Hmm, I don't even know what a plane is
The Plane class. Planes are special sprites that tile bitmap patterns across the entire screen, and are used to display panoramas and fog.
SuperclassObject
Class MethodPlane.new([viewport])
Creates a Plane object. Specifies a Viewport (Viewport) when necessary.
Methods
dispose
Frees the plane. If the plane has already been freed, does nothing.
disposed?
Returns TRUE if the plane has been freed.
viewport
Retrieves the Viewport (Viewport) specified when the plane was created.
Propertiesbitmap
Refers to the bitmap (Bitmap) used in the plane.
visible
Whether the plane can be seen. If TRUE, the plane is visible.
z
The plane's Z-coordinate. The larger this value, the closer to the player the plane will be displayed. If multiple objects share the same Z-coordinate, the more recently created object will be displayed closest to the player.
ox
The X-coordinate of the plane's starting point. Change this value to scroll the plane.
oy
The Y-coordinate of the plane's starting point. Change this value to scroll the plane.
zoom_x
The plane's X-axis zoom level. 1.0 denotes actual pixel size.
zoom_y
The plane's Y-axis zoom level. 1.0 denotes actual pixel size.
opacity
The plane's opacity (0-255). Values out of range are automatically corrected.
blend_type
The plane's blending mode (0: normal, 1: addition, 2: subtraction).
color
The color (Color) to be blended with the plane. Alpha values are used in the blending ratio.
tone
The plane's color tone (Tone).
According to that, planes do have a visible property.
Hmm, it's really quite strange.
I went into Spriteset Map to test it out and I put it here:
def update
# If panorama is different from current one
if @panorama_name != $game_map.panorama_name or
@panorama_hue != $game_map.panorama_hue
@panorama_name = $game_map.panorama_name
@panorama_hue = $game_map.panorama_hue
if @panorama.bitmap != nil
@panorama.bitmap.dispose
@panorama.bitmap = nil
end
if @panorama_name != ""
@panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
end
Graphics.frame_reset
end
# If fog is different than current fog
if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
@fog_name = $game_map.fog_name
@fog_hue = $game_map.fog_hue
if @fog.bitmap != nil
@fog.bitmap.dispose
@fog.bitmap = nil
end
if @fog_name != ""
@fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
end
p @fog.visible
@fog.visible = false
p @fog.visible
Graphics.frame_reset
end
Though the print statement said true, the fog was no longer shown.