#============================================================================== # ■ Game_Troop #------------------------------------------------------------------------------ #============================================================================== class Game_Troop < Game_Unit #-------------------------------------------------------------------------- # ● セットアップ ※再定義 画面サイズの引き伸ばしに伴い敵のy座標をエディタの #  設定より下に移動。(のばした倍率分screen_yに乗算) #-------------------------------------------------------------------------- def setup(troop_id) clear @troop_id = troop_id @enemies = [] troop.members.each do |member| next unless $data_enemies[member.enemy_id] enemy = Game_Enemy.new(@enemies.size, member.enemy_id) enemy.hide if member.hidden enemy.screen_x = member.x enemy.screen_y = member.y * 1.16 # @enemies.push(enemy) end init_screen_tone make_unique_names end end #============================================================================== # ■ Sprite_Base #------------------------------------------------------------------------------ #  アニメーションの表示処理を追加したスプライトのクラスです。 #============================================================================== =begin class Sprite_Base < Sprite #-------------------------------------------------------------------------- # ● アニメーションスプライトの設定 # 画面サイズの拡大に合わせてアニメーションも拡大 #-------------------------------------------------------------------------- alias zoom_xy_animation_set_sprites animation_set_sprites def animation_set_sprites(frame) if @animation.position == 3 cell_data = frame.cell_data @ani_sprites.each_with_index do |sprite, i| next unless sprite pattern = cell_data[i, 0] if !pattern || pattern < 0 sprite.visible = false next end sprite.bitmap = pattern < 100 ? @ani_bitmap1 : @ani_bitmap2 sprite.visible = true sprite.src_rect.set(pattern % 5 * 192, pattern % 100 / 5 * 192, 192, 192) if @ani_mirror sprite.x = @ani_ox - cell_data[i, 1] sprite.y = @ani_oy + cell_data[i, 2] sprite.angle = (360 - cell_data[i, 4]) sprite.mirror = (cell_data[i, 5] == 0) else sprite.x = @ani_ox + cell_data[i, 1] sprite.y = @ani_oy + cell_data[i, 2] sprite.angle = cell_data[i, 4] sprite.mirror = (cell_data[i, 5] == 1) end sprite.z = self.z + 300 + i sprite.ox = 96 sprite.oy = 96 sprite.zoom_x = cell_data[i, 3] / 100.0 * 1.25 sprite.zoom_y = cell_data[i, 3] / 100.0 * 1.25 sprite.opacity = cell_data[i, 6] * self.opacity / 255.0 sprite.blend_type = cell_data[i, 7] end else zoom_xy_animation_set_sprites(frame) end end end =end