rpgmaker-linux/mkxp-z/Kawariki-patches/ports/XP_CustomResolution.rb
2024-11-18 17:17:57 +02:00

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30 KiB
Ruby

#===============================================================================
# Custom Resolution
# Authors: ForeverZer0, KK20
# Version: 0.96b
# Date: 11.15.2013
#===============================================================================
# MKXP Port
# Authors: Taeyeon Mori
# Date: 01/30/2022
#
# Includes tilemap texture size workaround
Preload.require 'XP_TilemapOverrideLib.rb'
#===============================================================================
# KK20's Notes
#===============================================================================
# Introduction:
#
# This script is intended to create screen resolutions other than 640 x 480.
# The script comes with its own Tilemap rewrite in order to combat larger
# screen resolutions (because anything beyond 640 x 480 is not drawn).
#
# Instructions:
#
# Place script above 'Main'. Probably best to put it below all your other
# custom scripts.
# You will also need 'screenshot.dll' included in your project. You can find
# that in Fantasist's Transitions Pack linked below.
#
# Things to Consider:
#
# - Fullscreen will change the resolution back to 640 x 480. A solution is in
# the works.
# - Transitions do not work properly on larger resolutions. You can use a
# Transitions Add-Ons script if you want better transitions (otherwise, all
# you will get is the default fade in/out). Links listed below.
# - Custom scripts that draw windows to the screen will most likely need edits.
# - Larger resolutions = more processing power = more lag
#
# ***************************************************************************
# * THIS IS STILL A WORK IN PROGRESS; IF YOU FIND ANYTHING PLEASE REPORT IT *
# ***************************************************************************
#
# Links:
# - Fantasist's Transitions Pack (w/ screenshot.dll)
# http://forum.chaos-project.com/index.php/topic,1390.0.html
# - ForeverZer0's Add-ons
# http://forum.chaos-project.com/index.php/topic,7862.0.html
# - ThallionDarkshine's Add-ons
# http://forum.chaos-project.com/index.php/topic,12655.0.html
# - Drago Transition Pack
# http://forum.chaos-project.com/index.php/topic,13488.0.html
#
#===============================================================================
# ForeverZer0's Notes from v0.93 (outdated information)
#===============================================================================
# Introduction:
#
# My goal in creating this script was to create a system that allowed the user
# to set the screen size to something other than 640 x 480, but not have make
# huge sacrifices in compatibility and performance. Although the script is
# not simply Plug-and-Play, it is about as close as one can achieve with a
# script of this nature.
#
# Instructions:
#
# - Place the "screenshot.dll" from Fantasist's Transition Pack script, which
# can be found here: http://www.sendspace.com/file/yjd54h in your game folder
# - Place this script above main, below default scripts.
# - In my experience, unchecking "Reduce Screen Flickering" actually helps the
# screen not to flicker. Open menu with F1 while playing and set this to what
# you get the best results with.
#
# Features:
#
# - Totally re-written Tilemap and Plane class. Both classes were written to
# display the map across any screen size automatically. The Tilemap class
# is probably even more efficient than the original, which will help offset
# any increased lag due to using a larger screen size with more sprites
# being displayed.
# - Every possible autotile graphic (48 per autotile) will be cached for the
# next time that tile is used.
# - Autotile animation has been made as efficient as possible, with a system
# that stores their coodinates, but only if they change. This greatly reduces
# the number of iterations at each update.
# - System creates an external file to save pre-cached data priorities and
# autotiles. This will decrease any loading times even more, and only takes a
# second, depending on the number of maps you have.
# - User defined autotile animation speed. Can change with script calls.
# - Automatic re-sizing of Bitmaps and Viewports that are 640 x 480 to the
# defined resolution, unless explicitely over-ridden in the method call.
# The graphics themselves will not be resized, but any existing scripts that
# use the normal screen size will already be configured to display different
# sizes of graphics for transitions, battlebacks, pictures, fogs, etc.
# - Option to have a log file ouput each time the game is ran, which can alert
# you to possible errors with map sizes, etc.
#
# Issues/Bugs/Possible Bugs:
#
# - Graphic related scripts and your graphics will need to be customized to
# fit the new screen size, so this script is not for everyone.
# - The Z-axis for the Plane class, which is used for Fogs and Panoramas has
# been altered. It is now multiplied by 1000. This will likely be a minor
# issue for most, since this class is very rarely used except for Fogs and
# Panoramas, which are already far above and below respectfully.
# - Normal transitions using graphics cannot be used. With the exception of
# a standard fade, like that used when no graphic is defined will be used.
# Aside from that, only special transitions from Transition Pack can be
# used.
#===============================================================================
# Credits/Thanks:
# - ForeverZer0, for script.
# - Creators of the Transition Pack and Screenshot.dll
# - Selwyn, for base resolution script
# - KK20, for Version 0.94 and above and the Tilemap class
#===============================================================================
# CONFIGURATION
#===============================================================================
# FIXME: need to exfiltrate this in the preload patch process
SCREEN = [1024, 576]
# Define the resolution of the game screen. These values can be anything
# within reason. Centering, viewports, etc. will all be taken care of, but it
# is recommended that you use values divisible by 32 for best results.
UPDATE_COUNT = 8
# Define the number of frames between autotile updates. The lower the number,
# the faster the animations cycle. This can be changed in-game with the
# following script call: $game_map.autotile_speed = SPEED
RESOLUTION_LOG = true
# This will create a log in the Game directory each time the game is ran in
# DEBUG mode, which will list possible errors with map sizes, etc.
#===============================================================================
# ** Resolution
#===============================================================================
class Resolution
attr_reader :version
def initialize
# Define version.
@version = 0.96
# Resize screen
Graphics.resize_screen(SCREEN[0], SCREEN[1])
end
#--------------------------------------------------------------------------
def size
# Returns the screen size of the machine.
# FIXME: available in MKXP?
return [1920, 1080]
end
#--------------------------------------------------------------------------
def snapshot(filename = 'Data/snap', quality = 0)
# FILENAME = Filename that the picture will be saved as.
# FILETYPE = 0 = High Quality 1 = Low Quality (ignored)
Graphics.screenshot(filename)
end
#--------------------------------------------------------------------------
end
#===============================================================================
# ** RPG::Cache
#===============================================================================
module RPG::Cache
AUTO_INDEX = [
[27,28,33,34], [5,28,33,34], [27,6,33,34], [5,6,33,34],
[27,28,33,12], [5,28,33,12], [27,6,33,12], [5,6,33,12],
[27,28,11,34], [5,28,11,34], [27,6,11,34], [5,6,11,34],
[27,28,11,12], [5,28,11,12], [27,6,11,12], [5,6,11,12],
[25,26,31,32], [25,6,31,32], [25,26,31,12], [25,6,31,12],
[15,16,21,22], [15,16,21,12], [15,16,11,22], [15,16,11,12],
[29,30,35,36], [29,30,11,36], [5,30,35,36], [5,30,11,36],
[39,40,45,46], [5,40,45,46], [39,6,45,46], [5,6,45,46],
[25,30,31,36], [15,16,45,46], [13,14,19,20], [13,14,19,12],
[17,18,23,24], [17,18,11,24], [41,42,47,48], [5,42,47,48],
[37,38,43,44], [37,6,43,44], [13,18,19,24], [13,14,43,44],
[37,42,43,48], [17,18,47,48], [13,18,43,48], [1,2,7,8]
]
def self.autotile(filename)
key = "Graphics/Autotiles/#{filename}"
if !@cache.include?(key) || @cache[key].disposed?
# Cache the autotile graphic.
@cache[key] = (filename == '') ? Bitmap.new(128, 96) : Bitmap.new(key)
# Cache each configuration of this autotile.
new_bm = self.format_autotiles(@cache[key], filename)
@cache[key].dispose
@cache[key] = new_bm
end
return @cache[key]
end
def self.format_autotiles(bitmap, filename)
if bitmap.height > 32
frames = bitmap.width / 96
template = Bitmap.new(256*frames,192)
# Create a bitmap to use as a template for creation.
(0..frames-1).each{|frame|
(0...6).each {|i| (0...8).each {|j| AUTO_INDEX[8*i+j].each {|number|
number -= 1
x, y = 16 * (number % 6), 16 * (number / 6)
rect = Rect.new(x + (frame * 96), y, 16, 16)
template.blt((32 * j + x % 32) + (frame * 256), 32 * i + y % 32, bitmap, rect)
}}}}
return template
else
return bitmap
end
end
end
#===============================================================================
# ** Tilemap_DataTable
#===============================================================================
class Tilemap_DataTable
attr_accessor :updates
attr_accessor :table
def initialize(table)
@table = table
@updates = []
end
def updated
return @updates.size >= 1
end
def [](x,y=nil,z=nil)
return @table[x,y,z] unless z.nil?
return @table[x,y] unless y.nil?
return @table[x]
end
def []=(x,y,z=nil,t_id=nil)
@updates.push([x,y,z,t_id]) unless t_id.nil?
t_id.nil? ? (z.nil? ? @table[x] = y : @table[x,y] = z) : @table[x,y,z] = t_id
end
def xsize; return @table.xsize; end
def ysize; return @table.ysize; end
def zsize; return @table.zsize; end
def resize(x,y=nil,z=nil); @table.resize(x,y,z); end
end
#===============================================================================
# ** Tilemap
#===============================================================================
class Tilemap
attr_reader :tileset, :map_data, :ox, :oy, :viewport
attr_accessor :autotiles, :priorities
# +++ MKXP +++
def tileset=(value)
# Need to wrap tilesets that don't fit into texture
if value.mega?
@tileset = TileWrap::wrapTileset(value)
value.dispose
else
@tileset = value
end
end
def initialize(viewport)
# Initialize instance variables to store required data.
@viewport, @autotiles, @tile_sprites, @ox, @oy = viewport, [], [], 0, 0
@current_frame, @total_frames = [], []
@tilemap_drawn = false
@ox_oy_set = [false, false]
# Get priority data for this tileset from instance of Game_Map.
@priorities = $game_map.priorities
# Holds all the Sprite instances of animating tiles (keys based on tile's ID)
@animating_tiles = {}
# Game map's x/y location of the top left corner tile
@corner_tile_loc = [-1,-1]
end
#-----------------------------------------------------------------------------
# Initialize all tile sprites. Draws three sprites per (x,y).
#-----------------------------------------------------------------------------
def init_tiles
# Determine how many frames of animation this autotile has
for i in 0..6
bm = @autotiles[i]
if bm.nil?
@total_frames = 1
elsif bm.height > 32
@total_frames[i] = bm.width / 256
else
@total_frames[i] = bm.width / 32
end
@current_frame[i] = 0
end
# Turn on flag that the tilemap sprites have been initialized
@tilemap_drawn = true
@animating_tiles.clear
# Create a sprite and viewport to use for each priority level.
(0...((SCREEN[0]/32+2) * (SCREEN[1]/32+2))*3).each{|i|
@tile_sprites[i/3] = [] if @tile_sprites[i/3].nil?
@tile_sprites[i/3][i%3] = Sprite.new(@viewport) unless @tile_sprites[i/3][i%3].is_a?(Sprite)
# Rename to something shorter and easier to work with for below
tile = @tile_sprites[i/3][i%3]
# Assign tile's respective ID value
tile.tile_sprite_id = i
# Draw sprite at index location (ex. ID 0 should always be the top-left sprite)
tile.x = (i % ((SCREEN[0]/32+2)*3) / 3 * 32) - 32 + (@ox % 32)
tile.y = (i / ((SCREEN[0]/32+2)*3) * 32) - 32 + (@oy % 32)
map_x, map_y = (tile.x+@ox)/32, (tile.y+@oy)/32
@corner_tile_loc = [map_x, map_y] if i == 0
# If the tile happens to be drawn along the outside borders of the map
if map_x < 0 || map_x >= $game_map.width || map_y < 0 || map_y >= $game_map.height
update_tile_id tile, 0
else # Tile is actually on the map
update_tile_id tile, @map_data[map_x, map_y, i%3]
end
}
# Sprite ID located at top left corner (ranges from 0..map_width * map_height
@corner_index = 0
end
# Common code for setting the tile by id
def update_tile_id(tile, tile_id)
if tile_id == 0 # empty tile
tile.z = 0
tile.bitmap = RPG::Cache.picture('')#@tileset
tile.src_rect.set(0,0,0,0)
return
end
if @priorities[tile_id] == 0
tile.z = 0
else
tile.z = tile.y + @priorities[tile_id] * 32 + 32
end
if tile_id >= 384 # non-autotile
tile.bitmap = @tileset
tile.src_rect.set(((tile_id - 384) % 8) * 32,
((tile_id - 384) / 8) * 32,
32, 32)
# Fix rect for possibly wrapped tileset
TileWrap.wrapRect! tile.src_rect
else # autotile
auto_id = tile_id/48-1
tile.bitmap = @autotiles[auto_id]
tile.src_rect.set(((tile_id % 48) % 8) * 32 + @current_frame[auto_id] * 256,
((tile_id % 48) / 8) * 32,
32, 32)
@animating_tiles[tile.tile_sprite_id] = tile if @total_frames[auto_id] > 1
end
end
#-----------------------------------------------------------------------------
# Makes update to ox and oy. Sprites out of range will be moved based on these
# two values.
#-----------------------------------------------------------------------------
def ox=(ox)
#
unless @tilemap_drawn
@ox = ox
@ox_oy_set[0] = true
return
end
return if @ox == ox
# Shift all tiles left or right by the difference
shift = @ox - ox
@tile_sprites.each {|set| set.each{|tile| tile.x += shift }}
@ox = ox
# Determine if columns need to be shifted
col_num = @corner_index
#return unless @tile_sprites[col_num][0].x <= -49 || @tile_sprites[col_num][0].x >= -17
while @tile_sprites[col_num][0].x <= -49 || @tile_sprites[col_num][0].x >= -17
@corner_tile_loc[0] += (shift < 0 ? 1 : -1)
modTileId = ((SCREEN[0]+64)*(SCREEN[1]+64))/1024
# If new ox is greater than old ox
if shift < 0
# Move all sprites in left column to the right side and change bitmaps
# and z-values
(0...(SCREEN[1]/32+2)).each{|n|
j = ((SCREEN[0]/32+2) * n + col_num) % modTileId
@tile_sprites[j].each_index{|i|
tile = @tile_sprites[j][i]
@animating_tiles.delete(tile.tile_sprite_id)
tile.x += 64 + SCREEN[0]
map_x, map_y = (tile.x+@ox)/32, (tile.y+@oy)/32
tile_id = @map_data[map_x,map_y,i]
if tile_id.nil?
tile.z = [map_y * 32, 0].max
tile.bitmap = RPG::Cache.picture('')
tile.src_rect.set(0,0,0,0)
next
end
update_tile_id tile, tile_id
}
}
# New corner should be the tile immediately right of the previous tile
col_num /= SCREEN[0]/32+2
col_num *= SCREEN[0]/32+2
@corner_index = (@corner_index + 1) % (SCREEN[0]/32+2) + col_num
else
# Shift right column to the left
# Gets the right column
row_index = col_num / (SCREEN[0]/32+2)
row_index *= (SCREEN[0]/32+2)
col_num = (@corner_index - 1) % (SCREEN[0]/32+2) + row_index
(0...(SCREEN[1]/32+2)).each{|n|
j = ((SCREEN[0]/32+2) * n + col_num) % modTileId
@tile_sprites[j].each_index{|i|
tile = @tile_sprites[j][i]
@animating_tiles.delete(tile.tile_sprite_id)
tile.x -= 64 + SCREEN[0]
map_x, map_y = (tile.x+@ox)/32, (tile.y+@oy)/32
tile_id = @map_data[map_x,map_y,i]
if tile_id.nil?
tile.z = [map_y * 32, 0].max
tile.bitmap = @tileset
tile.src_rect.set(0,0,0,0)
next
end
update_tile_id tile, tile_id
}
}
col_num /= SCREEN[0]/32+2
col_num *= SCREEN[0]/32+2
@corner_index = (@corner_index - 1) % (SCREEN[0]/32+2) + col_num
end
col_num = @corner_index
end #end of while
end
#-----------------------------------------------------------------------------
def oy=(oy)
#
unless @tilemap_drawn
@oy = oy
@ox_oy_set[1] = true
return
end
return if @oy == oy
# Shift all tiles up or down by the difference, and change z-value
shift = @oy - oy
@tile_sprites.each {|set| set.each{|tile| tile.y += shift; tile.z += shift unless tile.z == 0 }}
@oy = oy
# Determine if rows need to be shifted
row_num = @corner_index
#return unless @tile_sprites[row_num][0].y <= -49 || @tile_sprites[row_num][0].y >= -17
while @tile_sprites[row_num][0].y <= -49 || @tile_sprites[row_num][0].y >= -17
# Needed for resetting the new corner index much later.
modTileId = ((SCREEN[0]+64)*(SCREEN[1]+64))/1024
@corner_tile_loc[1] += (shift < 0 ? 1 : -1)
# If new oy is greater than old oy
if shift < 0
row_num /= SCREEN[0]/32+2
row_num *= SCREEN[0]/32+2
# Move all sprites in top row to the bottom side and change bitmaps
# and z-values
(0...(SCREEN[0]/32+2)).each{|n|
# Run through each triad of sprites from left to right
j = n + row_num
@tile_sprites[j].each_index{|i|
# Get each individual tile on each layer
tile = @tile_sprites[j][i]
@animating_tiles.delete(tile.tile_sprite_id)
tile.y += 64 + SCREEN[1]
# Determine what map coordinate this tile now resides at...
map_x, map_y = (tile.x+@ox)/32, (tile.y+@oy)/32
# ...and get its tile_id
tile_id = @map_data[map_x,map_y,i]
# If no tile exists here (effectively out of array bounds)
if tile_id.nil?
tile.z = [map_y * 32, 0].max
tile.bitmap = RPG::Cache.picture('')
tile.src_rect.set(0,0,0,0)
next
end
update_tile_id tile, tile_id
}
}
@corner_index = (@corner_index + (SCREEN[0]/32+2)) % modTileId
else
row_num = (@corner_index - (SCREEN[0]/32+2)) % modTileId
row_num /= SCREEN[0]/32+2
row_num *= SCREEN[0]/32+2
(0...(SCREEN[0]/32+2)).each{|n|
# Run through each triad of sprites from left to right
j = n + row_num
@tile_sprites[j].each_index{|i|
# Get each individual tile on each layer
tile = @tile_sprites[j][i]
@animating_tiles.delete(tile.tile_sprite_id)
tile.y -= 64 + SCREEN[1]
# Determine what map coordinate this tile now resides at...
map_x, map_y = (tile.x+@ox)/32, (tile.y+@oy)/32
# ...and get its tile_id
tile_id = @map_data[map_x,map_y,i]
# If no tile exists here (effectively out of array bounds)
if tile_id.nil?
tile.z = [map_y * 32, 0].max
tile.bitmap = RPG::Cache.picture('')
tile.src_rect.set(0,0,0,0)
next
end
update_tile_id tile, tile_id
}
}
@corner_index = (@corner_index - (SCREEN[0]/32+2)) % modTileId
end
row_num = @corner_index
end # end of while
end
#-----------------------------------------------------------------------------
# Dispose all the tile sprites
#-----------------------------------------------------------------------------
def dispose
# Dispose all of the sprites
@tile_sprites.each {|set| set.each{|tile| tile.dispose }}
@tile_sprites.clear
@animating_tiles.clear
end
#-----------------------------------------------------------------------------
# Set map data
#-----------------------------------------------------------------------------
def map_data=(data)
# Set the map data to new class
if data.is_a?(Tilemap_DataTable)
@map_data = data
else
@map_data = Tilemap_DataTable.new(data)
end
@map_data.table = @map_data.table.clone
@map_data.updates = []
@animating_tiles.clear
@tilemap_drawn = false
end
#-----------------------------------------------------------------------------
# Update the tile sprites; make changes to the map_data and update autotiles
#-----------------------------------------------------------------------------
def update
# Can't update anything if the ox and oy have not yet been set
return if @ox_oy_set != [true, true]
# If the tilemap sprites have not been initialized, GO DO IT
if !@tilemap_drawn
init_tiles
end
# If made any changes to $game_map.data, the proper graphics will be drawn
if @map_data.updated
@map_data.updates.each{|item|
x,y,z,tile_id = item
# If this changed tile is visible on screen
if x.between?(@corner_tile_loc[0], @corner_tile_loc[0]+(SCREEN[0]/32 + 1)) and
y.between?(@corner_tile_loc[1], @corner_tile_loc[1]+(SCREEN[1]/32 + 1))
x_dif = x - @corner_tile_loc[0]
y_dif = y - @corner_tile_loc[1]
id = @corner_index + x_dif
id -= SCREEN[0]/32+2 if id/(SCREEN[0]/32+2) > @corner_index/(SCREEN[0]/32+2)
id += y_dif * (SCREEN[0]/32+2)
id -= (SCREEN[0]/32+2)*(SCREEN[1]/32+2) if id >= (SCREEN[0]/32+2)*(SCREEN[1]/32+2)
tile = @tile_sprites[id][z]
@animating_tiles.delete(tile.tile_sprite_id)
update_tile_id tile, tile_id
end
}
@map_data.updates = []
end
# Update the sprites.
if Graphics.frame_count % $game_map.autotile_speed == 0
# Increase current frame of tile by one, looping by width.
for i in 0..6
@current_frame[i] = (@current_frame[i] + 1) % @total_frames[i]
end
@animating_tiles.each_value{|tile|
frames = tile.bitmap.width
tile.src_rect.set((tile.src_rect.x + 256) % frames, tile.src_rect.y, 32, 32)
}
end
end
end
#===============================================================================
# Game_Map
#===============================================================================
class Game_Map
attr_reader :tile_size, :autotile_speed, :autotile_data, :priority_data
alias zer0_load_autotile_data_init initialize
def initialize
# Call original method.
zer0_load_autotile_data_init
# Store the screen dimensions in tiles to save on calculations later.
@tile_size = [SCREEN[0], SCREEN[1]].collect {|n| (n / 32.0).ceil }
@autotile_speed = UPDATE_COUNT
end
alias zer0_map_edge_setup setup
def setup(map_id)
# Call original method.
zer0_map_edge_setup(map_id)
# Change Map's data into a special Table class
@map.data = Tilemap_DataTable.new(@map.data)
# Find the displayed area of the map in tiles. No calcualting every step.
@map_edge = [self.width - @tile_size[0], self.height - @tile_size[1]]
@map_edge.collect! {|size| size * 128 }
end
def scroll_down(distance)
# Find point that the map edge meets the screen edge, using custom size.
@display_y = [@display_y + distance, @map_edge[1]].min
end
def scroll_right(distance)
# Find point that the map edge meets the screen edge, using custom size.
@display_x = [@display_x + distance, @map_edge[0]].min
end
def autotile_speed=(speed)
# Keep the speed above 0 to prevent the ZeroDivision Error.
@autotile_speed = speed
@autotile_speed = 1 if @autotile_speed < 1
end
end
#===============================================================================
# ** Game_Player
#===============================================================================
class Game_Player
CENTER_X = ((SCREEN[0] / 2) - 16) * 4 # Center screen x-coordinate * 4
CENTER_Y = ((SCREEN[1] / 2) - 16) * 4 # Center screen y-coordinate * 4
def center(x, y)
# Recalculate the screen center based on the new resolution.
max_x = ($game_map.width - $game_map.tile_size[0]) * 128
max_y = ($game_map.height - $game_map.tile_size[1]) * 128
$game_map.display_x = [0, [x * 128 - CENTER_X, max_x].min].max
$game_map.display_y = [0, [y * 128 - CENTER_Y, max_y].min].max
end
end
#===============================================================================
# ** Sprite
#===============================================================================
class Sprite
attr_accessor :tile_sprite_id
alias tile_sprite_id_init initialize
def initialize(view = nil)
# No defined ID
@tile_sprite_id = nil
# Call original method.
tile_sprite_id_init(view)
end
end
#===============================================================================
# ** Viewport
#===============================================================================
class Viewport
alias zer0_viewport_resize_init initialize
def initialize(x=0, y=0, width=SCREEN[0], height=SCREEN[1], override=false)
if x.is_a?(Rect)
# If first argument is a Rectangle, just use it as the argument.
zer0_viewport_resize_init(x)
elsif [x, y, width, height] == [0, 0, 640, 480] && !override
# Resize fullscreen viewport, unless explicitly overridden.
zer0_viewport_resize_init(Rect.new(0, 0, SCREEN[0], SCREEN[1]))
else
# Call method normally.
zer0_viewport_resize_init(Rect.new(x, y, width, height))
end
end
def resize(*args)
# Resize the viewport. Can call with (X, Y, WIDTH, HEIGHT) or (RECT).
self.rect = args[0].is_a?(Rect) ? args[0] : Rect.new(*args)
end
end
#===============================================================================
# ** Plane
#===============================================================================
# class Plane < Sprite
# def z=(z)
# # Change the Z value of the viewport, not the sprite.
# super(z * 1000)
# end
# def ox=(ox)
# return if @bitmap == nil
# # Have viewport stay in loop on X-axis.
# super(ox % @bitmap.width)
# end
# def oy=(oy)
# return if @bitmap == nil
# # Have viewport stay in loop on Y-axis.
# super(oy % @bitmap.height)
# end
# def bitmap
# # Return the single bitmap, before it was tiled.
# return @bitmap
# end
# def bitmap=(tile)
# @bitmap = tile
# # Calculate the number of tiles it takes to span screen in both directions.
# xx = 1 + (SCREEN[0].to_f / tile.width).ceil
# yy = 1 + (SCREEN[1].to_f / tile.height).ceil
# # Create appropriately sized bitmap, then tile across it with source image.
# plane = Bitmap.new(@bitmap.width * xx, @bitmap.height * yy)
# (0..xx).each {|x| (0..yy).each {|y|
# plane.blt(x * @bitmap.width, y * @bitmap.height, @bitmap, @bitmap.rect)
# }}
# # Set the bitmap to the sprite through its super class (Sprite).
# super(plane)
# end
# # Redefine methods dealing with coordinates (defined in super) to do nothing.
# def x; end
# def y; end
# def x=(x); end
# def y=(y); end
# end
#===============================================================================
# ** Integer
#===============================================================================
class Integer
def gcd(num)
# Returns the greatest common denominator of self and num.
min, max = self.abs, num.abs
while min > 0
tmp = min
min = max % min
max = tmp
end
return max
end
def lcm(num)
# Returns the lowest common multiple of self and num.
return [self, num].include?(0) ? 0 : (self / self.gcd(num) * num).abs
end
end
#===============================================================================
# ** Resolution Log
#===============================================================================
if RESOLUTION_LOG
undersize, mapinfo = [], load_data('Data/MapInfos.rxdata')
# Create a text file and write the header.
file = File.open('Resolution Log.txt', 'wb')
file.write("[RESOLUTION LOG]\r\n\r\n")
time = Time.now.strftime("%x at %I:%M:%S %p")
file.write(" Logged on #{time}\r\n\r\n")
lcm = SCREEN[0].lcm(SCREEN[1]).to_f
aspect = [(lcm / SCREEN[1]), (lcm / SCREEN[0])].collect {|num| num.round }
file.write("RESOLUTION:\r\n #{SCREEN[0].to_i} x #{SCREEN[1].to_i}\r\n")
file.write("ASPECT RATIO:\r\n #{aspect[0]}:#{aspect[1]}\r\n")
file.write("MINIMUM MAP SIZE:\r\n #{(SCREEN[0] / 32).ceil} x #{(SCREEN[1] / 32).ceil}\r\n\r\n")
file.write("UNDERSIZED MAPS:\r\n")
mapinfo.keys.each {|key|
map = load_data(sprintf("Data/Map%03d.rxdata", key))
next if map.width*32 >= SCREEN[0] && map.height*32 >= SCREEN[1]
undersize.push(key)
}
unless undersize.empty?
file.write("The following maps are too small for the defined resolution. They should be adjusted to prevent graphical errors.\r\n\r\n")
undersize.sort.each {|id| file.write(" MAP[#{id}]: #{mapinfo[id].name}\r\n") }
file.write("\r\n")
else
file.write(' All maps are sized correctly.')
end
file.close
end
# Call the resolution, setting it to a global variable for plug-ins.
$resolution = Resolution.new