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Lv2.观梦者
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- #========================================
- #■ Window_Base
- #----------------------------------------
- # Setting functions for the "Base"
- #========================================
- class Window_Base < Window
- def draw_actor_face(actor, x, y)
- face=Bitmap.new("Graphics/heads/#{actor.character_name}")
- fw = face.width
- fh = face.height
- src_rect = Rect.new(0, 0, 200, 200)
- self.contents.blt(x - fw / 23, y, face, src_rect)
- 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_half_graphic(actor, x, y)
- bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
- cw = bitmap.width / 4
- ch = bitmap.height / 8
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x - cw / 2, y, bitmap, src_rect)
- end
- end
- #========================================
- #■ Game_Map
- #----------------------------------------
- # Setting functions for the Map
- #========================================
- class Game_Map
- def name
- $map_infos[@map_id]
- end
- end
- #========================================
- #■ Window_Title
- #----------------------------------------
- # Setting functions for the Title
- #========================================
- class Scene_Title
- $map_infos = load_data("Data/MapInfos.rxdata")
- for key in $map_infos.keys
- $map_infos[key] = $map_infos[key].name
- end
- end
-
- #==============================================================================
- # ■ Window_MenuStatus
- #------------------------------------------------------------------------------
- # Sets up the Choosing.
- #==============================================================================
- class Window_MenuStatus < Window_Selectable
- #--------------------------------------------------------------------------
- # Set up
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 520, 454)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.contents.font.name = "黑体"
- self.contents.font.size = 20
- refresh
- self.active = false
- self.index = -1
- end
- #--------------------------------------------------------------------------
- # Update of Cursor
- #--------------------------------------------------------------------------
- def update_cursor_rect
- if @index < 0
- self.cursor_rect.empty
- else
- case @index
- when 0
- self.cursor_rect.set(0, 0, self.width - 32, 125)
- when 1
- self.cursor_rect.set(0, 130, self.width - 32, 125)
- else
- self.cursor_rect.set(0, 300+(@index-2)*30, self.width - 32, 30)
- end
- end
- end
- end
- #=======================================#
- # ■Window_GameStats #
- # written by AcedentProne #
- #------------------------------------------------------------------------------#
- class Window_GameStats < Window_Base
- def initialize
- super(0, 0, 160, 140)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.contents.font.name = "黑体"
- self.contents.font.size = 18
- refresh
- end
- def refresh
- self.contents.clear
- self.contents.font.color = system_color
- # Draw "Time"
- @total_sec = Graphics.frame_count / Graphics.frame_rate
- hour = @total_sec / 60 / 60
- min = @total_sec / 60 % 60
- sec = @total_sec % 60
- text = sprintf("%02d:%02d:%02d", hour, min, sec)
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 22, 120, 32, text, 2)
- self.contents.font.color = system_color
- self.contents.draw_text(4, 0, 100, 32, "游戏时间")
- self.contents.font.color = system_color
- self.contents.draw_text(4, 60, 100, 32, "金钱")
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 60, 120, 32,$game_party.gold.to_s, 2)
- end
- #--------------------------------------------------------------------------
- # Update of The count
- #--------------------------------------------------------------------------
- def update
- super
- if Graphics.frame_count / Graphics.frame_rate != @total_sec
- refresh
- end
- end
- end
- #==============================================================================
- # ■ Window_Mapname
- #------------------------------------------------------------------------------
- # Draws the Map name
- #==============================================================================
- class Window_Mapname < Window_Base
- #--------------------------------------------------------------------------
- # Set up
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 320, 60)
- self.contents = Bitmap.new(width - 52, height - 32)
- self.contents.font.name = "黑体"
- self.contents.font.size = 20
- refresh
- end
- #--------------------------------------------------------------------------
- # Draws info on screen
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- # Map Name
- #map = $game_map.name
- self.contents.font.color = system_color
- self.contents.draw_text(4, 0, 220, 32, "所在地点")
- self.contents.font.color = normal_color
- self.contents.draw_text(175, 0, 80, 32, $game_map.name)
- end
- end
- #==============================================================================
- # ■ Scene_Menu
- #------------------------------------------------------------------------------
- # 处理菜单画面的类。
- #==============================================================================
- class Scene_Menu
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # menu_index : 命令光标的初期位置
- #--------------------------------------------------------------------------
- def initialize(menu_index = 0)
- @menu_index = menu_index
- end
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- def main
- # 生成命令窗口
- s1 = $data_system.words.item
- s2 = $data_system.words.skill
- s3 = $data_system.words.equip
- s4 = "状态"
- s5 = "存档"
- s6 = "结束游戏"
- @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
- @command_window.index = @menu_index
- # 同伴人数为 0 的情况下
- if $game_party.actors.size == 0
- # 物品、特技、装备、状态无效化
- @command_window.disable_item(0)
- @command_window.disable_item(1)
- @command_window.disable_item(2)
- @command_window.disable_item(3)
- end
- # 禁止存档的情况下
- if $game_system.save_disabled
- # 存档无效
- @command_window.disable_item(4)
- end
- # 生成游戏时间窗口
- @playtime_window = Window_PlayTime.new
- @playtime_window.x = 0
- @playtime_window.y = 224
- # 生成步数窗口
- @steps_window = Window_Steps.new
- @steps_window.x = 0
- @steps_window.y = 320
- # 生成金钱窗口
- @gold_window = Window_Gold.new
- @gold_window.x = 0
- @gold_window.y = 416
- # 生成状态窗口
- @status_window = Window_MenuStatus.new
- @status_window.x = 160
- @status_window.y = 0
- # 执行过渡
- 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
- # 如果切换画面就中断循环
- if $scene != self
- break
- end
- end
- # 准备过渡
- Graphics.freeze
- # 释放窗口
- @command_window.dispose
- @playtime_window.dispose
- @steps_window.dispose
- @gold_window.dispose
- @status_window.dispose
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- # 刷新窗口
- @command_window.update
- @playtime_window.update
- @steps_window.update
- @gold_window.update
- @status_window.update
- # 命令窗口被激活的情况下: 调用 update_command
- if @command_window.active
- update_command
- return
- end
- # 状态窗口被激活的情况下: 调用 update_status
- if @status_window.active
- update_status
- return
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面 (命令窗口被激活的情况下)
- #--------------------------------------------------------------------------
- def update_command
- # 按下 B 键的情况下
- if Input.trigger?(Input::B)
- # 演奏取消 SE
- $game_system.se_play($data_system.cancel_se)
- # 切换的地图画面
- $scene = Scene_Map.new
- return
- end
- # 按下 C 键的情况下
- if Input.trigger?(Input::C)
- # 同伴人数为 0、存档、游戏结束以外的场合
- if $game_party.actors.size == 0 and @command_window.index < 4
- # 演奏冻结 SE
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # 命令窗口的光标位置分支
- case @command_window.index
- when 0 # 物品
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 切换到物品画面
- $scene = Scene_Item.new
- when 1 # 特技
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 激活状态窗口
- @command_window.active = false
- @status_window.active = true
- @status_window.index = 0
- when 2 # 装备
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 激活状态窗口
- @command_window.active = false
- @status_window.active = true
- @status_window.index = 0
- when 3 # 状态
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 激活状态窗口
-
- @command_window.active = false
- @status_window.active = true
- @status_window.index = 0
- when 4 # 存档
- # 禁止存档的情况下
- if $game_system.save_disabled
- # 演奏冻结 SE
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 切换到存档画面
- $scene = Scene_Save.new
- when 5 # 游戏结束
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 切换到游戏结束画面
- $scene = Scene_End.new
- end
- return
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面 (状态窗口被激活的情况下)
- #--------------------------------------------------------------------------
- def update_status
- # 按下 B 键的情况下
- if Input.trigger?(Input::B)
- # 演奏取消 SE
- $game_system.se_play($data_system.cancel_se)
- # 激活命令窗口
- @command_window.active = true
- @status_window.active = false
- @status_window.index = -1
- return
- end
- # 按下 C 键的情况下
- if Input.trigger?(Input::C)
- # 命令窗口的光标位置分支
- case @command_window.index
- when 1 # 特技
- # 本角色的行动限制在 2 以上的情况下
- if $game_party.actors[@status_window.index].restriction >= 2
- # 演奏冻结 SE
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 切换到特技画面
- $scene = Scene_Skill.new(@status_window.index)
- when 2 # 装备
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 切换的装备画面
- $scene = Scene_Equip.new(@status_window.index)
- when 3 # 状态
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 切换到状态画面
- # $scene = Scene_Status.new(@status_window.index)
- $scene = Scene_Charactor.new(@status_window.index)
- end
- return
- end
- end
- end
复制代码
算了 帮你改好了。。
话说 排版还真诡异。 系统信息:本贴由楼主认可为正确答案,66RPG感谢您的热情解答~ |
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