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应该是用了半身像对话框的脚本,楼主这个,沉影不器大大的脚本 :
这是效果图:
- #==============================================================================
- # 半身像对话框功能版 v 1.01 by 沉影不器
- #------------------------------------------------------------------------------
- # 使用说明:
- # ① 此脚本可代替默认 Window_Message 全脚本
- #
- # ② 对话框第一行输入引号内文字"名称:",脚本会把名称提取出来美化显示
- #
- # ③ 默认半身像在左边显示
- # 当您需要右边显示时,在第一行输入的名称之后加"@r"(大小写不限)
- # 例: "拉尔夫@r:"
- # 请注意此时半身像将进行左右翻转显示
- #
- # ④ 在对话中更改字体的方法:
- # \f[sX]:更改字号为X
- # \f[nX]:更改字体名称为预设字体组第X号字体 (预设字体组请看参数设定)
- # \f[cX]:更改字色为第X号颜色 (text_color中的定义)
- #
- # ⑤ 在对话中显示(技能 物品 武器 防具)图标和名称的方法:
- # \s[X]: 显示第X号技能图标和名称
- # \i[X]: 显示第X号物品图标和名称
- # \w[X]: 显示第X号武器图标和名称
- # \a[X]: 显示第X号防具图标和名称
- #
- # ⑥ 在对话中更改文字不透明度的方法:
- # \o[X]: 把文字不透明度更改为X (取值范围在0~255)
- #
- # ⑦ 指定时间后自动关闭对话框的方法:
- # \x[X]: 对话框将在X帧后自动关闭
- # \x: 省略参数时,将在AUTO_CLOSE帧后自动关闭 (AUTO_CLOSE在参数设定中)
- #
- # ⑧ 由于半身像占据文字显示宽度,您在设定文章时每行字数将减少
- #
- # ⑨ 参数设定在脚本第37~66行
- #
- # 素材要求:
- # ① 按vx默认头像像素材(Graphics\Faces)的格式
- # 要求所有半身像朝向一致(默认是正面偏右)
- #==============================================================================
- # ■ Window_Message
- #==============================================================================
- class Window_Message < Window_Selectable
- #--------------------------------------------------------------------------
- # ○ 参数设定
- #--------------------------------------------------------------------------
- # 预设字体组
- FONT_ARRAY = ["黑体", "宋体", "仿宋_GB2312"]
-
- # 名称条参数
- NAME_FONT_NAME = 0 # 名称文字字体在预设字体组中的序号
- NAME_FONT_SIZE = 20 # 名称文字字号
- NAME_FONT_COLOR = 16 # 名称文字颜色
- NAME_X_ADJ = 6 # 名称条宽度缩进值
- NAME_Y_ADJ = 6 # 名称与对话内容之间的附加距离
- NAME_BAR_COLOR = 0 # 名称背景条颜色
- NAME_BAR_OPACITY = 72 # 名称背景条透明度
- AUTO_ADD = true # 是否自动添加名称修饰符
- SYMBOL = "【】" # AUTO_ADD有效时为名称添加的修饰符(一对)
- # 半身像参数
- FACE_X_ADJ = 6 # 半身像横坐标微调
- FACE_Y_ADJ = -6 # 半身像纵坐标微调
- # 对话框参数
- MSG_FONT_NAME = 1 # 对话文字字体在预设字体组中的序号
- MSG_FONT_SIZE = 18 # 对话文字字号
- MSG_FONT_COLOR = 0 # 对话文字颜色
- # 自动关闭
- AUTO_CLOSE = 80 # 默认自动关闭时间(以帧计时)
-
- #--------------------------------------------------------------------------
- # ● 常量
- #--------------------------------------------------------------------------
- MAX_LINE = 4 # 最大行数
- #--------------------------------------------------------------------------
- # ◎ 初始化对象
- #--------------------------------------------------------------------------
- def initialize
- height = [NAME_FONT_SIZE, MSG_FONT_SIZE].max + 2 +
- ( MSG_FONT_SIZE + 2) * 3 + NAME_Y_ADJ + 32
- y = Graphics.height - height
- super(0, y, Graphics.width, height)
- self.z = 200
- self.active = false
- self.index = -1
- self.openness = 0
- @opening = false # 窗口正在打开的标志
- @closing = false # 窗口正在关闭的标志
- @text = nil # 已经没有可显示的文章
- @contents_x = 0 # 下一条文字描绘的 X 坐标
- @contents_y = 0 # 下一条文字描绘的 Y 坐标
- @line_count = 0 # 现在描绘的行数
- @wait_count = 0 # 等待计数
- @background = 0 # 背景类型
- @position = 2 # 显示位置
- @show_fast = false # 快速显示标志
- @line_show_fast = false # 以行为单位快速显示
- @pause_skip = false # 省略等待输入标志
- create_gold_window
- create_number_input_window
- create_back_sprite
- # 半身像左右判断
- @show_right = false
- # 半身像宽度
- @face_width = 0
- # 生成名称背景条
- create_namebar_sprite
- # 生成半身像
- create_face_sprite
- # 修改默认字体
- contents.font = get_font(1)
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- super
- dispose_gold_window
- dispose_number_input_window
- dispose_back_sprite
- end
- #--------------------------------------------------------------------------
- # ◎ 更新画面
- #--------------------------------------------------------------------------
- def update
- super
- update_gold_window
- update_number_input_window
- update_back_sprite
- update_show_fast
- unless @opening or @closing # 除窗口关闭以外
- if @wait_count > 0 # 文章内等待中
- @wait_count -= 1
- elsif self.pause # 等待文章翻页待机中
- input_pause
- elsif self.active # 正在输入选择项
- input_choice
- elsif @number_input_window.visible # 正在输入数值
- input_number
- elsif @text != nil # 还有剩余的文章
- update_message # 更新消息
- elsif continue? # 继续的情况
- start_message # 开始消息
- open # 打开窗口
- $game_message.visible = true
- else # 不继续的情况
- close # 关闭窗口
- $game_message.visible = @closing
- end
- end
- # 自动关闭对话框
- if @auto_close != nil
- if @auto_close > 0
- @auto_close -= 1
- else
- @auto_close = nil
- terminate_message
- end
- end
- end
- #--------------------------------------------------------------------------
- # ◎ 生成所持金窗口
- #--------------------------------------------------------------------------
- def create_gold_window
- @gold_window = Window_Gold.new(384, 0)
- @gold_window.openness = 0
- # 统一字体
- @gold_window.contents.font = get_font(1)
- end
- #--------------------------------------------------------------------------
- # ◎ 生成数值输入窗口
- #--------------------------------------------------------------------------
- def create_number_input_window
- @number_input_window = Window_NumberInput.new
- @number_input_window.visible = false
- # 统一字体
- @number_input_window.contents.font = get_font(1)
- end
- #--------------------------------------------------------------------------
- # ● 生成背景活动块
- #--------------------------------------------------------------------------
- def create_back_sprite
- @back_sprite = Sprite.new
- @back_sprite.bitmap = Cache.system("MessageBack")
- @back_sprite.visible = (@background == 1)
- @back_sprite.z = 190
- end
- #--------------------------------------------------------------------------
- # ● 释放所持金窗口
- #--------------------------------------------------------------------------
- def dispose_gold_window
- @gold_window.dispose
- end
- #--------------------------------------------------------------------------
- # ● 释放数值输入窗口
- #--------------------------------------------------------------------------
- def dispose_number_input_window
- @number_input_window.dispose
- end
- #--------------------------------------------------------------------------
- # ● 释放背景活动块
- #--------------------------------------------------------------------------
- def dispose_back_sprite
- @back_sprite.dispose
- end
- #--------------------------------------------------------------------------
- # ● 更新所持金窗口
- #--------------------------------------------------------------------------
- def update_gold_window
- @gold_window.update
- end
- #--------------------------------------------------------------------------
- # ● 更新数值输入窗口
- #--------------------------------------------------------------------------
- def update_number_input_window
- @number_input_window.update
- end
- #--------------------------------------------------------------------------
- # ● 更新背景活动块
- #--------------------------------------------------------------------------
- def update_back_sprite
- @back_sprite.visible = (@background == 1)
- @back_sprite.y = y - 16
- @back_sprite.opacity = openness
- @back_sprite.update
- end
- #--------------------------------------------------------------------------
- # ● 更新快速显示标志
- #--------------------------------------------------------------------------
- def update_show_fast
- if self.pause or self.openness < 255
- @show_fast = false
- elsif Input.trigger?(Input::C) and @wait_count < 2
- @show_fast = true
- elsif not Input.press?(Input::C)
- @show_fast = false
- end
- if @show_fast and @wait_count > 0
- @wait_count -= 1
- end
- end
- #--------------------------------------------------------------------------
- # ● 判断下一消息继续显示
- #--------------------------------------------------------------------------
- def continue?
- return true if $game_message.num_input_variable_id > 0
- return false if $game_message.texts.empty?
- if self.openness > 0 and not $game_temp.in_battle
- return false if @background != $game_message.background
- return false if @position != $game_message.position
- end
- return true
- end
- #--------------------------------------------------------------------------
- # ◎ 开始显示消息
- #--------------------------------------------------------------------------
- def start_message
- # 重设窗口背景与位置
- reset_window
- # 还原半身像左右判断
- @show_right = false
- # 暂存消息
- temp_texts = []
- $game_message.texts.each {|text| temp_texts.push(text.clone)}
- if temp_texts[0] != nil and temp_texts[0].include?(":")
- # 半身像左右判断
- if temp_texts[0].split(/@/)[1] =~ /[Rr]/
- @show_right = true
- temp_texts[0] = temp_texts[0].split(/@/)[0]
- end
- # 去冒号加修饰符(可选)
- if AUTO_ADD
- temp_texts[0].sub!(/\:/) { "" }
- temp_texts[0] = SYMBOL[0,SYMBOL.size/2] +
- temp_texts[0] + SYMBOL[SYMBOL.size/2,SYMBOL.size/2]
- end
- # 设定文字颜色
- temp_texts[0] = "\\C[#{NAME_FONT_COLOR}]" +
- temp_texts[0] + "\\C[#{MSG_FONT_COLOR}]"
- # 设定文字字体
- temp_texts[0] = "\\F[N#{NAME_FONT_NAME}]" +
- temp_texts[0] + "\\F[N#{MSG_FONT_NAME}]"
- # 显示名称背景条
- show_namebar_sprite
- end
- @text = ""
- for i in 0...temp_texts.size
- @text += " " if i >= $game_message.choice_start
- @text += temp_texts[i].clone + "\x00"
- end
- @item_max = $game_message.choice_max
- convert_special_characters
- ##reset_window
- new_page
- end
- #--------------------------------------------------------------------------
- # ◎ 更换页面处理
- #--------------------------------------------------------------------------
- def new_page
- contents.clear
- # 初始化文字描绘起点
- @contents_x = 0
- # 除名称外文字右移1字符
- @contents_x += MSG_FONT_SIZE+2 unless show_name?
- if $game_message.face_name.empty?
- @face_sprite.bitmap.clear
- else
- name = $game_message.face_name
- index = $game_message.face_index
- # 获取半身像宽度
- get_face_width(name)
- # 计算文字横坐标起始
- @contents_x += @face_width-16 unless @show_right
- draw_msg_face(name, index)
- # 设定半身像坐标
- set_face_pos
- end
- @contents_y = 0
- @line_count = 0
- @show_fast = false
- @line_show_fast = false
- @pause_skip = false
- contents.font.color = text_color(0)
- end
- #--------------------------------------------------------------------------
- # ◎ 换行处理
- #--------------------------------------------------------------------------
- def new_line
- @contents_x = 0
- unless $game_message.face_name.empty?
- # 半身像显示在左时
- @contents_x = @face_width-16 unless @show_right
- end
- # 除名称外文字右移1字符
- @contents_x += (MSG_FONT_SIZE+2)
- # 显示名称之后,对话内容下移 NAME_Y_ADJ
- @contents_y += NAME_Y_ADJ if @line_count == 0 and show_name?
- # 以字号为新间距
- @contents_y += (MSG_FONT_SIZE+2)
- @line_count += 1
- @line_show_fast = false
- end
- #--------------------------------------------------------------------------
- # ◎ 特殊文字变换
- #--------------------------------------------------------------------------
- def convert_special_characters
- @text.gsub!(/\\V\[(\d+)\]/i) { $game_variables[$1.to_i] }
- @text.gsub!(/\\V\[(\d+)\]/i) { $game_variables[$1.to_i] }
- @text.gsub!(/\\N\[(\d+)\]/i) { $game_actors[$1.to_i].name }
- @text.gsub!(/\\C\[(\d+)\]/i) { "\x01[#{$1}]" }
- @text.gsub!(/\\G/) { "\x02" }
- @text.gsub!(/\\\./) { "\x03" }
- @text.gsub!(/\\\|/) { "\x04" }
- @text.gsub!(/\\!/) { "\x05" }
- @text.gsub!(/\\>/) { "\x06" }
- @text.gsub!(/\\</) { "\x07" }
- @text.gsub!(/\\\^/) { "\x08" }
- @text.gsub!(/\\\\/) { "\\" }
- # 更改不透明度
- @text.gsub!(/\\O\[(\d+)\]/i) { "\x09[#{$1}]" }
- # 显示数据库元素
- @text.gsub!(/\\S\[(\d+)\]/i) { "\x10[#{$1}]" + $data_skills[$1.to_i].name }
- @text.gsub!(/\\I\[(\d+)\]/i) { "\x11[#{$1}]" + $data_items[$1.to_i].name }
- @text.gsub!(/\\W\[(\d+)\]/i) { "\x12[#{$1}]" + $data_weapons[$1.to_i].name }
- @text.gsub!(/\\A\[(\d+)\]/i) { "\x13[#{$1}]" + $data_armors[$1.to_i].name }
- # 更改字体
- @text.gsub!(/\\F\[S(\d+)\]/i) { "\x14[#{$1}]" }
- @text.gsub!(/\\F\[N(\d+)\]/i) { "\x15[#{$1}]" }
- @text.gsub!(/\\F\[C(\d+)\]/i) { "\x16[#{$1}]" }
- # 自动关闭
- @text.gsub!(/\\X\[(\d+)\]/i) { "\x17[#{$1}]" }
- @text.gsub!(/\\X/i) { "\x18" }
- end
- #--------------------------------------------------------------------------
- # ◎ 设置窗口背景与位置
- #--------------------------------------------------------------------------
- def reset_window
- @background = $game_message.background
- @position = $game_message.position
- if @background == 0 # 普通窗口
- self.opacity = 255
- else # 背景变暗、透明
- self.opacity = 0
- end
- case @position
- when 0 # 上
- self.y = 0
- @gold_window.y = 360
- when 1 # 中
- # 通过计算获取
- self.y = (Graphics.height-self.height)/2
- @gold_window.y = 0
- when 2 # 下
- # 通过计算获取
- self.y = Graphics.height-self.height
- @gold_window.y = 0
- end
- end
- #--------------------------------------------------------------------------
- # ◎ 消息结束
- #--------------------------------------------------------------------------
- def terminate_message
- self.active = false
- self.pause = false
- self.index = -1
- @gold_window.close
- @number_input_window.active = false
- @number_input_window.visible = false
- $game_message.main_proc.call if $game_message.main_proc != nil
- $game_message.clear
- # 处理名称背景条和半身像
- @namebar_sprite.visible = false
- @face_sprite.visible = false
- @face_sprite.bitmap.clear
- end
- #--------------------------------------------------------------------------
- # ◎ 更新消息
- #--------------------------------------------------------------------------
- def update_message
- loop do
- c = @text.slice!(/./m) # 获取下一条文字
- case c
- when nil # 没有可以显示的文字
- finish_message # 更新结束
- break
- when "\x00" # 换行
- new_line
- if @line_count >= MAX_LINE # 行数为最大时
- unless @text.empty? # 如果还有增加则继续
- self.pause = true # 等待输入
- break
- end
- end
- when "\x01" # \C[n] (更改文字色)
- @text.sub!(/\[([0-9]+)\]/, "")
- contents.font.color = text_color($1.to_i)
- next
- when "\x02" # \G (显示所持金)
- @gold_window.refresh
- @gold_window.open
- when "\x03" # \. (等待 1/4 秒)
- @wait_count = 15
- break
- when "\x04" # \| (等待 1 秒)
- @wait_count = 60
- break
- when "\x05" # \! (等待输入)
- self.pause = true
- break
- when "\x06" # \> (瞬间显示 ON)
- @line_show_fast = true
- when "\x07" # \< (瞬间显示 OFF)
- @line_show_fast = false
- when "\x08" # \^ (不等待输入)
- @pause_skip = true
- # 更改不透明度的情况下
- when "\x09"
- @text.sub!(/\[(\d+)\]/, "")
- contents.font.color.alpha = $1.to_i
- # 显示技能情况下
- when "\x10"
- @text.sub!(/\[(\d+)\]/, "")
- draw_icon($data_skills[$1.to_i].icon_index, @contents_x, @contents_y)
- # 纵坐标增加图标宽度
- @contents_x += 24
- # 显示物品情况下
- when "\x11"
- @text.sub!(/\[(\d+)\]/, "")
- draw_icon($data_items[$1.to_i].icon_index, @contents_x, @contents_y)
- # 纵坐标增加图标宽度
- @contents_x += 24
- # 显示武器情况下
- when "\x12"
- @text.sub!(/\[(\d+)\]/, "")
- draw_icon($data_weapons[$1.to_i].icon_index, @contents_x, @contents_y)
- # 纵坐标增加图标宽度
- @contents_x += 24
- # 显示防具情况下
- when "\x13"
- @text.sub!(/\[(\d+)\]/, "")
- draw_icon($data_armors[$1.to_i].icon_index, @contents_x, @contents_y)
- # 纵坐标增加图标宽度
- @contents_x += 24
- # 更改字体的情况下
- when "\x14"
- @text.sub!(/\[(\d+)\]/, "")
- contents.font.size = $1.to_i
- when "\x15"
- @text.sub!(/\[(\d+)\]/, "")
- contents.font.name = FONT_ARRAY[$1.to_i]
- when "\x16"
- @text.sub!(/\[(\d+)\]/, "")
- contents.font.color = text_color($1.to_i)
- # 自动关闭对话框的情况下
- when "\x17"
- @text.sub!(/\[(\d+)\]/, "")
- @auto_close = $1.to_i
- when "\x18"
- @auto_close = AUTO_CLOSE
- # 普通文字的情况下
- else
- font_height = contents.font.size + 2
- contents.draw_text(@contents_x, @contents_y, 40, font_height, c)
- c_width = contents.text_size(c).width
- @contents_x += c_width
- end
- break unless @show_fast or @line_show_fast
- end
- end
- #--------------------------------------------------------------------------
- # ◎ 消息更新结束
- #--------------------------------------------------------------------------
- def finish_message
- if $game_message.choice_max > 0
- start_choice
- elsif $game_message.num_input_variable_id > 0
- start_number_input
- elsif @pause_skip
- terminate_message
- else
- self.pause = true
- end
- @wait_count = 10
- @text = nil
- end
- #--------------------------------------------------------------------------
- # ● 开始选择项
- #--------------------------------------------------------------------------
- def start_choice
- self.active = true
- self.index = 0
- end
- #--------------------------------------------------------------------------
- # ◎ 开始输入数值
- #--------------------------------------------------------------------------
- def start_number_input
- digits_max = $game_message.num_input_digits_max
- number = $game_variables[$game_message.num_input_variable_id]
- @number_input_window.digits_max = digits_max
- @number_input_window.number = number
- if $game_message.face_name.empty?
- @number_input_window.x = x
- else
- # 代入半身像宽度
- @number_input_window.x = x + @face_width
- end
- @number_input_window.y = y + @contents_y
- @number_input_window.active = true
- @number_input_window.visible = true
- @number_input_window.update
- end
- #--------------------------------------------------------------------------
- # ◎ 更新光标 #可能仍须增加判断
- #--------------------------------------------------------------------------
- def update_cursor
- if @index >= 0
- if $game_message.face_name.empty?
- x = 0
- y = ($game_message.choice_start+@index)*(MSG_FONT_SIZE+2)
- width = contents.width
- else
- x = @show_right ? 0 : @face_width
- y = ($game_message.choice_start+@index)*(MSG_FONT_SIZE+2) + NAME_Y_ADJ
- width = contents.width - @face_width
- end
- self.cursor_rect.set(x, y, width, (MSG_FONT_SIZE+2))
- else
- self.cursor_rect.empty
- end
- end
- #--------------------------------------------------------------------------
- # ● 文章显示输入处理
- #--------------------------------------------------------------------------
- def input_pause
- if Input.trigger?(Input::B) or Input.trigger?(Input::C)
- self.pause = false
- if @text != nil and not @text.empty?
- new_page if @line_count >= MAX_LINE
- else
- terminate_message
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 选择项输入处理
- #--------------------------------------------------------------------------
- def input_choice
- if Input.trigger?(Input::B)
- if $game_message.choice_cancel_type > 0
- Sound.play_cancel
- $game_message.choice_proc.call($game_message.choice_cancel_type - 1)
- terminate_message
- end
- elsif Input.trigger?(Input::C)
- Sound.play_decision
- $game_message.choice_proc.call(self.index)
- terminate_message
- end
- end
- #--------------------------------------------------------------------------
- # ● 数值输入处理
- #--------------------------------------------------------------------------
- def input_number
- if Input.trigger?(Input::C)
- Sound.play_decision
- $game_variables[$game_message.num_input_variable_id] =
- @number_input_window.number
- $game_map.need_refresh = true
- terminate_message
- end
- end
- #--------------------------------------------------------------------------
- # ○ 生成名称背景条
- #--------------------------------------------------------------------------
- def create_namebar_sprite
- @namebar_sprite = Sprite.new
- @namebar_sprite.bitmap = Bitmap.new(Graphics.width-NAME_X_ADJ, NAME_FONT_SIZE+4)
- # 可视性
- @namebar_sprite.visible = false
- # 准备参数
- rect = Rect.new(NAME_X_ADJ, 0, @namebar_sprite.width, @namebar_sprite.height)
- color1 = text_color(NAME_BAR_COLOR)
- color2 = text_color(NAME_BAR_COLOR)
- color1.alpha = NAME_BAR_OPACITY
- color2.alpha = 0
- # 描绘渐变条
- @namebar_sprite.bitmap.gradient_fill_rect(rect, color1, color2)
- end
- #--------------------------------------------------------------------------
- # ○ 生成半身像
- #--------------------------------------------------------------------------
- def create_face_sprite
- @face_sprite = Sprite.new
- @face_sprite.bitmap = Bitmap.new(1,1)
- @face_sprite.z = self.z + 2
- @face_sprite.visible = false
- @old_name = "" # 判断头像是否改变
- @old_index = 0 # 判断头像是否改变
- end
- #--------------------------------------------------------------------------
- # ○ 显示名称背景条
- #--------------------------------------------------------------------------
- def show_namebar_sprite
- # 坐标跟随
- @namebar_sprite.x = self.x
- @namebar_sprite.y = self.y + 16 - 1
- @namebar_sprite.z = self.z + 1
- # 可视性
- @namebar_sprite.visible = true
- end
- #--------------------------------------------------------------------------
- # ○ 描绘半身像
- # face_name : 半身像图像文件名
- # face_index : 半身像图像索引
- #--------------------------------------------------------------------------
- def draw_msg_face(face_name, face_index)
- bitmap = Cache.face(face_name)
- width = bitmap.width / 4
- height = bitmap.height / 2
- rect = Rect.new(0, 0, 0, 0)
- rect.x = face_index % 4 * width
- rect.y = face_index / 4 * height
- rect.width = width
- rect.height = height
- @face_sprite.bitmap = Bitmap.new(width, height)
- @face_sprite.bitmap.blt(0, 0, bitmap, rect)
- @face_sprite.mirror = @show_right
- bitmap.dispose
- end
- #--------------------------------------------------------------------------
- # ○ 是否显示名称
- #--------------------------------------------------------------------------
- def show_name?
- return @namebar_sprite.visible
- end
- #--------------------------------------------------------------------------
- # ○ 返回字体
- # index : 编号
- #--------------------------------------------------------------------------
- def get_font(index)
- case index
- when 0
- return Font.new(FONT_ARRAY[NAME_FONT_NAME], NAME_FONT_SIZE)
- when 1
- return Font.new(FONT_ARRAY[MSG_FONT_NAME], MSG_FONT_SIZE)
- end
- end
- #--------------------------------------------------------------------------
- # ○ 获取半身像宽度
- # face_name : 半身像图像文件名
- #--------------------------------------------------------------------------
- def get_face_width(face_name)
- bitmap = Cache.face(face_name)
- @face_width = bitmap.width / 4
- bitmap.dispose
- end
- #--------------------------------------------------------------------------
- # ○ 设定半身像位置
- #--------------------------------------------------------------------------
- def set_face_pos
- @face_sprite.y = self.y + (self.height-@face_sprite.height) + FACE_Y_ADJ
- if @show_right
- @face_sprite.x = self.width - @face_sprite.width - FACE_X_ADJ
- else
- @face_sprite.x = self.x + FACE_X_ADJ
- end
- # 可视性
- @face_sprite.visible = true
- end
- end
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