Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Real-Time Day Night
#1
Real-Time Day Night
by Silentdragon
Mar 9 2005

This is a locked, single-post thread from Creation Asylum. Archived here to prevent its loss.
No support is given. If you are the owner of the thread, please contact administration.


I Tweaked the Updated Day Night script to use Real Time instead of the made up time. It doesn't have the days years months instead it just takes the real Hours and Min based on your system clock. Was inspired by games with an internal clock you set to your hours and its day and night the same as you.


UPDATED: Fixed a few errors with the times saving and updating.

As Usual add a new page called Day Night System and add this.
Code:
#=======================================#
# â–�  class Game_Title                                                                 #
#     written by Deke
#     Rewiten by Near Fantastica
#     Tweaked by Silentdragon
#------------------------------------------------------------------------------#
#=======================================#
class Game_Time

attr_accessor :minute_length
attr_accessor :hours
attr_accessor :minutess
attr_accessor :timess

def initialize
@minute_length=2.0      #length of game minute in real seconds
@hour_length= 60.0      #minute in an hour
@day_length=24.0        #hours in a day
@month_length=30.0    #days in a month
@year_length=12.0       #months in a year
@minutes=0                 #starting minute count
@timess=Time.now           #Real-Time Tweak
@hours=timess.strftime("%H").to_i #Real Hours
@minutess=timess.strftime("%M").to_i #Real Min
end

def get_time
@timess=Time.now           #Real-Time Tweak
@hours=timess.strftime("%H").to_i #Real Hours
@minutess=timess.strftime("%M").to_i #Real Min
end
def get_tone
get_time
hour=hours
minutes=minutess + hour*@hour_length
phase_shift=Math::PI*(minutes/(@hour_length*@day_length))
illumination=  -150+ 165*Math.sin(phase_shift)
tone=Tone.new(illumination,illumination,illumination,0)
return tone
end

end # of class Game_Time  

#=======================================#
# â–�  class Window_Time                                                            #
# written by Deke                                                                      #
#------------------------------------------------------------------------------#
#=======================================#
class Window_Time < Window_Base

#--------------------------------------------------------------------------
def initialize
super(0, 0, 160, 96)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $defaultfonttype  # "Time" window font
self.contents.font.size = $defaultfontsize
refresh
end

#--------------------------------------------------------------------------
def refresh
$game_time.get_time
self.contents.clear
@total_sec = Graphics.frame_count / Graphics.frame_rate
@minute=$game_time.minutess
hour = $game_time.hours
pm_flag= hour >=12 ? true : false
hour= hour >= 12 ? hour-12 : hour
if hour.floor==0
   text=sprintf("%02d:%02d",12,@minute)
else
   text=sprintf("%02d:%02d",hour,@minute)
end
if pm_flag
   text += " PM"
else
   text += " AM"
end
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120, 32, text, 2)
end

#--------------------------------------------------------------------------
def update
$game_time.get_time
if $game_time.minutess != @minute
   refresh
end
end
end # of class

#=======================================
class Game_Temp
#--------------------------------------------------------------------------
# â—? Refer setup to Game Temp
#--------------------------------------------------------------------------
alias dns_game_temp_initalize initialize
#--------------------------------------------------------------------------
# â—? Refer the Attr
#--------------------------------------------------------------------------
attr_reader    :map_infos  #Added Lines
attr_reader    :outside_array  #Added Lines
#--------------------------------------------------------------------------
# â—? Refer setup to Scene Map
#--------------------------------------------------------------------------
def initialize
  dns_game_temp_initalize
  @outside_array = Array.new
  @map_infos = load_data("Data/MapInfos.rxdata")
  for key in @map_infos.keys
      @outside_array[key] = @map_infos[key].name.include?("*")
  end
end
end

#=======================================
class Scene_Map
#--------------------------------------------------------------------------
# â—? Refer setup to Scene Map
#--------------------------------------------------------------------------
alias dns_scene_map_main main
alias dns_scene_map_update update
#--------------------------------------------------------------------------
# â—? Main
#--------------------------------------------------------------------------
def main
   if $game_temp.outside_array[$game_map.map_id]
     tone=$game_time.get_tone
   $game_time.get_time
    @minute=$game_time.minutess
    $game_screen.start_tone_change(tone, 0)
  end
      # スプライトセットを作æˆ?
  @spriteset = Spriteset_Map.new
  # メッセージウィンドウを作
�
  @message_window = Window_Message.new
  # トランジション実行
  Graphics.transition
  # メインループ
  loop do
    $light_effects.refresh
    # ゲーãƒ� ç”»é?¢ã‚’æ›´æ–°
    Graphics.update
    # å…¥å� ›æƒ…å� ±ã‚’æ›´æ–°
    Input.update
    # フレーãƒ� æ›´æ–°
    update
    # ç”»é?¢ã?Œåˆ‡ã‚� 替ã‚?ã?£ã?Ÿã‚‰ãƒ«ãƒ¼ãƒ—を中断
    if $scene != self
      break
    end
  end
  # トランジション準備
  Graphics.freeze
  # スプライトセットを解放
  @spriteset.dispose
  # メッセージウィンドウを解
放
  @message_window.dispose
  # タイトル画é?¢ã?«åˆ‡ã‚� 替ã?ˆä¸­ã?®å� ´å?ˆ
  if $scene.is_a?(Scene_Title)
    # ç”»é?¢ã‚’フェードアウト
    Graphics.transition
    Graphics.freeze
  end
  $light_effects.hide
end
#--------------------------------------------------------------------------
# â—? Update
#--------------------------------------------------------------------------
def update
  $game_time.get_time
  $light_effects.update
   conditional1 =$game_temp.outside_array[$game_map.map_id] and $game_time.minutess != @minute
   conditional2 =$game_temp.outside_array[$game_map.map_id] and @current_id != $game_map.map_id
   if  conditional1 or conditional2    
         tone=$game_time.get_tone
         $game_screen.start_tone_change(tone, 0)
         @minute = $game_time.minutess
         $game_map.need_refresh=true
         @current_id=$game_map.map_id
   end
   if $game_temp.outside_array[$game_map.map_id] == false and @current_id != $game_map.map_id
      $game_screen.start_tone_change(Tone.new(0,0,0,0),0)
      @current_id=$game_map.map_id
  end
  dns_scene_map_update
end
end

#======================================================
class Scene_Title
#--------------------------------------------------------------------------
# â—? Refer setup to Scene Map
#--------------------------------------------------------------------------
alias dns_scene_title_update update
#--------------------------------------------------------------------------
# â—? Refer setup to Scene Map
#--------------------------------------------------------------------------
def update
$game_time=Game_Time.new
  #Dubealex Addition (from XRXS) to show Map Name on screen
dns_scene_title_update
end
end

class Game_Map
#--------------------------------------------------------------------------
# â—? Refer the attr
#--------------------------------------------------------------------------
attr_reader   :outside
attr_reader   :map_id
#--------------------------------------------------------------------------
# â—? Outside
#--------------------------------------------------------------------------
def outside
   return $game_temp.outside_array[@map_id]
end
end

#==============================================================================
# â–�  Light Effect System
#------------------------------------------------------------------------------
#  By: Near Fantastica
#   Date: 13/2/05
#
#   Addes light Effects to the DNS so objects glow and have ground effect lighting...
#==============================================================================

class Light_Effect_System
#--------------------------------------------------------------------------
# â—? Refer the attr
#--------------------------------------------------------------------------
attr_accessor    :picture_le
attr_accessor    :event_list
attr_accessor    :type_list
#--------------------------------------------------------------------------
# â—? Initialization
#--------------------------------------------------------------------------
def initialize
  @event_counter = 0
  @picture_le = Array.new
  @event_list = Array.new
  @type_list = Array.new
end
#--------------------------------------------------------------------------
# â—? Setup Light Effects on Map Change
#--------------------------------------------------------------------------
def setup
  # Setup Event Max
  @event_counter = 0
  for i in 1..999
    if $game_map.map.events[i].id > @event_counter
      @event_counter = $game_map.map.events[i].id
    end
  end
  #
  for i in 1..@event_counter
    if  $game_map.map.events[i] == nil
      next
    end
    case $game_map.map.events[i].name
    when "Ground"
      ground(i)
    when "Fire"
      fire(i)
    when "Lamp Post"
      lamp(i)
    when "Left Lantern"
      left_lantern(i)
    when "Right Lantern"
      right_lantern(i)
    end
  end
end
#--------------------------------------------------------------------------
# â—? Updates the Array based on time of day
#--------------------------------------------------------------------------
def update
  $game_time.get_time
  if $game_time.hours > 7 and $game_time.hours < 14
    hide
  else
    show
  end
end
#--------------------------------------------------------------------------
# â—? Updates the XY of the sprites
#--------------------------------------------------------------------------
def refresh
  for i in 0..$light_effects.picture_le.size - 1
    case $light_effects.type_list[i]
    when "Ground"
      $light_effects.picture_le[i].x = ($game_map.events[$light_effects.event_list[i]].real_x - 200 - $game_map.display_x) / 4
      $light_effects.picture_le[i].y = ($game_map.events[$light_effects.event_list[i]].real_y - 200 - $game_map.display_y) / 4
      $light_effects.picture_le[i].visible = true
    when "Fire"
      $light_effects.picture_le[i].x = ($game_map.events[$light_effects.event_list[i]].real_x - 300 - $game_map.display_x) / 4
      $light_effects.picture_le[i].y = ($game_map.events[$light_effects.event_list[i]].real_y - 300 - $game_map.display_y) / 4
      $light_effects.picture_le[i].visible = true
    when "Left Lamp Post"
      $light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list[i]].x * 32) - 5
      $light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list[i]].y * 32) - 15
    when "Right Lamp Post"
      $light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list[i]].x * 32) - 25
      $light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list[i]].y * 32) - 15
      $light_effects.picture_le[i].visible = true
    when "Left Lantern"
      $light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list[i]].x * 32) - 20
        $light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list[i]].y * 32) - 5
        $light_effects.picture_le[i].visible = true
    when "Right Lantern"
      $light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list[i]].x * 32) - 10
      $light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list[i]].y * 32) - 5
      $light_effects.picture_le[i].visible = true
    end
  end
end
#--------------------------------------------------------------------------
# â—? Redraws the Array
#--------------------------------------------------------------------------
def redraw
  if @picture_le != []
    for i in 0..@picture_le.size - 1
      @picture_le[i].bitmap.dispose
    end
    @picture_le = Array.new
    @event_list = Array.new
    @type_list = Array.new
  end
end
#--------------------------------------------------------------------------
# â—? Shows Array
#--------------------------------------------------------------------------
def show
  if @picture_le != []
    for i in 0..@picture_le.size - 1
      @picture_le[i].visible = true
    end
  end
end
#--------------------------------------------------------------------------
# â—? Hides Array
#--------------------------------------------------------------------------
def hide
  if @picture_le != []
    for i in 0..@picture_le.size - 1
       @picture_le[i].visible = false
    end
  end
end
#--------------------------------------------------------------------------
# â—? Setup Light Effects for Ground
#--------------------------------------------------------------------------
def ground(event_index)
  light_effects = Sprite.new
  light_effects.bitmap = RPG::Cache.picture("LE.PNG")
  light_effects.zoom_x = 200 / 100.0
  light_effects.zoom_y = 200 / 100.0
  light_effects.z = 1000
  light_effects.opacity = 50
  light_effects.visible = false
  @picture_le.push(light_effects)
  @event_list.push(event_index)
  @type_list.push("Ground")
end
#--------------------------------------------------------------------------
# â—? Setup Light Effects for Fire
#--------------------------------------------------------------------------
def fire(event_index)
  light_effects = Sprite.new
  light_effects.bitmap = RPG::Cache.picture("LE.PNG")
  light_effects.zoom_x = 300 / 100.0
  light_effects.zoom_y = 300 / 100.0
  light_effects.z = 1000
  light_effects.opacity = 100
  light_effects.visible = false
  @picture_le.push(light_effects)
  @event_list.push(event_index)
  @type_list.push("Fire")
end
#--------------------------------------------------------------------------
# â—? Setup Light Effects for Lamp
#--------------------------------------------------------------------------
def lamp(event_index)
  light_effects = Sprite.new
  light_effects.bitmap = RPG::Cache.picture("LE.PNG")
  light_effects.z = 1000
  light_effects.opacity = 100
  light_effects.visible = false
  @picture_le.push(light_effects)
  @event_list.push(event_index)
  @type_list.push("Left Lamp Post")
  light_effects = Sprite.new
  light_effects.bitmap = RPG::Cache.picture("LE.PNG")
  light_effects.z = 1000
  light_effects.opacity = 100
  light_effects.visible = false
  @picture_le.push(light_effects)
  @event_list.push(event_index)
  @type_list.push("Right Lamp Post")
end
#--------------------------------------------------------------------------
# â—? Setup Light Effects for Lantern
#--------------------------------------------------------------------------
def left_lantern(event_index)
  light_effects = Sprite.new
  light_effects.bitmap = RPG::Cache.picture("LE.PNG")
  light_effects.z = 1000
  light_effects.opacity = 150
  light_effects.visible = false
  @picture_le.push(light_effects)
  @event_list.push(event_index)
  @type_list.push("Left Lantern")
end
  #--------------------------------------------------------------------------
# â—? Setup Light Effects for Lantern
#--------------------------------------------------------------------------
def right_lantern(event_index)
  light_effects = Sprite.new
  light_effects.bitmap = RPG::Cache.picture("LE.PNG")
  light_effects.z = 1000
  light_effects.opacity = 150
  light_effects.visible = false
  @picture_le.push(light_effects)
  @event_list.push(event_index)
  @type_list.push("Right Lantern")
end
end

#==============================================================================
# â–�  Game_Map
#------------------------------------------------------------------------------
#  Add defenision of the names to Game Map Class
#==============================================================================

class Game_Map
#--------------------------------------------------------------------------
# â—? Refer the attr
#--------------------------------------------------------------------------
attr_accessor :map
#--------------------------------------------------------------------------
# â—? Refer setup to Game Map
#--------------------------------------------------------------------------
alias les_game_map_setup setup
#--------------------------------------------------------------------------
# â—? Refers the Map Setup
#--------------------------------------------------------------------------
def setup(map_id)
  $light_effects.redraw
  les_game_map_setup(map_id)
  $light_effects.setup
end
end

#==============================================================================
# â–�  Scene_Title
#------------------------------------------------------------------------------
#  It is the class which processes the title picture
#==============================================================================

class Scene_Title
#--------------------------------------------------------------------------
# â—? Refer setup to Scene Title
#--------------------------------------------------------------------------
alias les_scene_title_update update
#--------------------------------------------------------------------------
# â—? Sets up the ABS
#--------------------------------------------------------------------------
def update
$light_effects = Light_Effect_System.new
les_scene_title_update
end
end
}


Possibly Related Threads…
Thread Author Replies Views Last Post
  Dynamic Weather and Time System ThallionDarkshine 0 2,513 05-25-2012, 01:00 PM
Last Post: ThallionDarkshine
  SP drain/increase over time Cavi 0 2,450 05-20-2011, 01:00 PM
Last Post: Cavi
  Kylock's Time Script leisuree 0 1,762 10-22-2006, 01:00 PM
Last Post: leisuree
  Time / Day/Night System mikah 0 2,053 09-26-2006, 01:00 PM
Last Post: mikah



Users browsing this thread: