| 赞 | 164 |
| VIP | |
| 好人卡 | |
| 积分 | 299 |
| 经验 | |
| 最后登录 | 2026-10-1 |
| 在线时间 | 5733 小时 |
- 梦石
- 0
- 星屑
- 29896
- 在线时间
- 5733 小时
- 注册时间
- 2016-3-8
- 回帖
- 1653
|
发表于 2023-6-6 00:42:04
|
显示全部楼层
本帖最后由 alexncf125 于 2023-6-6 00:44 编辑
剧情中黑色边框 by VIPArcher
[fold][pre lang="ruby"]#==============================================================================
# ■ 剧情中黑色边框
# by:VIPArcher [email: VIPArcher@sina.com]
# -- 本脚本来自 https://rpg.blue 使用或转载请保留以上信息。
#==============================================================================
# 使用说明:
# · 剧情开始时打开开关,淡入黑边框,执行剧情。剧情结束时关闭开关,无需素材。
#==============================================================================
$VIPArcherScript ||= {};$VIPArcherScript[:black_message] = 20150225
#-------------------------------------------------------------------------------
module VIPArcher end
#==============================================================================
# ★ 设定部分 ★
#==============================================================================
module VIPArcher::Black_Message_Layer
Z = 1 # Z值
SW = 1 # 控制淡入/淡出的开关ID
Edge = 24 # 边距渐变的高度
Width = 544 # 宽度
Height = 40 # 彻底填充的高度
Black_Color = Color.new(0,0,0) # 填充的颜色
Oy_Speed = 4 # y 轴方向淡出淡入速度
Opacity_Speed = 16 # 透明度变化的速度
end
#==============================================================================
# ☆ 设定结束 ☆
#==============================================================================
class Sprite_Message_Layer < Sprite
include VIPArcher::Black_Message_Layer
H = Height + Edge
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize(pos = false,viewport = nil)
super(viewport)
@pos = pos
self.opacity, self.z = 0 , Z
self.oy = @pos ? H : -H
set_bitmap
end
#--------------------------------------------------------------------------
# ● 设置位图
#--------------------------------------------------------------------------
def set_bitmap
rect1 = Rect.new(0,@pos ? 0 : Edge,Width,Height)
rect2 = Rect.new(0,@pos ? Height : 0,Width,Edge)
self.bitmap = Bitmap.new(544,H)
self.y = Graphics.height - bitmap.height unless @pos
color1,color2 = Black_Color,Color.new
self.bitmap.fill_rect(rect1, color1)
self.bitmap.gradient_fill_rect(rect2,
@pos ? color1 : color2, @pos ? color2 : color1,true)
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
update_fadeout unless $game_switches[SW]
update_fadein if $game_switches[SW]
end
#--------------------------------------------------------------------------
# ● 淡出淡入刷新
#--------------------------------------------------------------------------
def update_fadein
if oy.abs > 0
self.oy += @pos ? -Oy_Speed : Oy_Speed
self.opacity += Opacity_Speed
end
end
#--------------------------------------------------------------------------
# ● 淡出淡出刷新
#--------------------------------------------------------------------------
def update_fadeout
if oy.abs < H
self.oy += @pos ? Oy_Speed : -Oy_Speed
self.opacity -= Opacity_Speed
end
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
super
self.bitmap.dispose
end
end
class Spriteset_Map
#--------------------------------------------------------------------------
# ● 创建剧情黑框层
#--------------------------------------------------------------------------
alias message_layer_sprite_create_timer create_timer
def create_timer
message_layer_sprite_create_timer
@down_message_layer = Sprite_Message_Layer.new(false,@viewport2)
@up_message_layer = Sprite_Message_Layer.new(true,@viewport2)
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
alias message_layer_sprite_dispose dispose
def dispose
message_layer_sprite_dispose
@up_message_layer.dispose
@down_message_layer.dispose
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
alias message_layer_sprite_update update
def update
message_layer_sprite_update
@up_message_layer.update
@down_message_layer.update
end
end[/pre][/fold] |
|