- 注册时间
- 2009-9-27
- 最后登录
- 2009-12-4
②入门
- 积分
- 57
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脚本如下,BUG是幻影出现的坐标设成了画面坐标了,应该用地图坐标吧,我试了下,画面跟随主角移动时,幻影出现的位置就是主角在画面上的位置,而到边的时候画面不动了,主角相对于画面的坐标改变了,幻影正常,所以此脚本内的幻影应该是设置成了于画面有关了......
也就是说,新建一个工程,如果地图的宽度和高度为最小值(地图画面不需要滚动的话),幻影才会正常。反之,如果地图的宽度和高度过大,地图画面一滚动,幻影就会变态了。
求解如何修改。- class Game_Player < Game_Character
- def mirage(opacity)
- $scene.spriteset.mirage(self, opacity)
- end
- alias update_naiyoudadangao update
- def update
- update_naiyoudadangao
- if Input.dir8 != 0
- mirage(120)
- end
- end
- end
- class Sprite_MirageCharacter < RPG::Sprite
- attr_accessor :character
- def initialize(viewport, opacity, character = nil)
- super(viewport)
- @character = character
- self.opacity = opacity
- update
- end
- def update
- super
- if @tile_id != @character.tile_id or
- @character_name != @character.character_name or
- @character_hue != @character.character_hue
- @tile_id = @character.tile_id
- @character_name = @character.character_name
- @character_hue = @character.character_hue
- if @tile_id >= 384
- self.bitmap = RPG::Cache.tile($game_map.tileset_name,
- @tile_id, @character.character_hue)
- self.src_rect.set(0, 0, 32, 32)
- self.ox = 16
- self.oy = 32
- else
- self.bitmap = RPG::Cache.character(@character.character_name,
- @character.character_hue)
- @cw = bitmap.width / 4
- @ch = bitmap.height / 4
- self.ox = @cw / 2
- self.oy = @ch
- self.x = @character.screen_x
- self.y = @character.screen_y
- end
- end
- self.visible = (not @character.transparent)
- if @tile_id == 0 and !@t
- sx = @character.pattern * @cw
- sy = (@character.direction - 2) / 2 * @ch
- self.src_rect.set(sx, sy, @cw, @ch)
- @t = true
- end
- self.z = @character.screen_z(@ch)
- self.color.set(0,0,170,120)
- self.opacity -= 5
- self.blend_type = 1
- self.bush_depth = @character.bush_depth
- if @character.animation_id != 0
- animation = $data_animations[@character.animation_id]
- animation(animation, true)
- @character.animation_id = 0
- end
- end
- end
- class Spriteset_Map
- alias initialize_naiyoudadangao initialize
- def initialize
- @mirage = {}
- initialize_naiyoudadangao
- end
- def mirage(obj, opacity)
- @mirage[obj] ||= []
- @mirage[obj].push(Sprite_MirageCharacter.new(@viewport1, opacity, obj))
- end
- alias update_naiyoudadangao update
- def update
- update_naiyoudadangao
- for value in @mirage.values
- for v in value
- v.update
- if v.opacity <= 0
- v.dispose
- value.delete(v)
- end
- end
- end
- end
- end
- class Scene_Map
- attr_reader :spriteset
- end
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