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 Lv4.逐梦者 
	梦石3 星屑6420 在线时间1131 小时注册时间2007-12-26帖子2402 | 
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改了某个窗口脚本,做一个用来显示图片的窗口,但是右侧一直有一个小三角箭头,希望去除
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 工程:
 
  Project4.rar
(213.76 KB, 下载次数: 38) 
 
 class Window_smap_Command < Window_Selectable  #--------------------------------------------------------------------------  # ● 初始化对像  #     width    : 窗口的宽  #     commands : 命令字符串序列  #--------------------------------------------------------------------------  def initialize(width, commands)    super(132, 64, width*2, 96)    @item_max = 10    @commands = commands     self.contents = Bitmap.new(width - 32, @item_max * 32)    $cw_index = 0    refresh    self.index = 0  end  #--------------------------------------------------------------------------  # ● 刷新  #--------------------------------------------------------------------------  def refresh    self.contents.clear    for i in 0...@item_max      draw_item(i, normal_color)    end  end  #--------------------------------------------------------------------------  # ● 描绘项目  #     index : 项目编号  #     color : 文字色  #--------------------------------------------------------------------------  def draw_item(index, color)    self.contents.font.color = color    rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))    self.contents.draw_text(rect, @commands[index].to_s)  end  #--------------------------------------------------------------------------  # ● 项目无效化  #     index : 项目编号  #--------------------------------------------------------------------------  def disable_item(index)     draw_item(index, disabled_color)  end  def able_item(index)    draw_item(index, normal_color)  endendclass Window_Base < Window  def draw_smap(actor, x, y)    bitmap=Bitmap.new("Graphics/Pictures/smap4")    src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)    self.contents.blt(x-192, y+40, bitmap, src_rect)      x = 83    y = 64  endend#==============================================================================class Window_smap < Window_Base  #--------------------------------------------------------------------------  # ● 初始化对像  #     actor : 角色  #--------------------------------------------------------------------------  def initialize(actor)    super(0, 0, 360, 240)    self.contents = Bitmap.new(width + 32, height - 32)    @actor = actor    refresh  end    #--------------------------------------------------------------------------  # ● 刷新  #--------------------------------------------------------------------------  def refresh    self.contents.clear       draw_smap(@actor, 160, -40)   endendclass Scene_smap  #--------------------------------------------------------------------------  # ● 初始化对像  #     actor_index : 角色索引  #     menu_index : 选项起始位置  #--------------------------------------------------------------------------  def initialize(actor_index = 0 , menu_index = 0)    @actor_index = actor_index    @menu_index = menu_index  end  #--------------------------------------------------------------------------  # ● 主处理  #--------------------------------------------------------------------------  def main    s1 = "地图1"     s2 = "地图2"    s3 = "地图3"    s4 = "地图4"     s5 = "地图5"    s6 = "地图6"    s7 = "地图7"    s8 = "地图8"    s9 = "地图9"    s10 = "退出"    @command_window = Window_smap_Command.new(180, [s1,s2,s3,s4,s5,s6,s7,s8,s9,s10])    @command_window.index = @menu_index    @smap_window = Window_smap.new(@actor)    #XXOO右窗口的坐标    @smap_window.x = 132    @smap_window.y = 180    @cursor_index = @command_window.index     # 执行过渡 渐变图形的文件位置 自己设定    Graphics.transition    # 主循环    loop do# 刷新游戏画面            Graphics.update           Input.update # 刷新输入信息            update# 刷新画面          if $scene != self # 如果切换画面就中断循环        break      end    end    # 准备过渡    Graphics.freeze# 释放窗口       @command_window.dispose    @smap_window.dispose  end   #--------------------------------------------------------------------------  # ● 刷新画面  #--------------------------------------------------------------------------  def update    # 刷新窗口    @command_window.update    if @cursor_index != @command_window.index      $cw_index = @command_window.index      @smap_window.refresh      @cursor_index = @command_window.index    end    # 选项明暗判断    @smap_window.update    #=============================================================    # 按下 B 键的情况下    #=============================================================    if Input.trigger?(Input::B)      # 演奏取消 SE      $game_system.se_play($data_system.cancel_se)      @command_window.index = 9      return    end  endend
class Window_smap_Command < Window_Selectable 
  #-------------------------------------------------------------------------- 
  # ● 初始化对像 
  #     width    : 窗口的宽 
  #     commands : 命令字符串序列 
  #-------------------------------------------------------------------------- 
  def initialize(width, commands) 
    super(132, 64, width*2, 96) 
    @item_max = 10 
    @commands = commands 
     self.contents = Bitmap.new(width - 32, @item_max * 32) 
    $cw_index = 0 
    refresh 
    self.index = 0 
  end 
  #-------------------------------------------------------------------------- 
  # ● 刷新 
  #-------------------------------------------------------------------------- 
  def refresh 
    self.contents.clear 
    for i in 0...@item_max 
      draw_item(i, normal_color) 
    end 
  end 
  #-------------------------------------------------------------------------- 
  # ● 描绘项目 
  #     index : 项目编号 
  #     color : 文字色 
  #-------------------------------------------------------------------------- 
  def draw_item(index, color) 
    self.contents.font.color = color 
    rect = Rect.new(4, 32 * index, self.contents.width - 8, 32) 
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) 
    self.contents.draw_text(rect, @commands[index].to_s) 
  end 
  #-------------------------------------------------------------------------- 
  # ● 项目无效化 
  #     index : 项目编号 
  #-------------------------------------------------------------------------- 
  def disable_item(index)  
    draw_item(index, disabled_color) 
  end 
  def able_item(index) 
    draw_item(index, normal_color) 
  end 
end 
class Window_Base < Window 
  def draw_smap(actor, x, y) 
    bitmap=Bitmap.new("Graphics/Pictures/smap4") 
    src_rect = Rect.new(0, 0, bitmap.width, bitmap.height) 
    self.contents.blt(x-192, y+40, bitmap, src_rect)   
    x = 83 
    y = 64 
  end 
end 
#============================================================================== 
class Window_smap < Window_Base 
  #-------------------------------------------------------------------------- 
  # ● 初始化对像 
  #     actor : 角色 
  #-------------------------------------------------------------------------- 
  def initialize(actor) 
    super(0, 0, 360, 240) 
    self.contents = Bitmap.new(width + 32, height - 32) 
    @actor = actor 
    refresh 
  end   
  #-------------------------------------------------------------------------- 
  # ● 刷新 
  #-------------------------------------------------------------------------- 
  def refresh 
    self.contents.clear    
    draw_smap(@actor, 160, -40)  
  end 
end 
class Scene_smap 
  #-------------------------------------------------------------------------- 
  # ● 初始化对像 
  #     actor_index : 角色索引 
  #     menu_index : 选项起始位置 
  #-------------------------------------------------------------------------- 
  def initialize(actor_index = 0 , menu_index = 0) 
    @actor_index = actor_index 
    @menu_index = menu_index 
  end 
  #-------------------------------------------------------------------------- 
  # ● 主处理 
  #-------------------------------------------------------------------------- 
  def main 
    s1 = "地图1"  
    s2 = "地图2" 
    s3 = "地图3" 
    s4 = "地图4"  
    s5 = "地图5" 
    s6 = "地图6" 
    s7 = "地图7" 
    s8 = "地图8" 
    s9 = "地图9" 
    s10 = "退出" 
    @command_window = Window_smap_Command.new(180, [s1,s2,s3,s4,s5,s6,s7,s8,s9,s10]) 
    @command_window.index = @menu_index 
    @smap_window = Window_smap.new(@actor) 
    #XXOO右窗口的坐标 
    @smap_window.x = 132 
    @smap_window.y = 180 
    @cursor_index = @command_window.index  
    # 执行过渡 渐变图形的文件位置 自己设定 
    Graphics.transition 
    # 主循环 
    loop do# 刷新游戏画面       
      Graphics.update      
      Input.update # 刷新输入信息       
      update# 刷新画面     
      if $scene != self # 如果切换画面就中断循环 
        break 
      end 
    end 
    # 准备过渡 
    Graphics.freeze# 释放窗口    
    @command_window.dispose 
    @smap_window.dispose 
  end 
  
  #-------------------------------------------------------------------------- 
  # ● 刷新画面 
  #-------------------------------------------------------------------------- 
  def update 
    # 刷新窗口 
    @command_window.update 
    if @cursor_index != @command_window.index 
      $cw_index = @command_window.index 
      @smap_window.refresh 
      @cursor_index = @command_window.index 
    end 
    # 选项明暗判断 
    @smap_window.update 
    #============================================================= 
    # 按下 B 键的情况下 
    #============================================================= 
    if Input.trigger?(Input::B) 
      # 演奏取消 SE 
      $game_system.se_play($data_system.cancel_se) 
      @command_window.index = 9 
      return 
    end 
  end 
end 
 
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