#============================================================================== # ■ Sprite_Character #------------------------------------------------------------------------------ #  キャラクター表示用のスプライトです。Game_Character クラスのインスタンスを # 監視し、スプライトの状態を自動的に変化させます。 #============================================================================== class Sprite_Character < Sprite_Base #-------------------------------------------------------------------------- # ● 公開インスタンス変数 #-------------------------------------------------------------------------- attr_accessor :character #-------------------------------------------------------------------------- # ● オブジェクト初期化 # character : Game_Character #-------------------------------------------------------------------------- def initialize(viewport, character = nil) super(viewport) @character = character @balloon_duration = 0 update end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- def dispose end_animation end_balloon super end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update super update_bitmap update_src_rect update_position update_other update_balloon setup_new_effect end #-------------------------------------------------------------------------- # ● 指定されたタイルが含まれるタイルセット画像の取得 #-------------------------------------------------------------------------- def tileset_bitmap(tile_id) Cache.tileset($game_map.tileset.tileset_names[5 + tile_id / 256]) end #-------------------------------------------------------------------------- # ● 転送元ビットマップの更新 #-------------------------------------------------------------------------- def update_bitmap if graphic_changed? @tile_id = @character.tile_id @character_name = @character.character_name @character_index = @character.character_index if @tile_id > 0 set_tile_bitmap else set_character_bitmap end end end #-------------------------------------------------------------------------- # ● グラフィックの変更判定 #-------------------------------------------------------------------------- def graphic_changed? @tile_id != @character.tile_id || @character_name != @character.character_name || @character_index != @character.character_index end #-------------------------------------------------------------------------- # ● タイルのビットマップを設定 #-------------------------------------------------------------------------- def set_tile_bitmap sx = (@tile_id / 128 % 2 * 8 + @tile_id % 8) * 32; sy = @tile_id % 256 / 8 % 16 * 32; self.bitmap = tileset_bitmap(@tile_id) self.src_rect.set(sx, sy, 32, 32) self.ox = 16 self.oy = 32 end #-------------------------------------------------------------------------- # ● キャラクターのビットマップを設定 #-------------------------------------------------------------------------- def set_character_bitmap self.bitmap = Cache.character(@character_name) sign = @character_name[/^[\!\$]./] if sign && sign.include?('$') @cw = bitmap.width / 3 @ch = bitmap.height / 4 else @cw = bitmap.width / 12 @ch = bitmap.height / 8 end self.ox = @cw / 2 self.oy = @ch end #-------------------------------------------------------------------------- # ● 転送元矩形の更新 #-------------------------------------------------------------------------- def update_src_rect if @tile_id == 0 index = @character.character_index pattern = @character.pattern < 3 ? @character.pattern : 1 sx = (index % 4 * 3 + pattern) * @cw sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch self.src_rect.set(sx, sy, @cw, @ch) end end #-------------------------------------------------------------------------- # ● 位置の更新 #-------------------------------------------------------------------------- def update_position self.x = @character.screen_x self.y = @character.screen_y self.z = @character.screen_z end #-------------------------------------------------------------------------- # ● その他の更新 #-------------------------------------------------------------------------- def update_other self.opacity = @character.opacity self.blend_type = @character.blend_type self.bush_depth = @character.bush_depth self.visible = !@character.transparent end #-------------------------------------------------------------------------- # ● 新しいエフェクトの設定 #-------------------------------------------------------------------------- def setup_new_effect if !animation? && @character.animation_id > 0 animation = $data_animations[@character.animation_id] start_animation(animation) end if !@balloon_sprite && @character.balloon_id > 0 @balloon_id = @character.balloon_id start_balloon end end #-------------------------------------------------------------------------- # ● アニメーションの終了 #-------------------------------------------------------------------------- def end_animation super @character.animation_id = 0 end #-------------------------------------------------------------------------- # ● フキダシアイコン表示の開始 #-------------------------------------------------------------------------- def start_balloon dispose_balloon @balloon_duration = 8 * balloon_speed + balloon_wait @balloon_sprite = ::Sprite.new(viewport) @balloon_sprite.bitmap = Cache.system("Balloon") @balloon_sprite.ox = 16 @balloon_sprite.oy = 32 update_balloon end #-------------------------------------------------------------------------- # ● フキダシアイコンの解放 #-------------------------------------------------------------------------- def dispose_balloon if @balloon_sprite @balloon_sprite.dispose @balloon_sprite = nil end end #-------------------------------------------------------------------------- # ● フキダシアイコンの更新 #-------------------------------------------------------------------------- def update_balloon if @balloon_duration > 0 @balloon_duration -= 1 if @balloon_duration > 0 @balloon_sprite.x = x @balloon_sprite.y = y - height @balloon_sprite.z = z + 200 sx = balloon_frame_index * 32 sy = (@balloon_id - 1) * 32 @balloon_sprite.src_rect.set(sx, sy, 32, 32) else end_balloon end end end #-------------------------------------------------------------------------- # ● フキダシアイコンの終了 #-------------------------------------------------------------------------- def end_balloon dispose_balloon @character.balloon_id = 0 end #-------------------------------------------------------------------------- # ● フキダシアイコンの表示速度 #-------------------------------------------------------------------------- def balloon_speed return 8 end #-------------------------------------------------------------------------- # ● フキダシ最終フレームのウェイト時間 #-------------------------------------------------------------------------- def balloon_wait return 12 end #-------------------------------------------------------------------------- # ● フキダシアイコンのフレーム番号 #-------------------------------------------------------------------------- def balloon_frame_index return 7 - [(@balloon_duration - balloon_wait) / balloon_speed, 0].max end end