| Tobiroshiro Inuzuka | |
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| Tweet Topic Started: Jul 15 2010, 11:58 AM (186 Views) | |
| [メンバKurt] | Jul 15 2010, 11:58 AM Post #1 |
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Edited by Kurt, Jul 15 2010, 12:05 PM.
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| [管理者Andre] | Jul 15 2010, 04:30 PM Post #2 |
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Administrator
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[Approved] & Moved. |
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| [メンバGeorge_Boer] | Jul 19 2010, 01:44 AM Post #3 |
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| [メンバCompass] | Jul 19 2010, 01:44 AM Post #4 |
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BOY IT SURE IS EASY TO MAKE CRAPPY RECOLORS AND TO PRETEND TO BE A NINJA WHEN YOU'RE A FAT NIGGER.
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| [メンバGeorge_Boer] | Jul 19 2010, 02:07 AM Post #5 |
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| [メンバFursecution] | Jul 19 2010, 02:19 AM Post #6 |
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Private Sub Engine_AddToRenderList_Grh(ByRef RenderList() As RenderList, ByRef RenderListSize As Long, ByRef Index As Long, _ ByVal Grh As Long, ByVal X As Long, ByVal Y As Long, ByVal Z As Integer, ByVal Light0 As Long, ByVal Light1 As Long, ByVal Light2 As Long, _ ByVal Light3 As Long, ByVal Angle As Single, ByVal Center As Byte, ByVal Shadow As Byte) '***************************************************************** 'Adds a Grh (such as a tile, Grh-based effect, projectile, etc) to the RenderList() 'More info: http://www.vbgore.com/GameClient.TileEngine.Engine_AddToRenderList_Grh '***************************************************************** 'Increase the index Index = Index + 1 'Increase array size if needed If Index > RenderListSize Then RenderListSize = RenderListSize + 50 ReDim Preserve RenderList(1 To RenderListSize) End If 'Add the components With RenderList(Index) .Angle = Angle .Center = Center .Grh = Grh .Light(0) = Light0 .Light(1) = Light1 .Light(2) = Light2 .Light(3) = Light3 .Shadow = Shadow .X = X .Y = Y .Z = Z End With End Sub Find: Sub Engine_Render_Screen(ByVal TileX As Integer, ByVal TileY As Integer, ByVal PixelOffsetX As Integer, ByVal PixelOffsetY As Integer) Replace sub with: Sub Engine_Render_Screen(ByVal TileX As Integer, ByVal TileY As Integer, ByVal PixelOffsetX As Integer, ByVal PixelOffsetY As Integer) '************************************************************ 'Draw current visible to scratch area based on TileX and TileY 'More info: http://www.vbgore.com/GameClient.TileEngine.Engine_Render_Screen '************************************************************ Dim RenderList() As RenderList Dim RenderListSize As Long Dim RenderListIndex As Long Dim FrameUseMotionBlur As Boolean 'Lets us know if this frame is using motion blur so we don't have to leave support for it on Dim LightOffset As Long Dim Y As Long 'Keeps track of where on map we are Dim X As Long Dim j As Long Dim Angle As Single Dim Layer As Byte Dim pList() As Integer Dim ValueList() As Integer Dim TempGrh As Grh 'Check for valid positions If UserPos.X = 0 Then Exit Sub If UserPos.Y = 0 Then Exit Sub If UserCharIndex = 0 Then Exit Sub 'Check if we need to update the graphics If TileX <> LastTileX Or TileY <> LastTileY Then 'Figure out Ends and Starts of screen ScreenMinY = TileY - (WindowTileHeight \ 2) ScreenMaxY = TileY + (WindowTileHeight \ 2) ScreenMinX = TileX - (WindowTileWidth \ 2) ScreenMaxX = TileX + (WindowTileWidth \ 2) minY = ScreenMinY - TileBufferSize maxY = ScreenMaxY + TileBufferSize minX = ScreenMinX - TileBufferSize maxX = ScreenMaxX + TileBufferSize 'Update the last position LastTileX = TileX LastTileY = TileY 'Re-create the tile layers Engine_CreateTileLayers End If 'Calculate the particle offset values 'Do NOT move this any farther down in the module or you will get "jumps" as the left/top borders on particles ParticleOffsetX = (Engine_PixelPosX(ScreenMinX) - PixelOffsetX) ParticleOffsetY = (Engine_PixelPosY(ScreenMinY) - PixelOffsetY) 'Check if we have the device If D3DDevice.TestCooperativeLevel <> D3D_OK Then 'The worst we can do at this point is avoid an error we can't fix! On Error Resume Next 'Do a loop while device is lost If D3DDevice.TestCooperativeLevel = D3DERR_DEVICELOST Then Exit Sub 'Clear all the textures LastTexture = -999 For j = 1 To NumGrhFiles Set SurfaceDB(j) = Nothing SurfaceTimer(j) = 0 SurfaceSize(j).X = 0 SurfaceSize(j).Y = 0 Next j 'Clear the D3DXSprite If AlternateRenderDefault = 1 Or AlternateRenderMap = 1 Or AlternateRenderText = 1 Then SpriteBegun = 0 Set Sprite = Nothing Set Sprite = D3DX.CreateSprite(D3DDevice) End If Set DeviceBuffer = Nothing Set DeviceStencil = Nothing Set BlurStencil = Nothing Set BlurTexture = Nothing Set BlurSurf = Nothing 'Make sure the scene is ended D3DDevice.EndScene 'Reset the device D3DDevice.Reset D3DWindow Set DeviceBuffer = D3DDevice.GetRenderTarget Set DeviceStencil = D3DDevice.GetDepthStencilSurface Set BlurStencil = D3DDevice.CreateDepthStencilSurface(BufferWidth, BufferHeight, D3DFMT_D16, D3DMULTISAMPLE_NONE) Set BlurTexture = D3DX.CreateTexture(D3DDevice, BufferWidth, BufferHeight, 0, D3DUSAGE_RENDERTARGET, DispMode.Format, D3DPOOL_DEFAULT) Set BlurSurf = BlurTexture.GetSurfaceLevel(0) 'Reset the render states Engine_Init_RenderStates 'Load the particle textures Engine_Init_ParticleEngine True On Error GoTo 0 Else 'We have to bypass the present the first time through here or else we get an error If NotFirstRender Then 'Close off the last sprite If SpriteBegun Then Sprite.End SpriteBegun = 0 LastTexture = -101 End If With D3DDevice 'End the rendering (scene) .EndScene 'Flip the backbuffer to the screen .Present ByVal 0, ByVal 0, 0, ByVal 0 End With Else 'Set NotFirstRender to True so we can start displaying NotFirstRender = True End If End If 'Check if running (turn on motion blur) If UseMotionBlur Then If UserCharIndex > 0 Then If CharList(UserCharIndex).Moving = 1 And CharList(UserCharIndex).Running Then BlurIntensity = 45 Else If BlurIntensity < 255 Then BlurIntensity = BlurIntensity + (ElapsedTime * 0.8) If BlurIntensity > 255 Then BlurIntensity = 255 End If End If End If End If 'Set the motion blur if needed If UseMotionBlur Then If BlurIntensity < 255 Or ZoomLevel > 0 Then FrameUseMotionBlur = True D3DDevice.SetRenderTarget BlurSurf, BlurStencil, 0 End If End If 'Begin the scene D3DDevice.BeginScene 'Clear the screen with a solid color (to prevent artifacts) D3DDevice.Clear 0, ByVal 0, D3DCLEAR_TARGET, 0, 1#, 0 '******************************************************** '************ Update and draw layer 1 and 2 ************* '******************************************************** 'Set the alternate rendering for the map on / off AlternateRender = AlternateRenderMap 'Loop through the lower 2 layers For Layer = 1 To 2 LightOffset = ((Layer - 1) * 4) + 1 'Loop through all the tiles we know we will draw for this layer For j = 1 To TileLayer(Layer).NumTiles With TileLayer(Layer).Tile(j) Engine_UpdateGrh MapData(.TileX, .TileY).Graphic(Layer) 'Check if we have to draw with a shadow or not (slighty changes because we have to animate on the shadow, not the main render) If MapData(.TileX, .TileY).Shadow(Layer) = 1 Then Engine_Render_Grh MapData(.TileX, .TileY).Graphic(Layer), .PixelPosX + PixelOffsetX, .PixelPosY + PixelOffsetY, 0, 1, True, ShadowColor, ShadowColor, ShadowColor, ShadowColor, 1 Engine_Render_Grh MapData(.TileX, .TileY).Graphic(Layer), .PixelPosX + PixelOffsetX, .PixelPosY + PixelOffsetY, 0, 0, True, MapData(.TileX, .TileY).Light(LightOffset), MapData(.TileX, .TileY).Light(LightOffset + 1), MapData(.TileX, .TileY).Light(LightOffset + 2), MapData(.TileX, .TileY).Light(LightOffset + 3) Else Engine_Render_Grh MapData(.TileX, .TileY).Graphic(Layer), .PixelPosX + PixelOffsetX, .PixelPosY + PixelOffsetY, 0, 1, True, MapData(.TileX, .TileY).Light(LightOffset), MapData(.TileX, .TileY).Light(LightOffset + 1), MapData(.TileX, .TileY).Light(LightOffset + 2), MapData(.TileX, .TileY).Light(LightOffset + 3) End If End With Next j Next Layer 'Set the alternate rendering back to what it was before AlternateRender = AlternateRenderDefault '******************************************************** '********** Update and draw the ground objects ********** '******************************************************** For j = 1 To LastObj If OBJList(j).Grh.GrhIndex Then X = Engine_PixelPosX(OBJList(j).Pos.X - minX) + PixelOffsetX + OBJList(j).Offset.X + TileBufferOffset Y = Engine_PixelPosY(OBJList(j).Pos.Y - minY) + PixelOffsetY + OBJList(j).Offset.Y + TileBufferOffset If Y >= -32 Then If Y <= (ScreenHeight + 32) Then If X >= -32 Then If X <= (ScreenWidth + 32) Then Engine_UpdateGrh OBJList(j).Grh, True With MapData(OBJList(j).Pos.X, OBJList(j).Pos.Y) Engine_AddToRenderList_Grh RenderList(), RenderListSize, RenderListIndex, OBJList(j).Grh.GrhIndex, X, Y, _ Y + GrhData(OBJList(j).Grh.GrhIndex).pixelHeight, .Light(1), .Light(2), .Light(3), .Light(4), 0, 1, 1 End With End If End If End If End If End If Next j '******************************************************** '****** Start storing graphics in the RenderList() ****** '****** so it can be sorted by their Y co-ordinate ****** '******************************************************** '************** Characters ************** For j = 1 To LastChar If CharList(j).Active Then X = Engine_PixelPosX(CharList(j).Pos.X - minX) + PixelOffsetX + TileBufferOffset Y = Engine_PixelPosY(CharList(j).Pos.Y - minY) + PixelOffsetY + TileBufferOffset If Y >= -32 And Y <= (ScreenHeight + 32) And X >= -32 And X <= (ScreenWidth + 32) Then 'Update the NPC chat and draw the character Engine_NPCChat_Update j Engine_AddToRenderList_Char RenderList(), RenderListSize, RenderListIndex, j, X, Y, _ Y + CharList(j).Body.Height + CharList(j).Head.Height Else 'Update just the real position CharList(j).RealPos.X = X + CharList(j).MoveOffset.X CharList(j).RealPos.Y = Y + CharList(j).MoveOffset.Y End If End If Next j '************** Layer 3 to 5 ************** AlternateRender = AlternateRenderMap For Layer = 3 To 5 LightOffset = ((Layer - 1) * 4) + 1 For j = 1 To TileLayer(Layer).NumTiles With TileLayer(Layer).Tile(j) Engine_UpdateGrh MapData(.TileX, .TileY).Graphic(Layer), True Engine_AddToRenderList_Grh RenderList(), RenderListSize, RenderListIndex, MapData(.TileX, .TileY).Graphic(Layer).GrhIndex, _ .PixelPosX + PixelOffsetX, .PixelPosY + PixelOffsetY, .PixelPosY + PixelOffsetY + _ GrhData(MapData(.TileX, .TileY).Graphic(Layer).GrhIndex).pixelHeight, MapData(.TileX, .TileY).Light(1), _ MapData(.TileX, .TileY).Light(2), MapData(.TileX, .TileY).Light(3), MapData(.TileX, .TileY).Light(4), _ 0, 0, MapData(.TileX, .TileY).Shadow(Layer) End With Next j Next Layer AlternateRender = AlternateRenderDefault '************** Grh-Based (Non-Particle) Effects ************** For j = 1 To LastEffect If EffectList(j).Grh.GrhIndex Then X = Engine_PixelPosX(EffectList(j).Pos.X - minX) + PixelOffsetX + TileBufferOffset Y = Engine_PixelPosY(EffectList(j).Pos.Y - minY) + PixelOffsetY + TileBufferOffset 'Time ran out If EffectList(j).Time <> 0 And EffectList(j).Time < timeGetTime Then Engine_Effect_Erase j 'Draw the effect ElseIf Y >= -32 And Y <= (ScreenHeight + 32) And X >= -32 And X <= (ScreenWidth + 32) Then Engine_UpdateGrh EffectList(j).Grh, False If EffectList(j).Animated = 1 Then If EffectList(j).Grh.Started = 0 Then Engine_Effect_Erase j End If Engine_AddToRenderList_Grh RenderList(), RenderListSize, RenderListIndex, EffectList(j).Grh.GrhIndex, X, Y, _ Y + GrhData(EffectList(j).Grh.GrhIndex).pixelHeight, -1, -1, -1, -1, EffectList(j).Angle, 0, 1 'Update but not draw Else Engine_UpdateGrh EffectList(j).Grh, False If EffectList(j).Animated = 1 Then If EffectList(j).Grh.Started = 0 Then Engine_Effect_Erase j End If End If End If Next j '************** Projectiles ************** 'Check if it is close enough to the target to remove For j = 1 To LastProjectile If ProjectileList(j).Grh.GrhIndex Then If Abs(ProjectileList(j).X - ProjectileList(j).tX) < 20 Then If Abs(ProjectileList(j).Y - ProjectileList(j).tY) < 20 Then Engine_Projectile_Erase j End If End If End If Next j For j = 1 To LastProjectile If ProjectileList(j).Grh.GrhIndex Then 'Update the position Angle = DegreeToRadian * Engine_GetAngle(ProjectileList(j).X, ProjectileList(j).Y, ProjectileList(j).tX, ProjectileList(j).tY) ProjectileList(j).X = ProjectileList(j).X + (Sin(Angle) * ElapsedTime * 0.63) ProjectileList(j).Y = ProjectileList(j).Y - (Cos(Angle) * ElapsedTime * 0.63) 'Update the rotation If ProjectileList(j).RotateSpeed > 0 Then ProjectileList(j).Rotate = ProjectileList(j).Rotate + (ProjectileList(j).RotateSpeed * ElapsedTime * 0.01) Do While ProjectileList(j).Rotate > 360 ProjectileList(j).Rotate = ProjectileList(j).Rotate - 360 Loop End If 'Draw if within range X = ((-minX - 1) * 32) + ProjectileList(j).X + PixelOffsetX + TileBufferOffset Y = ((-minY - 1) * 32) + ProjectileList(j).Y + PixelOffsetY + TileBufferOffset If Y >= -32 Then If Y <= (ScreenHeight + 32) Then If X >= -32 Then If X <= (ScreenWidth + 32) Then Engine_UpdateGrh ProjectileList(j).Grh, True Engine_AddToRenderList_Grh RenderList(), RenderListSize, RenderListIndex, ProjectileList(j).Grh.GrhIndex, _ X, Y, Y + GrhData(ProjectileList(j).Grh.GrhIndex).pixelHeight, -1, -1, -1, -1, ProjectileList(j).Rotate, 0, 1 End If End If End If End If End If Next j '************** Blood Splatters ************** 'Seperate loop to remove the unused - I dont like removing while drawing For j = 1 To LastBlood If BloodList(j).Grh.GrhIndex Then If BloodList(j).Grh.Started = 0 Then Engine_Blood_Erase j End If Next j 'Loop to do drawing For j = 1 To LastBlood If BloodList(j).Grh.GrhIndex Then X = Engine_PixelPosX(BloodList(j).Pos.X - minX) + PixelOffsetX + TileBufferOffset Y = Engine_PixelPosY(BloodList(j).Pos.Y - minY) + PixelOffsetY + TileBufferOffset If Y >= -32 Then If Y <= (ScreenHeight + 32) Then If X >= -32 Then If X <= (ScreenWidth + 32) Then Engine_UpdateGrh BloodList(j).Grh, True Engine_AddToRenderList_Grh RenderList(), RenderListSize, RenderListIndex, BloodList(j).Grh.GrhIndex, X, Y, _ Y + GrhData(BloodList(j).Grh.GrhIndex).pixelHeight, -1, -1, -1, -1, 0, 1, 0 End If End If End If End If End If Next j '******************************************************** '************ Sort the RenderList() by the Z ************ '*********** value then draw then all in order ********** '******************************************************** If RenderListIndex > 0 Then 'Size the array down ReDim Preserve RenderList(1 To RenderListIndex) RenderListSize = RenderListIndex 'Sort the array ReDim ValueList(1 To RenderListIndex) ReDim pList(1 To RenderListIndex) For j = 1 To RenderListIndex ValueList(j) = RenderList(j).Z pList(j) = j Next j Engine_SortIntArray ValueList(), pList(), 1, RenderListIndex Erase ValueList() 'Erase the ValueList() - we don't need it anymore 'Create a temporary Grh (one without any animations since we don't need to animate) TempGrh.FrameCounter = 1 TempGrh.LastCount = 0 TempGrh.Started = 1 'Loop through all the graphics in the RenderList() For j = 1 To RenderListIndex If RenderList(pList(j)).CharIndex > 0 Then 'Draw a character With RenderList(pList(j)) Engine_Render_Char .CharIndex, .X, .Y End With ElseIf RenderList(pList(j)).ParticleEffectIndex > 0 |
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| [メンバDorf] | Jul 21 2010, 01:13 AM Post #7 |
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| [メンバMetapod] | Jul 21 2010, 01:38 AM Post #8 |
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8:35 AM Jul 11