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本帖最后由 金芒芒 于 2016-1-25 17:29 编辑
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300272[/attach]
#============================================================================== # ■ 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(index = 0) super(0, 64, 1200, 480) self.contents = Bitmap.new(width - 32, height - 32) refresh self.index = index end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear # @item_max = 4 #$game_party.actors.size # @item_may = 4 # @column_max = 4 # for i in 0...4 #$game_party.actors.size # x = i * 116 # y = 0 @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = ( i + 1 ) * 92 +25 y = 44 @column_max = 4 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) self.contents.blt(x - ch , y - cw/ 2, bitmap, src_rect) #draw_actor_graphic(actor, x - 40, y + 80) # draw_actor_name(actor, x, y) # draw_actor_class(actor, x + 144, y) # draw_actor_level(actor, x, y + 32) # draw_actor_state(actor, x + 90, y + 32) # draw_actor_exp(actor, x, y + 64) # draw_actor_hp(actor, x + 236, y + 32) # draw_actor_sp(actor, x + 236, y + 64) draw_item(i) end end #-------------------------------------------------------------------------- # ● 更新光标举行 #-------------------------------------------------------------------------- def draw_item(index, color = normal_color) self.contents.font.color = color x = 104 + index * 80 + 40 # self.contents.draw_text(x-11, 0, 44, 32, @menustatus[index]) end #-------------------------------------------------------------------------- # ● 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 * 32 - 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(index = 0)
super(0, 64, 1200, 480)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.index = index
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# @item_max = 4 #$game_party.actors.size
# @item_may = 4
# @column_max = 4
# for i in 0...4 #$game_party.actors.size
# x = i * 116
# y = 0
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = ( i + 1 ) * 92 +25
y = 44
@column_max = 4
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)
self.contents.blt(x - ch , y - cw/ 2, bitmap, src_rect)
#draw_actor_graphic(actor, x - 40, y + 80)
# draw_actor_name(actor, x, y)
# draw_actor_class(actor, x + 144, y)
# draw_actor_level(actor, x, y + 32)
# draw_actor_state(actor, x + 90, y + 32)
# draw_actor_exp(actor, x, y + 64)
# draw_actor_hp(actor, x + 236, y + 32)
# draw_actor_sp(actor, x + 236, y + 64)
draw_item(i)
end
end
#--------------------------------------------------------------------------
# ● 更新光标举行
#--------------------------------------------------------------------------
def draw_item(index, color = normal_color)
self.contents.font.color = color
x = 104 + index * 80 + 40
# self.contents.draw_text(x-11, 0, 44, 32, @menustatus[index])
end
#--------------------------------------------------------------------------
# ● 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 * 32 - self.oy
# 更新国标矩形
self.cursor_rect.set(x, y, cursor_width, 128)#(x, y, cursor_width, 32)
end
end
选择第2角色光标使用后就跳到第一个角色去了 |
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