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| //============================================================================= | |
| // MBS - Map Zoom (v1.3.5) | |
| //----------------------------------------------------------------------------- | |
| // por Masked | |
| //============================================================================= | |
| //----------------------------------------------------------------------------- | |
| // Especificações do plugin (Não Modifique!) | |
| // Plugin Specifications (Do not modify!) | |
| // | |
| /*: | |
| * | |
| * @author Masked | |
| * @plugindesc Makes it possible to zoom in and out the game map | |
| * | |
| * <MBS MapZoom> | |
| * @help | |
| * =========================================================================== | |
| * Introduction | |
| * =========================================================================== | |
| * This script lets you change the game zoom as you want while in the map | |
| * scene. | |
| * | |
| * =========================================================================== | |
| * How to use | |
| * =========================================================================== | |
| * You can set the map zoom with this plugin command: | |
| * | |
| * MapZoom set x [y [duration n]] | |
| * | |
| * Just change 'x' and 'y' to the zoom ratio you want (you can use floats). | |
| * Note that the "y" parameter is optional, if you don't use it then the | |
| * script will assume it's equal to "x". If you want to define the zoom | |
| * duration you can add a third parameter 'duration' followed by the number | |
| * of frames the zoom operation will last. You can also add 'duration' as the | |
| * second parameter so that the 'y' zoom will be equal to the 'x'. If no | |
| * duration is set, it will be assumed it's 60 frames. | |
| * E.g.: | |
| * MapZoom set 2.0 duration 120 | |
| * MapZoom set 2.0 1.5 duration 20 | |
| * | |
| * If you want the zoom to be centralized on a specific X, Y coordinate or an | |
| * event, use this command: | |
| * MapZoom center x y | |
| * MapZoom center event id | |
| * | |
| * Just replace the 'x' and 'y' or 'id' for the values you want. E.g.: | |
| * MapZoom center 5 7 | |
| * MapZoom center event 3 | |
| * | |
| * To center on the player, use reset: | |
| * MapZoom center reset | |
| * | |
| * You can also use this to reset the zoom (set it to 1.0): | |
| * MapZoom reset [d] | |
| * | |
| * This will also reset the zoom center position. | |
| * If you want, you can choose the reset duration just changing 'd' for the | |
| * number of frames you want it to take. | |
| * E.g.: | |
| * MapZoom reset 30 | |
| * | |
| * If you want some picture to zoom along with the map, add "[Zoom]" to its | |
| * name. | |
| * E.g.: | |
| * "img/pictures/SamplePicture1 [Zoom].png" | |
| * | |
| * =========================================================================== | |
| * Credits | |
| * =========================================================================== | |
| * - Masked, for creating. | |
| * | |
| * @param Reset on map change | |
| * @desc If you want the zoom to be reset when the map changes, set this | |
| * parameter to true. Set it to false otherwise. | |
| * @default true | |
| * | |
| * @param Default zoom | |
| * @desc The default zoom ratio, change this to apply a zoom to all of the game | |
| * maps. | |
| * @default 1.0 | |
| * | |
| */ | |
| /*:pt | |
| * | |
| * @author Masked | |
| * @plugindesc Torna possível que você dê zoom no mapa durante o jogo. | |
| * | |
| * <MBS MapZoom> | |
| * @help | |
| * =========================================================================== | |
| * Introdução | |
| * =========================================================================== | |
| * Esse script permite que você aumente ou diminua o zoom do jogo quando na | |
| * cena do mapa. | |
| * | |
| * =========================================================================== | |
| * Utilização | |
| * =========================================================================== | |
| * Para definir o zoom do mapa use o seguinte comando: | |
| * | |
| * MapZoom set x [y [duration d]] | |
| * | |
| * Troque o X e Y pelos valores de zoom que quiser. Você pode usar decimais. | |
| * Note que o "y" é opcional, e se não for definido o script assumirá que seu | |
| * valor é igual a X. Se você quiser, adicione um parâmetro 'duration' seguido | |
| * pelo número de frames que a operação deve levar, se a duração não for | |
| * especificada ela será 60. | |
| * | |
| * Exemplos: | |
| * MapZoom set 2.0 duration 120 | |
| * MapZoom set 2.0 1.5 duration 20 | |
| * | |
| * Se você quiser, pode centralizar a câmera do zoom em um evento ou | |
| * coordenada usando esse comando: | |
| * | |
| * MapZoom center x y | |
| * MapZoom center event id | |
| * | |
| * Só troque o 'x' e 'y' ou 'id' pelos valores que quiser. | |
| * Exemplos: | |
| * MapZoom center 5 7 | |
| * MapZoom center event 3 | |
| * | |
| * Para centralizar no jogador, use o reset: | |
| * MapZoom center reset | |
| * | |
| * Você pode ainda resetar o zoom (mudar para 1.0): | |
| * | |
| * MapZoom reset [d] | |
| * | |
| * Se quiser, troque o '[d]' pelo número de frames que quiser que a operação | |
| * dure. | |
| * | |
| * Exemplos: | |
| * MapZoom reset 30 | |
| * MapZoom reset | |
| * | |
| * Se quiser que uma picture seja afetada pelo zoom do mapa, adicione [Zoom] | |
| * ao nome dela. | |
| * Exemplo: | |
| * "img/pictures/Imagem1 [Zoom].png" | |
| * | |
| * =========================================================================== | |
| * Créditos | |
| * =========================================================================== | |
| * - Masked, por criar. | |
| * | |
| * @param Reset on map change | |
| * @desc Caso queira que o zoom seja resetado quando o mapa mudar, deixe | |
| * como true. Se não, deixe como false. | |
| * @default true | |
| * | |
| * @param Default zoom | |
| * @desc Valor padrão para o zoom da tela. Mude isso para aplicar um zoom a | |
| * todos os mapas do jogo. | |
| * @default 1.0 | |
| * | |
| */ | |
| var Imported = Imported || {}; | |
| var MBS = MBS || {}; | |
| MBS.MapZoom = {}; | |
| "use strict"; | |
| (function ($) { | |
| $.Parameters = $plugins.filter(function(p) {return p.description.contains('<MBS MapZoom>');})[0].parameters; | |
| $.Param = $.Param || {}; | |
| //----------------------------------------------------------------------------- | |
| // Settings | |
| // | |
| // Flag to enable/disable resetting the zoom on map change | |
| $.Param.resetOnMapChange = ($.Parameters["Reset on map change"].toLowerCase() === "true"); | |
| // Default zoom ratio | |
| $.Param.defaultZoom = Number($.Parameters["Default zoom"]); | |
| //----------------------------------------------------------------------------- | |
| // Game_Map | |
| // | |
| // The game map object. Here the main changes for controlling the map zoom were | |
| // made. | |
| // Aliases | |
| var _GameMap_initialize = Game_Map.prototype.initialize; | |
| var _GameMap_setup = Game_Map.prototype.setup; | |
| var _GameMap_update = Game_Map.prototype.update; | |
| // Object initialization. Here the zoom-related variables are created. | |
| Game_Map.prototype.initialize = function() { | |
| _GameMap_initialize.call(this); | |
| this._destZoom = this._destZoom || new PIXI.Point(0, 0); | |
| this._zoomTime = 0; | |
| this._zoomDuration = this._zoomDuration || 0; | |
| this._zoom = this._zoom || new PIXI.Point($.Param.defaultZoom, $.Param.defaultZoom); | |
| this._zoomCenter = null; | |
| }; | |
| // Map setup. This will reset the map zoom if 'Reset on map change' is true. | |
| Game_Map.prototype.setup = function(mapId) { | |
| _GameMap_setup.call(this, mapId); | |
| if ($.Param.resetOnMapChange) | |
| this._zoom = new PIXI.Point($.Param.defaultZoom, $.Param.defaultZoom); | |
| }; | |
| // Map update. This method controls the gradual zoom when a duration | |
| // is specified. | |
| Game_Map.prototype.update = function () { | |
| _GameMap_update.apply(this, arguments); | |
| if (this._zoomDuration > this._zoomTime) { | |
| this.zoom.x += this._spdZoom.x; | |
| this.zoom.y += this._spdZoom.y; | |
| this._zoomTime++; | |
| this.onZoomChange(); | |
| } else if (this._zoomTime > 0) { | |
| this._zoomTime = 0; | |
| this._zoomDuration = 0; | |
| this._spdZoom = new Point(0, 0); | |
| } | |
| }; | |
| /** | |
| * Sets the game map zoom ratio. | |
| * @param {Number} x The horizontal zoom ratio | |
| * @param {Number} y The vertical zoom ratio | |
| */ | |
| Game_Map.prototype.setZoom = function(x, y, duration) { | |
| duration = duration || 60; | |
| duration = Math.round(duration <= 0 ? 1 : duration) * 1.0; | |
| this._destZoom.x = this._destZoom.y = x; | |
| if (y) { | |
| this._destZoom.y = y; | |
| } | |
| this._spdZoom = new PIXI.Point((this._destZoom.x - this._zoom.x) / duration, (this._destZoom.y - this._zoom.y) / duration); | |
| this._zoomDuration = duration; | |
| this._zoomTime = 0; | |
| }; | |
| /** | |
| * Sets the game map zoom origin. | |
| * @param {mixed} a Either a X coordinate or a Game_Character to center the zoom. | |
| * @param {Number} (Optional) A Y coordinate to center the zoom. | |
| */ | |
| Game_Map.prototype.setZoomCenter = function(a, b) { | |
| if (b) { | |
| this._zoomCenter = new PIXI.Point(a, b); | |
| } else if (a) { | |
| this._zoomCenter = a; | |
| } else { | |
| this._zoomCenter = null; | |
| } | |
| }; | |
| /** | |
| * Function called when the map zoom changes. | |
| */ | |
| Game_Map.prototype.onZoomChange = function() { | |
| $gamePlayer.center((this._zoomCenter || $gamePlayer)._realX, (this._zoomCenter || $gamePlayer)._realY); | |
| }; | |
| /** | |
| * Gets a map coordinate from a screen coordinate. | |
| * @param {Number} x The screen coordinate | |
| * @return The X position of the tile below the screen X given. | |
| */ | |
| Game_Map.prototype.canvasToMapX = function(x) { | |
| var tileWidth = this.tileWidth() * this.zoom.x; | |
| var originX = this.displayX() * tileWidth; | |
| var mapX = Math.floor((originX + x) / tileWidth); | |
| return this.roundX(mapX); | |
| }; | |
| /** | |
| * Gets a map coordinate from a screen coordinate. | |
| * @param {Number} y The screen coordinate | |
| * @return The Y position of the tile below the screen Y given. | |
| */ | |
| Game_Map.prototype.canvasToMapY = function(y) { | |
| var tileHeight = this.tileHeight() * this.zoom.y; | |
| var originY = this.displayY() * tileHeight; | |
| var mapY = Math.floor((originY + y) / tileHeight); | |
| return this.roundY(mapY); | |
| }; | |
| // Zoom property | |
| Game_Map.prototype.__defineGetter__('zoom', function() { return this._zoom; }); | |
| //----------------------------------------------------------------------------- | |
| // Game_Player | |
| // | |
| // Player character class. Changed to fix the screen center/scroll while | |
| // zoomming. | |
| // Alias | |
| var _GamePlayer_centerX = Game_Player.prototype.centerX; | |
| var _GamePlayer_centerY = Game_Player.prototype.centerY; | |
| var _GamePlayer_updateScroll = Game_Player.prototype.updateScroll; | |
| Game_Player.prototype.centerX = function() { | |
| return _GamePlayer_centerX.call(this) / $gameMap.zoom.x; | |
| }; | |
| Game_Player.prototype.centerY = function() { | |
| return _GamePlayer_centerY.call(this) / $gameMap.zoom.y; | |
| }; | |
| Game_Player.prototype.updateScroll = function(lastScrolledX, lastScrolledY) { | |
| if (!$gameMap._zoomCenter || $gameMap._zoomCenter === this) | |
| _GamePlayer_updateScroll.apply(this, arguments); | |
| }; | |
| //----------------------------------------------------------------------------- | |
| // Game_Event | |
| // | |
| // Game events class. Changed it to center the screen into the event when it's | |
| // given as the zoomCenter for $gameMap. | |
| var Game_Event_update = Game_Event.prototype.update; | |
| // Copies the Game_Player scroll update function into the event class | |
| Game_Event.prototype.centerX = Game_Player.prototype.centerX; | |
| Game_Event.prototype.centerY = Game_Player.prototype.centerY; | |
| Game_Event.prototype.updateScroll = Game_Player.prototype.updateScroll; | |
| Game_Event.prototype.update = function() { | |
| var lastScrolledX = this.scrolledX(); | |
| var lastScrolledY = this.scrolledY(); | |
| Game_Event_update.apply(this, arguments); | |
| if (this === $gameMap._zoomCenter) | |
| this.updateScroll(lastScrolledX, lastScrolledY); | |
| }; | |
| //----------------------------------------------------------------------------- | |
| // Spriteset_Map | |
| // | |
| // Map spriteset. This is where the real zooming happens. | |
| // Alias | |
| var _SpritesetMap_createLowLayer = Spriteset_Map.prototype.createLowerLayer; | |
| var _SpritesetMap_update = Spriteset_Map.prototype.update; | |
| Spriteset_Map.prototype.createLowerLayer = function() { | |
| _SpritesetMap_createLowLayer.apply(this, arguments); | |
| $gameMap.setZoom($gameMap.zoom.x, $gameMap.zoom.y, 1); | |
| }; | |
| Spriteset_Map.prototype.updatePosition = function() { | |
| var scale = $gameMap.zoom; | |
| var screen = $gameScreen; | |
| this.x = Math.round(-$gameMap.zoom.x * (scale.x - 1)); | |
| this.y = Math.round(-$gameMap.zoom.y * (scale.x - 1)); | |
| this.x += Math.round(screen.shake()); | |
| if (this.scale.x !== scale.x || this.scale.y !== scale.y) { | |
| var destScale = $gameMap._destZoom; | |
| var sw = Graphics.width / destScale.x + this._tilemap._margin * 2; | |
| var sh = Graphics.height / destScale.y + this._tilemap._margin * 2; | |
| if ((this.scale.x > destScale.x || this.scale.y > destScale.y) && !(this.width === sw && this.height === sh)) { | |
| //var w = $gameMap.width() * $gameMap.tileWidth() + this._tilemap._margin * 2; | |
| //var h = $gameMap.height() * $gameMap.tileHeight() + this._tilemap._margin * 2; | |
| var r = sw > this._tilemap.width || sh > this._tilemap.height; | |
| if (r) { | |
| this._tilemap.width = sw;//Math.max(w, sw); | |
| this._tilemap.height = sh;//Math.max(h, sh); | |
| this._tilemap.refresh(); | |
| } | |
| } | |
| this.scale = new PIXI.Point(scale.x, scale.y); | |
| this._pictureContainer.scale = new PIXI.Point(1.0 / scale.x, 1.0 / scale.y); | |
| this._weather.scale = new PIXI.Point(1.0 / scale.x, 1.0 / scale.y); | |
| this._parallax.move(this._parallax.x, this._parallax.y, Graphics.width / scale.x, Graphics.height / scale.y); | |
| } | |
| }; | |
| //----------------------------------------------------------------------------- | |
| // Tilemap | |
| // | |
| Tilemap.prototype._createLayers = function() { | |
| var width = this._width; | |
| var height = this._height; | |
| var margin = this._margin; | |
| var tileCols = Math.ceil(width / this._tileWidth) + 1; | |
| var tileRows = Math.ceil(height / this._tileHeight) + 1; | |
| var layerWidth = tileCols * this._tileWidth; | |
| var layerHeight = tileRows * this._tileHeight; | |
| if (this._lowerBitmap) { | |
| this._lowerBitmap.clear(); | |
| this._lowerBitmap.resize(layerWidth, layerHeight); | |
| } else | |
| this._lowerBitmap = new Bitmap(layerWidth, layerHeight); | |
| if (this._upperBitmap) { | |
| this._upperBitmap.clear(); | |
| this._upperBitmap.resize(layerWidth, layerHeight); | |
| } | |
| else | |
| this._upperBitmap = new Bitmap(layerWidth, layerHeight); | |
| this._layerWidth = layerWidth; | |
| this._layerHeight = layerHeight; | |
| this._lowerLayer = this._lowerLayer || new Sprite(); | |
| this._lowerLayer.removeChildren(); | |
| this._lowerLayer.move(-margin, -margin, width, height); | |
| this._lowerLayer.z = 0; | |
| this._upperLayer = this._upperLayer || new Sprite(); | |
| this._upperLayer.removeChildren(); | |
| this._upperLayer.move(-margin, -margin, width, height); | |
| this._upperLayer.z = 4; | |
| for (var i = 0; i < 4; i++) { | |
| this._lowerLayer.addChild(new Sprite(this._lowerBitmap)); | |
| this._upperLayer.addChild(new Sprite(this._upperBitmap)); | |
| } | |
| this.addChild(this._lowerLayer); | |
| this.addChild(this._upperLayer); | |
| }; | |
| //----------------------------------------------------------------------------- | |
| // Game_Picture | |
| // | |
| // Game pictures object. Changed to apply zoom on images marked with [Zoom]. | |
| var _GamePicture_update = Game_Picture.prototype.update; | |
| Game_Picture.prototype.update = function() { | |
| _GamePicture_update.apply(this, arguments) | |
| if (this.mapZoom()) this.updateZoom(); | |
| }; | |
| Game_Picture.prototype.updateZoom = function() { | |
| if (this._duration > 0) { | |
| var d = this._duration; | |
| this._scaleX = (this._scaleX * (d - 1) + this._targetScaleX) / d * $gameMap.zoom.x; | |
| this._scaleY = (this._scaleX * (d - 1) + this._targetScaleX) / d * $gameMap.zoom.y; | |
| } else { | |
| this._scaleX = this._targetScaleX * $gameMap.zoom.x; | |
| this._scaleY = this._targetScaleY * $gameMap.zoom.y; | |
| } | |
| }; | |
| Game_Picture.prototype.mapZoom = function() { | |
| return !!this.name().match(/\[zoom\]/i); | |
| }; | |
| //----------------------------------------------------------------------------- | |
| // Game_Map | |
| // | |
| Game_Map.prototype.screenTileX = function() { | |
| return Graphics.width / this.tileWidth() / $gameMap.zoom.x; | |
| }; | |
| Game_Map.prototype.screenTileY = function() { | |
| return Graphics.height / this.tileHeight() / $gameMap.zoom.y; | |
| }; | |
| //----------------------------------------------------------------------------- | |
| // Plugin command | |
| // | |
| // Alias | |
| var _GameInterpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; | |
| Game_Interpreter.prototype.pluginCommand = function (command, args) { | |
| _GameInterpreter_pluginCommand.call(this, command, args); | |
| if (command == "MapZoom") { | |
| if (args[0] == "set") { | |
| if (args[1]) { | |
| if (args[2]) { | |
| if (args[2] == "duration") { | |
| if (args[3]) { | |
| $gameMap.setZoom(Number(args[1]) * $.Param.defaultZoom, Number(args[1]) * $.Param.defaultZoom, Number(args[3])); | |
| } | |
| } else { | |
| if (args[3] == "duration") { | |
| if (args[4]) { | |
| $gameMap.setZoom(Number(args[1]) * $.Param.defaultZoom, Number(args[2]) * $.Param.defaultZoom, Number(args[4])); | |
| } | |
| } else { | |
| $gameMap.setZoom(Number(args[1]) * $.Param.defaultZoom, Number(args[2]) * $.Param.defaultZoom); | |
| } | |
| } | |
| } else { | |
| $gameMap.setZoom(Number(args[1])); | |
| } | |
| } | |
| } else if (args[0] == "reset") { | |
| if (args[1]) { | |
| $gameMap.setZoom($.Param.defaultZoom, $.Param.defaultZoom, Number(args[1])); | |
| } else { | |
| $gameMap.setZoom($.Param.defaultZoom); | |
| } | |
| $gameMap.setZoomCenter(); | |
| } else if (args[0] == "center") { | |
| if (args[1] == "event") { | |
| var ev = $gameMap.event(Number(args[2])); | |
| if (ev) | |
| $gameMap.setZoomCenter(ev); | |
| } else if (args[1] == "reset") { | |
| $gameMap.setZoomCenter(); | |
| } else { | |
| $gameMap.setZoomCenter(Number(args[1]), Number(args[2])); | |
| } | |
| $gameMap.setZoom($gameMap._destZoom.x, $gameMap._destZoom.y, $gameMap._zoomDuration - $gameMap._spdZoom); | |
| } | |
| } | |
| }; | |
| })(MBS.MapZoom); | |
| if (Imported["MVCommons"]) { | |
| PluginManager.register("MBS_MapZoom", 1.3, "Makes it possible to zoom in and out the game map whenever you want", { | |
| email: "masked.rpg@gmail.com", | |
| name: "Masked", | |
| website: "N/A" | |
| }, "2016-07-26"); | |
| } |