#==============================================================================
# ■ Sprite_Battler
#------------------------------------------------------------------------------
# 战斗显示用活动块。Game_Battler 类的实例监视、
# 活动块的状态的监视。
#==============================================================================
class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_accessor :battler # 战斗者
#--------------------------------------------------------------------------
# ● 初始化对像
# viewport : 显示端口
# battler : 战斗者 (Game_Battler)
#--------------------------------------------------------------------------
def initialize(viewport, battler = nil)
super(viewport)
@battler = battler
@battler_visible = false
#★★★★★★★★★★★★
@nx = 0
@xbit = 0
@sprite_contens = Sprite.new
@sprite_contens.x = 0
@sprite_contens.y = 0
@sprite_contens.bitmap = Bitmap.new(72,48)
@battler_hp = 0
@battler_sp = 0
#★★★★★★★★★★★★
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
if @sprite_contens !=nil
@sprite_contens.bitmap.dispose
@sprite_contens.dispose
@sprite_contens = nil
super
end
end
def draw_battle_hp(actor, x, y)
# 底图描绘
battle_hp_bitmap = RPG::Cache.picture("战斗条框")
src_rect = Rect.new(0, 0, battle_hp_bitmap.width, battle_hp_bitmap.height)
@sprite_contens.bitmap.blt(x, y, battle_hp_bitmap, src_rect)
# 血条显示
battle_hp_bitmap = RPG::Cache.picture("战斗血条")
hp_width = battle_hp_bitmap.width * actor.hp / actor.maxhp
src_rect = Rect.new(0, 0, hp_width, battle_hp_bitmap.height)
@sprite_contens.bitmap.blt(x, y, battle_hp_bitmap, src_rect)
end
#--------------------------------------------------------------------------
# ● 战斗法条描绘
#--------------------------------------------------------------------------
def draw_battle_sp(actor, x, y)
# 底图描绘
battle_sp_bitmap = RPG::Cache.picture("战斗条框")
src_rect = Rect.new(0, 0, battle_sp_bitmap.width, battle_sp_bitmap.height)
@sprite_contens.bitmap.blt(x, y, battle_sp_bitmap, src_rect)
# 法条显示
battle_sp_bitmap = RPG::Cache.picture("战斗法条")
sp_width = battle_sp_bitmap.width * actor.sp / actor.maxsp
src_rect = Rect.new(0, 0, sp_width, battle_sp_bitmap.height)
@sprite_contens.bitmap.blt(x, y, battle_sp_bitmap, src_rect)
end
#--------------------------------------------------------------------------
# ● 战斗中名字的描绘
#--------------------------------------------------------------------------
def draw_actor_name(actor, x, y)
@sprite_contens.bitmap.font.color = Color.new(0, 230, 50, 255)
@sprite_contens.bitmap.font.size = 16
@sprite_contens.bitmap.draw_text(x, y, 60, 32, actor.name,1)
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
# 战斗者为 nil 的情况下
if @battler == nil
self.bitmap = nil
loop_animation(nil)
return
end
#刷新战斗血条
if @battler.is_a?(Game_Actor)
if not @sprite_contens.disposed?
if @battler_hp == 0 and not @battler.dead?
@sprite_contens.bitmap.clear
@sprite_contens.x = @battler.screen_x - 30
@sprite_contens.y = @battler.screen_y - 20
draw_actor_name(@battler, 0, 0)
draw_battle_sp(@battler, 0, 27)
draw_battle_hp(@battler, 0, 35)
@battler_hp = @battler.hp
elsif @battler_hp != @battler.hp #and $scene.phase4_step == 6
@sprite_contens.bitmap.clear
@sprite_contens.x = @battler.screen_x - 30
@sprite_contens.y = @battler.screen_y - 20
draw_actor_name(@battler, 0, 0)
draw_battle_sp(@battler, 0, 27)
draw_battle_hp(@battler, 0, 35)
@battler_hp = @battler.hp
elsif @battler_sp != @battler.sp #and $scene.phase4_step == 6
@sprite_contens.bitmap.clear
@sprite_contens.x = @battler.screen_x - 30
@sprite_contens.y = @battler.screen_y - 20
draw_actor_name(@battler, 0, 0)
draw_battle_sp(@battler, 0, 27)
draw_battle_hp(@battler, 0, 35)
@battler_sp = @battler.sp
end
if @wait_count.to_i != 0
@sprite_contens.visible = false
else
@sprite_contens.visible = true
end
end
elsif @battler.is_a?(Game_Enemy)
unless @sprite_contens.disposed?
if @battler.hp0?
@sprite_contens.bitmap.clear
end
if @wait_count.to_i != 0
@sprite_contens.visible = false
else
@sprite_contens.visible = true
end
end
end
# 文件名和色相与当前情况有差异的情况下
if @battler.battler_name != @battler_name or
@battler.battler_hue != @battler_hue
@battler_hue = @battler.battler_hue
# 获取、设置位图
@battler_name = @battler.battler_name
self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
@width = bitmap.width
@height = bitmap.height
self.ox = @width / 2
self.oy = @height
# 如果是战斗不能或者是隐藏状态就把透明度设置成 0
if @battler.is_a?(Game_Enemy)
if @battler.dead? or @battler.hidden
#self.opacity = 0
end
end
end
#★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#if
@nx += 1
@nx %= 40
@xbit = @nx / 10 * self.bitmap.width/4
self.src_rect.set(@xbit, 0, self.bitmap.width/4, self.bitmap.height)
#end
#★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
# 动画 ID 与当前的情况有差异的情况下
if @battler.state_animation_id != @state_animation_id and @battler.damage == nil
@state_animation_id = @battler.state_animation_id
loop_animation($data_animations[@state_animation_id])
end
# 应该被显示的角色的情况下
if @battler.is_a?(Game_Actor) and @battler_visible
# 不是主状态的时候稍稍降低点透明度
if $game_temp.battle_main_phase
#self.opacity += 3 if self.opacity < 255
else
#self.opacity -= 3 if self.opacity > 207
end
end
if @battler.is_a?(Game_Actor) and self.xiaoshi != nil and self.xiaoshi > 0
@battler.xiaoshi = 0
self.xiaoshi -= 1
if $status_shu == nil
$status_shu = 0
end
elsif @battler.xiaoshi == 0 and self.xiaoshi <= 0
@battler.xiaoshi = nil
$status_shu = nil
end
# 明灭
if @battler.blink
blink_on
else
blink_off
end
# 不可见的情况下
unless @battler_visible
# 出现 ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
if not @battler.hidden and not @battler.dead? and
(@battler.damage == nil or @battler.damage_pop)
if @battler.is_a?(Game_Enemy)
appear
else
@battler.battler_name = @battler.battler_name.split(/★/)[0]
end
@battler_visible = true
end
end
# 可见的情况下
if @battler_visible
# 逃跑
if @battler.hidden
$game_system.se_play($data_system.escape_se)
escape
@battler_visible = false
end
# 白色闪烁
if @battler.white_flash
whiten
@battler.white_flash = false
end
# 动画
if @battler.animation_id != 0
animation = $data_animations[@battler.animation_id]
animation(animation, @battler.animation_hit)
@battler.animation_id = 0
end
# 伤害
if @battler.damage_pop
damage(@battler.damage, @battler.critical)
@battler.damage = nil
@battler.critical = false
@battler.damage_pop = false
end
# korapusu★★★★★★★★★★★★★★★★★★★★★★★★★★★★
if @battler.damage == nil and @battler.dead?
if @battler.is_a?(Game_Enemy)
$game_system.se_play($data_system.enemy_collapse_se)
collapse
else
$game_system.se_play($data_system.actor_collapse_se)
@battler.battler_name = @battler.battler_name.split(/★/)[0]
@battler.battler_name = @battler.battler_name + "★2"
end
@battler_visible = false
end
end
if @flash_shake_switch == true
self.x = @battler.screen_x
self.y = @battler.screen_y
self.z = @battler.screen_z
@flash_shake_switch = false
if @battler.is_a?(Game_Actor)
@sprite_contens.bitmap.clear
@sprite_contens.x = @battler.screen_x - 30
@sprite_contens.y = @battler.screen_y - 20
draw_actor_name(@battler, 0, 0)
draw_battle_sp(@battler, 0, 27)
draw_battle_hp(@battler, 0, 35)
elsif @battler.is_a?(Game_Enemy)
@sprite_contens.bitmap.clear
@sprite_contens.x = @battler.screen_x - 30
@sprite_contens.y = @battler.screen_y - 20
draw_actor_name(@battler, 0, 0)
end
end
# 设置活动块的坐标
if @battler.is_a?(Game_Actor)
self.x = @battler.s_x
self.y = @battler.s_y
self.z = @battler.s_z
else
self.x = @battler.screen_x
self.y = @battler.screen_y
self.z = @battler.screen_z
end
end
end