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Lv1.梦旅人
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==============================================================================
# vx呼出对话框 by 沉影不器
#------------------------------------------------------------------------------
# 呼出对话框原作者: パラ犬(日)
#------------------------------------------------------------------------------
# 『素材准备』
# ① 按vx默认头像素材的格式,但要求每个头像文件所有8格均为同一人的表
# 情并且所有表情朝向一致(默认是正面偏右), 以角色(对话者)名称来命
# 名每个头像文件,用于对话框中自动生成对话者名称.
# ② vx窗体较xp更精致,头像不宜太大.
# 小头像不宜超过96*96; 半身像不宜超过140*140
# ③ 呼出对话框箭头图标的命名规则为:
# 制作上下两个对话框箭头图标, 分别命名为:
# 您设定的对话框皮肤名称后加"_arrow_down"(对应下箭头)
# 或"_arrow_up"(对应上箭头), 并存放在system文件夹内.
#
# 『脚本使用』
# ① 复制脚本插入到Main之前.
# ② 请务必看完脚本的设定部分,并根据游戏素材的情况设定好各参数
# 脚本第 47-98 行为默认设定部分
# 脚本第 107-113 行为游戏中可更改的设定部分.
# ③ 地图上跟角色进行对话的事件名称使用与头像素材一致的名称, 即对话
# 者的名称,以便脚本根据名称找到对应事件.
# ④ 可在游戏中更改参数的说明:
# ▼ 以第行的fuki_font_name举例
# 对话之前,在事件脚本中输入$game_temp.fuki_font_name = "宋体"
# 将把对话框使用的字体改为"宋体".
# ▼ 以第行的face_type举例
# 对话之前,在事件脚本中输入$game_temp.face_type = 1
# 将把头像的水平显示位置改为"头像在右".
# 其它可改参数同上.
#
# 『脚本自动完成部分的补充说明』
# ① 根据头像的文件名自动填写对话者名称,这将占用一行对话框的位置
# ② 脚本根据事件名称,在屏幕范围内自动查找对话者,如果对话者在范围内
# 不存在,则使用普通对话框,自动调节对话框大小,自动水平居中显示,垂
# 直方向仍由对话事件本身决定.
# ③ 默认头像素材为正面偏右,当您指定头像显示在右时,脚本将对头像素材
# 镜像处理,您的头像素材中须注意这点
#------------------------------------------------------------------------------
# 最后一句提示: 善用素材,配合默认设定的修改. 感谢您看完烦琐的说明.
#==============================================================================
#==============================================================================
# ■ 默认设定(部分设定允许在游戏中随时更改,见脚本第 107-113 行)
#==============================================================================
module FUKI
#--------------------------------------------------------------------------
# ◎ 坐标微调
#--------------------------------------------------------------------------
# 对话框
MSG_Y_ADJ = 8 # 使用呼出对话框时,角色和对话框的纵向间距
# 头像
FACE_X_ADJ = 8 # 头像向对话框内横向缩进(避免遮盖对话框外框)
FACE_Y_ADJ = -2 # 头像向对话框内纵向缩进(避免遮盖对话框外框)
# 名称背景条
NAME_BAR_X = 6 # 名称背景条相对于对话框的起始横坐标
# 呼出对话框箭头
ARR0W_UP_X_ADJ = 0 # 上箭头的横向调节
ARR0W_UP_Y_ADJ = 6 # 上箭头的纵向调节
ARR0W_DOWN_X_ADJ = 0 # 下箭头的横向调节
ARR0W_DOWN_Y_ADJ = -6 # 下箭头的纵向调节
#--------------------------------------------------------------------------
# ◎ 窗体设定
#--------------------------------------------------------------------------
SKIN = "window" # 设定对话框Skin
OPACITY = 255 # 窗口透明度
#--------------------------------------------------------------------------
# ◎ 文字设定
# 文字颜色说明: 使用Window_Base中text_color(n)的颜色代码
#--------------------------------------------------------------------------
# 字体
FONT_NAME = "黑体" # 对话框字体
FONT_SIZE = 14 # 对话框文字字号
FONT_SHADOW = true # 对话框文字阴影
# 文字颜色
MSG_COLOR = 0 # 对话框文字颜色
NAME_COLOR = 16 # 角色名称文字颜色
#--------------------------------------------------------------------------
# ◎ 头像设定
#--------------------------------------------------------------------------
# 头像始终在对话框内(默认使用半身像, 则为 false)
IN_CONTENT = false
# 头像垂直对齐方式(0: 顶端对齐; 1: 居中对齐; 2: 底端对齐)
V_ALIGN = 2
# 头像水平显示位置(0: 头像在左; 1: 头像在右)
H_ALIGN = 1
#--------------------------------------------------------------------------
# ◎ 自动显示名称设定
#--------------------------------------------------------------------------
NAME_Y_ADJ = 6 # 显示名称时,对话者名称与对话内容之间的距离
NAME_BAR_COLOR = 0 # 名称背景条颜色
NAME_BAR_OPACITY = 72 # 名称背景条透明度
#--------------------------------------------------------------------------
# ◎ 附带功能设定
#--------------------------------------------------------------------------
# 超过指定时间,玩家无输入则自动关闭对话框(单位: 帧)
AUTO_CLOSE_TIME = 60*60 # 默认为1分钟
# 默认打字速度修正
SPEED = 2
end
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_accessor :fuki_font_name # 呼出对话框字体
attr_accessor :fuki_font_size # 呼出对话框字号
attr_accessor :fuki_msg_color # 呼出对话框文字颜色
attr_accessor :fuki_name_color # 角色名称文字颜色
attr_accessor :face_type # 头像水平显示位置
attr_accessor :auto_close # 对话框自动关闭时间
attr_accessor :speed # 对话框打字速度修正
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
alias ini initialize
def initialize
ini
@fuki_font_name = FUKI::FONT_NAME
@fuki_font_size = FUKI::FONT_SIZE
@fuki_msg_color = FUKI::MSG_COLOR
@fuki_name_color = FUKI::NAME_COLOR
@face_type = FUKI::H_ALIGN
@auto_close = FUKI::AUTO_CLOSE_TIME
@speed = FUKI::SPEED
end
end
#==============================================================================
# ■ Game_Event
#==============================================================================
class Game_Event
#--------------------------------------------------------------------------
# ◎ 返回事件名称
#--------------------------------------------------------------------------
def name
return @event.name
end
end
#==============================================================================
# ■ Window_NumberInput
#==============================================================================
class Window_NumberInput < Window_Base
#--------------------------------------------------------------------------
# ◎ 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.name = $game_temp.fuki_font_name
self.contents.font.size = $game_temp.fuki_font_size
self.contents.font.shadow = FUKI::FONT_SHADOW
self.contents.font.color = normal_color
s = sprintf("%0*d", @digits_max, @number)
for i in 0...@digits_max
self.contents.draw_text\
(24 + i * 16, 0, 16, FUKI::FONT_SIZE + 2, s[i,1], 1)
end
end
#--------------------------------------------------------------------------
# ◎ 更新光标
#--------------------------------------------------------------------------
def update_cursor
self.cursor_rect.set(24 + @index * 16, 0, 16, FUKI::FONT_SIZE + 2)
end
end
#==============================================================================
# ■ Window_Message
#==============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# ◎ 定义实例变量
#--------------------------------------------------------------------------
attr_accessor :user_cancel # 暂时使用默认对话框
attr_accessor :face_type # 头像水平显示位置
#--------------------------------------------------------------------------
# ◎ 常量
#--------------------------------------------------------------------------
MAX_LINE = 5 # 最大行数
#--------------------------------------------------------------------------
# ◎ 初始化对象
#--------------------------------------------------------------------------
def initialize
super(0, 288, 544, 128)
self.z = 200
self.active = false
self.index = -1
self.openness = 0
@opening = false # 窗口正在打开的标志
@closing = false # 窗口正在关闭的标志
@text = nil # 已经没有可显示的文章
@contents_x = 0 # 下一条文字描绘的 X 坐标
@contents_y = 0 # 下一条文字描绘的 Y 坐标
@line_count = 0 # 现在描绘的行数
@wait_count = 0 # 等待计数
@background = 0 # 背景类型
@position = 2 # 显示位置
@show_fast = false # 快速显示标志
@line_show_fast = false # 以行为单位快速显示
@pause_skip = false # 省略等待输入标志
@update_pos = false # 对话框跟随开关关闭
@show_name = false # 名称显示开关关闭
@fuki_pause = false # 为了方便代替window类的pause
@user_cancel = false # 暂时使用默认对话框的标志
# 生成对象
create_gold_window
create_number_input_window
create_back_sprite
create_face_sprite # 生成头像
create_namebar_sprite # 生成名称背景条
create_arrow_sprite # 生成对话框箭头
# 透明度设定
set_opacity(self)
set_opacity(@arrow_sprite)
end
#--------------------------------------------------------------------------
# ◎ 释放
#--------------------------------------------------------------------------
def dispose
super
dispose_gold_window
dispose_number_input_window
dispose_back_sprite
dispose_face_sprite # 释放头像
dispose_arrow_sprite # 释放对话框箭头
end
#--------------------------------------------------------------------------
# ◎ 更新画面
#--------------------------------------------------------------------------
def update
super
update_gold_window
update_number_input_window
update_back_sprite
update_show_fast
if @update_pos
reset_msg_pos # 重设对话框坐标
reset_namebar_bitmap # 重绘名称背景条
end
# 除窗口关闭以外
unless @opening or @closing
# 文章内等待中
if @wait_count > 0
@wait_count -= 1
# 等待文章翻页待机中
elsif @fuki_pause
input_pause
# 正在输入选择项
elsif self.active
input_choice
# 正在输入数值
elsif @number_input_window.visible
input_number
# 还有剩余的文章
elsif @text != nil
update_message # 更新消息
# 继续的情况
elsif continue?
start_message # 开始消息
reset_msg_size # 重设对话框尺寸
reset_contents # 重设位图容器
reset_msg_pos # 重设对话框坐标
reset_namebar_bitmap # 重绘名称背景条
$game_message.visible = true
open # 打开窗口
@face_sprite.visible = true
# 不继续的情况
else
@face_sprite.visible = @closing # 关闭头像显示
@arrow_sprite.visible = @closing # 关闭头像显示
close # 关闭窗口
$game_message.visible = @closing
end
end
# 显示对话时,计算自动关闭时间
if $game_message.visible
if $game_temp.auto_close > 0
$game_temp.auto_close -= 1
else
terminate_message
end
end
end
#--------------------------------------------------------------------------
# ◎ 还原默认设定
#--------------------------------------------------------------------------
def default_setting
@user_cancel = false # 暂时使用默认对话框的标志
$game_temp.face_type = FUKI::H_ALIGN # 头像水平显示位置
$game_temp.speed = FUKI::SPEED # 对话打字速度修正
$game_temp.auto_close = FUKI::AUTO_CLOSE_TIME # 自动关闭时间
@namebar_sprite.bitmap.clear
end
#--------------------------------------------------------------------------
# ◎ 头像图像预留宽度
#--------------------------------------------------------------------------
def face_width
name = $game_message.face_name
return 0 if name == ""
return Cache.face(name).width/4# + FUKI::FACE_X_ADJ
end
#--------------------------------------------------------------------------
# ◎ 头像图像预留高度
#--------------------------------------------------------------------------
def face_height
name = $game_message.face_name
return 0 if name == ""
return Cache.face(name).height/2# + FUKI::FACE_Y_ADJ
end
#--------------------------------------------------------------------------
# ◎ 是否使用呼出对话框
#--------------------------------------------------------------------------
def use_fuki?
# 考虑细分条件
return false if @user_cancel # 暂时使用默认对话框的标志
return false if get_character_pos == nil # 找不到说话者坐标时
return true
end
#--------------------------------------------------------------------------
# ● 生成所持金窗口
#--------------------------------------------------------------------------
def create_gold_window
@gold_window = Window_Gold.new(384, 0)
@gold_window.openness = 0
end
#--------------------------------------------------------------------------
# ● 生成数值输入窗口
#--------------------------------------------------------------------------
def create_number_input_window
@number_input_window = Window_NumberInput.new
@number_input_window.visible = false
end
#--------------------------------------------------------------------------
# ● 生成背景活动块
#--------------------------------------------------------------------------
def create_back_sprite
@back_sprite = Sprite.new
@back_sprite.bitmap = Cache.system("MessageBack")
@back_sprite.visible = (@background == 1)
@back_sprite.z = 190
end
#--------------------------------------------------------------------------
# ◎ 生成头像
#--------------------------------------------------------------------------
def create_face_sprite
@face_sprite = Sprite.new
@face_sprite.bitmap = Bitmap.new(1,1)
@face_sprite.z = self.z + 2
@face_sprite.visible = false
@old_name = "" # 判断头像是否改变
@old_index = 0 # 判断头像是否改变
end
#--------------------------------------------------------------------------
# ◎ 生成对话框箭头
#--------------------------------------------------------------------------
def create_arrow_sprite
@arrow_sprite = Sprite.new
@arrow_sprite.bitmap = Bitmap.new(1, 1)
@arrow_sprite.z = self.z + 1
@arrow_sprite.visible = false
end
#--------------------------------------------------------------------------
# ◎ 生成名称背景条
#--------------------------------------------------------------------------
def create_namebar_sprite
@namebar_sprite = Sprite.new
@namebar_sprite.bitmap = Bitmap.new(Graphics.width, Graphics.height)
@namebar_sprite.z = self.z + 1
end
#--------------------------------------------------------------------------
# ◎ 释放名称背景条
#--------------------------------------------------------------------------
def dispose_namebar_sprite
@namebar_sprite.dispose
end
#--------------------------------------------------------------------------
# ◎ 释放对话框箭头
#--------------------------------------------------------------------------
def dispose_arrow_sprite
@arrow_sprite.dispose
end
#--------------------------------------------------------------------------
# ◎ 释放头像
#--------------------------------------------------------------------------
def dispose_face_sprite
@face_sprite.dispose
end
#--------------------------------------------------------------------------
# ● 释放所持金窗口
#--------------------------------------------------------------------------
def dispose_gold_window
@gold_window.dispose
end
#--------------------------------------------------------------------------
# ● 释放数值输入窗口
#--------------------------------------------------------------------------
def dispose_number_input_window
@number_input_window.dispose
end
#--------------------------------------------------------------------------
# ● 释放背景活动块
#--------------------------------------------------------------------------
def dispose_back_sprite
@back_sprite.dispose
end
#--------------------------------------------------------------------------
# ● 更新所持金窗口
#--------------------------------------------------------------------------
def update_gold_window
@gold_window.update
end
#--------------------------------------------------------------------------
# ● 更新数值输入窗口
#--------------------------------------------------------------------------
def update_number_input_window
@number_input_window.update
end
#--------------------------------------------------------------------------
# ● 更新背景活动块
#--------------------------------------------------------------------------
def update_back_sprite
@back_sprite.visible = (@background == 1)
@back_sprite.y = y - 16
@back_sprite.opacity = openness
@back_sprite.update
end
#--------------------------------------------------------------------------
# ● 更新快速显示标志
#--------------------------------------------------------------------------
def update_show_fast
if @fuki_pause or self.openness < 255
@show_fast = false
elsif Input.trigger?(Input::C) and @wait_count < 2
@show_fast = true
elsif not Input.press?(Input::C)
@show_fast = false
end
if @show_fast and @wait_count > 0
@wait_count -= 1
end
end
#--------------------------------------------------------------------------
# ● 判断下一消息继续显示
#--------------------------------------------------------------------------
def continue?
return true if $game_message.num_input_variable_id > 0
return false if $game_message.texts.empty?
if self.openness > 0 and not $game_temp.in_battle
return false if @background != $game_message.background
return false if @position != $game_message.position
end
return true
end
#--------------------------------------------------------------------------
# ◎ 开始显示消息
#--------------------------------------------------------------------------
def start_message
@show_name = false # 重新初始化名称标志
unless $game_message.face_name.empty?
# 新增名称并设定文字颜色
text = "\\C[#{$game_temp.fuki_name_color}]" +
$game_message.face_name.to_s + ":" +
"\\C[#{$game_temp.fuki_msg_color}]"
$game_message.texts.unshift(text)
@show_name = true # 设定名称标志
end
@text = ""
for i in 0...$game_message.texts.size
@text += " " if i >= $game_message.choice_start
@text += $game_message.texts[i].clone + "\x00"
end
@item_max = $game_message.choice_max
convert_special_characters
new_page
@update_pos = true # 对话框跟随开关关闭
end
#--------------------------------------------------------------------------
# ◎ 更换页面处理
#--------------------------------------------------------------------------
def new_page
contents.clear
if $game_message.face_name.empty? # 清除上一次的头像
@contents_x = 0
@face_sprite.bitmap.dispose unless @face_sprite.bitmap.disposed?
else # 初始化头像重绘环境
name = $game_message.face_name
index = $game_message.face_index
if @old_name != name or @old_index != index
@old_name = name
@old_index = index
end
draw_fuki_face(name, index) # 重绘头像
@contents_x = face_width # 根据头像修正横坐标
end
@contents_y = 0
@line_count = 0
@show_fast = false
@line_show_fast = false
@pause_skip = false
contents.font.color = text_color(0) # 还原默认文字颜色
end
#--------------------------------------------------------------------------
# ● 换行处理
#--------------------------------------------------------------------------
def new_line
if $game_message.face_name.empty?
@contents_x = 0
else
name = $game_message.face_name
@contents_x = face_width
end
@contents_y += FUKI::FONT_SIZE + 2
@line_count += 1
@line_show_fast = false
end
#--------------------------------------------------------------------------
# ● 特殊文字变换
#--------------------------------------------------------------------------
def convert_special_characters
@text.gsub!(/\\V\[([0-9]+)\]/i) { $game_variables[$1.to_i] }
@text.gsub!(/\\V\[([0-9]+)\]/i) { $game_variables[$1.to_i] }
@text.gsub!(/\\N\[([0-9]+)\]/i) { $game_actors[$1.to_i].name }
@text.gsub!(/\\C\[([0-9]+)\]/i) { "\x01[#{$1}]" }
@text.gsub!(/\\G/) { "\x02" }
@text.gsub!(/\\\./) { "\x03" }
@text.gsub!(/\\\|/) { "\x04" }
@text.gsub!(/\\!/) { "\x05" }
@text.gsub!(/\\>/) { "\x06" }
@text.gsub!(/\\</) { "\x07" }
@text.gsub!(/\\\^/) { "\x08" }
@text.gsub!(/\\\\/) { "\\" }
end
#--------------------------------------------------------------------------
# ◎ 重绘名称背景条
#--------------------------------------------------------------------------
def reset_namebar_bitmap
@namebar_sprite.bitmap.clear # 重绘之前清理名称背景条
return if $game_message.face_name.empty? # 无名称时不描绘
rect = Rect.new(0, 0, 0, 0)
rect.x = self.x + FUKI::NAME_BAR_X
rect.y = self.y + 16
rect.width = self.width - FUKI::NAME_BAR_X * 2
rect.height = FUKI::FONT_SIZE + 2
color1 = text_color(FUKI::NAME_BAR_COLOR)
color2 = text_color(FUKI::NAME_BAR_COLOR)
color1.alpha = FUKI::NAME_BAR_OPACITY
color2.alpha = 0
# 渐变条
@namebar_sprite.bitmap.gradient_fill_rect(rect, color1, color2)
end
#--------------------------------------------------------------------------
# ◎ 设置窗口背景与位置
#--------------------------------------------------------------------------
def reset_window
self.pause = true
@background = $game_message.background
@position = $game_message.position
if @background == 0 # 普通窗口
set_opacity(self) # 透明度设定
else # 背景变暗、透明
self.opacity = 0
end
# 窗口水平居中
self.x = (544 - self.width) / 2
case @position
when 0 # 上
if FUKI::IN_CONTENT
self.y = 8
else
if FUKI::V_ALIGN == 2
self.y = [face_height, self.height].max - self.height + 8
else
self.y = 8
end
end
@gold_window.y = 360
when 1 # 中
self.y = (Graphics.height - self.height) / 2
@gold_window.y = 0
when 2 # 下
if FUKI::V_ALIGN == 0 and face_height > 0
self.y = \
Graphics.height - [face_height, self.height].max - self.height*2 - 8
else
self.y = Graphics.height - self.height - 8
end
@gold_window.y = 0
end
end
#--------------------------------------------------------------------------
# ◎ 预提取文本
#--------------------------------------------------------------------------
def get_message
text = []
for i in 0...$game_message.texts.size
text[i] = ""
text[i] += " " if i >= $game_message.choice_start
text[i] += $game_message.texts[i].clone
text[i].gsub!(/\\V\[([0-9]+)\]/i) { $game_variables[$1.to_i] }
text[i].gsub!(/\\V\[([0-9]+)\]/i) { $game_variables[$1.to_i] }
text[i].gsub!(/\\N\[([0-9]+)\]/i) { $game_actors[$1.to_i].name }
text[i].gsub!(/\\C\[([0-9]+)\]/i) { "" }
text[i].gsub!(/\\G/) { "" }
text[i].gsub!(/\\\./) { "" }
text[i].gsub!(/\\\|/) { "" }
text[i].gsub!(/\\!/) { "" }
text[i].gsub!(/\\>/) { "" }
text[i].gsub!(/\\</) { "" }
text[i].gsub!(/\\\^/) { "" }
text[i].gsub!(/\\\\/) { "\\" }
end
return text
end
#--------------------------------------------------------------------------
# ◎ 获取窗口尺寸
#--------------------------------------------------------------------------
def get_window_size
contents.font.name = $game_temp.fuki_font_name
contents.font.size = $game_temp.fuki_font_size
w = h = 0 # 初始化长宽
text_con = get_message
for text in text_con
x = @contents_x
loop do
c = text.slice!(/./m) # 获取下一个文字
case c
when nil # 没有可以显示的文字
break
else # 普通文字
c_width = contents.text_size(c).width
x += c_width
end
end
w = [x, w].max
if $game_message.face_name.empty?
h = $game_message.texts.size * (FUKI::FONT_SIZE + 2) + 32
else
if FUKI::IN_CONTENT
h_min = face_height + FUKI::FACE_Y_ADJ
h = [h_min, text_con.size*(FUKI::FONT_SIZE + 2) + 32].max
else
h = [48, text_con.size*(FUKI::FONT_SIZE + 2) + 32].max
end
end
end
# 调整名称显示的高度差
h += FUKI::NAME_Y_ADJ if @show_name
# 输入数值的情况
if $game_message.num_input_variable_id > 0
w = [w, 24 + $game_message.num_input_digits_max * 16 + face_width].max
# 预留数值窗口高度
h += FUKI::FONT_SIZE + 2
# 避开空对话内容的情况
h = [h, @number_input_window.height].max
end
return w-16, h
end
#--------------------------------------------------------------------------
# ◎ 重设位图容器
#--------------------------------------------------------------------------
def reset_contents
self.contents.dispose
self.contents = Bitmap.new(self.width - 32, self.height - 32)
end
#--------------------------------------------------------------------------
# ◎ 重设对话框尺寸
#--------------------------------------------------------------------------
def reset_msg_size
size = get_window_size
self.width = size[0] + 48
self.height = size[1]
end
#--------------------------------------------------------------------------
# ◎ 重设对话框坐标
#--------------------------------------------------------------------------
def reset_msg_pos
self.pause = false if use_fuki? # 关闭暂停标志
# 调整对话框坐标
pos = get_character_pos
case pos
when nil # 当前屏幕无对话角色时
@arrow_sprite.visible = false
reset_window
set_face(0)
else
# X 坐标
if pos[0] < 0
self.x = 0
elsif pos[0] > Graphics.width - self.width
self.x = Graphics.width - self.width
else
self.x = pos[0]
end
# Y 坐标 ◎
compare = FUKI::IN_CONTENT ? self.height : face_height
if pos[1] < compare
self.y = pos[1] + self.height + FUKI::MSG_Y_ADJ
# 调整对话框箭头
set_arrow(0, pos)
else
self.y = pos[1] - pos[2] - FUKI::MSG_Y_ADJ
# 调整对话框箭头
set_arrow(1, pos)
end
end
# 调整头像
set_face(1)
# 调整数据输入窗体坐标
set_input_window(x, y, $game_temp.face_type)
end
#--------------------------------------------------------------------------
# ◎ 调整数值输入
# align : 对齐方式 (1:左 ;0:右)
# 和头像相反方向
#--------------------------------------------------------------------------
def set_input_window(x, y, align)
return unless @number_input_window.active
case align
when 1
@number_input_window.x = x
@number_input_window.y = y + @contents_y
when 0
@number_input_window.x = x + face_width
@number_input_window.y = y + @contents_y
end
@number_input_window.visible = true
end
#--------------------------------------------------------------------------
# ◎ 调整对话框箭头#######
# type : 上下标志 (0: 箭头在上; 1: 箭头在下)
# pos : 坐标数组 (get_character_pos)
#--------------------------------------------------------------------------
def set_arrow(type, pos)
return if pos == nil
if type == 0
arrow_name = FUKI::SKIN + "_arrow_up.png"
@arrow_sprite.bitmap = Cache.system(arrow_name)
@arrow_sprite.x = pos[0] + (self.width / 2) + FUKI::ARR0W_UP_X_ADJ
@arrow_sprite.y = self.y - @arrow_sprite.height + FUKI::ARR0W_UP_Y_ADJ
else
arrow_name = FUKI::SKIN + "_arrow_down.png"
@arrow_sprite.bitmap = Cache.system(arrow_name)
@arrow_sprite.x = pos[0] + (self.width / 2) + FUKI::ARR0W_DOWN_X_ADJ
@arrow_sprite.y = self.y + self.height + FUKI::ARR0W_DOWN_Y_ADJ
end
@arrow_sprite.visible = true
end
#--------------------------------------------------------------------------
# ◎ 调整头像
# type : 头像位置标志 (0:普通对话框 ;1:呼出对话框)
#--------------------------------------------------------------------------
def set_face(type)
case type
when 0 # 普通对话框
if $game_temp.face_type == 0
@face_sprite.x = 16
@face_sprite.mirror = false
else
@face_sprite.x = self.width - face_width
@face_sprite.mirror = true
end
@face_sprite.y = self.y + 16
when 1 # 呼出对话框
# 调整横坐标
case $game_temp.face_type
when 0
@face_sprite.x = self.x + FUKI::FACE_X_ADJ
@face_sprite.mirror = false
when 1
@face_sprite.x = self.x + self.width - face_width - FUKI::FACE_X_ADJ
@face_sprite.mirror = true
end
# 调整纵坐标
case FUKI::V_ALIGN
when 0
@face_sprite.y = self.y
when 1
@face_sprite.y = self.y + (self.height - face_height)/2
when 2
@face_sprite.y = self.y + self.height - face_height
end
@face_sprite.y += FUKI::FACE_Y_ADJ
# 头像在对话框内的情况
@face_sprite.y = self.y + FUKI::FACE_Y_ADJ if FUKI::IN_CONTENT
end
# 打开头像显示
@face_sprite.visible = true
end
#--------------------------------------------------------------------------
# ◎ 设定透明名
# target : 对象
#--------------------------------------------------------------------------
def set_opacity(target)
target.opacity = FUKI::OPACITY
end
#--------------------------------------------------------------------------
# ◎ 事件是否在屏幕范围内
# event : 事件
#--------------------------------------------------------------------------
def within_screen_range?(event)
# 考虑到某些长得比较高的事件
height = Cache.character(event.character_name).height
y_plus = event.character_name.include?('!$') ? height/4 : height/8
range_x = (0..Graphics.width).include?(event.screen_x)
range_y = (0..Graphics.height + y_plus).include?(event.screen_y)
return range_x && range_y
end
#--------------------------------------------------------------------------
# ◎ 获取角色坐标
#--------------------------------------------------------------------------
def get_character_pos
# 使用呼出对话框时
unless $game_message.face_name.empty? # 待改为@texts判断
# 事件时
for event in $game_map.events.values
next unless within_screen_range?(event)
if event.name == $game_message.face_name
x = event.screen_x - (self.width / 2)
y = event.screen_y - self.height
height = Cache.character(event.character_name).height
y_plus = event.character_name.include?('!$') ? height/4 : height/8
return x, y, y_plus
end
end
# 玩家时
for member in $game_party.members
if member.name == $game_message.face_name
x = $game_player.screen_x - (self.width / 2)
y = $game_player.screen_y - self.height
height = Cache.character(member.character_name).height
y_plus = member.character_name.include?('!$') ? height/4 : height/8
return x, y, y_plus
end
end
end
# 无坐标时
return nil
end
#--------------------------------------------------------------------------
# ◎ 描绘脸谱
# face_name : 脸谱图像文件名
# face_index : 脸谱图像索引
#--------------------------------------------------------------------------
def draw_fuki_face(face_name, face_index)
bitmap = Cache.face(face_name)
width = bitmap.width / 4
height = bitmap.height / 2
rect = Rect.new(0, 0, 0, 0)
rect.x = face_index % 4 * width
rect.y = face_index / 4 * height
rect.width = width
rect.height = height
@face_sprite.bitmap = Bitmap.new(width, height)
@face_sprite.bitmap.blt(0, 0, bitmap, rect)
bitmap.dispose
end
#--------------------------------------------------------------------------
# ● 消息结束
#--------------------------------------------------------------------------
def terminate_message
self.active = false
@fuki_pause = false
self.index = -1
@gold_window.close
@number_input_window.active = false
@number_input_window.visible = false
$game_message.main_proc.call if $game_message.main_proc != nil
$game_message.clear
@face_sprite.visible = false
@update_pos = false # 对话框跟随开关关闭
default_setting # 还原默认设定
end
#--------------------------------------------------------------------------
# ◎ 更新消息
#--------------------------------------------------------------------------
def update_message
# 字体设定
contents.font.name = $game_temp.fuki_font_name
contents.font.size = $game_temp.fuki_font_size
contents.font.shadow = FUKI::FONT_SHADOW
loop do
c = @text.slice!(/./m) # 获取下一条文字
case c
when nil # 没有可以显示的文字
finish_message # 更新结束
break
when "\x00" # 换行
# 调整名称显示的高度
if @show_name
@show_name = false
@contents_y += FUKI::NAME_Y_ADJ
end
new_line
if @line_count >= MAX_LINE # 行数为最大时
unless @text.empty? # 如果还有增加则继续
@fuki_pause = true # 等待输入
break
end
end
when "\x01" # \C[n] (更改文字色)
@text.sub!(/\[([0-9]+)\]/, "")
contents.font.color = text_color($1.to_i)
next
when "\x02" # \G (显示所持金)
@gold_window.refresh
@gold_window.open
when "\x03" # \. (等待 1/4 秒)
@wait_count = 15
break
when "\x04" # \| (等待 1 秒)
@wait_count = 60
break
when "\x05" # \! (等待输入)
@fuki_pause = true
break
when "\x06" # \> (瞬间显示 ON)
@line_show_fast = true
when "\x07" # \< (瞬间显示 OFF)
@line_show_fast = false
when "\x08" # \^ (不等待输入)
@pause_skip = true
else # 普通文字
@wait_count = $game_temp.speed # 对话框打字速度修正
# 判断头像对文字的影响
case $game_temp.face_type
when 0
contents.draw_text\
(@contents_x, @contents_y, 40, FUKI::FONT_SIZE + 2, c)
when 1
contents.draw_text\
(@contents_x - face_width, @contents_y, 40, FUKI::FONT_SIZE + 2, c)
end
c_width = contents.text_size(c).width
@contents_x += c_width
end
break unless @show_fast or @line_show_fast
end
end
#--------------------------------------------------------------------------
# ● 消息更新结束
#--------------------------------------------------------------------------
def finish_message
if $game_message.choice_max > 0
start_choice
elsif $game_message.num_input_variable_id > 0
start_number_input
elsif @pause_skip
terminate_message
else
@fuki_pause = true
end
@wait_count = 10
@text = nil
end
#--------------------------------------------------------------------------
# ● 开始选择项
#--------------------------------------------------------------------------
def start_choice
self.active = true
self.index = 0
end
#--------------------------------------------------------------------------
# ◎ 开始输入数值
#--------------------------------------------------------------------------
def start_number_input
digits_max = $game_message.num_input_digits_max
number = $game_variables[$game_message.num_input_variable_id]
@number_input_window.digits_max = digits_max
@number_input_window.number = number
@number_input_window.y = y + @contents_y
@number_input_window.active = true
@number_input_window.update
end
#--------------------------------------------------------------------------
# ◎ 更新光标
#--------------------------------------------------------------------------
def update_cursor
if @index >= 0
# 获取光标的横坐标
if $game_message.face_name.empty? or FUKI::H_ALIGN == 1
x = 0
else
x = face_width
end
# 获取光标的纵坐标
y = ($game_message.choice_start + @index) * (FUKI::FONT_SIZE + 2)
# 修正名称行
unless $game_message.face_name.empty?
y += FUKI::NAME_Y_ADJ + FUKI::FONT_SIZE + 2
end
width = contents.width - face_width
self.cursor_rect.set(x, y, width, FUKI::FONT_SIZE + 2)
else
self.cursor_rect.empty
end
end
#--------------------------------------------------------------------------
# ● 文章显示输入处理
#--------------------------------------------------------------------------
def input_pause
if Input.trigger?(Input::B) or Input.trigger?(Input::C)
@fuki_pause = false
if @text != nil and not @text.empty?
new_page if @line_count >= MAX_LINE
else
terminate_message
end
end
end
#--------------------------------------------------------------------------
# ● 选择项输入处理
#--------------------------------------------------------------------------
def input_choice
if Input.trigger?(Input::B)
if $game_message.choice_cancel_type > 0
Sound.play_cancel
$game_message.choice_proc.call($game_message.choice_cancel_type - 1)
terminate_message
end
elsif Input.trigger?(Input::C)
Sound.play_decision
$game_message.choice_proc.call(self.index)
terminate_message
end
end
#--------------------------------------------------------------------------
# ● 数值输入处理
#--------------------------------------------------------------------------
def input_number
if Input.trigger?(Input::C)
Sound.play_decision
$game_variables[$game_message.num_input_variable_id] =
@number_input_window.number
$game_map.need_refresh = true
terminate_message
end
end
end |
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