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Dano FF - outro efeito de dano muito legal

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Dano FF - outro efeito de dano muito legal Empty Dano FF - outro efeito de dano muito legal

Mensagem por natan Seg Out 26 2009, 18:45

esse efeito eh muito legal quando vai aparecer o dano ele aparece desse jeito assim

Dano FF - outro efeito de dano muito legal Screen1iv6

eh muito legal

Código:
#==============================================================================
# ¦ RPG::Sprite
#------------------------------------------------------------------------------
# Change the damage display
#
# By Squall // squall@rmxp.ch
# released on the 30th march at rmxp.org
#==============================================================================

class RPG::Sprite < ::Sprite
  #--------------------------------------------------------------------------
  # ? initialize
  #--------------------------------------------------------------------------
  def initialize(viewport = nil)
    super(viewport)
    @_whiten_duration = 0
    @_appear_duration = 0
    @_escape_duration = 0
    @_collapse_duration = 0
    @_damage_durations = []
    @_animation_duration = 0
    @_blink = false
  end
  #--------------------------------------------------------------------------
  # ? dispose
  #--------------------------------------------------------------------------
  def dispose
    dispose_damage(0...@_damage_durations.size)
    dispose_animation
    dispose_loop_animation
    super
  end
  #--------------------------------------------------------------------------
  # ? effect?
  #--------------------------------------------------------------------------
  def effect?
    damage_duration = 0
    for value in @_damage_durations
      damage_duration += value
    end
    @_whiten_duration > 0 or
    @_appear_duration > 0 or
    @_escape_duration > 0 or
    @_collapse_duration > 0 or
    damage_duration > 0 or
    @_animation_duration > 0
  end
  #--------------------------------------------------------------------------
  # ? damage
  #--------------------------------------------------------------------------
  def damage(value, critical)
    dispose_damage(0...@_damage_durations.size)
    @_damage_sprites = []
    if value.is_a?(Numeric)
      damage_string = value.abs.to_s
    else
      damage_string = value.to_s
    end
    if critical
      damage_string += " CRITICAL"
    end
   
    for i in 0...damage_string.size
      letter = damage_string[i..i]
      bitmap = Bitmap.new(48, 48)
      bitmap.font.size = 24
      bitmap.font.color.set(0, 0, 0)
      bitmap.draw_text(-1, 12-1, 48, 48, letter, 1)
      bitmap.draw_text(+1, 12-1, 48, 48, letter, 1)
      bitmap.draw_text(-1, 12+1, 48, 48, letter, 1)
      bitmap.draw_text(+1, 12+1, 48, 48, letter, 1)
      if value.is_a?(Numeric) and value < 0
        bitmap.font.color.set(176, 255, 144)
      else
        bitmap.font.color.set(255, 255, 255)
      end
      bitmap.draw_text(0, 12, 48, 48, letter, 1)
   
      @_damage_sprites[i] = ::Sprite.new(self.viewport)
      @_damage_sprites[i].bitmap = bitmap
      @_damage_sprites[i].visible = false
      @_damage_sprites[i].ox = 16
      @_damage_sprites[i].oy = 16
      @_damage_sprites[i].x = self.x - self.ox / 2 + i * 12
      @_damage_sprites[i].y = self.y - self.oy / 2
      @_damage_sprites[i].z = 3000
      @_damage_durations[i] = 40 + i * 2
    end
  end
  #--------------------------------------------------------------------------
  # ? dispose_damage
  #--------------------------------------------------------------------------
  def dispose_damage(index)
    return if @_damage_sprites == nil
    if @_damage_sprites[index].is_a?(::Sprite) and @_damage_sprites[index].bitmap != nil
      @_damage_sprites[index].bitmap.dispose
      @_damage_sprites[index].dispose
      @_damage_durations[index] = 0
    end
  end
  #--------------------------------------------------------------------------
  # ? update
  #--------------------------------------------------------------------------
  def update
    super
    if @_whiten_duration > 0
      @_whiten_duration -= 1
      self.color.alpha = 128 - (16 - @_whiten_duration) * 10
    end
    if @_appear_duration > 0
      @_appear_duration -= 1
      self.opacity = (16 - @_appear_duration) * 16
    end
    if @_escape_duration > 0
      @_escape_duration -= 1
      self.opacity = 256 - (32 - @_escape_duration) * 10
    end
    if @_collapse_duration > 0
      @_collapse_duration -= 1
      self.opacity = 256 - (48 - @_collapse_duration) * 6
    end
    for i in 0...@_damage_durations.size
      damage_sprite = @_damage_sprites[i]
      next if @_damage_durations[i] == nil
      if @_damage_durations[i] > 0
        @_damage_durations[i] -= 1
        damage_sprite.visible = (@_damage_durations[i] <= 40)
        case @_damage_durations[i]
        when 38..39
          damage_sprite.y -= 4
        when 36..37
          damage_sprite.y -= 2
        when 34..35
          damage_sprite.y += 2
        when 28..33
          damage_sprite.y += 4
        end
        damage_sprite.opacity = 256 - (12 - @_damage_durations[i]) * 32
        if @_damage_durations[i] == 0
          dispose_damage(i)
        end
      end
    end
    if @_animation != nil and (Graphics.frame_count % 2 == 0)
      @_animation_duration -= 1
      update_animation
    end
    if @_loop_animation != nil and (Graphics.frame_count % 2 == 0)
      update_loop_animation
      @_loop_animation_index += 1
      @_loop_animation_index %= @_loop_animation.frame_max
    end
    if @_blink
      @_blink_count = (@_blink_count + 1) % 32
      if @_blink_count < 16
        alpha = (16 - @_blink_count) * 6
      else
        alpha = (@_blink_count - 16) * 6
      end
      self.color.set(255, 255, 255, alpha)
    end
    @@_animations.clear
  end
end
natan
natan
Estudante
Estudante

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