组装12 人物动画的简单实现 选择不同武器

unit Movies;

interface

uses
  Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms,
  Dialogs, ExtCtrls, StdCtrls, DXDraws, WILIB;

type
  TAction = (ActStand, ActWalk, ActRun, ActRushLeft, ActRushRight, ActWarMode,
    ActHit, ActHeavyHit, ActBigHit, ActFireHitReady, ActSpell,
    ActSitdown, ActStruck, ActDie);

  TActionInfo = packed record
    start: Word;
    frame: Word;
    skip: Word;
    ftime: Word;
    usetick: Word;
  end;

  THumanAction = packed record
    ActStand: TActionInfo;
    ActWalk: TActionInfo;
    ActRun: TActionInfo;
    ActRushLeft: TActionInfo;
    ActRushRight: TActionInfo;
    ActWarMode: TActionInfo;
    ActHit: TActionInfo;
    ActHeavyHit: TActionInfo;
    ActBigHit: TActionInfo;
    ActFireHitReady: TActionInfo;
    ActSpell: TActionInfo;
    ActSitdown: TActionInfo;
    ActStruck: TActionInfo;
    ActDie: TActionInfo;
  end;

  TForm1 = class(TForm)
    DXDrawHuman: TDXDraw;
    ButtonPlay: TButton;
    TimerShow: TTimer;
    ListBoxAction: TListBox;
    ListBoxDirect: TListBox;
    ListBoxSex: TListBox;
    ListBoxJob: TListBox;
    ListBoxDress: TListBox;
    MemoResult: TMemo;
    ButtonStop: TButton;
    ListBoxHair: TListBox;
    Edit1: TEdit;
    procedure FormCreate(Sender: TObject);
    procedure FormDestroy(Sender: TObject);
    procedure DXDrawHumanInitialize(Sender: TObject);
    procedure ButtonPlayClick(Sender: TObject);
    procedure TimerShowTimer(Sender: TObject);
    procedure PlayScence(MSurface: TDirectDrawSurface);
    procedure ButtonStopClick(Sender: TObject);
  private
    { Private declarations }
  public
    { Public declarations }
  end;

const
  HUMANFRAME = 600;

  DR_UP = 0;
  DR_UPRIGHT = 1;
  DR_RIGHT = 2;
  DR_DOWNRIGHT = 3;
  DR_DOWN = 4;
  DR_DOWNLEFT = 5;
  DR_LEFT = 6;
  DR_UPLEFT = 7;

  HA: THumanAction = (
    ActStand: (start: 0; frame: 4; skip: 4; ftime: 200; usetick: 0);
    ActWalk: (start: 64; frame: 6; skip: 2; ftime: 180; usetick: 2);
    ActRun: (start: 128; frame: 6; skip: 2; ftime: 200; usetick: 3);
    ActRushLeft: (start: 128; frame: 3; skip: 5; ftime: 200; usetick: 3);
    //先左手
    ActRushRight: (start: 131; frame: 3; skip: 5; ftime: 200; usetick: 3);
    //先右手
    ActWarMode: (start: 192; frame: 1; skip: 0; ftime: 200; usetick: 0);
    //ActHit:    (start: 200;    frame: 5;  skip: 3;  ftime: 140;  usetick: 0);
    ActHit: (start: 200; frame: 6; skip: 2; ftime: 140; usetick: 0);
    ActHeavyHit: (start: 264; frame: 6; skip: 2; ftime: 140; usetick: 0);
    ActBigHit: (start: 328; frame: 8; skip: 0; ftime: 120; usetick: 0);
    //这里指的烈火蓄力的动作?
    ActFireHitReady: (start: 192; frame: 1; skip: 0; ftime: 140; usetick: 0);
    ActSpell: (start: 392; frame: 6; skip: 2; ftime: 200; usetick: 0);
    ActSitdown: (start: 456; frame: 2; skip: 0; ftime: 240; usetick: 0);
    ActStruck: (start: 472; frame: 3; skip: 5; ftime: 140; usetick: 0);
    ActDie: (start: 536; frame: 4; skip: 4; ftime: 200; usetick: 0)
    );

  //一个人物模型就是599张图片
  WORDER: array[0..1, 0..599] of byte = (//男女角色有些不同?
    (
    //站立0-63
    0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
    1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1,
    0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1,
    //走64-127
    0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
    1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
    0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1,
    //跑128-191
    0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
    1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 0, 0, 1,
    0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1,
    //战斗准备 8个方向,192-199
    0, 1, 1, 1, 0, 0, 0, 0,
    //攻击动作Hit 200-263
    1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0,
    1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0,
    0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1,
    //攻击动作HeavyHit  264 - 327
    0, 1, 1, 0, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0,
    1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1,
    0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 0, 1, 1,
    //攻击动作BigHit 328- 391
    1, 1, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0,
    1, 1, 0, 0, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 0, 1, 1, 0, 0, 0, 0, 0,
    0, 0, 0, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 0, 0,
    //魔法攻击动作Spell 392- 455
    0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1,
    1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1,
    0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 1, 1,
    //挖,蹲下的动作Sitdown  每个方向2帧  456-471
    0, 0, 1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0,
    //被攻击后仰的动作Struck 每个方向3帧 472- 535
    0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
    1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1,
    0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1,
    //死亡的动作 每个方向4帧 536-599
    0, 0, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
    1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1,
    0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1
    ),

    (
    //站立0-63
    0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
    1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1,
    0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1,
    //走64-127
    0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
    1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
    0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1,
    //跑128-191
    0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
    1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 0, 0, 1,
    0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1,
    //战斗准备 8个方向,192-199
    1, 1, 1, 1, 0, 0, 0, 0,
    //攻击动作Hit 200-263
    1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0,
    1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0,
    0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1,
    //攻击动作HeavyHit  264 - 327
    0, 1, 1, 0, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0,
    1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1,
    0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 0, 1, 1,
    //攻击动作BigHit 328- 391
    1, 1, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0,
    1, 1, 0, 0, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 0, 1, 1, 0, 0, 0, 0, 0,
    0, 0, 0, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 0, 0,
    //魔法攻击动作Spell 392- 455
    0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1,
    1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1,
    0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 1, 1,
    //挖,蹲下的动作Sitdown  每个方向2帧  456-471
    0, 0, 1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0,
    //被攻击后仰的动作Struck 每个方向3帧 472- 535
    0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
    1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1,
    0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1,
    //死亡的动作 每个方向4帧 536-599
    0, 0, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
    1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1,
    0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1
    )
    );

type
  TActor = class
    m_btSex: Byte;
    m_btJob: Byte;
    m_btDress: Byte;
    m_btDir: Byte;
    m_btAtc: TAction;

    m_nStartFrame: Integer;
    m_nEndFrame: Integer;
    m_dwFrameTime: LongWord;
    m_dwStartTime: LongWord;
    m_nMaxTick: Integer;
    m_nCurTick: Integer;
    m_nCurrentFrame: Integer;

    m_BodySurface: TDirectDrawSurface;
    m_nPx: Integer;
    m_nPy: Integer;

    m_btHair: Byte;
    m_nHairOffset: Integer;
    m_HairSurface: TDirectDrawSurface;
    m_nHairPx: Integer;
    m_nHairPy: Integer;

    m_btWeapon: Byte;
    m_nWeaponOffset: Integer;
    m_WeaponSurface: TDirectDrawSurface;
    m_nWeaponPx: Integer;
    m_nWeaponPy: Integer;
    m_nWpord: Integer;

    constructor Create;
    destructor Destroy;

    procedure CalcActorFrame;
    procedure Run;
    procedure LoadSurface;
    procedure DrawChr(dsurface: TDirectDrawSurface; dx, dy: integer);

  end;

var
  Form1: TForm1;
  Actor1: TActor;
  g_mainWil: TWILImages;
  g_WHumImgImages: TWILImages;
  g_WHairImgImages: TWILImages;
  g_WWeaponImages: TWILImages;
  g_cacheSurface: TDirectDrawSurface;
  bmpIndex: Integer;
  movetick: Boolean;
  m_dwMoveTime: LongWord;
implementation

{$R *.dfm}

function ToDXD7Color(Color: TColor): TColor;
var
  R, G, B: Integer;
begin
  R := Color and $FF;
  G := (Color and $FF00) shr 8;
  B := (Color and $FF0000) shr 16;
  Result := R shl 16 or G shl 8 or B;
end;

procedure TForm1.FormCreate(Sender: TObject);
begin
  TimerShow.Enabled := False;
  bmpIndex := -1;
  ListBoxJob.ItemIndex := 0;
  ListBoxSex.ItemIndex := 0;
  ListBoxDress.ItemIndex := 0;
  ListBoxAction.ItemIndex := 0;
  ListBoxDirect.ItemIndex := 0;
  g_WHumImgImages := TWILImages.Create;
  g_WHairImgImages := TWILImages.Create;
  g_WWeaponImages := TWILImages.Create;

  Actor1 := TActor.Create;
end;

procedure TForm1.FormDestroy(Sender: TObject);
begin
  g_WHumImgImages.Destroy;
  g_WHairImgImages.Destroy;
  g_cacheSurface.Free;
  Actor1.Destroy;
end;

procedure TForm1.DXDrawHumanInitialize(Sender: TObject);
begin
  g_WHumImgImages.DDraw := DXDrawHuman.DDraw;
  g_WHumImgImages.FileName := 'E:\mirClient\Mir1.76\Data\Hum.wil';
  g_WHumImgImages.Initialize;
  g_WHairImgImages.DDraw := DXDrawHuman.DDraw;
  g_WHairImgImages.FileName := 'E:\mirClient\Mir1.76\Data\Hair.wil';
  g_WHairImgImages.Initialize;
  g_WWeaponImages.DDraw := DXDrawHuman.DDraw;
  g_WWeaponImages.FileName := 'E:\mirClient\Mir1.76\Data\Weapon.wil';
  g_WWeaponImages.Initialize;

end;

procedure TForm1.ButtonPlayClick(Sender: TObject);
begin
  TimerShow.Enabled := True;
  MemoResult.Text := ListBoxJob.Items[ListBoxJob.ItemIndex] + '  ' +
    ListBoxSex.Items[ListBoxSex.ItemIndex] + '  ' +
    ListBoxDress.Items[ListBoxDress.ItemIndex] + '  ' +
    ListBoxAction.Items[ListBoxAction.ItemIndex] + '  ' +
    ListBoxDirect.Items[ListBoxDirect.ItemIndex];

  Actor1.m_btWeapon := StrToIntDef(Edit1.Text,0);
  if Actor1.m_btWeapon > 33 then
    Actor1.m_btWeapon := 0;

  case ListBoxSex.ItemIndex of
    0: Actor1.m_btSex := 0;
    1: Actor1.m_btSex := 1;
  else
    Actor1.m_btSex := 0;
  end;

  case ListBoxJob.ItemIndex of
    0: Actor1.m_btJob := 0;
    1: Actor1.m_btJob := 1;
    2: Actor1.m_btJob := 2;
  else
    Actor1.m_btJob := 0;
  end;

  case ListBoxDress.ItemIndex of
    0: Actor1.m_btDress := 0;
    1: Actor1.m_btDress := 1;
    2: Actor1.m_btDress := 2;
    3:
      begin
        case ListBoxJob.ItemIndex of
          0: Actor1.m_btDress := 3;
          1: Actor1.m_btDress := 4;
          2: Actor1.m_btDress := 5;
        else
          Actor1.m_btDress := 0;
        end;
      end;
    4:
      begin
        case ListBoxJob.ItemIndex of
          0: Actor1.m_btDress := 6;
          1: Actor1.m_btDress := 7;
          2: Actor1.m_btDress := 8;
        else
          Actor1.m_btDress := 0;
        end;
      end;

  else
    Actor1.m_btDress := 0;
  end;

  case ListBoxAction.ItemIndex of
    0: Actor1.m_btAtc := ActStand;
    1: Actor1.m_btAtc := ActWalk;
    2: Actor1.m_btAtc := ActRun;
    3: Actor1.m_btAtc := ActRushLeft;
    4: Actor1.m_btAtc := ActRushRight;
    5: Actor1.m_btAtc := ActWarMode;
    6: Actor1.m_btAtc := ActHit;
    7: Actor1.m_btAtc := ActHeavyHit;
    8: Actor1.m_btAtc := ActBigHit;
    9: Actor1.m_btAtc := ActFireHitReady;
    10: Actor1.m_btAtc := ActSpell;
    11: Actor1.m_btAtc := ActSitdown;
    12: Actor1.m_btAtc := ActStruck;
    13: Actor1.m_btAtc := ActDie;
  else
    Actor1.m_btAtc := ActStand;
  end;

  case ListBoxDirect.ItemIndex of
    0: Actor1.m_btDir := DR_UP;
    1: Actor1.m_btDir := DR_UPRIGHT;
    2: Actor1.m_btDir := DR_RIGHT;
    3: Actor1.m_btDir := DR_DOWNRIGHT;
    4: Actor1.m_btDir := DR_DOWN;
    5: Actor1.m_btDir := DR_DOWNLEFT;
    6: Actor1.m_btDir := DR_LEFT;
    7: Actor1.m_btDir := DR_UPLEFT;
  else
    Actor1.m_btDir := DR_UP;
  end;

  case ListBoxHair.ItemIndex of
    0: Actor1.m_btHair := 0;
    1: Actor1.m_btHair := 1;
    2: Actor1.m_btHair := 2;
    3: Actor1.m_btHair := 3;
    4: Actor1.m_btHair := 4;
    5: Actor1.m_btHair := 5;
    6: Actor1.m_btHair := 6;
  else
    Actor1.m_btHair := 0;
  end;

  Actor1.CalcActorFrame;
end;

procedure TForm1.TimerShowTimer(Sender: TObject);
begin
  DXDrawHuman.Surface.Fill(ToDXD7Color(clBlue));
  PlayScence(DXDrawHuman.Surface);
  DXDrawHuman.Flip;
end;

constructor TActor.Create;
begin
  m_BodySurface := nil;

  m_nHairOffset := -1;
  m_btHair := 0;
  m_HairSurface := nil;

  m_nWeaponOffset := -1;
  m_btWeapon := 0;
  m_WeaponSurface := nil;

  m_nCurrentFrame := -1;
  m_nPx := 0;
  m_nPy := 0;

end;

destructor TActor.Destroy;
begin

end;

procedure TActor.CalcActorFrame;

begin

  m_nHairOffset := HUMANFRAME * m_btHair;

  m_nCurrentFrame := -1;
  case m_btAtc of
    ActStand:
      begin
        m_nStartFrame := HA.ActStand.start + m_btDir * (HA.ActStand.frame +
          HA.ActStand.skip);
        m_nEndFrame := m_nStartFrame + HA.ActStand.frame - 1;
        m_dwFrameTime := HA.ActStand.ftime;
        m_dwStartTime := GetTickCount;

      end;
    ActWalk:
      begin
        m_nStartFrame := HA.ActWalk.start + m_btDir * (HA.ActWalk.frame +
          HA.ActWalk.skip);
        m_nEndFrame := m_nStartFrame + HA.ActWalk.frame - 1;
        m_dwFrameTime := HA.ActWalk.ftime;
        m_dwStartTime := GetTickCount;
        m_nMaxTick := HA.ActWalk.UseTick;
        m_nCurTick := 0;

      end;
    ActRun:
      begin
        m_nStartFrame := HA.ActRun.start + m_btDir * (HA.ActRun.frame +
          HA.ActRun.skip);
        m_nEndFrame := m_nStartFrame + HA.ActRun.frame - 1;
        m_dwFrameTime := HA.ActRun.ftime;
        m_dwStartTime := GetTickCount;
        m_nMaxTick := HA.ActRun.UseTick;
        m_nCurTick := 0;

      end;

    ActRushLeft:
      begin
        m_nStartFrame := HA.ActRushLeft.start + m_btDir * (HA.ActRushLeft.frame
          + HA.ActRushLeft.skip);
        m_nEndFrame := m_nStartFrame + HA.ActRushLeft.frame - 1;
        m_dwFrameTime := HA.ActRushLeft.ftime;
        m_dwStartTime := GetTickCount;
        m_nMaxTick := HA.ActRushLeft.UseTick;
        m_nCurTick := 0;
      end;
    ActRushRight:
      begin
        m_nStartFrame := HA.ActRushRight.start + m_btDir *
          (HA.ActRushRight.frame + HA.ActRushRight.skip);
        m_nEndFrame := m_nStartFrame + HA.ActRushRight.frame - 1;
        m_dwFrameTime := HA.ActRushRight.ftime;
        m_dwStartTime := GetTickCount;
        m_nMaxTick := HA.ActRushRight.UseTick;
        m_nCurTick := 0;

      end;
    ActWarMode:

      begin
        m_nStartFrame := HA.ActWarMode.start + m_btDir * (HA.ActWarMode.frame +
          HA.ActWarMode.skip);
        m_nEndFrame := m_nStartFrame + HA.ActWarMode.frame - 1;
        m_dwFrameTime := HA.ActWarMode.ftime;
        m_dwStartTime := GetTickCount;
        m_nMaxTick := HA.ActWarMode.UseTick;

      end;
    ActHit:
      begin
        m_nStartFrame := HA.ActHit.start + m_btDir * (HA.ActHit.frame +
          HA.ActHit.skip);
        m_nEndFrame := m_nStartFrame + HA.ActHit.frame - 1;
        m_dwFrameTime := HA.ActHit.ftime;
        m_dwStartTime := GetTickCount;
      end;

    ActHeavyHit:
      begin
        m_nStartFrame := HA.ActHeavyHit.start + m_btDir * (HA.ActHeavyHit.frame
          + HA.ActHeavyHit.skip);
        m_nEndFrame := m_nStartFrame + HA.ActHeavyHit.frame - 1;
        m_dwFrameTime := HA.ActHeavyHit.ftime;
        m_dwStartTime := GetTickCount;
      end;
    ActBigHit:
      begin
        m_nStartFrame := HA.ActBigHit.start + m_btDir * (HA.ActBigHit.frame +
          HA.ActBigHit.skip);
        m_nEndFrame := m_nStartFrame + HA.ActBigHit.frame - 1;
        m_dwFrameTime := HA.ActBigHit.ftime;
        m_dwStartTime := GetTickCount;
      end;
    ActFireHitReady:
      begin
        m_nStartFrame := HA.ActFireHitReady.start + m_btDir *
          (HA.ActFireHitReady.frame +
          HA.ActFireHitReady.skip);
        m_nEndFrame := m_nStartFrame + HA.ActFireHitReady.frame - 1;
        m_dwFrameTime := HA.ActFireHitReady.ftime;
        m_dwStartTime := GetTickCount;
      end;
    ActSpell:
      begin
        m_nStartFrame := HA.ActSpell.start + m_btDir * (HA.ActSpell.frame +
          HA.ActSpell.skip);
        m_nEndFrame := m_nStartFrame + HA.ActSpell.frame - 1;
        m_dwFrameTime := HA.ActSpell.ftime;
        m_dwStartTime := GetTickCount;
      end;
    ActSitdown:
      begin
        m_nStartFrame := HA.ActSitdown.start + m_btDir * (HA.ActSitdown.frame +
          HA.ActSitdown.skip);
        m_nEndFrame := m_nStartFrame + HA.ActSitdown.frame - 1;
        m_dwFrameTime := HA.ActSitdown.ftime;
        m_dwStartTime := GetTickCount;
      end;
    ActStruck:
      begin
        m_nStartFrame := HA.ActStruck.start + m_btDir * (HA.ActStruck.frame +
          HA.ActStruck.skip);
        m_nEndFrame := m_nStartFrame + HA.ActStruck.frame - 1;
        m_dwFrameTime := HA.ActStruck.ftime;
        m_dwStartTime := GetTickCount;
      end;
    ActDie:
      begin
        m_nStartFrame := HA.ActDie.start + m_btDir * (HA.ActDie.frame +
          HA.ActDie.skip);
        m_nEndFrame := m_nStartFrame + HA.ActDie.frame - 1;
        m_dwFrameTime := HA.ActDie.ftime;
        m_dwStartTime := GetTickCount;
      end;
  end;
end;

procedure TActor.Run;
var
  prv: integer;

begin
  prv := m_nCurrentFrame;
  if (m_nCurrentFrame < m_nStartFrame) or (m_nCurrentFrame > m_nEndFrame) then
    m_nCurrentFrame := m_nStartFrame;

  if GetTickCount - m_dwStartTime > m_dwFrameTime then //帧时间到
  begin
    if m_nCurrentFrame < m_nEndFrame then
    begin

      begin
        Inc(m_nCurrentFrame); //增加帧
        m_dwStartTime := GetTickCount;
      end;

    end
    else //到行为动作的尾帧
    begin

      begin
        m_nCurrentFrame := m_nStartFrame;
        m_dwStartTime := GetTickCount;
      end;

    end;
  end;

  if prv <> m_nCurrentFrame then
  begin
    // m_dwLoadSurfaceTime := GetTickCount;
    LoadSurface;
  end;
end;

procedure TActor.LoadSurface;

begin
  m_BodySurface := g_WHumImgImages.GetCachedImage(HUMANFRAME * (m_btDress * 2 +
    m_btSex) +
    m_nCurrentFrame, m_nPx, m_nPy);

  if m_nHairOffset >= 0 then
    m_HairSurface := g_WHairImgImages.GetCachedImage(m_nHairOffset +
      m_nCurrentFrame, m_nHairPx, m_nHairPy)
  else
    m_HairSurface := nil;

  m_WeaponSurface := g_WWeaponImages.GetCachedImage(HUMANFRAME * (m_btWeapon * 2
    +
    m_btSex) +
    m_nCurrentFrame, m_nWeaponPx, m_nWeaponPy);
end;

procedure TActor.DrawChr(dsurface: TDirectDrawSurface; dx, dy: integer);
begin
  if (m_nCurrentFrame >= 0) and (m_nCurrentFrame <= 599) then
    m_nWpord := WORDER[m_btSex, m_nCurrentFrame];

  if (m_nWpord = 0) and (m_WeaponSurface <> nil) then //武器在身体后
    dsurface.Draw(dx + m_nWeaponPx, dy + m_nWeaponPy,
      m_WeaponSurface.ClientRect,
      m_WeaponSurface, True);

  if m_BodySurface <> nil then
    dsurface.Draw(dx + m_nPx, dy + m_nPy, m_BodySurface.ClientRect,
      m_BodySurface, True);

  if m_HairSurface <> nil then
    dsurface.Draw(dx + m_nHairPx, dy + m_nHairPy, m_HairSurface.ClientRect,
      m_HairSurface, True);

  if (m_nWpord = 1) and (m_WeaponSurface <> nil) then //武器在身体前
    dsurface.Draw(dx + m_nWeaponPx, dy + m_nWeaponPy,
      m_WeaponSurface.ClientRect,
      m_WeaponSurface, True);

end;

procedure TForm1.PlayScence(MSurface: TDirectDrawSurface);
var
  m_dwFrameTime: LongWord;
begin
  {
  movetick := False;
  if GetTickCount - m_dwMoveTime > 60 then
  begin
    m_dwMoveTime := GetTickCount;
    movetick := True;
  end;

  if movetick then
  begin
    Actor1.Run;
  end;
  }
  Actor1.Run;
  Actor1.DrawChr(MSurface, 80, 120);
end;

procedure TForm1.ButtonStopClick(Sender: TObject);
begin
  TimerShow.Enabled := False;
end;

end.

1.76 武器有33种,

武器贴图分男女,和头发贴图类似的, 图片的细节不一样。

 

下一步,加上刀气。

posted @ 2025-07-05 23:48  D7mir  阅读(12)  评论(0)    收藏  举报