#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This class is for all in-game windows.
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * Object Initialization
# x : window x-coordinate
# y : window y-coordinate
# width : window width
# height : window height
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super()
@windowskin_name = $game_system.windowskin_name
self.windowskin = RPG::Cache.windowskin(@windowskin_name)
self.x = x
self.y = y
self.width = width
self.height = height
self.z = 100
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
# Dispose if window contents bit map is set
if self.contents != nil
self.contents.dispose
end
super
end
#--------------------------------------------------------------------------
# * Get Text Color
# n : text color number (0-7)
#--------------------------------------------------------------------------
def text_color(n)
case n
when 0
return Color.new(255, 255, 255, 255)
when 1
return Color.new(128, 128, 255, 255)
when 2
return Color.new(255, 128, 128, 255)
when 3
return Color.new(128, 255, 128, 255)
when 4
return Color.new(128, 255, 255, 255)
when 5
return Color.new(255, 128, 255, 255)
when 6
return Color.new(255, 255, 128, 255)
when 7
return Color.new(192, 192, 192, 255)
else
normal_color
end
end
#--------------------------------------------------------------------------
# * Get Normal Text Color
#--------------------------------------------------------------------------
def normal_color
return Color.new(255, 255, 255, 255)
end
#--------------------------------------------------------------------------
# * Get Disabled Text Color
#--------------------------------------------------------------------------
def disabled_color
return Color.new(255, 255, 255, 128)
end
#--------------------------------------------------------------------------
# * Get System Text Color
#--------------------------------------------------------------------------
def system_color
return Color.new(192, 224, 255, 255)
end
#--------------------------------------------------------------------------
# * Get Crisis Text Color
#--------------------------------------------------------------------------
def crisis_color
return Color.new(255, 255, 64, 255)
end
#--------------------------------------------------------------------------
# * Get Knockout Text Color
#--------------------------------------------------------------------------
def knockout_color
return Color.new(255, 64, 0)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
# Reset if windowskin was changed
if $game_system.windowskin_name != @windowskin_name
@windowskin_name = $game_system.windowskin_name
self.windowskin = RPG::Cache.windowskin(@windowskin_name)
end
end
#--------------------------------------------------------------------------
# * Draw Graphic
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_graphic(actor, x, y)
bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
bitmap = RPG::Cache.character(actor.weapon_name,0)
ww = bitmap.width / 4
wh = bitmap.height / 4
src_rect = Rect.new(0, 0, ww, wh)
tx= x - (cw/2)
ty= (y - (ch/2)) - (wh/2)
self.contents.blt(tx, ty, bitmap, src_rect)
end
#--------------------------------------------------------------------------
# * Draw Name
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_name(actor, x, y , color=normal_color)
self.contents.font.color = color
self.contents.draw_text(x, y, 120, 32, actor.name)
end
#--------------------------------------------------------------------------
# * Draw Class
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_class(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 236, 32, actor.class_name)
end
#--------------------------------------------------------------------------
# * Draw Level
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_level(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, "Lv")
self.contents.font.color = normal_color
self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
end
#--------------------------------------------------------------------------
# * Make State Text String for Drawing
# actor : actor
# width : draw spot width
# need_normal : Whether or not [normal] is needed (true / false)
#--------------------------------------------------------------------------
def make_battler_state_text(battler, width, need_normal)
# Get width of brackets
brackets_width = self.contents.text_size("[]").width
# Make text string for state names
text = ""
for i in battler.states
if $data_states[i].rating >= 1
if text == ""
text = $data_states[i].name
else
new_text = text + "/" + $data_states[i].name
text_width = self.contents.text_size(new_text).width
if text_width > width - brackets_width
break
end
text = new_text
end
end
end
# If text string for state names is empty, make it [normal]
if text == ""
if need_normal
text = "[正常]"
end
else
# Attach brackets
text = "[" + text + "]"
end
# Return completed text string
return text
end
#--------------------------------------------------------------------------
# * Draw State
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#--------------------------------------------------------------------------
def draw_actor_state(actor, x, y, width = 120)
text = make_battler_state_text(actor, width, true)
self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
self.contents.draw_text(x, y, width, 32, text)
end
#--------------------------------------------------------------------------
# ● 描画 EXP
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
def draw_actor_exp(actor, x, y,width = 204)
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
grade1 = 1
grade2 = 0
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(64, 0, 0, 192)
color5 = Color.new(80 * rate, 80 - 80 * rate ** 2, 80 - 80 * rate, 192)
color6 = Color.new(240 * rate, 240 - 240 * rate ** 2, 240 - 240 * rate, 192)
if actor.next_exp != 0
exp = (width + plus_width) * actor.now_exp * rate_width /
100 / actor.next_exp
else
exp = (width + plus_width) * rate_width / 100
end
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, exp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 64, 32, "功勋值")
self.contents.font.color = normal_color
self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2)
self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s)
end
def draw_actor_exp_state(actor, x, y,width = 204)
#——不好意思,偷懒一个~呵呵~~
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
grade1 = 1
grade2 = 0
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(64, 0, 0, 192)
color5 = Color.new(80 * rate, 80 - 80 * rate ** 2, 80 - 80 * rate, 192)
color6 = Color.new(240 * rate, 240 - 240 * rate ** 2, 240 - 240 * rate, 192)
if actor.next_exp != 0
exp = (width + plus_width) * actor.now_exp * rate_width /
100 / actor.next_exp
else
exp = (width + plus_width) * rate_width / 100
end
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, exp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 64, 32, "EXP")
self.contents.font.color = normal_color
self.contents.draw_text(x + 6, y, 84, 32, actor.exp_s, 2)
self.contents.draw_text(x + 90, y, 12, 32, "/", 1)
self.contents.draw_text(x + 102, y, 84, 32, actor.next_exp_s)
end
#--------------------------------------------------------------------------
# ● 描绘 HP
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# width : 描画目标的宽
#-------------------------------------------------------------------------
def draw_actor_hp(actor, x, y, width = 144)
if actor.maxhp != 0
rate = actor.hp.to_f / actor.maxhp
else
rate = 0
end
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
grade1 = 1
grade2 = 0
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(64, 0, 0, 192)
color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
if actor.maxhp != 0
hp = (width + plus_width) * actor.hp * rate_width / 100 / actor.maxhp
else
hp = 0
end
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, hp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 40, 32, $data_system.words.hp)
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
if flag
self.contents.font.color = normal_color
self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
end
end
#--------------------------------------------------------------------------
# ● 描绘 SP
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# width : 描画目标的宽
#--------------------------------------------------------------------------
def draw_actor_sp(actor, x, y, width = 144)
if actor.maxsp != 0
rate = actor.sp.to_f / actor.maxsp
else
rate = 1
end
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
grade1 = 1
grade2 = 0
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(0, 64, 0, 192)
color5 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)
color6 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)
if actor.maxsp != 0
sp = (width + plus_width) * actor.sp * rate_width / 100 / actor.maxsp
else
sp = (width + plus_width) * rate_width / 100
end
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, sp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
# 描绘字符串 "SP"
self.contents.font.color = system_color
self.contents.draw_text(x, y, 40, 32, $data_system.words.sp)
# 计算描绘 MaxSP 所需的空间
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
# 描绘 SP
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
# 描绘 MaxSP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
end
end
#--------------------------------------------------------------------------
# * Draw Parameter
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# type : parameter type (0-6)
#--------------------------------------------------------------------------
def draw_actor_parameter(actor, x, y, type)
case type
when 0
parameter_name = $data_system.words.atk
parameter_value = actor.atk
when 1
parameter_name = $data_system.words.pdef
parameter_value = actor.pdef
when 2
parameter_name = $data_system.words.mdef
parameter_value = actor.mdef
when 3
parameter_name = $data_system.words.str
parameter_value = actor.str
when 4
parameter_name = $data_system.words.dex
parameter_value = actor.dex
when 5
parameter_name = $data_system.words.agi
parameter_value = actor.agi
when 6
parameter_name = $data_system.words.int
parameter_value = actor.int
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 40, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
end
#--------------------------------------------------------------------------
# * Draw Item Name
# item : item
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_item_name(item, x, y)
if item == nil
return
end
bitmap = RPG::Cache.icon(item.icon_name)
#self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, bitmap.width, bitmap.height))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, 212, 32, item.name)
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def mydrawtext(x,y,sx,sy,text,altcolor=nil,align=0)
src_bitmap = Bitmap.new(sx,sy)
src_bitmap.font = self.contents.font
if altcolor.nil?
altcolor=src_bitmap.font.color
end
h = (sy/2)
#rs = (altcolor.red - src_bitmap.font.color.red) / h
#gs = (altcolor.green - src_bitmap.font.color.green) / h
bs = (altcolor.blue - src_bitmap.font.color.blue) / h
rs = (src_bitmap.font.color.red - altcolor.red) / h
gs = (src_bitmap.font.color.green - altcolor.green) / h
bs = (src_bitmap.font.color.blue - altcolor.blue) / h
print(src_bitmap.font.color)
#print("Red=" + rs.to_s + " Green=" + gs.to_s + " Blue=" + bs.to_s)
for i in 0..sy
src_bitmap.font.color.red += i<=h ? rs : -rs
src_bitmap.font.color.green += i<=h ? gs : -gs
src_bitmap.font.color.blue += i<=h ? bs : -bs
src_bitmap.draw_text(0, 0, sx, sy, text, align)
src_rect = Rect.new(0,i,sx,1)
self.contents.blt(x, y+i, src_bitmap, src_rect)
src_bitmap.clear
end
end
#--------------------------------------------------------------------------
def rainbow_text(x,y,sx,sy,text,align=0)
src_bitmap = Bitmap.new(sx,sy)
src_bitmap.font = self.contents.font
for i in 0..sy
if i % 3 == 0
src_bitmap.font.color.set(rand(256),rand(256),rand(256))
end
src_bitmap.draw_text(0, 0, sx, sy, text, align)
src_rect = Rect.new(0,i,sx,1)
self.contents.blt(x, y+i, src_bitmap, src_rect)
src_bitmap.clear
end
end
#--------------------------------------------------------------------------
def shade_text(x,y,sx,sy,text,align=0)
src_bitmap = Bitmap.new(sx,sy)
src_bitmap.font = self.contents.font
h = (sy/2)
cs = (sy/4) + 5
for i in 0..sy
src_bitmap.font.color.red += src_bitmap.font.color.red==0 ? 0 : i<=h ? cs : -cs
src_bitmap.font.color.green += src_bitmap.font.color.green==0 ? 0 : i<=h ? cs : -cs
src_bitmap.font.color.blue += src_bitmap.font.color.blue==0 ? 0 : i<=h ? cs : -cs
src_bitmap.draw_text(0, 0, sx, sy, text, align)
src_rect = Rect.new(0,i,sx,1)
self.contents.blt(x, y+i, src_bitmap, src_rect)
src_bitmap.clear
end
end
#--------------------------------------------------------------------------
# ● 渐变矩形
#--------------------------------------------------------------------------
def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
case align1
when 1
x += (rect_width - width) / 2
when 2
x += rect_width - width
end
case align2
when 1
y -= height / 2
when 2
y -= height
end
self.contents.fill_rect(x, y, width, height, color1)
self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2)
if align3 == 0
if grade1 == 2
grade1 = 3
end
if grade2 == 2
grade2 = 3
end
end
if (align3 == 1 and grade1 == 0) or grade1 > 0
color = color3
color3 = color4
color4 = color
end
if (align3 == 1 and grade2 == 0) or grade2 > 0
color = color5
color5 = color6
color6 = color
end
self.contents.gradation_rect(x + 2, y + 2, width - 4, height - 4,
color3, color4, grade1)
if align3 == 1
x += width - gauge
end
self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4,
color5, color6, grade2)
end
# --------------------------------
def up_color
return Color.new(74, 210, 74)
end
# --------------------------------
def down_color
return Color.new(170, 170, 170)
end