#==============================================================================
# ** Window_Base
#
# This is a superclass of all windows in the game.
#==============================================================================
class Window_Base < Window
#
# * Constants
#
WLH = 24 # Window Line Height
#
# * Object Initialization
# x : window x-coordinate
# y : window y-coordinate
# width : window width
# height : window height
#
def initialize(x, y, width, height)
super()
self.windowskin = Cache.system("Window")
self.x = x
self.y = y
self.width = width
self.height = height
self.z = 100
self.back_opacity = 200
self.openness = 255
create_contents
@opening = false
@closing = false
end
#
# * Dispose
#
def dispose
self.contents.dispose
super
end
#
# * Create Window Contents
#
def create_contents
self.contents.dispose
self.contents = Bitmap.new(width - 32, height - 32)
end
#
# * Frame Update
#
def update
super
if @opening
self.openness += 48
@opening = false if self.openness == 255
elsif @closing
self.openness -= 48
@closing = false if self.openness == 0
end
end
#
# * Open Window
#
def open
@opening = true if self.openness < 255
@closing = false
end
#
# * Close Window
#
def close
@closing = true if self.openness > 0
@opening = false
end
#
# * Get Text Color
# n : Text color number (0-31)
#
def text_color(n)
x = 64 + (n % 8) * 8
y = 96 + (n / 8) * 8
return windowskin.get_pixel(x, y)
end
#
# * Get Normal Text Color
#
def normal_color
return text_color(0)
end
#
# * Get System Text Color
#
def system_color
return text_color(16)
end
#
# * Get Crisis Text Color
#
def crisis_color
return text_color(17)
end
#
# * Get Knockout Text Color
#
def knockout_color
return text_color(18)
end
#
# * Get Gauge Background Color
#
def gauge_back_color
return text_color(19)
end
#
# * Get HP Gauge Color 1
#
def hp_gauge_color1
return text_color(20)
end
#
# * Get HP Gauge Color 2
#
def hp_gauge_color2
return text_color(21)
end
#
# * Get MP Gauge Color 1
#
def mp_gauge_color1
return text_color(22)
end
#
# * Get MP Gauge Color 2
#
def mp_gauge_color2
return text_color(23)
end
#
# * Get Equip Screen Power Up Color
#
def power_up_color
return text_color(24)
end
#
# * Get Equip Screen Power Down Color
#
def power_down_color
return text_color(25)
end
#
# * Draw Icon
# icon_index : Icon number
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# enabled : Enabled flag. When false, draw semi-transparently.
#
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)
self.contents.blt(x, y, bitmap, rect, enabled ? 255 : 128)
end
#
# * Draw Face Graphic
# face_name : Face graphic filename
# face_index : Face graphic index
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# size : Display size
#
def draw_face(face_name, face_index, x, y, size = 96)
bitmap = Cache.face(face_name)
rect = Rect.new(0, 0, 0, 0)
rect.x = face_index % 4 * 96 + (96 - size) / 2
rect.y = face_index / 4 * 96 + (96 - size) / 2
rect.width = size
rect.height = size
self.contents.blt(x, y, bitmap, rect)
bitmap.dispose
end
#
# * Draw Character Graphic
# character_name : Character graphic filename
# character_index : Character graphic index
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#
def draw_character(character_name, character_index, x, y)
return if character_name == nil
bitmap = Cache.character(character_name)
sign = character_name[/^[\!\$]./]
if sign != nil and 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)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
#
# * Get HP Text Color
# actor : actor
#
def hp_color(actor)
return knockout_color if actor.hp == 0
return crisis_color if actor.hp < actor.maxhp / 4
return normal_color
end
#
# * Get MP Text Color
# actor : actor
#
def mp_color(actor)
return crisis_color if actor.mp < actor.maxmp / 4
return normal_color
end
#
# * Draw Actor Walking Graphic
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#
def draw_actor_graphic(actor, x, y)
draw_character(actor.character_name, actor.character_index, x, y)
end
#
# * Draw Actor Face Graphic
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# size : Display size
#
def draw_actor_face(actor, x, y, size = 96)
draw_face(actor.face_name, actor.face_index, x, y, size)
end
#
# * Draw Name
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#
def draw_actor_name(actor, x, y)
self.contents.font.color = hp_color(actor)
self.contents.draw_text(x, y, 108, WLH, actor.name)
end
#
# * Draw Class
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#
def draw_actor_class(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 108, WLH, actor.class.name)
end
#
# * Draw Level
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#
def draw_actor_level(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, WLH, Vocab::level_a)
self.contents.font.color = normal_color
self.contents.draw_text(x + 32, y, 24, WLH, actor.level, 2)
end
#
# * Draw State
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#
def draw_actor_state(actor, x, y, width = 96)
count = 0
for state in actor.states
draw_icon(state.icon_index, x + 24 * count, y)
count += 1
break if (24 * count > width - 24)
end
end
#
# * Draw HP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : Width
#
def draw_actor_hp(actor, x, y, width = 120)
draw_actor_hp_gauge(actor, x, y, width)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 30, WLH, Vocab::hp_a)
self.contents.font.color = hp_color(actor)
last_font_size = self.contents.font.size
xr = x + width
if width < 120
self.contents.draw_text(xr - 44, y, 44, WLH, actor.hp, 2)
else
self.contents.draw_text(xr - 99, y, 44, WLH, actor.hp, 2)
self.contents.font.color = normal_color
self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
self.contents.draw_text(xr - 44, y, 44, WLH, actor.maxhp, 2)
end
end
#
# * Draw HP gauge
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : Width
#
def draw_actor_hp_gauge(actor, x, y, width = 120)
gw = width * actor.hp / actor.maxhp
gc1 = hp_gauge_color1
gc2 = hp_gauge_color2
self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
end
#
# * Draw MP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : Width
#
def draw_actor_mp(actor, x, y, width = 120)
draw_actor_mp_gauge(actor, x, y, width)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a)
self.contents.font.color = mp_color(actor)
last_font_size = self.contents.font.size
xr = x + width
if width < 120
self.contents.draw_text(xr - 44, y, 44, WLH, actor.mp, 2)
else
self.contents.draw_text(xr - 99, y, 44, WLH, actor.mp, 2)
self.contents.font.color = normal_color
self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
self.contents.draw_text(xr - 44, y, 44, WLH, actor.maxmp, 2)
end
end
#
# * Draw MP Gauge
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : Width
#
def draw_actor_mp_gauge(actor, x, y, width = 120)
gw = width * actor.mp / [actor.maxmp, 1].max
gc1 = mp_gauge_color1
gc2 = mp_gauge_color2
self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
end
#
# * Draw Parameters
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# type : Type of parameters (0-3)
#
def draw_actor_parameter(actor, x, y, type)
case type
when 0
parameter_name = Vocab::atk
parameter_value = actor.atk
when 1
parameter_name = Vocab::def
parameter_value = actor.def
when 2
parameter_name = Vocab::spi
parameter_value = actor.spi
when 3
parameter_name = Vocab::agi
parameter_value = actor.agi
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, WLH, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, WLH, parameter_value, 2)
end
#
# * Draw Item Name
# item : Item (skill, weapon, armor are also possible)
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# enabled : Enabled flag. When false, draw semi-transparently.
#
def draw_item_name(item, x, y, enabled = true)
if item != nil
draw_icon(item.icon_index, x, y, enabled)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x + 24, y, 172, WLH, item.name)
end
end
#
# * Draw number with currency unit
# value : Number (gold, etc)
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : Width
#
def draw_currency_value(value, x, y, width)
cx = contents.text_size(Vocab::gold).width
self.contents.font.color = normal_color
self.contents.draw_text(x, y, width-cx-2, WLH, value, 2)
self.contents.font.color = system_color
self.contents.draw_text(x, y, width, WLH, Vocab::gold, 2)
end
end