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本帖最后由 多啦A户 于 2020-3-1 18:53 编辑
虽然这种脚本已经很多了,但是这是我目前学习手册能写出来的第一个脚本。
效果大致是可以在敌人的备注里设置多管血,然后可以设置x轴、y轴的偏移量,以及血条长度(8的倍数)
在敌人的备注中<LIFE n>即n条血,<OFFSETX n>即x轴的偏移量(貌似只能是正整数,不知怎么改),<OFFSETY n><LEN n>同理,这个是手册里的。
使用的话因为高光是用图片绘制的,所以需要把下面的图导入pictures中(高光图很小,24*8,而且是白色的,在两行之间,也可以订制自己的高光,左边8*8是左圆角,中间是用来重复填充的,右侧同左)
效果大概如下图,动图录太大了导致无法上传。。
下面是代码,参考Sprite_timer写的。
- #encoding:utf-8
- #==============================================================================
- # ■ Sprite_Hp
- #------------------------------------------------------------------------------
- # 显示血条的精灵。根据 绑定敌人 的状态自动变化。
- #==============================================================================
- class Sprite_Hp < Sprite
- #--------------------------------------------------------------------------
- # ● 初始化常量
- #--------------------------------------------------------------------------
- H = 36 #位图 高度
- DUR = 0.5 #动画 持续时间
- FPS = 60 #每秒 帧数
- #--------------------------------------------------------------------------
- # ● 初始化对象
- #--------------------------------------------------------------------------
- def initialize( viewport, enemy)
- super(viewport)
- initPara(enemy)
- create_bitmap
- update
- end
- #--------------------------------------------------------------------------
- # ● 初始化参数
- #--------------------------------------------------------------------------
- def initPara(enemy)
- @enemy = enemy #绑定敌人
- @colorset = [ MyColor.red, MyColor.green, MyColor.blue, MyColor.purple, MyColor.yellow] #不同管血条的颜色,可以Color.new(r,g,b,a)来设置
- @life = getLife.to_i #获取生命数
-
- @tmphp = enemy.hp #用于动画的 临时血量
- @perlife = ( @life == 0 ? enemy.hp : enemy.hp/@life)
- #每条命的血量
- @dvalue = 0 #临时血量差值
- @anima = false #动画状态
- setPara(@enemy.enemy.note)
- @nameRect = Rect.new( 0, 0, @length, 18) #名称矩形
- @bgRect = Rect.new( 0, 18, @length, 18) #背景矩形
- @hlRect = Rect.new( 4, 20, @length - 16, 8) #高光矩形
- end
- #--------------------------------------------------------------------------
- # ● 设置参数(通过 注释)
- #--------------------------------------------------------------------------
- def setPara(note)
- @offsetX = (/<OFFSETX\s*(\d+)>/ =~ note ? $1.to_i : 0)
- @offsetY = (/<OFFSETY\s*(\d+)>/ =~ note ? $1.to_i : -20)
- @length = (/<LEN\s*(\d+)>/ =~ note ? $1.to_i : 128)
- #为了绘制高光,建议设置为 8 的倍数
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- self.bitmap.dispose
- super
- end
- #--------------------------------------------------------------------------
- # ● 生成位图
- #--------------------------------------------------------------------------
- def create_bitmap
- self.bitmap = Bitmap.new( @length, H)
- self.bitmap.fill_rect( @bgRect, color2) #绘制背景矩形
- self.bitmap.font.size = 16
- self.bitmap.font.bold = true
- self.bitmap.font.italic = true
- self.bitmap.font.color.set(255, 255, 255)
- end
- #--------------------------------------------------------------------------
- # ● 底层颜色(始终填充整个矩形)
- #--------------------------------------------------------------------------
- def color1
- if @life == 0
- MyColor.gray
- else
- @colorset[@life % @colorset.size - 1]
- end
- end
- #--------------------------------------------------------------------------
- # ● 血条颜色(变动矩形)
- #--------------------------------------------------------------------------
- def color2
- @colorset[@life % @colorset.size ]
- end
- #--------------------------------------------------------------------------
- # ● 获取生命条数
- #--------------------------------------------------------------------------
- def getLife
- /<LIFE\s*(\d+)>/ =~ @enemy.enemy.note ? $1.to_s : 0
- end
- #--------------------------------------------------------------------------
- # ● 血条长度
- #--------------------------------------------------------------------------
- def flexlen
- if @tmphp % @perlife != 0
- return (@tmphp % @perlife) * @length / @perlife
- end
- if (@tmphp != 0) && (@tmphp % @perlife == 0)
- return @length
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新画面
- #--------------------------------------------------------------------------
- def update
- super
- update_tmphp
- update_life
- update_bitmap
- update_position
- update_visibility
- end
- #--------------------------------------------------------------------------
- # ● 更新临时血量(tmp Hp)
- #--------------------------------------------------------------------------
- def update_tmphp
- if !@anima && (@tmphp != @enemy.hp)
- @dvalue = @tmphp - @enemy.hp
- @anima = true
- @tmphp = @tmphp - @dvalue/(DUR * FPS)
- elsif @anima && (@tmphp == @enemy.hp)
- @anima = false
- elsif @anima && (@tmphp != @enemy.hp)
- @tmphp = @tmphp - @dvalue/(DUR * FPS)
- @tmphp = @enemy.hp if @tmphp < @enemy.hp
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新命数(life)
- #--------------------------------------------------------------------------
- def update_life
- @life = @life - 1 if @tmphp/@perlife < @life
- end
- #--------------------------------------------------------------------------
- # ● 更新源位图(Source Bitmap)
- #--------------------------------------------------------------------------
- def update_bitmap
- redraw
- end
- #--------------------------------------------------------------------------
- # ● 重绘
- #--------------------------------------------------------------------------
- def redraw
- self.bitmap.clear
-
- self.bitmap.fill_rect( @bgRect, color1) #绘制背景矩形
- self.bitmap.fill_rect( @bgRect.x, @bgRect.y, flexlen, @bgRect.height, color2) if @tmphp != 0
- #绘制血条矩形
- self.bitmap.draw_border( @bgRect, MyColor.black, 2)
- #绘制边框
- draw_highlight( @hlRect)
- #绘制高光
- self.bitmap.draw_text(self.bitmap.rect, life_text, 2) if @life != 0
- #绘制生命数(当生命数不为0)
- self.bitmap.draw_text(@bgRect, @tmphp.to_i.to_s, 1)
- #绘制生命值
- end
- #--------------------------------------------------------------------------
- # ● 绘制高光
- #--------------------------------------------------------------------------
- def draw_highlight( dest_rect)
- leftCorner = Rect.new(0,0,8,8)
- middle = Rect.new(8,0,8,8)
- rightCorner = Rect.new(16,0,8,8)
- pic = Cache.picture("hightLight01")
- x = dest_rect.x
- y = dest_rect.y
- i = 1
- self.bitmap.stretch_blt(Rect.new( x, y, 8, 8), pic, leftCorner)
- while x < (dest_rect.x + dest_rect.width - 8)
- x = x + 8
- self.bitmap.stretch_blt(Rect.new( x, y, 8, 8), pic, middle)
- end
- x = x + 8
- self.bitmap.stretch_blt(Rect.new( x, y, 8, 8), pic, rightCorner)
- end
- #--------------------------------------------------------------------------
- # ● 生成绘制内容
- #--------------------------------------------------------------------------
- def life_text
- sprintf("x%2d", @life)
- end
- #--------------------------------------------------------------------------
- # ● 更新位置
- #--------------------------------------------------------------------------
- def update_position
- self.x = @enemy.screen_x - self.bitmap.width/2 + @offsetX
- self.y = @enemy.screen_y + @offsetY
- self.z = 200
- end
- #--------------------------------------------------------------------------
- # ● 更新可视状态
- #--------------------------------------------------------------------------
- def update_visibility
- self.visible = true if @enemy.hp != 0
- self.visible = false if (@enemy.hp == 0) && !@anima
- end
- end
- #encoding:utf-8
- #==============================================================================
- # ■ Spriteset_Battle
- #------------------------------------------------------------------------------
- # 处理战斗画面的精灵的类。本类在 Scene_Battle 类的内部使用。
- #==============================================================================
- class Spriteset_Battle
- #--------------------------------------------------------------------------
- # ● 初始化对象
- #--------------------------------------------------------------------------
- def initialize
- create_viewports
- create_battleback1
- create_battleback2
- create_enemies
- create_actors
- create_pictures
- create_timer
- create_hp
- update
- end
- #--------------------------------------------------------------------------
- # ● Hp 精灵生成
- #--------------------------------------------------------------------------
- def create_hp
- @hp_sprites = $game_troop.members.reverse.collect do |enemy|
- Sprite_Hp.new(@viewport1, enemy)
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新画面
- #--------------------------------------------------------------------------
- def update
- update_battleback1
- update_battleback2
- update_enemies
- update_actors
- update_pictures
- update_timer
- update_hp
- update_viewports
- end
- #--------------------------------------------------------------------------
- # ● 更新敌人的精灵
- #--------------------------------------------------------------------------
- def update_hp
- @hp_sprites.each {|sprite| sprite.update }
- end
- end
- #encoding:utf-8
- #==============================================================================
- # ■ Bitmap_extension
- #------------------------------------------------------------------------------
- # Bitmap类的扩展
- #==============================================================================
- class Bitmap
- #--------------------------------------------------------------------------
- # ● 绘制边框
- #--------------------------------------------------------------------------
- def draw_border( x, y, width, height, color, thick)
- self.fill_rect( x, y, width, thick, color)
- self.fill_rect( x + width - thick, y, thick, height, color)
- self.fill_rect( x, y + height - thick, width, thick, color)
- self.fill_rect( x, y, thick, height, color)
- end
- #--------------------------------------------------------------------------
- # ● 绘制边框 参数为 Rect
- #--------------------------------------------------------------------------
- def draw_border( rect, color, thick)
- self.fill_rect( rect.x, rect.y, rect.width, thick, color)
- self.fill_rect( rect.x + rect.width - thick, rect.y, thick, rect.height, color)
- self.fill_rect( rect.x, rect.y + rect.height - thick, rect.width, thick, color)
- self.fill_rect( rect.x, rect.y, thick, rect.height, color)
- end
- end
- #encoding:utf-8
- #==============================================================================
- # ■ Color_extension
- #------------------------------------------------------------------------------
- # mColor类,包含常用色
- #==============================================================================
- class MyColor
- #--------------------------------------------------------------------------
- # ● 常用的颜色
- #--------------------------------------------------------------------------
- def self.black ; Color.new( 0, 0, 0) end
- def self.white ; Color.new( 255, 255, 255) end
- def self.red ; Color.new( 255, 0, 0) end
- def self.green ; Color.new( 0, 255, 0) end
- def self.blue ; Color.new( 0, 0, 255) end
- def self.gray ; Color.new( 128, 128, 128) end
- def self.yellow ; Color.new( 255, 255, 0) end
- def self.purple ; Color.new( 255, 0, 255) end
- def self.darkRed ; Color.new( 128, 0, 0) end
- def self.darkGreen;Color.new( 0, 128, 0) end
- def self.darkBlue; Color.new( 0, 0, 128) end
- def self.lighRed ; Color.new( 255, 128, 128) end
- end
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