class DynamicLight attr_accessor :done attr_accessor :plr_light_power attr_accessor :plr_light_color def initialize(viewport) @done = false # for events @awaked = false @light_npc = [] @ambient_light = 255 @ambient_light_lerped = 255 @plr_light_power = 0 @plr_light_radius = -1.0 @plr_light_radius_lerped = 5.0 @plr_light_color = Color.new(255, 255, 255) @light_sprite = LightMap.new(viewport) @light_sprite.wallmap = Bitmap.new($game_map.width, $game_map.height) for x in 0...$game_map.width for y in 0...$game_map.height @light_sprite.wallmap.set_pixel(x, y, Color.new( b(light_passable($game_map.data[x, y, 0])), b(light_passable($game_map.data[x, y, 1])), b(light_passable($game_map.data[x, y, 2])) )) end end end def dispose @light_sprite.dispose end def update @plr_light_radius_lerped = @plr_light_radius_lerped * 0.8 + @plr_light_radius * 0.2 @light_sprite.visible = Settings[:light] && @awaked if (!Settings[:light] && @awaked) return end @light_sprite.camera_x = $game_map.display_x / 4 @light_sprite.camera_y = $game_map.display_y / 4 @light_sprite.tilemap_offset_x = ($game_map.display_x / 128) * 32 - $game_map.display_x / 4 @light_sprite.tilemap_offset_y = ($game_map.display_y / 128) * 32 - $game_map.display_y / 4 @light_sprite.clear_dynamic_sources() plr_light = [$game_player.real_x / 128.0, $game_player.real_y / 128.0, @plr_light_power, @plr_light_radius_lerped, @plr_light_color] if has_effect(plr_light) @light_sprite.add_dynamic_source(plr_light[0], plr_light[1] - 0.5, plr_light[2], plr_light[3], plr_light[4]) end @light_npc.each { |npc_light_source| 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]] if has_effect(npc_light) @light_sprite.add_dynamic_source(npc_light[0], npc_light[1] - 0.5, npc_light[2], npc_light[3], npc_light[4]) end } end def light_passable(tile_id) $game_map.passages[tile_id] & 15 == 0 end def b(val) val ? 255 : 0 end def add(x, y, power, radius, color = Color.new(255, 255, 255)) @awaked = true @light_sprite.add_static_source(x, y, power, radius, color) end def add_npc(npc_id, power, radius, color = Color.new(255, 255, 255)) @awaked = true @light_npc << [$game_map.events[npc_id], power, radius, color] end def has_effect(source) source[2] != 0 && source[3] > 0 && source[4].alpha >= 0 && (source[4].red != 0 || source[4].green != 0 || source[4].blue != 0) end #def remove(x, y) # @light_sources.each do |sourse| # if sourse[0] == x && sourse[1] == y # @light_sources.delete(sourse) # return true # end # end # return false #end def awake @awaked = true end def sleep # fully disables dynamic light system @awaked = false end def ambient_light @ambient_light end def ambient_light=(val) @ambient_light = val @light_sprite.ambient = val @awaked = true end def plr_light_radius @plr_light_radius end def plr_light_radius=(val) if @plr_light_radius < 0 @plr_light_radius_lerped = val end @plr_light_radius = val end end