Project1
标题:
怎样在左下角显示HP/MP/SP
[打印本页]
作者:
完の
时间:
2011-7-2 10:09
提示:
作者被禁止或删除 内容自动屏蔽
作者:
工藤优作
时间:
2011-7-2 14:11
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作者:
完の
时间:
2011-7-2 14:15
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作者被禁止或删除 内容自动屏蔽
作者:
懒De说
时间:
2011-7-2 14:59
给你个类似的,坐标你自己调吧
新建一个空白脚本插进去
class Window_HPSPonMap < Window_Base
#--------------------------------------------------------------------------
# ●初始化
#--------------------------------------------------------------------------
def initialize
#super(0,0,180,120)#窗口的大小和位置,这个位置是显示血条用的。
super(0,0,640,480)#如果不是显示血条而是其他东西,请用这个。
HPSPonMap_initialize("黑体")
self.opacity = 0#这个是窗口的不透明度,调成255窗口就会在地图上显示。
end
#--------------------------------------------------------------------------
# ●更新
#--------------------------------------------------------------------------
def update
self.contents.clear
#以下为自定义的内容,其实就是窗口里的东西,请自行调整(东西越多越容易影响速度!)。
actor = $game_party.actors[0]#队伍里的第一位角色(因为为了防止卡机,最好只显示一人的。)
#draw_hp_bar(actor,0,20)#画血条
#draw_sp_bar(actor,0,40)#画气条
draw_actor_name(actor,0,0)#画角色名字
draw_actor_hp(actor,0,20)#画角色HP
draw_actor_sp(actor,0,40)#画角色SP
draw_actor_exp(actor,0,60)#EXP条
draw_actor_state(actor,80,0)#显示角色状态
draw_actor_level(actor,0,400)#显示角色等级
self.contents.font.color = Color.new(153,0,0,255)#调整字体颜色,按RGB格式,最后一个是色彩强度
#self.contents.draw_text(0, 60, 180, 32, load_data("Data/MapInfos.rxdata")[$game_map.map_id].name)#显示当前地图名
#self.contents.font.color = Color.new(255,100,100,255)
#self.contents.draw_text(0, 80, 180, 32, "角色的X坐标:" + $game_player.x.to_s)#显示角色的地图X坐标
#self.contents.font.color = Color.new(100,255,100,255)
#self.contents.draw_text(0, 100, 180, 32, "角色的Y坐标:" + $game_player.y.to_s)#显示角色的地图Y坐标
#如果要显示变量,请按以下格式。
#self.contents.draw_text(X的值, Y的值, 180, 32, $game_variables[变量编号].to_s)
self.contents.draw_text(480, 0, 180, 32, $game_variables[30].to_s)
end
end
复制代码
把这个替换一下Window_Base
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
# 游戏中全部窗口的超级类。
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ● 初始化对像
# x : 窗口的 X 坐标
# y : 窗口的 Y 坐标
# width : 窗口的宽
# height : 窗口的宽
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
# 如果窗口的内容已经被设置就被释放
if self.contents != nil
self.contents.dispose
end
super
end
#--------------------------------------------------------------------------
# ● 获取文字色
# n : 文字色编号 (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
#--------------------------------------------------------------------------
# ● 获取普通文字色
#--------------------------------------------------------------------------
def normal_color
return Color.new(255, 255, 255, 255)
end
#--------------------------------------------------------------------------
# ● 获取无效文字色
#--------------------------------------------------------------------------
def disabled_color
return Color.new(255, 255, 255, 128)
end
#--------------------------------------------------------------------------
# ● 获取系统文字色
#--------------------------------------------------------------------------
def system_color
return Color.new(192, 224, 255, 255)
end
#--------------------------------------------------------------------------
# ● 获取危机文字色
#--------------------------------------------------------------------------
def crisis_color
return Color.new(255, 255, 64, 255)
end
#--------------------------------------------------------------------------
# ● 获取战斗不能文字色
#--------------------------------------------------------------------------
def knockout_color
return Color.new(255, 64, 0)
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
# 如果窗口的外关被变更了、再设置
if $game_system.windowskin_name != @windowskin_name
@windowskin_name = $game_system.windowskin_name
self.windowskin = RPG::Cache.windowskin(@windowskin_name)
end
end
#--------------------------------------------------------------------------
# ● 图形的描绘
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
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)
end
#--------------------------------------------------------------------------
# ● 名称的描绘
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
def draw_actor_name(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 120, 32, actor.name)
end
#--------------------------------------------------------------------------
# ● 职业的描绘
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● 水平的描画
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● 生辰成描绘用状态字符串
# actor : 角色
# width : 描画目标的宽度
# need_normal : [正常] 是否为必须 (true / false)
#--------------------------------------------------------------------------
def make_battler_state_text(battler, width, need_normal)
# 获取括号的宽
brackets_width = self.contents.text_size("[]").width
# 生成状态名字符串
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
# 状态名空的字符串是 "[正常]" 的情况下
if text == ""
if need_normal
text = "[正常]"
end
else
# 加上括号
text = "[" + text + "]"
end
# 返回完成后的文字类
return text
end
#--------------------------------------------------------------------------
# ● 描绘状态
# 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_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)
#self.contents.font.color = system_color
#self.contents.draw_text(x, y, 24, 32, "E")
#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
#--------------------------------------------------------------------------
# ● 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)
# 描绘字符串 "HP"
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
# 计算描绘 MaxHP 所需的空间
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
# 描绘 HP
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)
# 描绘 MaxHP
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)
# 描绘字符串 "SP"
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 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
#--------------------------------------------------------------------------
# ● 描绘能力值
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# type : 能力值种类 (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, 32, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
end
#--------------------------------------------------------------------------
# ● 描绘物品名
# item : 物品
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
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.font.color = normal_color
self.contents.draw_text(x + 28, y, 212, 32, item.name)
end
###########################################################################
#--------------------------------------------------------------------------
# 新的窗口for地图上的HP和SP条
#--------------------------------------------------------------------------
def HPSPonMap_initialize(font=0,size=20)
font = "黑体" if font == 0
self.contents = Bitmap.new(self.width-32,self.height-32)
self.contents.font.name = font
self.contents.font.size = size
end
#--------------------------------------------------------------------------
# 画HP条
# 设计byLE,颜色渐变法by樱雅在土(没这个就很难画出渐变色)
#--------------------------------------------------------------------------
def draw_hp_bar(actor,x,y)
width = 40
black = Color.new(0,0,0,200)
black2 = Color.new(0,0,0,100)
#RP颜色计算法
val = 255 * ((actor.hp*100)/actor.maxhp)
green = 0 + val/100
val2 = 255 * ((actor.hp*100)/actor.maxhp)
red2 = 255 - val2/100
green2 = 0 + val2/100
startcolor = Color.new(red2,green2,0,150)
endcolor = Color.new(255,green,0,150)
w = width * actor.hp / actor.maxhp
#黑色倒影
draw_line(x+4, y+18, x+width+4, y+18, black, 7, black2)
#画血条(横板渐变色,颜色变化法由樱雅在土提供)
draw_line(x, y+14, x+w, y+14, startcolor, 7, endcolor)
#写上HP两个大字,顺便表示HP的数值。
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
end
#--------------------------------------------------------------------------
# 画SP条
# 设计byLE,颜色渐变法by樱雅在土(没这个就很难画出渐变色)
#--------------------------------------------------------------------------
def draw_sp_bar(actor,x,y)
width = 40
black = Color.new(0,0,0,200)
black2 = Color.new(0,0,0,100)
startcolor = Color.new(0,0,255,150)
endcolor = Color.new(0,255,255,150)
w = width * actor.sp / actor.maxsp
#黑色倒影
draw_line(x+4, y+18, x+width+4, y+18, black, 7, black2)
#画气条(横板渐变色,颜色变化法由樱雅在土提供)
draw_line(x, y+14, x+w, y+14, startcolor, 7, endcolor)
#写上SP两个大字,顺便表示SP的数值。
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
end
#--------------------------------------------------------------------------
# ● ライン描画 by 桜雅 在土
#--------------------------------------------------------------------------
def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
# 描写距離の計算。大きめに直角時の長さ。
distance = (start_x - end_x).abs + (start_y - end_y).abs
# 描写開始
if end_color == start_color
for i in 1..distance
x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
if width == 1
self.contents.set_pixel(x, y, start_color)
else
self.contents.fill_rect(x, y, width, width, start_color)
end
end
else
for i in 1..distance
x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
r = start_color.red * (distance-i)/distance + end_color.red * i/distance
g = start_color.green * (distance-i)/distance + end_color.green * i/distance
b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance
a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
if width == 1
self.contents.set_pixel(x, y, Color.new(r, g, b, a))
else
self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a))
end
end
end
end
###########################################################################
end
复制代码
Scene_Map我已经改好了,你直接插入进去就行了 修改的地方我也标出来了
class Scene_Map
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
###########################################################################
@HPSP = Window_HPSPonMap.new
###########################################################################
# 生成活动块
@spriteset = Spriteset_Map.new
# 生成信息窗口
@message_window = Window_Message.new
##################################################################################
######################################################################################
# 执行过渡
Graphics.transition
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果画面切换的话就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
# 释放活动块
@spriteset.dispose
# 释放信息窗口
@message_window.dispose
###########################################################################
@HPSP.dispose
###########################################################################
# 标题画面切换中的情况下
if $scene.is_a?(Scene_Title)
# 淡入淡出画面
Graphics.transition
Graphics.freeze
end
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 循环
loop do
# 按照地图、实例、主角的顺序刷新
# (本更新顺序不会在的满足事件的执行条件下成为给予角色瞬间移动
# 的机会的重要因素)
$game_map.update
$game_system.map_interpreter.update
$game_player.update
# 系统 (计时器)、画面刷新
$game_system.update
$game_screen.update
# 如果主角在场所移动中就中断循环
unless $game_temp.player_transferring
break
end
# 执行场所移动
transfer_player
# 处理过渡中的情况下、中断循环
if $game_temp.transition_processing
break
end
end
# 刷新活动块
@spriteset.update
# 刷新信息窗口
@message_window.update
############################################################################
@HPSP.update
############################################################################
# 游戏结束的情况下
if $game_temp.gameover
# 切换的游戏结束画面
$scene = Scene_Gameover.new
return
end
# 返回标题画面的情况下
if $game_temp.to_title
# 切换到标题画面
$scene = Scene_Title.new
return
end
# 处理过渡中的情况下
if $game_temp.transition_processing
# 清除过渡处理中标志
$game_temp.transition_processing = false
# 执行过渡
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
# 显示信息窗口中的情况下
if $game_temp.message_window_showing
return
end
# 遇敌计数为 0 且、且遇敌列表不为空的情况下
if $game_player.encounter_count == 0 and $game_map.encounter_list != []
# 不是在事件执行中或者禁止遇敌中
unless $game_system.map_interpreter.running? or
$game_system.encounter_disabled
# 确定队伍
n = rand($game_map.encounter_list.size)
troop_id = $game_map.encounter_list[n]
# 队伍有效的话
if $data_troops[troop_id] != nil
# 设置调用战斗标志
$game_temp.battle_calling = true
$game_temp.battle_troop_id = troop_id
$game_temp.battle_can_escape = true
$game_temp.battle_can_lose = false
$game_temp.battle_proc = nil
end
end
end
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 不是在事件执行中或菜单禁止中
unless $game_system.map_interpreter.running? or
$game_system.menu_disabled
# 设置菜单调用标志以及 SE 演奏
$game_temp.menu_calling = true
$game_temp.menu_beep = true
end
end
# 调试模式为 ON 并且按下 F9 键的情况下
if $DEBUG and Input.press?(Input::F9)
# 设置调用调试标志
$game_temp.debug_calling = true
end
# 不在主角移动中的情况下
unless $game_player.moving?
# 执行各种画面的调用
if $game_temp.battle_calling
call_battle
elsif $game_temp.shop_calling
call_shop
elsif $game_temp.name_calling
call_name
elsif $game_temp.menu_calling
call_menu
elsif $game_temp.save_calling
call_save
elsif $game_temp.debug_calling
call_debug
end
end
end
#--------------------------------------------------------------------------
# ● 调用战斗
#--------------------------------------------------------------------------
def call_battle
# 清除战斗调用标志
$game_temp.battle_calling = false
# 清除菜单调用标志
$game_temp.menu_calling = false
$game_temp.menu_beep = false
# 生成遇敌计数
$game_player.make_encounter_count
# 记忆地图 BGM 、停止 BGM
$game_temp.map_bgm = $game_system.playing_bgm
$game_system.bgm_stop
# 演奏战斗开始 SE
$game_system.se_play($data_system.battle_start_se)
# 演奏战斗 BGM
$game_system.bgm_play($game_system.battle_bgm)
# 矫正主角姿势
$game_player.straighten
# 切换到战斗画面
$scene = Scene_Battle.new
end
#--------------------------------------------------------------------------
# ● 调用商店
#--------------------------------------------------------------------------
def call_shop
# 清除商店调用标志
$game_temp.shop_calling = false
# 矫正主角姿势
$game_player.straighten
# 切换到商店画面
$scene = Scene_Shop.new
end
#--------------------------------------------------------------------------
# ● 调用名称输入
#--------------------------------------------------------------------------
def call_name
# 清除商店调用名称输入标志
$game_temp.name_calling = false
# 矫正主角姿势
$game_player.straighten
# 切换到名称输入画面
$scene = Scene_Name.new
end
#--------------------------------------------------------------------------
# ● 调用菜单
#--------------------------------------------------------------------------
def call_menu
# 清除商店调用菜单标志
$game_temp.menu_calling = false
# 已经设置了菜单 SE 演奏标志的情况下
if $game_temp.menu_beep
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 清除菜单演奏 SE 标志
$game_temp.menu_beep = false
end
# 矫正主角姿势
$game_player.straighten
# 切换到菜单画面
$scene = Scene_Menu.new
end
#--------------------------------------------------------------------------
# ● 调用存档
#--------------------------------------------------------------------------
def call_save
# 矫正主角姿势
$game_player.straighten
# 切换到存档画面
$scene = Scene_Save.new
end
#--------------------------------------------------------------------------
# ● 调用调试
#--------------------------------------------------------------------------
def call_debug
# 清除商店调用调试标志
$game_temp.debug_calling = false
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 矫正主角姿势
$game_player.straighten
# 切换到调试画面
$scene = Scene_Debug.new
end
#--------------------------------------------------------------------------
# ● 主角的场所移动
#--------------------------------------------------------------------------
def transfer_player
# 清除主角场所移动调试标志
$game_temp.player_transferring = false
# 移动目标与现在的地图有差异的情况下
if $game_map.map_id != $game_temp.player_new_map_id
# 设置新地图
$game_map.setup($game_temp.player_new_map_id)
end
# 设置主角位置
$game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
# 设置主角朝向
case $game_temp.player_new_direction
when 2 # 下
$game_player.turn_down
when 4 # 左
$game_player.turn_left
when 6 # 右
$game_player.turn_right
when 8 # 上
$game_player.turn_up
end
# 矫正主角姿势
$game_player.straighten
# 刷新地图 (执行并行事件)
$game_map.update
# 在生成活动块
@spriteset.dispose
@spriteset = Spriteset_Map.new
# 处理过渡中的情况下
if $game_temp.transition_processing
# 清除过渡处理中标志
$game_temp.transition_processing = false
# 执行过渡
Graphics.transition(20)
end
# 执行地图设置的 BGM、BGS 的自动切换
$game_map.autoplay
# 设置画面
Graphics.frame_reset
# 刷新输入信息
Input.update
end
end
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作者:
完の
时间:
2011-7-2 17:01
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