TWR_SWI = true#双排开关
class Window_SelectActor < Window_Selectable
def initialize
super(0, 0, WIDTH, HEIGHT)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = ACT_SEL.size
@column_max = ACT_SEL.size
@column_max = (ACT_SEL.size+1)/3 if TWR_SWI
@index = 0
self.x = (850-self.width)/2
self.y = (450-self.height)/4
refresh
end
def refresh
self.contents.clear
for i in 0...ACT_SEL.size
unless TWR_SWI
x = (self.width-32)/ACT_SEL.size * i
y = 4
else
case (ACT_SEL.size%2)
when 0
row_size = ACT_SEL.size/3
else
row_size = ACT_SEL.size/3+1
end
x = (i%@column_max) * (self.width-32)/row_size
y = 4
y = (self.height-32) / 2 if i > row_size - 1
end
actor = $game_actors[ACT_SEL[i]]
x_plus = contents.text_size(actor.name).width
x_plus = ((self.width-32)/row_size - x_plus)/2
draw_actor_name(actor, x+4+x_plus, y)
case CHAORBAT
when 0
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
x_plus = bitmap.width
x_plus = ((self.width-32)/row_size - x_plus)/2
self.contents.blt(x+x_plus, y+36, bitmap, src_rect)
when 1
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
y_plus = bitmap.height/4
x_plus = bitmap.width/4
x_plus2 = ((self.width-32)/row_size - x_plus)/2
draw_actor_graphic(actor, x+x_plus/2+x_plus2,y+ y_plus+36)
when 2
bitmap = RPG::Cache.picture(actor.name)
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
x_plus = bitmap.width
x_plus = ((self.width-32)/row_size - x_plus)/2
self.contents.blt(x+x_plus, y+36, bitmap, src_rect)
end
end
end
def update_cursor_rect
unless TWR_SWI
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set( @index * (self.width-32)/ACT_SEL.size,0, (self.width-32)/ACT_SEL.size, self.height-32)
end
else
if @index < 0
self.cursor_rect.empty
else
case (ACT_SEL.size%2)
when 0
row_size = ACT_SEL.size/3
else
row_size = ACT_SEL.size/3+1
end
x = (@index%@column_max) * (self.width-32)/row_size
y = 0
y = (self.height-32) / 2 if @index > row_size - 1
self.cursor_rect.set( x,y, (self.width-32)/row_size, (self.height-32)/2)
end
end
end
end
class Window_Help_New < Window_Help
def initialize
super
self.contents = Bitmap.new(width, height)
self.width = WIDTH
self.contents = Bitmap.new(width - 32, height - 32)
end
end
class Scene_SelectActor
def main
@window = Window_SelectActor.new
@help_window = Window_Help_New.new
@help_window.visible = DES_SWI
@help_window.x = @window.x
@help_window.y = @window.y + @window.height
@help_window.width = @window.width
@help_window.back_opacity = @window.back_opacity = PDE_SWI ? PDE_BOP : BACK_OPACITY
@help_window.opacity = @window.opacity = PDE_SWI ? PDE_OPA : OPACITY
@help_window.back_opacity = @window.back_opacity = BGP_BOP if BGP_SWI
@help_window.opacity = @window.opacity = BGP_OPA if BGP_SWI
if BGP_SWI
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.picture(BGP_PIC)
elsif PDE_SWI
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.picture(PIC_DES[1])
else
@sprite = Spriteset_Map.new
end
# 执行过度4
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
# 如果画面切换就中断循环
if $scene != self
break
end
end
# 装备过渡
Graphics.freeze
@window.dispose
@help_window.dispose
@sprite.dispose
end
def update
@window.update
@sprite.update
if DES_SWI
@help_window_update
actor_id = ACT_SEL[@window.index]
text = ACT_DES[actor_id]
@help_window.set_text(text,1) if text != nil
end
if !BGP_SWI and PDE_SWI
pic = PIC_DES[ACT_SEL[@window.index]]
@sprite.bitmap = RPG::Cache.picture(pic) if pic != nil
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
for i in 0...$game_party.actors.size
id = $game_party.actors[i].id
actors_id = [] if actors_id == nil
actors_id.push(id)
end
actors_id.each do |i|
$game_party.remove_actor(i)
end
id = ACT_SEL[@window.index]
$game_party.add_actor(id)
$game_variables[VA_ID] = id
$scene = Scene_Map.new
end
end
end
脚本里面怎样才可以把选择角色的那个巨型光标改变大小不要那么高 dsu_plus_rewardpost_czw作者: Anson 时间: 2012-3-13 21:06 本帖最后由 Anson 于 2012-3-13 21:06 编辑
def update_cursor_rect
unless TWR_SWI
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set( @index * (self.width-32)/ACT_SEL.size,0, (self.width-32)/ACT_SEL.size, self.height-32)
end
else
if @index < 0
self.cursor_rect.empty
else
case (ACT_SEL.size%2)
when 0
row_size = ACT_SEL.size/3
else
row_size = ACT_SEL.size/3+1
end
x = (@index%@column_max) * (self.width-32)/row_size
y = 0
y = (self.height-32) / 2 if @index > row_size - 1
self.cursor_rect.set( x,y, (self.width-32)/row_size, (self.height-32)/2)
end
end
end
end