设为首页收藏本站|繁體中文

Project1

 找回密码
 注册会员
搜索
查看: 1155|回复: 2
打印 上一主题 下一主题

战斗图标问题

 关闭 [复制链接]
头像被屏蔽

Lv1.梦旅人 (禁止发言)

梦石
0
星屑
50
在线时间
0 小时
注册时间
2007-8-18
帖子
458
跳转到指定楼层
1
发表于 2008-2-6 01:21:42 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
提示: 作者被禁止或删除 内容自动屏蔽
签名被屏蔽

Lv4.逐梦者

梦石
9
星屑
785
在线时间
291 小时
注册时间
2007-12-15
帖子
256
2
发表于 2008-2-6 01:24:09 | 只看该作者
http://rpg.blue/web/htm/news61.htm
残念无念
回复 支持 反对

使用道具 举报

Lv1.梦旅人

B

梦石
0
星屑
50
在线时间
26 小时
注册时间
2007-8-26
帖子
3693
3
发表于 2008-2-6 01:32:24 | 只看该作者
在原工程找到嘀..
  ATTACK_ICON_NAME = "Attack" # 攻撃
  SKILL_ICON_NAME = "Skill"   # 特技
  GUARD_ICON_NAME = "Guard"  # 防御
  ITEM_ICON_NAME = "Thing"     # 物品
双引的是图标文件名.
若楼主想制作类似仙剑的话,本人建议还是下载[灵儿续传]本站有!
#==============================================================================
#==============================================================================

module Momo_IconCommand
  # 图标名称设定
  ATTACK_ICON_NAME = "Attack" # 攻撃
  SKILL_ICON_NAME = "Skill"   # 特技
  GUARD_ICON_NAME = "Guard"  # 防御
  ITEM_ICON_NAME = "Thing"     # 物品
  # X坐标修正
  X_PLUS = -320
  # Y坐标修正
  Y_PLUS = -100
  # 选择时图标的动作
  # 0:静止 1:放大
  SELECT_TYPE = 0
  # 闪烁时光芒的颜色
  FLASH_COLOR = Color.new(255, 255, 255, 128)
  # 闪烁时间
  FLASH_DURATION = 10
  # 闪烁间隔
  FLASH_INTERVAL = 20
  # 是否写出文字的名称
  COM_NAME_DROW = false
  # 文字名称是否移动
  COM_NAME_MOVE = false
  # 文字内容
  ATTACK_NAME = "攻击"    # 攻击
  SKILL_NAME = "特技"   # 特技
  GUARD_NAME = "防御"     # 防御
  ITEM_NAME = "物品"  # 物品
  # 文字颜色
  COM_NAME_COLOR = Color.new(255, 255, 255, 255)
  # 文字坐标修正
  COM_NAME_X_PLUS = 0
  COM_NAME_Y_PLUS = 0
end

class Window_CommandIcon < Window_Selectable
  attr_accessor :last_index
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  def initialize(x, y, commands)
    super(x, y, 37, 37)
    # ウィンドウスキンに空文字列を指定してウィンドウを描画しないようにする
    self.windowskin = RPG::Cache.windowskin("")
    @item_max = commands.size
    @commands = commands
    @column_max = commands.size
    @index = 0
    @last_index = nil
    @name_sprite = nil
    @sprite = []
    refresh
  end
  def dispose
    super
    for sprite in @sprite
      sprite.dispose unless sprite.nil?
    end
    @name_sprite.dispose unless @name_sprite.nil?
  end
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    @name_sprite.dispose unless @name_sprite.nil?
    for sprite in @sprite
      sprite.dispose unless sprite.nil?
    end
    @name_sprite = nil
    draw_com_name if Momo_IconCommand::COM_NAME_DROW
    @sprite = []
    for i in 0...@item_max
      draw_item(i)
    end
  end
  #--------------------------------------------------------------------------
  # ● 項目の描画
  #--------------------------------------------------------------------------
  def draw_item(index)
    @sprite[index] = Sprite_Icon.new(nil, @commands[index])
    @sprite[index].z = self.z + 1
  end
  def draw_com_name
    @name_sprite = Sprite_Comm_Name.new(nil, get_com_name)
   
  end
  
  # 更新
  def update
      
   



   
   
   
    super
    icon_update
    com_name_update if Momo_IconCommand::COM_NAME_DROW
    if move_index?
      @last_index = self.index
    end
  end
  # アイコンの更新
  def icon_update
    qx = 25
    qy = 385
    for i in [email protected]
      @sprite.active = (self.index == i)
      @sprite[0].x = 40 +qx
      @sprite[0].y = -15 +qy
      @sprite[1].x = 0 + qx
      @sprite[1].y = 23 + qy
      @sprite[2].x = 40 + qx
      @sprite[2].y = 59 + qy
      @sprite[3].x = 81 + qx
      @sprite[3].y = 23 + qy
      #@sprite.x = self.x + i * 56
      #@sprite.y = self.y + 0
      @sprite.z = (self.index == i) ? self.z + 2 : self.z + 1
      @sprite.visible = self.visible
      @sprite.update
    end
  end
  # コマンドネームの更新
  def com_name_update
    if move_index?
      @name_sprite.name = get_com_name
    end
    @name_sprite.x = self.x - 12 + Momo_IconCommand::COM_NAME_X_PLUS
    @name_sprite.y = self.y - 40 + Momo_IconCommand::COM_NAME_Y_PLUS
    @name_sprite.z = self.z + 1
    @name_sprite.active = self.active
    @name_sprite.visible = self.visible
    @name_sprite.update
  end
  def get_com_name
    make_name_set if @name_set.nil?
    name = @name_set[self.index]
    name = "" if name.nil?
    return name
  end
  def make_name_set
    @name_set = []
    @name_set[0] = Momo_IconCommand::ATTACK_NAME
    @name_set[1] = Momo_IconCommand::SKILL_NAME
    @name_set[2] = Momo_IconCommand::GUARD_NAME
    @name_set[3] = Momo_IconCommand::ITEM_NAME
  end
  def move_index?
    return self.index != @last_index
  end
  def need_reset
    @name_sprite.need_reset = true if Momo_IconCommand::COM_NAME_DROW
  end
end

# アイコン用スプライト
class Sprite_Icon < Sprite
  attr_accessor :active
  attr_accessor :icon_name
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  def initialize(viewport, icon_name)
    super(viewport)
    @icon_name = icon_name
    @last_icon = @icon_name
    @count = 0
    self.bitmap = RPG::Cache.icon(@icon_name)
    self.ox = self.bitmap.width / 2
    self.oy = self.bitmap.height / 2
    @active = false
  end
  #--------------------------------------------------------------------------
  # ● 解放
  #--------------------------------------------------------------------------
  def dispose
    if self.bitmap != nil
      self.bitmap.dispose
    end
    super
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  def update

   

   
    super
    if @icon_name != @last_icon
      @last_icon = @icon_name
      self.bitmap = RPG::Cache.icon(@icon_name)
    end
    if @active
      @count += 1
      case Momo_IconCommand::SELECT_TYPE
      when 0
        icon_flash
      when 1
        icon_zoom
      end
      @count = 0 if @count == 20
    else
      icon_reset
    end
  end
  def icon_flash

   
   
   
    if @count % Momo_IconCommand::FLASH_INTERVAL == 0 or @count == 1
      self.flash(Momo_IconCommand::FLASH_COLOR, Momo_IconCommand::FLASH_DURATION)
    end
  end
  def icon_zoom
    case @count
    when 1..10
      zoom = 1.0 + @count / 10.0
    when 11..20
      zoom = 2.0 - (@count - 10) / 10.0
    end
    self.zoom_x = zoom
    self.zoom_y = zoom
  end
  def icon_reset
    @count = 0
    self.zoom_x = 1.0
    self.zoom_y = 1.0
  end
end

# コマンドネーム用スプライト
class Sprite_Comm_Name < Sprite
  attr_accessor :active
  attr_accessor :name
  attr_accessor :need_reset
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  def initialize(viewport, name)
    super(viewport)
    @name = name
    @last_name = nil
    @count = 0
    @x_plus = 0
    @opa_plus = 0
    @need_reset = false
    @active = false
    self.bitmap = Bitmap.new(160, 32)
  end
  #--------------------------------------------------------------------------
  # ● 解放
  #--------------------------------------------------------------------------
  def dispose
    if self.bitmap != nil
      self.bitmap.dispose
    end
    super
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  def update

   

   
   
    super
    if @active
      if need_reset?
        @need_reset = false
        @last_name = @name
        text_reset
      end
      move_text if Momo_IconCommand::COM_NAME_MOVE
    end
  end
  def move_text
    @count += 1
    @x_plus = [@count * 8, 80].min
    self.y = 0
    self.x = self.x - 300 - @x_plus
    self.opacity = @count * 25
  end
  def text_reset
    @count = 0
    @x_plus = 0
    self.bitmap.clear
    self.bitmap.font.color = Momo_IconCommand::COM_NAME_COLOR
    self.bitmap.draw_text(0, 0, 160, 32, @name)
  end
  def need_reset?
    return (@name != @last_name or @need_reset)
  end
end

class Scene_Battle
  #--------------------------------------------------------------------------
  # ● プレバトルフェーズ開始
  #--------------------------------------------------------------------------
  alias scene_battle_icon_command_start_phase1 start_phase1
  def start_phase1
    com1 = Momo_IconCommand::ATTACK_ICON_NAME
    com2 = Momo_IconCommand::SKILL_ICON_NAME
    com3 = Momo_IconCommand::GUARD_ICON_NAME
    com4 = Momo_IconCommand::ITEM_ICON_NAME
    @actor_command_window = Window_CommandIcon.new(0, 0, [com1, com2, com3, com4])
    @actor_command_window.y = 160
    @actor_command_window.back_opacity = 160
    $fff = 0
    @actor_command_window.active = false
#    @actor_command_window.visible = false
    @actor_command_window.update
    scene_battle_icon_command_start_phase1
  end
  #--------------------------------------------------------------------------
  # ● アクターコマンドウィンドウのセットアップ
  #--------------------------------------------------------------------------
  alias scene_battle_icon_command_phase3_setup_command_window phase3_setup_command_window
  def phase3_setup_command_window
    scene_battle_icon_command_phase3_setup_command_window
    # アクターコマンドウィンドウの位置を設定
    @actor_command_window.x = 1000
    @actor_command_window.y = 1000
    @actor_command_window.need_reset
  end
  def command_window_actor_x(index)
    $game_party.actors[index].screen_x + Momo_IconCommand::X_PLUS
  end
  def command_window_actor_y(index)
    $game_party.actors[index].screen_y + Momo_IconCommand::Y_PLUS
  end
end

#==============================================================================
#==============================================================================

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~
回复 支持 反对

使用道具 举报

您需要登录后才可以回帖 登录 | 注册会员

本版积分规则

拿上你的纸笔,建造一个属于你的梦想世界,加入吧。
 注册会员
找回密码

站长信箱:[email protected]|手机版|小黑屋|无图版|Project1游戏制作

GMT+8, 2024-12-3 06:48

Powered by Discuz! X3.1

© 2001-2013 Comsenz Inc.

快速回复 返回顶部 返回列表