# @taroxd metadata 1.0
# @require taroxd_core
# @display 用图片设置地图通行度
# @id collision
# @help
# 会用 Parallaxes 文件夹下面的对应图片作为该地图的通行度。
# 图片上透明的点表示可以通行,不透明的点表示不能通行。
# 不处理地图循环的情况。
module Taroxd::Collision
ENABLE_FLOAT_POSITION = false # 是否允许坐标出现小数。可能会导致未知错误。
# 人物判定点到图块左上角的距离
X_OFFSET = 16
Y_OFFSET = 16
# position:
# 行走到的最远位置的坐标(可为 x 坐标或 y 坐标)
# status:
# nil: 完全无法行走
# false: 可以行走,但无法走过一格。此时 position 为浮点数
# true: 可以完全走过一格,此时 position 为整数
PassageStatus = Struct.new :position, :status
def self.passage_status(x, y, d)
pos = nil
bx = (x * 32 + X_OFFSET).round
by = (y * 32 + Y_OFFSET).round
is_x = d == 4 || d == 6
current = is_x ? x : y
if d == 2 || d == 6
step = 1
target = (current + 1).floor
else
step = -1
target = (current - 1).ceil
end
lbound = (current * 32).round + step
ubound = target * 32
bitmap = $game_map.collision_bitmap
lbound.step(ubound, step) do |i|
if is_x
bx = i + X_OFFSET
else
by = i + Y_OFFSET
end
if bitmap.get_pixel(bx, by).alpha == 0
pos = i
else
break
end
end
if pos
if pos == ubound
PassageStatus[pos / 32, true]
else
PassageStatus[pos / 32.0, false]
end
else
PassageStatus[nil, nil]
end
end
end
RPG::Map.note_s :collision
class Game_Map
def collision?
@map.collision
end
def collision_bitmap
@map.collision && Cache.parallax(@map.collision)
end
# preload bitmap in cache
def_after :setup do |_|
collision_bitmap
end
def_and :passable? do |x, y, d|
Taroxd::Collision.passage_status(x, y, d).status
end unless Taroxd::Collision::ENABLE_FLOAT_POSITION
end
class Game_CharacterBase
def_chain :move_straight do |old, d, turn_ok = true|
if $game_map.collision? && !(@through || debug_through?)
@move_succeed = passable?(@x.round, @y.round, d)
if @move_succeed
pos = Taroxd::Collision.passage_status(@x, @y, d).position
if pos
set_direction(d)
d == 4 || d == 6 ? @x = pos : @y = pos
increase_steps
else
@move_succeed = false
end
end
if !@move_succeed && turn_ok
set_direction(d)
check_event_trigger_touch_front
end
else
old.call(d, turn_ok)
end
end
end if Taroxd::Collision::ENABLE_FLOAT_POSITION
用图片设置地图通行度
清除战斗日志
# @taroxd metadata 1.0
# @id clear_battle_log
# @display 清除战斗日志
module Taroxd
class ClearBattleLog < BasicObject
::Object.const_set :Window_BattleLog, self
def initialize(*) end
def method_missing(*) end
end
end
检测未释放的对象
# @taroxd metadata 1.0
# @require taroxd_core
# @id check_object_dispose
# @display 检测未释放的对象
class Viewport
def_before(:dispose) { @__dispose__ = true }
def disposed?; @__dispose__; end
end
need_dispose = [Bitmap, Sprite, Window, Plane, Tilemap, Viewport]
callers = {}
callers.compare_by_identity
not_disposed = []
need_dispose.each do |klass|
klass.class_eval do
def_after(:initialize) { |*| callers[self] = caller }
end
end
Scene_Base.class_eval do
def_after :terminate do
need_dispose.each do |klass|
ObjectSpace.each_object(klass) do |obj|
not_disposed.push(obj) unless obj.disposed?
end
end
end
def_after :update do
return unless Input.trigger?(:ALT)
puts not_disposed.delete_if(&:disposed?)
puts callers[
not_disposed.shuffle.find do |obj|
callers[obj] && callers[obj].none? { |s| s.start_with?('{0004}') }
end
]
end
end