Files
infinitefusion-e18/Data/Scripts/004_Game classes/005_Game_Map_Autoscroll.rb
2025-06-07 08:16:50 -04:00

195 lines
6.4 KiB
Ruby

#===============================================================================
# ** Map Autoscroll
#-------------------------------------------------------------------------------
# Wachunga
# Version 1.02
# 2005-12-18
#===============================================================================
=begin
This script supplements the built-in "Scroll Map" event command with the
aim of simplifying cutscenes (and map scrolling in general). Whereas the
normal event command requires a direction and number of tiles to scroll,
Map Autoscroll scrolls the map to center on the tile whose x and y
coordinates are given.
FEATURES
- automatic map scrolling to given x,y coordinate (or player)
- destination is fixed, so it's possible to scroll to same place even if
origin is variable (e.g. moving NPC)
- variable speed (just like "Scroll Map" event command)
- diagonal scrolling supported
SETUP
Instead of a "Scroll Map" event command, use the "Call Script" command
and enter on the following on the first line:
autoscroll(x,y)
(replacing "x" and "y" with the x and y coordinates of the tile to scroll to)
To specify a scroll speed other than the default (4), use:
autoscroll(x,y,speed)
(now also replacing "speed" with the scroll speed from 1-6)
Diagonal scrolling happens automatically when the destination is diagonal
relative to the starting point (i.e., not directly up, down, left or right).
To scroll to the player, instead use the following:
autoscroll_player(speed)
Note: because of how the interpreter and the "Call Script" event command
are setup, the call to autoscroll(...) can only be on the first line of
the "Call Script" event command (and not flowing down to subsequent lines).
For example, the following call may not work as expected:
autoscroll($game_variables[1],
$game_variables[2])
(since the long argument names require dropping down to a second line)
A work-around is to setup new variables with shorter names in a preceding
(separate) "Call Script" event command:
@x = $game_variables[1]
@y = $game_variables[2]
and then use those as arguments:
autoscroll(@x,@y)
The renaming must be in a separate "Call Script" because otherwise
the call to autoscroll(...) isn't on the first line.
Originally requested by militantmilo80:
http://www.rmxp.net/forums/index.php?showtopic=29519
=end
class Interpreter
SCROLL_SPEED_DEFAULT = 4
#-----------------------------------------------------------------------------
# * Map Autoscroll to Coordinates
# x : x coordinate to scroll to and center on
# y : y coordinate to scroll to and center on
# speed : (optional) scroll speed (from 1-6, default being 4)
#-----------------------------------------------------------------------------
def autoscroll(x,y,speed=SCROLL_SPEED_DEFAULT)
if $game_map.scrolling?
return false
elsif !$game_map.valid?(x,y)
print 'Map Autoscroll: given x,y is invalid'
return command_skip
elsif !(1..6).include?(speed)
print 'Map Autoscroll: invalid speed (1-6 only)'
return command_skip
end
center_x = (Graphics.width/2 - Game_Map::TILE_WIDTH/2) * 4 # X coordinate in the center of the screen
center_y = (Graphics.height/2 - Game_Map::TILE_HEIGHT/2) * 4 # Y coordinate in the center of the screen
max_x = ($game_map.width - Graphics.width*1.0/Game_Map::TILE_WIDTH) * 4 * Game_Map::TILE_WIDTH
max_y = ($game_map.height - Graphics.height*1.0/Game_Map::TILE_HEIGHT) * 4 * Game_Map::TILE_HEIGHT
count_x = ($game_map.display_x - [0,[x*Game_Map::REAL_RES_X-center_x,max_x].min].max)/Game_Map::REAL_RES_X
count_y = ($game_map.display_y - [0,[y*Game_Map::REAL_RES_Y-center_y,max_y].min].max)/Game_Map::REAL_RES_Y
if !@diag
@diag = true
dir = nil
if count_x > 0
if count_y > 0
dir = 7
elsif count_y < 0
dir = 1
end
elsif count_x < 0
if count_y > 0
dir = 9
elsif count_y < 0
dir = 3
end
end
count = [count_x.abs,count_y.abs].min
else
@diag = false
dir = nil
if count_x != 0 && count_y != 0
return false
elsif count_x > 0
dir = 4
elsif count_x < 0
dir = 6
elsif count_y > 0
dir = 8
elsif count_y < 0
dir = 2
end
count = count_x != 0 ? count_x.abs : count_y.abs
end
$game_map.start_scroll(dir, count, speed) if dir != nil
if @diag
return false
else
return true
end
end
#-----------------------------------------------------------------------------
# * Map Autoscroll (to Player)
# speed : (optional) scroll speed (from 1-6, default being 4)
#-----------------------------------------------------------------------------
def autoscroll_player(speed=SCROLL_SPEED_DEFAULT)
autoscroll($game_player.x,$game_player.y,speed)
end
end
class Game_Map
def scroll_downright(distance)
@display_x = [@display_x + distance,
(self.width - Graphics.width*1.0/TILE_WIDTH) * REAL_RES_X].min
@display_y = [@display_y + distance,
(self.height - Graphics.height*1.0/TILE_HEIGHT) * REAL_RES_Y].min
end
def scroll_downleft(distance)
@display_x = [@display_x - distance, 0].max
@display_y = [@display_y + distance,
(self.height - Graphics.height*1.0/TILE_HEIGHT) * REAL_RES_Y].min
end
def scroll_upright(distance)
@display_x = [@display_x + distance,
(self.width - Graphics.width*1.0/TILE_WIDTH) * REAL_RES_X].min
@display_y = [@display_y - distance, 0].max
end
def scroll_upleft(distance)
@display_x = [@display_x - distance, 0].max
@display_y = [@display_y - distance, 0].max
end
def update_scrolling
# If scrolling
if @scroll_rest > 0
# Change from scroll speed to distance in map coordinates
distance = (1<<@scroll_speed)*40/Graphics.frame_rate
distance = @scroll_rest if distance>@scroll_rest
# Execute scrolling
case @scroll_direction
when 1 then scroll_downleft(distance)
when 2 then scroll_down(distance)
when 3 then scroll_downright(distance)
when 4 then scroll_left(distance)
when 6 then scroll_right(distance)
when 7 then scroll_upleft(distance)
when 8 then scroll_up(distance)
when 9 then scroll_upright(distance)
end
# Subtract distance scrolled
@scroll_rest -= distance
end
end
end