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light saving
This commit is contained in:
parent
def2b95e7e
commit
a5c900d96c
11 changed files with 282 additions and 181 deletions
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@ -36,6 +36,7 @@ set(scripts
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Game_System.rb
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Game_Temp.rb
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Game_Variables.rb
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Game_Light.rb
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Interpreter_1.rb
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Interpreter_2.rb
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Interpreter_3.rb
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@ -68,6 +68,9 @@ FOOTSTEP_SFX = [
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['step_gravel',
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'step_wood',
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'step_boat'],
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# shkep this
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["step_gravel",
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"step_tile"],
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]
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FOOTSTEP_AMT = {
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@ -1,40 +1,31 @@
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class DynamicLight
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attr_accessor :done
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attr_accessor :plr_light_power
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attr_accessor :plr_light_color
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def initialize(viewport)
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@done = false # for events
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@awaked = false
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@light_npc = []
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@ambient_light = 255
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@ambient_light_lerped = 255
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@plr_light_power = 0
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@plr_light_radius = -1.0
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@plr_light_radius_lerped = 5.0
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@plr_light_color = Color.new(255, 255, 255)
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@plr_light_table = [
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# offset_x, offset_y, power_mult, radius mult
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0.0, -0.5, 1.0, 1.0, # down
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-0.25, -0.5, 1.0, 0.7, # left
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0.25, -0.5, 1.0, 0.7, # right
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0.0, 0.0, 0.0, 1.0 # up
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]
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@light_sprite = LightMap.new(viewport)
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@light_sprite.wallmap = Bitmap.new($game_map.width, $game_map.height)
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#@light_sprite.wallmap = Bitmap.new($game_map.width, $game_map.height)
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for x in 0...$game_map.width
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for y in 0...$game_map.height
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@light_sprite.wallmap.set_pixel(x, y, Color.new(
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b(light_passable($game_map.data[x, y, 0])),
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b(light_passable($game_map.data[x, y, 1])),
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b(light_passable($game_map.data[x, y, 2]))
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))
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end
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#for x in 0...$game_map.width
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# for y in 0...$game_map.height
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# @light_sprite.wallmap.set_pixel(x, y, Color.new(
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# b(light_passable($game_map.data[x, y, 0])),
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# b(light_passable($game_map.data[x, y, 1])),
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# b(light_passable($game_map.data[x, y, 2]))
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# ))
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# end
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#end
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if $light == nil
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return
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end
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@light_sprite.ambient = $light.ambient_light
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$light.static_lights.each do |source|
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@light_sprite.add_static_source(
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source[0],
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source[1],
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source[2],
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source[3],
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source[4]
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)
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end
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end
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@ -44,11 +35,39 @@ class DynamicLight
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def update
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# dont render light if its disabled or not awaked
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@light_sprite.visible = Settings[:light] && @awaked
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if (!Settings[:light] && @awaked)
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@light_sprite.visible = Settings[:light] && $light.awaked
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if (!Settings[:light] && $light.awaked)
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return
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end
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if $light.update_clear_lights
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@light_sprite.clear_static_sources()
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@light_sprite.clear_dynamic_sources()
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$light.update_clear_lights = false
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end
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if $light.update_ambient_light
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@light_sprite.ambient = $light.ambient_light
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$light.update_ambient_light = false
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end
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if $light.update_remove_static_light.length > 0
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$light.update_remove_static_light.each do |source|
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@light_sprite.remove_static_source(source[0], source[1])
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end
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$light.update_remove_static_light = []
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end
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if $light.update_static_lights.length > 0
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$light.update_static_lights.each do |source|
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@light_sprite.add_static_source(
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source[0],
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source[1],
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source[2],
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source[3],
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source[4]
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)
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end
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$light.update_static_lights = []
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end
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# shader uniforms
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@light_sprite.camera_x = $game_map.display_x / 4
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@light_sprite.camera_y = $game_map.display_y / 4
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@ -60,17 +79,15 @@ class DynamicLight
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# player light
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table_offset = ($game_player.direction - 2) * 2
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offset_x = @plr_light_table[table_offset]
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offset_y = @plr_light_table[table_offset + 1]
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power_mult = @plr_light_table[table_offset + 2]
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power_radius = @plr_light_table[table_offset + 3]
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@plr_light_radius_lerped = @plr_light_radius_lerped * 0.8 + @plr_light_radius * 0.2 * power_radius
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offset_x = $light.plr_light_table[table_offset]
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offset_y = $light.plr_light_table[table_offset + 1]
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power_mult = $light.plr_light_table[table_offset + 2]
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plr_light = [
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$game_player.real_x / 128.0 + offset_x,
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$game_player.real_y / 128.0 + offset_y,
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@plr_light_power * power_mult,
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@plr_light_radius_lerped,
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@plr_light_color
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$light.plr_light_power * power_mult,
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$light.plr_light_radius_lerped,
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$light.plr_light_color
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]
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if has_effect(plr_light)
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@ -78,109 +95,23 @@ class DynamicLight
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end
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# add npc light
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@light_npc.each { |npc_light_source|
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npc_light = [npc_light_source[0].real_x / 128.0, npc_light_source[0].real_y / 128.0, npc_light_source[1], npc_light_source[2], npc_light_source[3]]
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$light.dynamic_lights.each { |npc_light_source|
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npc_light = [$game_map.events[npc_light_source[0]].real_x / 128.0, $game_map.events[npc_light_source[0]].real_y / 128.0, npc_light_source[1], npc_light_source[2], npc_light_source[3]]
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if has_effect(npc_light)
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@light_sprite.add_dynamic_source(npc_light[0], npc_light[1] - 0.5, npc_light[2], npc_light[3], npc_light[4])
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end
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}
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end
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def clear_lights
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@light_sprite.clear_static_sources()
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@light_sprite.clear_dynamic_sources()
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end
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#def light_passable(tile_id)
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# $game_map.passages[tile_id] & 15 == 0
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#end
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def light_passable(tile_id)
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$game_map.passages[tile_id] & 15 == 0
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end
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def b(val)
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val ? 255 : 0
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end
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def add(x, y, power, radius, color = Color.new(255, 255, 255))
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@awaked = true
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@light_sprite.add_static_source(x, y, power, radius, color)
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end
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def add_npc(npc_id, power, radius, color = Color.new(255, 255, 255))
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@awaked = true
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@light_npc << [$game_map.events[npc_id], power, radius, color]
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end
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def remove(x, y)
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@light_sprite.remove_static_source(x, y)
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end
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def remove_npc(npc_id)
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@light_npc.each do |npc|
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if npc[0] == $game_map.events[npc_id]
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@light_npc.delete(npc)
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end
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end
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end
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#def b(val)
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# val ? 255 : 0
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#end
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def has_effect(source)
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source[2] != 0 && source[3] > 0 && source[4].alpha >= 0 && (source[4].red != 0 || source[4].green != 0 || source[4].blue != 0)
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end
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#def remove(x, y)
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# @light_sources.each do |sourse|
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# if sourse[0] == x && sourse[1] == y
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# @light_sources.delete(sourse)
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# return true
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# end
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# end
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# return false
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#end
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def awake
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@awaked = true
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end
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def sleep # fully disables dynamic light system
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@awaked = false
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end
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def ambient_light
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@ambient_light
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end
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def ambient_light=(val)
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@ambient_light = val
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@light_sprite.ambient = val
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@awaked = true
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end
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def plr_light_radius
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@plr_light_radius
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end
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def plr_light_radius=(val)
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if @plr_light_radius < 0
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@plr_light_radius_lerped = val
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end
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@plr_light_radius = val
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end
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def plr_light_table
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@plr_light_table
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end
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def plr_light_table=(val)
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@plr_light_table[0] = val&.[](0) || 0
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@plr_light_table[1] = val&.[](1) || 0
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@plr_light_table[2] = val&.[](2) || 1
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@plr_light_table[3] = val&.[](3) || 1
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@plr_light_table[4] = val&.[](4) || 0
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@plr_light_table[5] = val&.[](5) || 0
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@plr_light_table[6] = val&.[](6) || 1
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@plr_light_table[7] = val&.[](7) || 1
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@plr_light_table[8] = val&.[](8) || 0
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@plr_light_table[9] = val&.[](9) || 0
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@plr_light_table[10] = val&.[](10) || 1
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@plr_light_table[11] = val&.[](11) || 1
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@plr_light_table[12] = val&.[](12) || 0
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@plr_light_table[13] = val&.[](13) || 0
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@plr_light_table[14] = val&.[](14) || 1
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@plr_light_table[15] = val&.[](15) || 1
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end
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end
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152
scripts/Game_Light.rb
Normal file
152
scripts/Game_Light.rb
Normal file
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@ -0,0 +1,152 @@
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class Game_Light
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attr_accessor :plr_light_power
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attr_accessor :plr_light_color
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attr_accessor :awaked
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attr_accessor :update_clear_lights
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attr_accessor :update_ambient_light
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attr_accessor :update_static_lights
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attr_accessor :update_remove_static_light
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attr_reader :dynamic_lights
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attr_reader :static_lights
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def initialize
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@done = false # deprecated
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@awaked = false # means is light system enabled
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@dynamic_lights = []
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@static_lights = []
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@ambient_light = 255
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@plr_light_power = 0
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@plr_light_radius = -1.0
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@plr_light_radius_lerped = -1.0
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@plr_light_color = Color.new(255, 255, 255)
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@plr_light_table = [
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# offset_x, offset_y, power_mult, radius mult
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0.0, -0.5, 1.0, 1.0, # down
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-0.25, -0.5, 1.0, 0.7, # left
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0.25, -0.5, 1.0, 0.7, # right
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0.0, 0.0, 0.0, 1.0 # up
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]
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@update_clear_lights = false
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@update_ambient_light = false
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@update_remove_static_light = []
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@update_static_lights = []
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end
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def update
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table_offset = ($game_player.direction - 2) * 2
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radius_mult = @plr_light_table[table_offset + 3]
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@plr_light_radius_lerped = @plr_light_radius_lerped * 0.8 + @plr_light_radius * 0.2 * radius_mult
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end
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def add(x, y, power, radius, color = Color.new(255, 255, 255))
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source = [x, y, power, radius, color]
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@update_static_lights << source
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@static_lights << source
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awake
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end
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def add_npc(npc_id, power, radius, color = Color.new(255, 255, 255))
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@dynamic_lights << [npc_id, power, radius, color]
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awake
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end
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def remove(x, y)
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@update_remove_static_light << [x, y]
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@static_lights.each do |source|
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if source[0] == x && source[1] == y
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@static_lights.delete(source)
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return
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end
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end
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end
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def remove_npc(npc_id)
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@dynamic_lights.each do |npc|
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if npc[0] == $game_map.events[npc_id]
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@dynamic_lights.delete(npc)
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return
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end
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end
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end
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def clear_lights
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clear_lights_no_signal
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@update_clear_lights = true
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end
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def clear_lights_no_signal
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@static_lights = []
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@dynamic_lights = []
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@update_remove_static_light = []
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@update_static_lights = []
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end
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def done
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puts "variable \"done\" of $light is deprecated, please dont use it"
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@done
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end
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def done=(val)
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puts "variable \"done\" of $light is deprecated, please dont use it"
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@done = val
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end
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def awake
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@awaked = true
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end
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def sleep # fully disables dynamic light system
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@awaked = false
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end
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def ambient_light
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@ambient_light
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end
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def ambient_light=(val)
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@ambient_light = val
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@update_ambient_light = true
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awake
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end
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def plr_light_radius
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@plr_light_radius
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end
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def plr_light_radius_lerped
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@plr_light_radius_lerped
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end
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def plr_light_radius=(val)
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if @plr_light_radius < 0
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@plr_light_radius_lerped = val
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end
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@plr_light_radius = val
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awake
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end
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def plr_light_table
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@plr_light_table
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end
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def plr_light_table=(val)
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@plr_light_table[0] = val&.[](0) || 0
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@plr_light_table[1] = val&.[](1) || 0
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@plr_light_table[2] = val&.[](2) || 1
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@plr_light_table[3] = val&.[](3) || 1
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@plr_light_table[4] = val&.[](4) || 0
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@plr_light_table[5] = val&.[](5) || 0
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@plr_light_table[6] = val&.[](6) || 1
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@plr_light_table[7] = val&.[](7) || 1
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@plr_light_table[8] = val&.[](8) || 0
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@plr_light_table[9] = val&.[](9) || 0
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@plr_light_table[10] = val&.[](10) || 1
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@plr_light_table[11] = val&.[](11) || 1
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@plr_light_table[12] = val&.[](12) || 0
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@plr_light_table[13] = val&.[](13) || 0
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@plr_light_table[14] = val&.[](14) || 1
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@plr_light_table[15] = val&.[](15) || 1
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awake
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end
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end
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@ -97,7 +97,8 @@ def write_save(filename)
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Marshal.dump($game_followers, file)
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Marshal.dump($game_oneshot, file)
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Marshal.dump($game_fasttravel, file)
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Marshal.dump($game_temp.footstep_sfx , file)
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Marshal.dump($game_temp.footstep_sfx, file)
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Marshal.dump($light, file)
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end
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end
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@ -138,7 +139,8 @@ def load(filename)
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$game_followers = Marshal.load(file)
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$game_oneshot = Marshal.load(file)
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$game_fasttravel = Marshal.load(file)
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$game_temp.footstep_sfx = Marshal.load(file)
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$game_temp.footstep_sfx = Marshal.load(file)
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$light = Marshal.load(file)
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# If magic number is different from when saving
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# (if editing was added with editor)
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if $game_system.magic_number != $data_system.magic_number
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@ -210,28 +212,28 @@ end
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def real_load
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#load save data
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begin
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load(SAVE_FILE_NAME)
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rescue TypeError, ArgumentError => e
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puts "oops: #{e.message}"
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EdText.err("save.dat corrupt. Attempting to load backup.")
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for i in 1..6
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if !File.exist?(Oneshot::SAVE_PATH + "/save_backups/save" + (i).to_s + ".bk")
|
||||
EdText.err("All save backups corrupt! Deleting corrupt save and shutting down.")
|
||||
File.delete(SAVE_FILE_NAME)
|
||||
Oneshot.allow_exit true
|
||||
Kernel.abort("All save backups corrupt! Deleting corrupt save file and shutting down.")
|
||||
break
|
||||
end
|
||||
begin
|
||||
load(Oneshot::SAVE_PATH + "/save_backups/save" + (i).to_s + ".bk")
|
||||
break
|
||||
rescue TypeError, ArgumentError => e2
|
||||
puts "oops: #{e2.message}"
|
||||
EdText.err("save" + (i).to_s + ".bk corrupt. Attempting to load backup.")
|
||||
end
|
||||
end
|
||||
end
|
||||
begin
|
||||
load(SAVE_FILE_NAME)
|
||||
rescue TypeError, ArgumentError => e
|
||||
puts "oops: #{e.message}"
|
||||
EdText.err("save.dat corrupt. Attempting to load backup.")
|
||||
for i in 1..6
|
||||
if !File.exist?(Oneshot::SAVE_PATH + "/save_backups/save" + (i).to_s + ".bk")
|
||||
EdText.err("All save backups corrupt! Deleting corrupt save and shutting down.")
|
||||
File.delete(SAVE_FILE_NAME)
|
||||
Oneshot.allow_exit true
|
||||
Kernel.abort("All save backups corrupt! Deleting corrupt save file and shutting down.")
|
||||
break
|
||||
end
|
||||
begin
|
||||
load(Oneshot::SAVE_PATH + "/save_backups/save" + (i).to_s + ".bk")
|
||||
break
|
||||
rescue TypeError, ArgumentError => e2
|
||||
puts "oops: #{e2.message}"
|
||||
EdText.err("save" + (i).to_s + ".bk corrupt. Attempting to load backup.")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
load_perma_flags
|
||||
|
||||
|
|
|
|||
|
|
@ -59,7 +59,7 @@ class Scene_Map
|
|||
@blackfade.visible = false
|
||||
@blackfade.z = 9999
|
||||
|
||||
RPG::Mod.exec_hooks("hooks/Scene_Map/main", binding)
|
||||
RPG::Mod.exec_hooks("hooks/Scene_Map/main", binding)
|
||||
|
||||
# Transition run
|
||||
Graphics.transition
|
||||
|
|
@ -136,6 +136,9 @@ class Scene_Map
|
|||
end
|
||||
end
|
||||
end
|
||||
|
||||
$light.update
|
||||
|
||||
# Loop
|
||||
while true
|
||||
if $game_temp.prompt_wait > 0
|
||||
|
|
@ -370,6 +373,7 @@ class Scene_Map
|
|||
# If move destination is different than current map
|
||||
if $game_map.map_id != $game_temp.player_new_map_id
|
||||
# Set up a new map
|
||||
$light&.clear_lights_no_signal
|
||||
$game_map.setup($game_temp.player_new_map_id)
|
||||
end
|
||||
# Set up player/follower positions
|
||||
|
|
|
|||
|
|
@ -255,6 +255,7 @@ class Scene_Title
|
|||
$game_followers = []
|
||||
$game_oneshot = Game_Oneshot.new
|
||||
$game_fasttravel = Game_FastTravel.new
|
||||
$light = Game_Light.new
|
||||
# Set up initial party
|
||||
$game_party.setup_starting_members
|
||||
# Set up initial map position
|
||||
|
|
|
|||
|
|
@ -87,7 +87,6 @@ class Spriteset_Map
|
|||
@bulb.opacity = has_lightbulb? ? 255 : 0
|
||||
# Make dynamic light
|
||||
@dynamic_light = DynamicLight.new(@viewport_lights)
|
||||
$light = @dynamic_light
|
||||
# Panorama animation timer
|
||||
@pan_animate_timer = 0
|
||||
RPG::Mod.exec_hooks("hooks/Spriteset_Map/init", binding)
|
||||
|
|
|
|||
|
|
@ -25,6 +25,7 @@ Game_Player
|
|||
Game_Oneshot
|
||||
Game_Follower
|
||||
Game_FastTravel
|
||||
Game_Light
|
||||
|
||||
# yes.
|
||||
Settings
|
||||
|
|
|
|||
|
|
@ -223,8 +223,10 @@ void LightMap::draw(){
|
|||
shader.applyViewportProj();
|
||||
|
||||
if (p->wallMap)
|
||||
{
|
||||
shader.setWallMapTexture(p->wallMap->getGLTypes().tex);
|
||||
shader.setWallMapResolution(p->wallMap->width(), p->wallMap->height());
|
||||
shader.setWallMapResolution(p->wallMap->width(), p->wallMap->height());
|
||||
}
|
||||
shader.setCameraPosition(p->cameraX, p->cameraY);
|
||||
shader.setTileMapOffset(p->tilemapOffsetX, p->tilemapOffsetY);
|
||||
|
||||
|
|
|
|||
|
|
@ -310,23 +310,28 @@ void DynamicLightShader::setTileMapOffset(int x, int y){
|
|||
|
||||
void DynamicLightShader::setLightSources(std::vector<LightSource> sources){
|
||||
gl.Uniform1i(u_lightSourcesCount, sources.size());
|
||||
for(int i = 0; i < sources.size(); i++)
|
||||
{
|
||||
if (!sources[i].hasEffect())
|
||||
continue;
|
||||
|
||||
gl.Uniform4f(u_lightSources + i,
|
||||
sources[i].x,
|
||||
sources[i].y,
|
||||
sources[i].power,
|
||||
sources[i].radius
|
||||
);
|
||||
gl.Uniform4f(u_lightSourcesColors + i,
|
||||
sources[i].color.red / 255.0,
|
||||
sources[i].color.green / 255.0,
|
||||
sources[i].color.blue / 255.0,
|
||||
sources[i].color.alpha / 255.0
|
||||
);
|
||||
for(int i = 0; i < sources.size(); i++) {
|
||||
if (i < 64) {
|
||||
if (!sources[i].hasEffect())
|
||||
continue;
|
||||
|
||||
gl.Uniform4f(u_lightSources + i,
|
||||
sources[i].x,
|
||||
sources[i].y,
|
||||
sources[i].power,
|
||||
sources[i].radius
|
||||
);
|
||||
gl.Uniform4f(u_lightSourcesColors + i,
|
||||
sources[i].color.red / 255.0,
|
||||
sources[i].color.green / 255.0,
|
||||
sources[i].color.blue / 255.0,
|
||||
sources[i].color.alpha / 255.0
|
||||
);
|
||||
}
|
||||
else {
|
||||
Debug() << "The limit of light sources has been reached! (" << sources.size() << "/ 64 )";
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Reference in a new issue