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【小白】机翻注释mv的 Scene_Item

已有 55 次阅读2015-10-31 13:08 |个人分类:mv: rpg_scenes


//-----------------------------------------------------------------------------
// Scene_Item
// 物品场景
// The scene class of the item screen.
// 处理 物品画面的类


function Scene_Item() {
    this.initialize.apply(this, arguments);
}

Scene_Item.prototype = Object.create(Scene_ItemBase.prototype);
Scene_Item.prototype.constructor = Scene_Item;
//初始化
Scene_Item.prototype.initialize = function() {
    Scene_ItemBase.prototype.initialize.call(this);
};
//创建
Scene_Item.prototype.create = function() {
    Scene_ItemBase.prototype.create.call(this);
    this.createHelpWindow();
    this.createCategoryWindow();
    this.createItemWindow();
    this.createActorWindow();
};
//创建种类窗口
Scene_Item.prototype.createCategoryWindow = function() {
    this._categoryWindow = new Window_ItemCategory();
    this._categoryWindow.setHelpWindow(this._helpWindow);
    this._categoryWindow.y = this._helpWindow.height;
    this._categoryWindow.setHandler('ok',     this.onCategoryOk.bind(this));
    this._categoryWindow.setHandler('cancel', this.popScene.bind(this));
    this.addWindow(this._categoryWindow);
};
//创建物品窗口
Scene_Item.prototype.createItemWindow = function() {
    var wy = this._categoryWindow.y + this._categoryWindow.height;
    var wh = Graphics.boxHeight - wy;
    this._itemWindow = new Window_ItemList(0, wy, Graphics.boxWidth, wh);
    this._itemWindow.setHelpWindow(this._helpWindow);
    this._itemWindow.setHandler('ok',     this.onItemOk.bind(this));
    this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this));
    this.addWindow(this._itemWindow);
    this._categoryWindow.setItemWindow(this._itemWindow);
};
//用户
Scene_Item.prototype.user = function() {
    var members = $gameParty.movableMembers();
    var bestActor = members[0];
    var bestPha = 0;
    for (var i = 0; i < members.length; i++) {
        if (members[i].pha > bestPha) {
            bestPha = members[i].pha;
            bestActor = members[i];
        }
    }
    return bestActor;
};
//当种类确定
Scene_Item.prototype.onCategoryOk = function() {
    this._itemWindow.activate();
    this._itemWindow.selectLast();
};
//当物品确定
Scene_Item.prototype.onItemOk = function() {
    $gameParty.setLastItem(this.item());
    this.determineItem();
};
//当物品取消
Scene_Item.prototype.onItemCancel = function() {
    this._itemWindow.deselect();
    this._categoryWindow.activate();
};
//播放se 为物品
Scene_Item.prototype.playSeForItem = function() {
    SoundManager.playUseItem();
};
//用物品
Scene_Item.prototype.useItem = function() {
    Scene_ItemBase.prototype.useItem.call(this);
    this._itemWindow.redrawCurrentItem();
};


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