*(s_rect.y-sy)-c/b).to_i
                yt=(-b/a*(s_rect.x-sx)-c/a).to_i
                @map.triangle(@map.pieces.last,s_rect.x,yt+sy,s_rect.x,s_rect.y,xt+sx,s_rect.y,true)
                @map.triangle(@map.pieces[i],s_rect.x,yt+sy,s_rect.x,s_rect.y,xt+sx,s_rect.y)
                @map.pieces.last.src_rect.set(s_rect.x,s_rect.y,xt-(s_rect.x-sx),yt-(s_rect.y-sy))
              else
                #p "above, under"
                @map.cloning(@map.pieces[i])
                xt=(-a/b*(s_rect.y-sy)-c/b).to_i
                xtp=(-a/b*(s_rect.y-sy+s_rect.height)-c/b).to_i
                ytp=(-b/a*(s_rect.x-sx)-c/a).to_i
                yt=(-b/a*(s_rect.x-sx+s_rect.width)-c/a).to_i
                @map.triangle(@map.pieces.last,sx+xt,s_rect.y,sx+xtp,s_rect.y+s_rect.height,sx+xtp,s_rect.y,true)
                @map.triangle(@map.pieces[i],sx+xt,s_rect.y,sx+xtp,s_rect.y+s_rect.height,sx+xtp,s_rect.y)
                @map.pieces.last.src_rect.set(s_rect.x,s_rect.y,s_rect.width,ytp-(s_rect.y-sy))
                @map.pieces[i].y+=-s_rect.y+sy+yt
                @map.pieces[i].src_rect.set(s_rect.x,sy+yt,s_rect.width,s_rect.y-sy+s_rect.height-yt)
              end
            else
              if -b/a*(s_rect.x-sx+s_rect.width)-c/a>(s_rect.y-sy)
                #p "under, under"
                @map.cloning(@map.pieces[i])
                xt=(-a/b*(s_rect.y-sy+s_rect.height)-c/b).to_i
                yt=(-b/a*(s_rect.x-sx+s_rect.width)-c/a).to_i
                @map.triangle(@map.pieces.last,s_rect.x+s_rect.width,s_rect.y+s_rect.height,s_rect.x+s_rect.width,sy+yt,sx+xt,s_rect.y+s_rect.height,true)
                @map.triangle(@map.pieces[i],s_rect.x+s_rect.width,s_rect.y+s_rect.height,s_rect.x+s_rect.width,sy+yt,sx+xt,s_rect.y+s_rect.height)
                @map.pieces.last.src_rect.set(s_rect.x+xt,s_rect.y+yt,s_rect.x-sx+s_rect.width-xt,s_rect.y-sy+s_rect.height-yt)
                @map.pieces.last.y-=-yt-sy+s_rect.y
                @map.pieces.last.x-=s_rect.x-(sx+xt)
              else
                #p "under, above"
                @map.cloning(@map.pieces[i])
                xtp=(-a/b*(s_rect.y-sy)-c/b).to_i
                xt=(-a/b*(s_rect.y-sy+s_rect.height)-c/b).to_i
                yt=(-b/a*(s_rect.x-sx)-c/a).to_i
                ytp=(-b/a*(s_rect.x-sx+s_rect.width)-c/a).to_i
                @map.triangle(@map.pieces.last,s_rect.x,sy+yt,s_rect.x+s_rect.width,sy+ytp,s_rect.x,sy+ytp,true)
                @map.triangle(@map.pieces[i],s_rect.x,sy+yt,s_rect.x+s_rect.width,sy+ytp,s_rect.x,sy+ytp)
                @map.pieces.last.src_rect.set(s_rect.x,s_rect.y,xtp-(s_rect.x-sx),s_rect.height)
                @map.pieces[i].x-=s_rect.x-(sx+xt)
                @map.pieces[i].src_rect.set(sx+xt,s_rect.y,s_rect.x-sx+s_rect.width-xt,s_rect.height)
              end
            end
          end
        end
      end
    end
    end
    end
    @map.pieces=@map.pieces.sort{|d,e| d.src_rect.y <=> e.src_rect.y}
    Graphics.update
    return [a,b,c]
  else
    p "DE error : No target selected"
  end
  end

end

def testing_sort#DO NOT USE IT
  p @map.pieces.size
    for i in 0..@map.pieces.size-1
      @map.pieces[i].x=@bmpx+30*i+20
      #p (1,@map.pieces[1].x)
      #p (3,@map.pieces[3].x) if @map.pieces[3]!=nil
    end
end

end

#==============================================================================
# ■ DE_Map
# Manage pieces creation, cloning and modification
#==============================================================================

class DE_Map
 
  attr_accessor :pieces
 
  def initialize(target)
    @target=target
    @pieces=Array.new
    @target.transparent=true
    $DE_spriteset.update
    @pieces[0]=DE_Piece.new($DE_viewport,@target,true)
    Graphics.update
  end
 
  def cloning(to_dup)
    @pieces.push(DE_Piece.new($DE_viewport,@target))
    @pieces.last.bitmap=to_dup.bitmap.clone
    @pieces.last.x=to_dup.x
    @pieces.last.y=to_dup.y
    @pieces.last.z=to_dup.z
    @pieces.last.src_rect.x=to_dup.src_rect.x
    @pieces.last.src_rect.y=to_dup.src_rect.y
    @pieces.last.src_rect.width=to_dup.src_rect.width
    @pieces.last.src_rect.height=to_dup.src_rect.height
  end
 
  def refresh_centre
    for to_centre in pieces
      ox=to_centre.ox
      oy=to_centre.oy
      to_centre.ox = to_centre.src_rect.width / 2
      to_centre.oy = to_centre.src_rect.height
      to_centre.x+=to_centre.ox-ox
      to_centre.y+=(to_centre.oy-oy)
    end
   
  end
 
  def collapse
    for to_collapse in pieces
      to_collapse.collapse if to_collapse.opacity!=0
    end
    for i in 1..48
      for to_collapse in pieces
        to_collapse.update
      end
      Graphics.update
    end
  end
 
  def fadeout
    for to_fadeout in pieces
      to_fadeout.escape if to_fadeout.opacity!=0
    end
    for i in 1..48
      for to_fadeout in pieces
        to_fadeout.update
      end
      Graphics.update
    end
  end

#==============================================================================
# ● Draw a triangle which erase either what is inside or outside
#==============================================================================
 
  def triangle(bmp = nil, x1 = 0, y1 = 0, x2 = 0, y2 = 0, x3 = 0, y3 = 0, invert = false)
 
  if x1==x2 and y1==y2
    # Fix an error : 2 points of the triangle are equal
    triangle(bmp, x1, y1+1, x2, y2, x3, y3,invert)
    return true
  end 
  if x2==x3 and y2==y3
    # Fix an error : 2 points of the triangle are equal
    triangle(bmp, x1, y1, x2, y2+1, x3, y3,invert)
    return true
  end
  if x1==x3 and y1==y3
    # Fix an error : 2 points of the triangle are equal
    triangle(bmp, x1, y1, x2, y2, x3, y3+1,invert)
    return true
  end 
 
  if Math.atan2( y1 - y2, x1-x2) - Math.atan2( y3 - y2, x3-x2) >0
    # Fix an error : The triangle doesn't appear due to its convexity...
    triangle(bmp, x1, y1, x3, y3, x2, y2,invert)
    return true
  end
 
  color = bmp.bitmap.get_pixel(0, 0)
 
 
    #==============================================================================
    # ● Here's the rasterization algorithm (whatever this is Successful, but this one wasn't easy to find and adapt !)
    #==============================================================================
     
    # Deltas

    dx12 = x1 - x2
    dx23 = x2 - x3
    dx31 = x3 - x1

    dy12 = y1 - y2
    dy23 = y2 - y3
    dy31 = y3 - y1
   
    # Bounding Rectangle
   
    min_x = [x1,x2,x3].min
    max_x = [x1,x2,x3].max
    min_y = [y1,y2,y3].min
    max_y = [y1,y2,y3].max
   
    # Half-edge constants
   
    c1 = dy12 * x1 - dx12 * y1
    c2 = dy23 * x2 - dx23 * y2
    c3 = dy31 * x3 - dx31 * y3
   
    # Let's Calculate !

    cy1 = c1 + dx12 * min_y - dy12 * min_x
    cy2 = c2 + dx23 * min_y - dy23 * min_x
    cy3 = c3 + dx31 * min_y - dy31 * min_x

  for y_coord in min_y..max_y-1
    cx1=cy1
    cx2=cy2
    cx3=cy3
    for x_coord in min_x..max_x-1
      if (cx1 > 0 and cx3 > 0 and cx2 > 0)!=invert
        bmp.bitmap.set_pixel(x_coord, y_coord ,color)
      end
      cx1 -= dy12
      cx2 -= dy23
      cx3 -= dy31
    end
    cy1 += dx12
    cy2 += dx23
    cy3 += dx31
  end
 
  end
 
end

#==============================================================================
# ■ DE_Piece
# This is the piece cut from the original sprite
#==============================================================================

class DE_Piece < RPG::Sprite
 
  def initialize(viewport, character = nil,first=false)
    super(viewport)
    @character = character
    if @tile_id != @character.tile_id or
      @character_name != @character.character_name or
      @character_hue != @character.character_hue
      @tile_id = @character.tile_id
      @character_name = @character.character_name
      @character_hue = @character.character_hue
      if @tile_id >= 384
        self.bitmap = RPG::Cache.tile($game_map.tileset_name,
          @tile_id, @character.character_hue)
        self.src_rect.set(0, 0, 32, 32)
        self.ox = 16
        self.oy = 32
      else
        self.bitmap = RPG::Cache.character(@character.character_name,@character.character_hue) if !first
        self.bitmap = RPG::Cache.character(@character.character_name,@character.character_hue).clone if first
        @character.go_through if first
        @cw = bitmap.width / 4
        @ch = bitmap.height / 4
        self.ox = @cw / 2
        self.oy = @ch
       
      sx = @character.pattern * @cw
      sy = (@character.direction - 2) / 2 * @ch
      self.src_rect.set(sx, sy, @cw, @ch)
      end
    end
    @x=$game_map.display_x
    @y=$game_map.display_y
    self.x = @character.screen_x
    self.y = @character.screen_y
    self.z = @character.screen_z(bitmap.height/4)
    self.opacity = @character.opacity
    self.blend_type = @character.blend_type
    self.bush_depth = @character.bush_depth
    update
  end
  def update
    super
    self.x+=(@x-$game_map.display_x)/4
    self.y+=(@y-$game_map.display_y)/4
    @x=$game_map.display_x
    @y=$game_map.display_y
    self.z = @character.screen_z(bitmap.height/4)
  end
end

#==============================================================================
# ■ Linebmp
# Adds the ability to draw lines. Original by XRSX, adapted heavily to fit the DE
#==============================================================================

class Linebmp
 
  attr_accessor :bmp
 
  def initialize(x=0,y=0,z=0,w=32,h=48)
    @w=w
    @h=h
    @bmp = Sprite.new($DE_viewport)
    @bmp.x=x
    @bmp.y=y
    @bmp.z=z
    @bmp.bitmap = Bitmap.new(@w,@h)
  end
   
  def erase
    @bmp.bitmap = Bitmap.new(@w,@h)
  end
 
  def draw_line(start_x, start_y, end_x, end_y,speed,width,color=Color.new(255, 255, 255))
  count=0 
  distance = (start_x - end_x).abs + (start_y - end_y).abs
      for i in 1..distance
        x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
        y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
        if !$DE.hide_line
        if width == 1
          @bmp.bitmap.set_pixel(x, y, color)
        else
          @bmp.bitmap.fill_rect(x, y, width, width, color)
        end
        end
        count+=1
        if count>=speed
          sleep 0.01
          Graphics.update
          count=0
        end
      end
  end
end

#===================================================
# ▼ CLASS Sprite_Character edit
#===================================================

class Sprite_Character < RPG::Sprite
  alias de_initialize initialize
 
  def initialize(viewport, character)
    #character.reappear
    if character.is_a?(Game_Player)
      $DE_viewport=viewport
    end
    de_initialize(viewport, character)
  end
 
end

#===================================================
# ▼ CLASS Game_Character edit
#===================================================

class Game_Character
 
  alias de_Game_Character_initialize initialize

  def initialize
    de_Game_Character_initialize
    @transparentde=@transparent
    @throughde=@through
  end
 
  alias de_Game_Character_update update
 
  def go_through
    @through=true
  end
 
  def reappear
    @transparent=@transparentde
    @through=@throughde
  end
 
  def dont_go_through
    @through=false
  end
 
end

#===================================================
# ▼ CLASS Spriteset_Map edit
#===================================================

class Spriteset_Map
 
alias de_spriteset_update update
alias de_spriteset_initialize initialize

  def initialize
    $DE = DE.new
    de_spriteset_initialize
    $DE_spriteset = self
  end

  def update
  $DE.update if $DE.is_a?(Destruction_Engine)
  de_spriteset_update
  end
end
.:INSTRUÇÕES:.

Cole acima do main.

Para ativar o script, use o comando chamar script num evento e use a sintaxe:
Código:
$DE.init

$DE.target_is_in_front_of_me

<Comando>

$DE.clear
Onde em , você escolhe como quer que o evento seja destruido.

Mais funções de destruição e os comandos contidos no script e na demo.
.:SCREENSHOTS:.

Engine de destruição 111

Engine de destruição 222_3

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Rataime Por Postar No santuario Rpg Maker

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Engine de destruição Empty Re: Engine de destruição

Mensagem por MalucaoBeleza Ter Jun 12, 2012 10:31 pm

kk
legal cara talvez eu utilize
+Cred

kk achei engraçado o char se repartindo
muito legal msm
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Engine de destruição Empty Re: Engine de destruição

Mensagem por samuel6406 Ter Jun 12, 2012 10:48 pm

kkkk' eu também achei emgraçado, vlw pelo cred Irmão Very Happy

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Engine de destruição Empty Re: Engine de destruição

Mensagem por Daniel Carvalho Ter Jun 12, 2012 11:13 pm

kkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkk legal Very Happy +1 cred
ele funfa em netplays?
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Experiência:
Engine de destruição Left_bar_bleue0/50Engine de destruição Empty_bar_bleue  (0/50)
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Engine de destruição Empty Re: Engine de destruição

Mensagem por RD12 Qua Jun 13, 2012 10:17 am

Bem legal mesmo kk. +1 Créd, ótimo script.
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Engine de destruição Empty Re: Engine de destruição

Mensagem por samuel6406 Qua Jun 13, 2012 12:53 pm

Daniel Carvalho escreveu:kkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkk legal Very Happy +1 cred
ele funfa em netplays?

Vou testar hoje aqui no Netplay v3 se funfar eu digo aqui ok? vlw pelo cred
@edit
car aqui nao funfou no netplay mais vou tentar adaptalo (:

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Engine de destruição Empty Re: Engine de destruição

Mensagem por KnowVFX Sex Jun 22, 2012 11:49 am

= ) Deviam fechar o topico
1° Usuario banido
2 nem vai poder responder mais
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