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- #==============================================================================
- # ■ Window_Message
- #------------------------------------------------------------------------------
- # 顯示文字訊息的視窗。
- #==============================================================================
- class Window_Message < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化狀態
- #--------------------------------------------------------------------------
- def initialize
- super(144, 304, 480, 160)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.visible = false
- self.z = 9998
- @fade_in = false
- @fade_out = false
- @contents_showing = false
- @cursor_width = 0
- self.active = false
- self.index = -1
- end
- #--------------------------------------------------------------------------
- # ● 釋放
- #--------------------------------------------------------------------------
- def dispose
- terminate_message
- $game_temp.message_window_showing = false
- if @input_number_window != nil
- @input_number_window.dispose
- end
- super
- end
- #--------------------------------------------------------------------------
- # ● 處理訊息結束
- #--------------------------------------------------------------------------
- def terminate_message
- self.active = false
- self.pause = false
- self.index = -1
- self.contents.clear
- # 清除顯示中標誌
- @contents_showing = false
- # 呼叫訊息取用
- if $game_temp.message_proc != nil
- $game_temp.message_proc.call
- end
- # 清除文字、選擇項目、輸入數值的相關變量
- $game_temp.message_text = nil
- $game_temp.message_proc = nil
- $game_temp.choice_start = 99
- $game_temp.choice_max = 0
- $game_temp.choice_cancel_type = 0
- $game_temp.choice_proc = nil
- $game_temp.num_input_start = 99
- $game_temp.num_input_variable_id = 0
- $game_temp.num_input_digits_max = 0
- # 釋放金錢視窗
- if @gold_window != nil
- @gold_window.dispose
- @gold_window = nil
- end
- # 釋放显示头像
- if @face_back != nil
- @face_back.dispose
- @face_back = nil
- @face.dispose
- @face = nil
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- self.contents.font.color = normal_color
- x = y = 0
- @cursor_width = 0
- # 到選擇項目的下一行字
- if $game_temp.choice_start == 0
- x = 8
- end
- # 有等待顯示文字的情況下
- if $game_temp.message_text != nil
- text = $game_temp.message_text
- # 限制文字處理
- begin
- last_text = text.clone
- text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
- end until text == last_text
- text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
- $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
- end
- # 為了方便、將 "\\\\" 變換為 "\000"
- text.gsub!(/\\\\/) { "\000" }
- # "\\C" 變為 "\001" 、"\\G" 變為 "\002"
- text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
- text.gsub!(/\\[Gg]/) { "\002" }
- text.gsub!(/\\[Ff]\[([0-9]+)\]/) { "\003[#{$1}]" }
- # c 取得 1 個字 (如果不能取得文字就循環)
- while ((c = text.slice!(/./m)) != nil)
- # \\ 的情況下
- if c == "\000"
- # 還原為本來的文字
- c = "\\"
- end
- # \C[n] 的情況下
- if c == "\001"
- # 更改文字色
- text.sub!(/\[([0-9]+)\]/, "")
- color = $1.to_i
- if color >= 0 and color <= 7
- self.contents.font.color = text_color(color)
- end
- # 下面的文字
- next
- end
- # \G 的情況下
- if c == "\002"
- # 製作金錢視窗
- if @gold_window == nil
- @gold_window = Window_Gold.new
- @gold_window.x = 560 - @gold_window.width
- if $game_temp.in_battle
- @gold_window.y = 192
- else
- @gold_window.y = self.y >= 128 ? 32 : 384
- end
- @gold_window.opacity = self.opacity
- @gold_window.back_opacity = self.back_opacity
- end
- # 下面的文字
- next
- end
- # \F 的情況下
- if c == "\003"
- # 顯示臉圖
- if @face == nil
- @face_back = Window_Base.new(16,304,128,160)
- @face_back.back_opacity = 160
- @face_back.z = 4
- case $game_system.message_position
- when 0
- @face_back.y = 16
- when 1
- @face_back.y = 160
- when 2
- @face_back.y = 304
- end
- text.sub!(/\[([0-9]+)\]/, "")
- @face_num = $1.to_i
- @face_str = "Graphics/Pictures/head/"+@face_num.to_s(10)+".png"
- @face = Sprite.new
- @face.bitmap = Bitmap.new(@face_str)
- @face.x = @face_back.x
- @face.y = @face_back.y
- @face.z = 5
- end
- # 下面的文字
- next
- end
- # 另起一行文字的情況下
- if c == "\n"
- # 更新選擇項目及游標的高度
- if y >= $game_temp.choice_start
- @cursor_width = [@cursor_width, x].max
- end
- # y 加 1
- y += 1
- x = 0
- # 移動到選擇項目的下一行
- if y >= $game_temp.choice_start
- x = 8
- end
- # 下面的文字
- next
- end
- # 描繪文字
- self.contents.draw_text(4 + x, 32 * y, 40, 32, c)
- # x 為要描繪文字的加法運算
- x += self.contents.text_size(c).width
- end
- end
- # 選擇項目的情況
- if $game_temp.choice_max > 0
- @item_max = $game_temp.choice_max
- self.active = true
- self.index = 0
- end
- # 輸入數值的情況
- if $game_temp.num_input_variable_id > 0
- digits_max = $game_temp.num_input_digits_max
- number = $game_variables[$game_temp.num_input_variable_id]
- @input_number_window = Window_InputNumber.new(digits_max)
- @input_number_window.number = number
- @input_number_window.x = self.x + 8
- @input_number_window.y = self.y + $game_temp.num_input_start * 32
- end
- end
- #--------------------------------------------------------------------------
- # ● 設定視窗位置與不透明度
- #--------------------------------------------------------------------------
- def reset_window
- if $game_temp.in_battle
- self.y = 16
- else
- case $game_system.message_position
- when 0 # 上
- self.y = 16
- when 1 # 中
- self.y = 160
- when 2 # 下
- self.y = 304
- end
- end
- if $game_system.message_frame == 0
- self.opacity = 255
- else
- self.opacity = 0
- end
- self.back_opacity = 160
- end
- #--------------------------------------------------------------------------
- # ● 更新畫面
- #--------------------------------------------------------------------------
- def update
- super
- # 轉變的情況下
- if @fade_in
- self.contents_opacity += 24
- if @input_number_window != nil
- @input_number_window.contents_opacity += 24
- end
- if self.contents_opacity == 255
- @fade_in = false
- end
- return
- end
- # 輸入數值的情況下
- if @input_number_window != nil
- @input_number_window.update
- # 確定
- if Input.trigger?(Input::C)
- $game_system.se_play($data_system.decision_se)
- $game_variables[$game_temp.num_input_variable_id] =
- @input_number_window.number
- $game_map.need_refresh = true
- # 釋放輸入數值的視窗
- @input_number_window.dispose
- @input_number_window = nil
- terminate_message
- end
- return
- end
- # 顯示訊息中的情況下
- if @contents_showing
- # 如果不是在顯示選擇項目中就顯示暫停標誌
- if $game_temp.choice_max == 0
- self.pause = true
- end
- # 取消
- if Input.trigger?(Input::B)
- if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
- $game_system.se_play($data_system.cancel_se)
- $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
- terminate_message
- end
- end
- # 確定
- if Input.trigger?(Input::C)
- if $game_temp.choice_max > 0
- $game_system.se_play($data_system.decision_se)
- $game_temp.choice_proc.call(self.index)
- end
- terminate_message
- end
- return
- end
- # 在轉變以外的狀態下有等待顯示的訊息與選擇項目的場合
- if @fade_out == false and $game_temp.message_text != nil
- @contents_showing = true
- $game_temp.message_window_showing = true
- reset_window
- refresh
- Graphics.frame_reset
- self.visible = true
- self.contents_opacity = 0
- if @input_number_window != nil
- @input_number_window.contents_opacity = 0
- end
- @fade_in = true
- return
- end
- # 沒有可以顯示的訊息、但是視窗為可見的情況下
- if self.visible
- @fade_out = true
- self.opacity -= 48
- if self.opacity == 0
- self.visible = false
- @fade_out = false
- $game_temp.message_window_showing = false
- end
- return
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新游標矩形
- #--------------------------------------------------------------------------
- def update_cursor_rect
- if @index >= 0
- n = $game_temp.choice_start + @index
- self.cursor_rect.set(8, n * 32, @cursor_width, 32)
- else
- self.cursor_rect.empty
- end
- end
- end
复制代码
#============以下非程式碼=============
好不容易弄出來了...但是總覺得...臉的交換...有點突兀...
想請教高手該怎麼處理比較好
#============使用說明=============
請在Graphics/Pictures/
增加head資料夾
然後圖檔以 "數字.png" 命名
\f[數字] 即可呼叫出該圖檔 |
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