Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- #==============================================================================
- # ■ Window_Base
- #------------------------------------------------------------------------------
- # ゲーム中の全てのウィンドウのスーパークラスです。
- #==============================================================================
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize(x, y, width, height)
- super
- self.windowskin = Cache.system("Window")
- update_padding
- update_tone
- create_contents
- @opening = @closing = false
- end
- #--------------------------------------------------------------------------
- # ● 解放
- #--------------------------------------------------------------------------
- def dispose
- contents.dispose unless disposed?
- super
- end
- #--------------------------------------------------------------------------
- # ● 行の高さを取得
- #--------------------------------------------------------------------------
- def line_height
- return 24
- end
- #--------------------------------------------------------------------------
- # ● 標準パディングサイズの取得
- #--------------------------------------------------------------------------
- def standard_padding
- return 12
- end
- #--------------------------------------------------------------------------
- # ● パディングの更新
- #--------------------------------------------------------------------------
- def update_padding
- self.padding = standard_padding
- end
- #--------------------------------------------------------------------------
- # ● ウィンドウ内容の幅を計算
- #--------------------------------------------------------------------------
- def contents_width
- width - standard_padding * 2
- end
- #--------------------------------------------------------------------------
- # ● ウィンドウ内容の高さを計算
- #--------------------------------------------------------------------------
- def contents_height
- height - standard_padding * 2
- end
- #--------------------------------------------------------------------------
- # ● 指定行数に適合するウィンドウの高さを計算
- #--------------------------------------------------------------------------
- def fitting_height(line_number)
- line_number * line_height + standard_padding * 2
- end
- #--------------------------------------------------------------------------
- # ● 色調の更新
- #--------------------------------------------------------------------------
- def update_tone
- self.tone.set($game_system.window_tone)
- end
- #--------------------------------------------------------------------------
- # ● ウィンドウ内容の作成
- #--------------------------------------------------------------------------
- def create_contents
- contents.dispose
- if contents_width > 0 && contents_height > 0
- self.contents = Bitmap.new(contents_width, contents_height)
- else
- self.contents = Bitmap.new(1, 1)
- end
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- def update
- super
- update_tone
- update_open if @opening
- update_close if @closing
- end
- #--------------------------------------------------------------------------
- # ● 開く処理の更新
- #--------------------------------------------------------------------------
- def update_open
- self.openness += 48
- @opening = false if open?
- end
- #--------------------------------------------------------------------------
- # ● 閉じる処理の更新
- #--------------------------------------------------------------------------
- def update_close
- self.openness -= 48
- @closing = false if close?
- end
- #--------------------------------------------------------------------------
- # ● ウィンドウを開く
- #--------------------------------------------------------------------------
- def open
- @opening = true unless open?
- @closing = false
- self
- end
- #--------------------------------------------------------------------------
- # ● ウィンドウを閉じる
- #--------------------------------------------------------------------------
- def close
- @closing = true unless close?
- @opening = false
- self
- end
- #--------------------------------------------------------------------------
- # ● ウィンドウの表示
- #--------------------------------------------------------------------------
- def show
- self.visible = true
- self
- end
- #--------------------------------------------------------------------------
- # ● ウィンドウの非表示
- #--------------------------------------------------------------------------
- def hide
- self.visible = false
- self
- end
- #--------------------------------------------------------------------------
- # ● ウィンドウのアクティブ化
- #--------------------------------------------------------------------------
- def activate
- self.active = true
- self
- end
- #--------------------------------------------------------------------------
- # ● ウィンドウの非アクティブ化
- #--------------------------------------------------------------------------
- def deactivate
- self.active = false
- self
- end
- #--------------------------------------------------------------------------
- # ● 文字色取得
- # n : 文字色番号(0..31)
- #--------------------------------------------------------------------------
- def text_color(n)
- windowskin.get_pixel(64 + (n % 8) * 8, 96 + (n / 8) * 8)
- end
- #--------------------------------------------------------------------------
- # ● 各種文字色の取得
- #--------------------------------------------------------------------------
- def normal_color; text_color(0); end; # 通常
- def system_color; text_color(16); end; # システム
- def crisis_color; text_color(17); end; # ピンチ
- def knockout_color; text_color(18); end; # 戦闘不能
- def gauge_back_color; text_color(19); end; # ゲージ背景
- def hp_gauge_color1; text_color(20); end; # HP ゲージ 1
- def hp_gauge_color2; text_color(21); end; # HP ゲージ 2
- def mp_gauge_color1; text_color(22); end; # MP ゲージ 1
- def mp_gauge_color2; text_color(23); end; # MP ゲージ 2
- def mp_cost_color; text_color(23); end; # 消費 TP
- def power_up_color; text_color(24); end; # 装備 パワーアップ
- def power_down_color; text_color(25); end; # 装備 パワーダウン
- def tp_gauge_color1; text_color(28); end; # TP ゲージ 1
- def tp_gauge_color2; text_color(29); end; # TP ゲージ 2
- def tp_cost_color; text_color(29); end; # 消費 TP
- #--------------------------------------------------------------------------
- # ● 保留項目の背景色を取得
- #--------------------------------------------------------------------------
- def pending_color
- windowskin.get_pixel(80, 80)
- end
- #--------------------------------------------------------------------------
- # ● 半透明描画用のアルファ値を取得
- #--------------------------------------------------------------------------
- def translucent_alpha
- return 160
- end
- #--------------------------------------------------------------------------
- # ● テキスト描画色の変更
- # enabled : 有効フラグ。false のとき半透明で描画
- #--------------------------------------------------------------------------
- def change_color(color, enabled = true)
- contents.font.color.set(color)
- contents.font.color.alpha = translucent_alpha unless enabled
- end
- #--------------------------------------------------------------------------
- # ● テキストの描画
- # args : Bitmap#draw_text と同じ
- #--------------------------------------------------------------------------
- def draw_text(*args)
- contents.draw_text(*args)
- end
- #--------------------------------------------------------------------------
- # ● テキストサイズの取得
- #--------------------------------------------------------------------------
- def text_size(str)
- contents.text_size(str)
- end
- #--------------------------------------------------------------------------
- # ● 制御文字つきテキストの描画
- #--------------------------------------------------------------------------
- def draw_text_ex(x, y, text)
- reset_font_settings
- text = convert_escape_characters(text)
- pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
- process_character(text.slice!(0, 1), text, pos) until text.empty?
- end
- #--------------------------------------------------------------------------
- # ● フォント設定のリセット
- #--------------------------------------------------------------------------
- def reset_font_settings
- change_color(normal_color)
- contents.font.size = Font.default_size
- contents.font.bold = false
- contents.font.italic = false
- end
- #--------------------------------------------------------------------------
- # Pruebas
- #--------------------------------------------------------------------------
- def custom_convert(x_case, y_case = 0, z_case = 0)
- text = ""
- case x_case
- when 1 # Introduce \X[1] en la descripción de algo para mostrar el valor de n
- n = 50 + $game_actors[1].level
- text = n.to_i
- when 2 # \X[2] muestra un valor u otro según el requisito que se cumpla
- n = 6 if $game_actors[1].level <= 6
- n = $game_actors[1].level if $game_actors[1].level > 6
- text = n.to_i
- when 3 # Sanación relámpago
- n = $game_actors[1].mat * 3
- text = n.to_i
- end
- return text
- end
- #--------------------------------------------------------------------------
- # Pruebas
- #--------------------------------------------------------------------------
- def convert_escape_characters(text)
- result = text.to_s.clone
- result.gsub!(/\\X\[(\d+)\]/i) {
- custom_convert($1.to_i) }
- result.gsub!(/\\X\[(\d+):(\d+)\]/i) {
- custom_convert($1.to_i, $2.to_i) }
- result.gsub!(/\\X\[(\d+):(\d+):(\d+)\]/i) {
- custom_convert($1.to_i, $2.to_i, $3.to_i) }
- result.gsub!(/\\/) { "\e" }
- result.gsub!(/\e\e/) { "\\" }
- result.gsub!(/\eV\[(\d+)\]/i) { $game_variables[$1.to_i] }
- result.gsub!(/\eV\[(\d+)\]/i) { $game_variables[$1.to_i] }
- result.gsub!(/\eN\[(\d+)\]/i) { actor_name($1.to_i) }
- result.gsub!(/\eP\[(\d+)\]/i) { party_member_name($1.to_i) }
- result.gsub!(/\eG/i) { Vocab::currency_unit }
- result
- end
- #--------------------------------------------------------------------------
- # ● アクター n 番の名前を取得
- #--------------------------------------------------------------------------
- def actor_name(n)
- actor = n >= 1 ? $game_actors[n] : nil
- actor ? actor.name : ""
- end
- #--------------------------------------------------------------------------
- # ● パーティメンバー n 番の名前を取得
- #--------------------------------------------------------------------------
- def party_member_name(n)
- actor = n >= 1 ? $game_party.members[n - 1] : nil
- actor ? actor.name : ""
- end
- #--------------------------------------------------------------------------
- # ● 文字の処理
- # c : 文字
- # text : 描画処理中の文字列バッファ(必要なら破壊的に変更)
- # pos : 描画位置 {:x, :y, :new_x, :height}
- #--------------------------------------------------------------------------
- def process_character(c, text, pos)
- case c
- when "\n" # 改行
- process_new_line(text, pos)
- when "\f" # 改ページ
- process_new_page(text, pos)
- when "\e" # 制御文字
- process_escape_character(obtain_escape_code(text), text, pos)
- else # 普通の文字
- process_normal_character(c, pos)
- end
- end
- #--------------------------------------------------------------------------
- # ● 通常文字の処理
- #--------------------------------------------------------------------------
- def process_normal_character(c, pos)
- text_width = text_size(c).width
- draw_text(pos[:x], pos[:y], text_width * 2, pos[:height], c)
- pos[:x] += text_width
- end
- #--------------------------------------------------------------------------
- # ● 改行文字の処理
- #--------------------------------------------------------------------------
- def process_new_line(text, pos)
- pos[:x] = pos[:new_x]
- pos[:y] += pos[:height]
- pos[:height] = calc_line_height(text)
- end
- #--------------------------------------------------------------------------
- # ● 改ページ文字の処理
- #--------------------------------------------------------------------------
- def process_new_page(text, pos)
- end
- #--------------------------------------------------------------------------
- # ● 制御文字の本体を破壊的に取得
- #--------------------------------------------------------------------------
- def obtain_escape_code(text)
- text.slice!(/^[\$\.\|\^!><\{\}\\]|^[A-Z]+/i)
- end
- #--------------------------------------------------------------------------
- # ● 制御文字の引数を破壊的に取得
- #--------------------------------------------------------------------------
- def obtain_escape_param(text)
- text.slice!(/^\[\d+\]/)[/\d+/].to_i rescue 0
- end
- #--------------------------------------------------------------------------
- # ● 制御文字の処理
- # code : 制御文字の本体部分(「\C[1]」なら「C」)
- #--------------------------------------------------------------------------
- def process_escape_character(code, text, pos)
- case code.upcase
- when 'C'
- change_color(text_color(obtain_escape_param(text)))
- when 'I'
- process_draw_icon(obtain_escape_param(text), pos)
- when '{'
- make_font_bigger
- when '}'
- make_font_smaller
- end
- end
- #--------------------------------------------------------------------------
- # ● 制御文字によるアイコン描画の処理
- #--------------------------------------------------------------------------
- def process_draw_icon(icon_index, pos)
- draw_icon(icon_index, pos[:x], pos[:y])
- pos[:x] += 24
- end
- #--------------------------------------------------------------------------
- # ● フォントを大きくする
- #--------------------------------------------------------------------------
- def make_font_bigger
- contents.font.size += 8 if contents.font.size <= 64
- end
- #--------------------------------------------------------------------------
- # ● フォントを小さくする
- #--------------------------------------------------------------------------
- def make_font_smaller
- contents.font.size -= 8 if contents.font.size >= 16
- end
- #--------------------------------------------------------------------------
- # ● 行の高さを計算
- # restore_font_size : 計算後にフォントサイズを元に戻す
- #--------------------------------------------------------------------------
- def calc_line_height(text, restore_font_size = true)
- result = [line_height, contents.font.size].max
- last_font_size = contents.font.size
- text.slice(/^.*$/).scan(/\e[\{\}]/).each do |esc|
- make_font_bigger if esc == "\e{"
- make_font_smaller if esc == "\e}"
- result = [result, contents.font.size].max
- end
- contents.font.size = last_font_size if restore_font_size
- result
- end
- #--------------------------------------------------------------------------
- # ● ゲージの描画
- # rate : 割合(1.0 で満タン)
- # color1 : グラデーション 左端
- # color2 : グラデーション 右端
- #--------------------------------------------------------------------------
- def draw_gauge(x, y, width, rate, color1, color2)
- fill_w = (width * rate).to_i
- gauge_y = y + line_height - 8
- contents.fill_rect(x, gauge_y, width, 6, gauge_back_color)
- contents.gradient_fill_rect(x, gauge_y, fill_w, 6, color1, color2)
- end
- #--------------------------------------------------------------------------
- # ● アイコンの描画
- # enabled : 有効フラグ。false のとき半透明で描画
- #--------------------------------------------------------------------------
- def draw_icon(icon_index, x, y, enabled = true)
- bitmap = Cache.system("Iconset")
- rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
- contents.blt(x, y, bitmap, rect, enabled ? 255 : translucent_alpha)
- end
- #--------------------------------------------------------------------------
- # ● 顔グラフィックの描画
- # enabled : 有効フラグ。false のとき半透明で描画
- #--------------------------------------------------------------------------
- def draw_face(face_name, face_index, x, y, enabled = true)
- bitmap = Cache.face(face_name)
- rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, 96, 96)
- contents.blt(x, y, bitmap, rect, enabled ? 255 : translucent_alpha)
- bitmap.dispose
- end
- #--------------------------------------------------------------------------
- # ● 歩行グラフィックの描画
- #--------------------------------------------------------------------------
- def draw_character(character_name, character_index, x, y)
- return unless character_name
- bitmap = Cache.character(character_name)
- sign = character_name[/^[\!\$]./]
- if sign && sign.include?('$')
- cw = bitmap.width / 3
- ch = bitmap.height / 4
- else
- cw = bitmap.width / 12
- ch = bitmap.height / 8
- end
- n = character_index
- src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
- contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
- end
- #--------------------------------------------------------------------------
- # ● HP の文字色を取得
- #--------------------------------------------------------------------------
- def hp_color(actor)
- return knockout_color if actor.hp == 0
- return crisis_color if actor.hp < actor.mhp / 4
- return normal_color
- end
- #--------------------------------------------------------------------------
- # ● MP の文字色を取得
- #--------------------------------------------------------------------------
- def mp_color(actor)
- return crisis_color if actor.mp < actor.mmp / 4
- return normal_color
- end
- #--------------------------------------------------------------------------
- # ● TP の文字色を取得
- #--------------------------------------------------------------------------
- def tp_color(actor)
- return normal_color
- end
- #--------------------------------------------------------------------------
- # ● アクターの歩行グラフィック描画
- #--------------------------------------------------------------------------
- def draw_actor_graphic(actor, x, y)
- draw_character(actor.character_name, actor.character_index, x, y)
- end
- #--------------------------------------------------------------------------
- # ● アクターの顔グラフィック描画
- #--------------------------------------------------------------------------
- def draw_actor_face(actor, x, y, enabled = true)
- draw_face(actor.face_name, actor.face_index, x, y, enabled)
- end
- #--------------------------------------------------------------------------
- # ● 名前の描画
- #--------------------------------------------------------------------------
- def draw_actor_name(actor, x, y, width = 112)
- change_color(hp_color(actor))
- draw_text(x, y, width, line_height, actor.name)
- end
- #--------------------------------------------------------------------------
- # ● 職業の描画
- #--------------------------------------------------------------------------
- def draw_actor_class(actor, x, y, width = 112)
- change_color(normal_color)
- draw_text(x, y, width, line_height, actor.class.name)
- end
- #--------------------------------------------------------------------------
- # ● 二つ名の描画
- #--------------------------------------------------------------------------
- def draw_actor_nickname(actor, x, y, width = 180)
- change_color(normal_color)
- draw_text(x, y, width, line_height, actor.nickname)
- end
- #--------------------------------------------------------------------------
- # ● レベルの描画
- #--------------------------------------------------------------------------
- def draw_actor_level(actor, x, y)
- change_color(system_color)
- draw_text(x, y, 32, line_height, Vocab::level_a)
- change_color(normal_color)
- draw_text(x + 32, y, 24, line_height, actor.level, 2)
- end
- #--------------------------------------------------------------------------
- # ● ステートおよび強化/弱体のアイコンを描画
- #--------------------------------------------------------------------------
- def draw_actor_icons(actor, x, y, width = 96)
- icons = (actor.state_icons + actor.buff_icons)[0, width / 24]
- icons.each_with_index {|n, i| draw_icon(n, x + 24 * i, y) }
- end
- #--------------------------------------------------------------------------
- # ● 現在値/最大値を分数形式で描画
- # current : 現在値
- # max : 最大値
- # color1 : 現在値の色
- # color2 : 最大値の色
- #--------------------------------------------------------------------------
- def draw_current_and_max_values(x, y, width, current, max, color1, color2)
- change_color(color1)
- xr = x + width
- if width < 96
- draw_text(xr - 40, y, 42, line_height, current, 2)
- else
- draw_text(xr - 92, y, 42, line_height, current, 2)
- change_color(color2)
- draw_text(xr - 52, y, 12, line_height, "/", 2)
- draw_text(xr - 42, y, 42, line_height, max, 2)
- end
- end
- #--------------------------------------------------------------------------
- # ● HP の描画
- #--------------------------------------------------------------------------
- def draw_actor_hp(actor, x, y, width = 124)
- draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
- change_color(system_color)
- draw_text(x, y, 30, line_height, Vocab::hp_a)
- draw_current_and_max_values(x, y, width, actor.hp, actor.mhp,
- hp_color(actor), normal_color)
- end
- #--------------------------------------------------------------------------
- # ● MP の描画
- #--------------------------------------------------------------------------
- def draw_actor_mp(actor, x, y, width = 124)
- draw_gauge(x, y, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
- change_color(system_color)
- draw_text(x, y, 30, line_height, Vocab::mp_a)
- draw_current_and_max_values(x, y, width, actor.mp, actor.mmp,
- mp_color(actor), normal_color)
- end
- #--------------------------------------------------------------------------
- # ● TP の描画
- #--------------------------------------------------------------------------
- def draw_actor_tp(actor, x, y, width = 124)
- draw_gauge(x, y, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2)
- change_color(system_color)
- draw_text(x, y, 30, line_height, Vocab::tp_a)
- change_color(tp_color(actor))
- draw_text(x + width - 42, y, 42, line_height, actor.tp.to_i, 2)
- end
- #--------------------------------------------------------------------------
- # ● シンプルなステータスの描画
- #--------------------------------------------------------------------------
- def draw_actor_simple_status(actor, x, y)
- draw_actor_name(actor, x, y)
- draw_actor_level(actor, x, y + line_height * 1)
- draw_actor_icons(actor, x, y + line_height * 2)
- draw_actor_class(actor, x + 120, y)
- draw_actor_hp(actor, x + 120, y + line_height * 1)
- draw_actor_mp(actor, x + 120, y + line_height * 2)
- end
- #--------------------------------------------------------------------------
- # ● 能力値の描画
- #--------------------------------------------------------------------------
- def draw_actor_param(actor, x, y, param_id)
- change_color(system_color)
- draw_text(x, y, 120, line_height, Vocab::param(param_id))
- change_color(normal_color)
- draw_text(x + 120, y, 36, line_height, actor.param(param_id), 2)
- end
- #--------------------------------------------------------------------------
- # ● アイテム名の描画
- # enabled : 有効フラグ。false のとき半透明で描画
- #--------------------------------------------------------------------------
- def draw_item_name(item, x, y, enabled = true, width = 172)
- return unless item
- draw_icon(item.icon_index, x, y, enabled)
- change_color(normal_color, enabled)
- draw_text(x + 24, y, width, line_height, item.name)
- end
- #--------------------------------------------------------------------------
- # ● 通貨単位つき数値(所持金など)の描画
- #--------------------------------------------------------------------------
- def draw_currency_value(value, unit, x, y, width)
- cx = text_size(unit).width
- change_color(normal_color)
- draw_text(x, y, width - cx - 2, line_height, value, 2)
- change_color(system_color)
- draw_text(x, y, width, line_height, unit, 2)
- end
- #--------------------------------------------------------------------------
- # ● 能力値変化の描画色取得
- #--------------------------------------------------------------------------
- def param_change_color(change)
- return power_up_color if change > 0
- return power_down_color if change < 0
- return normal_color
- end
- end
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement