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本帖最后由 fux2 于 2014-2-20 16:46 编辑
帮看一下这里怎么会这样的,是不是还缺少一个脚本呀{:2_271:}- # ● 初始画对像
- # x : 窗口的 X 坐标
- # y : 窗口的 Y 坐标
- # width : 窗口的宽
- # height : 窗口的高
- # css : 窗口样式
- #--------------------------------------------------------------------------
- def initialize(x, y, width, height, css = "")
- super(x, y, width, height,css)
- @item_max = 1
- @column_max = 1
- [url=home.php?mod=space&uid=370741]@Index[/url] = -1
- end
- #--------------------------------------------------------------------------
- # ● 设置光标的位置
- # index : 新的光标位置
- #--------------------------------------------------------------------------
- def index=(index)
- @index = index
- # 刷新帮助文本 (update_help 定义了继承目标)
- if self.active and @help_window != nil
- update_help
- end
- # 刷新光标矩形
- update_cursor_rect
- end
- #--------------------------------------------------------------------------
- # ● 获取行数
- #--------------------------------------------------------------------------
- def row_max
- # 由项目数和列数计算出行数
- return (@item_max + @column_max - 1) / @column_max
- end
- #--------------------------------------------------------------------------
- # ● 获取开头行
- #--------------------------------------------------------------------------
- def top_row
- # 将窗口内容的传送源 Y 坐标、1 行的高 32 等分
- return self.oy / 80
- end
- #--------------------------------------------------------------------------
- # ● 设置开头行
- # row : 显示开头的行
- #--------------------------------------------------------------------------
- def top_row=(row)
- # row 未满 0 的场合更正为 0
- if row < 0
- row = 0
- end
- # row 超过 row_max - 1 的情况下更正为 row_max - 1
- if row > row_max - 1
- row = row_max - 1
- end
- # row 1 行高的 32 倍、窗口内容的传送源 Y 坐标
- self.oy = row * 80
- end
- #--------------------------------------------------------------------------
- # ● 获取 1 页可以显示的行数
- #--------------------------------------------------------------------------
- def page_row_max
- # 窗口的高度,设置画面的高度减去 32 ,除以 1 行的高度 32
- return (self.height - 32) / 80
- end
- #--------------------------------------------------------------------------
- # ● 获取 1 页可以显示的项目数
- #--------------------------------------------------------------------------
- def page_item_max
- # 将行数 page_row_max 乘上列数 @column_max
- return page_row_max * @column_max
- end
- #--------------------------------------------------------------------------
- # ● 帮助窗口的设置
- # help_window : 新的帮助窗口
- #--------------------------------------------------------------------------
- def help_window=(help_window)
- @help_window = help_window
- # 刷新帮助文本 (update_help 定义了继承目标)
- if self.active and @help_window != nil
- update_help
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新光标举行
- #--------------------------------------------------------------------------
- def update_cursor_rect
- # 光标位置不满 0 的情况下
- if @index < 0
- 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 = 80
- # 计算光标坐标
- x = 1 + @index % @column_max * (cursor_width)
- y = 1 + @index / @column_max * 80
- # 更新国标矩形
- self.cursor_rect.set(x, y, cursor_width, 80)
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- super
- # 可以移动光标的情况下
- if self.active and @index >= 0
- # 方向键下被按下的情况下
- if Input.repeat?(Input::DOWN)
- # 列数不是 1 并且方向键的下的按下状态不是重复的情况、
- # 或光标位置在(项目数-列数)之前的情况下
- if (@column_max == 1 and Input.trigger?(Input::DOWN)) or
- @index < @item_max - @column_max
- # 光标向下移动
- $game_system.se_play($data_system.cursor_se)
- @index = (@index + @column_max) % @item_max
- end
- end
- # 方向键上被按下的情况下
- if Input.repeat?(Input::UP)
- # 列数不是 1 并且方向键的下的按下状态不是重复的情况、
- # 或光标位置在列之后的情况下
- if (@column_max == 1 and Input.trigger?(Input::UP)) or
- @index >= @column_max
- # 光标向上移动
- $game_system.se_play($data_system.cursor_se)
- @index = (@index - @column_max + @item_max) % @item_max
- end
- end
- # 方向键右被按下的情况下
- if Input.repeat?(Input::RIGHT)
- # 列数为 2 以上并且、光标位置在(项目数 - 1)之前的情况下
- if @column_max >= 2 and @index < @item_max - 1
- # 光标向右移动
- $game_system.se_play($data_system.cursor_se)
- @index += 1
- end
- end
- # 方向键左被按下的情况下
- if Input.repeat?(Input::LEFT)
- # 列数为 2 以上并且、光标位置在 0 之后的情况下
- if @column_max >= 2 and @index > 0
- # 光标向左移动
- $game_system.se_play($data_system.cursor_se)
- @index -= 1
- end
- end
- # R 键被按下的情况下
- if Input.repeat?(Input::R)
- # 显示的最后行在数据中最后行上方的情况下
- if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
- # 光标向后移动一页
- $game_system.se_play($data_system.cursor_se)
- @index = [@index + self.page_item_max, @item_max - 1].min
- self.top_row += self.page_row_max
- end
- end
- # L 键被按下的情况下
- if Input.repeat?(Input::L)
- # 显示的开头行在位置 0 之后的情况下
- if self.top_row > 0
- # 光标向前移动一页
- $game_system.se_play($data_system.cursor_se)
- @index = [@index - self.page_item_max, 0].max
- self.top_row -= self.page_row_max
- end
- end
- end
- if self.active and @help_window != nil
- update_help
- end
- # 刷新光标矩形
- update_cursor_rect
- if self.active and @item_max > 0
- index_var = @index
- tp_index = @index
- mouse_x, mouse_y = Mouse.get_mouse_pos
- mouse_not_in_rect = true
- for i in 0...@item_max
- @index = i
- update_cursor_rect
- top_x = self.cursor_rect.x + self.x + 16
- top_y = self.cursor_rect.y + self.y + 16
- bottom_x = top_x + self.cursor_rect.width
- bottom_y = top_y + self.cursor_rect.height
- if (mouse_x > top_x) and (mouse_y > top_y) and
- (mouse_x < bottom_x) and (mouse_y < bottom_y)
- mouse_not_in_rect = false
- if tp_index != @index
- $game_system.se_stop
- tp_index = @index
- $game_system.se_play($data_system.cursor_se)
- end
- break
- end
- end
- if mouse_not_in_rect
- @index = index_var
- update_cursor_rect
- Mouse.click_lock
- else
- Mouse.click_unlock
- end
- end
- end
- end
- class Window_Renwu < Window_Renwu_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # actor : 角色
- #--------------------------------------------------------------------------
- def initialize(actor)
- super(242, 35, 336, 256)
- self.opacity = 0
- [url=home.php?mod=space&uid=95897]@actor[/url] = actor
- @column_max = 4
- @item_max = 0
- self.index = 0
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- if self.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- @data = [0,1,2,3,4,5,6,7,8,9,10,11]
- for @actor in [email protected]
- @item_max = @data.size
- self.index = @actor
- return @data[self.index]
- end
- if @item_max > 0
- self.contents = Bitmap.new(width - 32, row_max * 80 + 32)
- end
- end
- end
- class Window_Renjian < Window_Baby_Selectable
-
- def initialize(x, y, width, height, commands, x_jiange = 0, y_jiange=14)
- super(x,y, width, height)
- self.opacity = 0
- @item_max = commands.size
- @commands = commands
- @x_jiange = x_jiange
- @y_jiange = y_jiange
- self.contents = Bitmap.new(width,height)
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- for i in 0...@item_max
- draw_name(i)
- end
- end
- #--------------------------------------------------------------------------
- # ● 描绘项目
- # index : 项目编号
- # color : 文字色
- #--------------------------------------------------------------------------
- def draw_name(index)
- self.contents.font.name = "宋体"
- self.contents.font.size = 13
- w = (self.contents.width - 32) / @column_max - @column_max * @x_jiange
- h = (self.contents.height- 32) / @item_max - @column_max * @y_jiange
- x = index % @column_max *w + @x_jiange
- y = index / @column_max *h + @y_jiange
- self.contents.draw_text(x, y, w, h, @commands[index],0)
- end
- #--------------------------------------------------------------------------
- # ● 项目无效化
- # index : 项目编号
- #--------------------------------------------------------------------------
- def disable_item(index)
- draw_item(index, disabled_color)
- end
- end
- class Window_Jianren < Window_Base
- attr_accessor :actor
-
- def initialize
- super(0,0,640,480)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.opacity = 0
- [url=home.php?mod=space&uid=114926]@sprite[/url] = Sprite.new
- @sprite.x = 232
- @sprite.y = 354
- @sprite2 = Sprite.new
- @sprite2.x = 21
- @sprite2.y = 20
- @actor = actor
- refresh
- end
-
- def dispose
- if @sprite.bitmap != nil
- @sprite.bitmap.dispose
- end
- if @sprite2.bitmap != nil
- @sprite2.bitmap.dispose
- end
- end
-
- def refresh
- self.contents.clear
- case @actor
- when 0
- @sprite.bitmap = Bitmap.new
- @sprite2.bitmap = Bitmap.new
- when 1
- @sprite.bitmap = Bitmap.new
- @sprite2.bitmap = Bitmap.new
- when 2
- @sprite.bitmap = Bitmap.new
- @sprite2.bitmap = Bitmap.new
- when 3
- @sprite.bitmap = Bitmap.new
- @sprite2.bitmap = Bitmap.new
- when 4
- @sprite.bitmap = Bitmap.new
- @sprite2.bitmap = Bitmap.new
- when 5
- @sprite.bitmap = Bitmap.new
- @sprite2.bitmap = Bitmap.new
- when 6
- @sprite.bitmap = Bitmap.new
- @sprite2.bitmap = Bitmap.new
- when 7
- @sprite.bitmap = Bitmap.new
- @sprite2.bitmap = Bitmap.new
- when 8
- @sprite.bitmap = Bitmap.new
- @sprite2.bitmap = Bitmap.new
- when 9
- @sprite.bitmap = Bitmap.new
- @sprite2.bitmap = Bitmap.new
- when 10
- @sprite.bitmap = Bitmap.new
- @sprite2.bitmap = Bitmap.new
- when 11
- @sprite.bitmap = Bitmap.new
- @sprite2.bitmap = Bitmap.new
- end
- end
-
- end
- class Mingshuo < Window_Base
-
- def initialize
- super(225,289,374,72)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.opacity = 0
- self.contents.font.name = "黑体"
- self.contents.font.color = text_color(6)
- self.contents.font.size = 25
- end
- def refresh(shuoming = "")
- self.contents.clear
- self.contents.draw_text(0,0,300,40,shuoming,1)
- end
- end
- class Scene_Cjrw
- def initialize(index=0)
- @index = index
- end
- def main
- # 获取角色
- @window_moren = Window_Base.new(0,231,450,50)
- @window_moren.contents = Bitmap.new(400,118)
- @window_moren.opacity = 0
- @window_moren.active = false
- [url=home.php?mod=space&uid=81523]@skin[/url] = Sprite.new
- @skin.bitmap = RPG::Cache.windowskin
- @window2_skin = Sprite.new
- @window2_skin.bitmap = RPG::Cache.windowskin
- @window2_skin.x = 54
- @window2_skin.y = 369
- @window2_command = Window_Base.new(57,362,100,60)
- @window2_command.contents = Bitmap.new(68,28)
- @window2_command.opacity = 0
- @window2_command.active = false
- @v = Viewport.new(0,313,220,29)
- @v.color.set(0,0,0,0)
- $game_temp.name_max_char = 6
-
- @tf = Type_Field.new($game_temp.name_max_char*3-4)--这里出现错误
-
-
-
- @window_ren = Window_Renwu.new(@index)
- @window_ren.index = @index
- @window_ren.active = true
- [url=home.php?mod=space&uid=37298]@Window[/url] = Window_Jianren.new
- s1 = ""
- s2 = ""
- @command = Window_Renjian.new(507,338,142,128,[s1,s2])
- @command.index = -1
- @command.active = false
- @shuoming = Mingshuo.new
-
- # 执行过渡
- Graphics.transition
- # 主循环
- loop do
- # 刷新游戏画面
- Graphics.update
- # 刷新输入信息
- Input.update
- # 刷新信息
- update
- # 如果画面切换就中断循环
- if $scene != self
- break
- end
- end
- # 准备过渡
- Graphics.freeze
- # 释放窗口
- @window_moren.dispose
- @skin.dispose
- @window2_command.dispose
- @window_ren.dispose
- @command.dispose
- @shuoming.dispose
- @tf.dispose
- @window.dispose
- @window2_skin.dispose
- @v.dispose
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- # 刷新窗口
- @window_moren.update
- @window2_command.update
- @window_ren.update
- @command.update
- @window.update
- if @window_ren.active == true
- @shuoming.refresh("现在请选择人物")
- case @window_ren.index
- when 0
- @window.actor = 0
- @window.refresh
- when 1
- @window.actor = 1
- @window.refresh
- when 2
- @window.actor = 2
- @window.refresh
- when 3
- @window.actor = 3
- @window.refresh
- when 4
- @window.actor = 4
- @window.refresh
- when 5
- @window.actor = 5
- @window.refresh
- when 6
- @window.actor = 6
- @window.refresh
- when 7
- @window.actor = 7
- @window.refresh
- when 8
- @window.actor = 8
- @window.refresh
- when 9
- @window.actor = 9
- @window.refresh
- when 10
- @window.actor = 10
- @window.refresh
- when 11
- @window.actor = 11
- @window.refresh
- end
- if Input.trigger?(Input::C)
- case @window_ren.index
- when 0
- k = $game_party.actors[0]
- if k.id == 9
- $game_system.se_play($data_system.decision_se)
- @window_ren.active = false
- @window_ren.index = -1
- @window_moren.active = true
- else
- $game_system.se_play($data_system.decision_se)
- $game_party.add_actor(9)
- $game_party.remove_actor(k.id)
- $game_player.refresh
- @window_ren.active = false
- @window_ren.index = -1
- @window_moren.active = true
- end
- when 1
- k = $game_party.actors[0]
- if k.id == 10
- $game_system.se_play($data_system.decision_se)
- @window_ren.active = false
- @window_ren.index = -1
- @window_moren.active = true
- else
- $game_system.se_play($data_system.decision_se)
- $game_party.add_actor(10)
- $game_party.remove_actor(k.id)
- $game_player.refresh
- @window_ren.active = false
- @window_ren.index = -1
- @window_moren.active = true
- end
- when 2
- k = $game_party.actors[0]
- if k.id == 11
- $game_system.se_play($data_system.decision_se)
- @window_ren.active = false
- @window_ren.index = -1
- @window_moren.active = true
- else
- $game_system.se_play($data_system.decision_se)
- $game_party.add_actor(11)
- $game_party.remove_actor(k.id)
- $game_player.refresh
- @window_ren.active = false
- @window_ren.index = -1
- @window_moren.active = true
- end
- when 3
- k = $game_party.actors[0]
- if k.id == 12
- $game_system.se_play($data_system.decision_se)
- @window_ren.active = false
- @window_ren.index = -1
- @window_moren.active = true
- else
- $game_system.se_play($data_system.decision_se)
- $game_party.add_actor(12)
- $game_party.remove_actor(k.id)
- $game_player.refresh
- @window_ren.active = false
- @window_ren.index = -1
- @window_moren.active = true
- end
- when 4
- k = $game_party.actors[0]
- if k.id == 13
- $game_system.se_play($data_system.decision_se)
- @window_ren.active = false
- @window_ren.index = -1
- @window_moren.active = true
- else
- $game_system.se_play($data_system.decision_se)
- $game_party.add_actor(13)
- $game_party.remove_actor(k.id)
- $game_player.refresh
- @window_ren.active = false
- @window_ren.index = -1
- @window_moren.active = true
- end
- when 5
- k = $game_party.actors[0]
- if k.id == 14
- $game_system.se_play($data_system.decision_se)
- @window_ren.active = false
- @window_ren.index = -1
- @window_moren.active = true
- else
- $game_system.se_play($data_system.decision_se)
- $game_party.add_actor(14)
- $game_party.remove_actor(k.id)
- $game_player.refresh
- @window_ren.active = false
- @window_ren.index = -1
- @window_moren.active = true
- end
- when 6
- k = $game_party.actors[0]
- if k.id == 15
- $game_system.se_play($data_system.decision_se)
- @window_ren.active = false
- @window_ren.index = -1
- @window_moren.active = true
- else
- $game_system.se_play($data_system.decision_se)
- $game_party.add_actor(15)
- $game_party.remove_actor(k.id)
- $game_player.refresh
- @window_ren.active = false
- @window_ren.index = -1
- @window_moren.active = true
- end
- when 7
- k = $game_party.actors[0]
- if k.id == 16
- $game_system.se_play($data_system.decision_se)
- @window_ren.active = false
- @window_ren.index = -1
- @window_moren.active = true
- else
- $game_system.se_play($data_system.decision_se)
- $game_party.add_actor(16)
- $game_party.remove_actor(k.id)
- $game_player.refresh
- @window_ren.active = false
- @window_ren.index = -1
- @window_moren.active = true
- end
- when 8
- k = $game_party.actors[0]
- if k.id == 17
- $game_system.se_play($data_system.decision_se)
- @window_ren.active = false
- @window_ren.index = -1
- @window_moren.active = true
- else
- $game_system.se_play($data_system.decision_se)
- $game_party.add_actor(17)
- $game_party.remove_actor(k.id)
- $game_player.refresh
- @window_ren.active = false
- @window_ren.index = -1
- @window_moren.active = true
- end
- when 9
- k = $game_party.actors[0]
- if k.id == 18
- $game_system.se_play($data_system.decision_se)
- @window_ren.active = false
- @window_ren.index = -1
- @window_moren.active = true
- else
- $game_system.se_play($data_system.decision_se)
- $game_party.add_actor(18)
- $game_party.remove_actor(k.id)
- $game_player.refresh
- @window_ren.active = false
- @window_ren.index = -1
- @window_moren.active = true
- end
- when 10
- k = $game_party.actors[0]
- if k.id == 19
- $game_system.se_play($data_system.decision_se)
- @window_ren.active = false
- @window_ren.index = -1
- @window_moren.active = true
- else
- $game_system.se_play($data_system.decision_se)
- $game_party.add_actor(19)
- $game_party.remove_actor(k.id)
- $game_player.refresh
- @window_ren.active = false
- @window_ren.index = -1
- @window_moren.active = true
- end
- when 11
- k = $game_party.actors[0]
- if k.id == 20
- $game_system.se_play($data_system.decision_se)
- @window_ren.active = false
- @window_ren.index = -1
- @window_moren.active = true
- else
- $game_system.se_play($data_system.decision_se)
- $game_party.add_actor(20)
- $game_party.remove_actor(k.id)
- $game_player.refresh
- @window_ren.active = false
- @window_ren.index = -1
- @window_moren.active = true
- end
- end
- end
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- $scene = Scene_Title.new
- return
- end
- end
-
- if @window2_command.active == true
- @shuoming.refresh("现在请输入名字")
- @window2_skin.bitmap = RPG::Cache.windowskin("创建2")
- @window2_skin.x = 54
- @window2_skin.y = 369
- @window2_command.cursor_rect.set(0, 0, 68, 28)
- if Input.trigger?(Input::C)
- if @tf.get_text != ""
- $game_actors[$game_party.actors[0].id].name = @tf.get_text
- $game_system.se_play($data_system.decision_se)
- @command.active = true
- @window2_command.active = false
- @window2_command.cursor_rect.set(0, 0, 0, 0)
- @window2_skin.bitmap = RPG::Cache.windowskin("创建1")
- @window2_skin.x = 54
- @window2_skin.y = 369
- else
- $game_system.se_play($data_system.buzzer_se)
- end
- end
- if Input.trigger?(Input::UP)
- @window2_command.active = false
- @window2_skin.bitmap = RPG::Cache.windowskin("创建1")
- @window2_skin.x = 54
- @window2_skin.y = 369
- @window_moren.active = true
- @tf.active = true
- @window2_command.cursor_rect.set(0, 0, 0, 0)
- end
- mouse_x, mouse_y = Mouse.get_mouse_pos
- if mouse_x > 70 and mouse_x < 178 and mouse_y > 313 and mouse_y < 339
- @window2_command.active = false
- @window2_skin.bitmap = RPG::Cache.windowskin("创建1")
- @window2_skin.x = 54
- @window2_skin.y = 369
- @window_moren.active = true
- @tf.active = true
- @window2_command.cursor_rect.set(0, 0, 0, 0)
- end
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @window_ren.active = true
- @window_moren.active = false
- @window2_command.active = false
- @window2_command.cursor_rect.set(0, 0, 0, 0)
- end
- end
-
- if @window_moren.active == true
- @shuoming.refresh("现在请输入名字")
- @window_moren.cursor_rect.set(180, 65, 200, 30)
- @tf.update
- if Input.trigger?(Input::DOWN)
- @window2_command.active = true
- @window_moren.active = false
- @tf.active = false
- @tf.update
- @window_moren.cursor_rect.set(0, 0, 0, 0)
- end
- mouse_x, mouse_y = Mouse.get_mouse_pos
- if mouse_x > 70 and mouse_x < 160 and mouse_y > 378 and mouse_y < 431
- @window2_command.active = true
- @window_moren.active = false
- @tf.active = false
- @tf.update
- @window_moren.cursor_rect.set(0, 0, 0, 0)
- end
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @window_ren.active = true
- @window_moren.active = false
- @window2_command.active = false
- @window_moren.cursor_rect.set(0, 0, 0, 0)
- end
- end
- end
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