Dynamic Footprints

17 de março de 2016

Dynamic Footprints é um script de pegadas desenvolvido pelo Wachunga para o RPG Maker XP. Ele adiciona pegadas que aparecem apenas em certos tipos de terreno e desaparecem com o tempo e podem ser personalizados.

As pegadas surgem tanto do jogador quanto dos eventos. Ele é leve e relativamente simples, bastando um tileset das pegadas e um código no editor de scripts.

Screenshot

Dynamic Footprints

Instalação e Uso

  1. Na database, na aba de tileset, defina os tiles apropriados de qualquer tileset que você quer que tenha pegadas, por exemplo na neve ou deserto, no terrain tag 1.
  2. Coloque ao arquivos de pegadas na pasta Graphics/Tilesets (olhe como está na demo).
  3. Para prevenir um evento de produzir pegadas (como pássaros), inclua <nofp> no seu nome.

Convém baixar a demo e dar uma olhada. Já vem com o tileset das pegadas, inclusive.

Código

=begin
 ============
  Dynamic Footprints - version 0.95 (2005-11-06)
 ============
  by Wachunga

 SETUP:
 1) From the database (Tileset tab), give the appropriate tiles of any
    tilesets that you want to show footprints (e.g. sand in "Desert",
    snow in "Snow Field") the terrain tag 1.
 2) Place the footprints file in the Graphics/Tilesets folder.
 
 To prevent an event from having any footprints (e.g. birds), include <nofp>
 somewhere in its name.

 (If using non-RTP sprites, you may want to create customized footprints.)

 FEATURES:
 * customizable duration footprint fading (optional)
 * direction-specific footprints (optional)
 * rounded footprints paths
 * overlapping footprints supported
 * handles move events (jumping, speed changes, etc) and teleportation

 COMPATIBILITY:
 1) Cogwheel's Pixel Movement script - unfortunately, pixel movement by its
    very nature isn't very compatible with footprints (at least with such
    a tile-based approach, though I'm not sure how else you'd ever manage it)
    because a character can move part way across a tile without footprints
    appearing. Then, as the character crosses the tile boundary, this script
    makes the footprints appear fine, but it just doesn't look nice: the
    footprints appear to be delayed because of the pixel-by-pixel movement.
    
  2) Fukuyama's Caterpillar script - to only have one set of footprints
     for the whole group, no modifications are necessary (just make sure his
     script is above this one). To have a separate (overlapping) set of
     footprints for each character, uncomment (by moving the "= end") the
     following lines:

module Train_Actor
class Game_Party_Actor < Game_Character     
  def move_down(turn_enabled = true)
    if turn_enabled
      turn_down
    end
    if passable?(@x, @y, Input::DOWN)
      turn_down
      @y += 1
      increase_steps
    end
  end
  def move_left(turn_enabled = true)
    if turn_enabled
      turn_left
    end
    if passable?(@x, @y, Input::LEFT)
      turn_left
      @x -= 1
      increase_steps
    end
  end
  def move_right(turn_enabled = true)
    if turn_enabled
      turn_right
    end
    if passable?(@x, @y, Input::RIGHT)
      turn_right
      @x += 1
      increase_steps
    end
  end
  def move_up(turn_enabled = true)
    if turn_enabled
      turn_up
    end
    if passable?(@x, @y, Input::UP)
      turn_up
      @y -= 1
      increase_steps
    end
  end
end
end

=end 

#----------------------------------------------------------------------
# Footprints for six situations (down->up, left->right, down->left,
# left->up, up->right and right->down) are required (twelve for
# directional footprints). See the provided footprints template
# (footprints_template.png) for specific details, noting
# that the right half of the template can be empty if using the default
# of non-directional footprints (i.e. leaving FP_DIRECTIONAL = false).
FP_FILE = "footprints_default"
#----------------------------------------------------------------------
# FP_DIRECTIONAL specifies whether there are direction-specific
# footprints (e.g. footprints from player moving up are different
# from those left when player is moving down)
FP_DIRECTIONAL = false
#----------------------------------------------------------------------
# Terrain tag(s) as set in the database
FP_TAG = 1
#----------------------------------------------------------------------
# How much time elapses before footprints begin to fade
FP_BEFORE_FADE_TIME = 100
# After beginning to fade, how long the fading process actually takes
FP_FADE_TIME = 100
# Note: it's possible to maintain footprints indefinitely (with
# FP_FADE_TIME = 0), but if the player opens a menu or changes maps,
# the footprints won't be saved. To allow them to persist even then,
# use Near's Dynamic Maps script (slight modifications would be needed).
#----------------------------------------------------------------------
# tilemap indexes (do not modify)
# regular:
FP_DU = 384
FP_LR = 385
FP_DL = 386
FP_LU = 387
FP_UR = 388
FP_RD = 389
# directional:
FP_UD = 512
FP_RL = 513
FP_DR = 514
FP_RU = 515
FP_UL = 516
FP_LD = 517

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

class Spriteset_Map
  
 attr_accessor :footprints  
 attr_accessor :fp_tilemap 
 
 def initialize
   @viewport1 = Viewport.new(0, 0, 640, 480)
   @viewport2 = Viewport.new(0, 0, 640, 480)
   @viewport3 = Viewport.new(0, 0, 640, 480)
   @viewport2.z = 200
   @viewport3.z = 5000
   @tilemap = Tilemap.new(@viewport1)
   @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
   for i in 0..6
     autotile_name = $game_map.autotile_names[i]
     @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
   end
   @tilemap.map_data = $game_map.data
   @tilemap.priorities = $game_map.priorities
   @panorama = Plane.new(@viewport1)
   @panorama.z = -1000
   @fog = Plane.new(@viewport1)
   @fog.z = 3000
   @character_sprites = []
   for i in $game_map.events.keys.sort
     sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
     @character_sprites.push(sprite)
   end
   @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
   @weather = RPG::Weather.new(@viewport1)
   @picture_sprites = []
   for i in 1..50
     @picture_sprites.push(Sprite_Picture.new(@viewport2,
       $game_screen.pictures[i]))
   end
   @timer_sprite = Sprite_Timer.new

   # Dynamic Footprints additions begin
   @footprints = []
   fp_tileset = FP_DIRECTIONAL ? Bitmap.new(256,1024) : Bitmap.new(256,512)
   # make a column for each footprint image
   # right -> down
   fp_tileset.blt(160, 0, RPG::Cache.tileset(FP_FILE), Rect.new(0, 0, 32, 32))
   # up -> right
   fp_tileset.blt(128, 0, RPG::Cache.tileset(FP_FILE), Rect.new(0, 32, 32, 32))   
   # left -> right   
   fp_tileset.blt(32, 0, RPG::Cache.tileset(FP_FILE), Rect.new(0, 64, 32, 32))    
   # down -> left
   fp_tileset.blt(64, 0, RPG::Cache.tileset(FP_FILE), Rect.new(32, 0, 32, 32))
   # left -> up
   fp_tileset.blt(96, 0, RPG::Cache.tileset(FP_FILE), Rect.new(32, 32, 32, 32))   
   # down -> up
   fp_tileset.blt(0, 0, RPG::Cache.tileset(FP_FILE), Rect.new(32, 64, 32, 32))

   # fill out each column, making copies of the image with decreasing opacity
   0.step(5*32, 32) do |x|
     opacity = 255
     0.step(15*32, 32) do |y|
       fp_tileset.blt(x, y, fp_tileset, Rect.new(x, 0, 32, 32), opacity)
       opacity -= 16
     end
   end

   if FP_DIRECTIONAL
     # right -> down
     fp_tileset.blt(160, 512, RPG::Cache.tileset(FP_FILE), Rect.new(0, 0, 32, 32))
     # up -> right
     fp_tileset.blt(128, 512, RPG::Cache.tileset(FP_FILE), Rect.new(0, 32, 32, 32))   
     # left -> right   
     fp_tileset.blt(32, 512, RPG::Cache.tileset(FP_FILE), Rect.new(0, 64, 32, 32))    
     # down -> left
     fp_tileset.blt(64, 512, RPG::Cache.tileset(FP_FILE), Rect.new(32, 0, 32, 32))
     # left -> up
     fp_tileset.blt(96, 512, RPG::Cache.tileset(FP_FILE), Rect.new(32, 32, 32, 32))   
     # down -> up
     fp_tileset.blt(0, 512, RPG::Cache.tileset(FP_FILE), Rect.new(32, 64, 32, 32))
     
     0.step(5*32, 32) do |x|
       opacity = 255
       512.step(32*32, 32) do |y|
         fp_tileset.blt(x, y, fp_tileset, Rect.new(x, 512, 32, 32), opacity)
         opacity -= 16
       end
     end   
   end
   
   @fp_tilemap = Tilemap.new(@viewport1)   
   @fp_tilemap.tileset = fp_tileset
   @fp_tilemap.map_data = Table.new($game_map.width, $game_map.height, 3)
   # end Dynamic Footprints additions
   
   update
 end

 alias fp_dispose dispose
 def dispose
   @fp_tilemap.dispose
   fp_dispose
 end

 alias fp_update update
 def update
   @fp_tilemap.ox = $game_map.display_x / 4
   @fp_tilemap.oy = $game_map.display_y / 4
   @fp_tilemap.update
   unless FP_FADE_TIME == 0
     for fp in @footprints
       if fp.time > 1
         fp.time -= 1
         if fp.fade and (FP_FADE_TIME - fp.time) % (FP_FADE_TIME/16.0) < 1
           @fp_tilemap.map_data[fp.x,fp.y,fp.z] += 8
         end
       else
         if not fp.fade
           # begin fading
           fp.time = FP_FADE_TIME
           fp.fade = true
         else        
           @fp_tilemap.map_data[fp.x,fp.y,fp.z] = 0
           @footprints.delete(fp)
         end
       end
     end
   end
   fp_update
 end
 
  def show_footprints(fp_index,fp_x,fp_y)
    # start with first layer, then stack footprints as necessary
    fp_z = 0
    if @fp_tilemap.map_data[fp_x,fp_y,fp_z] == 0
     @fp_tilemap.map_data[fp_x,fp_y,fp_z] = fp_index
    else
     fp_z = 1
     if @fp_tilemap.map_data[fp_x,fp_y,fp_z] == 0
       @fp_tilemap.map_data[fp_x,fp_y,fp_z] = fp_index
     else
       fp_z = 2
       if @fp_tilemap.map_data[fp_x,fp_y,fp_z] != 0
         # delete the existing footprint at these coords from the list
         # (to prevent having multiples)
         for i in @footprints.reverse
           if i.x == fp_x and i.y == fp_y and i.z == fp_z
             @footprints.delete(i)
             break
           end
         end
       end
       @fp_tilemap.map_data[fp_x,fp_y,fp_z] = fp_index
     end
    end
    @footprints.push(Footprint.new(fp_x,fp_y,fp_z))     
  end  

end

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

class Game_Event < Game_Character
  alias fp_ge_init initialize
  def initialize(map_id, event) 
   fp_ge_init(map_id, event)
   if @event.name.upcase.include?('<NOFP>')
     @fp_id = nil
   end
  end
end

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

class Game_Character

 alias fp_gc_init initialize
 def initialize
   fp_gc_init
   # 1st argument = second last x/y
   # 2nd argument = last x/y
   @last_x = [0,0]
   @last_y = [0,0]
   @fp_id = 0 # default footprints
 end

 def footprints
   # determine which prints to draw and where
   if terrain_tag(@last_x[1],@last_y[1]) != FP_TAG
     return
   end
   fp_index = nil
   # left
   if @x > @last_x[1]
     if @last_y[1] > @last_y[0]
       fp_index = FP_UR
     elsif @last_y[1] < @last_y[0]
       fp_index = FP_DIRECTIONAL ? FP_DR : FP_RD
     else
       fp_index = FP_LR
     end
   else
     # right
     if @x < @last_x[1]
       if @last_y[1] > @last_y[0]
         fp_index = FP_DIRECTIONAL ? FP_UL : FP_LU
       elsif @last_y[1] < @last_y[0]
         fp_index = FP_DL
       else
         fp_index = FP_DIRECTIONAL ? FP_RL : FP_LR
       end
     else
       # up
       if @y < @last_y[1]
         if @last_x[1] > @last_x[0]
           fp_index = FP_LU
         elsif @last_x[1] < @last_x[0]
           fp_index = FP_DIRECTIONAL ? FP_RU : FP_UR
         else
           fp_index = FP_DU
         end
       # down
       elsif @y > @last_y[1]
         if @last_x[1] > @last_x[0]
           fp_index = FP_DIRECTIONAL ? FP_LD : FP_DL
         elsif @last_x[1] < @last_x[0]
           fp_index = FP_RD
         else
           fp_index = FP_DIRECTIONAL ? FP_UD : FP_DU
         end
       end
     end
   end
   if fp_index != nil
     fp_x = @last_x[1]
     fp_y = @last_y[1]
     $scene.spriteset.show_footprints(fp_index,fp_x,fp_y)
   end
 end

  def moveto(x, y)
    @x = x
    @y = y
    @real_x = x * 128
    @real_y = y * 128
    if @fp_id != nil
      # track the last positions
      @last_x = [@x,@x]
      @last_y = [@y,@y]
    end
  end 
 
  def increase_steps
    @stop_count = 0
    # show footprints if enabled for this character
    if @fp_id != nil and $scene.is_a?(Scene_Map)
      footprints
      # track the last positions
      @last_x.shift
      @last_x.push(@x)   
      @last_y.shift
      @last_y.push(@y)   
    end
  end

  def terrain_tag(x=@x,y=@y)
    return $game_map.terrain_tag(x, y)
  end

  def update_jump
    @jump_count -= 1
    @real_x = (@real_x * @jump_count + @x * 128) / (@jump_count + 1)
    @real_y = (@real_y * @jump_count + @y * 128) / (@jump_count + 1)
    if @fp_id != nil and @jump_count == 0
      # track the last positions
      @last_x = [@x,@x]
      @last_y = [@y,@y]      
    end
  end  
  
end

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

class Scene_Map
  attr_reader :spriteset
 
  # only change is a couple of (commented) sections to prevent teleporting
  # within same map from losing footprints when the spriteset is recreated
  def transfer_player
    $game_temp.player_transferring = false
    if $game_map.map_id != $game_temp.player_new_map_id
      $game_map.setup($game_temp.player_new_map_id)
    else # Dynamic Footprints
      fp = @spriteset.footprints
      md = @spriteset.fp_tilemap.map_data
    end
    $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
    case $game_temp.player_new_direction
    when 2
      $game_player.turn_down
    when 4
      $game_player.turn_left
    when 6
      $game_player.turn_right
    when 8
      $game_player.turn_up
    end
    $game_player.straighten
    $game_map.update
    @spriteset.dispose
    @spriteset = Spriteset_Map.new
    if fp != nil or md != nil # Dynamic Footprints
      @spriteset.footprints = fp
      @spriteset.fp_tilemap.map_data = md
    end
    if $game_temp.transition_processing
      $game_temp.transition_processing = false
      Graphics.transition(20)
    end
    $game_map.autoplay
    Graphics.frame_reset
    Input.update
  end 
end

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

class Footprint
 attr_reader :x
 attr_reader :y
 attr_reader :z
 attr_accessor :time
 attr_accessor :fade

 def initialize(x,y,z)
   @x = x
   @y = y
   @z = z
   @time = FP_BEFORE_FADE_TIME
   @fade = false
 end

end
autor, site, canal ou publisher Wachunga tamanho 729KB licençaGrátis sistemas operacionais compativeisWindows 98/98SE/Me/2000/XP/Vista/ download link DOWNLOAD

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