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#==============================================================================

#
# Yami Engine Ace - Overlay Mapping
# -- Last Updated: 2012.04.16
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YSE-OverlayMapping"] = true
#==============================================================================
# Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.04.16 - Reworked with Encrypted Game.
# 2012.04.13 - Ported into Yami Engine.
#
#==============================================================================
# Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script based on Hanzo Kimura's idea. This will automatically load map's
# overlay by map ID, and a map can have more than one image per layer, so you
# don't have to create two or more map just for day/night or when an event occur
.
#
#==============================================================================
# Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Create a folder in Graphics and name it Overlay.
# Put all of your overlay into Graphics/Overlay.
# Your overlay file will have the name: "Filename Prefix" + Map-ID + "-" + Numbe
r
# which "Filename Prefix" is the one you will config below
# Map-ID is your map's ID
# Number is 1, 2, 3, ... using for Overlay Variables.
#
# Example: Graphics/Overlay/ground2-1.png
# Which means this will be ground layer, for map 2, variable = 1
#
# Light/Shadow must be .jpg
# Parallax/Ground must be .png
#
#==============================================================================
module YSA
module OVERLAY
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# - Overlay Switches #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# These are switches which are enable overlay layers. Turn them on to show
# them in your maps.
#-------------------------------------------------------------------------# Default: ON
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=LIGHT_SWITCH = 1
# Turn on/off light layer
SHADOW_SWITCH = 2
# Turn on/off shadow layer
PARALLAX_SWITCH = 3
# Turn on/off parallax layer
GROUND_SWITCH = 4
# Turn on/off ground layer

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# - Overlay Variables #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# A map can have more than one image per layer, that means you can have a
# different light/shadow for day and night, or have a different ground when
# an event occured.
#-------------------------------------------------------------------------# Default: 1
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=LIGHT_VARIABLE = 2
# Switch to another light
SHADOW_VARIABLE = 2
# Switch to another shadow
PARALLAX_VARIABLE = 1 # Switch to another parallax
GROUND_VARIABLE = 1
# Switch to another ground
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# - Filename Prefix #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# This will make this script automatic, it will check if there are layers in
# overlay folder
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=LIGHT = "light"
# Light layer's filename prefix
SHADOW = "shadow"
# Shadow layer's filename prefix
PARALLAX = "par"
# Parallax layer's filename prefix
GROUND = "ground"
# Ground layer's filename prefix
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# - Overlay Opacity #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# This will make this script automatic, it will check if there are layers in
# overlay folder
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=GROUND_OPACITY = 255
PARALLAX_OPACITY = 255
LIGHT_OPACITY = 128
SHADOW_OPACITY = 96
end #OVERLAY
end # YSA
#==============================================================================
# Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
#==============================================================================
# Cache
#==============================================================================
module Cache
#-------------------------------------------------------------------------# new method: overlay
#-------------------------------------------------------------------------def self.overlay(filename)
begin
self.load_bitmap("Graphics/Overlay/", filename)
rescue
self.empty_bitmap

end
end
end # Cache
#==============================================================================
# DataManager
#==============================================================================
module DataManager
#-------------------------------------------------------------------------# alias method: setup_new_game
#-------------------------------------------------------------------------class <<self; alias ovm_setup_new_game setup_new_game; end
def self.setup_new_game
ovm_setup_new_game
setup_overlay_mapping
end
#-------------------------------------------------------------------------# new method: setup_overlay_mapping
#-------------------------------------------------------------------------def self.setup_overlay_mapping
# Control switches
$game_switches[YSA::OVERLAY::LIGHT_SWITCH] = true
$game_switches[YSA::OVERLAY::SHADOW_SWITCH] = true
$game_switches[YSA::OVERLAY::GROUND_SWITCH] = true
$game_switches[YSA::OVERLAY::PARALLAX_SWITCH] = true
# Control variables
$game_variables[YSA::OVERLAY::LIGHT_VARIABLE] = 1
$game_variables[YSA::OVERLAY::SHADOW_VARIABLE] = 1
$game_variables[YSA::OVERLAY::GROUND_VARIABLE] = 1
$game_variables[YSA::OVERLAY::PARALLAX_VARIABLE] = 1
end
end # DataManager
#==============================================================================
# Spriteset_Map
#==============================================================================
class Spriteset_Map
#-------------------------------------------------------------------------# alias method: initialize
#-------------------------------------------------------------------------alias overlay_initialize initialize
def initialize
overlay_initialize
create_overlay_map
update
end
#-------------------------------------------------------------------------# new method: create_overlay_map
#-------------------------------------------------------------------------def create_overlay_map
@current_light = 0

@current_shadow = 0
@current_par = 0
@current_ground = 0
# Ground Layer
@ground = Sprite.new(@viewport1)
@ground.z = 1
@ground.opacity = YSA::OVERLAY::GROUND_OPACITY
# Light Layer
@light = Sprite.new(@viewport1)
@light.opacity = YSA::OVERLAY::LIGHT_OPACITY
@light.blend_type = 1
@light.z = 299
# Shadow Layer
@shadow = Sprite.new(@viewport1)
@shadow.opacity = YSA::OVERLAY::SHADOW_OPACITY
@shadow.blend_type = 2
@shadow.z = 298
# Parallax Layer
@par = Sprite.new(@viewport1)
@par.opacity = YSA::OVERLAY::PARALLAX_OPACITY
@par.z = 297
end
#-------------------------------------------------------------------------# alias method: dispose_parallax
#-------------------------------------------------------------------------alias overlay_dispose_parallax dispose_parallax
def dispose_parallax
overlay_dispose_parallax
dispose_overlay_map
end
#-------------------------------------------------------------------------# new method: dispose_overlay_map
#-------------------------------------------------------------------------def dispose_overlay_map
@ground.dispose
@light.dispose
@shadow.dispose
@par.dispose
end
#-------------------------------------------------------------------------# alias method: update_parallax
#-------------------------------------------------------------------------alias overlay_update_parallax update_parallax
def update_parallax
overlay_update_parallax
update_overlay
end
#-------------------------------------------------------------------------# new method: update_overlay
#-------------------------------------------------------------------------def update_overlay
update_om_ground
update_om_par
update_om_light
update_om_shadow
end

#-------------------------------------------------------------------------# new method: update_om_ground


#-------------------------------------------------------------------------def update_om_ground
return unless @ground
@ground.visible = $game_switches[YSA::OVERLAY::GROUND_SWITCH] if @ground.vis
ible != $game_switches[YSA::OVERLAY::GROUND_SWITCH]
@ground.ox = $game_map.display_x * 32 if @ground.ox != $game_map.display_x *
32
@ground.oy = $game_map.display_y * 32 if @ground.oy != $game_map.display_y *
32
if @current_ground != $game_variables[YSA::OVERLAY::GROUND_VARIABLE]
filename = YSA::OVERLAY::GROUND
filename += $game_map.map_id.to_s
filename += "-" + $game_variables[YSA::OVERLAY::GROUND_VARIABLE].to_s
@ground.bitmap = Cache.overlay(filename)
@current_ground = $game_variables[YSA::OVERLAY::GROUND_VARIABLE]
end
end
#-------------------------------------------------------------------------# new method: update_om_par
#-------------------------------------------------------------------------def update_om_par
return unless @par
@par.visible = $game_switches[YSA::OVERLAY::PARALLAX_SWITCH] if @par.visible
!= $game_switches[YSA::OVERLAY::PARALLAX_SWITCH]
@par.ox = $game_map.display_x * 32 if @par.ox != $game_map.display_x * 32
@par.oy = $game_map.display_y * 32 if @par.oy != $game_map.display_y * 32
if @current_par != $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE]
filename = YSA::OVERLAY::PARALLAX
filename += $game_map.map_id.to_s
filename += "-" + $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE].to_s
@par.bitmap = Cache.overlay(filename)
@current_par = $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE]
end
end
#-------------------------------------------------------------------------# new method: update_om_light
#-------------------------------------------------------------------------def update_om_light
return unless @light
@light.visible = $game_switches[YSA::OVERLAY::LIGHT_SWITCH] if @light.visibl
e != $game_switches[YSA::OVERLAY::LIGHT_SWITCH]
@light.ox = $game_map.display_x * 32 if @light.ox != $game_map.display_x * 3
2
@light.oy = $game_map.display_y * 32 if @light.oy != $game_map.display_y * 3
2
if @current_light != $game_variables[YSA::OVERLAY::LIGHT_VARIABLE]
filename = YSA::OVERLAY::LIGHT
filename += $game_map.map_id.to_s
filename += "-" + $game_variables[YSA::OVERLAY::LIGHT_VARIABLE].to_s
@light.bitmap = Cache.overlay(filename)
@current_light = $game_variables[YSA::OVERLAY::LIGHT_VARIABLE]
end
end
#--------------------------------------------------------------------------

# new method: update_om_shadow


#-------------------------------------------------------------------------def update_om_shadow
return unless @shadow
@shadow.visible = $game_switches[YSA::OVERLAY::SHADOW_SWITCH] if @shadow.vis
ible != $game_switches[YSA::OVERLAY::SHADOW_SWITCH]
@shadow.ox = $game_map.display_x * 32 if @shadow.ox != $game_map.display_x *
32
@shadow.oy = $game_map.display_y * 32 if @shadow.oy != $game_map.display_y *
32
if @current_shadow != $game_variables[YSA::OVERLAY::SHADOW_VARIABLE]
filename = YSA::OVERLAY::SHADOW
filename += $game_map.map_id.to_s
filename += "-" + $game_variables[YSA::OVERLAY::SHADOW_VARIABLE].to_s
@shadow.bitmap = Cache.overlay(filename)
@current_shadow = $game_variables[YSA::OVERLAY::SHADOW_VARIABLE]
end
end
end # Spriteset_Map
#==============================================================================
# Scene_Map
#==============================================================================
class Scene_Map < Scene_Base
#-------------------------------------------------------------------------# alias method: post_transfer
#-------------------------------------------------------------------------alias overlay_post_transfer post_transfer
def post_transfer
@spriteset.dispose_overlay_map
@spriteset.create_overlay_map
@spriteset.update
overlay_post_transfer
end
end # Scene_Map
#==============================================================================
#
# End of File
#
#==============================================================================

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