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> New Particle Engine, RGSS Script / By arevulopapo
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post Nov 29 2007, 08:59 PM
Post #1


Demented Moogle
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New Particle Engine

Script: http://www.rpgrevolution.com/script/49
Author: arevulopapo
Language: Ruby Game Scripting System (RGSS)

Post anything related to the script in this topic.
- You may ask for support, but do not always expect an answer from the author of the script (however, other skilled scripters may provide assistance where possible).
- Please report any bugs if you find any, so the script may be fixed to work properly.
- Feel free to suggest new additions or improvements to the script.
- Feel free to post other comments regarding this script.


Script
CODE
#===============================================================================
# New Particle Engine
#   by arevulopapo
#   Nov 15th 2007
#
# This script lets you create particle effects in your game.
# Particles are integrated into "Spriteset_Map,
# so the can be displayed over/under an event.
# Effects are called from "Script" command like this:
# $scene.effect(EVENT_ID, EFFECT, LOCK, X, Y)
# EVENT_ID  - ID of an event the particles will flow from.
#             (-1) for player, (1) and above for events.
# EFFECT    - name of the effect to call. Names are defined in the Spriteset_Map.
# LOCK      - alignment of the particles. 'event' to align particles
#             with event's map position, 'screen' to align with event's screen position.
#             For static events, like fireplaces, teleports, etc. 'event' alignment is recommended.
#             For moving events use 'screen' mode.
# X, Y      - number of pixels that will be added to the event's position
#             to determine the starting point of particles.
#             That's your most powerful weapon;) See the demo for examples.
#===============================================================================
class Scene_Map
  
  def effect(event=1, effect='', lock='event', x=0, y=0)
    @spriteset.add_effect(event, effect, lock, x, y)
  end
  
end
#===============================================================================
#
#===============================================================================
class Spriteset_Map
  
  attr_reader :particles
  
  alias particle_ssm_init initialize
  alias particle_ssm_update update
  alias particle_ssm_dispose dispose
  #-----------------------------------------------------------------------------
  def initialize
    @particles = []
    particle_ssm_init
  end
  #-----------------------------------------------------------------------------
  def dispose
    @particles.each{ |d| d.dispose }
    particle_ssm_dispose
  end
  #-----------------------------------------------------------------------------
  def update
    @particles.each_with_index{ |p,i|
      @particles[i].update
      if p.opacity == 0
        p.dispose
        @particles.delete_at(i)
      end
      }
    particle_ssm_update
  end
  #-----------------------------------------------------------------------------
  def add_effect(event=1, effect='', lock='event', x=0, y=0)
    
    case event
    when -1
      object = $game_player
    else
      object = $game_map.events[event]
    end
    
    case effect
    # (sprite, acceleration[x,y], gravity[x,y], opacity[base,loss], blending)
    when 'blue'
      sprite='star_blue'
      add_particles(object, x, y, sprite, [1.00*(-15+rand(30))/10, 1.00*(-15+rand(30))/10], [0,0], [160,5+rand(15)], lock, 1)
    when 'red'
      sprite='star_red'
      add_particles(object, x, y, sprite, [1.00*(-15+rand(30))/10, 1.00*(-15+rand(30))/10], [0,0], [160,5+rand(15)], lock, 1)
    when 'green'
      sprite='star_green'
      add_particles(object, x, y, sprite, [1.00*(-15+rand(30))/10, 1.00*(-15+rand(30))/10], [0,0], [160,5+rand(15)], lock, 1)
    when 'yellow'
      sprite='star_yellow'
      add_particles(object, x, y, sprite, [1.00*(-15+rand(30))/10, 1.00*(-15+rand(30))/10], [0,0], [160,5+rand(15)], lock, 1)
    when 'smash'
      sprite='smash'
      add_particles(object, x, y, sprite, [1.00*(-15+rand(30))/10, 1.00*(-15+rand(30))/10], [0,0], [160,5+rand(15)], lock, 1)
    when 'fire'
      sprite='particle_yellow'
      add_particles(object, x, y, sprite, [(rand(7)-3)*0.2, 0], [0,0.15], [255,8+rand(5)], lock, 1)
    when 'fire2'
      sprite='particle_orange'
      add_particles(object, x, y, sprite, [(rand(7)-3)*0.2, 0], [0,0.15], [255,8+rand(5)], lock, 1)
    when 'sparks'
      sprite='particle_red'
      add_particles(object, x, y, sprite, [0.5*(-25+rand(50))/10, -4], [0,-0.5], [255,20], lock, 1)
    when 'smoke'
      sprite='smoke'
      add_particles(object, x, y, sprite, [0.1*(-25+rand(50))/10, 0], [0,0.13], [128,3], lock, 1)
    when 'cells'
      sprite='particle_red'
      dx = 1.00*(-100 + rand(200))/100
      dy = 1.00*(-100 + rand(200))/100
      add_particles(object, x, y, sprite, [5*dx, 5*dy], [0.3*dx,0.3*dy], [255,10], lock, 1)
      #sines
    when 'black'
      sprite='star_sine'
      add_particles(object, x, y, sprite, [(rand(7)-3)*0.2, 0], [0,0.15], [255,8+rand(5)], lock, 1)
      #sines end
      end
    end
  #-----------------------------------------------------------------------------
  def add_particles(object=$game_player, x=0, y=0, sprite='', acc=[0,0], grav=[0,0], opacity=[255,0], lock='event', blend=0)
    if lock=='event'
      @particles << Particle_Event.new(@viewport1, object, x, y, sprite, acc, grav, opacity, blend)
    elsif lock=='screen'
      @particles << Particle_Screen.new(@viewport1, object, x, y, sprite, acc, grav, opacity, blend)
    end
  end
  
end
#===============================================================================
#
#===============================================================================
class Particle_Screen < Sprite
  
  def initialize(viewport=Viewport.new(0,0,800,600), object=$game_player, x=0, y=0, sprite='', acc=[0,0], grav=[0,0], opacity=[255,3], blend=0)
    super(viewport)
    self.bitmap = RPG::Cache.picture('Particles/' + sprite)
    self.x = object.screen_x + x
    self.y = object.screen_y - 16 + y
    self.ox = self.oy = self.bitmap.width/2
    self.blend_type = blend
    self.opacity = opacity[0]
    @object = object
    @origin = [self.x, self.y]
    @acceleration = acc
    @gravity = grav
    @coords = [0.00, 0.00]
    @opacity = opacity[1]
    update
  end
  
  def update
    @acceleration[0] -= @gravity[0] if @gravity[0] != 0
    @acceleration[1] -= @gravity[1] if @gravity[1] != 0
    @coords[0] += @acceleration[0]
    @coords[1] += @acceleration[1]
    self.opacity -= @opacity
    self.x = @origin[0] + @coords[0]
    self.y = @origin[1] + @coords[1]
    if self.y > (@object.screen_y - 16)
      self.z = @object.screen_z + 32
    else
      self.z = @object.screen_z - 32
    end
  end
  
end

class Particle_Event < Sprite
  
  def initialize(viewport=Viewport.new(0,0,800,600), object=$game_player, x=0, y=0, sprite='', acc=[0,0], grav=[0,0], opacity=[255,3], blend=0)
    super(viewport)
    self.bitmap = RPG::Cache.picture('Particles/' + sprite)
    self.x = object.x*32 + 16 - $game_map.display_x / 4 + x
    self.y = object.y*32 + 32 - $game_map.display_y / 4 + y
    self.ox = self.oy = self.bitmap.width/2
    self.blend_type = blend
    self.opacity = opacity[0]
    @object = object
    @origin = [object.x*32 + x + 16, object.y*32 + y + 32]
    @acceleration = acc
    @gravity = grav
    @coords = [0.00, 0.00]
    @opacity = opacity[1]
    update
  end
  
  def update
    @acceleration[0] -= @gravity[0] if @gravity[0] != 0
    @acceleration[1] -= @gravity[1] if @gravity[1] != 0
    @coords[0] += @acceleration[0]
    @coords[1] += @acceleration[1]
    self.opacity -= @opacity
    self.x = @origin[0] + @coords[0] - $game_map.display_x / 4
    self.y = @origin[1] + @coords[1] - $game_map.display_y / 4 - 16
    if self.y > (@object.screen_y - 16)
      self.z = @object.screen_z + 32
    else
      self.z = @object.screen_z - 32
    end
  end
  
end


Instructions
This script uses the pictures found in the Graphics/Pictures/Particles folder (see demo). The script assumes that the picture input is square, and will offset the image to half the width, in both the x & y coordinates, and will randomly accelerate the particle away from the object is it attached to.
Refer to the comments at the start of the code for more details.


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