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用一个【正常】状态来添加循环待机动画。当使用了状态循环动画,攻击的时候,状态动画并不会消失(也就是屏
幕上同时播放循环动画和攻击动画,貌似角色分身的样子)。
用了这个循环动画自动隐去脚本.攻击方和挨打方状态循环动画都给同时隐去.请问如何改成挨打方循环动画不隐去
?攻击方隐去谢谢.
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
module RPG
class Sprite < ::Sprite
def animation_set_sprites(sprites, cell_data, position, invisible = false)
if invisible
for i in 0..15
sprites.visible = false
end
return
end
for i in 0..15
sprite = sprites
pattern = cell_data[i, 0]
if sprite == nil or pattern == nil or pattern == -1
sprite.visible = false if sprite != nil
next
end
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
if position == 3
if self.viewport != nil
sprite.x = self.viewport.rect.width / 2
sprite.y = self.viewport.rect.height - 160
else
sprite.x = 320
sprite.y = 240
end
else
sprite.x = self.x - self.ox + self.src_rect.width / 2
sprite.y = self.y - self.oy + self.src_rect.height / 2
sprite.y -= self.src_rect.height / 4 if position == 0
sprite.y += self.src_rect.height / 4 if position == 2
end
sprite.x += cell_data[i, 1]
sprite.y += cell_data[i, 2]
sprite.z = 2000
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] / 100.0
sprite.zoom_y = cell_data[i, 3] / 100.0
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
end
def update_loop_animation
if @_animation_duration > 0
frame_index = @_loop_animation_index
cell_data = @_loop_animation.frames[frame_index].cell_data
position = @_loop_animation.position
animation_set_sprites(@_loop_animation_sprites, cell_data, position,true)
else
frame_index = @_loop_animation_index
cell_data = @_loop_animation.frames[frame_index].cell_data
position = @_loop_animation.position
animation_set_sprites(@_loop_animation_sprites, cell_data, position)
for timing in @_loop_animation.timings
if timing.frame == frame_index
animation_process_timing(timing, true)
end
end
end
end
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息 |
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