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rpgskeleton/Scripts/RPG/Game_Vehicle.rb

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2014-04-23 21:59:50 -07:00
# -*- coding: utf-8 -*-
#==============================================================================
# ** Game_Vehicle
#------------------------------------------------------------------------------
# This class handles vehicles. It's used within the Game_Map class. If there
# are no vehicles on the current map, the coordinates are set to (-1,-1).
#==============================================================================
class Game_Vehicle < Game_Character
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :altitude # altitude (for airships)
attr_reader :driving # driving flag
#--------------------------------------------------------------------------
# * Object Initialization
# type: vehicle type (:boat, :ship, :airship)
#--------------------------------------------------------------------------
def initialize(type)
super()
@type = type
@altitude = 0
@driving = false
@direction = 4
@walk_anime = false
@step_anime = false
@walking_bgm = nil
init_move_speed
load_system_settings
end
#--------------------------------------------------------------------------
# * Initialize Move Speed
#--------------------------------------------------------------------------
def init_move_speed
@move_speed = 4 if @type == :boat
@move_speed = 5 if @type == :ship
@move_speed = 6 if @type == :airship
end
#--------------------------------------------------------------------------
# * Get System Settings
#--------------------------------------------------------------------------
def system_vehicle
return $data_system.boat if @type == :boat
return $data_system.ship if @type == :ship
return $data_system.airship if @type == :airship
return nil
end
#--------------------------------------------------------------------------
# * Load System Settings
#--------------------------------------------------------------------------
def load_system_settings
@map_id = system_vehicle.start_map_id
@x = system_vehicle.start_x
@y = system_vehicle.start_y
@character_name = system_vehicle.character_name
@character_index = system_vehicle.character_index
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if @driving
@map_id = $game_map.map_id
sync_with_player
elsif @map_id == $game_map.map_id
moveto(@x, @y)
end
if @type == :airship
@priority_type = @driving ? 2 : 0
else
@priority_type = 1
end
@walk_anime = @step_anime = @driving
end
#--------------------------------------------------------------------------
# * Change Position
#--------------------------------------------------------------------------
def set_location(map_id, x, y)
@map_id = map_id
@x = x
@y = y
refresh
end
#--------------------------------------------------------------------------
# * Determine Coordinate Match
#--------------------------------------------------------------------------
def pos?(x, y)
@map_id == $game_map.map_id && super(x, y)
end
#--------------------------------------------------------------------------
# * Determine Transparency
#--------------------------------------------------------------------------
def transparent
@map_id != $game_map.map_id || super
end
#--------------------------------------------------------------------------
# * Board Vehicle
#--------------------------------------------------------------------------
def get_on
@driving = true
@walk_anime = true
@step_anime = true
@walking_bgm = RPG::BGM.last
system_vehicle.bgm.play
end
#--------------------------------------------------------------------------
# * Get Off Vehicle
#--------------------------------------------------------------------------
def get_off
@driving = false
@walk_anime = false
@step_anime = false
@direction = 4
@walking_bgm.play
end
#--------------------------------------------------------------------------
# * Synchronize With Player
#--------------------------------------------------------------------------
def sync_with_player
@x = $game_player.x
@y = $game_player.y
@real_x = $game_player.real_x
@real_y = $game_player.real_y
@direction = $game_player.direction
update_bush_depth
end
#--------------------------------------------------------------------------
# * Get Move Speed
#--------------------------------------------------------------------------
def speed
@move_speed
end
#--------------------------------------------------------------------------
# * Get Screen Y-Coordinates
#--------------------------------------------------------------------------
def screen_y
super - altitude
end
#--------------------------------------------------------------------------
# * Determine if Movement is Possible
#--------------------------------------------------------------------------
def movable?
!moving? && !(@type == :airship && @altitude < max_altitude)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_airship_altitude if @type == :airship
end
#--------------------------------------------------------------------------
# * Update Airship Altitude
#--------------------------------------------------------------------------
def update_airship_altitude
if @driving
@altitude += 1 if @altitude < max_altitude && takeoff_ok?
elsif @altitude > 0
@altitude -= 1
@priority_type = 0 if @altitude == 0
end
@step_anime = (@altitude == max_altitude)
@priority_type = 2 if @altitude > 0
end
#--------------------------------------------------------------------------
# * Get Maximum Altitude of Airship
#--------------------------------------------------------------------------
def max_altitude
return 32
end
#--------------------------------------------------------------------------
# * Determine if Takeoff Is Possible
#--------------------------------------------------------------------------
def takeoff_ok?
$game_player.followers.gather?
end
#--------------------------------------------------------------------------
# * Determine if Docking/Landing Is Possible
# d: Direction (2,4,6,8)
#--------------------------------------------------------------------------
def land_ok?(x, y, d)
if @type == :airship
return false unless $game_map.airship_land_ok?(x, y)
return false unless $game_map.events_xy(x, y).empty?
else
x2 = $game_map.round_x_with_direction(x, d)
y2 = $game_map.round_y_with_direction(y, d)
return false unless $game_map.valid?(x2, y2)
return false unless $game_map.passable?(x2, y2, reverse_dir(d))
return false if collide_with_characters?(x2, y2)
end
return true
end
end