[XP] Tilemap new Autotile lecture

Started by Wecoc, January 05, 2013, 02:26:18 am

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Wecoc

January 05, 2013, 02:26:18 am Last Edit: January 05, 2013, 04:49:14 pm by Blizzard
Tilemap new Autotile lecture
Authors: Wecoc
Version: 1.0
Type: Tilemap Add-on
Key Term: Environment Add-on



Introduction

The script now allows to use a new type of autotiles:

Before
After



Features


  • You can use both lectures, it reads each depending on autotile height.

  • It supports animated autotiles

  • On the editor you will see the normal autotile




Screenshots

Spoiler: ShowHide
Before

After



Spoiler: ShowHide
Before

After





Script

Spoiler: ShowHide
# Tilemap de Pokemon Essentials
# + Nueva Lectura de Autotiles

class TilemapAutotiles
 attr_accessor :changed
 def initialize
 @changed=true
 @tiles=[nil,nil,nil,nil,nil,nil,nil]
 end
 def []=(i,value)
 @tiles[i]=value
 @changed=true
 end
 def [](i)
 return @tiles[i]
 end
end

class Tilemap
 Animated_Autotiles_Frames = 15
   NewAutotiles = [
   [ [27, 28, 33, 34], [49, 50, 55, 56], [51, 52, 57, 58], [49, 52, 55, 58],
     [63, 64, 69, 70], [65, 66, 71, 72], [51, 52, 69, 70], [ 5,  6, 33, 12] ],
   [ [61, 62, 67, 68], [49, 50, 67, 68], [53, 54, 59, 60], [ 5,  6, 11, 34],
     [61, 64, 67, 70], [ 5, 28, 11, 12], [27,  6, 11, 12], [ 5,  6, 11, 12] ],
   [ [25, 26, 31, 32], [25,  6, 31, 32], [25, 26, 31, 12], [25,  6, 31, 12],
     [15, 16, 21, 22], [15, 16, 21, 12], [15, 16, 11, 22], [15, 16, 11, 12] ],
   [ [29, 30, 35, 36], [29, 30, 11, 36], [ 5, 30, 35, 36], [ 5, 30, 11, 36],
     [39, 40, 45, 46], [ 5, 40, 45, 46], [39,  6, 45, 46], [ 5,  6, 45, 46] ],
   [ [25, 30, 31, 36], [15, 16, 45, 46], [13, 14, 19, 20], [13, 14, 19, 12],
     [17, 18, 23, 24], [17, 18, 11, 24], [41, 42, 47, 48], [ 5, 42, 47, 48] ],
   [ [37, 38, 43, 44], [37,  6, 43, 44], [13, 18, 19, 24], [13, 14, 43, 44],
     [37, 42, 43, 48], [17, 18, 47, 48], [13, 18, 43, 48], [ 1,  2,  7,  8] ]
 ]
 OldAutotiles = [
   [ [27, 28, 33, 34], [ 5, 28, 33, 34], [27,  6, 33, 34], [ 5,  6, 33, 34],
     [27, 28, 33, 12], [ 5, 28, 33, 12], [27,  6, 33, 12], [ 5,  6, 33, 12] ],
   [ [27, 28, 11, 34], [ 5, 28, 11, 34], [27,  6, 11, 34], [ 5,  6, 11, 34],
     [27, 28, 11, 12], [ 5, 28, 11, 12], [27,  6, 11, 12], [ 5,  6, 11, 12] ],
   [ [25, 26, 31, 32], [25,  6, 31, 32], [25, 26, 31, 12], [25,  6, 31, 12],
     [15, 16, 21, 22], [15, 16, 21, 12], [15, 16, 11, 22], [15, 16, 11, 12] ],
   [ [29, 30, 35, 36], [29, 30, 11, 36], [ 5, 30, 35, 36], [ 5, 30, 11, 36],
     [39, 40, 45, 46], [ 5, 40, 45, 46], [39,  6, 45, 46], [ 5,  6, 45, 46] ],
   [ [25, 30, 31, 36], [15, 16, 45, 46], [13, 14, 19, 20], [13, 14, 19, 12],
     [17, 18, 23, 24], [17, 18, 11, 24], [41, 42, 47, 48], [ 5, 42, 47, 48] ],
   [ [37, 38, 43, 44], [37,  6, 43, 44], [13, 18, 19, 24], [13, 14, 43, 44],
     [37, 42, 43, 48], [17, 18, 47, 48], [13, 18, 43, 48], [ 1,  2,  7,  8] ]
 ]
 FlashOpacity=[100,90,80,70,80,90]
 attr_reader :tileset
 attr_reader :autotiles
 attr_reader :map_data
 attr_accessor :flash_data
 attr_accessor :priorities
 attr_reader :visible
 attr_accessor :ox
 attr_accessor :oy
 attr_reader :viewport
 attr_accessor :tone
 attr_accessor :color
 def graphicsHeight
   return 480
 end
 def graphicsWidth
   return 640
 end
 def initialize(viewport)
   @tileset    = nil  # Refers to Map Tileset Name
   @autotiles  = TilemapAutotiles.new
   @map_data  = nil  # Refers to 3D Array Of Tile Settings
   @flash_data = nil  # Refers to 3D Array of Tile Flashdata
   @priorities = nil  # Refers to Tileset Priorities
   @visible    = true # Refers to Tileset Visibleness
   @ox        = 0    # Bitmap Offsets
   @oy        = 0    # bitmap Offsets
   @plane      = false
   @tone=Tone.new(0,0,0,0)
   @color=Color.new(0,0,0,0)
   @oldtone=Tone.new(0,0,0,0)
   @oldcolor=Color.new(0,0,0,0)
   @selfviewport=Viewport.new(0,0,graphicsWidth,graphicsHeight)
   @viewport=viewport ? viewport : @selfviewport
   @tiles=[]
   @autotileInfo=[]
   @regularTileInfo=[]
   @oldOx=0
   @oldOy=0
   @layer0=Sprite.new(viewport)
   @layer0.visible=true
   @nowshown=false
   @layer0.bitmap=Bitmap.new([graphicsWidth*2,1].max,[graphicsHeight*2,1].max)
   @flash=nil
   @layer0.ox=0
   @layer0.oy=0
   @oxLayer0=0
   @oyLayer0=0
   @oxFlash=0
   @oyFlash=0
   @layer0.z=0
   @priotiles=[]
   @prioautotiles=[]
   @autosprites=[]
   @framecount=[]
   @tilesetChanged=true
   @flashChanged=false
   @firsttime=true
   @disposed=false
   @usedsprites=false
   @layer0clip=true
   @firsttimeflash=true
   @fullyrefreshed=false
   @fullyrefreshedautos=false
 end
 def disposed?
 return @disposed
 end
 def flash_data=(value)
 @flash_data=value
 @flashChanged=true
 end
 def update
   if @oldtone!=@tone
     @layer0.tone=@tone
     @flash.tone=@tone if @flash
     for sprite in @autosprites
       sprite.tone=@tone
     end
     for sprite in @tiles
       sprite.tone=@tone if sprite.is_a?(Sprite)
     end
     @oldtone=@tone.clone
   end
   if @oldcolor!=@color
     @layer0.color=@color
     @flash.color=@color if @flash
     for sprite in @autosprites
       sprite.color=@color
     end
     for sprite in @tiles
       sprite.color=@color if sprite.is_a?(Sprite)
     end
     @oldcolor=@color.clone
   end
   if @autotiles.changed
     refresh_autotiles
     repaintAutotiles
   end
   if @flashChanged
     refresh_flash
   end
   if @tilesetChanged
     refresh_tileset
   end
   if @flash
   @flash.opacity=FlashOpacity[(Graphics.frame_count/2) % 6]
   end
   if !(@oldOx==@ox && @oldOy==@oy &&
         !@tilesetChanged &&
         !@autotiles.changed)
     refresh
   end
   if (Graphics.frame_count % Animated_Autotiles_Frames == 0) || @nowshown
     repaintAutotiles
     refresh(true)
   end
   @nowshown=false
   @autotiles.changed=false
   @tilesetChanged=false
 end
def priorities=(value)
 @priorities=value
 @tilesetChanged=true
end
def tileset=(value)
 @tileset=value
 @tilesetChanged=true
end
def shown?
 return false if !@visible
 ysize=@map_data.ysize
 xsize=@map_data.xsize
 xStart=(@ox/32)-1
 xEnd=((@ox+@viewport.rect.width)/32)+1
 yStart=(@oy/32)-1
 yEnd=((@oy+@viewport.rect.height)/32)+1
 xStart=0 if xStart<0
 xStart=xsize-1 if xStart>=xsize
 xEnd=0 if xEnd<0
 xEnd=xsize-1 if xEnd>=xsize
 yStart=0 if yStart<0
 yStart=ysize-1 if yStart>=ysize
 yEnd=0 if yEnd<0
 yEnd=ysize-1 if yEnd>=ysize
 return (xStart<xEnd && yStart<yEnd)
end
def dispose
return if disposed?
@help.dispose if @help
@help=nil
i=0;len=@autotileInfo.length;while i<len
 if @autotileInfo[i]
   @autotileInfo[i].dispose
   @autotileInfo[i]=nil
 end
 i+=1
end
i=0;len=@regularTileInfo.length;while i<len
 if @regularTileInfo[i]
   @regularTileInfo[i].dispose
   @regularTileInfo[i]=nil
 end
 i+=1
end
i=0;len=@tiles.length;while i<len
 @tiles[i].dispose
 @tiles[i]=nil
 i+=2
end
i=0;len=@autosprites.length;while i<len
 @autosprites[i].dispose
 @autosprites[i]=nil
 i+=2
end
if @layer0
 @layer0.bitmap.dispose if !@layer0.disposed?
 @layer0.bitmap=nil if !@layer0.disposed?
 @layer0.dispose
 @layer0=nil
end
if @flash
 @flash.bitmap.dispose if !@flash.disposed?
 @flash.bitmap=nil if !@flash.disposed?
 @flash.dispose
 @flash=nil
end
for i in 0...7
 self.autotiles[i]=nil
end
@tiles.clear
@autosprites.clear
@autotileInfo.clear
@regularTileInfo.clear
@tilemap=nil
@tileset=nil
@priorities=nil
@selfviewport.dispose
@selfviewport=nil
@disposed=true
end

def bltAutotile(bitmap,x,y,id,frame)
 return if frame<0
 autotile=@autotiles[id/48-1]
 return if !autotile
 if autotile.height==32
   anim=frame<<5
   src_rect=Rect.new(anim,0,32,32)
   bitmap.blt(x,y,autotile,src_rect)
 else
   anim=frame*96
   id%=48
   if autotile.height==192
     tiles = NewAutotiles[id>>3][id&7]
   else
     tiles = OldAutotiles[id>>3][id&7]
   end
   src=Rect.new(0,0,0,0)
   for i in 0...4
     tile_position = tiles[i] - 1
     src.set(
     (tile_position % 6)*16 + anim,
     (tile_position / 6)*16, 16, 16)
     bitmap.blt(i%2*16+x,i/2*16+y, autotile, src)
   end
 end
end

def autotileNumFrames(id)
 autotile=@autotiles[id/48-1]
 return 0 if !autotile || autotile.disposed?
 frames=1
 if autotile.height==32
 frames=autotile.width>>5
 else
 frames=autotile.width/96
 end
 return frames
end

def autotileFrame(id)
 autotile=@autotiles[id/48-1]
 return -1 if !autotile || autotile.disposed?
 frames=1
 if autotile.height==32
 frames=autotile.width>>5
 else
 frames=autotile.width/96
 end
 return (Graphics.frame_count/Animated_Autotiles_Frames)%frames
end

def repaintAutotiles
for i in 0...@autotileInfo.length
 next if !@autotileInfo[i]
 frame=autotileFrame(i)
 bltAutotile(@autotileInfo[i],0,0,i,frame)
end
end

def getAutotile(sprite,id)
 anim=autotileFrame(id)
 return if anim<0
 bitmap=@autotileInfo[id]
 if !bitmap
   bitmap=Bitmap.new(32,32)
   bltAutotile(bitmap,0,0,id,anim)
   @autotileInfo[id]=bitmap
 end
 sprite.bitmap=bitmap if !sprite.equal?(bitmap) || sprite.bitmap!=bitmap
end

def getRegularTile(sprite,id)
if false
 sprite.bitmap=@tileset if !sprite.equal?(@tileset) || sprite.bitmap!=@tileset
 sprite.src_rect.set(((id - 384)&7)<<5,((id - 384)>>3)<<5,32,32)
else
 bitmap=@regularTileInfo[id]
 if !bitmap
 bitmap=Bitmap.new(32,32)
 rect=Rect.new(((id - 384)&7)<<5,((id - 384)>>3)<<5,32,32)
 bitmap.blt(0,0,@tileset,rect)
 @regularTileInfo[id]=bitmap
 end
 sprite.bitmap=bitmap if !sprite.equal?(bitmap) || sprite.bitmap!=bitmap
end
end

def addTile(tiles,count,xpos,ypos,id)
 if id>=384
   if count>=tiles.length
     sprite=Sprite.new(@viewport)
     tiles.push(sprite,0)
   else
     sprite=tiles[count]
     tiles[count+1]=0
   end
   sprite.visible=@visible
   sprite.x=xpos
   sprite.y=ypos
   sprite.tone=@tone
   sprite.color=@color
   getRegularTile(sprite,id)
   spriteZ=(@priorities[id]==0||!@priorities[id]) ? 0 : ypos+@priorities[id]*32+32
   sprite.z=spriteZ
   count+=2
 else
   if count>=tiles.length
     sprite=Sprite.new(@viewport)
     tiles.push(sprite,1)
   else
     sprite=tiles[count]
     tiles[count+1]=1
   end
   sprite.visible=@visible
   sprite.x=xpos
   sprite.y=ypos
   sprite.tone=@tone
   sprite.color=@color
   getAutotile(sprite,id)
   spriteZ=(@priorities[id]==0||!@priorities[id]) ? 0 : ypos+@priorities[id]*32+32
   sprite.z=spriteZ
   count+=2
 end
 return count
end

def refresh_tileset
i=0;len=@regularTileInfo.length;while i<len
 if @regularTileInfo[i]
   @regularTileInfo[i].dispose
   @regularTileInfo[i]=nil
 end
 i+=1
end
@regularTileInfo.clear
@priotiles.clear
ysize=@map_data.ysize
xsize=@map_data.xsize
zsize=@map_data.zsize
if xsize>100 || ysize>100
 @fullyrefreshed=false
else
 for z in 0...zsize
 for y in 0...ysize
   for x in 0...xsize
   id = @map_data[x, y, z]
   next if id==0 || !@priorities[id]
   next if @priorities[id]==0
   @priotiles.push([x,y,z,id])
   end
 end
 end
 @fullyrefreshed=true
end
end

def refresh_flash
if @flash_data && !@flash
 @flash=Sprite.new(viewport)
 @flash.visible=true
 @flash.z=1
 @flash.blend_type=1
 @flash.bitmap=Bitmap.new([graphicsWidth*2,1].max,[graphicsHeight*2,1].max)
 @firsttimeflash=true
elsif !@flash_data && @flash
 @flash.bitmap.dispose if @flash.bitmap
 @flash.dispose
 @flash=nil
 @firsttimeflash=false
end
end

def refresh_autotiles
i=0;len=@autotileInfo.length;while i<len
 if @autotileInfo[i]
   @autotileInfo[i].dispose
   @autotileInfo[i]=nil
 end
 i+=1
end
i=0;len=@autosprites.length;while i<len
 if @autosprites[i]
   @autosprites[i].dispose
   @autosprites[i]=nil
 end
 i+=2
end
@autosprites.clear
@autotileInfo.clear
@prioautotiles.clear
hasanimated=false
for i in 0...7
 numframes=autotileNumFrames(48*(i+1))
 hasanimated=true if numframes>=2
 @framecount[i]=numframes
end
if hasanimated
 ysize=@map_data.ysize
 xsize=@map_data.xsize
 zsize=@map_data.zsize
 if xsize>100 || ysize>100
   @fullyrefreshedautos=false
 else
   for y in 0...ysize
   for x in 0...xsize
     haveautotile=false
     for z in 0...zsize
     id = @map_data[x, y, z]
     next if id==0 || id>=384 || @priorities[id]!=0 || !@priorities[id]
     next if @framecount[id/48-1]<2
     haveautotile=true
     break
     end
     @prioautotiles.push([x,y]) if haveautotile
   end
   end
   @fullyrefreshedautos=true
 end
else
 @fullyrefreshedautos=true
end
end

def map_data=(value)
@map_data=value
@tilesetChanged=true
end

def refreshFlashSprite
return if !@flash || @flash_data.nil?
ptX=@ox-@oxFlash
ptY=@oy-@oyFlash
if !@firsttimeflash && !@usedsprites &&
   ptX>=0 && ptX+@viewport.rect.width<=@flash.bitmap.width &&
   ptY>=0 && ptY+@viewport.rect.height<=@flash.bitmap.height
 @flash.ox=0
 @flash.oy=0
 @flash.src_rect.set(ptX.round,ptY.round,
   @viewport.rect.width,@viewport.rect.height)
 return
end
width=@flash.bitmap.width
height=@flash.bitmap.height
bitmap=@flash.bitmap
ysize=@map_data.ysize
xsize=@map_data.xsize
zsize=@map_data.zsize
@firsttimeflash=false
@oxFlash=@ox-(width>>2)
@oyFlash=@oy-(height>>2)
@flash.ox=0
@flash.oy=0
@flash.src_rect.set(width>>2,height>>2,
   @viewport.rect.width,@viewport.rect.height)
@flash.bitmap.clear
@oxFlash=@oxFlash.floor
@oyFlash=@oyFlash.floor
xStart=(@oxFlash>>5)
xStart=0 if xStart<0
yStart=(@oyFlash>>5)
yStart=0 if yStart<0
xEnd=xStart+(width>>5)+1
yEnd=yStart+(height>>5)+1
xEnd=xsize if xEnd>=xsize
yEnd=ysize if yEnd>=ysize
if xStart<xEnd && yStart<yEnd
 yrange=yStart...yEnd
 xrange=xStart...xEnd
 tmpcolor=Color.new(0,0,0,0)
 for y in yrange
 ypos=(y<<5)-@oyFlash
 for x in xrange
   xpos=(x<<5)-@oxFlash
   id = @flash_data[x, y, 0]
   r=(id>>8)&15
   g=(id>>4)&15
   b=(id)&15
   tmpcolor.set(r<<4,g<<4,b<<4)
   bitmap.fill_rect(xpos,ypos,32,32,tmpcolor)
 end
 end
end
end


def refreshLayer0(autotiles=false)
if autotiles
 return true if !shown?
end
ptX=@ox-@oxLayer0
ptY=@oy-@oyLayer0
if !autotiles && !@firsttime && !@usedsprites &&
   ptX>=0 && ptX+@viewport.rect.width<=@layer0.bitmap.width &&
   ptY>=0 && ptY+@viewport.rect.height<=@layer0.bitmap.height
 if @layer0clip
 @layer0.ox=0
 @layer0.oy=0
 @layer0.src_rect.set(ptX.round,ptY.round,
   @viewport.rect.width,@viewport.rect.height)
 else
 @layer0.ox=ptX.round
 @layer0.oy=ptY.round
 @layer0.src_rect.set(0,0,@layer0.bitmap.width,@layer0.bitmap.height)
 end
 return true
end
width=@layer0.bitmap.width
height=@layer0.bitmap.height
bitmap=@layer0.bitmap
ysize=@map_data.ysize
xsize=@map_data.xsize
zsize=@map_data.zsize
if autotiles
 return true if @fullyrefreshedautos && @prioautotiles.length==0
 xStart=(@oxLayer0>>5)
 xStart=0 if xStart<0
 yStart=(@oyLayer0>>5)
 yStart=0 if yStart<0
 xEnd=xStart+(width>>5)+1
 yEnd=yStart+(height>>5)+1
 xEnd=xsize if xEnd>xsize
 yEnd=ysize if yEnd>ysize
 return true if xStart>=xEnd || yStart>=yEnd
 trans=Color.new(0,0,0,0)
 temprect=Rect.new(0,0,0,0)
 tilerect=Rect.new(0,0,32,32)
 range=0...zsize
 overallcount=0
 count=0
 if !@fullyrefreshedautos
 for y in yStart..yEnd
   for x in xStart..xEnd
   haveautotile=false
   for z in range
     id = @map_data[x, y, z]
     next if id<48 || id>=384 || @priorities[id]!=0 || !@priorities[id]
     next if @framecount[id/48-1]<2
     if !haveautotile
       haveautotile=true
       overallcount+=1
       xpos=(x<<5)-@oxLayer0
       ypos=(y<<5)-@oyLayer0
       bitmap.fill_rect(xpos,ypos,0,0,trans) if overallcount<=2000
       break
     end
   end
   for z in range
     id = @map_data[x,y,z]
     next if id<48 || @priorities[id]!=0 || !@priorities[id]
     if overallcount>2000
     xpos=(x<<5)-@oxLayer0
     ypos=(y<<5)-@oyLayer0
     count=addTile(@autosprites,count,xpos,ypos,id)
     next
     elsif id>=384
     temprect.set(((id - 384)&7)<<5,((id - 384)>>3)<<5,32,32)
     xpos=(x<<5)-@oxLayer0
     ypos=(y<<5)-@oyLayer0
     bitmap.blt(xpos,ypos,@tileset,temprect)
     else
     tilebitmap=@autotileInfo[id]
     if !tilebitmap
       anim=autotileFrame(id)
       next if anim<0
       tilebitmap=Bitmap.new(32,32)
       bltAutotile(tilebitmap,0,0,id,anim)
       @autotileInfo[id]=tilebitmap
     end
     xpos=(x<<5)-@oxLayer0
     ypos=(y<<5)-@oyLayer0
     bitmap.blt(xpos,ypos,tilebitmap,tilerect)
     end
   end
   end
 end
 else
 for tile in @prioautotiles
   x=tile[0]
   y=tile[1]
   next if x<xStart||x>xEnd
   next if y<yStart||y>yEnd
   overallcount+=1
   xpos=(x<<5)-@oxLayer0
   ypos=(y<<5)-@oyLayer0
   bitmap.fill_rect(xpos,ypos,0,0,trans) if overallcount<=2000
   for z in range
   id = @map_data[x,y,z]
   next if id<48 || @priorities[id]!=0 || !@priorities[id]
   if overallcount>2000
     count=addTile(@autosprites,count,xpos,ypos,id)
     next
   elsif id>=384
     temprect.set(((id - 384)&7)<<5,((id - 384)>>3)<<5,32,32)
     bitmap.blt(xpos,ypos,@tileset,temprect)
   else
     tilebitmap=@autotileInfo[id]
     if !tilebitmap
       anim=autotileFrame(id)
       next if anim<0
       tilebitmap=Bitmap.new(32,32)
       bltAutotile(tilebitmap,0,0,id,anim)
       @autotileInfo[id]=tilebitmap
     end
     bitmap.blt(xpos,ypos,tilebitmap,tilerect)
   end
   end
 end
 end
 Graphics.frame_reset if overallcount>2000
 @usedsprites=false
 return true
end
return false if @usedsprites
@firsttime=false
@oxLayer0=@ox-(width>>2)
@oyLayer0=@oy-(height>>2)
if @layer0clip
 @layer0.ox=0
 @layer0.oy=0
 @layer0.src_rect.set(width>>2,height>>2,
   @viewport.rect.width,@viewport.rect.height)
else
 @layer0.ox=(width>>2)
 @layer0.oy=(height>>2)
end
@layer0.bitmap.clear
@oxLayer0=@oxLayer0.floor
@oyLayer0=@oyLayer0.floor
xStart=(@oxLayer0>>5)
xStart=0 if xStart<0
yStart=(@oyLayer0>>5)
yStart=0 if yStart<0
xEnd=xStart+(width>>5)+1
yEnd=yStart+(height>>5)+1
xEnd=xsize if xEnd>=xsize
yEnd=ysize if yEnd>=ysize
if xStart<xEnd && yStart<yEnd
 tmprect=Rect.new(0,0,0,0)
 yrange=yStart...yEnd
 xrange=xStart...xEnd
 for z in 0...zsize
 for y in yrange
   ypos=(y<<5)-@oyLayer0
   for x in xrange
   xpos=(x<<5)-@oxLayer0
   id = @map_data[x, y, z]
   next if id==0 || @priorities[id]!=0 || !@priorities[id]
   if id>=384
     tmprect.set((id - 384) % 8 * 32, (id - 384) / 8 * 32,32,32)
     bitmap.blt(xpos,ypos,@tileset,tmprect)
   else
     frame=autotileFrame(id)
     bltAutotile(bitmap,xpos,ypos,id,frame)
   end
   end
 end
 end
 Graphics.frame_reset
end
return true
end
def getResizeFactor
 return $ResizeFactor ? $ResizeFactor : 1.0
end
def ox=(val)
 val=(val*getResizeFactor).to_i
 val=(val/getResizeFactor).to_i
 wasshown=self.shown?
 @ox=val.floor
 @nowshown=(!wasshown && self.shown?)
end
def oy=(val)
 val=(val*getResizeFactor).to_i
 val=(val/getResizeFactor).to_i
 wasshown=self.shown?
 @oy=val.floor
 @nowshown=(!wasshown && self.shown?)
end
def visible=(val)
 wasshown=@visible
 @visible=val
 @nowshown=(!wasshown && val)
end
def refresh(autotiles=false)
@oldOx=@ox
@oldOy=@oy
usesprites=false
if @layer0
 @layer0.visible=@visible
 usesprites=!refreshLayer0(autotiles)
 if autotiles && !usesprites
 return
 end
else
 usesprites=true
end
refreshFlashSprite
vpx=@viewport.rect.x
vpy=@viewport.rect.y
vpr=@viewport.rect.width+vpx
vpb=@viewport.rect.height+vpy
xsize=@map_data.xsize
ysize=@map_data.ysize
minX=(@ox/32)-1
maxX=((@ox+@viewport.rect.width)/32)+1
minY=(@oy/32)-1
maxY=((@oy+@viewport.rect.height)/32)+1
minX=0 if minX<0
minX=xsize-1 if minX>=xsize
maxX=0 if maxX<0
maxX=xsize-1 if maxX>=xsize
minY=0 if minY<0
minY=ysize-1 if minY>=ysize
maxY=0 if maxY<0
maxY=ysize-1 if maxY>=ysize
count=0
if minX<maxX && minY<maxY
 @usedsprites=usesprites || @usedsprites
 if @layer0
 @layer0.visible=false if usesprites
 end
 if @fullyrefreshed
 for prio in @priotiles
   x=prio[0]
   y=prio[1]
   next if x<minX||x>maxX
   next if y<minY||y>maxY
   id=prio[3]
   xpos=(x<<5)-@ox
   ypos=(y<<5)-@oy
   count=addTile(@tiles,count,xpos,ypos,id)
 end
 else
 for z in 0...@map_data.zsize
   for y in minY..maxY
   for x in minX..maxX
     id = @map_data[x, y, z]
     next if id==0 || !@priorities[id]
     next if @priorities[id]==0
     xpos=(x<<5)-@ox
     ypos=(y<<5)-@oy
     count=addTile(@tiles,count,xpos,ypos,id)
   end
   end
 end
 end
end
if count<@tiles.length
 bigchange=(count<=(@tiles.length*2/3)) && (@tiles.length*2/3)>25
 j=count;len=@tiles.length;while j<len
 sprite=@tiles[j]
 @tiles[j+1]=-1
 if bigchange
   sprite.dispose
   @tiles[j]=nil
   @tiles[j+1]=nil
 elsif !@tiles[j].disposed?
   sprite.visible=false if sprite.visible
 end
 j+=2
 end
 @tiles.compact! if bigchange
end
end
end



Instructions

Just insert this script above main.


Compatibility

No compatibility issues found.


Credits and Thanks


  • Pokemon Essentials - for the original code source

  • Wecoc (me) - for the simple add-on




Author's Notes

If you have any problem with that script or with incompatibilities don't hestitate to ask.

KK20

Hrmm...not quite in the format to be database'd. Close, but not quite.

Pretty interesting concept there. Actually, for my Advance Wars project, I'm in this dilemma where I need the autotiles to work differently. I'll take this into consideration to look at this and see if I can modify it for my needs.

Also, welcome to the forums fellow scripter~ :D





   


   
   


   
   

Other Projects
RPG Maker XP AceUpgrade RMXP to RMVXA performance!
XPA TilemapTilemap rewrite with many features, including custom resolution!



Nintendo Switch Friend Code: 8310-1917-5318
Discord: KK20 Tyler#8901

Join the CP Discord Server!

Blizzard

http://forum.chaos-project.com/index.php/topic,17.0.html
Make sure it matches the template. It looks like you removed some stuff. Also make sure you are using a valid Key Term.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Wecoc

I thought I had more margin with the template, sorry. I already edited the post.

Blizzard

January 05, 2013, 04:48:17 pm #4 Last Edit: January 05, 2013, 04:49:50 pm by Blizzard
Well, technically only the header is important, but since all other topics already follow it, let's keep it consistent. ^_^

EDIT: BTW, I changed it to Environment Add-on. I think it fits more. If you think different, feel free to change it back to Misc Add-on.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Heretic86

Just out of curiousity, how many people knew they could double click on an Autotile to specify a part of the autotile to be placed?
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)


Blizzard

Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Zexion

I did :P Also, I don't exactly understand what the difference is ... besides the obvious difference in how the auto tile graphic file itself looks.

Heretic86

Quote from: Zexion on January 07, 2013, 06:40:39 am
I did :P Also, I don't exactly understand what the difference is ... besides the obvious difference in how the auto tile graphic file itself looks.


I believe what this script accomplishes is to allow autotiles to be placed next to each other and still show the auto generated auto edges instead of the center area.  Think of it this way, put two single tile wide autotile paths down right next to each other on the same layer, and by default are merged into one.  I think what this does is to allow both of those paths to remain as separate paths.  That is, if I understood this script correctly.
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

Wecoc

I did.
------
I posted some examples on screenshot section. Anyway, with that example I think it will be easily understandable what that script does:

Spoiler: ShowHide


Imagine you created the next autotile:



But you can't do the corners tile in a good way to make it without cuts.



Well, now try this one with the script:





It's like a Graphic Designer's tool.

Heretic86

Suggestion for a new script: Event Autotiles...
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

Zexion

Ohhhh okay I totally see the difference now on that blinking one lol. I was like ?? looks the same to meee, but that blinking shiz makes a BIG difference