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#1 default RMXP - DXYL (direction x&y locator)
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G@MeF@Ce

G@MeF@Ce
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DXYL it rhymes with PIXEL, say it with me...
DXYL!

RMXP - DXYL (direction x&y locator) Dxyl10


D for facing direction, X and Y coordinates and L for locator (not location).

I've seen some map/locator/compass scripts out there, but I got the idea working with Mr_Wiggles on Code_Crash. When he was utilizing the HUD to read out coordinates to Debug, I thought how cool it would be to make a little bot with DXY and use that as a way of locating secrets later in the game that may have been missed early on.

So I started drinking some wine with Martha100 and got busy scripting code...

I think this script could come in handy for any RMXP game maker that wants the player to go on a late game easter egg hunt. Cool

Features:
disable switch
two-button-input to toggle visibility
positioned at the bottom right corner (doesn't interfere with bottom textbox)


Code:
#===============================================================================
# RMXP - DXYL Locator v1.0 by G@MeF@Ce 2/11/21
#===============================================================================
=begin
A nifty little info box that displays facing direction amd x/y coordinates
useful for revealing secrets later in the game that were missed early on.
=end
#==============================================================================
# Settings
#==============================================================================
module G101_DXYL
  #disable switch
  DXYL_SWITCH = 8
  #button config to toggle visibility
  PRESS_HOLD = Input::L
  TRIGGER_INFO = Input::R
  #window loaction
  WIN_X = 562
  WIN_Y = 308
  WIN_W = 76
  WIN_H = 154
  #X location
  X_X = -18
  X_Y = 34
  #Y location
  Y_X = -18
  Y_Y = 70
  #Direction Location
  D_X = -10
  D_Y = -20
  #true = start visible, false = hidden
  START_ON = false
  #windowskin opacity
  DXY_OPACITY = 160
end
#==============================================================================
# Window
#==============================================================================
class Window_Base < Window
  include G101_DXYL
  #--------------------------------------------------------------------------
  # DXY_Locator x=horizontal y=vertical w=width h=height a=alignment
  #--------------------------------------------------------------------------
  def dxyl_locator(x, y, w, h, a)
    @player_x = $game_player.x
    @player_y = $game_player.y
    thisx = @player_x.to_s
    thisy = @player_y.to_s
    self.contents.draw_text(X_X + 8, X_Y - 16, w, h, "X", 1)
    self.contents.draw_text(X_X + 8, X_Y + 4, w, h, thisx, 1)
    self.contents.draw_text(Y_X + 8, Y_Y - 6, w, h, "Y", 1)
    self.contents.draw_text(Y_X + 8, Y_Y + 14, w, h, thisy, 1)
  end
end #end class
#==============================================================================
# Scene_Map
#==============================================================================
class Scene_Map
  include G101_DXYL
  alias :other_main :main
  def main
    @dxyl_on.dispose unless @dxyl_on.nil?
    @dxyl_on = Window_Location.new(WIN_X, WIN_Y, false)
    other_main
    @dxyl_on.dispose unless (@dxyl_on.disposed? || @dxyl_on.nil?)
  end
  #--------------------------------------------------------------------------
  # Update
  #--------------------------------------------------------------------------
  alias :other_update :update
  def update
    @dxyl_on.update unless (@dxyl_on.disposed? || @dxyl_on.nil?)
    other_update
  end
end #end class
#==============================================================================
# ** Window_Location
#==============================================================================
class Window_Location < Window_Base
    include G101_DXYL
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x, y, dir_check = true)
    @dir_check = dir_check
    super(x, y, WIN_W, WIN_H)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = DXY_OPACITY
    self.visible = START_ON
    update
  end
  #--------------------------------------------------------------------------
  # Update
  #--------------------------------------------------------------------------  
  def update
        #toggle with button combo
     if Input.press?(PRESS_HOLD) and Input.trigger?(TRIGGER_INFO)
      self.visible = ! self.visible
     end
     if $game_switches[DXYL_SWITCH]
       self.visible = false
     end
    self.contents.clear
    if @dir_check == false
      case $game_player.direction #working on color case
      when 2; way = "S" #and Color.new(0,0,255),#blue
      when 4; way = "W" #and Color.new(0,255,0),#green
      when 6; way = "E" #and Color.new(255,255,0),#yellow
      when 8; way = "N" #and Color.new(255,0,0),#red
    end
      self.contents.font.size = 30
      self.contents.draw_text(D_X, D_Y, 60, 60, way,1)
      self.contents.font.size = 20
      dxyl_locator(0, 40, 60, 60, 0)
    end
  end
end#end of script ^,^

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Hey Guest, check out my demos!
Super Mockup Project
Cool Puzzle Cave
Into the Nexas
Web_Plat
Getroid
G.A.S.




G101's theme colors
RMXP - DXYL (direction x&y locator) G101_t10


RMXP - DXYL (direction x&y locator) G101_c28


shhh.... secret project



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