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- #==============================================================================
- # * Scene_Map
- #------------------------------------------------------------------------------
- # It is the class which processes the map picture.
- #==============================================================================
- class Scene_Map
- #--------------------------------------------------------------------------
- # - Draw HP Window
- #--------------------------------------------------------------------------
- def draw_hp
- # Draw HP Window
- @hp_window = Window_Sta.new
- @hp_window.back_opacity = 160
- @viewport_bor= Viewport.new(91, 26, 55, 32)
- @viewport_bor.z = 220
- @hp_slide = Plane.new(@viewport_bor)
- @hp_slide.bitmap = RPG::Cache.title("life")
- @hp_bor = Sprite.new(@viewport_bor)
- @hp_bor.bitmap = RPG::Cache.title("life_bor")
- @hp_bor.z = 240
- end
- #--------------------------------------------------------------------------
- # - Dispose HP Window
- #--------------------------------------------------------------------------
- def dispose_hp
- @hp_window.dispose
- @viewport_bor.dispose
- @hp_slide.dispose
- @hp_bor.dispose
- end
- #--------------------------------------------------------------------------
- # - Refresh Windows
- #--------------------------------------------------------------------------
- def re_window
- @hp_window.refresh
- end
- #--------------------------------------------------------------------------
- # - Refresh Windows
- #--------------------------------------------------------------------------
- def re_window_2
- @hp_window.visible = true
- @hp_slide.visible = true
- @hp_bor.visible = true
- end
- #--------------------------------------------------------------------------
- # - Hide HUD
- #--------------------------------------------------------------------------
- def hide_hud
- if $game_switches[50] == false
- @hp_window.visible = true
- @hp_slide.visible = true
- @hp_bor.visible = true
- else
- @hp_window.visible = false
- @hp_slide.visible = false
- @hp_bor.visible = false
- end
- end
- end
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