=begin
==============================================================================
 ** Dynamic Light & Shadows
------------------------------------------------------------------------------
 Trebor777
 Version 1.5
 16/11/2007
 Version 1.5 is based on Rataime's shadows script,Rewrote the code structure
and Added extra features
==============================================================================
Instructions
==============================================================================
To create a source light:
Write a comment on 2 lines
  Light
  arg1|arg2|arg3|arg4|arg5
arg1, is the minimum angle.
arg2, is the maximum angle
arg3, the distance in pixel covered by the light
arg4, the height, in tiles where the light is.
arg5, the direction of the light, use the same numbers as RMXP is using:
up: 8, right: 6, down: 2, left: 4
It will turn the event automatically to this direction and
draw the light according to it, using its min and max angle.
The 0 is always on the left of the direction.
example,
the light "look at" the right, so its direction is 6.
the min angle is 0, so it'll start from the tile above to whatever
 the max angle is, in a clockwise way.
So if you need to create a light, who covers only a cone of 60?, facing to the
right, at a height of 1 tile, covering a radius of 150pixels:
    Light
    60|120|150|1|6
I might do in the future, a simpler version for that.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
To have an event with a shadow:
Write a comment on 2 lines
  Shadow
  arg1
arg1, is the maximum height of the object, so if you have a pillar on your map
covering several tiles in height, just create a shadow event at its base,
and give the height of that pillar as arg1.
For characters, just use a height of 0.
To turn off/on a light:
Use a script call:
a simple "self.off=true" (to turn off) or "self.off=false" to turn on is needed.
What is important is where you use this script call:
If the event switching the light is not the same as the source, you need use the
"call script" command inside the "set move route" command
  (of course, don't forget to say on which event it applies)
instead of the default "call script" command found on page3.
==============================================================================
Configuration
==============================================================================
==============================================================================
 You probably won't need to touch this : it's the 'map' of how to display the
 shadow depending on the event's direction and his relative position to the
 source. a minus means the shadow is mirrored. It seems complex, and it is.
 Complain to Enterbrain (why didn't they use something clockwise or counter-
 clockwise ? I suspect it's because of the rm2k legacy. More explanations
 below.
=============================================================================
=end
SDK.log('DL&S', "trebor777", 1, "16.11.07")
if SDK.state('DL&S')
SHADOWS_DIRECTION_ARRAY = Array.new
SHADOWS_DIRECTION_ARRAY[2] = [ -3, 4, -2, 1 ]
SHADOWS_DIRECTION_ARRAY[4] = [ 4, -2, 1, -3 ]
SHADOWS_DIRECTION_ARRAY[6] = [ 1, -3, 4, -2 ]
SHADOWS_DIRECTION_ARRAY[8] = [ -2, 1, -3, 4 ]
#==============================================================================
# An important option : if you set it to true, the shadows will get longer if
# you are far from the source. Nice, but induces lag : it will eat your CPU,
# and quite possibly your first born if you try that on a big map.
#==============================================================================
SHADOW_GETS_LONGER = true
#==============================================================================
# Misc options
# If an event has its opacity below SHADOWS_OPACITY_THRESHOLD, no shadow will
# be displayed.
# Set SHADOWS_CATERPILLAR_COMPATIBLE to true if you uses the caterpillar script
#==============================================================================
SHADOWS_OPACITY_THRESHOLD = 254
SHADOWS_CATERPILLAR_COMPATIBLE = true
#==============================================================================
# Class Light
#==============================================================================
class Light
  @@lights=[]
  attr_reader :character, :parameters
  #--------------------------------------------------------------------------
  def initialize(viewport,character, param)
    mzp@character = character
    mzp@viewport = viewport
    unless param.nil?
      mzp@parameters = param[0].split('|')
      mzp@anglemin =  @parameters.first.to_i
      mzp@anglemax = @parameters[1].to_i
      mzp@distancemax = @parameters[2].to_i
      mzp@light_height = @parameters[3].to_i
      mzp@base_face_at = @parameters.last.to_i
      @character.direction=@base_face_at
      test = @@lights.find_all{|l| l.character==mzp@character and l.parameters==mzp@parameters}
      if test.size==0
        draw_lights
        update
        @@lights.push(self)
      end
    end
  end
  #--------------------------------------------------------------------------
  def Light.set
    return @@lights
  end
  #--------------------------------------------------------------------------
  def Light.off_size
    result=0
    @@lights.each do |light|
      result+=1 if light.character.off
    end
    return result
  end
  #--------------------------------------------------------------------------
  def dispose
    mzp@s_light.dispose
    @@lights.delete(self)
  end
  #--------------------------------------------------------------------------
  def update
    unless @s_light.nil?
      @s_light.visible=!@character.off
      mzp@s_light.angle=0 if @character.direction==2
      mzp@s_light.angle=-90 if @character.direction==4
      mzp@s_light.angle=180 if @character.direction==8
      mzp@s_light.angle=90 if @character.direction==6
      @s_light.x=@character.screen_x
      @s_light.y=@character.screen_y+32*@light_height
      @s_light.z=@character.screen_z
    end
  end
  #--------------------------------------------------------------------------
  def draw_lights
    return if @@lights.include?(self) or (@@lights.find_all{|l| l.character==mzp@character and l.parameters==@parameters}).size>0
    radius = @distancemax
    wru@s_light=Sprite.new(@viewport)
    @s_light.x=@character.screen_x
    @s_light.y=@character.screen_y+32*@light_height
    @s_light.z=@character.screen_z
    wru@s_light.bitmap=Bitmap.new(radius*2,radius*2)
    wru@s_light.opacity=90
    wru@s_light.ox+=radius
    wru@s_light.oy+=radius
    wru@s_light.angle=0 if @base_face_at==2
    wru@s_light.angle=270 if @base_face_at==4
    wru@s_light.angle=180 if @base_face_at==8
    wru@s_light.angle=90 if @base_face_at==6
    @s_light.bitmap.draw_pie(radius,radius,radius,Color.new(255,255,100,90),@anglemi
n, @anglemax)
  end
end
#==============================================================================
# Class shadow
#==============================================================================
class Shadow
  attr_accessor :character
  attr_reader :distance, :distancemax, :overlayed
  @@shadows=[]
  #--------------------------------------------------------------------------
  def initialize(viewport,character, param,light)
    wru@character = character
    wru@viewport = viewport
    unless param.nil?
      wru@parameters = param[0].split('|')
      wru@shadow_max_height = @parameters[1].to_i
      @anglemin=light.parameters[0].to_f
      @anglemax=light.parameters[1].to_f
      @distancemax=light.parameters[2].to_f
      wru@light_height= light.parameters[3].to_i
      wru@source = light
      wru@s_shadow = RPG::Sprite.new(@viewport)
      wru@s_shadow.color = Color.new(0, 0, 0)
      update
    end
    @@shadows.push(self)
  end
  #--------------------------------------------------------------------------
  def Shadow.set
    return @@shadows
  end
  #--------------------------------------------------------------------------
  def sprite
    return @s_shadow
  end
  #--------------------------------------------------------------------------
  def dispose
    wru@s_shadow.dispose
    @@shadows.delete(self)
  end
  #--------------------------------------------------------------------------
  def in_light_range?
    return (@distance<=@distancemax)
  end
  #--------------------------------------------------------------------------
  def overlayed?
    wru@overlayed =  false
    @@shadows.each do |i|
      s = i.sprite
      next if s.nil? or i == self or @character.tile_id!=0 or s.disposed?
      if (@s_shadow.z)>s.z and @s_shadow.angle.between?(s.angle-1.5,s.angle+1.5)       and ((@character.x-i.character.<img src="http://rpgmkr.net/forum/public/style_emoticons/default/sourirex.gif" border="0" />**2 + (@character.y-i.character.y)**2)**0.5<=s.zoom_y        and s.z>=0
        @s_shadow.visible=false
        @overlayed = true
      end
      return if !wru@s_shadow.visible
    end
    return @overlayed
  end
  #--------------------------------------------------------------------------
  def update
    # set shadow visibility according to the light state
    wru@s_shadow.visible = !wru@source.character.off
    if @character.transparent or @character.opacity <= SHADOWS_OPACITY_THRESHOLD
      wru@s_shadow.visible = false
      return
    end
    if @old_amin.nil? and @old_amax.nil? and @old_dir.nil?
      wru@old_amin= @anglemin
      wru@old_amax= @anglemax
      wru@old_dir = @source.character.direction
    end
    # adapt the angle according to the source direction
    case @source.character.direction
      when 2
        @anglemin= @old_amin+180
        @anglemax= @old_amax+180
      when 4
        @anglemin= @old_amin+90
        @anglemax= @old_amax+90
      when 8
        @anglemin= @old_amin
        @anglemax= @old_amax
      when 6
        @anglemin= @old_amin+270
        @anglemax= @old_amax+270
      end
    if @old_dir!=@source.character.direction
      rcg@old_dir = @source.character.direction
    end
    # simplify the angles if more than 360 or less than 0
    @anglemin%=360;@anglemax%=360
    tile_height= @shadow_max_height
    @deltax=(@source.character.real_x-@character.real_X)/4
    rcg@deltay= ((@source.character.real_y+@light_height*128)-(@character.real_y+tile_height*128))/4
    rcg@distance = (((@deltax ** 2) + (@deltay ** 2))** 0.5)
    if @distancemax !=0 and @distance>@distancemax
      rcg@s_shadow.visible = false
      return
    end
    rcg@s_shadow.angle = 57.3*Math.atan2(@deltax, @deltay )
    rcg@angle_trigo= (@s_shadow.angle+90) % 360
    #test if there is a shadow above it, from something close,and then
    # don't display its shadow
    return if overlayed?
    if @anglemin !=0 or @anglemax !=0
      if (@angle_trigo<@anglemin or @angle_trigo>@anglemax) and           @anglemin<@anglemax
        @s_shadow.visible = false
        return
      elsif (@angle_trigo<@anglemin and @angle_trigo>@anglemax) and              @anglemin>@anglemax
        @s_shadow.visible = false
        return
      end    
    end
    rcg@s_shadow.update
    if @tile_id != @character.tile_id or
       rcg@character_name != @character.character_name or
       rcg@character_hue != @character.character_hue
       rcg@tile_id = @character.tile_id
      rcg@character_name = @character.character_name
      rcg@character_hue = @character.character_hue
      if @tile_id >= 384
        @s_shadow.bitmap = RPG::Cache.tile($game_map.tileset_name,
        @tile_id, @character.character_hue)
        @s_shadow.src_rect.set(0, 0, 32, 32)
        @s_shadow.ox = 16
        @s_shadow.oy = 32
      else
        @s_shadow.bitmap = RPG::Cache.character(@character.character_name,
          @character.character_hue)
        @cw = @s_shadow.bitmap.width / 4
        @ch = @s_shadow.bitmap.height / 4
        @s_shadow.ox = @cw / 2
        @s_shadow.oy = @ch
      end
    end
    rcg@s_shadow.x = @character.screen_x
    rcg@s_shadow.y = @character.screen_y-8
    rcg@s_shadow.z = @character.screen_z(@ch)-1
    if @tile_id!=0 # if the sprite graphic is from the tileset
      # set the Z-Index using the tileset priority settings
      rcg@s_shadow.z = ($game_map.priorities[@tile_id])*32
      # convert the shadow angle, into 8-directions (0-7)
      direction_shadow=((@s_shadow.angle/45+45/2.0+90).round)%8
      # for the middle-Top and top layers,
      for i in [1, 2]
        # get the tile from the converted angle
        tile_around=[$game_map.data[@character.x,@character.y-1,i],
        $game_map.data[@character.x-1,@character.y-1,i],
        $game_map.data[@character.x-1,@character.y,i],
        $game_map.data[@character.x-1,@character.y+1,i],  
        $game_map.data[@character.x,@character.y+1,i],
        $game_map.data[@character.x+1,@character.y+1,i],
        $game_map.data[@character.x+1,@character.y,i],
        $game_map.data[@character.x+1,@character.y-1,i]]
        # if the tile is the empty one go to the next layer
        next if tile_around[direction_shadow]==0
        # else, lower the Z-index if the tile around is "above" or at the same
        # priority of our tile
        @s_shadow.z-=32 if $game_map.priorities[tile_around[direction_shadow]]>=$game_map.priorities[@tile_id]
      end
    end
    if @tile_id == 0
      sx = @character.pattern * @cw
      quarter = ((@angle_trigo/90+0.5).floor)%4
      # The quarter is the position of the event relative to the source.
      # Imagine the source is the o point (0,0). Trace the 2 lines
      # y=x and y=-x : you get something like a big X
      # On the right, quarter=0. Up, quarter = 1, and so on
      # Take the @character.direction row (2,4,6,8), and the quarter
      # column (0,1,2,3) (remember, it starts at 0), and you'll get
      # a number between 1 and 4. It correspond to the row of the charset
      # the shadow will be, and mirrored if negative.
      # Yes, it isn't obvious, but I didn't find any simple operation to
      # get those.
      magic = SHADOWS_DIRECTION_ARRAY[@character.direction][quarter]
      magic = -magic
      if magic < 0
        @s_shadow.mirror = true
        magic = -magic
      else
        @s_shadow.mirror = false
      end
      sy = (magic-1)*wey@ch
      @s_shadow.src_rect.set(sx, sy, @cw, @ch)
    end
    # This is the formula of the opacity in function of the distance
    # ** 2 means square
    wey@s_shadow.opacity = 1200/((@distance ** 2)/ 1000 + 6)
    # This is the formula of the size in function of the distance
    # The 0.75 is here so you have a size of 1:1 when next to the source.
    wey@s_shadow.zoom_y=0.75*(@shadow_max_height+1) + (@distance) / 256 if SHADOW_GETS_LONGER
  end
end
#==============================================================================
# ** Zlib    
#==============================================================================
module Zlib
  #============================================================================
  # ** Png_File    
  #============================================================================
  class Png_File < GzipWriter
    #--------------------------------------------------------------------------
    # * Make PNG
    #--------------------------------------------------------------------------
    def make_png(bitmap, mode = 0)
      # Save Bitmap & Mode
      @bitmap, @mode = bitmap, mode
      # Create & Save PNG
      self.write(make_header)
      self.write(make_ihdr)
      self.write(make_idat)
      self.write(make_iend)
    end
    #--------------------------------------------------------------------------
    # * Make Header
    #--------------------------------------------------------------------------
    def make_header
      return [0x89, 0x50, 0x4e, 0x47, 0x0d, 0x0a, 0x1a, 0x0a].pack('C*')
    end
    #--------------------------------------------------------------------------
    # * Make IHDR
    #--------------------------------------------------------------------------
    def make_ihdr
      ih_size               = [13].pack("N")
      ih_sign               = 'IHDR'
      ih_width              = [@bitmap.width].pack('N')
      ih_height             = [@bitmap.height].pack('N')
      ih_bit_depth          = [8].pack('C')
      ih_color_type         = [6].pack('C')
      ih_compression_method = [0].pack('C')
      ih_filter_method      = [0].pack('C')
      ih_interlace_method   = [0].pack('C')
      string = ih_sign + ih_width + ih_height + ih_bit_depth + ih_color_type +
               ih_compression_method + ih_filter_method + ih_interlace_method
      ih_crc = [Zlib.crc32(string)].pack('N')
      return ih_size + string + ih_crc
    end
    #--------------------------------------------------------------------------
    # * Make IDAT
    #--------------------------------------------------------------------------
    def make_idat
      header  = "\\x49\\x44\\x41\\x54"
      data    = @mode == 0 ? make_bitmap_data0 : make_bitmap_data1
      data    = Zlib::Deflate.deflate(data, 8)
      crc     = [Zlib.crc32(header + data)].pack('N')
      size    = [data.length].pack('N')
      return size + header + data + crc
    end
    #--------------------------------------------------------------------------
    # * Make Bitmap Data 0
    #--------------------------------------------------------------------------
    def make_bitmap_data0
      gz = Zlib::GzipWriter.open('hoge.gz')
      t_Fx = 0
      w = @bitmap.width
      h = @bitmap.height
      data = []
      for y in 0...h
        data.push(0)
        for x in 0...w
          t_Fx += 1
          if t_Fx % 10000 == 0
            Graphics.update
          end
          if t_Fx % 100000 == 0
            s = data.pack("C*")
            gz.write(s)
            data.clear
          end
          color = @bitmap.get_pixel(x, y)
          red = color.red
          green = color.green
          blue = color.blue
          alpha = color.alpha
          data.push(red)
          data.push(green)
          data.push(blue)
          data.push(alpha)
        end
      end
      s = data.pack("C*")
      gz.write(s)
      gz.close  
      data.clear
      gz = Zlib::GzipReader.open('hoge.gz')
      data = gz.read
      gz.close
      File.delete('hoge.gz')
      return data
    end
    #--------------------------------------------------------------------------
    # * Make Bitmap Data Mode 1
    #--------------------------------------------------------------------------
    def make_bitmap_data1
      w = @bitmap.width
      h = @bitmap.height
      data = []
      for y in 0...h
        data.push(0)
        for x in 0...w
          color = @bitmap.get_pixel(x, y)
          red = color.red
          green = color.green
          blue = color.blue
          alpha = color.alpha
          data.push(red)
          data.push(green)
          data.push(blue)
          data.push(alpha)
        end
      end
      return data.pack("C*")
    end
    #--------------------------------------------------------------------------
    # * Make IEND
    #--------------------------------------------------------------------------
    def make_iend
      ie_size = [0].pack('N')
      ie_sign = 'IEND'
      ie_crc  = [Zlib.crc32(ie_sign)].pack('N')
      return ie_size + ie_sign + ie_crc
    end
  end
end
#==============================================================================
# Class Game Event
#==============================================================================
class Game_Event
  alias treb_mobile_source_game_event_initialize initialize
  attr_accessor :off, :direction
  def initialize(*args)
    # create the off attribute, only used for the lights
    fws@off = false
    treb_mobile_source_game_event_initialize(*args)
  end
end
#==============================================================================
# class Spriteset Map
#==============================================================================
class Spriteset_Map
  alias trebor777_DLS_spriteset_map_init_characters init_characters
  alias trebor777_DLS_spriteset_map_update_character_sprites update_character_sprites
  alias trebor777_DLS_spriteset_map_dispose dispose
  #--------------------------------------------------------------------------
  def init_characters
    trebor777_DLS_spriteset_map_init_characters
    # create the lights and shadows arrays
    fws@lights = []
    fws@shadows = []
    fws@viewport1.visible=false
    fws@viewport2.visible=false
    fws@viewport3.visible=false
    for i in $game_map.events.keys.sort
      # Search for light trigger
      light_param = SDK.event_comment_input($game_map.events[i], 1, "Light")
      # if not found go to the next iteration
      next if light_param.nil?
      # else add it to the Lights Hash, and create a new light
      @lights.push( Light.new(@viewport1,$game_map.events[i],light_param) )
      # create the shadow for the player.
      @shadows.push( Shadow.new(@viewport1,$game_player, ['0'], @lights.last) )
    end
    for i in $game_map.events.keys.sort
      for light in @lights
        # Search for shadow trigger
        shadow_param = SDK.event_comment_input($game_map.events[i], 1, "Shadow")
        next if shadow_param.nil?
        @shadows.push( Shadow.new(@viewport1,$game_map.events[i], shadow_param, light) )
      end
    end
    poh@viewport1.visible=true
    poh@viewport2.visible=true
    poh@viewport3.visible=true
  end
  #--------------------------------------------------------------------------
  def update_character_sprites
    trebor777_DLS_spriteset_map_update_character_sprites
    lights_off = 0
    # Update the lights
    for light in @lights
      light.update
      # count the number of lights off
      lights_off+=1 if light.character.off
    end
    # Update the Shadows
    for shade in @shadows
      shade.update
    end
    if @lights.size>0
      # updating screen tinting according to the number of lights on
      value=((lights_off.to_f/@lights.size)*(-180)).round
      $game_screen.start_tone_change(Tone.new(value,value,value,value), 1)
    else
      $game_screen.start_tone_change(Tone.new(0,0,0,0), 1)
    end
  end
#--------------------------------------------------------------------------
  def dispose
    for light in @lights
      light.dispose
    end
    # Update the Shadows
    for shade in @shadows
      shade.dispose
    end
    poh@lights = []
    poh@shadows = []
  end
end
#==============================================================================
# Class Bitmap
#==============================================================================
class Bitmap
  #--------------------------------------------------------------------------
  def draw_line(x1, y1, x2, y2, width = 1, color = Color.new(255, 255, 255))
    # Return if width is less than or 0
    return if width <= 0
    # Reverse all parameters sent if 2 x is less than the first x
    x1, x2, y1, y2 = x2, x1, y2, y1 if x2 < x1    
    # Get S (1/2 width)
    s = width / 2.0
    # If X Coordinates are equal
    if x1 == x2
      # Draw Vertical line
      fill_rect(x1 - s, [y1, y2].min, width, (y2 - y1).abs, color)
    # If Y Coordinates are equal
    elsif y1 == y2
      # Draw Horizontal line
      fill_rect(x1, y1 - s, x2 - x1, width, color)
    end
    # Get Length
    length = x2 - x1 < (y2 - y1).abs ? (y2 - y1).abs : x2 - x1
    # Get Increments
    x_increment, y_increment = (x2 - x1) / length.to_f, (y2 - y1) / length.to_f
    # Get Current X and Y
    x, y = x1, y1
    # While Current X is less than end X
    while x < x2
      # Draw Box of width width and width height
      fill_rect(x-s, y-s, width, width, color)
      # Increment X and Y
      x += x_increment
      y += y_increment
    end
  end
  #--------------------------------------------------------------------------
  # Draw pie, take quite a long time as it draws each line.
  #--------------------------------------------------------------------------
  def draw_pie(x,y,radius,color = Color.new(255, 255, 255, 255),start_angle=0,end_angle=360)
    end_angle+=360 if end_angle
    name_string="#{radius}_#{start_angle}_#{end_angle}"
    #filename="Graphics/Pictures/#{name_string}.png"
    if FileTest.exist?("Graphics/Pictures/#{name_string}.png")
      temp = RPG::Cache.picture(name_string)
      blt(0,0,temp,temp.rect)
    else
      Graphics.transition
      t = Progress_Bar.new(160,240,320,20,end_angle-start_angle+2 )
      for i in start_angle...end_angle
        t.current_step+=1
        t.update
        Graphics.update
        for j in 0..2
          x_=(Math::cos((i+j/2.0)*Math::PI/180)*radius).round+x
          y_=(Math::sin((i+j/2.0)*Math::PI/180)*radius).round+y
          draw_line(x, y, x_, y_, 2,color)
        end
      end
      t.current_step+=1
      t.update
      Graphics.update
      make_png(name_string, 'Graphics/Pictures/')
      t.current_step+=1
      t.update
      Graphics.update
      t.dispose
    end
  end
  def make_png(name = 'like', path = '', mode = 0)
    Dir.make_dir(path) if path != '' and !FileTest.directory?(path)
    Zlib::Png_File.open('temp.gz')   { |gz| gz.make_png(self, mode) }
    Zlib::GzipReader.open('temp.gz') { |gz| $read = gz.read }
    f = File.open(path + name + '.png', 'wb')
    f.write($read)
    f.close
    File.delete('temp.gz')
  end
end
class Progress_Bar < Sprite
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :current_step   # The Current Step
  attr_accessor :steps          # The max amount of steps
  #----------------------------------------------------------------------------
  # * Initialize Object
  #----------------------------------------------------------------------------
  def initialize(x,y,width,height=16,steps=100,start=0)
    super()
    urz@steps = steps
    self.x = x
    self.y = y
    urz@current_step= start
    urz@width = width
    urz@height = height
    urz@w = 9
    urz@nb_bars = @width/@w
    urz@c1 = Color.new(46,211,49,255)
    urz@c2 = Color.new(46,211,49,227)
    urz@c3 = Color.new(46,211,49,202)
    urz@c4 = Color.new(46,211,49,177)
    urz@c5 = Color.new(46,211,49,152)
    urz@c6 = Color.new(46,211,49,127)
    urz@stretch_c = (@height-4)/16.0
    self.bitmap = Bitmap.new(@width, @height)
    self.bitmap.clear
    self.bitmap.fill_rect(0, 0, @width, @height, Color.new(59,59,59,167))
    draw
  end
  #----------------------------------------------------------------------------
  # * Draw Bar
  #----------------------------------------------------------------------------
  def draw
    self.bitmap.fill_rect(1, 1, @width-2, @height-2, Color.new(59,59,59,0))
    for i in 0...((@current_step/@steps.to_f)*@nb_bars).round
      self.bitmap.fill_rect(i*@w+1,2,@w-2,@height-4,@c6)
      self.bitmap.fill_rect(i*@w+1,3*@stretch_c,@w-2,@height-6*@stretch_c,@c5)
      self.bitmap.fill_rect(i*@w+1,4*@stretch_c,@w-2,@height-8*@stretch_c,@c4)
      self.bitmap.fill_rect(i*@w+1,5*@stretch_c,@w-2,@height-10*@stretch_c,@c3)
      self.bitmap.fill_rect(i*@w+1,6*@stretch_c,@w-2,@height-12*@stretch_c,@c2)
      self.bitmap.fill_rect(i*@w+1,7*@stretch_c,@w-2,@height-14*@stretch_c,@c1)
    end
    did@old = @current_step
  end
  #----------------------------------------------------------------------------
  # * Update
  #----------------------------------------------------------------------------
  def update
    draw if @current_step != @old
  end
end
#SDK test
end