Caterpillar (Train_Actor)

RPG Maker XP (RGSS)
Autor
fukuyama
Sprache
Ruby
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605
Eingestellt von
Miori
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[script=10]

Die Gruppenmitglieder laufen dem Helden auf der Map hinterher (Caterpillar-System). Lizenz: GNU LGPL 2.1.

Als .rb-Datei
# train_actor
=begin

Caterpillar walking script

Copyright © 2005 fukuyama

This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.

This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA

http://www.gnu.org/licenses/lgpl.html
http://www.opensource.gr.jp/lesser/lgpl.ja.html

=end

# Config.rb
#==============================================================================
# ■ Train_Actor::Config
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

# ●Switch setup for transparent status
# When true, switch control is used
# TRANSPARENT_SWITCH = true
TRANSPARENT_SWITCH = false

# ●Switch number for transparent status
# When TRANSPARENT_SWITCH is true, transparency will be activated when the switch of this number is on
TRANSPARENT_SWITCHES_INDEX = 20

# ●Maximum number of actors
# There will be support for a large number of people in a party in the future...
TRAIN_ACTOR_SIZE_MAX = 4

# Constants
DOWN_LEFT  = 1
DOWN_RIGHT = 3
UP_LEFT    = 7
UP_RIGHT  = 9
JUMP      = 5

end

# rgss

# Spriteset_Map_Module.rb
#==============================================================================
# ■ Spriteset_Map_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Spriteset_Map_Module
def setup_actor_character_sprites?
  return @setup_actor_character_sprites_flag != nil
end
def setup_actor_character_sprites(characters)
  if !setup_actor_character_sprites?
    for character in characters.reverse
      @character_sprites.unshift(
        Sprite_Character.new(@viewport1, character)
      )
    end
    @setup_actor_character_sprites_flag = true
  end
end
end

end

class Spriteset_Map
include Train_Actor::Spriteset_Map_Module
end

# Scene_Map_Module.rb
#==============================================================================
# ■ Scene_Map_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Scene_Map_Module
def setup_actor_character_sprites(characters)
  @spriteset.setup_actor_character_sprites(characters)
end
end

end

class Scene_Map
include Train_Actor::Scene_Map_Module
end

# Game_Party_Module.rb
#==============================================================================
# ■ Game_Party_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Party_Module
attr_reader :characters
def actors_dead?
  for actor in actors
    if actor.dead?
      return true
    end
  end
  return false
end
def update_party_order
  if not actors_dead?
    return actors
  end
  alive_actors = []
  dead_actors = []
  for actor in actors
    if actor.dead?
      dead_actors.push actor
    else
      alive_actors.push actor
    end
  end
  return alive_actors + dead_actors
end
def setup_actor_character_sprites
  if @characters.nil?
    @characters = []
    for i in 1 ... TRAIN_ACTOR_SIZE_MAX
      @characters.push(Game_Party_Actor.new)
    end
  end
  setup_actors = update_party_order
  for i in 1 ... TRAIN_ACTOR_SIZE_MAX
    @characters[i - 1].setup(setup_actors[i])
  end
  if $scene.class.method_defined?('setup_actor_character_sprites')
    $scene.setup_actor_character_sprites(@characters)
  end
end
def update_party_actors
  update_party_order
  setup_actor_character_sprites
  transparent = $game_player.transparent
  if transparent == false
    if TRANSPARENT_SWITCH
      transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
    end
  end
  for character in @characters
    character.transparent = transparent
    character.move_speed = $game_player.move_speed
    character.step_anime = $game_player.step_anime
    character.update
  end
end
def moveto_party_actors( x, y )
  setup_actor_character_sprites
  for character in @characters
    character.moveto( x, y )
  end
  if @move_list == nil
    @move_list = []
  end
  move_list_setup
end
def move_party_actors
  if @move_list == nil
    @move_list = []
    move_list_setup
  end
  @move_list.each_index do |i|
    if @characters[i] != nil
      case @move_list[i].type
        when Input::DOWN
          @characters[i].move_down(@move_list[i].args[0])
        when Input::LEFT
          @characters[i].move_left(@move_list[i].args[0])
        when Input::RIGHT
          @characters[i].move_right(@move_list[i].args[0])
        when Input::UP
          @characters[i].move_up(@move_list[i].args[0])
        when DOWN_LEFT
          @characters[i].move_lower_left
        when DOWN_RIGHT
          @characters[i].move_lower_right
        when UP_LEFT
          @characters[i].move_upper_left
        when UP_RIGHT
          @characters[i].move_upper_right
        when JUMP
          @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
      end
    end
  end
end
class Move_List_Element
  def initialize(type,args)
    @type = type
    @args = args
  end
  def type() return @type end
  def args() return @args end
end
def move_list_setup
  for i in 0 .. TRAIN_ACTOR_SIZE_MAX
    @move_list[i] = nil
  end
end
def add_move_list(type,*args)
  @move_list.unshift(Move_List_Element.new(type,args)).pop
end
def move_down_party_actors(turn_enabled = true)
  move_party_actors
  add_move_list(Input::DOWN,turn_enabled)
end
def move_left_party_actors(turn_enabled = true)
  move_party_actors
  add_move_list(Input::LEFT,turn_enabled)
end
def move_right_party_actors(turn_enabled = true)
  move_party_actors
  add_move_list(Input::RIGHT,turn_enabled)
end
def move_up_party_actors(turn_enabled = true)
  move_party_actors
  add_move_list(Input::UP,turn_enabled)
end
def move_lower_left_party_actors
  move_party_actors
  add_move_list(DOWN_LEFT)
end
def move_lower_right_party_actors
  move_party_actors
  add_move_list(DOWN_RIGHT)
end
def move_upper_left_party_actors
  move_party_actors
  add_move_list(UP_LEFT)
end
def move_upper_right_party_actors
  move_party_actors
  add_move_list(UP_RIGHT)
end
def jump_party_actors(x_plus, y_plus)
  move_party_actors
  add_move_list(JUMP,x_plus, y_plus)
end
end

end

class Game_Party
include Train_Actor::Game_Party_Module
end

# Game_Player_Module.rb
#==============================================================================
# ■ Game_Player_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Player_Module
attr_reader :move_speed
attr_reader :step_anime

def update_party_actors
  $game_party.update_party_actors
  $game_party.actors.each do |actor|
    if actor.dead?
      next
    end
    @character_name = actor.character_name
    @character_hue = actor.character_hue
    break
  end
end
def update
  update_party_actors
  super
end
def moveto( x, y )
  $game_party.moveto_party_actors( x, y )
  super( x, y )
end
def move_down(turn_enabled = true)
  if passable?(@x, @y, Input::DOWN)
    $game_party.move_down_party_actors(turn_enabled)
  end
  super(turn_enabled)
end
def move_left(turn_enabled = true)
  if passable?(@x, @y, Input::LEFT)
    $game_party.move_left_party_actors(turn_enabled)
  end
  super(turn_enabled)
end
def move_right(turn_enabled = true)
  if passable?(@x, @y, Input::RIGHT)
    $game_party.move_right_party_actors(turn_enabled)
  end
  super(turn_enabled)
end
def move_up(turn_enabled = true)
  if passable?(@x, @y, Input::UP)
    $game_party.move_up_party_actors(turn_enabled)
  end
  super(turn_enabled)
end
def move_lower_left
  # When possible to move from down→left or from left→down
  if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
      (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
    $game_party.move_lower_left_party_actors
  end
  super
end
def move_lower_right
  # When possible to move from down→right or from right→down
  if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
      (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
    $game_party.move_lower_right_party_actors
  end
  super
end
def move_upper_left
  # When possible to move from up→left or from left→up
  if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
      (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
    $game_party.move_upper_left_party_actors
  end
  super
end
def move_upper_right
  # When possible to move from up→right or from right→up
  if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
      (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
    $game_party.move_upper_right_party_actors
  end
  super
end
def jump(x_plus, y_plus)
  # New coordinates are calculated
  new_x = @x + x_plus
  new_y = @y + y_plus
  # When addition values are (0,0), it is possible to jump to the destination
  if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
    $game_party.jump_party_actors(x_plus, y_plus)
  end
  super(x_plus, y_plus)
end
end

end

class Game_Player
include Train_Actor::Game_Player_Module
end

# Game_Event_Module.rb
#==============================================================================
# ■ Game_Event_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Event_Module
#--------------------------------------------------------------------------
# ● Judgement determined
#    x  : X coordinates
#    y  : Y coordinates
#    d  : Direction (0,2,4,6,8)  ※ 0 = Checks if all directions are not able to be passed (for a jump)
# return : Passing is impossible (false), possible (true)
#--------------------------------------------------------------------------
def passable?(x, y, d)
  result = super(x, y, d)
  if result
    # New coordinates are searched for
    new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
    new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
    # Loops for actor in train
    for actor in $game_party.characters
      # When displayed
      if not actor.character_name.empty?
        # When actor's coordinates correspond to the destination
        if actor.x == new_x and actor.y == new_y
          # When event
          if self != $game_player
            # Passing is impossible
            return false
          end
        end
      end
    end
  end
  return result
end
end

end

class Game_Event
include Train_Actor::Game_Event_Module
end

# Game_Party_Actor.rb
#==============================================================================
# ■ Game_Party_Actor
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

class Game_Party_Actor < Game_Character
attr_writer :move_speed
attr_writer :step_anime

def initialize
  super()
  @through = true
end
def setup(actor)
  # The file name and hue of the character are set
  if actor != nil and (not actor.dead?) # When dead, it is erased for the time being...
    @character_name = actor.character_name
    @character_hue = actor.character_hue
  else
    @character_name = ""
    @character_hue = 0
  end
  # Opacity and blending method are initialized
  @opacity = 255
  @blend_type = 0
end
def screen_z(height = 0)
  if $game_player.x == @x and $game_player.y == @y
    return $game_player.screen_z(height) - 1
  end
  super(height)
end
#--------------------------------------------------------------------------
# ● Move down
#    turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_down(turn_enabled = true)
  # Face down
  if turn_enabled
    turn_down
  end
  # When possible to pass
  if passable?(@x, @y, Input::DOWN)
    # Face down
    turn_down
    # Update coordinates
    @y += 1
  end
end
#--------------------------------------------------------------------------
# ● Move left
#    turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_left(turn_enabled = true)
  # Face left
  if turn_enabled
    turn_left
  end
  # When possible to pass
  if passable?(@x, @y, Input::LEFT)
    # Face left
    turn_left
    # Update coordinates
    @x -= 1
  end
end
#--------------------------------------------------------------------------
# ● Move right
#    turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_right(turn_enabled = true)
  # Face right
  if turn_enabled
    turn_right
  end
  # When possible to pass
  if passable?(@x, @y, Input::RIGHT)
    # Face right
    turn_right
    # Update coordinates
    @x += 1
  end
end
#--------------------------------------------------------------------------
# ● Move up
#    turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_up(turn_enabled = true)
  # Face up
  if turn_enabled
    turn_up
  end
  # When possible to pass
  if passable?(@x, @y, Input::UP)
    # Face up
    turn_up
    # Update coordinates
    @y -= 1
  end
end
#--------------------------------------------------------------------------
# ● Move lower left
#--------------------------------------------------------------------------
def move_lower_left
  # When no direction fixation
  unless @direction_fix
    # Turn left when facing right, turn down when facing up
    @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
  end
  # When possible to move from down→left or from left→down
  if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
      (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
    # Update coordinates
    @x -= 1
    @y += 1
  end
end
#--------------------------------------------------------------------------
# ● Move lower right
#--------------------------------------------------------------------------
def move_lower_right
  # When no direction fixation
  unless @direction_fix
    # Turn right when facing left, turn down when facing up
    @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
  end
  # When possible to move from down→right or from right→down
  if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
      (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
    # Update coordinates
    @x += 1
    @y += 1
  end
end
#--------------------------------------------------------------------------
# ● move upper left
#--------------------------------------------------------------------------
def move_upper_left
  # When no direction fixation
  unless @direction_fix
    # Turn left when facing right, turn up when facing down
    @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
  end
  # When possible to move from up→left or from left→up
  if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
      (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
    # Update coordinates
    @x -= 1
    @y -= 1
  end
end
#--------------------------------------------------------------------------
# ● move upper right
#--------------------------------------------------------------------------
def move_upper_right
  # When no direction fixation
  unless @direction_fix
    # Turn right when facing left, turn up when facing down
    @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
  end
  # When possible to move from up→right or from right→up
  if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
      (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
    # Update coordinates
    @x += 1
    @y -= 1
  end
end
end

end

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