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。