![]() # * Override: Change Direction to Designated Direction Passable? ( x, y, vert ) & passable? ( x, y, horz ) & passable? ( x, y, d ) & passable? ( x2, y2, vert ) & passable? ( x2, y2, horz ) & passable? ( x2, y2, d )ĭef map_passable_rect? ( x, y, d, rect ) Return false if collide_with_characters? ( x2, y2 )ĭef diagonal_passable? ( x, y, horz, vert )ĭ = ( horz = 4 ? - 1 : 1 ) + ( vert = 2 ? - 3 : 3 ) + 5 Return false unless map_passable_rect? ( x2, y2, reverse_dir ( d ), collision_rect ) ![]() ![]() Return false unless map_passable_rect? ( x, y, d, collision_rect ) new ( collision, collision, collision - 1, collision - 1 ) round_y ( = - horz * = - vert * pixelstepĬollision = CXJ:: FREE_MOVEMENT:: DEFAULT_COLLISION Pixelstep = CXJ:: FREE_MOVEMENT:: PIXELS_PER_STEP / = + horz * = + vert * pixelstep Pixelstep = CXJ:: FREE_MOVEMENT:: PIXELS_PER_STEP / 32.0 If ( d % 2 = 0 & passable? (, , d ) ) || ( d % 2 != 0 & diagonal_passable? (, , horz, vert ) )Įlsif d % 2 != 0 & ! diagonal_passable? (, , horz, vert ) The instance of this class is referenced by $game_map. It includes scrolling and passage determination ENABLE_DIAGONAL = true # Enables diagonal movement.
0 Comments
Leave a Reply. |