组装13 人物动画的简单实现 添加刀光

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; Label1: TLabel; Edit2: TEdit; Label2: TLabel; 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); procedure GetEffectBase(mag: integer; var wimg: TWILImages; var idx: integer); 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 ) ); HitEffectBase: array[0..4] of integer = ( 800, 1410, 1700, 3480, 3390 ); 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; //打击效果 m_nHitEffectNumber: 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_WMagicImages: 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; g_WMagicImages := TWILImages.Create; Actor1 := TActor.Create; end; procedure TForm1.FormDestroy(Sender: TObject); begin g_WHumImgImages.Destroy; g_WHairImgImages.Destroy; g_WWeaponImages.Destroy; g_WMagicImages.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; g_WMagicImages.DDraw := DXDrawHuman.DDraw; g_WMagicImages.FileName := 'E:\mirClient\Mir1.76\Data\Magic.wil'; g_WMagicImages.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; Actor1.m_nHitEffectNumber := StrToIntDef(Edit2.Text,0); if Actor1.m_nHitEffectNumber > 5 then Actor1.m_nHitEffectNumber := 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(clBlack); 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); var idx, ax, ay: integer; d: TDirectDrawSurface; wimg: TWILImages; 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); if m_nHitEffectNumber > 0 then begin form1.GetEffectBase(m_nHitEffectNumber - 1, wimg,idx ); idx := idx + m_btDir * 10 + (m_nCurrentFrame - m_nStartFrame); if wimg <> nil then d := wimg.GetCachedImage(idx,ax,ay); if d <> nil then dsurface.Drawadd(Rect(dx + ax, dy + ay ,dx + ax + d.Width, dy + ay + d.Height), d.ClientRect, d, True, 255); end; 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; procedure TForm1.GetEffectBase(mag: integer; var wimg: TWILImages; var idx: integer); begin wimg := nil; idx := 0; wimg := g_WMagicImages; idx := HitEffectBase[mag]; end; end.
刀光需要用到Drawadd进行贴图,不能用了Draw了
读取固定位置的图片,只对 HIT动作有效,
有个烈火准备动作,有烈火效果的图片,但是动作帧对不上?
因为动作只有一帧,但是效果有6帧,而我只用了动作计数。
我猜想这个需要对应的施法效果?
下一步 施法效果

浙公网安备 33010602011771号