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Gravidade e Movimento de Plataforma 2.0 (Não simulado)

Iniciado por dodoop, 10/01/2013 às 19:24

Gravidade e Movimento de Plataforma 2.0 (Não simulado)
por: Sweet Liar

Introdução:

Depois de tanto ser enchido meu saco com aquele script de Plataforma do XRXS ( que nada mais é que um movimento simulado ), eu cacei pela internet algum script melhor, e mais funcional. Só achei fragmentos de sistema, mas nada muito funcional... Fui vendo esses "fragmentos de coisa", vendo como funcionava...Catei o script que mais parecia funcionar e reparei ele para que funcionasse a contento. Lembrando: Não é 100% funcional...Tem alguns erros que não estudei, mas ele adere as propriedades tanto dos eventos, quanto do herói, e funciona perfeitamente como devia funcionar.

Screenshots:

Não é necessário ter-la.

Como usar:

Apenas coloque acima do Main. Não funciona com outros métodos de movimento, Train Actor e etc.
Já contém movimento por Pixel

Script:

Spoiler
#======================================#
#
#
# Platform System 2.001 
#  Sweet Liar Adaption
#
#
#
#======================================#

class Game_Character
  attr_reader   :xv                       # Trục x
  attr_reader   :yv                       # Trục y
  attr_accessor :gravity                  # Độ cao
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias pms_initialize initialize
  def initialize
    pms_initialize
    @xv = 0
    @yv = 0
    @move_count = 0
    @gravity = 5
    @jump_flag = false
  end
  #--------------------------------------------------------------------------
  # * Determine if Moving
  #--------------------------------------------------------------------------
  def moving?
    # If logical coordinates differ from real coordinates,
    # movement is occurring.
    return @move_count > 0
  end
  #--------------------------------------------------------------------------
  # * Tocch
  #     mode :
  #     * 0 : Left or Right
  #     * 1 : Up or Down
  #--------------------------------------------------------------------------
  def touch?(mode = 0)
    if mode == 0
      if @xv > 0
        check_event_trigger_touch(@x+1, @y)
      else
        check_event_trigger_touch(@x-1, @y)
      end
    else
      if @xv > 0
        check_event_trigger_touch(@x, @y+1)
      else
        check_event_trigger_touch(@x, @y-1)
      end
    end
  end
  def distance_x_from_player
    sx = @x - $game_player.x
    return sx
  end
  def passable?(mode = 0)
    left_x = @real_x + 32 >> 7    # 4 << 3
    right_x = @real_x + 110 >> 7  # 28 << 3
    up_y = @real_y + 16>> 7      # 2 << 3
    down_y = @real_y + 110 >> 7   # 28 << 3
    # Get new coordinates
    if mode == 0
      if @xv > 0
        return false unless $game_map.passable?(right_x, up_y,6)
        return false unless $game_map.passable?(right_x, down_y,6)
      else
        return false unless $game_map.passable?(left_x, up_y,4)
        return false unless $game_map.passable?(left_x, down_y,4)
      end
    else
      if @yv > 0
        return false unless $game_map.passable?(left_x, down_y,2)
        return false unless $game_map.passable?(right_x, down_y,2)
      else
        return false unless $game_map.passable?(left_x, up_y,8)
        return false unless $game_map.passable?(right_x, up_y,8)
      end
    end
   
    return true if @through
    # Loop all events
    for event in $game_map.events.values
      new_x = (event.direction == 6 ? ((@real_x + 32 >> 7) + 1) : event.direction == 4 ? ((@real_x + 110 >> 7) + 1) : 0)
      new_y = (event.direction == 2 ? ((@real_y + 16 >> 7) + 1) : event.direction == 8 ? ((@real_y + 110 >> 7) + 1) : 0)
      # If event coordinates are consistent with move destination
      if event.x == new_x and event.y == new_y
        # If through is OFF
        unless event.through
          # If self is event
          if self != $game_player
            # impassable
            return false
          end
          # With self as the player and partner graphic as character
          if event.character_name != ""
            # impassable
            return false
          end
        end
      end
    end
   
    new1_x = ($game_player.direction == 6 ? ((@real_x + 32 >> 7) + 1) : $game_player.direction == 4 ? ((@real_x + 110 >> 7) + 1) : 0)
    new1_y = ($game_player.direction == 2 ? ((@real_y + 16 >> 7) + 1) : $game_player.direction == 8 ? ((@real_y + 110 >> 7) + 1) : 0)
     
    if $game_player.x == new1_x and $game_player.y == new1_y
      # If through is OFF
      unless $game_player.through
        # If your own graphic is the character
        if @character_name != ""
          # impassable
          return false
        end
      end
    end
    return true
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    update_x
    update_y
    # Branch with jumping, moving, and stopping
    if jumping?
      update_jump
    elsif moving?
      @move_count -= 1
      if @walk_anime
        @anime_count += 1.5
      elsif @step_anime
        @anime_count += 1
      end
    else
      update_stop
    end
    # If animation count exceeds maximum value
    # * Maximum value is move speed * 1 taken from basic value 18
    if @anime_count > 18 - @move_speed * 2
      # If stop animation is OFF when stopping
      if not @step_anime and @stop_count > 0
        # Return to original pattern
        @pattern = @original_pattern
      # If stop animation is ON when moving
      else
        # Update pattern
        @pattern = (@pattern + 1) % 4
      end
      # Clear animation count
      @anime_count = 0
    end
    # If waiting
    if @wait_count > 0
      # Reduce wait count
      @wait_count -= 1
      return
    end
    # If move route is forced
    if @move_route_forcing
      # Custom move
      move_type_custom
      return
    end
    # When waiting for event execution or locked
    if @starting or lock?
      # Not moving by self
      return
    end
    # If stop count exceeds a certain value (computed from move frequency)
    if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
      # Branch by move type
      case @move_type
      when 1  # Random
        move_type_random
      when 2  # Approach
        move_type_toward_player
      when 3  # Custom
        move_type_custom
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● Update X
  #--------------------------------------------------------------------------
  def update_x
    if !@jump_flag && !moving?
      @xv = 0
      return
    end
    last_x = @real_x
    @real_x += @xv
    @x = @real_x >> 7
    unless passable?(0)
      @real_x = last_x
      @x = @real_x >> 7
      @xv = 0
      touch?(0)
    end
  end
  #--------------------------------------------------------------------------
  # ● Update Y
  #--------------------------------------------------------------------------
  def update_y
    if  @gravity > 0
      @yv += @gravity
      @yv = 64 if @yv > 64
    elsif !moving?
      @yv = 0
      return
    end
    last_y = @real_y
    @real_y += @yv
    @y = @real_y >> 7
    unless passable?(1)
      @real_y = last_y
      @y = @real_y >> 7
      @jump_flag = false if @yv > 0
      @yv = 0
      touch?(1)
    end
  end
  #--------------------------------------------------------------------------
  # * Move Down
  #     turn_enabled : a flag permits direction change on that spot
  #--------------------------------------------------------------------------
  def move_down(turn_enabled = true)
    @stop_count = 0
    d = 2 ** @move_speed
    @yv = d
    @move_count = 128 / d
  end
  #--------------------------------------------------------------------------
  # * Move Left
  #     turn_enabled : a flag permits direction change on that spot
  #--------------------------------------------------------------------------
  def move_left(turn_enabled = true)
    turn_left
    d = 2 ** @move_speed
    @xv = 0 - d
    @move_count = 128 / d
    increase_steps
  end
  #--------------------------------------------------------------------------
  # * Move Right
  #     turn_enabled : a flag permits direction change on that spot
  #--------------------------------------------------------------------------
  def move_right(turn_enabled = true)
    turn_right
    d = 2 ** @move_speed
    @xv = d
    @move_count = 128 / d
    increase_steps
  end
  #--------------------------------------------------------------------------
  # * Move up
  #     turn_enabled : a flag permits direction change on that spot
  #--------------------------------------------------------------------------
  def move_up(turn_enabled = true)
    @stop_count = 0
    d = 2 ** @move_speed
    @yv = 0 - d
    @move_count = 128 / d
  end
  #--------------------------------------------------------------------------
  # * Move Lower Left
  #--------------------------------------------------------------------------
  def move_lower_left
    # If no direction fix
    unless @direction_fix
      # Face down is facing right or up
      @direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
    end
      # Update coordinates
      d = 2 ** @move_speed
      @xv = 0 - d
      @yv = d
      @move_count = 128 / d
      # Increase steps
      increase_steps
  end
  #--------------------------------------------------------------------------
  # * Move Lower Right
  #--------------------------------------------------------------------------
  def move_lower_right
    # If no direction fix
    unless @direction_fix
      # Face right if facing left, and face down if facing up
      @direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
    end
      d = 2 ** @move_speed
      @xv = d
      @yv = d
      @move_count = 128 / d
      # Increase steps
      increase_steps
  end
  #--------------------------------------------------------------------------
  # * Move Upper Left
  #--------------------------------------------------------------------------
  def move_upper_left
    # If no direction fix
    unless @direction_fix
      # Face left if facing right, and face up if facing down
      @direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
    end
      # Update coordinates
      d = 2 ** @move_speed
      @xv = 0 - d
      @yv = 0 - d
      @move_count = 128 / d
      # Increase steps
      increase_steps
  end
  #--------------------------------------------------------------------------
  # * Move Upper Right
  #--------------------------------------------------------------------------
  def move_upper_right
    # If no direction fix
    unless @direction_fix
      # Face right if facing left, and face up if facing down
      @direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
    end
      d = 2 ** @move_speed
      @xv = d
      @yv = 0 - d
      @move_count = 128 / d
      # Increase steps
      increase_steps
  end
  #--------------------------------------------------------------------------
  # * Move at Random
  #--------------------------------------------------------------------------
  def move_random
    case rand(@gravity == 0 ? 4 : 2)
    when 0;  move_left(false)
    when 1;  move_right(false)
    when 2;  move_up(false)
    when 3;  move_down(false)
    end
  end
  #--------------------------------------------------------------------------
  # * Move toward Player
  #--------------------------------------------------------------------------
  def move_toward_player
    sx = distance_x_from_player
    sx > 0 ? move_left : move_right
  end
  #--------------------------------------------------------------------------
  # * Move away from Player
  #--------------------------------------------------------------------------
  def move_away_from_player
    sx = distance_x_from_player
    sx > 0 ? move_right : move_left
  end
  #--------------------------------------------------------------------------
  # * Jump
  #  Không cần nhập giá trị x và y ở RMXP
  #--------------------------------------------------------------------------
  def jump(x_plus, y_plus)
    return if @jump_flag
    @yv = -48
    @jump_flag = true
    @stop_count = 0
  end
  #--------------------------------------------------------------------------
  # * Turn Towards Player
  #--------------------------------------------------------------------------
  def turn_toward_player
    if @real_x < $game_player.real_x
      turn_right
    else
      turn_left
    end
  end
end
 
class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Passable Determinants
  #--------------------------------------------------------------------------
  def passable?(mode)
    super(mode)
  end
 
  def move_left(turn_ok = true)
    turn_left
    max_speed = -16
    @xv = [@xv + 2, max_speed].min if @xv < max_speed and !@jump_flag
    @xv = [@xv - 2, max_speed].max if @xv > max_speed
    @move_count = 1
  end
 
  def move_right(turn_ok = true)
    turn_right
    max_speed = 16
    @xv = [@xv + 2, max_speed].min if @xv < max_speed
    @xv = [@xv - 2, max_speed].max if @xv > max_speed and !@jump_flag
    @move_count = 1
  end
 
  def update_x
    if !@jump_flag && !moving?
      @xv = [@xv + 2, 0].min if @xv < 0
      @xv = [@xv - 2, 0].max if @xv > 0
    end
    last_x = @real_x
    @real_x += @xv
    @x = @real_x >> 7
    unless passable?(0)
      @real_x = last_x
      @x = @real_x >> 7
      @xv = 0
      touch?(0)
    end
  end
  def move_jump(yv)
    @yv = yv
    @jump_flag = true
  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
      if Input.press?(Input::LEFT)
        move_left
      elsif Input.press?(Input::RIGHT)
        move_right
      end
    end
    if Input.trigger?(Input::Y) && @jump_flag == false    # Jump
      move_jump(-48)
    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
 
class Game_Event < Game_Character
  def get_name
    return @event.name
  end
end
[close]

Créditos:

A Sweet Liar por criar