[Effect] : 2D Dynamic Lighting

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  • I am aware that I can make it. I was more wondering if it would look good or if the code would throw up all over it :)

    Need to play around with this when I get the time, can't stop thinking of all kinds of neat ways to implement it.

  • Hi guys <img src="smileys/smiley1.gif" border="0" align="middle">

    First of all I have to thanks to your effect Pode, It's AWESOME !!!

    But now I have facing a problem and I really need help from this lovely community.

    I'm using this effect with the Moving object, and it's working fine with dynamic lighting effect. But the effect seem to be wrong when the object is rotating.

    I'm sure that something wrong in my coding.

    so, please ... <img src="smileys/smiley9.gif" border="0" align="middle">

    Thanks a lot

    Below is the link to my question and the Capx file.

    Online Example

    Capx File

  • I don't get it. Do I need the non free verison of c2 to open this? It say's something about box2D, there is a pop up windows

  • I don't get it. Do I need the non free verison of c2 to open this? It say's something about box2D, there is a pop up windows

    Oh, Sorry Urled that's my bad.

    I have fixed the Capx file.

    thanks for your attention :D

  • Great work & thank you! This is an awesome effect.

    I'm struggling to understand how you came up with the normal vector values.

    I understand the concept perfectly fine but how do you know the normal vectors for each part of the house (I need to know how to get the normal vectors so I can calculate which color to use)?! Anyone ? Thanks!

  • newlee - the purpose of the normal map is to encode the normals - the facing vector - for each part of the image. By rotating the normal map, you're making the section of the rock that the dynamic lighting effect considers to be facing "up" (for example) move around the image, which is obviously not correct.

    If your rock were perfectly spherical, you'd simply remove the NormalMap -> Set Angle to Stone.Angle degrees and be done - that way, the part of the rock that you want to be lit as the top will always be at the top. The problem is that your rock obviously isn't perfectly spherical and you're also trying to give it a texture, so I'm not sure if there is an easy solution....

  • Use different normal map images for different angles?

  • I used R0j0's example to recreate >this< demo.

    This is what came out: >link<.

    Can I reach with some tweeking the look like in the previous demo link?

    edit: I just discovered build in bumpmapping support and got that effect working. The question is, why would I use dynamic lighting instead of the bumpmap effect? I don't exactly understand the difference.

  • zyblade : in essence, the plugin is a "baked-in" normal map effect. Both work the same way, in fact.

  • Thank you for this nice effect. Will it work with also animation sprites. If so how ? Do I also need to add mapping for each frames ? Did you ever try this

  • Spider_hip : yes, you need to add a mapping per frame.

  • I need some help with this - I understand everything except how to cast shadows on the ground. Is there a certain color map value I need to use on the floor in order to cast shadows?

  • This is some great awesome effect. Even an excellent job with the shadow casting. I wonder though if this will be upgraded someday, like with several light sources?

  • How do you make a map like that?

    Thanks

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  • After this topic was created: scirra.com/forum/dynamic-lighting-program-for-2d_topic79467.html

    I decided to research about old dynamic light systems, and remembering of RPG Maker and how smart the community was back then.

    How hard will be to try and implement this script, made in Ruby? This specific one was one of the best scripts for dynamic light and shadows.

    At least, we have Pode's plugin.

    =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)
        bih@character = character
        bih@viewport = viewport
        unless param.nil?
          bih@parameters = param[0].split('|')
          bih@anglemin =  @parameters.first.to_i
          bih@anglemax = @parameters[1].to_i
          bih@distancemax = @parameters[2].to_i
          bih@light_height = @parameters[3].to_i
          bih@base_face_at = @parameters.last.to_i
          @character.direction=@base_face_at
          test = @@lights.find_all{|l| l.character==bih@character and l.parameters==bih@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
        bih@s_light.dispose
        @@lights.delete(self)
      end
      #--------------------------------------------------------------------------
      def update
        unless @s_light.nil?
          @s_light.visible=!@character.off
          bih@s_light.angle=0 if @character.direction==2
          bih@s_light.angle=-90 if @character.direction==4
          bih@s_light.angle=180 if @character.direction==8
          bih@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==bih@character and l.parameters==@parameters}).size>0
    
        radius = @distancemax
        bih@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
        bih@s_light.bitmap=Bitmap.new(radius*2,radius*2)
        bih@s_light.opacity=90
        bih@s_light.ox+=radius
        bih@s_light.oy+=radius
        bih@s_light.angle=0 if @base_face_at==2
        bih@s_light.angle=270 if @base_face_at==4
        bih@s_light.angle=180 if @base_face_at==8
        bih@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)
        bih@character = character
        bih@viewport = viewport
        unless param.nil?
          bih@parameters = param[0].split('|')
          bih@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
          bih@light_height= light.parameters[3].to_i
          bih@source = light
          bih@s_shadow = RPG::Sprite.new(@viewport)
          bih@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
        kbm@s_shadow.dispose
        @@shadows.delete(self)
      end
      #--------------------------------------------------------------------------
      def in_light_range?
        return (@distance<=@distancemax)
      end
      #--------------------------------------------------------------------------
      def overlayed?
        kbm@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 !kbm@s_shadow.visible
        end
    
        return @overlayed
      end
      #--------------------------------------------------------------------------
      def update
        # set shadow visibility according to the light state
        kbm@s_shadow.visible = !kbm@source.character.off
        if @character.transparent or @character.opacity <= SHADOWS_OPACITY_THRESHOLD
          kbm@s_shadow.visible = false
          return
        end
        if @old_amin.nil? and @old_amax.nil? and @old_dir.nil?
          kbm@old_amin= @anglemin
          kbm@old_amax= @anglemax
          kbm@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
          kbm@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
        kbm@deltay= ((@source.character.real_y+@light_height*128)-(@character.real_y+tile_height*128))/4
        kbm@distance = (((@deltax ** 2) + (@deltay ** 2))** 0.5)
        if @distancemax !=0 and @distance>@distancemax
          kbm@s_shadow.visible = false
          return
        end
    
        kbm@s_shadow.angle = 57.3*Math.atan2(@deltax, @deltay )
        kbm@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
        kbm@s_shadow.update
        if @tile_id != @character.tile_id or
           kbm@character_name != @character.character_name or
           kbm@character_hue != @character.character_hue
           kbm@tile_id = @character.tile_id
          kbm@character_name = @character.character_name
          kbm@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
        kbm@s_shadow.x = @character.screen_x
        kbm@s_shadow.y = @character.screen_y-8
        kbm@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
          kbm@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)*kbm@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
        kbm@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.
        kbm@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
        kbm@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
        kbm@lights = []
        kbm@shadows = []
        kbm@viewport1.visible=false
        kbm@viewport2.visible=false
        kbm@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
        kbm@viewport1.visible=true
        kbm@viewport2.visible=true
        kbm@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
        kbm@lights = []
        kbm@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()
        kbm@steps = steps
        self.x = x
        self.y = y
        kbm@current_step= start
        kbm@width = width
        kbm@height = height
        kbm@w = 9
        kbm@nb_bars = @width/@w
        kbm@c1 = Color.new(46,211,49,255)
        kbm@c2 = Color.new(46,211,49,227)
        kbm@c3 = Color.new(46,211,49,202)
        kbm@c4 = Color.new(46,211,49,177)
        kbm@c5 = Color.new(46,211,49,152)
        kbm@c6 = Color.new(46,211,49,127)
        kbm@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
        kbm@old = @current_step
      end
      #----------------------------------------------------------------------------
      # * Update
      #----------------------------------------------------------------------------
      def update
        draw if @current_step != @old
      end
    end
    #SDK test
    end
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