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Lv2.观梦者 傻♂逼
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脚本
请在SYSTEM目录下放一个阴影文件
- $交通工具图形 = "Vehicle"
- #=begin
- #==============================================================================
- # ■ Sprite_Character
- #------------------------------------------------------------------------------
- # 角色显示用脚本。监视 Game_Character 类的实例、
- # 自动变化脚本状态。
- #==============================================================================
- class Sprite_Character < Sprite_Base
- #--------------------------------------------------------------------------
- # ● 定量
- #--------------------------------------------------------------------------
- BALLOON_WAIT = 12 # 表情最后帧的等待时间
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_accessor :character
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # viewport : 视口
- # character : 角色 (Game_Character)
- #--------------------------------------------------------------------------
- def initialize(viewport, character = nil)
- @character = character
- singer = @character.character_name[/!/]
- if @character.character_name != "" and singer == nil and @character.character_name != $交通工具图形
- @scr = Sprite.new(viewport)
- @scr.bitmap = Cache.system("WALK")
- @scr.bitmap.blur
- @scr.bitmap.blur
- @scr.opacity = 100
- end
- super(viewport)
- @balloon_duration = 0
- update
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- singer = @character.character_name[/!/]
- if @character.character_name != "" and singer == nil and @character.character_name != $交通工具图形
- # @scr.dispose
- @scr = nil
- end
- dispose_balloon
- super
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- super
- update_bitmap
- self.visible = (not @character.transparent)
- update_src_rect
- self.x = @character.screen_x
- self.y = @character.screen_y
- self.z = @character.screen_z
- singer = @character.character_name[/!/]
- if @character.character_name != "" and singer == nil and @character.character_name != $交通工具图形
- @scr.x = @character.screen_x - 40
- @scr.y = @character.screen_y - 35
- @scr.z = @character.screen_z - 2
- @scr.ox = 1
- @scr.oy = 2
- end
- # @scr.width = self.bitmap.width#
- #@scr.height = self.bitmap.height
- self.opacity = @character.opacity
- self.blend_type = @character.blend_type
- self.bush_depth = @character.bush_depth
- update_balloon
- if @character.animation_id != 0
- animation = $data_animations[@character.animation_id]
- start_animation(animation)
- @character.animation_id = 0
- end
- if @character.balloon_id != 0
- @balloon_id = @character.balloon_id
- start_balloon
- @character.balloon_id = 0
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取图块图像的指定图块
- # tile_id : 图块 ID
- #--------------------------------------------------------------------------
- def tileset_bitmap(tile_id)
- set_number = tile_id / 256
- return Cache.system("TileB") if set_number == 0
- return Cache.system("TileC") if set_number == 1
- return Cache.system("TileD") if set_number == 2
- return Cache.system("TileE") if set_number == 3
- return nil
- end
- #--------------------------------------------------------------------------
- # ● 刷新传送的位图数据
- #--------------------------------------------------------------------------
- def update_bitmap
- if @tile_id != @character.tile_id or
- @character_name != @character.character_name or
- @character_index != @character.character_index
- @tile_id = @character.tile_id
- @character_name = @character.character_name
- @character_index = @character.character_index
- if @tile_id > 0
- sx = (@tile_id / 128 % 2 * 8 + @tile_id % 8) * 32;
- sy = @tile_id % 256 / 8 % 16 * 32;
- self.bitmap = tileset_bitmap(@tile_id)
- self.src_rect.set(sx, sy, 32, 32)
- self.ox = 16
- self.oy = 32
- else
- self.bitmap = Cache.character(@character_name)
- sign = @character_name[/^[\!\$]./]
- if sign != nil and sign.include?('$')
- @cw = bitmap.width / 3
- @ch = bitmap.height / 4
- else
- @cw = bitmap.width / 12
- @ch = bitmap.height / 8
- end
- self.ox = @cw / 2
- self.oy = @ch
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新传送的矩形数据
- #--------------------------------------------------------------------------
- def update_src_rect
- if @tile_id == 0
- index = @character.character_index
- pattern = @character.pattern < 3 ? @character.pattern : 1
- sx = (index % 4 * 3 + pattern) * @cw
- sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
- self.src_rect.set(sx, sy, @cw, @ch)
- end
- end
- #--------------------------------------------------------------------------
- # ● 开始显示表情图标
- #--------------------------------------------------------------------------
- def start_balloon
- dispose_balloon
- @balloon_duration = 8 * 8 + BALLOON_WAIT
- @balloon_sprite = ::Sprite.new(viewport)
- @balloon_sprite.bitmap = Cache.system("Balloon")
- @balloon_sprite.ox = 16
- @balloon_sprite.oy = 32
- update_balloon
- end
- #--------------------------------------------------------------------------
- # ● 刷新表情图标
- #--------------------------------------------------------------------------
- def update_balloon
- if @balloon_duration > 0
- @balloon_duration -= 1
- if @balloon_duration == 0
- dispose_balloon
- else
- @balloon_sprite.x = x
- @balloon_sprite.y = y - height
- @balloon_sprite.z = z + 200
- if @balloon_duration < BALLOON_WAIT
- sx = 7 * 32
- else
- sx = (7 - (@balloon_duration - BALLOON_WAIT) / 8) * 32
- end
- sy = (@balloon_id - 1) * 32
- @balloon_sprite.src_rect.set(sx, sy, 32, 32)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 释放表情图标
- #--------------------------------------------------------------------------
- def dispose_balloon
- if @balloon_sprite != nil
- @balloon_sprite.dispose
- @balloon_sprite = nil
- end
- end
- end
- #=end
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