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El Panoramisator VX 2.4

A l'aide d'un appel de script, transforme une map en image (screenshot).

Script pour RPG Maker VX
Ecrit par Zeus81
Publié par zeus81 (lui envoyer un message privé)
Signaler un script cassé

❤ 0

Auteur : Zeus81
Logiciel : RPG Maker VX
Nombre de scripts : 1

Fonctionnalités
Ce script permet de transformer facilement une map en image.
Il propose aussi quelques autres options :
image

Installation
Copiez le script au dessus de Main dans votre jeu.

Utilisation
Insérez un script dans un évènement et écrivez :

Portion de code : Tout sélectionner

1
$scene = Scene_Panoramisator.new



Améliorations de la version 2 :
- Plus besoin du dll
- L'image s'exporte en un seul morceau
- Gestion de la transparence
- Nouvelles options

Portion de code : Tout sélectionner

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#===============================================================================
# El Panoramisator 2.4
# Script créé par Zeus81
# Utilisation : $scene = Scene_Panoramisator.new
#===============================================================================
 
 
module Save_Map
  
  AUTOTILES = []
  AUTOTILES[0] = [
  18, 17, 14, 13,  2, 17, 14, 13, 18,  3, 14, 13,  2,  3, 14, 13,
  18, 17, 14,  7,  2, 17, 14,  7, 18,  3, 14,  7,  2,  3, 14,  7,
  18, 17,  6, 13,  2, 17,  6, 13, 18,  3,  6, 13,  2,  3,  6, 13,
  18, 17,  6,  7,  2, 17,  6,  7, 18,  3,  6,  7,  2,  3,  6,  7,
  16, 17, 12, 13, 16,  3, 12, 13, 16, 17, 12,  7, 16,  3, 12,  7,
  10,  9, 14, 13, 10,  9, 14,  7, 10,  9,  6, 13, 10,  9,  6,  7,
  18, 19, 14, 15, 18, 19,  6, 15,  2, 19, 14, 15,  2, 19,  6, 15,
  18, 17, 22, 21,  2, 17, 22, 21, 18,  3, 22, 21,  2,  3, 22, 21,
  16, 19, 12, 15, 10,  9, 22, 21,  8,  9, 12, 13,  8,  9, 12,  7,
  10, 11, 14, 15, 10, 11,  6, 15, 18, 19, 22, 23,  2, 19, 22, 23,
  16, 17, 20, 21, 16,  3, 20, 21,  8, 11, 12, 15,  8,  9, 20, 21,
  16, 19, 20, 23, 10, 11, 22, 23,  8, 11, 20, 23,  0,  1,  4,  5]
  AUTOTILES[1] = [
   2,  1,  6,  5,  0,  1,  4,  5,  2,  3,  6,  7,  0,  3,  4,  7]
  AUTOTILES[2] = [
  10,  9,  6,  5,  8,  9,  4,  5,  2,  1,  6,  5,  0,  1,  4,  5,
  10, 11,  6,  7,  8, 11,  4,  7,  2,  3,  6,  7,  0,  3,  4,  7,
  10,  9, 14, 13,  8,  9, 12, 13,  2,  1, 14, 13,  0,  1, 12, 13,
  10, 11, 14, 15,  8, 11, 12, 15,  2,  3, 14, 15,  0,  3, 12, 15]
  AUTOTILES[3] = [
  18, 17, 14, 13,  2, 17, 14, 13, 18,  3, 14, 13,  2,  3, 14, 13,
  18, 17, 14, 13,  2, 17, 14, 13, 18,  3, 14, 13,  2,  3, 14, 13,
  18, 17, 14, 13,  2, 17, 14, 13, 18,  3, 14, 13,  2,  3, 14, 13,
  18, 17, 14, 13,  2, 17, 14, 13, 18,  3, 14, 13,  2,  3, 14, 13,
  16, 17, 12, 13, 16,  3, 12, 13, 16, 17, 12, 13, 16,  3, 12, 13,
  10,  9, 14, 13, 10,  9, 14, 13, 10,  9, 14, 13, 10,  9, 14, 13,
  18, 19, 14, 15, 18, 19, 14, 15,  2, 19, 14, 15,  2, 19, 14, 15,
  18, 17, 14, 13,  2, 17, 14, 13, 18,  3, 14, 13,  2,  3, 14, 13,
  16, 19, 12, 15, 10,  9, 14, 13,  8,  9, 12, 13,  8,  9, 12, 13,
  10, 11, 14, 15, 10, 11, 14, 15, 18, 19, 14, 15,  2, 19, 14, 15,
  16, 17, 12, 13, 16,  3, 12, 13,  8, 11, 12, 15,  8,  9, 12, 13,
  16, 19, 12, 15, 10, 11, 14, 15,  8, 11, 12, 15,  0,  1, 12, 15]
  
  @cache = {}
  @autorect = Rect.new(0, 0, 32, 32)
  @shadow = Bitmap.new(16, 32)
  @shadow.fill_rect(@shadow.rect, Color.new(0, 0, 0, 128))
  
  RtlMoveMemory_pi = Win32API.new('kernel32', 'RtlMoveMemory', 'pii', 'i')
  def self.bitmap_to_buffer
    RtlMoveMemory_pi.call(address = "\0"*4, @bitmap.object_id*2+16, 4)
    RtlMoveMemory_pi.call(address, address.unpack("L")[0]+8, 4)
    RtlMoveMemory_pi.call(address, address.unpack("L")[0]+16, 4)
    RtlMoveMemory_pi.call(@buffer, address.unpack("L")[0], @buffer.size)
  end
  
  def self.new(map_id, background_color, parallax_display, shadows_display, autotiles_anime, layers_split, save_type)
    map = load_data("Data/Map%03d.rvdata" % map_id)
    @data, @w, @h = map.data, map.width * 32, map.height * 32
    @buffer, @bitmap = "\0" * (@w * 128), Bitmap.new(@w, 32)
    load_parallax(map.parallax_name) if parallax_display and parallax_display = !map.parallax_name.empty?
    make_png_preparation if save_type == 1
    for layer in layers_split ? (parallax_display ? -1 : 0)...3 : 0...1
      z_range = layers_split ? [layer] : 0...3
      animations = (layer != -1 and autotiles_anime and is_animated?(z_range)) ? 3 : 1
      animations.times do |animation|
        make_filename(map_id, layers_split ? layer : nil, animations != 1 ? animation : nil, save_type)
        file = File.open(@filename, "wb")
        file.write(make_bmp_header) if save_type == 0
        @data.ysize.times do |y|
          y = @data.ysize-1-y if save_type == 0
          @bitmap.fill_rect(@bitmap.rect, background_color)
          draw_parallax(y) if parallax_display and (z_range.include?(-1) or z_range.is_a?(Range))
          draw_tiles(y, z_range, animation, shadows_display) unless z_range.include?(-1)
          bitmap_to_buffer
          case save_type
          when 0; file.write(@buffer)
          when 1; make_png_data {|s| file.putc(0); file.write(s)}
          end
        end
        file.close
        make_png if save_type == 1
      end
    end
    @bitmap.dispose
    @parallax.dispose if parallax_display
    @data=@w=@h=@buffer=@bitmap=@parallax=@filename=@png_range1=@png_range2 = nil
  end
  
  def self.make_filename(map_id, layer, animation, save_type)
    @filename = "Map[%03d]" % map_id
    @filename << "_Layer[#{layer+1}]" if layer
    @filename << "_Autotile[#{animation}]" if animation
    @filename << [".bmp", ".png"][save_type]
  end
  def self.make_bmp_header
    "BM#{[4*@w*@h+54,0,54,40,@w,@h,1,32,0,4*@w*@h,0,0,0,0].pack("L6S2L6")}"
  end
  def self.make_png_preparation
    @png_range1 = Array.new(@w*32) {|i| i*4}
    @png_range2 = Array.new(32) {|i| (31-i)*@w*4}
  end
  def self.make_png_data
    j = @w*4
    @png_range1.each {|i| @buffer[i,3] = @buffer[i,3].reverse!}
    @png_range2.each {|i| yield @buffer[i, j]}
  end
  def self.make_png
    file = File.open(@filename, "rb")
    chunks = ["IHDR#{[@w,@h,8,6,0,0,0].pack("N2C5")}", "IDAT#{Zlib::Deflate.deflate(file.read, 9)}", "IEND"]
    file.close
    file = File.open(@filename, "wb")
    file.write("\211PNG\r\n\32\n")
    for chunk in chunks
      file.write([chunk.size-4].pack("N"))
      file.write(chunk)
      file.write([Zlib.crc32(chunk)].pack("N"))
    end
    file.close
  end
  
  def self.is_animated?(z_range)
    z_range.each {|z| @data.ysize.times {|y| @data.xsize.times {|x|
      return true if (id=@data[x, y, z]).between?(2048, 2815) and !id.between?(2144, 2239)
    }}}
    return false
  end
  def self.is_table?(tile_id) tile_id and tile_id.between?(2816, 4351) and (tile_id-2816)/48%8 == 7 end
  def self.is_wall?(tile_id) tile_id and tile_id > 4351 end
  
  def self.draw_parallax(y)
    rect = Rect.new(0, y*32%(@parallax.height-(@parallax.height%32 != 0 ? 32 : 0)), @parallax.width, 32)
    (@w/rect.width.to_f).ceil.times {|i| @bitmap.blt(i*rect.width, 0, @parallax, rect)}
  end
  def self.draw_tiles(y, z_range, animation, shadows_display)
    for z in z_range
      @data.xsize.times do |x| 
        tile_id = @data[x, y, z]
        if z == 0
          autotable = nil if is_table?(tile_id) or is_wall?(tile_id) or !is_table?(autotable = @data[x, y-1, z])
          autoshadow = (shadows_display and is_wall?(@data[x-1, y, z]) and is_wall?(@data[x-1, y-1, z]) and
                       (tile_id.between?(1552, 1663) or (tile_id.between?(2816, 4351) and !is_table?(tile_id))))
        else autotable = autoshadow = nil
        end
        if tile_id != 0
          if tile_id >= 2048
          then @bitmap.blt(x*32, 0, load_autotile(tile_id, animation), @autorect)
          else @bitmap.blt(x*32, 0, *load_tile(tile_id))
          end
          @bitmap.blt(x*32, 0, @shadow, @autorect) if autoshadow
        end
        @bitmap.blt(x*32, 0, autotable, @autorect) if autotable and (autotable = load_table(autotable))
      end
    end
  end
  
  def self.load_parallax(parallax_name)
    bmp = Cache::parallax(parallax_name)
    if bmp.height % 32 != 0
      @parallax = Bitmap.new(bmp.width, bmp.height + 32)
      (@parallax.height/bmp.height.to_f).ceil.times {|i| @parallax.blt(0, bmp.height*i, bmp, bmp.rect)}
      bmp.dispose
    else @parallax = bmp
    end
  end
  def self.load_tile(tile_id)
    unless @cache[tile_id]
      @cache[tile_id] = case tile_id
      when    0...256 ; [Cache.system("TileB"), Rect.new(tile_id%8*32+(tile_id<128 ? 0 : 256), tile_id/8%16*32, 32, 32)]
      when  256...512 ; [Cache.system("TileC"), Rect.new(tile_id%8*32+(tile_id<384 ? 0 : 256), (tile_id-256)/8%16*32, 32, 32)]
      when  512...768 ; [Cache.system("TileD"), Rect.new(tile_id%8*32+(tile_id<640 ? 0 : 256), (tile_id-512)/8%16*32, 32, 32)]
      when  768...1024; [Cache.system("TileE"), Rect.new(tile_id%8*32+(tile_id<896 ? 0 : 256), (tile_id-768)/8%16*32, 32, 32)]
      when 1536...1664; [Cache.system("TileA5"), Rect.new(tile_id%8*32, (tile_id-1536)/8*32, 32, 32)]
      end
    end
    return @cache[tile_id]
  end
  def self.load_autotile(tile_id, animation)
    if tile_id < 2816 and !tile_id.between?(2144, 2239)
    then key = tile_id + animation * 10000
    else key = tile_id
    end
    unless @cache[key]
      case tile_id
      when 2048...2816
        if (id = (tile_id -= 2048) / 48) >= 4
          x = (id % 2 == 0 ? animation*64 : 192) + id / 4 % 2 * 256
          y = (id % 2 == 1 ? animation*32 : 0) + id / 2 % 2 * 96 + id / 8 * 192
          type = id % 2
        else x, y, type = (id < 2 ? animation*64 : 192), id % 2 * 96, 0
        end
        src_bmp = Cache.system("TileA1")
      when 2816...4352
        id, src_bmp = (tile_id -= 2816) / 48, Cache.system("TileA2")
        x, y, type = id % 8 * 64, id / 8 * 96, id % 8 == 7 ? 3 : 0
      when 4352...5888
        id, src_bmp = (tile_id -= 4352) / 48, Cache.system("TileA3")
        x, y, type = id % 8 * 64, id / 8 * 64, 2
      when 5888...8192
        id, src_bmp = (tile_id -= 5888) / 48, Cache.system("TileA4")
        x, y, type = id % 8 * 64, id / 16 * 160 + id / 8 % 2 * 96, id / 8 % 2 * 2
      end
      id = tile_id % 48 * 4
      @cache[key] = bmp = Bitmap.new(32, 32)
      for i in 0...4
        j = AUTOTILES[type][id+i] || 0
        src_rect = Rect.new(x+j%4*16, y+j/4*16, 16, 16)
        bmp.blt(i%2*16, i/2*16, src_bmp, src_rect)
        if type == 3 and i > 1 and j != (k = AUTOTILES[0][id+i])
          src_rect = Rect.new(x+k%4*16, y+k/4*16, 16, 8)
          bmp.blt(i%2*16, i/2*16+8, src_bmp, src_rect)
        end
      end
    end
    return @cache[key]
  end
  def self.load_table(tile_id)
    key = tile_id + 10000
    unless @cache.include?(key)
        id = (tile_id-=2816) % 48 * 4
        @cache[key] = nil
        for i in 2...4
          if (j = AUTOTILES[0][id+i]) >= 20
            @cache[key] = Bitmap.new(32, 8) unless @cache[key]
            src_rect = Rect.new(448+j%4*16, tile_id/384*96+88, 16, 8)
            @cache[key].blt(i%2*16, 0, Cache.system("TileA2"), src_rect)
          end
        end
    end
    return @cache[key]
  end
  
end
 
class Window_MapList < Window_Selectable
  
  def initialize
    @back_sprite = Sprite.new
    super(6, 36, 276, 320)
    self.opacity, self.active, self.visible, self.z = 0, false, false, 120
    self.contents.font = Font.new("Comic Sans MS", 20)
    @back_sprite.bitmap = Bitmap.new(width-16, height-16)
    @back_sprite.bitmap.fill_rect(@back_sprite.bitmap.rect, Color.new(0, 0, 128, 192))
    refresh
  end
  
  def dispose
    @back_sprite.bitmap.dispose
    @back_sprite.dispose
    super
  end
  
  def visible=(visible) @back_sprite.visible = super(visible) end
  def x=(x) @back_sprite.x = x+8; super(x) end
  def y=(y) @back_sprite.y = y+8; super(y) end
  def z=(z) @back_sprite.z = z-10; super(z) end
  
  def refresh
    map_infos = load_data("Data/MapInfos.rvdata")
    @maps_id, @item_max, @index = map_infos.keys.sort, map_infos.size, 0
    font = self.contents.font
    self.contents.dispose
    self.contents = Bitmap.new(244, [@item_max*24, 24].max)
    self.contents.font = font
    @back_sprite.src_rect.height = [self.contents.height+16, @back_sprite.bitmap.height].min
    for i in 0...@maps_id.size
      map_id = @maps_id[i]
      self.contents.fill_rect(4, i*24+2, 236, 20, Color.new(0,0,0))
      self.contents.draw_text(4, i*24+2, 236, 20, " %03d - #{map_infos[map_id].name}" % map_id)
    end
  end
  
  def map_id() @maps_id[@index] || 0 end
  def update_help() @help_window.set_text("Touche C : Valider - Touche B : Annuler", 1) end
  
end
 
 
class Window_Help_Scroll < Window_Base
  
  SPACE = " " * 8
  
  def initialize
    super(0, 360, 544, WLH + 32)
    self.windowskin = nil
    self.contents.font = Font.new("Comic Sans MS", 20)
    @wait_count = @text_width = 0
  end
  
  def set_text(text, align = 0)
    if text != @text or align != @align
      @text, @align, @wait_count, self.ox, font = text, align, 100, 0, self.contents.font
      if (w = self.contents.text_size(text).width) >= width - 32
        text += SPACE + text
        w += (@text_width = self.contents.text_size(SPACE).width + w)
      else @text_width, w = 0, width - 32
      end
      self.contents.dispose
      self.contents = Bitmap.new(w, height - 32)
      self.contents.font = font
      self.contents.draw_text(self.contents.rect, text, align)
    end
    self.ox = (self.ox >= @text_width ? 0 : self.ox+1) if @text_width > 0 and (@wait_count -= 1) < 0
  end
  
end
 
 
class Window_Panoramisator < Window_Selectable
  
  attr_accessor :item_max, :data
  
  def initialize 
    super(0, 0, 544, 416) 
    self.contents = Bitmap.new(width - 32, height - 32) 
    self.contents.font.name = "Comic Sans MS"
    @item_max, @index, @data = 9, 0, [0, Color.new(0, 0, 0, 0), true, true, false, false, 0]
    refresh
  end 
  
  def refresh 
    self.contents.clear
    self.contents.fill_rect(0, 24, 512, 1, normal_color)
    self.contents.fill_rect(0, 352, 512, 1, normal_color)
    self.contents.font.shadow = true
    self.contents.font.size = 28
    self.contents.font.color = knockout_color
    self.contents.draw_text(0, -8, 512, 32, "El Panoramisator", 1)
    self.contents.font.size = 16
    self.contents.font.color = normal_color
    self.contents.draw_text(0, 336, 512, 20, "Zeus81 2008 - 2010", 2)
    self.contents.draw_text(0, 348, 64, 20, "Aide")
    self.contents.font.size = 20
    self.contents.draw_text(8, 64, 240, 32, "Choix de la couleur de fond :")
    self.contents.draw_text(256, 44, 48, 32, "Rouge", 1)
    self.contents.draw_text(304, 44, 48, 32, "Vert", 1)
    self.contents.draw_text(352, 44, 48, 32, "Bleu", 1)
    self.contents.draw_text(400, 44, 48, 32, "Alpha", 1)
    self.contents.draw_text(32, 96, 512, 32, "Afficher le panorama")
    self.contents.draw_text(32, 128, 512, 32, "Afficher les ombres automatiques")
    self.contents.draw_text(32, 160, 512, 32, "Animer les autotiles sur 3 frames")
    self.contents.draw_text(32, 192, 512, 32, "Séparer les différentes couches sur plusieurs images")
    self.contents.draw_text(32, 224, 512, 32, "Enregistrer au format BMP 32 bits")
    self.contents.draw_text(32, 256, 512, 32, "Enregistrer au format PNG 32 bits")
    self.contents.font.bold = true
    self.contents.draw_text(0, 288, 512, 32, "EXPORTER LA MAP", 1)
    self.contents.font.color.set(0,0,0)
    self.contents.font.shadow = self.contents.font.bold = false
    refresh_values
  end
  
  def refresh_values
    if @data[0] == 0
    then align, text = 1, "Veuillez sélectionner une map"
    else align, text = 0, " %03d - #{load_data("Data/MapInfos.rvdata")[@data[0]].name}" % @data[0]
    end
    self.contents.fill_rect(10, 38, 236, 20, normal_color)
    self.contents.draw_text(10, 38, 236, 20, text, align)
    self.contents.fill_rect(260, 72, 40, 20, normal_color)
    self.contents.fill_rect(308, 72, 40, 20, normal_color)
    self.contents.fill_rect(356, 72, 40, 20, normal_color)
    self.contents.fill_rect(404, 72, 40, 20, normal_color)
    self.contents.draw_text(260, 72, 40, 20, @data[1].red.to_i.to_s, 1)
    self.contents.draw_text(308, 72, 40, 20, @data[1].green.to_i.to_s, 1)
    self.contents.draw_text(356, 72, 40, 20, @data[1].blue.to_i.to_s, 1)
    self.contents.draw_text(404, 72, 40, 20, @data[1].alpha.to_i.to_s, 1)
    self.contents.fill_rect(452, 48, 48, 48, @data[1])
    for i in 2...8
      color = (i<6 and @data[i] or i-6 == @data[6]) ? Color.new(255, 0, 0) : Color.new(128, 128, 128)
      self.contents.fill_rect(12, (i+1)*32+12, 10, 10, Color.new(29, 82, 129))
      self.contents.fill_rect(12+1, (i+1)*32+13, 8, 8, normal_color)
      self.contents.fill_rect(12+2, (i+1)*32+14, 6, 6, color)
    end
  end
  
  def update_cursor
    if @item_max == 0
    then self.cursor_rect.set(256+@index*48, 48, 48, 48)
    else self.cursor_rect.set(@index==8 ? 128 : 0, 32+@index*32, @index.between?(2,7) ? 512 : 256, 32)
    end
  end
  
  def update_help
    text = case @item_max == 0 ? -1 : @index
    when -1; "Entrée : Valider - Echap : Annuler - Touches directionnelles : Modifier"
    when 0; "Selectionnez la map que vous désirez transformer en image(s)."
    when 1; "Configurez la couleur qui remplacera les zones transparentes."
    when 2; "Le panorama de la map se répètera sur toute l'image."
    when 3; "Les ombres qui se mettent automatiques à droite des murs des TileA3-4."
    when 4; "Pour les autotiles animés du TileA1. (Eau / Lave)"
    when 5; "Une map est composée de trois couches (C1 : TileA, C2 : TileA2 en partie, C3 : TileBCDE)." <<
    " Effectivement ça ne sert à rien de les séparer m'enfin sait-on jamais..."
    when 6; "Enregistrement très rapide mais fichier lourd et transparence non supportée par certains logiciels."
    when 7; "Enregistrement très lent mais fichier léger et transparence directement compatible." <<
    " (Toutefois sauf petites maps il est préférable d'enregistrer les images en BMP puis de les" <<
    " convertir en PNG via un logiciel tiers comme Gimp, c'est plus rapide)"
    when 8; "Attention, cela peut prendre un certain temps selon votre configuration et la taille de la map."
    end
    @help_window.set_text(text, 1)
  end
 
end
 
 
class Scene_Panoramisator < Scene_Base
  
  def initialize() $data_system = load_data("Data/System.rvdata") unless $data_system end
  
  def start
    super
    @main_window = Window_Panoramisator.new
    @maplist_window = Window_MapList.new
    @help_window = Window_Help_Scroll.new
    @main_window.help_window = @help_window
    @maplist_window.help_window = @help_window
  end
  
  def terminate
    super
    @main_window.dispose
    @maplist_window.dispose
    @help_window.dispose
  end
  
  def update
    super
    @main_window.update
    @maplist_window.update
    if @maplist_window.active
    then update_maplist
    elsif @main_window.item_max == 0
    then update_background_color
    else update_main
    end
  end
  
  def update_maplist
    if Input.trigger?(Input::C)
      Sound.play_decision
      @maplist_window.visible = @maplist_window.active = false
      @main_window.active = true
      @main_window.data[0] = @maplist_window.map_id
      @main_window.refresh_values
    elsif Input.trigger?(Input::B)
      Sound.play_cancel
      @maplist_window.visible = @maplist_window.active = false
      @main_window.active = true
    end
  end
  
  def update_main
    if Input.trigger?(Input::C)
      case @main_window.index
      when 0
        Sound.play_decision
        @maplist_window.visible = @maplist_window.active = true
        @main_window.active = false
      when 1
        Sound.play_decision
        @last_background_color = @main_window.data[1].dup
        @count = 1
        @main_window.item_max = 0
        @main_window.index = 0
      when 2..7
        Sound.play_decision
        if @main_window.index < 6
        then @main_window.data[@main_window.index] = !@main_window.data[@main_window.index]
        else @main_window.data[6] = @main_window.index - 6
        end
        @main_window.refresh_values
      when 8
        if @main_window.data[0] != 0
          Sound.play_save
          Save_Map.new(*@main_window.data)
          print("                        Le traitement est terminé !\n",
          "Les images se trouvent dans le dossier de votre jeu.")
        else Sound.play_buzzer
        end
      end
    elsif Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = nil
    end
  end
  
  def update_background_color
    color = @main_window.data[1]
    if Input.press?(Input::UP) == Input.press?(Input::DOWN)
      @count = 1
    elsif Input.repeat?(Input::DOWN)
      Sound.play_cursor
      case @main_window.index
      when 0; color.red = [color.red - @count.round, 0].max
      when 1; color.green = [color.green - @count.round, 0].max
      when 2; color.blue = [color.blue - @count.round, 0].max
      when 3; color.alpha = [color.alpha - @count.round, 0].max
      end
      @main_window.refresh_values
    elsif Input.repeat?(Input::UP)
      Sound.play_cursor
      case @main_window.index
      when 0; color.red += @count.round
      when 1; color.green += @count.round
      when 2; color.blue += @count.round
      when 3; color.alpha += @count.round
      end
      @main_window.refresh_values
    end
    if Input.repeat?(Input::LEFT)
      Sound.play_cursor
      @main_window.index = (@main_window.index - 1) % 4
    elsif Input.repeat?(Input::RIGHT)
      Sound.play_cursor
      @main_window.index = (@main_window.index + 1) % 4
    elsif Input.trigger?(Input::C)
      Sound.play_decision
      @main_window.item_max = 9
      @main_window.index = 1
    elsif Input.trigger?(Input::B)
      Sound.play_cancel
      @main_window.data[1] = @last_background_color.dup
      @main_window.item_max = 9
      @main_window.index = 1
      @main_window.refresh_values
    end
    @count *= 1.02
  end
  
end



Mis à jour le 4/7/2020.






Yannisbosse - posté le 13/11/2010 à 14:43:07 (5 messages postés)

❤ 0

Rien comprit !!


Zeus81 - posté le 13/11/2010 à 21:16:37 (11071 messages postés)

❤ 0

Trop con !!


thom123 - posté le 17/01/2011 à 20:21:18 (47 messages postés)

❤ 0

Eh! c'est pas parce que tu suce des glands que tu deviendras un écureuils, hein!

Expliquez moi SVP:s


BigSavent - posté le 17/05/2011 à 19:26:48 (1 messages postés)

❤ 0

:'(


Zebia13 - posté le 19/06/2011 à 23:03:47 (56 messages postés)

❤ 0

Chez moi ça marque :

line 556 : NoMethodError Occured

undefined method 'name' for nil:NilClass

Et le jeu se ferme....


Zeus81 - posté le 20/06/2011 à 00:55:33 (11071 messages postés)

❤ 0

Erf y'a eu un bug dans la balise code et du code a disparu...

Avec ça ça devrait aller :

Portion de code : Tout sélectionner

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#===============================================================================
# El Panoramisator 2.4
# Script créé par Zeus81
# Utilisation : $scene = Scene_Panoramisator.new
#===============================================================================
 
 
module Save_Map
  
  AUTOTILES = []
  AUTOTILES[0] = [
  18, 17, 14, 13,  2, 17, 14, 13, 18,  3, 14, 13,  2,  3, 14, 13,
  18, 17, 14,  7,  2, 17, 14,  7, 18,  3, 14,  7,  2,  3, 14,  7,
  18, 17,  6, 13,  2, 17,  6, 13, 18,  3,  6, 13,  2,  3,  6, 13,
  18, 17,  6,  7,  2, 17,  6,  7, 18,  3,  6,  7,  2,  3,  6,  7,
  16, 17, 12, 13, 16,  3, 12, 13, 16, 17, 12,  7, 16,  3, 12,  7,
  10,  9, 14, 13, 10,  9, 14,  7, 10,  9,  6, 13, 10,  9,  6,  7,
  18, 19, 14, 15, 18, 19,  6, 15,  2, 19, 14, 15,  2, 19,  6, 15,
  18, 17, 22, 21,  2, 17, 22, 21, 18,  3, 22, 21,  2,  3, 22, 21,
  16, 19, 12, 15, 10,  9, 22, 21,  8,  9, 12, 13,  8,  9, 12,  7,
  10, 11, 14, 15, 10, 11,  6, 15, 18, 19, 22, 23,  2, 19, 22, 23,
  16, 17, 20, 21, 16,  3, 20, 21,  8, 11, 12, 15,  8,  9, 20, 21,
  16, 19, 20, 23, 10, 11, 22, 23,  8, 11, 20, 23,  0,  1,  4,  5]
  AUTOTILES[1] = [
   2,  1,  6,  5,  0,  1,  4,  5,  2,  3,  6,  7,  0,  3,  4,  7]
  AUTOTILES[2] = [
  10,  9,  6,  5,  8,  9,  4,  5,  2,  1,  6,  5,  0,  1,  4,  5,
  10, 11,  6,  7,  8, 11,  4,  7,  2,  3,  6,  7,  0,  3,  4,  7,
  10,  9, 14, 13,  8,  9, 12, 13,  2,  1, 14, 13,  0,  1, 12, 13,
  10, 11, 14, 15,  8, 11, 12, 15,  2,  3, 14, 15,  0,  3, 12, 15]
  AUTOTILES[3] = [
  18, 17, 14, 13,  2, 17, 14, 13, 18,  3, 14, 13,  2,  3, 14, 13,
  18, 17, 14, 13,  2, 17, 14, 13, 18,  3, 14, 13,  2,  3, 14, 13,
  18, 17, 14, 13,  2, 17, 14, 13, 18,  3, 14, 13,  2,  3, 14, 13,
  18, 17, 14, 13,  2, 17, 14, 13, 18,  3, 14, 13,  2,  3, 14, 13,
  16, 17, 12, 13, 16,  3, 12, 13, 16, 17, 12, 13, 16,  3, 12, 13,
  10,  9, 14, 13, 10,  9, 14, 13, 10,  9, 14, 13, 10,  9, 14, 13,
  18, 19, 14, 15, 18, 19, 14, 15,  2, 19, 14, 15,  2, 19, 14, 15,
  18, 17, 14, 13,  2, 17, 14, 13, 18,  3, 14, 13,  2,  3, 14, 13,
  16, 19, 12, 15, 10,  9, 14, 13,  8,  9, 12, 13,  8,  9, 12, 13,
  10, 11, 14, 15, 10, 11, 14, 15, 18, 19, 14, 15,  2, 19, 14, 15,
  16, 17, 12, 13, 16,  3, 12, 13,  8, 11, 12, 15,  8,  9, 12, 13,
  16, 19, 12, 15, 10, 11, 14, 15,  8, 11, 12, 15,  0,  1, 12, 15]
  
  @cache = {}
  @autorect = Rect.new(0, 0, 32, 32)
  @shadow = Bitmap.new(16, 32)
  @shadow.fill_rect(@shadow.rect, Color.new(0, 0, 0, 128))
  
  RtlMoveMemory_pi = Win32API.new('kernel32', 'RtlMoveMemory', 'pii', 'i')
  def self.bitmap_to_buffer
    RtlMoveMemory_pi.call(address = "\0"*4, @bitmap.object_id*2+16, 4)
    RtlMoveMemory_pi.call(address, address.unpack("L")[0]+8, 4)
    RtlMoveMemory_pi.call(address, address.unpack("L")[0]+16, 4)
    RtlMoveMemory_pi.call(@buffer, address.unpack("L")[0], @buffer.size)
  end
  
  def self.new(map_id, background_color, parallax_display, shadows_display, autotiles_anime, layers_split, save_type)
    map = load_data("Data/Map%03d.rvdata" % map_id)
    @data, @w, @h = map.data, map.width * 32, map.height * 32
    @buffer, @bitmap = "\0" * (@w * 128), Bitmap.new(@w, 32)
    load_parallax(map.parallax_name) if parallax_display and parallax_display = !map.parallax_name.empty?
    make_png_preparation if save_type == 1
    for layer in layers_split ? (parallax_display ? -1 : 0)...3 : 0...1
      z_range = layers_split ? [layer] : 0...3
      animations = (layer != -1 and autotiles_anime and is_animated?(z_range)) ? 3 : 1
      animations.times do |animation|
        make_filename(map_id, layers_split ? layer : nil, animations != 1 ? animation : nil, save_type)
        file = File.open(@filename, "wb")
        file.write(make_bmp_header) if save_type == 0
        @data.ysize.times do |y|
          y = @data.ysize-1-y if save_type == 0
          @bitmap.fill_rect(@bitmap.rect, background_color)
          draw_parallax(y) if parallax_display and (z_range.include?(-1) or z_range.is_a?(Range))
          draw_tiles(y, z_range, animation, shadows_display) unless z_range.include?(-1)
          bitmap_to_buffer
          case save_type
          when 0; file.write(@buffer)
          when 1; make_png_data {|s| file.putc(0); file.write(s)}
          end
        end
        file.close
        make_png if save_type == 1
      end
    end
    @bitmap.dispose
    @parallax.dispose if parallax_display
    @data=@w=@h=@buffer=@bitmap=@parallax=@filename=@png_range1=@png_range2 = nil
  end
  
  def self.make_filename(map_id, layer, animation, save_type)
    @filename = "Map[%03d]" % map_id
    @filename << "_Layer[#{layer+1}]" if layer
    @filename << "_Autotile[#{animation}]" if animation
    @filename << [".bmp", ".png"][save_type]
  end
  def self.make_bmp_header
    "BM#{[4*@w*@h+54,0,54,40,@w,@h,1,32,0,4*@w*@h,0,0,0,0].pack("L6S2L6")}"
  end
  def self.make_png_preparation
    @png_range1 = Array.new(@w*32) {|i| i*4}
    @png_range2 = Array.new(32) {|i| (31-i)*@w*4}
  end
  def self.make_png_data
    j = @w*4
    @png_range1.each {|i| @buffer[i,3] = @buffer[i,3].reverse!}
    @png_range2.each {|i| yield @buffer[i, j]}
  end
  def self.make_png
    file = File.open(@filename, "rb")
    chunks = ["IHDR#{[@w,@h,8,6,0,0,0].pack("N2C5")}", "IDAT#{Zlib::Deflate.deflate(file.read, 9)}", "IEND"]
    file.close
    file = File.open(@filename, "wb")
    file.write("\211PNG\r\n\32\n")
    for chunk in chunks
      file.write([chunk.size-4].pack("N"))
      file.write(chunk)
      file.write([Zlib.crc32(chunk)].pack("N"))
    end
    file.close
  end
  
  def self.is_animated?(z_range)
    z_range.each {|z| @data.ysize.times {|y| @data.xsize.times {|x|
      return true if (id=@data[x, y, z]).between?(2048, 2815) and !id.between?(2144, 2239)
    }}}
    return false
  end
  def self.is_table?(tile_id) tile_id and tile_id.between?(2816, 4351) and (tile_id-2816)/48%8 == 7 end
  def self.is_wall?(tile_id) tile_id and tile_id > 4351 end
  
  def self.draw_parallax(y)
    rect = Rect.new(0, y*32%(@parallax.height-(@parallax.height%32 != 0 ? 32 : 0)), @parallax.width, 32)
    (@w/rect.width.to_f).ceil.times {|i| @bitmap.blt(i*rect.width, 0, @parallax, rect)}
  end
  def self.draw_tiles(y, z_range, animation, shadows_display)
    for z in z_range
      @data.xsize.times do |x| 
        tile_id = @data[x, y, z]
        if z == 0
          autotable = nil if is_table?(tile_id) or is_wall?(tile_id) or !is_table?(autotable = @data[x, y-1, z])
          autoshadow = (shadows_display and is_wall?(@data[x-1, y, z]) and is_wall?(@data[x-1, y-1, z]) and
                       (tile_id.between?(1552, 1663) or (tile_id.between?(2816, 4351) and !is_table?(tile_id))))
        else autotable = autoshadow = nil
        end
        if tile_id != 0
          if tile_id >= 2048
          then @bitmap.blt(x*32, 0, load_autotile(tile_id, animation), @autorect)
          else @bitmap.blt(x*32, 0, *load_tile(tile_id))
          end
          @bitmap.blt(x*32, 0, @shadow, @autorect) if autoshadow
        end
        @bitmap.blt(x*32, 0, autotable, @autorect) if autotable and (autotable = load_table(autotable))
      end
    end
  end
  
  def self.load_parallax(parallax_name)
    bmp = Cache::parallax(parallax_name)
    if bmp.height % 32 != 0
      @parallax = Bitmap.new(bmp.width, bmp.height + 32)
      (@parallax.height/bmp.height.to_f).ceil.times {|i| @parallax.blt(0, bmp.height*i, bmp, bmp.rect)}
      bmp.dispose
    else @parallax = bmp
    end
  end
  def self.load_tile(tile_id)
    unless @cache[tile_id]
      @cache[tile_id] = case tile_id
      when    0...256 ; [Cache.system("TileB"), Rect.new(tile_id%8*32+(tile_id<128 ? 0 : 256), tile_id/8%16*32, 32, 32)]
      when  256...512 ; [Cache.system("TileC"), Rect.new(tile_id%8*32+(tile_id<384 ? 0 : 256), (tile_id-256)/8%16*32, 32, 32)]
      when  512...768 ; [Cache.system("TileD"), Rect.new(tile_id%8*32+(tile_id<640 ? 0 : 256), (tile_id-512)/8%16*32, 32, 32)]
      when  768...1024; [Cache.system("TileE"), Rect.new(tile_id%8*32+(tile_id<896 ? 0 : 256), (tile_id-768)/8%16*32, 32, 32)]
      when 1536...1664; [Cache.system("TileA5"), Rect.new(tile_id%8*32, (tile_id-1536)/8*32, 32, 32)]
      end
    end
    return @cache[tile_id]
  end
  def self.load_autotile(tile_id, animation)
    if tile_id < 2816 and !tile_id.between?(2144, 2239)
    then key = tile_id + animation * 10000
    else key = tile_id
    end
    unless @cache[key]
      case tile_id
      when 2048...2816
        if (id = (tile_id -= 2048) / 48) >= 4
          x = (id % 2 == 0 ? animation*64 : 192) + id / 4 % 2 * 256
          y = (id % 2 == 1 ? animation*32 : 0) + id / 2 % 2 * 96 + id / 8 * 192
          type = id % 2
        else x, y, type = (id < 2 ? animation*64 : 192), id % 2 * 96, 0
        end
        src_bmp = Cache.system("TileA1")
      when 2816...4352
        id, src_bmp = (tile_id -= 2816) / 48, Cache.system("TileA2")
        x, y, type = id % 8 * 64, id / 8 * 96, id % 8 == 7 ? 3 : 0
      when 4352...5888
        id, src_bmp = (tile_id -= 4352) / 48, Cache.system("TileA3")
        x, y, type = id % 8 * 64, id / 8 * 64, 2
      when 5888...8192
        id, src_bmp = (tile_id -= 5888) / 48, Cache.system("TileA4")
        x, y, type = id % 8 * 64, id / 16 * 160 + id / 8 % 2 * 96, id / 8 % 2 * 2
      end
      id = tile_id % 48 * 4
      @cache[key] = bmp = Bitmap.new(32, 32)
      for i in 0...4
        j = AUTOTILES[type][id+i] || 0
        src_rect = Rect.new(x+j%4*16, y+j/4*16, 16, 16)
        bmp.blt(i%2*16, i/2*16, src_bmp, src_rect)
        if type == 3 and i > 1 and j != (k = AUTOTILES[0][id+i])
          src_rect = Rect.new(x+k%4*16, y+k/4*16, 16, 8)
          bmp.blt(i%2*16, i/2*16+8, src_bmp, src_rect)
        end
      end
    end
    return @cache[key]
  end
  def self.load_table(tile_id)
    key = tile_id + 10000
    unless @cache.include?(key)
        id = (tile_id-=2816) % 48 * 4
        @cache[key] = nil
        for i in 2...4
          if (j = AUTOTILES[0][id+i]) >= 20
            @cache[key] = Bitmap.new(32, 8) unless @cache[key]
            src_rect = Rect.new(448+j%4*16, tile_id/384*96+88, 16, 8)
            @cache[key].blt(i%2*16, 0, Cache.system("TileA2"), src_rect)
          end
        end
    end
    return @cache[key]
  end
  
end
 
class Window_MapList < Window_Selectable
  
  def initialize
    @back_sprite = Sprite.new
    super(6, 36, 276, 320)
    self.opacity, self.active, self.visible, self.z = 0, false, false, 120
    self.contents.font = Font.new("Comic Sans MS", 20)
    @back_sprite.bitmap = Bitmap.new(width-16, height-16)
    @back_sprite.bitmap.fill_rect(@back_sprite.bitmap.rect, Color.new(0, 0, 128, 192))
    refresh
  end
  
  def dispose
    @back_sprite.bitmap.dispose
    @back_sprite.dispose
    super
  end
  
  def visible=(visible) @back_sprite.visible = super(visible) end
  def x=(x) @back_sprite.x = x+8; super(x) end
  def y=(y) @back_sprite.y = y+8; super(y) end
  def z=(z) @back_sprite.z = z-10; super(z) end
  
  def refresh
    map_infos = load_data("Data/MapInfos.rvdata")
    @maps_id, @item_max, @index = map_infos.keys.sort, map_infos.size, 0
    font = self.contents.font
    self.contents.dispose
    self.contents = Bitmap.new(244, [@item_max*24, 24].max)
    self.contents.font = font
    @back_sprite.src_rect.height = [self.contents.height+16, @back_sprite.bitmap.height].min
    for i in 0...@maps_id.size
      map_id = @maps_id[i]
      self.contents.fill_rect(4, i*24+2, 236, 20, Color.new(0,0,0))
      self.contents.draw_text(4, i*24+2, 236, 20, " %03d - #{map_infos[map_id].name}" % map_id)
    end
  end
  
  def map_id() @maps_id[@index] || 0 end
  def update_help() @help_window.set_text("Touche C : Valider - Touche B : Annuler", 1) end
  
end
 
 
class Window_Help_Scroll < Window_Base
  
  SPACE = " " * 8
  
  def initialize
    super(0, 360, 544, WLH + 32)
    self.windowskin = nil
    self.contents.font = Font.new("Comic Sans MS", 20)
    @wait_count = @text_width = 0
  end
  
  def set_text(text, align = 0)
    if text != @text or align != @align
      @text, @align, @wait_count, self.ox, font = text, align, 100, 0, self.contents.font
      if (w = self.contents.text_size(text).width) >= width - 32
        text += SPACE + text
        w += (@text_width = self.contents.text_size(SPACE).width + w)
      else @text_width, w = 0, width - 32
      end
      self.contents.dispose
      self.contents = Bitmap.new(w, height - 32)
      self.contents.font = font
      self.contents.draw_text(self.contents.rect, text, align)
    end
    self.ox = (self.ox >= @text_width ? 0 : self.ox+1) if @text_width > 0 and (@wait_count -= 1) < 0
  end
  
end
 
 
class Window_Panoramisator < Window_Selectable
  
  attr_accessor :item_max, :data
  
  def initialize 
    super(0, 0, 544, 416) 
    self.contents = Bitmap.new(width - 32, height - 32) 
    self.contents.font.name = "Comic Sans MS"
    @item_max, @index, @data = 9, 0, [0, Color.new(0, 0, 0, 0), true, true, false, false, 0]
    refresh
  end 
  
  def refresh 
    self.contents.clear
    self.contents.fill_rect(0, 24, 512, 1, normal_color)
    self.contents.fill_rect(0, 352, 512, 1, normal_color)
    self.contents.font.shadow = true
    self.contents.font.size = 28
    self.contents.font.color = knockout_color
    self.contents.draw_text(0, -8, 512, 32, "El Panoramisator", 1)
    self.contents.font.size = 16
    self.contents.font.color = normal_color
    self.contents.draw_text(0, 336, 512, 20, "Zeus81 2008 - 2010", 2)
    self.contents.draw_text(0, 348, 64, 20, "Aide")
    self.contents.font.size = 20
    self.contents.draw_text(8, 64, 240, 32, "Choix de la couleur de fond :")
    self.contents.draw_text(256, 44, 48, 32, "Rouge", 1)
    self.contents.draw_text(304, 44, 48, 32, "Vert", 1)
    self.contents.draw_text(352, 44, 48, 32, "Bleu", 1)
    self.contents.draw_text(400, 44, 48, 32, "Alpha", 1)
    self.contents.draw_text(32, 96, 512, 32, "Afficher le panorama")
    self.contents.draw_text(32, 128, 512, 32, "Afficher les ombres automatiques")
    self.contents.draw_text(32, 160, 512, 32, "Animer les autotiles sur 3 frames")
    self.contents.draw_text(32, 192, 512, 32, "Séparer les différentes couches sur plusieurs images")
    self.contents.draw_text(32, 224, 512, 32, "Enregistrer au format BMP 32 bits")
    self.contents.draw_text(32, 256, 512, 32, "Enregistrer au format PNG 32 bits")
    self.contents.font.bold = true
    self.contents.draw_text(0, 288, 512, 32, "EXPORTER LA MAP", 1)
    self.contents.font.color.set(0,0,0)
    self.contents.font.shadow = self.contents.font.bold = false
    refresh_values
  end
  
  def refresh_values
    if @data[0] == 0
    then align, text = 1, "Veuillez sélectionner une map"
    else align, text = 0, " %03d - #{load_data("Data/MapInfos.rvdata")[@data[0]].name}" % @data[0]
    end
    self.contents.fill_rect(10, 38, 236, 20, normal_color)
    self.contents.draw_text(10, 38, 236, 20, text, align)
    self.contents.fill_rect(260, 72, 40, 20, normal_color)
    self.contents.fill_rect(308, 72, 40, 20, normal_color)
    self.contents.fill_rect(356, 72, 40, 20, normal_color)
    self.contents.fill_rect(404, 72, 40, 20, normal_color)
    self.contents.draw_text(260, 72, 40, 20, @data[1].red.to_i.to_s, 1)
    self.contents.draw_text(308, 72, 40, 20, @data[1].green.to_i.to_s, 1)
    self.contents.draw_text(356, 72, 40, 20, @data[1].blue.to_i.to_s, 1)
    self.contents.draw_text(404, 72, 40, 20, @data[1].alpha.to_i.to_s, 1)
    self.contents.fill_rect(452, 48, 48, 48, @data[1])
    for i in 2...8
      color = (i<6 and @data[i] or i-6 == @data[6]) ? Color.new(255, 0, 0) : Color.new(128, 128, 128)
      self.contents.fill_rect(12, (i+1)*32+12, 10, 10, Color.new(29, 82, 129))
      self.contents.fill_rect(12+1, (i+1)*32+13, 8, 8, normal_color)
      self.contents.fill_rect(12+2, (i+1)*32+14, 6, 6, color)
    end
  end
  
  def update_cursor
    if @item_max == 0
    then self.cursor_rect.set(256+@index*48, 48, 48, 48)
    else self.cursor_rect.set(@index==8 ? 128 : 0, 32+@index*32, @index.between?(2,7) ? 512 : 256, 32)
    end
  end
  
  def update_help
    text = case @item_max == 0 ? -1 : @index
    when -1; "Entrée : Valider - Echap : Annuler - Touches directionnelles : Modifier"
    when 0; "Selectionnez la map que vous désirez transformer en image(s)."
    when 1; "Configurez la couleur qui remplacera les zones transparentes."
    when 2; "Le panorama de la map se répètera sur toute l'image."
    when 3; "Les ombres qui se mettent automatiques à droite des murs des TileA3-4."
    when 4; "Pour les autotiles animés du TileA1. (Eau / Lave)"
    when 5; "Une map est composée de trois couches (C1 : TileA, C2 : TileA2 en partie, C3 : TileBCDE)." <<
    " Effectivement ça ne sert à rien de les séparer m'enfin sait-on jamais..."
    when 6; "Enregistrement très rapide mais fichier lourd et transparence non supportée par certains logiciels."
    when 7; "Enregistrement très lent mais fichier léger et transparence directement compatible." <<
    " (Toutefois sauf petites maps il est préférable d'enregistrer les images en BMP puis de les" <<
    " convertir en PNG via un logiciel tiers comme Gimp, c'est plus rapide)"
    when 8; "Attention, cela peut prendre un certain temps selon votre configuration et la taille de la map."
    end
    @help_window.set_text(text, 1)
  end
 
end
 
 
class Scene_Panoramisator < Scene_Base
  
  def initialize() $data_system = load_data("Data/System.rvdata") unless $data_system end
  
  def start
    super
    @main_window = Window_Panoramisator.new
    @maplist_window = Window_MapList.new
    @help_window = Window_Help_Scroll.new
    @main_window.help_window = @help_window
    @maplist_window.help_window = @help_window
  end
  
  def terminate
    super
    @main_window.dispose
    @maplist_window.dispose
    @help_window.dispose
  end
  
  def update
    super
    @main_window.update
    @maplist_window.update
    if @maplist_window.active
    then update_maplist
    elsif @main_window.item_max == 0
    then update_background_color
    else update_main
    end
  end
  
  def update_maplist
    if Input.trigger?(Input::C)
      Sound.play_decision
      @maplist_window.visible = @maplist_window.active = false
      @main_window.active = true
      @main_window.data[0] = @maplist_window.map_id
      @main_window.refresh_values
    elsif Input.trigger?(Input::B)
      Sound.play_cancel
      @maplist_window.visible = @maplist_window.active = false
      @main_window.active = true
    end
  end
  
  def update_main
    if Input.trigger?(Input::C)
      case @main_window.index
      when 0
        Sound.play_decision
        @maplist_window.visible = @maplist_window.active = true
        @main_window.active = false
      when 1
        Sound.play_decision
        @last_background_color = @main_window.data[1].dup
        @count = 1
        @main_window.item_max = 0
        @main_window.index = 0
      when 2..7
        Sound.play_decision
        if @main_window.index < 6
        then @main_window.data[@main_window.index] = !@main_window.data[@main_window.index]
        else @main_window.data[6] = @main_window.index - 6
        end
        @main_window.refresh_values
      when 8
        if @main_window.data[0] != 0
          Sound.play_save
          Save_Map.new(*@main_window.data)
          print("                        Le traitement est terminé !\n",
          "Les images se trouvent dans le dossier de votre jeu.")
        else Sound.play_buzzer
        end
      end
    elsif Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = nil
    end
  end
  
  def update_background_color
    color = @main_window.data[1]
    if Input.press?(Input::UP) == Input.press?(Input::DOWN)
      @count = 1
    elsif Input.repeat?(Input::DOWN)
      Sound.play_cursor
      case @main_window.index
      when 0; color.red = [color.red - @count.round, 0].max
      when 1; color.green = [color.green - @count.round, 0].max
      when 2; color.blue = [color.blue - @count.round, 0].max
      when 3; color.alpha = [color.alpha - @count.round, 0].max
      end
      @main_window.refresh_values
    elsif Input.repeat?(Input::UP)
      Sound.play_cursor
      case @main_window.index
      when 0; color.red += @count.round
      when 1; color.green += @count.round
      when 2; color.blue += @count.round
      when 3; color.alpha += @count.round
      end
      @main_window.refresh_values
    end
    if Input.repeat?(Input::LEFT)
      Sound.play_cursor
      @main_window.index = (@main_window.index - 1) % 4
    elsif Input.repeat?(Input::RIGHT)
      Sound.play_cursor
      @main_window.index = (@main_window.index + 1) % 4
    elsif Input.trigger?(Input::C)
      Sound.play_decision
      @main_window.item_max = 9
      @main_window.index = 1
    elsif Input.trigger?(Input::B)
      Sound.play_cancel
      @main_window.data[1] = @last_background_color.dup
      @main_window.item_max = 9
      @main_window.index = 1
      @main_window.refresh_values
    end
    @count *= 1.02
  end
  
end




Zebia13 - posté le 20/06/2011 à 13:04:30 (56 messages postés)

❤ 0

Ca fonctionne, c'est génial comme outil, surtout la séparation des couches!

Merci


arnoquatreh - posté le 05/07/2011 à 19:05:50 (2 messages postés)

❤ 0

Heu... Comment on l'active quand on joue?


zeus81 - posté le 05/07/2011 à 19:25:01 (11071 messages postés)

❤ 0

T'insères un script et t'écris : $scene = Scene_Panoramisator.new


Tata Monos - posté le 29/12/2011 à 10:47:00 (28 messages postés)

❤ 0

Compte Non utilisé

Rêve d'avoir la même chose sur Ace. <3

Suite à de nombreux abus, le post en invités a été désactivé. Veuillez vous inscrire si vous souhaitez participer à la conversation.

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