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本帖最后由 denis466 于 2011-8-15 17:18 编辑
现在两脚本相互冲突,请把下面两个脚本合在一起使它能够使用。
脚本一:(一个事件上播放多个动画)- #--------------------------------------------------
- # 此脚本来自[url]www.66RPG.com[/url],使用请保留此信息
- #--------------------------------------------------
- module RPG
- class Sprite < ::Sprite
- def initialize(viewport = nil)
- super(viewport)
- @_whiten_duration = 0
- @_appear_duration = 0
- @_escape_duration = 0
- @_collapse_duration = 0
- @_damage_duration = 0
- @_animation_duration = 0
- @_blink = false
- @_animation = []
- end
- def animation(animation, hit)
- return if animation == nil
- num = @_animation.size
- @_animation.push([animation, hit, animation.frame_max, []])
- bitmap = RPG::Cache.animation(animation.animation_name,
- animation.animation_hue)
- if @@_reference_count.include?(bitmap)
- @@_reference_count[bitmap] += 1
- else
- @@_reference_count[bitmap] = 1
- end
- if @_animation[num][0] != 3 or not @@_animations.include?(animation)
- for i in 0..15
- sprite = ::Sprite.new
- sprite.bitmap = bitmap
- sprite.visible = false
- @_animation[num][3].push(sprite)
- end
- unless @@_animations.include?(animation)
- @@_animations.push(animation)
- end
- end
- update_animation(@_animation[num])
- end
- def loop_animation(animation)
- return if animation == @_loop_animation
- dispose_loop_animation
- @_loop_animation = animation
- return if @_loop_animation == nil
- @_loop_animation_index = 0
- animation_name = @_loop_animation.animation_name
- animation_hue = @_loop_animation.animation_hue
- bitmap = RPG::Cache.animation(animation_name, animation_hue)
- if @@_reference_count.include?(bitmap)
- @@_reference_count[bitmap] += 1
- else
- @@_reference_count[bitmap] = 1
- end
- @_loop_animation_sprites = []
- for i in 0..15
- sprite = ::Sprite.new
- sprite.bitmap = bitmap
- sprite.visible = false
- @_loop_animation_sprites.push(sprite)
- end
- # update_loop_animation
- end
- def dispose_animation
- for anime in @_animation.reverse
- sprite = anime[3][0]
- if sprite != nil
- @@_reference_count[sprite.bitmap] -= 1
- if @@_reference_count[sprite.bitmap] == 0
- sprite.bitmap.dispose
- end
- end
- for sprite in anime[3]
- sprite.dispose
- end
- @_animation.delete(anime)
- end
- end
-
- def update
- super
- if @_whiten_duration > 0
- @_whiten_duration -= 1
- self.color.alpha = 128 - (16 - @_whiten_duration) * 10
- end
- if @_appear_duration > 0
- @_appear_duration -= 1
- self.opacity = (16 - @_appear_duration) * 16
- end
- if @_escape_duration > 0
- @_escape_duration -= 1
- self.opacity = 256 - (32 - @_escape_duration) * 10
- end
- if @_collapse_duration > 0
- @_collapse_duration -= 1
- self.opacity = 256 - (48 - @_collapse_duration) * 6
- end
- if @_damage_duration > 0
- @_damage_duration -= 1
- case @_damage_duration
- when 38..39
- @_damage_sprite.y -= 4
- when 36..37
- @_damage_sprite.y -= 2
- when 34..35
- @_damage_sprite.y += 2
- when 28..33
- @_damage_sprite.y += 4
- end
- @_damage_sprite.opacity = 256 - (12 - @_damage_duration) * 32
- if @_damage_duration == 0
- dispose_damage
- end
- end
- for anime in @_animation
- if (Graphics.frame_count % 2 == 0)
- anime[2] -= 1
- update_animation(anime)
- end
- end
- if @_loop_animation != nil and (Graphics.frame_count % 2 == 0)
- update_loop_animation
- @_loop_animation_index += 1
- @_loop_animation_index %= @_loop_animation.frame_max
- end
- if @_blink
- @_blink_count = (@_blink_count + 1) % 32
- if @_blink_count < 16
- alpha = (16 - @_blink_count) * 6
- else
- alpha = (@_blink_count - 16) * 6
- end
- self.color.set(255, 255, 255, alpha)
- end
- @@_animations.clear
- end
-
- def update_animation(anime)
- if anime[2] > 0
- frame_index = anime[0].frame_max - anime[2]
- cell_data = anime[0].frames[frame_index].cell_data
- position = anime[0].position
- animation_set_sprites(anime[3], cell_data, position)
- for timing in anime[0].timings
- if timing.frame == frame_index
- animation_process_timing(timing, anime[1])
- end
- end
- else
- @@_reference_count[anime[3][0].bitmap] -= 1
- if @@_reference_count[anime[3][0].bitmap] == 0
- anime[3][0].bitmap.dispose
- end
- for sprite in anime[3]
- sprite.dispose
- end
- @_animation.delete(anime)
- end
- end
- def animation_set_sprites(sprites, cell_data, position)
- for i in 0..15
- sprite = sprites[i]
- 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
- if $game_temp.in_battle and self.battler.is_a?(Game_Enemy)
- sprite.y = self.viewport.rect.height - 320
- else
- sprite.y = self.viewport.rect.height - 160
- end
- else
- sprite.x = 320
- sprite.y = 240
- end
- else
- sprite.x = self.x + self.viewport.rect.x -
- self.ox + self.src_rect.width / 2
- if $game_temp.in_battle and self.battler.is_a?(Game_Enemy)
- sprite.y = self.y - self.oy * self.zoom_y / 2 +
- self.viewport.rect.y
- if position == 0
- sprite.y -= self.src_rect.height * self.zoom_y / 4
- elsif position == 2
- sprite.y += self.src_rect.height * self.zoom_y / 4
- end
- else
- sprite.y = self.y + self.viewport.rect.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
- 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
- if position != 3
- sprite.zoom_x *= self.zoom_x
- sprite.zoom_y *= self.zoom_y
- end
- 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
- end
- end
复制代码 脚本二:(动画能被图层遮盖)- module RPG
- class Sprite < ::Sprite
- def animation_set_sprites(sprites, cell_data, position)
- for i in 0..15
- sprite = sprites[i]
- 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 = sprite.y + 60
- 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
- end
- end
复制代码 贴代码的时候一定记得要用 【code】括起来 ——亿万星辰 |
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