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标题:
关于选择项出点问题
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作者:
【紫雨】
时间:
2010-10-27 20:22
标题:
关于选择项出点问题
本帖最后由 fux2 于 2010-10-28 07:57 编辑
`VT%T}0APY}Y7(%~8XQ{)FJ.jpg
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#==============================================================================
# ■ Window_Message
#------------------------------------------------------------------------------
# 显示文章的信息窗口。
#==============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化状态
#--------------------------------------------------------------------------
def initialize
super(48, 100, 550, 150)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9998
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
#--------------------------------------------------------------------------
# ● 处理信息结束
#--------------------------------------------------------------------------
def terminate_message
self.active = false
self.pause = false
self.index = -1
self.contents.clear
# 清除显示中标志
@contents_showing = false
# 呼叫信息调用
if $game_temp.message_proc != nil
$game_temp.message_proc.call
end
# 清除文章、选择项、输入数值的相关变量
$game_temp.message_text = nil
$game_temp.message_proc = nil
$game_temp.choice_start = 99
$game_temp.choice_max = 0
$game_temp.choice_cancel_type = 0
$game_temp.choice_proc = nil
$game_temp.num_input_start = 99
$game_temp.num_input_variable_id = 0
$game_temp.num_input_digits_max = 0
if !@ani_array.nil?
@ani_array.each{|ani|ani.dispose}
@ani_array = nil
end
if
[email protected]
?
@coursor.dispose
@coursor = nil
end
@w17v.dispose if
[email protected]
?
# 开放金钱窗口
if @gold_window != nil
@gold_window.dispose
@gold_window = nil
end
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
x = y = 0
@cursor_width = 0
# 到选择项的下一行字
if $game_temp.choice_start == 0
end
# 有等待显示的文字的情况下
if $game_temp.message_text != nil
text = $game_temp.message_text
# 限制文字处理
begin
last_text = text.clone
text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
end until text == last_text
text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
# 为了方便、将 "\\\\" 变换为 "\000"
text.gsub!(/\\\\/) { "\000" }
# "\\C" 变为 "\001" に、"\\G" 变为 "\002"
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
text.gsub!(/\\[Gg]/) { "\002" }
##############夏娜改########################
text.gsub!(/\\[Nn][Nn]/) { "\003" }
text.gsub!(/\\ani\[([0-9]+)\]/) { "\004[#{$1}]" }
# c 获取 1 个字 (如果不能取得文字就循环)
while ((c = text.slice!(/./m)) != nil)
# \\ 的情况下
if c == "\000"
# 还原为本来的文字
c = "\\"
end
# \C[n] 的情况下
if c == "\001"
# 更改文字色
text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
# 下面的文字
next
end
# \G 的情况下
if c == "\002"
# 生成金钱窗口
if @gold_window == nil
@gold_window = Window_Gold.new
@gold_window.x = 560 - @gold_window.width
if $game_temp.in_battle
@gold_window.y = 192
else
@gold_window.y = self.y >= 128 ? 32 : 384
end
@gold_window.opacity = self.opacity
@gold_window.back_opacity = self.back_opacity
end
# 下面的文字
next
end
#============================夏娜改===========================
if c == "\004"
text.sub!(/\[([0-9]+)\]/, "")
@ani_array = [] if @ani_array.nil?
id = $1.to_i
@w17v = Viewport.new(self.x + x + 8,self.y + y * 18 + 6,100,100) #表情间距
@w17v.z = 9999
w17 = RPG::Sprite.new(@w17v)
w17.bitmap = Bitmap.new(48,32)
w17.loop_animation($data_animations[id])
@ani_array.push w17
x += 48
next
end
##############夏娜改#######################
if c == "\003"
#if c == "\n"
# 刷新选择项及光标的高
if y >= $game_temp.choice_start
@cursor_width = [@cursor_width, x].max
end
# y 加 1
y += 1
x = 0
@line = y
@line -= 1
#@line -= $game_temp.choice_max
# 移动到选择项的下一行
if y >= $game_temp.choice_start
end
# 下面的文字
next
end
# 描绘文字
self.contents.draw_text(4 + x, 17 * y, 40, 17, c)
# x 为要描绘文字的加法运算 y为间距!
x += self.contents.text_size(c).width
end
end
# 选择项的情况
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
@coursor = Sprite.new
@coursor.bitmap = RPG::Cache.windowskin("1001")
@coursor.z += self.z + 10
@coursor.visible = false
end
# 输入数值的情况
if $game_temp.num_input_variable_id > 0
digits_max = $game_temp.num_input_digits_max
number = $game_variables[$game_temp.num_input_variable_id]
@input_number_window = Window_InputNumber.new(digits_max)
@input_number_window.number = number
@input_number_window.x = self.x + 8
@input_number_window.y = self.y + $game_temp.num_input_start * 32
end
end
#--------------------------------------------------------------------------
# ● 设置窗口位置与不透明度
#--------------------------------------------------------------------------
def reset_window
if $game_temp.in_battle
self.y = 16
else
case $game_system.message_position
when 0 # 上
self.y = 160
when 1 # 中
self.y = 220
when 2 # 下
self.y = 304
end
end
if $game_system.message_frame == 0
self.opacity = 255
else
self.opacity = 0
end
self.back_opacity = 400
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
if !@ani_array.nil?
@ani_array.each{|ani|ani.update}
end
# 渐变的情况下
if @fade_in
self.contents_opacity += 24
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity == 255
@fade_in = false
end
return
end
# 输入数值的情况下
if @input_number_window != nil
@input_number_window.update
# 确定
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
$game_variables[$game_temp.num_input_variable_id] =
@input_number_window.number
$game_map.need_refresh = true
# 释放输入数值窗口
@input_number_window.dispose
@input_number_window = nil
terminate_message
end
return
end
# 显示信息中的情况下
if @contents_showing
# 如果不是在显示选择项中就显示暂停标志
if $game_temp.choice_max == 0
self.pause = true
end
# 取消
if Input.trigger?(Input::B)
if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
$game_system.se_play($data_system.cancel_se)
$game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
terminate_message
end
end
# 确定
if Input.trigger?(Input::C)
if $game_temp.choice_max > 0
$game_system.se_play($data_system.decision_se)
$game_temp.choice_proc.call(self.index)
end
terminate_message
end
return
end
# 在渐变以外的状态下有等待显示的信息与选择项的场合
if @fade_out == false and $game_temp.message_text != nil
@contents_showing = true
$game_temp.message_window_showing = true
reset_window
refresh
Graphics.frame_reset
self.visible = true
self.contents_opacity = 0
if @input_number_window != nil
@input_number_window.contents_opacity = 0
end
@fade_in = true
return
end
# 没有可以显示的信息、但是窗口为可见的情况下
if self.visible
@fade_out = true
self.opacity -= 48
if self.opacity == 0
self.visible = false
@fade_out = false
$game_temp.message_window_showing = false
end
return
end
end
#--------------------------------------------------------------------------
# ● 刷新光标矩形
#--------------------------------------------------------------------------
def update_cursor_rect
super
if @index >= 0
#n = ($game_temp.choice_start * 2) + @index
n = @line + @index
unless @coursor.nil?
@coursor.visible = true
@coursor.x = self.x + 4
@coursor.y = self.y + 16 + (n * 17)
end
self.cursor_rect.empty
#self.cursor_rect.set(4, n * 17, @cursor_width, 17)
else
unless @coursor.nil?
@coursor.visible = false
end
self.cursor_rect.empty
end
end
end
复制代码
各位帮看下 谢谢
作者:
DBZ-1
时间:
2010-10-27 21:08
哪行是315?
作者:
狠、陌生
时间:
2010-10-27 21:23
提示:
作者被禁止或删除 内容自动屏蔽
作者:
【紫雨】
时间:
2010-10-30 16:55
本人自己已解决,结账!
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