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如图,下面的光标如何改成动画显示,默认光标太难看了。。。
存档界面显示人物名字等级和职业.rar
(1.17 MB, 下载次数: 2)
#============================================================================== # ■ Window_SaveFile #------------------------------------------------------------------------------ # 显示存档以及读档画面、保存文件的窗口。 #============================================================================== class Window_SaveFile < Window_Base #-------------------------------------------------------------------------- # ● 定义实例变量 #-------------------------------------------------------------------------- attr_reader :filename # 文件名 attr_reader :selected # 选择状态 #-------------------------------------------------------------------------- # ● 初始化对像 # file_index : 存档文件的索引 (0~3) # filename : 文件名 #-------------------------------------------------------------------------- def initialize(file_index, filename) # 啊鲁~~这里为y坐标,宽,高做了分歧判定~~ case file_index when 0 iy = 206+16+3-30-2 iw = 96 ih = 144 file_index =51 when 1 iy = 206+15+3-70-3 iw = 96 ih = 144 file_index = 140-7 when 2 iy = 206-12+3-16-3 iw = 96 ih = 144 file_index = 218+3 when 3 iy = 206-10+3-19-3 iw = 96 ih = 144 file_index = 317+4 when 4 iy = 206+22+3-75-4 iw = 96 ih = 144 file_index = 399+13 when 5 iy = 206-2+3-9-2 iw = 96 ih = 144 file_index = 490+4 else # 例外 iy = 206 iw = 96 ih = 144 file_index = 140+600 end # ======================== super(file_index, iy, iw, ih) # 将变量代入参数~~ # super(file_index % 6 * 90+50, iy, iw, ih) # 将变量代入参数~~ self.opacity = 0 # 这个是边框和背景都透明 self.contents = Bitmap.new(width - 32, height - 32) @file_index = file_index @filename = "Save#{@file_index + 1}.rxdata" @time_stamp = Time.at(0) @file_exist = FileTest.exist?(@filename) if @file_exist file = File.open(@filename, "r") @time_stamp = file.mtime @characters = Marshal.load(file) @frame_count = Marshal.load(file) @game_system = Marshal.load(file) @game_switches = Marshal.load(file) @game_variables = Marshal.load(file) @total_sec = @frame_count / Graphics.frame_rate file.close end refresh @selected = false end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear # 描绘文件编号 self.contents.font.color = normal_color name = ""#"文件 #{@file_index + 1}" self.contents.draw_text(4, 0, 600, 32, name) # 啊鲁~~其实这里是做一个记号~~就是下面会提到这里的... @name_width = contents.text_size(name).width # ========================== # 存档文件存在的情况下 if @file_exist # 描绘角色 for i in 0...@characters.size bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1]) cw = bitmap.rect.width / 4 ch = bitmap.rect.height / 4 src_rect = Rect.new(0, 0, cw, ch) x = 300 - @characters.size * 32 + i * 64 - cw / 2 self.contents.blt(x, 68 - ch, bitmap, src_rect) end # 描绘游戏时间 hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 time_string = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = normal_color self.contents.draw_text(4, 8, 600, 32, time_string, 2) # 描绘时间标记 self.contents.font.color = normal_color time_string = @time_stamp.strftime("%Y/%m/%d %H:%M") self.contents.draw_text(4, 40, 600, 32, time_string, 2) end end #-------------------------------------------------------------------------- # ● 设置选择状态 # selected : 新的选择状态 (true=选择 false=不选择) #-------------------------------------------------------------------------- def selected=(selected) @selected = selected update_cursor_rect end #-------------------------------------------------------------------------- # ● 刷新光标矩形 #-------------------------------------------------------------------------- def update_cursor_rect if @selected # 啊鲁~~其实这里就是改光标位置和大小的地方, # 宽度就是上面做记号的那一句再加8个像素,然后高度是32, # 还有还有~~因为只在窗口里静态显示所以,坐标是固定的~~ self.cursor_rect.set(-15+5+3, -15+5+3, @name_width + 85-6, 32+110-10) # ============================ else self.cursor_rect.empty end end end
#==============================================================================
# ■ Window_SaveFile
#------------------------------------------------------------------------------
# 显示存档以及读档画面、保存文件的窗口。
#==============================================================================
class Window_SaveFile < Window_Base
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_reader :filename # 文件名
attr_reader :selected # 选择状态
#--------------------------------------------------------------------------
# ● 初始化对像
# file_index : 存档文件的索引 (0~3)
# filename : 文件名
#--------------------------------------------------------------------------
def initialize(file_index, filename)
# 啊鲁~~这里为y坐标,宽,高做了分歧判定~~
case file_index
when 0
iy = 206+16+3-30-2
iw = 96
ih = 144
file_index =51
when 1
iy = 206+15+3-70-3
iw = 96
ih = 144
file_index = 140-7
when 2
iy = 206-12+3-16-3
iw = 96
ih = 144
file_index = 218+3
when 3
iy = 206-10+3-19-3
iw = 96
ih = 144
file_index = 317+4
when 4
iy = 206+22+3-75-4
iw = 96
ih = 144
file_index = 399+13
when 5
iy = 206-2+3-9-2
iw = 96
ih = 144
file_index = 490+4
else # 例外
iy = 206
iw = 96
ih = 144
file_index = 140+600
end
# ========================
super(file_index, iy, iw, ih) # 将变量代入参数~~
# super(file_index % 6 * 90+50, iy, iw, ih) # 将变量代入参数~~
self.opacity = 0 # 这个是边框和背景都透明
self.contents = Bitmap.new(width - 32, height - 32)
@file_index = file_index
@filename = "Save#{@file_index + 1}.rxdata"
@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(@filename)
if @file_exist
file = File.open(@filename, "r")
@time_stamp = file.mtime
@characters = Marshal.load(file)
@frame_count = Marshal.load(file)
@game_system = Marshal.load(file)
@game_switches = Marshal.load(file)
@game_variables = Marshal.load(file)
@total_sec = @frame_count / Graphics.frame_rate
file.close
end
refresh
@selected = false
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# 描绘文件编号
self.contents.font.color = normal_color
name = ""#"文件 #{@file_index + 1}"
self.contents.draw_text(4, 0, 600, 32, name)
# 啊鲁~~其实这里是做一个记号~~就是下面会提到这里的...
@name_width = contents.text_size(name).width
# ==========================
# 存档文件存在的情况下
if @file_exist
# 描绘角色
for i in 0...@characters.size
bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1])
cw = bitmap.rect.width / 4
ch = bitmap.rect.height / 4
src_rect = Rect.new(0, 0, cw, ch)
x = 300 - @characters.size * 32 + i * 64 - cw / 2
self.contents.blt(x, 68 - ch, bitmap, src_rect)
end
# 描绘游戏时间
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(4, 8, 600, 32, time_string, 2)
# 描绘时间标记
self.contents.font.color = normal_color
time_string = @time_stamp.strftime("%Y/%m/%d %H:%M")
self.contents.draw_text(4, 40, 600, 32, time_string, 2)
end
end
#--------------------------------------------------------------------------
# ● 设置选择状态
# selected : 新的选择状态 (true=选择 false=不选择)
#--------------------------------------------------------------------------
def selected=(selected)
@selected = selected
update_cursor_rect
end
#--------------------------------------------------------------------------
# ● 刷新光标矩形
#--------------------------------------------------------------------------
def update_cursor_rect
if @selected
# 啊鲁~~其实这里就是改光标位置和大小的地方,
# 宽度就是上面做记号的那一句再加8个像素,然后高度是32,
# 还有还有~~因为只在窗口里静态显示所以,坐标是固定的~~
self.cursor_rect.set(-15+5+3, -15+5+3, @name_width + 85-6, 32+110-10)
# ============================
else
self.cursor_rect.empty
end
end
end
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