03-02-2008, 07:15 AM
Window Sprites
Version: 2.0.1
Version: 2.0.1
Introduction
This simple script lets you tag sprites to a window, when they are tagged it automatically updates/disposes/moves with the window.
Screenshots
Take a sprite and add it to a window. There is your screenshot right there.
Demo
For a demo of this script in action see the following
Animated Gradient Bars
Skill Shop
State Cycling
Script
Ok, ok I'll spare the families this time.
Code:
#============================================================================
# ** Window Sprites
#----------------------------------------------------------------------------
# Trickster
# Version 2.0.1
# Date 3/5/07
# SDK Version : 2.1
#============================================================================
#--------------------------------------------------------------------------
# * Begin SDK Log
#--------------------------------------------------------------------------
SDK.log("Window Sprites", "Trickster", 2.01, "3.24.07")
#--------------------------------------------------------------------------
# * Begin SDK Requirement Check
#--------------------------------------------------------------------------
SDK.check_requirements(2.0, [1])
#--------------------------------------------------------------------------
# * Begin SDK Enable Test
#--------------------------------------------------------------------------
if SDK.enabled?("Window Sprites")
class Window_Base
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
if @trick_sprites_windowbase.nil?
alias_method :trick_sprites_base_x=, :x=
alias_method :trick_sprites_base_y=, :y=
alias_method :trick_sprites_base_z=, :z=
alias_method :trick_sprites_base_ox=, :ox=
alias_method :trick_sprites_base_oy=, :oy=
alias_method :trick_sprites_base_width=, :width=
alias_method :trick_sprites_base_height=, :height=
alias_method :trick_sprites_base_contents_opacity=, :contents_opacity=
alias_method :trick_sprites_base_back_opacity=, :back_opacity=
alias_method :trick_sprites_base_opacity=, :opacity=
alias_method :trick_sprites_base_visible=, :visible=
@trick_sprites_windowbase = true
end
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias_method :trick_sprites_base_initialize, :initialize
def initialize(x, y, width, height)
# Setup Sprites Array
@window_sprites = []
# The Usual
trick_sprites_base_initialize(x, y, width, height)
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
alias_method :trick_sprites_base_dispose, :dispose
def dispose
# The Usual
trick_sprites_base_dispose
# Dispose all Sprites
@window_sprites.each {|sprite| sprite.dispose}
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias_method :trick_sprites_base_update, :update
def update
# The Usual
trick_sprites_base_update
# Update
@window_sprites.each {|sprite| sprite.update}
end
#--------------------------------------------------------------------------
# * Set X
#--------------------------------------------------------------------------
def x=(x)
# Run through each window sprite
@window_sprites.each do |sprite|
# If Has Method sprite type
if sprite.respond_to?(:sprite_type)
# Branch by Type
case sprite.sprite_type
when 'content', 'content2', 'cover', 'background', 'background2'
# Include Scroll Calculation Set X
sprite.x = sprite.x - self.x + x + ox
when 'border'
# Exclude Scroll Calculation Set X
sprite.x = sprite.x - self.x + x
end
else
# Default is Content Sprite
sprite.x = sprite.x - self.x + x + ox
end
end
# The Usual
self.trick_sprites_base_x = x
end
#--------------------------------------------------------------------------
# * Set Y
#--------------------------------------------------------------------------
def y=(y)
# Update All Y's
@window_sprites.each do |sprite|
# If Has Method sprite type
if sprite.respond_to?(:sprite_type)
# Branch by Type
case sprite.sprite_type
when 'content', 'content2', 'cover', 'background', 'background2'
# Include Scroll Calculation Set Y
sprite.y = sprite.y - self.y + y + oy
when 'border'
# Exclude Scroll Calculation Set Y
sprite.y = sprite.y - self.y + y
end
else
# Default is Content Sprite
sprite.y = sprite.y - self.y + y + oy
end
end
# The Usual
self.trick_sprites_base_y = y
end
#--------------------------------------------------------------------------
# * Set Z
#--------------------------------------------------------------------------
def z=(z)
# Update All Z's
@window_sprites.each do |sprite|
# If Has Method sprite type
if sprite.respond_to?(:sprite_type)
# Branch By Sprite Type
case sprite.sprite_type
when 'content'
sprite.z = self.z + 1
when 'content2'
sprite.z = self.z + 2
when 'cover', 'border'
sprite.z = self.z + 3
when 'background'
sprite.z = self.z
when 'background2'
sprite.z = self.z - 1
end
else
# Default is content
sprite.z = self.z + 1
end
end
# The Usual
self.trick_sprites_base_z = z
end
#--------------------------------------------------------------------------
# * Set Origin X
#--------------------------------------------------------------------------
def ox=(ox)
# Get Ox Change
cx = self.ox - ox
# Run Through Each Sprite
@window_sprites.each do |sprite|
# If Has Method sprite type
if sprite.respond_to?(:sprite_type)
# Branch By Sprite Type
case sprite.sprite_type
when 'content', 'content2', 'cover', 'background', 'background2'
# Add to X
sprite.x += cx
# Setup Visibility
sprite.visible = sprite.x.between?(x + 16, x + width - 16) && visible
end
else
# Add to X
sprite.x += cx
# Setup Visibility
sprite.visible = sprite.x.between?(x + 16, x + width - 16) && visible
end
end
# The Usual
self.trick_sprites_base_ox = ox
end
#--------------------------------------------------------------------------
# * Set Origin Y
#--------------------------------------------------------------------------
def oy=(oy)
# Get Oy Change
cy = self.oy - oy
# Run Through Each Sprite
@window_sprites.each do |sprite|
# If Has Method sprite type
if sprite.respond_to?(:sprite_type)
# Branch By Sprite Type
case sprite.sprite_type
when 'content', 'content2', 'cover', 'background', 'background2'
# Add to Y
sprite.y += cy
# Setup Visibility
sprite.visible = sprite.y.between?(y + 16, y + height - 16) && visible
end
else
# Add to Y
sprite.y += cy
# Setup Visibility
sprite.visible = sprite.y.between?(y + 16, y + height - 16) && visible
end
end
# The Usual
self.trick_sprites_base_oy = oy
end
#--------------------------------------------------------------------------
# * Set Width
#--------------------------------------------------------------------------
def width=(width)
# Run Through Each Sprite
@window_sprites.each do |sprite|
# If Has Method sprite type
if sprite.respond_to?(:sprite_type)
# Branch By Sprite Type
case sprite.sprite_type
when 'content', 'content2', 'cover', 'background', 'background2'
# Setup Visibility
sprite.visible = sprite.x.between?(x + 16, x + width - 16) && visible
end
else
# Setup Visibility
sprite.visible = sprite.x.between?(x + 16, x + width - 16) && visible
end
end
# The Usual
self.trick_sprites_base_width = width
end
#--------------------------------------------------------------------------
# * Set Height
#--------------------------------------------------------------------------
def height=(height)
# Run Through Each Sprite
@window_sprites.each do |sprite|
# If Has Method sprite type
if sprite.respond_to?(:sprite_type)
# Branch By Sprite Type
case sprite.sprite_type
when 'content', 'content2', 'cover', 'background', 'background2'
# Setup Visibility
sprite.visible = sprite.y.between?(y + 16, y + height - 16) && visible
end
else
# Setup Visibility
sprite.visible = sprite.y.between?(y + 16, y + height - 16) && visible
end
end
# The Usual
self.trick_sprites_base_height = height
end
#--------------------------------------------------------------------------
# * Set Contents Opacity
#--------------------------------------------------------------------------
def contents_opacity=(opacity)
# Run Through Each Sprite and Setup Opacity
@window_sprites.each do |sprite|
# If Has Method sprite type
if sprite.respond_to?(:sprite_type)
# Branch By Sprite Type
case sprite.sprite_type
when 'content', 'content2', 'cover'
# Setup Opacity
sprite.opacity = opacity
end
else
# Setup Opacity
sprite.opacity = opacity
end
end
# The Usual
self.trick_sprites_base_contents_opacity = opacity
end
#--------------------------------------------------------------------------
# * Set Back Opacity
#--------------------------------------------------------------------------
def back_opacity=(opacity)
# Run Through Each Sprite and Setup Opacity
@window_sprites.each do |sprite|
# Skip if not Has Method sprite type
next if not sprite.respond_to?(:sprite_type)
# Branch By Sprite Type
case sprite.sprite_type
when 'background', 'background2'
# Setup Opacity
sprite.opacity = opacity
end
end
# The Usual
self.trick_sprites_base_back_opacity = opacity
end
#--------------------------------------------------------------------------
# * Set Opacity
#--------------------------------------------------------------------------
def opacity=(opacity)
# Run Through Each Sprite and Setup Opacity
@window_sprites.each do |sprite|
# Skip if not Has Method sprite type
next if not sprite.respond_to?(:sprite_type)
# Branch By Sprite Type
case sprite.sprite_type
when 'border', 'tagged'
# Setup Opacity
sprite.opacity = opacity
end
end
# The Usual
self.trick_sprites_base_opacity = opacity
end
#--------------------------------------------------------------------------
# * Set Visibility
#--------------------------------------------------------------------------
def visible=(bool)
# Get Rect
rect = Rect.new(x + 16, y + 16, width - 32, height - 32)
# Run Through Each Sprite
@window_sprites.each do |sprite|
# If Has Method sprite type
if sprite.respond_to?(:sprite_type)
# Branch By Sprite Type
case sprite.sprite_type
when 'content', 'content2', 'cover', 'background', 'background2'
sprite.visible = bool && sprite.in_rect?(rect)
when 'border', 'tagged'
sprite.visible = visible
end
else
sprite.visible = bool && sprite.in_rect?(rect)
end
end
# Update Visibility
self.trick_sprites_base_visible = bool
end
end
class Sprite
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :sprite_type
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
if @trick_sprites_sprite.nil?
alias_method :trick_sprites_sprite_initialize, :initialize
end
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(*args)
# The Usual
trick_sprites_sprite_initialize(*args)
# Setup Default for sprite_type - 'content'
@sprite_type = 'content'
end
#--------------------------------------------------------------------------
# * Tag
#--------------------------------------------------------------------------
def tag(window)
# Get Attributes
x, y, width, height = window.x, window.y, window.width, window.height
# Setup Rect
rect = Rect.new(x + 16, y + 16, width - 32, height - 32)
# Branch by Sprite Type
case sprite_type
when 'content'
# Set Visibility
self.visible = in_rect?(rect) && window.visible
# Set Z Between Window
self.z = window.z + 1
# Setup Opacity
self.opacity = window.contents_opacity
when 'content2'
# Set Visibility
self.visible = in_rect?(rect) && window.visible
# Set Z Between Window
self.z = window.z + 2
# Setup Opacity
self.opacity = window.contents_opacity
when 'cover'
# Set Visibility
self.visible = in_rect?(rect) && window.visible
# Set Z Between Window
self.z = window.z + 3
# Setup Opacity
self.opacity = window.contents_opacity
when 'border'
# Set Visibility
self.visible = window.visible
# Set Z Between Window
self.z = window.z + 3
# Setup Opacity
self.opacity = window.opacity
when 'background'
# Set Visibility
self.visible = in_rect?(rect) && window.visible
# Set Z at Window
self.z = window.z
# Setup Opacity
self.opacity = window.back_opacity
when 'background2'
# Set Visibility
self.visible = in_rect?(rect) && window.visible
# Set Z at Window
self.z = window.z - 1
# Setup Opacity
self.opacity = window.back_opacity
when 'tagged'
# Set Visibility
self.visible = window.visible
# Setup Opacity
self.opacity = window.opacity
end
end
#--------------------------------------------------------------------------
# * In Rect?
#--------------------------------------------------------------------------
def in_rect?(*rect)
# If 1 Argument Sent
if rect.size == 1
# Get Rect
rect = rect[0]
# Return in rect state
return (x.between?(rect.x, rect.x + rect.width) &&
y.between?(rect.y, rect.y + rect.height))
else
# Get variables sent
x, y, width, height = rect
# If In Rect
return self.x.between?(x, x + width) && self.y.between?(y, y + height)
end
end
end
#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end
Instructions
Add Above Main
Then in any window class (By this I mean any child of Window_Base) just do this:
Code:
@window_sprites <<
.tag(
where is a Sprite object
and window is the window you want to tag the sprite to
NEW types have been added
to change the type of tagging used on a sprite just call
.sprite_type = type
where type is either content, content2, cover, border, background, background2 tagged
content and contents2 are the same except contents2 is positioned higher than content
content.z = window.z + 1 contents2.z = window.z + 2
cover is like contents but is positioned over the window
cover.z = window.z + 3
border is like cover but it can be positioned outside the contents of the window
background is like contents but is positioned below the window
background2 is like background but it is positioned below background
background.z = window.z, background2.z = window.z - 1
tagged is just a tagged sprite to a window you are free to position it anywhere
Also the default for all sprites is content
Note you can also add other objects to the window sprite array, but the object you push must respond to methods x=, y=, z=, visible=, opacity=
if you define a method called sprite_type within the object's class you can set the type of tagging used, but if you don't define it the script will use content tagging.
FAQ
Note: Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.
Compatibility
Should be compatible with any other script
Requires SDK Part 1
Author's Notes
Please do not post saying you don't know what this does, if you can't figure it out then chances are you won't have a use for this. If you do post you will be getting a surprise from me (and it will not be a good surprise)
Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.