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#============================================================================== # ■ Window_MenuStatus #------------------------------------------------------------------------------ # 显示菜单画面和同伴状态的窗口。 #============================================================================== class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # ● 初始化对像 #-------------------------------------------------------------------------- def initialize(actor_index = 0, equip_index = 0)#def initialize(index = 0) super(0, 64, 1200, 480) @item_max = $game_party.actors.size self.contents = Bitmap.new(width - 32, 400) refresh # self.active = index self.index = index # equip_index = @column_max = 4 end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear # @item_max = $game_party.actors.size for i in 0...$game_party.actors.size # draw_item(i, normal_color) # x = ( i + 1 ) * 92 +25 # y = 44 # x = ( i + 1 ) % @column_max * (cursor_width + 1) - 4 # y = ( i + 1 ) / @column_max * 128 - self.oy # x = 0 + index % 4 * (90 + 1) - 4 # y = index / 90 * 128 - self.oy # actor_width = 128 x =120 + i % 4 * (58 + 32) # 根据包裹坐标修改过来的 y = 44 + i / 4 * 128 actor = $game_party.actors[i] bitmap = Bitmap.new ("Graphics/Status/" + actor.id. to_s + "_h") #RPG::Cache.character(actor.character_name, actor.character_hue) cw = bitmap.width ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch + 50) self.contents.blt(x - ch , y - cw/ 2, bitmap, src_rect) #src_rect draw_actor_xdrs_lx(actor, x-ch, y)#转生次数 if i <= 3 self.contents.font.color = Color.new(255,255,0,255) self.contents.draw_text(x + 200 , y ,160,32,"[出战]",999) self.contents.font.color = normal_color else self.contents.font.color = Color.new(128,128,128,255) self.contents.draw_text(x ,y,160,32,"[休息]",999) self.contents.font.color = normal_color end end # @item_max = $game_party.actors.size # if @item_max > 4 # self.contents = Bitmap.new(width - 32, row_max * 32) # for i in 0...@item_max # raw_item(i, normal_color) # end # end end # #-------------------------------------------------------------------------- # ● 更新光标举行 #-------------------------------------------------------------------------- #-------------------------------------------------------------------------- # ● 项目无效化 # index : 项目编号 #-------------------------------------------------------------------------- def disable_item(index) draw_item(index, disabled_color) end #-------------------------------------------------------------------------- # ● 刷新光标矩形 #-------------------------------------------------------------------------- def update_cursor_rect # 光标位置不满 0 的情况下 if @index <= - 1 self.cursor_rect.empty return end # 获取当前的行 row = @index / @column_max # 当前行被显示开头行前面的情况下 if row < self.top_row # 从当前行向开头行滚动 self.top_row = row end # 当前行被显示末尾行之后的情况下 if row > self.top_row + (self.page_row_max - 1) # 从当前行向末尾滚动 self.top_row = row - (self.page_row_max - 1) end # 计算光标的宽 cursor_width = 90 #cursor_width = 536 / (@column_max + 1) + 1 #光标大小 # 计算光标坐标 x = 0 + @index % @column_max * (cursor_width + 1) - 4 #光标位置调节 覆盖31行 y = @index / @column_max * 128 - self.oy # 更新国标矩形 self.cursor_rect.set(x, y, cursor_width, 128)#(x, y, cursor_width, 32) end end
#==============================================================================
# ■ Window_MenuStatus
#------------------------------------------------------------------------------
# 显示菜单画面和同伴状态的窗口。
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize(actor_index = 0, equip_index = 0)#def initialize(index = 0)
super(0, 64, 1200, 480)
@item_max = $game_party.actors.size
self.contents = Bitmap.new(width - 32, 400)
refresh
# self.active = index
self.index = index
# equip_index =
@column_max = 4
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# @item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
# draw_item(i, normal_color)
# x = ( i + 1 ) * 92 +25
# y = 44
# x = ( i + 1 ) % @column_max * (cursor_width + 1) - 4
# y = ( i + 1 ) / @column_max * 128 - self.oy
# x = 0 + index % 4 * (90 + 1) - 4
# y = index / 90 * 128 - self.oy
# actor_width = 128
x =120 + i % 4 * (58 + 32) # 根据包裹坐标修改过来的
y = 44 + i / 4 * 128
actor = $game_party.actors[i]
bitmap = Bitmap.new ("Graphics/Status/" + actor.id. to_s + "_h") #RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch + 50)
self.contents.blt(x - ch , y - cw/ 2, bitmap, src_rect) #src_rect
draw_actor_xdrs_lx(actor, x-ch, y)#转生次数
if i <= 3
self.contents.font.color = Color.new(255,255,0,255)
self.contents.draw_text(x + 200 , y ,160,32,"[出战]",999)
self.contents.font.color = normal_color
else
self.contents.font.color = Color.new(128,128,128,255)
self.contents.draw_text(x ,y,160,32,"[休息]",999)
self.contents.font.color = normal_color
end
end
# @item_max = $game_party.actors.size
# if @item_max > 4
# self.contents = Bitmap.new(width - 32, row_max * 32)
# for i in 0...@item_max
# raw_item(i, normal_color)
# end
# end
end
#
#--------------------------------------------------------------------------
# ● 更新光标举行
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
# ● 项目无效化
# index : 项目编号
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
#--------------------------------------------------------------------------
# ● 刷新光标矩形
#--------------------------------------------------------------------------
def update_cursor_rect
# 光标位置不满 0 的情况下
if @index <= - 1
self.cursor_rect.empty
return
end
# 获取当前的行
row = @index / @column_max
# 当前行被显示开头行前面的情况下
if row < self.top_row
# 从当前行向开头行滚动
self.top_row = row
end
# 当前行被显示末尾行之后的情况下
if row > self.top_row + (self.page_row_max - 1)
# 从当前行向末尾滚动
self.top_row = row - (self.page_row_max - 1)
end
# 计算光标的宽
cursor_width = 90
#cursor_width = 536 / (@column_max + 1) + 1 #光标大小
# 计算光标坐标
x = 0 + @index % @column_max * (cursor_width + 1) - 4 #光标位置调节 覆盖31行
y = @index / @column_max * 128 - self.oy
# 更新国标矩形
self.cursor_rect.set(x, y, cursor_width, 128)#(x, y, cursor_width, 32)
end
end
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