【汉化】距离与直线视野检查
本帖最后由 烁灵 于 2024-6-20 17:46 编辑可判断事件与玩家是否接近,包含直线视野。
原地址:Proximity Sensor (RMMZ) | RPG Maker Forums (rpgmakerweb.com)
设置预览:
脚本:命名为 r88_ProximitySensor.js
/*:
@target MZ
@plugindesc 距离检测与直线视线.
汉化 by 烁灵 更多脚本请访问 www.hknmtt.com
@author reflector88
@url https://reflector88.itch.io/
@help
"Proximity Sensor 1.2"
本脚本将可在事件接近玩家时开启 开关或独立开关
可用来制作巡逻敌人、隐身物品、陷阱等,同时提供直线视线功能
Update
-V1.1 Added "Facing in a Line"
-V1.2 Switches now toggle; improved compatibility
____________________________________________________________________________
设置
1. 在事件指令中选择 "插件指令"
2. 选择你想用的距离检测类型:
"所有" - 在所有方向上检测.
"面对" - 只检查事件面对的方向.
"十字线" - 在十字线上检测.
"面对线" - 在事件面对的方向,并且与事件在同一条线上
3. 设置对象和距离
(比如 "小于等于 3" 检查玩家是否与事件距离 3 格以内)
4. 设置要开启的开关/独立开关
5. 设置区域ID或地形标识来表示视野障碍
____________________________________________________________________________
TERMS OF USE
This plugin is free to use in both commercial and non-commercial projects,
though please credit me.
@param Obstacle Region ID
@text 障碍物区域ID
@type number
@desc 阻挡视线的区域ID
@default 1
@param Obstacle Terrain Tag
@text 障碍物地形标识
@type number
@desc 阻挡视线的地形标识
@default 1
@command Basic
@text 所有方向
@desc 检查事件是否接近玩家
@arg Operator
@text 计算方式
@type select
@option 小于
@value less than
@option 小于等于
@value less than or equal to
@option 等于
@value equals
@option 大于等于
@value greater than or equal to
@option 大于
@value greater than
@default less than or equal to
@desc 计算方式.
@arg Distance
@text 距离
@type number
@default 3
@desc 比较与玩家的距离
@arg Self-Switch
@text 独立开关
@type select
@option 0 @option A @option B @option C @option D
@default A
@desc 开启的独立开关
@arg Switch
@text 开关
@type switch
@default 0
@desc 开启的开关
@command Facing
@text 面对
@desc 检查事件是否在事件面向的方向上接近玩家
@arg Operator
@text 计算方式
@type select
@option 小于
@value less than
@option 小于等于
@value less than or equal to
@option 等于
@value equals
@option 大于等于
@value greater than or equal to
@option 大于
@value greater than
@default less than or equal to
@desc 计算方式.
@arg Distance
@text 距离
@type number
@default 3
@desc 比较与玩家的距离
@arg Self-Switch
@text 独立开关
@type select
@option 0 @option A @option B @option C @option D
@default A
@desc 开启的独立开关
@arg Switch
@text 开关
@type switch
@default 0
@desc 开启的开关
@command Orthogonal
@text 十字线
@desc 检查事件在所在的十字线上是否接近玩家
@arg Operator
@text 计算方式
@type select
@option 小于
@value less than
@option 小于等于
@value less than or equal to
@option 等于
@value equals
@option 大于等于
@value greater than or equal to
@option 大于
@value greater than
@default less than or equal to
@desc 计算方式.
@arg Distance
@text 距离
@type number
@default 3
@desc 比较与玩家的距离
@arg Self-Switch
@text 独立开关
@type select
@option 0 @option A @option B @option C @option D
@default A
@desc 开启的独立开关
@arg Switch
@text 开关
@type switch
@default 0
@desc 开启的开关
@command FacingLine
@text 面对线
@desc 检查事件在事件面对的线上是否接近玩家.
@arg Operator
@text 计算方式
@type select
@option 小于
@value less than
@option 小于等于
@value less than or equal to
@option 等于
@value equals
@option 大于等于
@value greater than or equal to
@option 大于
@value greater than
@default less than or equal to
@desc 计算方式.
@arg Distance
@text 距离
@type number
@default 3
@desc 比较与玩家的距离
@arg Self-Switch
@text 独立开关
@type select
@option 0 @option A @option B @option C @option D
@default A
@desc 开启的独立开关
@arg Switch
@text 开关
@type switch
@default 0
@desc 开启的开关
*/
(() => {
'use strict';
var r88 = r88 || {};
r88.PS = r88.PS || {};
r88.PS.parameters = PluginManager.parameters('r88_ProximitySensor');
r88.PS.regionId = r88.PS.parameters["Obstacle Region ID"];
r88.PS.terrainTag = r88.PS.parameters["Obstacle Terrain Tag"];
function r88_isProx(args) {
const playerX = $gamePlayer.x;
const playerY = $gamePlayer.y;
const eventX = $gameMap.event(this._eventId).x;
const eventY = $gameMap.event(this._eventId).y;
const operator = args['Operator'];
const distance = args['Distance'];
const proximity = (Math.sqrt(Math.pow(eventX - playerX, 2) +
Math.pow(eventY - playerY, 2)));
switch (operator) {
case 'less than': return proximity < distance;
case 'less than or equal to': return proximity <= distance;
case 'equals': return proximity === distance;
case 'greater than or equal to': return proximity >= distance;
case 'greater than': return proximity > distance;
default: return false;
}
}
function r88_isFacing() {
const dir = $gameMap.event(this._eventId).direction();
const playerX = $gamePlayer.x;
const playerY = $gamePlayer.y;
const eventX = $gameMap.event(this._eventId).x;
const eventY = $gameMap.event(this._eventId).y;
if (dir == 2 && eventY < playerY || dir == 8 && eventY > playerY
|| dir == 4 && eventX > playerX || dir == 6 && eventX < playerX) {
return true;
} else {
return false;
}
}
function r88_isOrthogonal() {
const playerX = $gamePlayer.x;
const playerY = $gamePlayer.y;
const eventX = $gameMap.event(this._eventId).x;
const eventY = $gameMap.event(this._eventId).y;
return playerX === eventX || playerY === eventY;
}
// Bresenham Algorithm for line of sight calculation
function r88_inLineOfSight() {
const tileCoords = [];
const playerX = $gamePlayer.x;
const playerY = $gamePlayer.y;
const eventX = $gameMap.event(this._eventId).x;
const eventY = $gameMap.event(this._eventId).y;
const distanceX = Math.abs(playerX - eventX);
const distanceY = Math.abs(playerY - eventY);
const incrementX = (eventX < playerX) ? 1 : -1;
const incrementY = (eventY < playerY) ? 1 : -1;
let tileX = eventX;
let tileY = eventY;
let error = distanceX - distanceY;
while (tileX !== playerX || tileY !== playerY) {
tileCoords.push();
const error2 = 2 * error;
if (error2 > -distanceY) {
error -= distanceY;
tileX += incrementX;
}
if (error2 < distanceX) {
error += distanceX;
tileY += incrementY;
}
}
for (let i = 0; i < tileCoords.length; i++) {
if ($gameMap.regionId(tileCoords, tileCoords) == r88.PS.regionId ||
$gameMap.terrainTag(tileCoords, tileCoords) == r88.PS.terrainTag)
return false;
}
return true;
}
function r88_FlipSwitch(args) {
if (r88_inLineOfSight.call(this)) {
if (args['Self-Switch'] !== '0') {
$gameSelfSwitches.setValue([this._mapId, this._eventId,
args['Self-Switch']], !$gameSelfSwitches.value([this._mapId, this._eventId,
args['Self-Switch']]));
}
$gameSwitches.setValue(args['Switch'], !$gameSwitches.value(args['Switch']));
}
}
// User-defined plugin commands
function r88_basicProx(args) {
if (r88_isProx.call(this, args)) {
r88_FlipSwitch.call(this, args);
}
}
function r88_facingProx(args) {
if (r88_isProx.call(this, args) && r88_isFacing.call(this)) {
r88_FlipSwitch.call(this, args);
}
}
function r88_orthogonalProx(args) {
if (r88_isProx.call(this, args) && r88_isOrthogonal.call(this)) {
r88_FlipSwitch.call(this, args);
}
}
function r88_facingLineProx(args) {
if (r88_isProx.call(this, args) && r88_isFacing.call(this) && r88_isOrthogonal.call(this)) {
r88_FlipSwitch.call(this, args);
}
}
PluginManager.registerCommand("r88_ProximitySensor", "Basic", r88_basicProx);
PluginManager.registerCommand("r88_ProximitySensor", "Facing", r88_facingProx);
PluginManager.registerCommand("r88_ProximitySensor", "Orthogonal", r88_orthogonalProx);
PluginManager.registerCommand("r88_ProximitySensor", "FacingLine", r88_facingLineProx);
})();
页:
[1]