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[已经解决] SideView和血条脚本,血条位置显示错误

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Lv1.梦旅人

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发表于 2015-8-2 16:01:51 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式

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本帖最后由 无名氏160510 于 2015-8-2 16:03 编辑


我的所有脚本
其中的血条脚本如下:
RUBY 代码复制
  1. #==============================================================================
  2. #
  3. # ▼ Yanfly Engine Ace - Battle Engine Add-On: Enemy HP Bars v1.10
  4. # -- Last Updated: 2012.02.10
  5. # -- Level: Easy, Normal
  6. # -- Requires: YEA - Ace Battle Engine v1.00+.
  7. #
  8. #==============================================================================
  9. $imported = {} if $imported.nil?
  10. $imported["YEA-EnemyHPBars"] = true
  11.  
  12. #==============================================================================
  13. # ▼ Updates
  14. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  15. # 2012.02.10 - Bug Fixed: AoE selection doesn't reveal hidden enemies.
  16. # 2012.02.01 - Bug Fixed: Back and front of gauge randomly don't appear.
  17. # 2012.01.11 - Efficiency update.
  18. # 2012.01.04 - Compatibility Update: Area of Effect
  19. # 2011.12.28 - Efficiency update.
  20. #            - Bug Fixed: HP bars didn't disappear after a heal.
  21. # 2011.12.26 - Bug Fixed: HP bars were not depleting.
  22. # 2011.12.23 - Efficiency update.
  23. # 2011.12.10 - Bug Fixed: HP bars no longer appear when dead and an AoE skill
  24. #              has been selected.
  25. # 2011.12.08 - New feature. Hide HP Bars until defeated once.
  26. # 2011.12.06 - Started Script and Finished.
  27. #
  28. #==============================================================================
  29. # ▼ Introduction
  30. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  31. # This script shows HP gauges on enemies as they're selected for targeting or
  32. # whenever they're damaged. The HP gauges will actually slide downward or
  33. # upward as the enemies take damage.
  34. #
  35. # Included in v1.01 is the option to require the player having slain an enemy
  36. # once before enemies of that type will show their HP gauge.
  37. #
  38. #==============================================================================
  39. # ▼ Instructions
  40. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  41. # To install this script, open up your script editor and copy/paste this script
  42. # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
  43. #
  44. # -----------------------------------------------------------------------------
  45. # Enemy Notetags - These notetags go in the enemy notebox in the database.
  46. # -----------------------------------------------------------------------------
  47. # <back gauge: x>
  48. # Changes the colour of the enemy HP back gauge to x where x is the text colour
  49. # used from the "Window" skin image under Graphics\System.
  50. #
  51. # <hp gauge 1: x>
  52. # <hp gauge 2: x>
  53. # Changes the colour of the enemy HP HP gauge to x where x is the text colour
  54. # used from the "Window" skin image under Graphics\System.
  55. #
  56. # <hide gauge>
  57. # <show gauge>
  58. # Hides/shows HP gauge for enemies in battle. These gauges appear whenever the
  59. # enemy is targeted for battle or whenever the enemy takes HP damage. Note that
  60. # using the <show gauge> tag will bypass the requirement for needing to defeat
  61. # an enemy once if that setting is enabled.
  62. #
  63. #==============================================================================
  64. # ▼ Compatibility
  65. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  66. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  67. # it will run with RPG Maker VX without adjusting.
  68. #
  69. # This script requires Yanfly Engine Ace - Ace Battle Engine v1.00+ and the
  70. # script must be placed under Ace Battle Engine in the script listing.
  71. #
  72. #==============================================================================
  73.  
  74. module YEA
  75.   module BATTLE
  76.  
  77.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  78.     # - Enemy HP Gauges -
  79.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  80.     # Adjust the settings for the enemy HP gauges. You can choose to show the
  81.     # enemy HP gauges by default, the size of the gauge, the colour of the
  82.     # gauge, and the back colour of the gauge.
  83.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  84.     SHOW_ENEMY_HP_GAUGE    = true   # Display Enemy HP Gauge?
  85.     ANIMATE_HP_GAUGE       = true   # Animate the HP gauge?
  86.     DEFEAT_ENEMIES_FIRST   = false  # Must defeat enemy first to show HP?
  87.     ENEMY_GAUGE_WIDTH      = 128    # How wide the enemy gauges are.
  88.     ENEMY_GAUGE_HEIGHT     = 12     # How tall the enemy gauges are.
  89.     ENEMY_HP_GAUGE_COLOUR1 = 20     # Colour 1 for HP.
  90.     ENEMY_HP_GAUGE_COLOUR2 = 21     # Colour 2 for HP.
  91.     ENEMY_BACKGAUGE_COLOUR = 19     # Gauge Back colour.
  92.  
  93.   end # BATTLE
  94. end # YEA
  95.  
  96. #==============================================================================
  97. # ▼ Editting anything past this point may potentially result in causing
  98. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  99. # halitosis so edit at your own risk.
  100. #==============================================================================
  101.  
  102. if $imported["YEA-BattleEngine"]
  103.  
  104. module YEA
  105.   module REGEXP
  106.   module ENEMY
  107.  
  108.     HIDE_GAUGE = /<(?:HIDE_GAUGE|hide gauge)>/i
  109.     SHOW_GAUGE = /<(?:SHOW_GAUGE|show gauge)>/i
  110.  
  111.     BACK_GAUGE = /<(?:BACK_GAUGE|back gauge):[ ]*(\d+)>/i
  112.     HP_GAUGE_1 = /<(?:HP_GAUGE_1|hp gauge 1):[ ]*(\d+)>/i
  113.     HP_GAUGE_2 = /<(?:HP_GAUGE_2|hp gauge 2):[ ]*(\d+)>/i
  114.  
  115.   end # ENEMY
  116.   end # REGEXP
  117. end # YEA
  118.  
  119. #==============================================================================
  120. # ■ DataManager
  121. #==============================================================================
  122.  
  123. module DataManager
  124.  
  125.   #--------------------------------------------------------------------------
  126.   # alias method: load_database
  127.   #--------------------------------------------------------------------------
  128.   class <<self; alias load_database_ehpb load_database; end
  129.   def self.load_database
  130.     load_database_ehpb
  131.     load_notetags_ehpb
  132.   end
  133.  
  134.   #--------------------------------------------------------------------------
  135.   # new method: load_notetags_ehpb
  136.   #--------------------------------------------------------------------------
  137.   def self.load_notetags_ehpb
  138.     groups = [$data_enemies]
  139.     for group in groups
  140.       for obj in group
  141.         next if obj.nil?
  142.         obj.load_notetags_ehpb
  143.       end
  144.     end
  145.   end
  146.  
  147. end # DataManager
  148.  
  149. #==============================================================================
  150. # ■ RPG::Enemy
  151. #==============================================================================
  152.  
  153. class RPG::Enemy < RPG::BaseItem
  154.  
  155.   #--------------------------------------------------------------------------
  156.   # public instance variables
  157.   #--------------------------------------------------------------------------
  158.   attr_accessor :show_gauge
  159.   attr_accessor :require_death_show_gauge
  160.   attr_accessor :back_gauge_colour
  161.   attr_accessor :hp_gauge_colour1
  162.   attr_accessor :hp_gauge_colour2
  163.  
  164.   #--------------------------------------------------------------------------
  165.   # common cache: load_notetags_ehpb
  166.   #--------------------------------------------------------------------------
  167.   def load_notetags_ehpb
  168.     @show_gauge = YEA::BATTLE::SHOW_ENEMY_HP_GAUGE
  169.     @require_death_show_gauge = YEA::BATTLE::DEFEAT_ENEMIES_FIRST
  170.     @back_gauge_colour = YEA::BATTLE::ENEMY_BACKGAUGE_COLOUR
  171.     @hp_gauge_colour1 = YEA::BATTLE::ENEMY_HP_GAUGE_COLOUR1
  172.     @hp_gauge_colour2 = YEA::BATTLE::ENEMY_HP_GAUGE_COLOUR2
  173.     #---
  174.     self.note.split(/[\r\n]+/).each { |line|
  175.       case line
  176.       #---
  177.       when YEA::REGEXP::ENEMY::HIDE_GAUGE
  178.         @show_gauge = false
  179.       when YEA::REGEXP::ENEMY::SHOW_GAUGE
  180.         @show_gauge = true
  181.         @require_death_show_gauge = false
  182.       when YEA::REGEXP::ENEMY::BACK_GAUGE
  183.         @back_gauge_colour = [$1.to_i, 31].min
  184.       when YEA::REGEXP::ENEMY::HP_GAUGE_1
  185.         @hp_gauge_colour1 = [$1.to_i, 31].min
  186.       when YEA::REGEXP::ENEMY::HP_GAUGE_2
  187.         @hp_gauge_colour2 = [$1.to_i, 31].min
  188.       end
  189.     } # self.note.split
  190.     #---
  191.   end
  192.  
  193. end # RPG::Enemy
  194.  
  195. #==============================================================================
  196. # ■ Sprite_Battler
  197. #==============================================================================
  198.  
  199. class Sprite_Battler < Sprite_Base
  200.  
  201.   #--------------------------------------------------------------------------
  202.   # alias method: initialize
  203.   #--------------------------------------------------------------------------
  204.   alias sprite_battler_initialize_ehpb initialize
  205.   def initialize(viewport, battler = nil)
  206.     sprite_battler_initialize_ehpb(viewport, battler)
  207.     create_enemy_gauges
  208.   end
  209.  
  210.   #--------------------------------------------------------------------------
  211.   # alias method: dispose
  212.   #--------------------------------------------------------------------------
  213.   alias sprite_battler_dispose_ehpb dispose
  214.   def dispose
  215.     sprite_battler_dispose_ehpb
  216.     dispose_enemy_gauges
  217.   end
  218.  
  219.   #--------------------------------------------------------------------------
  220.   # alias method: update
  221.   #--------------------------------------------------------------------------
  222.   alias sprite_battler_update_ehpb update
  223.   def update
  224.     sprite_battler_update_ehpb
  225.     update_enemy_gauges
  226.   end
  227.  
  228.   #--------------------------------------------------------------------------
  229.   # new method: create_enemy_gauges
  230.   #--------------------------------------------------------------------------
  231.   def create_enemy_gauges
  232.     return if @battler.nil?
  233.     return if @battler.actor?
  234.     return unless @battler.enemy.show_gauge
  235.     @back_gauge_viewport = Enemy_HP_Gauge_Viewport.new(@battler, self, :back)
  236.     @hp_gauge_viewport = Enemy_HP_Gauge_Viewport.new(@battler, self, :hp)
  237.   end
  238.  
  239.   #--------------------------------------------------------------------------
  240.   # new method: dispose_enemy_gauges
  241.   #--------------------------------------------------------------------------
  242.   def dispose_enemy_gauges
  243.     @back_gauge_viewport.dispose unless @back_gauge_viewport.nil?
  244.     @hp_gauge_viewport.dispose unless @hp_gauge_viewport.nil?
  245.   end
  246.  
  247.   #--------------------------------------------------------------------------
  248.   # new method: update_enemy_gauges
  249.   #--------------------------------------------------------------------------
  250.   def update_enemy_gauges
  251.     @back_gauge_viewport.update unless @back_gauge_viewport.nil?
  252.     @hp_gauge_viewport.update unless @hp_gauge_viewport.nil?
  253.   end
  254.  
  255.   #--------------------------------------------------------------------------
  256.   # new method: update_enemy_gauge_value
  257.   #--------------------------------------------------------------------------
  258.   def update_enemy_gauge_value
  259.     @back_gauge_viewport.new_hp_updates unless @back_gauge_viewport.nil?
  260.     @hp_gauge_viewport.new_hp_updates unless @hp_gauge_viewport.nil?
  261.   end
  262.  
  263. end # Sprite_Battler
  264.  
  265. #==============================================================================
  266. # ■ Game_BattlerBase
  267. #==============================================================================
  268.  
  269. class Game_BattlerBase
  270.  
  271.   #--------------------------------------------------------------------------
  272.   # public instance variables
  273.   #--------------------------------------------------------------------------
  274.   attr_accessor :hidden
  275.  
  276.   #--------------------------------------------------------------------------
  277.   # alias method: refresh
  278.   #--------------------------------------------------------------------------
  279.   alias game_battlerbase_refresh_ehpb refresh
  280.   def refresh
  281.     game_battlerbase_refresh_ehpb
  282.     return unless SceneManager.scene_is?(Scene_Battle)
  283.     return if actor?
  284.     sprite.update_enemy_gauge_value
  285.   end
  286.  
  287. end # Game_BattlerBase
  288.  
  289. #==============================================================================
  290. # ■ Game_Battler
  291. #==============================================================================
  292.  
  293. class Game_Battler < Game_BattlerBase
  294.  
  295.   #--------------------------------------------------------------------------
  296.   # alias method: die
  297.   #--------------------------------------------------------------------------
  298.   alias game_battler_die_ehpb die
  299.   def die
  300.     game_battler_die_ehpb
  301.     return if actor?
  302.     $game_party.add_defeated_enemy(@enemy_id)
  303.   end
  304.  
  305.   #--------------------------------------------------------------------------
  306.   # alias method: hp=
  307.   #--------------------------------------------------------------------------
  308.   alias game_battlerbase_hpequals_ehpb hp=
  309.   def hp=(value)
  310.     game_battlerbase_hpequals_ehpb(value)
  311.     return unless SceneManager.scene_is?(Scene_Battle)
  312.     return if actor?
  313.     return if value == 0
  314.     sprite.update_enemy_gauge_value
  315.   end
  316.  
  317. end # Game_Battler
  318.  
  319. #==============================================================================
  320. # ■ Game_Party
  321. #==============================================================================
  322.  
  323. class Game_Party < Game_Unit
  324.  
  325.   #--------------------------------------------------------------------------
  326.   # alias method: init_all_items
  327.   #--------------------------------------------------------------------------
  328.   alias game_party_init_all_items_ehpb init_all_items
  329.   def init_all_items
  330.     game_party_init_all_items_ehpb
  331.     @defeated_enemies = []
  332.   end
  333.  
  334.   #--------------------------------------------------------------------------
  335.   # new method: defeated_enemies
  336.   #--------------------------------------------------------------------------
  337.   def defeated_enemies
  338.     @defeated_enemies = [] if @defeated_enemies.nil?
  339.     return @defeated_enemies
  340.   end
  341.  
  342.   #--------------------------------------------------------------------------
  343.   # new method: add_defeated_enemy
  344.   #--------------------------------------------------------------------------
  345.   def add_defeated_enemy(id)
  346.     @defeated_enemies = [] if @defeated_enemies.nil?
  347.     @defeated_enemies.push(id) unless @defeated_enemies.include?(id)
  348.   end
  349.  
  350. end # Game_Party
  351.  
  352. #==============================================================================
  353. # ■ Enemy_HP_Gauge_Viewport
  354. #==============================================================================
  355.  
  356. class Enemy_HP_Gauge_Viewport < Viewport
  357.  
  358.   #--------------------------------------------------------------------------
  359.   # initialize
  360.   #--------------------------------------------------------------------------
  361.   def initialize(battler, sprite, type)
  362.     @battler = battler
  363.     @base_sprite = sprite
  364.     @type = type
  365.     dw = YEA::BATTLE::ENEMY_GAUGE_WIDTH
  366.     dw += 2 if @type == :back
  367.     @start_width = dw
  368.     dh = YEA::BATTLE::ENEMY_GAUGE_HEIGHT
  369.     dh += 2 if @type == :back
  370.     rect = Rect.new(0, 0, dw, dh)
  371.     @current_hp = @battler.hp
  372.     @current_mhp = @battler.mhp
  373.     @target_gauge_width = target_gauge_width
  374.     @gauge_rate = 1.0
  375.     setup_original_hide_gauge
  376.     super(rect)
  377.     self.z = 125
  378.     create_gauge_sprites
  379.     self.visible = false
  380.     update_position
  381.   end
  382.  
  383.   #--------------------------------------------------------------------------
  384.   # dispose
  385.   #--------------------------------------------------------------------------
  386.   def dispose
  387.     @sprite.bitmap.dispose unless @sprite.bitmap.nil?
  388.     @sprite.dispose
  389.     super
  390.   end
  391.  
  392.   #--------------------------------------------------------------------------
  393.   # update
  394.   #--------------------------------------------------------------------------
  395.   def update
  396.     super
  397.     self.visible = gauge_visible?
  398.     @sprite.ox += 4 if YEA::BATTLE::ANIMATE_HP_GAUGE
  399.     update_position
  400.     update_gauge
  401.     @visible_counter -= 1
  402.   end
  403.  
  404.   #--------------------------------------------------------------------------
  405.   # setup_original_hide_gauge
  406.   #--------------------------------------------------------------------------
  407.   def setup_original_hide_gauge
  408.     @original_hide = @battler.enemy.require_death_show_gauge
  409.     return unless @original_hide
  410.     if YEA::BATTLE::DEFEAT_ENEMIES_FIRST
  411.       enemy_id = @battler.enemy_id
  412.       @original_hide = !$game_party.defeated_enemies.include?(enemy_id)
  413.     end
  414.   end
  415.  
  416.   #--------------------------------------------------------------------------
  417.   # create_gauge_sprites
  418.   #--------------------------------------------------------------------------
  419.   def create_gauge_sprites
  420.     @sprite = Plane.new(self)
  421.     dw = self.rect.width * 2
  422.     @sprite.bitmap = Bitmap.new(dw, self.rect.height)
  423.     case @type
  424.     when :back
  425.       colour1 = Colour.text_colour(@battler.enemy.back_gauge_colour)
  426.       colour2 = Colour.text_colour(@battler.enemy.back_gauge_colour)
  427.     when :hp
  428.       colour1 = Colour.text_colour(@battler.enemy.hp_gauge_colour1)
  429.       colour2 = Colour.text_colour(@battler.enemy.hp_gauge_colour2)
  430.     end
  431.     dx = 0
  432.     dy = 0
  433.     dw = self.rect.width
  434.     dh = self.rect.height
  435.     @gauge_width = target_gauge_width
  436.     @sprite.bitmap.gradient_fill_rect(dx, dy, dw, dh, colour1, colour2)
  437.     @sprite.bitmap.gradient_fill_rect(dw, dy, dw, dh, colour2, colour1)
  438.     @visible_counter = 0
  439.   end
  440.  
  441.   #--------------------------------------------------------------------------
  442.   # update_visible
  443.   #--------------------------------------------------------------------------
  444.   def gauge_visible?
  445.     update_original_hide
  446.     return false if @original_hide
  447.     return false if case_original_hide?
  448.     return true if @visible_counter > 0
  449.     return true if @gauge_width != @target_gauge_width
  450.     if SceneManager.scene_is?(Scene_Battle)
  451.       return false if SceneManager.scene.enemy_window.nil?
  452.       unless @battler.dead?
  453.         if SceneManager.scene.enemy_window.active
  454.           return true if SceneManager.scene.enemy_window.enemy == @battler
  455.           return true if SceneManager.scene.enemy_window.select_all?
  456.           return true if highlight_aoe?
  457.         end
  458.       end
  459.     end
  460.     return false
  461.   end
  462.  
  463.   #--------------------------------------------------------------------------
  464.   # highlight_aoe?
  465.   #--------------------------------------------------------------------------
  466.   def highlight_aoe?
  467.     return false unless $imported["YEA-AreaofEffect"]
  468.     return false if @battler.enemy? && @battler.hidden
  469.     return SceneManager.scene.enemy_window.hightlight_aoe?(@battler)
  470.   end
  471.  
  472.   #--------------------------------------------------------------------------
  473.   # new_hp_updates
  474.   #--------------------------------------------------------------------------
  475.   def new_hp_updates
  476.     return if @current_hp == @battler.hp && @current_mhp == @battler.mhp
  477.     @current_hp = @battler.hp
  478.     @current_mhp = @battler.mhp
  479.     return if @gauge_rate == target_gauge_rate
  480.     @gauge_rate = target_gauge_rate
  481.     @target_gauge_width = target_gauge_width
  482.     @visible_counter = 60
  483.   end
  484.  
  485.   #--------------------------------------------------------------------------
  486.   # case_original_hide?
  487.   #--------------------------------------------------------------------------
  488.   def case_original_hide?
  489.     return false if !@battler.enemy.require_death_show_gauge
  490.     if YEA::BATTLE::DEFEAT_ENEMIES_FIRST
  491.       enemy_id = @battler.enemy_id
  492.       return true unless $game_party.defeated_enemies.include?(enemy_id)
  493.     end
  494.     return false
  495.   end
  496.  
  497.   #--------------------------------------------------------------------------
  498.   # update_original_hide
  499.   #--------------------------------------------------------------------------
  500.   def update_original_hide
  501.     return unless @original_hide
  502.     return if @battler.dead?
  503.     enemy_id = @battler.enemy_id
  504.     @original_hide = false if $game_party.defeated_enemies.include?(enemy_id)
  505.   end
  506.  
  507.   #--------------------------------------------------------------------------
  508.   # update_position
  509.   #--------------------------------------------------------------------------
  510.   def update_position
  511.     dx = @battler.screen_x - @start_width / 2
  512.     dy = @battler.screen_y
  513.     self.rect.x = dx
  514.     self.rect.y = dy
  515.     dh = self.rect.height + 1
  516.     dh += 2 unless @type == :back
  517.     dy = [@battler.screen_y, Graphics.height - dh - 120].min
  518.     dy += 1 unless @type == :back
  519.     self.rect.y = dy
  520.   end
  521.  
  522.   #--------------------------------------------------------------------------
  523.   # update_gauge
  524.   #--------------------------------------------------------------------------
  525.   def update_gauge
  526.     return if @gauge_width == @target_gauge_width
  527.     rate = 3
  528.     @target_gauge_width = target_gauge_width
  529.     if @gauge_width > @target_gauge_width
  530.       @gauge_width = [@gauge_width - rate, @target_gauge_width].max
  531.     elsif @gauge_width < @target_gauge_width
  532.       @gauge_width = [@gauge_width + rate, @target_gauge_width].min
  533.     end
  534.     @visible_counter = @gauge_width == 0 ? 10 : 60
  535.     return if @type == :back
  536.     self.rect.width = @gauge_width
  537.   end
  538.  
  539.   #--------------------------------------------------------------------------
  540.   # target_gauge_rate
  541.   #--------------------------------------------------------------------------
  542.   def target_gauge_rate
  543.     return @current_hp.to_f / @current_mhp.to_f
  544.   end
  545.  
  546.   #--------------------------------------------------------------------------
  547.   # target_gauge_width
  548.   #--------------------------------------------------------------------------
  549.   def target_gauge_width
  550.     return [@current_hp * @start_width / @current_mhp, @start_width].min
  551.   end
  552.  
  553. end # Enemy_HP_Gauge_Viewport
  554.  
  555. end # $imported["YEA-BattleEngine"]
  556.  
  557. #==============================================================================
  558. #
  559. # ▼ End of File
  560. #
  561. #==============================================================================



横版脚本在反向遇敌的时候,攻击敌人敌人血条会显示错误,显示到敌人对称的位置

求大神解决,实在不行我就把反向遇敌功能和谐了



截图

点评

dx = 0 dy = 0 dw = self.rect.width dh = self.rect.height修改这些  发表于 2015-8-2 16:27

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