赞 | 0 |
VIP | 0 |
好人卡 | 4 |
积分 | 1 |
经验 | 15395 |
最后登录 | 2016-5-1 |
在线时间 | 381 小时 |
Lv1.梦旅人
- 梦石
- 0
- 星屑
- 50
- 在线时间
- 381 小时
- 注册时间
- 2012-8-13
- 帖子
- 113
|
2楼
楼主 |
发表于 2012-8-30 09:48:00
|
只看该作者
下面是第一张截图window_menustatus的代码:
#============================================================================== # ■ Window_MenuStatus #------------------------------------------------------------------------------ # 显示菜单画面和同伴状态的窗口。 #============================================================================== class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # ● 初始化目标 #-------------------------------------------------------------------------- def initialize super(0, 0, 640, 480) @column_max = 4 self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 0 refresh self.active = false self.index = -1 end def draw_actor_face(actor,x,y) case actor.id when 1 bitmap = RPG::Cache.picture("1_q") when 2 bitmap = RPG::Cache.picture("2_q") when 3 bitmap = RPG::Cache.picture("3_q") else bitmap = RPG::Cache.picture("4_q") end cw = bitmap.width ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x , y , bitmap, src_rect) end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size #x = 64 #y = i * 116 x = i*150 y = 64 actor = $game_party.actors[i] draw_actor_face(actor, x, y) draw_actor_hp_meter_line(actor, x+35,y+240,100,12) draw_actor_sp_meter_line(actor, x+35,y+270,100,12) EXP(actor, x+30,y+300) draw_actor_hp(actor, x + 10, y + 230) draw_actor_sp(actor, x + 10, y + 260) # draw_actor_graphic(actor, x + 60, y + 80) # draw_actor_graphic(actor, x - 40, y + 80) draw_actor_name(actor, x+25, y+150) draw_actor_class(actor, x + 10, y+180) # draw_actor_level(actor, x, y + 32) draw_actor_level(actor, x+10, y+205) draw_actor_state(actor, x + 10, y + 340) draw_actor_exp(actor, x+10, y + 310) end end #-------------------------------------------------------------------------- # ● 刷新光标矩形 #-------------------------------------------------------------------------- def update_cursor_rect if @index < 0 self.cursor_rect.empty else #self.cursor_rect.set(0, @index * 116, self.width - 32, 96) self.cursor_rect.set(@index * 150, 64, 150, 385) end end end
#==============================================================================
# ■ Window_MenuStatus
#------------------------------------------------------------------------------
# 显示菜单画面和同伴状态的窗口。
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化目标
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 480)
@column_max = 4
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
refresh
self.active = false
self.index = -1
end
def draw_actor_face(actor,x,y)
case actor.id
when 1
bitmap = RPG::Cache.picture("1_q")
when 2
bitmap = RPG::Cache.picture("2_q")
when 3
bitmap = RPG::Cache.picture("3_q")
else
bitmap = RPG::Cache.picture("4_q")
end
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y , bitmap, src_rect)
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
#x = 64
#y = i * 116
x = i*150
y = 64
actor = $game_party.actors[i]
draw_actor_face(actor, x, y)
draw_actor_hp_meter_line(actor, x+35,y+240,100,12)
draw_actor_sp_meter_line(actor, x+35,y+270,100,12)
EXP(actor, x+30,y+300)
draw_actor_hp(actor, x + 10, y + 230)
draw_actor_sp(actor, x + 10, y + 260)
# draw_actor_graphic(actor, x + 60, y + 80)
# draw_actor_graphic(actor, x - 40, y + 80)
draw_actor_name(actor, x+25, y+150)
draw_actor_class(actor, x + 10, y+180)
# draw_actor_level(actor, x, y + 32)
draw_actor_level(actor, x+10, y+205)
draw_actor_state(actor, x + 10, y + 340)
draw_actor_exp(actor, x+10, y + 310)
end
end
#--------------------------------------------------------------------------
# ● 刷新光标矩形
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
#self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
self.cursor_rect.set(@index * 150, 64, 150, 385)
end
end
end
|
|