Game scripts running on RGD (an RGSS runtime)
bitmap.process_color { |arr| ... }
arr
is a ColorArray, which is Color[]
starting from the top-left corner,
which means arr[0]
is bitmap.get_pixel(0, 0)
.
ColorArray
has [], []=, size, save_data, load_data
methods. Note that it is not a
subclass of Array
.
buffer = "\0" * 4
bitmap.process_color { |arr| arr.save_data(buffer, 1) }
buffer.unpack 'C*' #=> [0x56, 0x34, 0x12, 0x78]
bitmap.get_pixel(0, 0) #=> Color(0x12, 0x34, 0x56, 0x78)
Saves N colors into buffer (a string). For each color, it saves 4 bytes
in the order of bgra
.
Graphics.filter = 1
Graphics.resize_window(Graphics.width * 2, Graphics.height * 2)
Graphics.filter
is 0 by default, meaning that it uses nearest insert algorithm
to make the graphics look very pixel. You can change it to 1 so that it will
use the same way as the original RGSS does, which looks a bit blur.