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关于官方插件LoopAnim.js, 如何可以改变动画的大小呢?
看来看去都不知道要改哪里..... 请各位大神帮帮忙!
* Plugin Command:
* LoopAnim start event animid # Start a looping animation on an event
* LoopAnim stop event # Stop animation loop
*
* event = number for specific event
* event = 0 for "this" event
* event = -1 for player
* event = $gameVariables.value(x) to get the event id from variable x
---------------------------------------------------------------
原始碼:
----------------------------------------------------------------
//=============================================================================
// Looping Animations
// by Shaz
// Last Updated: 2015.09.21
//=============================================================================
/*:
* @plugindesc Allows animations on the map to loop
* @author Shaz
*
* @help
*
* Plugin Command:
* LoopAnim start event animid # Start a looping animation on an event
* LoopAnim stop event # Stop animation loop
*
* event = number for specific event
* event = 0 for "this" event
* event = -1 for player
* event = $gameVariables.value(x) to get the event id from variable x
*/
/*:ja
* @plugindesc ?????柴??潦?扼?怒???航?怒??整???
* @author Shaz
*
* @help
*
* Plugin Command:
* LoopAnim start event animid #
* ?扎??喋?銝?柴??潦?扼?怒???????
* LoopAnim stop event #
* ?U??~?瑯?喋?潦???甇U??整???
*
* event = 0 ???柴???
* event = -1 ???研?扎
* event = $gameVariables.value(x) ????扎??喋?ID??敺?
*/
(function() {
var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function(command, args) {
_Game_Interpreter_pluginCommand.call(this, command, args);
if (command.toUpperCase() === 'LOOPANIM') {
var character = this.character(eval(args[1]));
if (character) {
switch (args[0].toUpperCase()) {
case 'START':
character.loopAnimStart(args[2]);
break;
case 'STOP':
character.loopAnimStop();
}
}
}
}
var _Game_CharacterBase_initMembers = Game_CharacterBase.prototype.initMembers;
Game_CharacterBase.prototype.initMembers = function() {
_Game_CharacterBase_initMembers.call(this);
this._loopAnimId = 0;
};
Game_CharacterBase.prototype.loopAnimStart = function(animId) {
this._loopAnimId = animId;
this.requestAnimation(animId);
};
Game_CharacterBase.prototype.loopAnimStop = function() {
this._loopAnimId = 0;
};
Sprite_Character.prototype.isAnimationPlaying = function() {
if (this._animationSprites.length > 0) {
result = true;
} else if (this._character._loopAnimId > 0) {
this._character.requestAnimation(this._character._loopAnimId);
this.setupAnimation();
result = true;
} else {
result = false;
};
return result;
};
})();
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