组装14 人物动画的简单实现 添加施法起手式

 

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;
    Label3: TLabel;
    Edit3: 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);

    procedure GetEffectBase(mag, mtype: 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
    )
    );

  EffectBase: array[0..30] of integer = (
    0, //0  火球术
    200, //1  治愈术
    400, //2  大火球
    600, //3  施毒术
    0, //4  攻杀剑术
    900, //5  抗拒火环
    920, //6  地狱火
    940, //7  疾光电影     没有SPELL效果
    20, //8  雷电术,  Magic2
    940, //9  灵魂火符
    940, //10 幽灵盾       没有SPELL效果
    940, //11 神圣战甲术   没有SPELL效果
    0, //12 刺杀剑术
    1380, //13 困魔咒
    1500, //14 召唤骷髅
    1520, //15 隐身术
    940, //16 集体隐身术    没有SPELL效果
    1560, //17 诱惑之光
    1590, //18 瞬息移动
    1620, //19 火墙
    1650, //20 爆裂火焰
    1680, //21 地狱雷光
    0, //22 半月弯刀
    0, //23 烈火剑法
    0, //24 野蛮冲撞
    3960, //25 心灵启示
    1790, //26 群体治疗术
    0, //27 召唤神兽  Magic2
    3880, //28 魔法盾
    3920, //29 圣言术
    3840 //30 冰咆哮

    );

  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;

    m_boUseMagic: Boolean;

    //刀光效果
     m_boHitEffect : Boolean;
    m_nHitEffectNumber: Integer;

    //施法效果
    m_nEffectNumber: Integer;
    m_nCurEffFrame: Integer;
    m_nSpellFrame: 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_WMagic2Images: 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;
  g_WMagic2Images := 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_WMagic2Images.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;

  g_WMagic2Images.DDraw := DXDrawHuman.DDraw;
  g_WMagic2Images.FileName := 'E:\mirClient\Mir1.76\Data\Magic2.wil';
  g_WMagic2Images.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;

  Actor1.m_nEffectNumber := StrToIntDef(Edit3.Text,0);
   if Actor1.m_nEffectNumber > 31 then
        Actor1.m_nEffectNumber := 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_boUseMagic := FALSE;
  m_boHitEffect := FALSE;
  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;
        m_boHitEffect := TRUE;
      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;

        m_nCurEffFrame := 0;
        m_boUseMagic := TRUE;
        m_nSpellFrame := 10;   //默认为10帧 而SPELL 动作只有6帧

        if    m_nEffectNumber = 26 then
        begin
           m_nSpellFrame := 20;
        end;
      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
      if m_boUseMagic then
      begin
        if (m_nCurEffFrame = m_nSpellFrame - 2) then //定到最后一帧似乎效果好点?
        begin
          Inc(m_nCurrentFrame);
          Inc(m_nCurEffFrame);
          m_dwStartTime := GetTickCount;
        end
        else
        begin
          if m_nCurrentFrame < m_nEndFrame - 1 then //定在倒数第二帧,等待效果帧上来
            Inc(m_nCurrentFrame);
          Inc(m_nCurEffFrame);
          m_dwStartTime := GetTickCount;
        end;

      end
      else
      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);

  //刀光效果
  if m_boHitEffect and (m_nHitEffectNumber > 0) then
  begin
    form1.GetEffectBase(m_nHitEffectNumber - 1, 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;

  //施法效果?
  if m_boUseMagic and (m_nEffectNumber > 0 )then
  begin
    if m_nCurEffFrame in [0..m_nSpellFrame - 1] then
    begin

      form1.GetEffectBase(m_nEffectNumber - 1, 0, wimg, idx);
      idx := idx + m_nCurEffFrame;
      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;

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, mtype: integer; var wimg: TWILImages; var
  idx:
  integer);
begin
  wimg := nil;
  idx := 0;
  case mtype of
    1:
      begin
        wimg := g_WMagicImages;
        idx := HitEffectBase[mag];
      end;

    0:
      begin
        case mag of
          8, 27:
            begin

              wimg := g_WMagic2Images; //Magic2.wil
              if mag in [0..30] then
                idx := EffectBase[mag];
            end;
        else
          begin
            wimg := g_WMagicImages;
            if mag in [0..30] then
              idx := EffectBase[mag];
          end;

        end;
      end;
  end;
end;

end.

 

昨天才只知道这个称为起手式,我之前称之为念咒?施法阶段?

确实施法可以分为3个部分,起手式念咒效果,魔法攻击飞行中的效果,击中效果3部分。

起手式效果只对应SPELL动作,所以会有一个USEMAGIC 的标志设置

SPELL动作的帧是6,施法效果默认的是10帧,所以会有个判断在动作的5帧等待,待施法帧到9,再统一到最后一帧,

武器挥出指向的一帧,形成一个漂亮的施法动作加施法效果

 

下一步,加上魔法攻击飞行中的效果。

posted @ 2025-07-17 15:29  D7mir  阅读(8)  评论(0)    收藏  举报