#==============================================================================
# ■ Sprite_Character_Cover
#------------------------------------------------------------------------------
# 遮挡半透明覆盖用
#==============================================================================
class Sprite_Character_Cover < Sprite
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_accessor :character # 角色
#--------------------------------------------------------------------------
# ● 初始化对像
# viewport : 查看端口
# character : 角色 (Game_Character)
#--------------------------------------------------------------------------
def initialize(viewport, character = nil)
super(viewport)
@character = character
update
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
# 元件 ID、文件名、色相与现在的情况存在差异的情况下
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue
# 记忆元件 ID 与文件名、色相
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
# 元件 ID 为有效值的情况下
#if @tile_id >= 384
# self.bitmap = RPG::Cache.tile($game_map.tileset_name,
# @tile_id, @character.character_hue)
# self.src_rect.set(0, 0, 32, 32)
# self.ox = 16
# self.oy = 32
# 元件 ID 为无效值的情况下
#else
self.bitmap = RPG::Cache.character(@character.character_name,
@character.character_hue)
@cw = bitmap.width / 4
@ch = bitmap.height / 4
self.ox = @cw / 2
self.oy = @ch
#end
end
# 设置可视状态
self.visible = (not @character.transparent)
# 图形是角色的情况下
#if @tile_id == 0
# 设置传送目标的矩形
sx = @character.pattern * @cw
sy = (@character.direction - 2) / 2 * @ch
self.src_rect.set(sx, sy, @cw, @ch)
#end
# 设置脚本的坐标
self.x = @character.screen_x
self.y = @character.screen_y
self.z = @character.screen_z(@ch) + 999
# 设置不透明度、合成方式、茂密
self.opacity = @character.opacity / 2
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
# 动画
#if @character.animation_id != 0
# animation = $data_animations[@character.animation_id]
# animation(animation, true)
# @character.animation_id = 0
#end
end
end