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7楼
 
 
 楼主 |
发表于 2009-12-12 15:58:01
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只看该作者
 
 
 
喔~原來如此~~~囧||| 
我搜索後的結果 
 
Window_Base 的119行- #==============================================================================
 
 - # ■ 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
 
 -     def draw_actor_pic(actor,x,y)
 
 - bitmap = RPG::Cache.battler(actor.name + "_p" , actor.battler_hue)
 
 - self.contents.blt(x,y,bitmap,Rect.new(0,0,bitmap.width,bitmap.height ))
 
 - end
 
 -   def draw_actor_face(actor,x,y)
 
 - bitmap = RPG::Cache.battler(actor.name + "_q" , actor.battler_hue)
 
 - self.contents.blt(x,y,bitmap,Rect.new(0,0,bitmap.width,bitmap.height ))
 
 - 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 + 18, 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.size=14
 
 -     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-17, 84, 32, actor.exp_s, 2)
 
 -     self.contents.draw_text(x + 60, y-17, 12, 32, "/", 1)
 
 -     self.contents.draw_text(x + 74, y-17, 84, 32, actor.next_exp_s)
 
 -     self.contents.font.size=18
 
 -   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-15, 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 + 33, y, 12, 32, "/", 1)
 
 -       self.contents.draw_text(hp_x + 45, 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-15, 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 + 33, y, 12, 32, "/", 1)
 
 -       self.contents.draw_text(sp_x + 45, 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
 
 -    #-------------------------------------------------------------------------- 
 
 -   # ● HPメーター の描画 
 
 -   #-------------------------------------------------------------------------- 
 
 -   def draw_actor_hp_meter_line(actor, x, y, width = 156, height = 4) 
 
 -     w = width * actor.hp / [actor.maxhp,1].max 
 
 -     hp_color_1 = Color.new(255, 0, 0, 192) 
 
 -     hp_color_2 = Color.new(255, 255, 0, 192) 
 
 -     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128)) 
 
 -     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2) 
 
 -     x -= 1 
 
 -     y += (height/4).floor 
 
 -     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128)) 
 
 -     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2) 
 
 -     x -= 1 
 
 -     y += (height/4).ceil 
 
 -     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128)) 
 
 -     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2) 
 
 -     x -= 1 
 
 -     y += (height/4).ceil 
 
 -     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128)) 
 
 -     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2) 
 
 -   end 
 
 -   #-------------------------------------------------------------------------- 
 
 -   # ● SPメーター の描画 
 
 -   #-------------------------------------------------------------------------- 
 
 -   def draw_actor_sp_meter_line(actor, x, y, width = 156, height = 4) 
 
 -     w = width * actor.sp / [actor.maxsp,1].max 
 
 -     hp_color_1 = Color.new( 0, 0, 255, 192) 
 
 -     hp_color_2 = Color.new( 0, 255, 255, 192) 
 
 -     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128)) 
 
 -     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2) 
 
 -     x -= 1 
 
 -     y += (height/4).floor 
 
 -     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128)) 
 
 -     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2) 
 
 -     x -= 1 
 
 -     y += (height/4).ceil 
 
 -     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128)) 
 
 -     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2) 
 
 -     x -= 1 
 
 -     y += (height/4).ceil 
 
 -     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128)) 
 
 -     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2) 
 
 -   end
 
 -  #-------------------------------------------------------------------------- 
 
 -   # ● EXPメーター の描画 
 
 -   #-------------------------------------------------------------------------- 
 
 -   def EXP(actor,x,y,w=96)
 
 -   self.contents.fill_rect(x-2,y+20,w+4,11,Color.new(255,255,255,255))
 
 -   self.contents.fill_rect(x-1,y+21,w+2,9,Color.new(0,0,0,255))
 
 -     w1 = w * actor.now_exp/actor.next_exp 
 
 -   self.contents.fill_rect(x-1,y+21,w1,1,Color.new(0,120,210,255))
 
 -   self.contents.fill_rect(x-1,y+22,w1,1,Color.new(0,120,230,255))
 
 -   self.contents.fill_rect(x-1,y+23,w1,1,Color.new(0,120,250,255))
 
 -   self.contents.fill_rect(x-1,y+24,w1,1,Color.new(0,120,270,255))
 
 -   self.contents.fill_rect(x-1,y+25,w1,1,Color.new(0,125,290,255))
 
 -   self.contents.fill_rect(x-1,y+26,w1,1,Color.new(0,120,270,255))
 
 -   self.contents.fill_rect(x-1,y+27,w1,1,Color.new(0,120,250,255))
 
 -   self.contents.fill_rect(x-1,y+28,w1,1,Color.new(0,120,230,255))
 
 -   self.contents.fill_rect(x-1,y+29,w1,1,Color.new(0,120,210,255))
 
 -  end 
 
 -  #-------------------------------------------------------------------------- 
 
 -   # ● ライン描画 軽量版 by 桜雅 在土 
 
 -   #-------------------------------------------------------------------------- 
 
 -   def draw_lineght(start_x, start_y, end_x, end_y, 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 
 
 -     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 
 
 -       self.contents.set_pixel(x, y, start_color) 
 
 -     end 
 
 -   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
 
 
  复制代码 Window_MenuStatus的第20行- #==============================================================================
 
 - # ■ Window_MenuStatus
 
 - #------------------------------------------------------------------------------
 
 - #  显示菜单画面和同伴状态的窗口。
 
 - #==============================================================================
 
  
- class Window_MenuStatus < Window_Selectable
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 初始化目标
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize
 
 -     super(0, 0, 640, 480)
 
 -     @column_max = 4
 
 -     self.contents = Bitmap.new(width - 32, height - 32)
 
 -     self.opacity = 0
 
 -     refresh
 
 -     self.active = false
 
 -     self.index = -1
 
 -   end
 
 - def draw_actor_face(actor,x,y)
 
 - bitmap = RPG::Cache.battler(actor.name + "_q" , actor.battler_hue)
 
 - self.contents.blt(x,y,bitmap,Rect.new(0,0,bitmap.width,bitmap.height ))
 
 - end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 刷新
 
 -   #--------------------------------------------------------------------------
 
 -   def refresh
 
 -     self.contents.clear
 
 -     @item_max = $game_party.actors.size
 
 -     for i in 0...$game_party.actors.size
 
 -       #x = 64
 
 -       #y = i * 116
 
 -       x = i*150
 
 -       y = 64  
 
 -       actor = $game_party.actors[i]
 
 -       draw_actor_face(actor, x, y)    
 
 -       draw_actor_hp_meter_line(actor, x+35,y+240,100,12) 
 
 -       draw_actor_sp_meter_line(actor, x+35,y+270,100,12)
 
 -       EXP(actor, x+30,y+300)
 
 -       draw_actor_hp(actor, x + 10, y + 230)
 
 -       draw_actor_sp(actor, x + 10, y +260)
 
 -      # draw_actor_graphic(actor, x + 60, y + 80)
 
 -      # draw_actor_graphic(actor, x - 40, y + 80)
 
 -       draw_actor_name(actor, x+25, y+150)
 
 -       draw_actor_class(actor, x + 10, y+180)
 
 -      # draw_actor_level(actor, x, y + 32)
 
 -      draw_actor_level(actor, x+10, y+205)
 
 -      draw_actor_state(actor, x + 10, y + 340)
 
 -      draw_actor_exp(actor, x+10, y + 310)
 
 -     end
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 刷新光标矩形
 
 -   #--------------------------------------------------------------------------
 
 -   def update_cursor_rect
 
 -     if @index < 0
 
 -       self.cursor_rect.empty
 
 -     else
 
 -      #self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
 
 -      self.cursor_rect.set(@index * 150, 64, 150, 385)
 
 -     end
 
 -   end
 
 - end
 
 
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