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[有事请教] Terrax照明和Foreground冲突的问题

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发表于 2020-8-19 10:26:27 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式

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本帖最后由 水果布丁 于 2020-8-19 10:29 编辑

rt,terraxlighting插件和dlc里的foreground插件不能同时使用,否则会报未定义bitmap

请问如何解决?

terrax和fore的脚本如下
JAVASCRIPT 代码复制
  1. //=============================================================================
  2. // Terrax Plugins - Quasi ABS support for  Terrax Lighting system
  3. // TerraxLighting.js
  4. // Version: 1.2
  5. //=============================================================================
  6. //
  7.  
  8. //=============================================================================
  9. /*:
  10.  * @plugindesc v1.2 Support for linking QuasiABS with TerraxLightingSystem
  11.  * @author Terrax
  12.  *
  13.  * @help
  14.  * The following definitions can be added to the QuasiABS settings in the database - skill-settings
  15.  *
  16.  * tx_missle: 25, #FF0000
  17.  * Will give the missle a small (radius 25) red (color #FF0000) lightsource
  18.  *
  19.  * tx_onhit: 30, #FFAA00, 10, FADEOUT, 5
  20.  * Will give a small yellow lightflash whenever the missle impacts on a wall or flies out of view, it will fadeout on the last 5 frames
  21.  *
  22.  * tx_onhitNPC: 100, #FFAA00, 15
  23.  * Will give a large yellow lightflash when the missle impacts with an NPC character.
  24.  *
  25.  *
  26.  * Example :
  27.  *
  28.  * <absSettings>
  29.  *   collider: circle, 13, 13
  30.  *   cooldown: 45
  31.  *   through: 3
  32.  *   tx_missle: 25, #FF0000
  33.  *   tx_onhit: 30, #FFAA00, 10, FADEOUT, 5
  34.  *   tx_onhitNPC: 100, #FFAA00, 15
  35.  * </absSettings>
  36.  *
  37.  *
  38.  * To make a state give light (for burning for example) you can define the radius and color in the note-tag of the state
  39.  * with the following definition.
  40.  * Database -> States -> Notetag ->  <TX>TX:50,#FFAA00;</TX>
  41.  * for a light effect with radius 50 and color #FFAA00.
  42.  *
  43.  * Released under the MIT license,
  44.  * if used for commercial projects feel free to make a donation or
  45.  * better yet, give me a free version of what you have created.
  46.  * e-mail : fox(AT)caiw.nl / terraxz2 on steam.
  47.  *
  48.  * Thanks to everyone in the rpgmakerweb community for idea's, support and interest.
  49. */
  50. //=============================================================================
  51. //  ps.. if my code looks funky, i'm an old guy..
  52. // object orientated programming bugs the hell out of me.
  53. var Imported = Imported || {};
  54. Imported.TerraxLightingQuasiABS = true;
  55.  
  56. (function() {
  57.  
  58.  
  59.         // OVERWRITTEN FROM QUASI ABS TO ADD LIGHTSOURCES TO MISSLES AND END ANIMATIONS
  60.         // Skill_Sequencer
  61.  
  62.         Skill_Sequencer.prototype.update = function() {
  63.  
  64.                 if (this._skill.break) {
  65.                         var i = this._character._skillLocked.indexOf(this._skill);
  66.                         if (i >= 0) {
  67.                                 this._character._skillLocked.splice(i, 1);
  68.                         }
  69.                         this._character._casting = false;
  70.                         QuasiABS.Manager.removePicture(this._skill.picture);
  71.                         QuasiABS.Manager.removePicture(this._skill.trail);
  72.                         QuasiABS.Manager.removePicture(this._skill.pictureCollider);
  73.                         i = this._character._activeSkills.indexOf(this._skill);
  74.                         this._character._activeSkills.splice(i, 1);
  75.                         return;
  76.                 }
  77.                 if (this._skill.moving) {
  78.  
  79.                         // ADDED
  80.                         Terrax_ABS_skill_x.push(this._skill.collider.center.x);
  81.                         Terrax_ABS_skill_y.push(this._skill.collider.center.y);
  82.                         Terrax_ABS_skill.push(this._skill.settings.tx_missle);
  83.                         this.updateSkillPosition();
  84.                 }
  85.                 if (this._waitCount > 0) {
  86.                         this._waitCount--;
  87.                         return;
  88.                 }
  89.                 if (this._waitForUserMove || this._waitForUserJump || this._waitForPose) {
  90.                         if (!this._character.isMoving())   this._waitForUserMove = false;
  91.                         if (!this._character.isJumping())  this._waitForUserJump = false;
  92.                         if (!this._character._posePlaying) this._waitForPose = false;
  93.                 }
  94.                 if (this._waitForMove || this._waitForUserMove ||
  95.                         this._waitForUserJump || this._waitForPose) {
  96.                         return;
  97.                 }
  98.                 var sequence = this._skill.sequence.shift();
  99.                 if (sequence) {
  100.                         var action = sequence.split(' ');
  101.  
  102.                         // TX ADDED Trigger
  103.                         if (action[0].toLowerCase() == "trigger") {
  104.                                 Terrax_ABS_blast_x.push(this._skill.collider.center.x);
  105.                                 Terrax_ABS_blast_y.push(this._skill.collider.center.y);
  106.                                 Terrax_ABS_blast.push(this._skill.settings.tx_blast);
  107.                                 Terrax_ABS_blast_duration.push(-1);
  108.                                 Terrax_ABS_blast_fade.push(-1);
  109.                                 Terrax_ABS_blast_grow.push(-1);
  110.                                 Terrax_ABS_blast_mapid.push($gameMap.mapId());
  111.                         }
  112.  
  113.                         this.startAction(action);
  114.                 }
  115.                 if (this._skill.sequence.length === 0) {
  116.                         if (!this._skill.moving) {
  117.                                 var i = this._character._activeSkills.indexOf(this._skill);
  118.                                 QuasiABS.Manager.removePicture(this._skill.picture);
  119.                                 QuasiABS.Manager.removePicture(this._skill.trail);
  120.                                 QuasiABS.Manager.removePicture(this._skill.pictureCollider);
  121.                                 this._character._activeSkills.splice(i, 1);
  122.  
  123.                                 // TX ADDED On hit
  124.                                 //Graphics.Debug2('coors xy',this._skill.collider.center.x+'-'+this._skill.collider.center.y+' '+this._skill.settings.tx_onhit);
  125.  
  126.                                 Terrax_ABS_blast_x.push(this._skill.collider.center.x-$gameMap.tileWidth()/2);
  127.                                 Terrax_ABS_blast_y.push(this._skill.collider.center.y-$gameMap.tileHeight()/2);
  128.                                 Terrax_ABS_blast.push(this._skill.settings.tx_onhit);
  129.                                 Terrax_ABS_blast_duration.push(-1);
  130.                                 Terrax_ABS_blast_fade.push(-1);
  131.                                 Terrax_ABS_blast_grow.push(-1);
  132.                                 Terrax_ABS_blast_mapid.push($gameMap.mapId());
  133.  
  134.                         }
  135.                 }
  136.  
  137.  
  138.         };
  139.  
  140.         Skill_Sequencer.prototype.updateState = function() {
  141.  
  142.         }
  143.  
  144.  
  145.         Graphics.Debug2 = function(name, message) {
  146.                 if (this._errorPrinter) {
  147.                         this._errorPrinter.innerHTML = this._makeErrorHtml(name, message);
  148.                 }
  149.         };
  150.  
  151.  
  152.         QuasiABS.Manager.startAction = function(self, targets, item) {
  153.                 if (!item.animationTarget || targets.length === 0) {
  154.                         this.startAnimation(item.data.animationId, item.collider.center.x, item.collider.center.y);
  155.                 }
  156.                 for (var i = 0; i < targets.length; i++) {
  157.                         if (item.animationTarget === 1) {
  158.                                 var x = targets[i].cx();
  159.                                 var y = targets[i].cy();
  160.                                 this.startAnimation(item.data.animationId, x, y);
  161.                         }
  162.  
  163.                         var action = new Game_Action(self.battler(), true);
  164.                         action.setSkill(item.data.id);
  165.  
  166.                         var tx_x = targets[i].cx()-$gameMap.tileWidth()/2;
  167.                         var tx_y = targets[i].cy()-$gameMap.tileHeight()/2;
  168.                         var tx_set = item.settings.tx_state;
  169.  
  170.                         action.absApply(targets[i].battler());
  171.  
  172.                         // TX ADDED OnHitNPC
  173.                         Terrax_ABS_blast_x.push(targets[i].cx()-$gameMap.tileWidth()/2);
  174.                         Terrax_ABS_blast_y.push(targets[i].cy()-$gameMap.tileHeight()/2);
  175.                         Terrax_ABS_blast.push(item.settings.tx_onhitNPC);
  176.                         Terrax_ABS_blast_duration.push(-1);
  177.                         Terrax_ABS_blast_fade.push(-1);
  178.                         Terrax_ABS_blast_grow.push(-1);
  179.                         Terrax_ABS_blast_mapid.push($gameMap.mapId());
  180.  
  181.                         var id = self === $gamePlayer ? 0 : self.eventId();
  182.                         targets[i].addAgro(id, item.data);
  183.                 }
  184.         };
  185.  
  186.         Game_CharacterBase.prototype.updateABS = function() {
  187.                 if (this.battler())  {
  188.                         if (this.battler().hp <= 0) return this.onDeath();
  189.                         this.updateSkills();
  190.                         this.battler().updateABS(this._realX,this._realY);
  191.                 }
  192.         };
  193.  
  194.         Game_Battler.prototype.updateABS = function(x,y) {
  195.                 for (var i = 0; i < this.states().length; i++) {
  196.                         this.updateStateSteps(this.states()[i],x,y);
  197.                 }
  198.                 //this.showAddedStates();   //Currently does nothing, so no need to run it
  199.                 //this.showRemovedStates(); //Currently does nothing, so no need to run it
  200.         };
  201.  
  202.         Game_Battler.prototype.updateStateSteps = function(state,x,y) {
  203.                 if (!state.removeByWalking) return;
  204.                 if (this._stateSteps[state.id] >= 0) {
  205.                         if (this._stateSteps[state.id] % this.stepsForTurn() === 0) {
  206.                                 this.onTurnEnd();
  207.                                 this.result().damageIcon = $dataStates[state.id].iconIndex;
  208.                                 this.startDamagePopup();
  209.                                 if (this._stateSteps[state.id] === 0) this.removeState(state.id);
  210.                         }
  211.                         this._stateSteps[state.id]--;
  212.  
  213.                         // ADDED
  214.                         var statenote = $dataStates[state.id].note;
  215.  
  216.                         if (statenote) {
  217.                                 var searchnote = statenote.indexOf("TX:");
  218.                                 if (searchnote >= 0) {
  219.                                         var closetag = statenote.indexOf(";",searchnote);
  220.                                         var txdata = statenote.substring(searchnote+3, closetag);
  221.  
  222.                                         //Graphics.Debug2('state',$dataStates[state.id].note+ " "+txdata);
  223.  
  224.                                         var tw = $gameMap.tileWidth();
  225.                                         var ty = $gameMap.tileHeight();
  226.                                         var x1 = (x * tw) + (tw/2);
  227.                                         var y1 = (y * ty) + (ty/2);
  228.  
  229.                                         Terrax_ABS_skill_x.push(x1);
  230.                                         Terrax_ABS_skill_y.push(y1);
  231.                                         Terrax_ABS_skill.push(txdata);
  232.  
  233.                                 }
  234.                         }
  235.  
  236.                 }
  237.         };
  238.  
  239. })();

JAVASCRIPT 代码复制
  1. //=============================================================================
  2. // Foreground.js (Ver1.0.1)
  3. //=============================================================================
  4. // [History]
  5. // 2015.Nov. 7  1.0.0 First Release
  6. // 2018.Sep.19  1.0.1 Fix bug when 'event command -> test' becomes error
  7.  
  8. /*:
  9.  * @plugindesc display foreground tiling sprite(Ver1.0.1)
  10.  * @author Sasuke KANNAZUKI (thanks to Yoji Ojima)
  11.  *
  12.  * @noteParam fgName
  13.  * @noteRequire 1
  14.  * @noteDir img/parallaxes/
  15.  * @noteType file
  16.  * @noteData maps
  17.  *
  18.  * @help  This plugin does not provide plugin commands.
  19.  *
  20.  * 'foreground' is like a parallax that displays over the map.
  21.  * put bitmap file at img/parallaxes.
  22.  *
  23.  * Map Note:
  24.  *  write down following 5 settings at map's note.
  25.  *  <fgName:name>     name is the string, file name of tiling sprite.
  26.  *    if the name starts '!', it is regarded as "foreground zero".
  27.  *    the filename is searched from img/parallaxes.
  28.  *  <fgLoopX:number>  number is the flag of loop x. 0:no 1:yes
  29.  *    if this is not written on the note, it'll be 0(=no).
  30.  *  <fgLoopY:number>  number is the flag of loop y. 0:no 1:yes
  31.  *    if this is not written on the note, it'll be 0(=no).
  32.  *  <fgSx:number>     number is x scroll speed.
  33.  *    when it doesn't loop x, this is ignored.
  34.  *    if this is not written on the note, it'll be 0.
  35.  *  <fgSy:number>     number is y scroll speed.
  36.  *    when it doesn't loop y, this is ignored.
  37.  *    if this is not written on the note, it'll be 0.
  38.  *
  39.  * Ex.
  40.  * <fgName:sample1><fgLoopX:1><fgLoopY:1>
  41.  *
  42.  * <fgName:!sample1>
  43.  *
  44.  * [License]
  45.  * this plugin is released under MIT license.
  46.  * http://opensource.org/licenses/mit-license.php
  47.  */
  48.  
  49. /*:ja
  50.  * @plugindesc マップに合わせてスクロールする近景の設定(Ver1.0.1)
  51.  * @author 神無月サスケ (thanks to Yoji Ojima)
  52.  *
  53.  * @noteParam fgName
  54.  * @noteRequire 1
  55.  * @noteDir img/parallaxes/
  56.  * @noteType file
  57.  * @noteData maps
  58.  *
  59.  * @help このプラグインにプラグインコマンドはありません。
  60.  * 近景(foreground)は、マップの上に表示される遠景のようなものです。
  61.  * 使用する画像ファイルは、img/parallaxes に置いてください。
  62.  *
  63.  * マップのメモ:
  64.  *  以下の5項目を書いてください(設定項目は、遠景と似ています)。
  65.  *  <fgName:ファイル名> 前景として使うファイル名です(拡張子なし)
  66.  *    名前が '!'で始まる場合、遠景同様視差ゼロとなります。
  67.  *    ファイルは img/parallaxes に置いてください
  68.  *  <fgLoopX:数字> X座標にループするかどうか  (0:no 1:yes)。
  69.  *    省略時は0(=no)になります。
  70.  *  <fgLoopY:number> Y座標にループするかどうか  (0:no 1:yes)。
  71.  *    省略時は0(=no)になります。
  72.  *  <fgSx:数字>    X座標のスクロール速度です
  73.  *    X座標にループしない場合は無視されます。
  74.  *    省略時は0になります。
  75.  *  <fgSy:数字>    Y座標のスクロール速度です
  76.  *    Y座標にループしない場合は無視されます。
  77.  *    省略時は0になります。
  78.  *
  79.  * 例:
  80.  * <fgName:sample1><fgLoopX:1><fgLoopY:1>
  81.  * sample1.png が前景になり、斜め上にループします。
  82.  *
  83.  * <fgName:!sample1>
  84.  * 視差ゼロで!sample1.png が表示されます。
  85.  *
  86.  * ■ライセンス表記
  87.  * このプラグインは MIT ライセンスで配布されます。
  88.  * ご自由にお使いください。
  89.  * http://opensource.org/licenses/mit-license.php
  90.  */
  91.  
  92. (function() {
  93.   //
  94.   // check zero foreground or not.
  95.   //
  96.   ImageManager.isZeroForeground = function(filename) {
  97.     return filename.charAt(0) === '!';
  98.   };
  99.  
  100.   //
  101.   // map initialization
  102.   //
  103.   var _Game_Map_initialize = Game_Map.prototype.initialize;
  104.   Game_Map.prototype.initialize = function() {
  105.     _Game_Map_initialize.call(this);
  106.     this.initForeground();
  107.   };
  108.  
  109.   Game_Map.prototype.initForeground = function(){
  110.     this._foregroundDefined = true;
  111.     this._foregroundName = '';
  112.     this._foregroundZero = false;
  113.     this._foregroundLoopX = false;
  114.     this._foregroundLoopY = false;
  115.     this._foregroundSx = 0;
  116.     this._foregroundSy = 0;
  117.     this._foregroundX = 0;
  118.     this._foregroundY = 0;
  119.   };
  120.  
  121.   //
  122.   // if foreground is undefined, initialize it.
  123.   //
  124.   Game_Map.prototype.guardForeground = function(){
  125.     if(!this._foregroundDefined){
  126.       this.initForeground();
  127.     }
  128.   };
  129.  
  130.   //
  131.   // an accessor
  132.   //
  133.   Game_Map.prototype.foregroundName = function() {
  134.     this.guardForeground();
  135.     return this._foregroundName;
  136. };
  137.  
  138.   //
  139.   // set foreground by reading map's note.
  140.   //
  141.   var _Game_Map_setup = Game_Map.prototype.setup;
  142.   Game_Map.prototype.setup = function(mapId) {
  143.     _Game_Map_setup.call(this, mapId);
  144.     this.setupForeground();
  145.   };
  146.  
  147.   Game_Map.prototype.setupForeground = function() {
  148.     if ($dataMap.meta) {
  149.       this._foregroundName = $dataMap.meta.fgName || '';
  150.       this._foregroundZero = ImageManager.isZeroForeground(
  151.         this._foregroundName);
  152.       this._foregroundLoopX = !!$dataMap.meta.fgLoopX;
  153.       this._foregroundLoopY = !!$dataMap.meta.fgLoopY;
  154.       this._foregroundSx = Number($dataMap.meta.fgSx) || 0;
  155.       this._foregroundSy = Number($dataMap.meta.fgSy) || 0;
  156.     }
  157.     this._foregroundX = 0;
  158.     this._foregroundY = 0;
  159.   };
  160.  
  161.   //
  162.   // to display foreground
  163.   //
  164.   var _Game_Map_setDisplayPos = Game_Map.prototype.setDisplayPos;
  165.   Game_Map.prototype.setDisplayPos = function(x, y) {
  166.     _Game_Map_setDisplayPos.call(this, x, y);
  167.     this.guardForeground();
  168.     if (this.isLoopHorizontal()) {
  169.       this._foregroundX = x;
  170.     } else {
  171.        this._foregroundX = this._displayX;
  172.     }
  173.     if (this.isLoopVertical()) {
  174.       this._foregroundY = y;
  175.     } else {
  176.       this._foregroundY = this._displayY;
  177.     }
  178.   };
  179.  
  180.   Game_Map.prototype.foregroundOx = function() {
  181.     this.guardForeground();
  182.     if (this._foregroundZero) {
  183.       return this._foregroundX * this.tileWidth();
  184.     } else if (this._foregroundLoopX) {
  185.       return this._foregroundX * this.tileWidth() / 2;
  186.     } else {
  187.       return 0;
  188.     }
  189.   };
  190.  
  191.   Game_Map.prototype.foregroundOy = function() {
  192.     this.guardForeground();
  193.     if (this._foregroundZero) {
  194.       return this._foregroundY * this.tileHeight();
  195.     } else if (this._foregroundLoopY) {
  196.       return this._foregroundY * this.tileHeight() / 2;
  197.     } else {
  198.       return 0;
  199.     }
  200.   };
  201.  
  202.   //
  203.   // to scroll foreground
  204.   //
  205.   var _Game_Map_scrollDown = Game_Map.prototype.scrollDown;
  206.   Game_Map.prototype.scrollDown = function(distance) {
  207.     var lastY = this._displayY;
  208.     _Game_Map_scrollDown.call(this, distance);
  209.     this.guardForeground();
  210.     if (this.isLoopVertical()) {
  211.       if (this._foregroundLoopY) {
  212.         this._foregroundY += distance;
  213.       }
  214.     } else if (this.height() >= this.screenTileY()) {
  215.       var displayY = Math.min(lastY + distance,
  216.         this.height() - this.screenTileY());
  217.       this._foregroundY += displayY - lastY;
  218.     }
  219.   };
  220.  
  221.   var _Game_Map_scrollLeft = Game_Map.prototype.scrollLeft;
  222.   Game_Map.prototype.scrollLeft = function(distance) {
  223.     var lastX = this._displayX;
  224.     _Game_Map_scrollLeft.call(this, distance);
  225.     this.guardForeground();
  226.     if (this.isLoopHorizontal()) {
  227.       if (this._foregroundLoopX) {
  228.         this._foregroundX -= distance;
  229.       }
  230.     } else if (this.width() >= this.screenTileX()) {
  231.       var displayX = Math.max(lastX - distance, 0);
  232.       this._foregroundX += displayX - lastX;
  233.     }
  234.   };
  235.  
  236.   var _Game_Map_scrollRight = Game_Map.prototype.scrollRight;
  237.   Game_Map.prototype.scrollRight = function(distance) {
  238.     var lastX = this._displayX;
  239.     _Game_Map_scrollRight.call(this, distance);
  240.     this.guardForeground();
  241.     if (this.isLoopHorizontal()) {
  242.       if (this._foregroundLoopX) {
  243.         this._foregroundX += distance;
  244.       }
  245.     } else if (this.width() >= this.screenTileX()) {
  246.       var displayX = Math.min(lastX + distance,
  247.        this.width() - this.screenTileX());
  248.       this._foregroundX += displayX - lastX;
  249.     }
  250.   };
  251.  
  252.   var _Game_Map_scrollUp = Game_Map.prototype.scrollUp;
  253.   Game_Map.prototype.scrollUp = function(distance) {
  254.     var lastY = this._displayY;
  255.     _Game_Map_scrollUp.call(this, distance);
  256.     this.guardForeground();
  257.     if (this.isLoopVertical()) {
  258.       if (this._foregroundLoopY) {
  259.         this._foregroundY -= distance;
  260.       }
  261.     } else if (this.height() >= this.screenTileY()) {
  262.       var displayY = Math.max(lastY - distance, 0);
  263.       this._foregroundY += displayY - lastY;
  264.     }
  265.   };
  266.  
  267.   //
  268.   // update foreground
  269.   //
  270.   var _Game_Map_update = Game_Map.prototype.update;
  271.   Game_Map.prototype.update = function(sceneActive) {
  272.     _Game_Map_update.call(this, sceneActive);
  273.     this.updateForeground();
  274.   };
  275.  
  276.   Game_Map.prototype.updateForeground = function() {
  277.     this.guardForeground();
  278.     if (this._foregroundLoopX) {
  279.       this._foregroundX += this._foregroundSx / this.tileWidth() / 2;
  280.     }
  281.     if (this._foregroundLoopY) {
  282.       this._foregroundY += this._foregroundSy / this.tileHeight() / 2;
  283.     }
  284.   };
  285.  
  286.   //
  287.   // sprites
  288.   //
  289.   var _Spriteset_Map_createLowerLayer =
  290.    Spriteset_Map.prototype.createLowerLayer;
  291.   Spriteset_Map.prototype.createLowerLayer = function() {
  292.     _Spriteset_Map_createLowerLayer.call(this);
  293.    this.createForeground();
  294.   };
  295.  
  296.   var _Spriteset_Map_update = Spriteset_Map.prototype.update;
  297.   Spriteset_Map.prototype.update = function() {
  298.     _Spriteset_Map_update.call(this);
  299.     this.updateForeground();
  300.   };
  301.  
  302.   Spriteset_Map.prototype.createForeground = function() {
  303.     this._foreground = new TilingSprite();
  304.     this._foreground.move(0, 0, Graphics.width, Graphics.height);
  305.     // in order to display under the weather sprites:
  306.     this._baseSprite.removeChild(this._weather);
  307.     this._baseSprite.addChild(this._foreground);
  308.     this._baseSprite.addChild(this._weather);
  309.   };
  310.  
  311.   Spriteset_Map.prototype.updateForeground = function() {
  312.     if (this._foregroundName !== $gameMap.foregroundName()) {
  313.       this._foregroundName = $gameMap.foregroundName();
  314.       this._foreground.bitmap = ImageManager.loadParallax(this._foregroundName);
  315.     }
  316.     if (this._foreground.bitmap) {
  317.       this._foreground.origin.x = $gameMap.foregroundOx();
  318.       this._foreground.origin.y = $gameMap.foregroundOy();
  319.     }
  320.   };
  321.  
  322. })();

Lv2.观梦者

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 楼主| 发表于 2020-8-27 11:20:58 | 只看该作者
请问有谁知道如何解决?
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