本帖最后由 flzt5354 于 2009-8-25 10:38 编辑 额,出错了 能弄个范例出来吗 --------- 噢.我自己找到范例了 |
本帖最后由 赤点 于 2009-8-25 01:44 编辑 ![]() class Bitmap def draw_number(x, y, nu,pict = RPG::Cache.picture("shuzi2"))#你的图片名 w=pict.width / 10 h=pict.height ce = Rect.new(0,0,w,h) nu=nu.to_s ar = nu.split(//) for i in 0...ar.size ar = ar.to_i end for sz in ar ce.x = sz * w self.blt(x,y,pict,ce) x+=w end end end 替换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 # 如果窗口的外观被变更了、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 #-------------------------------------------------------------------------- # ● 等级的描绘 # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 #-------------------------------------------------------------------------- def draw_actor_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 #-------------------------------------------------------------------------- # ● 生成描绘用的状态字符串 # 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.rating >= 1 if text == "" text = $data_states.name else new_text = text + "/" + $data_states.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 #-------------------------------------------------------------------------- # ● 描绘 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_number(x + 24, y,actor.exp_s) self.contents.draw_text(x + 108, y, 12, 32, "/", 1) self.contents.draw_number(x + 120, y, 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_number(hp_x, y, actor.hp.to_s) # 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_number(hp_x + 60, y,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 end |
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